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Thompson.HI There and Welcome to a small few extracts from the new programming book being created for you5}r XL/XE. The book is heavily based upon Mapping the Atari - REVISED by Ian Chadwick, but it has corrected most (perhaps all) 5}of the incorrect information and errors from the book. In addition, there is a fair bit of information that is just not cover5}ed in Mapping of which IS covered in my book. Inclusive of the MAP section, you'll find an XL/XE Operating System source list5}ing with descriptive remarks alongside. There are also several (!!) appendices that I've included for the simple reason of re5}ference and knowledge. Most information in the MAP section that normally references other sources in Mapping, you'll now find5} amoungst my appendices.Unfortuneatly, the book hasn't been completed in time for this computer show which would have been 5}nice, but I do hope to have it ready before christmas (if all goes ok). The name and price of the book haven't been invented 5}as of yet, but who cares! No, keep in touch with TWAUG or Page-6 and you should find out soon enough.Well, without further 5}ado, let us embark on a few extracts I've promised you.As a simple example of missing information from Mapping, take the 5}following locations:88,89 58,59 SAVMSCThe lowest address of screen memory corresponding to the upper left 5}corner of the graphics/text screen. The upper left corner of the text window is at locations 660 and 661. You can check this 5}with:10 GRAPHICS 120 SCREEN=PEEK(88)+256*PEEK(89)30 WINDOW=PEEK(660)+256*PEEK(661)40 POKE SCREEN,51:POKE WINDOW,55How 5}is each mode configured? Well, take a look at the chart overleaf:GRAPHIC ROWS COLUMNS BYTES SCREEN DL5}MODE full / split /line /line MEMORY MEMORY 0 24 20 40 40 960/960 32/na 1 5}24 20 20 20 480/640 32/34 2 12 10 20 20 240/400 20/24 3 24 20 5} 40 10 240/400 32/34 4 48 40 80 10 480/640 56/54 5 48 40 80 5}20 960/1120 56/54 6 96 80 160 20 1920/2080 104/94 7 96 80 160 40 38405}/4096 104/94 8 192 160 320 40 7680/7936 202/176 9 192 160 80 40 7680/7936 2025}10 192 160 80 40 7680/7936 20211 192 160 80 40 7680/7936 20212 24 5} 20 40 40 960/1120 32/3413 12 10 40 40 480/640 20/2414 192 160 160 5} 20 3840/4096 202/17615 192 160 160 40 7680/7936 202/176Note, that the 1st number in the Sc5}reen memory is the amount of memory actually needed, where the 2nd number defines the amount set aside due to handler calcula5}tions and boundaries. The 1st DL number is the amount of full-screen instructions, the 2nd being the split-screen amount. Whe5}n the screen clear function is executed the display handler clears the memory between the address given by SAVMSC and RAMTOP.5} The old-bug of RAM being cleared above RAMTOP with the Screen-CLEAR function and the scrolling of the text-window is now bee5}n eradicated, so feel free to protect RAM directly above RAMTOP without any worries of it being lost. SAVMSC and RAMTOP can a5}lso be used in your own programs to clear bulks of memory fast. This is especially useful in clearing PMG's or strings, ie:5}10 POKE 88,0:POKE 89,4020 POKE 106,PEEK(106)30 ? CHR$(125):GRAPHICS 0This clears all the memory from location 10240 (40 *5} 256) to RAMTOP - 1. Be sure to call a graphics mode afterwads so that the screen write address is returned to normal.Here5}'s a useful routine that can be included in your own programs. It will load a picture file into the Graphics mode in use:105} GRAPHICS 15+16:MEM=768020 DATA 104,104,104,170,76,86,22830 FOR I=0 TO 640 READ D:POKE 1536+I,D:NEXT I50 HI=INT(MEM/256):5}LO=MEM-HI*25660 OPEN #1,4,0,"D:FILENAME.PIC"70 POKE 849,1:POKE 850,7:POKE 852,PEEK(88):POKE 853,PEEK(89)80 POKE 856,LO:POK5}E 857,HI:POKE 858,490 X=USR(1536)95 CLOSE #1If you wish to save the picture to disk, then you'll... With a little interr5}uption, ain't I a spoil sport. You'll have to see page 17 of the book, where you'll also find additional instructional inform5}ation - FOR ALL PROGRAMS.As you can see, all of the XL/XE graphics modes are covered here. There are various other location5}s throughout