Atari Reference Manual...



     
                        Atari* System Reference manual
    
                            (c) 1987 By Bob DuHamel
     
     
                                  Bob Duhamel
                             6915 Casselberry Way
                             San Diego, CA  92119
     
     
     
                *Atari is a registered trademark of Atari Corp.
                                                                          


     This manual contains highly technical information.  Such information
     is provided for those who know how to use it.  To understand the
     advanced information you are expected to know 6502 assembly language. 
     If you are new to programming, concentrate on the parts which discuss
     BASIC commands.
     
     Addresses are usually given in both hexadecimal and decimal numbers. 
     The operating system equate names are given in capital letters with
     the address following in brackets.  The decimal address is in
     parenthsis within the brackets.  For example:
     
      DOSVEC [$000A,2 (10)]
     
      name     hex     dec
     
     The ",2" after the hexadecimal number means that this address requires
     two bytes to hold its' information.  Any address called a "vector"
     uses two bytes whether noted or not.
     
     Control registers and some other bytes of memory are shown in the
     following format
     
                                Register format
     
           7 6 5 4 3 2 1 0
          -----------------
          |               |
          -----------------
           1 6 3 1 8 4 2 1
           2 4 2 6
           8
     
     The numbers on top are the bit numbers.  Bit 7 is the Most Significant
     Bit (MSB) and bit 0 is the Least Significant bit (LSB).  The numbers
     on the bottom are the bit weights.  These are useful when changing
     memory with decimal numbers, as you would in BASIC.  For example, to
     set bit 4 of a register to 1, without changing any other bits you
     would add 16 to the decimal number already in the register.  To reset
     the same bit to 0, you would subtract 16 from the number in the
     register.  This is exactly what the command GRAPHICS 8+16 does.  It
     sets bits 3 and 4 of a graphics mode control register.
     
     MSB and LSB may also mean Most Significant Byte or Least Significant
     Byte, depending on context.
                                                                          
     
                                   CONTENTS


      1   THE CENTRAL INPUT/OUTPUT UTILITY, (CIO)
     
      2   THE DISK OPERATING SYSTEM (D:)
     
      3   USING THE DOS 2 UTILITIES  (DUP.SYS)
     
      4   THE CASSETTE HANDLER (C:)
     
      5   THE KEYBOARD HANDLER (K:)
     
      6   PRINTER HANDLER (P:)
     
      7   SCREEN EDITOR (E:)
     
      8   THE DISPLAY HANDLER (S:)
     
      9   THE RESIDENT DISK HANDLER
     
     10   SYSTEM INTERRUPTS
     
     11   THE FLOATING POINT ARITHMETIC PACKAGE
     
     12   BOOT SOFTWARE FORMATS
     
     13   THE SERIAL INPUT/OUTPUT INTERFACE (SIO)
     
     14   THE HARDWARE CHIPS
     
     15   DISPLAY LISTS
     
     16   PLAYER AND MISSILE (PM) GRAPHICS
     
     17   SOUND
     
     18   THE JOYSTICK PORTS
     
     19   MISC
     
     20   THE XL AND XE MODELS

                                   CHAPTER 1
     
     
                    THE CENTRAL INPUT/OUTPUT UTILITY, (CIO)
     
     
          The ATARI computer uses a very easy-to-use input and output
     system called the Central Input/Output utility, or CIO.  Nearly all
     input or output passes through this utility.
     
     CIO uses eight "channels" as paths for I/O.  There are not really
     separate channels for I/O but the computer acts as if there were. 
     Each channel is controlled by a 16 byte block of memory called an
     Input/Output Control Block or IOCB.  The channels are used by putting
     the proper numbers in the proper IOCB bytes then jumping to the CIO
     routine.  In BASIC, complete I/O operations can be as easy as typing a
     command such as LPRINT.  In this case BASIC does all the work for
     you.
     
     THE CIO CHANNELS
     
     There are eight CIO channels, numbered from 0 to 7.  In BASIC some
     channels are reserved for BASIC's use.
     
     
                         BASIC CIO channel assignments
     
      Channel   0    Permanently assigned to the screen editor
                6    Used for graphics commands
                7    Used for the Cassette, disk and printer
     
     
     Channels 6 and 7 are free to use when they are not being used by
     BASIC.  With machine language, all of the channels are available to
     the programmer.
     