the book that also support all 16 modes, ofcourse. Another point of the book is where I've clarified explanation5}s with excess program listings, such like:186,187 BA,BB STOPLNThis is the line where a Basic program stopped5} either due to an error or the use of the Break key. Also due to a Basic STOP or where a TRAP statement occured. Try the foll5}owing:10 TRAP 3020 ;this is a deliberate error30 LINE=PEEK(186)+256*PEEK(187)40 ? "Are you aware of error ";PEEK(195);" 5}at line ";LINE50 TRAP 40000I believe that subjects are best explained with small straightforward Basic programs, rather t5}han complex, badly written paragraphs of the British language. The TRAP 40000 statement above simply turns off the Error TRAP6}ping mode.How about subjects that you don't see in the majority of manuals, well, good fortune has come your way because he6}re is a description of the hardware timers. When were these last detailed!?The HARDWARE-TIMERS are used to count intervals6} less than a jiffy (1 fiftieth of a second). They count down from a user set value until they reach 0 whereby they vector to 6}the appropriate address. These are very handy for many applications including music durations, game I/O clock, colour alterat6}ions, timing and even digitized speech (see the VOLUME-BIT appendice). Oh dear, I've told you one of the appendices in the bo6}ok.Here's a program that uses hardware timer-1:10 POKE 53768,020 FOR I=0 TO 1230 READ D:POKE 1536+I,D:NEXT I40 DATA 1736},10,210,41,240,141,10,212,141,24,208,104,6450 POKE 528,0:POKE 529,660 POKE 53760,3070 POKE 16,193:POKE 53774,19380 POKE 56}3769,1It's nice and easy when you see the Basic program that performs the task isn't it. Here's the steps to creating on6}e yourself:1. POKE AUDCTL with the clock frequency you wish to operate in: 0=64KHz, 1=15KHz and 96=1.79MHz. The PAL 6 }system actually works at 2.217MHz, but it seems that POKEYs IRQ' are strapped to this strict timing circuit! (It doesn'6 }t seem possible to disable POKEYs internal clock for faster processing IRQ'!??).2. Mapping says to set the channel con6 }trol register at 53761, to what and why it doesn't say, but when I was fiddling around with it I found that it has n6 }o use at all!3. Place your machine-language interrupt routine into a safe place of memory making sure it ends with a P6 }LA and RTI. Note that if you use the X or Y registers then you should PHA them and restore them at the end of the inter6}rupt.4. Address your routine with the appropriate Timer-vector.5. POKE a value between 0 - 255 into the relevant AUDF6} register. This is the delay (in clock-pulses) before the interrupt routine is re-executed. You should be very careful 6}with this value because if it is shorter than the amount of time your interrupt-routine needs to fully execute then you6} are dicing with trouble. The system can CRASH.6. Enable your interrupt by setting its bit in IRQEN at 53774 and its s6}hadow POKMSK at 16.7. Finally, POKE a nonzero value into STIMER at 53769 so that your counter (the AUDF register) is r6}eset to the value you poked here in step-5.I wasn't going to include these steps in this extract, but because IRQs are a l6}ess known feature of the Atari, I have.Moving onto another subject and indeed, another set of locations, we have:675-689 6} 2A3-2B1 TABMAPMap of the TAB-stop positions. There are 15 bytes (15*8 = 120 bits), each bit corresponds to 1 column6} in a logical line, where a value of 1 means the TAB is set and a 0 means otherwise. If you wish to clear all the TAB stops t6}hen you can either poke all these locations with 0 or press the TAB key to land on each tab-stop and press CTRL+TAB, likewise6}, if you wish to create one then position the cursor where you want the tab-stop and press SHIFT+TAB (or POKE the appropriate6} bits in). Try the program on the next page.10 DIM C$(8)16 DATA 128,64,32,16,8,4,2,122 FOR I=1 TO 828 READ D:C$(I,I)=6}CHR$(D):NEXT I34 FOR J=1 TO 1540 POKE 675+(J-1),0:NEXT J46 FOR TAB=1 TO 120 STEP 352 GOSUB 7058 NEXT TAB64 STOP70 BYTE6}=(TAB-1)/876 BIT=((BYTE-INT(BYTE))*8)+182 V=ASC(C$(BIT,BIT))88 BYTE=INT(BYTE)94 POKE 675+BYTE,PEEK(675+BYTE)+V98 RETURN6}You can use this program to set any TAB positions you wish. The GOSUB routine between lines 70 - 98 actually sets any TAB-st6}ops given to it by the TAB variable (columns are between 1 - 120).How about those 9 sector disk fonts etc. that various ch6}aracter-editing packages load and save. Hmmm, that particular routine to save your font is:0 DATA 104,104,104,170,76,86,2286}1 FOR I=0 TO 62 READ D:POKE 1536+I,D:NEXT I3 OPEN #1,8,0,"D:NAME.FNT"4 POKE 849,1:POKE 850,11:POKE 852,0:POKE 853,PEEK(106 }6)5 POKE 856,0:POKE 857,4:POKE 858,86 X=USR(1536)7 CLOSE #1With this program, taken from page-79, having created a font 6!}in Basic, you can save it to disk as a 9 sector font file. If you'd like to load it back in, then see page-80. Darnations, ai6"}n't I a spoil sport.A nice subject that isn't made clear much is calling graphics modes in machine-language. It's all done6#} with CIO, just set the various parameters, JSR to CIO and there you have it. Well, you could create your own Display List (D6$}L) and change the DL pointer at locations 560 and 561, but that's the cowboy method, I certainly don't do it that way...NOT! 6%}Hmmm.10 DIM A$(32)14 A=ADR(A$):H=INT(A/256):L=A-H*25620 FOR I=1 TO 3230 READ D:POKE A+I-1,D:NEXT I50 DATA 112,112,112,66&}6,64,156,2,2,2,260 DATA 2,2,2,2,2,2,2,2,2,2,2,2,2,2,270 DATA 2,2,2,2,65,0,080 POKE A+30,L:POKE A+31,H90 POKE 560,L:POKE 56'}61,HDon't copy me, here's the PROPER method:0100 *=$6000110 ;0120 CIO = 584540130 COMMAND = 83401406(} BUFFER = 8360150 AUX = 8420160 AUX2 = 8430170 ;0180 LDX #320190 LDA #3 ;OPEN0206)}0 STA COMMAND,X0210 LDA #24 ;CLRSCRN0220 STA AUX,X0230 LDA #8 ;MODE0240 6*} STA AUX2,X0250 LDA #NAME&2550260 STA BUFFER,X0270 LDA #NAME/2560280 STA BUFFER+1,6+}X0290 JSR CIO0300 BRK0305 ;0310 NAME .BYTE "S:"Who wrote that program I hear you say, can't have be6,}en me! Anyway, how about drawing in machine-code? It's nice and easy in Basic because Basic has supplied us with PLOT and DRA6-}WTO, but for machine-code you'll need the information on page-98 of my book. Shall I give you a clue...? Well, it's all to do6.} with locations 84, 85, 86, 96, 97 and 98. You might also need a CIO code 17.Location 54017; D303 in Mapping supplies a go6/}od program which turns your ROM OS into a RAM OS. Well, how about the internal Basic ROM and the SELF-TEST package? Here's a 60}program that will turn your ROM SELF-TEST to a RAM SELF-TEST:10 DATA 173,1,211,41,127,141,1,21112 DATA 169,80,133,204,16961},40,133,20614 DATA 169,0,133,203,133,205,160,016 DATA 177,203,145,205,200,208,24918 DATA 230,204,230,206,165,204,201,88,2062}8,23920 DATA 173,1,211,9,128,141,1,21122 DATA 169,40,133,204,169,80,133,20624 DATA 169,0,133,203,133,205,160,026 DATA 17763},203,145,205,200,208,24928 DATA 230,204,230,206,165,206,201,88,208,23930 DATA 104,96,-140 I=050 READ D:IF D+1 THEN POKE 164}536+I,D:I=I+1:GOTO 5060 X=USR(1536)Occupied SELF-TEST memory is locations 20480-22527; $5000-$57FF. You can also do the sa65}me to the Basic ROM with this program, as described earlier, but you'll have to see location 54017 for the modifications.A66}nother subject in the book which I believe has not been described in any other source to date, is that of the SPLIT-FONT mode67}. A very powerful technique that I discovered originally some years ago, ie:10 GRAPHICS 020 DL=PEEK(560)+256*PEEK(561)3068} POKE DL+3,2+32+64:POKE DL+7,2+3235 POKE DL+9,2+3240 POKE 54277,445 ? 50 ? "Y+fa+/2*E*F3SHMSSkYYAO11QK4/H"60 ? "sX[OTD/x69}CIEOsLWDOLZ7A#1T&O44P"I'm not going to tell you what happens, just type in the above program and RUN it up. My book doesn'6:}t really go into what you can do with this new mode, but I'm sure the possibilities are endless. Italicization can be achieve6;}d by including HSCROL on one of the lines.That about covers just a few of the many pages within the MAP section of the boo6<}k, ofcourse, every independent memory location has been described. Amoungst the appendices in the book there are accurately d6=}escriptive tables detailing memory usage of graphics modes and their DLs, detailed timing considerations for both the PAL and6>} NTSC systems. Various reference appendices including Basic keywords, Turbo Basic keywords, character-codes, system errors, e6?