     THE IOCB STRUCTURE 
     
     The IOCB for channel zero starts at address $0340 (decimal 832).  This
     is the only address you need to know.  Indexing from this address is
     used to find all of the other bytes.  Below are the names and uses of
     the IOCB bytes.
     
                             IOCB bytes and uses:
     
     
     ADDRESS   NAME      EXPLANATION
     
     
      $0340    ICHID    handler Identifier
      $0341    ICDNO    device number (disk)
      $0342    ICCOM    command
      $0343    ICSTA    status
      $0344    ICBAL    buffer address (low byte)
      $0345    ICBAH    buffer address (high byte)
      $0346    ICPTL    address of put byte
      $0347    ICPTH     routine (used by BASIC)
      $0348    ICBLL    buffer length (low byte)
      $0349    ICBLH    buffer length (high byte)
      $034A    ICAX1    auxiliary information
      $034B    ICAX2    -
      $034C    ICAX3    the remaining auxiliary
      $034D    ICAX4    bytes are rarely used
      $034E    ICAX5    -
      $034F    ICAX6    -
     
     
     ICHID
     
     When a channel is open, the handler I.D. contains an index to the
     handler table.  The handler table (to be discussed later) holds the
     address of the device handling routines.  When the channel is closed
     ICHID contains $FF.
     
     ICDNO
     
     The device number is used to distinguish between multiple devices with
     the same name, such as disk drives.
     
     ICCOM
     
     The command byte tells CIO what operation to perform.
     
                               CIO command codes
     
     
                    HEX       DEC
     
     
         +Open      $03         3
         +close     $0C        12
          get       $07         7
          put       $09        11
          input     $05         5
          print     $09         9
         +status
          request   $0D        13
        +*special  >$0D       >13
     
     
        + command may be made to a closed channel
        * device specific commands
     
     
     ICSTA
     
     The status byte contains an error code if something goes wrong.  If
     bit 7 is 0 there have been no errors.
     
     ICBAL and ICBAH
     
     Before a channel is opened, the buffer address bytes are set point to
     the block of memory which contains the name of the device the channel
     is to be opened to.  Before actual input or output these bytes are set
     to point to the block of memory where the I/O data is stored or is to
     be stored.
     
     ICPTL and ICPTH
     
     The put routine pointer is set by CIO to point to the handlers'
     put-byte routine.  When the channel is closed the pointer points to
     the IOCB-closed routine.  This pointer is only used by BASIC.
     
     ICBLL and ICBLH
     
     The buffer length bytes show the number of bytes in the block of
     memory used to store the input or output data.  (See ICBAL and ICBAH.)
     If the amount of data read during an input operation is less than the
     length of the buffer, the number of bytes actually read will be put in
     ICBLL and ICBLH by CIO.
     
     ICAX1 through ICAX6
     
     The auxiliary information bytes are used to give CIO or the device any
     special information needed.


     OPENNING A CIO CHANNEL
     
     Before using a CIO channel it must be assigned to an I/O device.  In
     machine language you start by putting the channel number in the four
     high bits of the 6502 X register (X = $30 for channel three).  Next
     you place the necessary codes (parameters) into IOCB 0 indexed by X. 
     The X register will cause the numbers to be offset in memory by 16
     times the channel number.  This puts the numbers into the correct IOCB
     instead of IOCB 0.  Below are the parameters used to open a channel.
     
                           Channel-open parameters:
     
      ICCOM     open code
      ICBAL     address of device name
      ICBAH      in memory
      ICAX1     direction code
      ICAX2     zero
     
     The direction code byte in ICAX1 takes on the following format:
     
                      ICAX1 format for opening a channel
     
                  7 6 5 4 3 2 1 0
                 -----------------
      ICAX1      |        W R    |
                 -----------------
                          8 4 2 1
     
      W   1 = open for output (write)
      R   1 = open for input (read)
     
     ICAX1 may have the following data
     
                              CIO direction codes
     
           HEX    DEC  operation
     
           $04    4   input
           $08    8   output
           $0C   12   input and output (cannot change the length
                      of a disk file)
     
     ICBAL and ICBAH point to the device name stored in memory.  The device
     and file name must be followed by 0 or $9B (decimal 155).
     
     Once the parameters are set, jumping (JSR) to the CIO vector
     
     (CIOV) at address $E456 (58454) will cause the channel to be opened. 
     In the following example a basic knowledge of assembly language is
     assumed.
     
                  Routine to open channel 1 to the keyboard:
     
            ICHID = $0340
            ICCOM = ICHID+2
            ICAX1 = ICHID+10
            ICAX2 = ICHID+11
            IOCB1 = $10      channel in four high bits
            CIOV  = $E456
            OPEN  = $03
            OREAD = $04 ;open for input
            ERROR = (address of error handling routine)
           ;
      START LDX IOCB1
            LDA OPEN
            STA ICCOM,X
            LDA NAME
            STA ICBAH,X
            LDA OREAD
            STA ICAX1,X
            LDA #0
            STA ICAX2,X
            JSR CIOV
            BPL OK
            JMP ERROR
           ;
      NAME  .BYTE "K:",$9B
      OK    (program continues here)
     
     
     To open a CIO channel in BASIC the OPEN command is used.  
     
                          BASIC OPEN command format:
     
        OPEN #channel,aux1,aux2,device:file name
     
     
        aux1 = direction code
        aux2 = special code
     
     
     To open channel 1 to the keyboard in BASIC Type:
     
     
      OPEN #1,4,0,"K:"
     
     
     The third parameter, aux2, is a rarely used special parameter.  One
     use is to keep the screen from erasing when changing graphics modes.
     
     The fourth parameter is the device to open the channel to.  It may be
     either a string in quotes or a string variable.
     

                               CIO device names
     
     
          C   cassette recorder
         *D   disk drive
          E   screen editor
          K   Keyboard
          P   printer
         *R   RS 232 I/O port
          S   screen handler
     
     
         * Uses a non-resident handler loaded by the device at
           power-up.
     
     
     The device name must usually be followed by a colon.  With the disk
     drive a file name is expected after the device name.  The screen
     handler is used for graphics.  The screen editor uses both the
     keyboard handler and the screen handler to work between the keyboard
     and screen.
                                                                           

     USING AN OPEN CHANNEL
     
     Once a channel is opened to a device you have several options:
     
     INPUT:  (ICCOM = $05)
     
     The computer reads data from the device until a carriage-return is
     read (decimal number 155, hex $9B) or the end of the file (EOF) is
     reached.  A carriage return is also known as an End-Of-Line or EOL. 
     The IOCB input parameters are:
     
                            IOCB input parameters:
     
      ICCOM    get record code
      ICBAL    address of buffer to
      ICBAH     store the data in
      ICBLL    length of the data
      ICALH     buffer
     
     The following routine demonstrates the input command in assembly
     language.  Some of the equates are in the channel openning example
     above.
     
                                Input routine:
     
             GETREC = $05
             BUFF   = (address to store data at)
             BUFLEN = (number of bytes available at storage address)
            :
             LDX IOCB1
             LDA GETREC
             STA ICCOM,X
             LDA < BUFF
             STA ICBAL,X
             LDA > BUFF
             STA ICBAH,X
             LDA < BUFLEN
             STA ICBLL,X
             LDA > BUFLEN
             STA ICBLH,X
             JSR CIOV
             BPL OK2
             JMP ERROR
            :
      OK2    (continues if no errors)
     
     If the data retrieved is shorter than the prepared buffer, the number
     of bytes actually read will be put into ICBLL and ICBLH.
     
     In BASIC, the INPUT command is used.
     
                          BASIC INPUT command format:
     

      INPUT #channel,string variable
     
                                      or
     
      INPUT #channel,arithmetic variable
     
                                 For example:
     
      INPUT #1,IN$
     
     The above commands will cause the data from the device to be put into
     the specified buffer (IN$ in the BASIC example) until an EOL is
     reached.  If the INPUT statement is used again, without closing the
     channel, the computer will get more data from the device until another
     EOL is read or the end of the file is reached.  The new data will
     write over the old data in the input string or buffer.  If an
     arithmetic variable is used, only numbers can be input.
     
     PRINT:  (ICCOM = $09)
     
     In assembly language the print command is identical to the input
     command.  The only difference is that the PUTREC code ($09) is stored
     in ICCOM.  Of course the buffer bytes of the IOCB then specify the
     block of memory to be output from rather than input to.  With the
     print command, EOLs within the string or buffer are ignored but an EOL
     is placed at the end of the data when sent to the device.
     
     In BASIC, the PRINT command is used like INPUT except you want to use
     a semicolon instead of a comma to separate parameters.  For example:
     
      PRINT #1;OUT$
     
                                      or
     
      PRINT #1;"HELLO"
     
     If you use a comma, ten space characters will be sent before the
     string.
     