}tc.. There are a few fully explanatory appendices on subjects such as Display Lists (DLs), Display List Interrupts (DLIs), Ve6@}rtical Blank Interrupts (VBIs) etc.. Other varied appendices include information on PMGs, the BOOT process, 130XE memory mana6A}gement, LSBs and MSBs, Boolean programming, Boundaries, POKEY in STEREO, the list does go on.If your a music fanatic, then 6B}you'll find a fairly powerful Turbo Basic program in the relating appendice which will allow you to create substantially good6C} quality Basic musix. The program itself is only 20-25 lines, but believe me, it can accomplish many aspects of channel and t6D}iming control. Also, a good point you'll find about it is that the amount of data needed for complex tunes is very small comp6E}ared to many simple musix routines.If your searching for all that information that stops you writing your own programs6F} to a boot-disk, then consult the BOOT appendice. The CYCLE-STEALING appendice will be useful to more advanced programmers, a6G}nd indeed the MACHINE-CODE reference appendice. Here, advanced programmers will find some information not listed anywhere bef6H}ore in any book or magazine (as far as I know). The nearest I've seen to some of this information was in an issue of MEGA MAG6I}AZINE, an excellant resource for programmers. There was an article on ILLEGAL OP-CODES, but it missed out some important info6J}rmation. You'll have to see my book for further details.DOS 2.5 users will be happy to see a COMPLETE list of correct routi6K}ne addresses, inclusive of DOS 2.0. Mapping gave a good list for 2.5, but it was not as complete as DOS 2.0. The 130XE memory6L} management appendice in Mapping I thought was hard to understand, so after many hours of working out how the 130XE does this6M}, I've tried to give a more clear explanation. Another means of reference is the appendice of FREE BYTES inside your machine.6N} Here's a detailed description of every free byte you can use depending on the programming environment your in. 2 very inform6O}ative appendices you might find is to do with graphics MODES and in specific, graphics modes 12 and 13. A good use for graphi6P}cs mode 12 is the classic game BOULDERDASH, but more about that in the book.As explained earlier, DLs, DLIs and VBIs are co6Q}vered in the book. 3 very important subjects for programmers wishing to improve the quality of their programs. The DLI append6R}ice brings its power to the average Basic programmer, it's more like a tutorial than anything else. Inclusive of this, there'6S}s an additional few pages in overcoming problems with DLIs, that will help you get rid of unwanted glitches etc..Anyway, on6T} that note I'll bring this extract to an end, but just before I do, here's my final say."Really, I shouldn't say anything a6U}bout the book should I. I shouldn't say this gives this, says that or anything. The true thing to do is just to say that it W6V}ILL be of use to all levels of programmers, and of UNAVOIDABLE reference, but what response would the Atari Classic machine r6W}eceive if I did do it that way. Not 1 person, except myself, would realize that this book might be just what he/she wanted to6X} advance his/her programming. This book includes a vast amount of correct information in 1 source. ALL other sources of any q6Y}uality and accurateness are OUT OF PRINT, so is that going to happen to this one? If there is any incorrect information in th6Z}is book, then I urge you to contact me, so that we can replace the faulty page. This book may be THE book of reference, as wa6[}s the original Mapping the Atari in its day. For this reason, I don't want to charge the earth for the book when it is finall6\}y completed, for christmas hopefully. A producing cost, a small amount to subsidise TWAUGs further commitment to the Atari an6]}d a little for my own interest in commitment. 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