     If the print command is used again, without closing the channel, the
     new data will be appended to the end of the data previously sent.  Old
     data will not be written over.
     
     GET:  (ICCOM = $07)
     
     In BASIC this command inputs a single byte of data from the device. 
     EOLs are ignored.  In BASIC, GET is used like INPUT except an
     arithmetic variable must be used.  For example:
     
      GET #1,IN
     
     If the get command is used again the next byte from the device will be
     read.  If the end of a file is reached an error will occur.

     
     There is no command in BASIC to input an entire file without stopping
     at each EOL.  If you wish to ignore EOLs while reading a file to a
     string, you must use the GET command.  Each byte of data is then put
     into the string by the program.
     
     EXAMPLE:
     
      10 OPEN #1,4,0,"D:TEST"
      20 TRAP 60:REM GOES TO LINE 60 WHEN END OF FILE ERROR OCCURS
      30 GET #1,IN
      40 IN$(LEN(IN$)+1)=CHR$(IN)
      50 GOTO 30
      60 CLOSE #1
     
     
     In assembly language, the get command can be used to get any number of
     bytes from the device.  It works just as INPUT does except EOLs are
     ignored.
     
                           IOCB get-byte parameters:
     
      ICCOM    get-character (single byte) code
      ICBAL   \
      ICBAH    same as in input
      ICBLL
      ICBAH   /
     
     Other than the ICCOM code (GETCHR = $07) this command is identical to
     the input command.
     
     PUT:  (ICCOM = $0B)
     
     In BASIC, PUT is the opposite of GET.  It outputs a single byte from a
     variable to the device.  PUT is used the same as GET.  For example:
     
      PUT #1,OUT
     
     In assembly language, the command byte of the IOCB is loaded with the
     put-character code (PUTCHR = $0B).  Otherwise the PUT command is
     identical to GET.
     
     CLOSING A CHANNEL
     
     Closing a channel frees it for use by another device or for changing
     parameters.  In assembly language the close code is put into the
     command byte of the IOCB then the CIOV call is made.
     
                              IOCB close command:
     
            CLOSE = $0C
           :
            LDX IOCB1
            LDA CLOSE
            STA ICCOM,X
            JSR CIOV
     
     In BASIC, use the CLOSE command followed by the channel number.
     
      CLOSE #1
     
     With the disk drive, the file name is not put into the directory until
     the channel is closed.
     
     THE DEVICE TABLE
     
     CIO uses a jump table located at $031A (794).  When a CIO call is
     made, CIO searches the table for the one-byte device name.  The two
     bytes following the device name contain the address of the device
     handler's vector table.  CIO searches the device table from the end,
     $033D (829) to the beginning.  This way, if a custom handler has ben
     substituted for a resident handler, the custom handler will be found
     first.  (custom handlers cannot be inserted directly in the place of
     resident handlers in the device table.)
     
     Each handler has its' own vector table.  This vector table is 16 bytes
     long.  The two-byte vectors point to the various handler routines. 
     The vectors are stored in the vector table in the following order:
     
                          Handler vector table order
     
          open
          close
          get byte
          put byte
          get stat
          special
          JMP init code (3 bytes)
     
     The open routine should validate the ICAX parameters and check for
     illegal commands.
     
     The close routine should send any remaining data in the buffer to the
     device, mark the End-Of-File and update any directories, etc.
     
     The get byte routine should get a byte from the device or the handler
     buffer and put it in the 6502 A register.  Handlers with long timouts
     must monitor the break key flag and put a $80 in the 6502 Y register
     if the [BREAK] key is pressed.
     
     The put byte routine should send the byte in the 6502 A register to
     the device or handler buffer.  If the buffer fills, it should be sent
     to the device.  BASIC can call the put byte routine without using
     CIO.
     
     The get status routine may get 4 bytes of status information from the
     device and put them in DVSTAT [$02EA] to DVSTAT+3.
     
     For special commands the handler must examine the command byte and
     find the proper routine entry point.
     
     In all cases the status (error code) of the operation should be put in
     the 6502 Y register.
     
     To be compatible with all versions of the operating system, the
     handler must redirect DOSINI [$000C,2 (12)] for initialization upon
     reset.  This initialization must restore the vectors in the handler
     vector table and jump to the origional DOSINI vector.
     
     SPECIAL COMMANDS
     
     Some devices have special CIO commands.  These are known as device
     specific commands.  In assembly language these commands are executed
     just as any other CIO command is.  In BASIC the XIO command is used. 
     An example of the XIO command is:
     
      XIO command code #channel,aux1,aux2,device:file name
     
     To open a channel with the XIO command instead of the OPEN command
     use:
     
      XIO 3 #1,4,0,"K:"
     
     Note that the above command is identical to the OPEN command except
     "XIO 3" is used instead of "OPEN".  Also note that $03 is the IOCB
     open code for ICCOM.
     
     
     
                   Useful database variables and  OS equates
     
     DOSINI $000C,2       (12): initialization vector
     BRKKEY $0011         (17): break key flag
     ICHID  $0340        (832): start of IOCBs
     ICDNO  $0341        (833):
     ICCOM  $0342        (834):
     ICSTA  $0343        (835):
     ICBAL  $0344        (836):
     ICBAH  $0345        (837):
     ICPTL  $0346        (838):
     ICPTH  $0347        (839):
     ICBLL  $0348        (840):
     ICBLH  $0349        (841):
     ICAX1  $034A        (842):
     ICAX2  $034B        (843):
     HATABS $031A,16     (794): device handler table
     CIOV   $E456      (58454): CIO entry vector

                                   CHAPTER 2
     
     
                        THE DISK OPERATING SYSTEM (D:)
     
     
     The disk operating system program (DOS) is also called the file
     management system (FMS).  DOS is not a permanent part of the computer,
     it is loaded in upon power-up if a disk drive is attached to the
     computer.
     
     When the computer is turned on, one of the first things it does is
     send a request to the disk drive to load DOS into the computer.  This
     startup operation is called booting.  The word boot is short for
     bootstrapping -- the start-up process of early computers.  The term
     comes from "lifting one's self by one's boot straps".
     
     Anytime the disk boots, the computer tries to read a program starting
     at sector 1 and continuing in sequence.  If the disk has DOS on it,
     the first three sectors, called the boot record, have a program which
     loads the DOS.SYS file.  If there is no DOS.SYS file on the disk the
     computer will display:
     
     
       -------------------- 
      | BOOT ERROR         |
      | BOOT ERROR         |
      | BOOT ERROR         |
      | BOOT ERROR         |
      | BOOT ERROR         |
      | BOOT ERROR         |
      |   (etc.)           |
      |                    |
      |                    |
       -------------------- 
     
     
     When a disk is formatted, the drive read/write head passes over the
     entire disk and puts magnetic marks on it.  These marks divide the
     disk into 32 concentric tracks.  With DOS 2.0 each track is divided
     into 18 sectors, each holding 128 bytes of data.  With DOS 2.5 there
     are 32 sectors per track giving a total of 1,024 sectors.
     
     Each sector on the disk is marked with a reference number from 1 to
     720.  Unfortunately, the writers of DOS 2.0 didn't know this so they
     wrote the DOS to use sectors numbered from 0 to 719.  As a result, DOS
     2.0 cannot access sector 720.  The designers of the disk drive were
     the guilty party in this case.  It is normal to number from 0 in
     computers.  With DOS 2.5, sectors 720 - 1,024 can be accessed
     normally.
     
     Sector 720 can be accessed using the computer's resident disk handler.
     Some software writers use sector 720 to hide special information to
     make their programs difficult to copy.
     
     
     DOS 2 SECTOR ASSIGNMENTS
     
     Sectors 1 through 3 are called the boot record.  They contain a
     program which loads the DOS.SYS file into memory. 
     
     Sector 360 is called the Volume Table of Contents or VTOC.  The main
     purpose of the VTOC is to keep track of what sectors are occupied. 
     Bytes 3 and 4 of the VTOC tell how many sectors are available. 
     Starting at byte 10 is the Volume Bit Map.  Each byte in the VBM tells
     the status of eight sectors.  If a bit is a 1 the sector is available.
     If a bit is a 0 the sector is occupied.
     
     Sectors 361 through 368 contain the disk directory.  Each directory
     sector holds eight file names.  The first byte of a file name is
     called the flag byte.  It tells the status of that file.
     
     
                             Directory flag byte.
     
           7 6 5 4 3 2 1 0
          -----------------
          |   flag byte   |
          -----------------
     
     Bits: 7    1 = file deleted
           6    1 = file in use
           5    1 = file locked
           0    1 = open for output
     
     
     The next two bytes tell how many sectors are in the file.  The two
     bytes after them tell the starting sector of the file.  The last 11
     bytes contain the file name.
     
     Sector 720 cannot be accessed with DOS 2.0.
     
     The boot record, VTOC, directory and sector 720 use 13 sectors.  This
     leaves 707 sectors for storing files with DOS 2.0.
     
     Each file sector has 125 bytes of data.  The last three bytes tell how
     many bytes of the sector are used, what directory entry the sector
     belongs to and which sector is next in the file.
     
                             File sector structure
     
           7 6 5 4 3 2 1 0
          -----------------
          |     data      | byte 0
          - -           - -
          |     bytes     | byte 124
          -----------------
          | Dir. No.  |hi | byte 125
          -----------------
          |forward pointer| byte 126
          -----------------
          |S| byte count  | byte 127
          -----------------
     
          hi = high 2 bits of forward pointer
           S = Short sector flag. 1 = short sector (End Of File)
     
     
     If the directory number does not match the order of the file name in
     the directory, an error 167 (file number mismatch) will occur.
     
     
     As a file is written to an empty disk it is put in consecutive
     sectors, 125 bytes at a time.  After the file is written, the VTOC and
     directory are updated.  When new files are written they also use
     consecutive sectors.
     
     When a file is deleted the status bit of the directory is changed to
     show that the file has been deleted.  DOS then tracks the file, sector
     by sector, to find what sectors are used.  Finally the VTOC is updated
     to show that the deleted file's sectors are available for new files. 
     The file is not erased from the disk; only the VTOC and directory are
     changed.
     
     When a file is deleted, an "island" of free sectors may be left on the
     disk.  When a new file is then written to the disk it will first use
     these new free sectors.  When the island is used up, DOS will skip
     over the occupied sectors to the next free sector.  This is the reason
     for the sector link.  A file can end up with it's sectors scattered
     all over a disk.  It can be complicated but it's efficient.
                                                                           



                              DISK FILE STRUCTURE
     
     The first few bytes of a file may tell DOS or another program what
     kind of file it is.  These information bytes are called a header.
     
     A text file is any file which has no header.  A listed BASIC program
     is a type of text file.  A letter from a word processor is another.
     
     A binary load file is a file intended to load to a specific address in
     memory.  The first two bytes of a binary load file are decimal 255. 
     The next two bytes hold the address at which the file is to load.  The
     last two header bytes tell the ending address for the file.  If the
     file is a program and is to run automatically, the initialization and
     run address are appended to the end of the file.
     
     
                            binary load file header
     
     
           Decimal        Hexadecimal
     
             255  identifier   FF
             255               FF
               0     start     00
               7               07
              15      end      FF
               8               08
     
     
     The above file would load at address $0700 (1792 decimal) and end at
     address $08FF (2063).  If a binary load file has initialization and
     run address appended to it they take on the following format:
     
     
                              Init and run tailer
     
        CHR   Decimal        Hexadecimal
     
     
                              init address format
     
     
        [b]     226  identifier  E2
          |       2              02
        [c]     227              E3
          |       2              02
                  n    address   nn
                  n              nn
     
                              run address format
     
     
      [diamond] 224  identifier  E0

          |       2              02
        [a]     225              E1
          |       2              02
                  n    address   nn
                  n              nn
     
      [ ]=inverse video
     
     
     A program which doesn't need special initialization can be run at the
     init address.  Otherwise, an RTS instruction is expected at the end of
     the initialization section.  The computer will then jump to the run
     address if specified.
     
     
     INSIDE THE COMPUTER
     
     DOS uses the computer's CIO utility.  When a DOS disk is booted a
     non-resident handler is loaded into memory.  A new handler name, D, is
     then added to the handler table.  When CIO is called with a device
     name of D: or Dn:, CIO will search the handler table for that device
     name.  If the 'D' is found, the next two bytes in the table point to
     the DOS entry address.
     
     DOS FILE NAME CONVENTIONS
     
     DOS is unique among CIO handlers in that it requires an eight
     character file name to follow the device name.  This file name may be
     followed by a period and then a three character extender.
     
     
     EXAMPLES: D:TEST, D2:FIREMAN, D:VENTURE.EXE, D:CHAPTER.001
     
     
     The D2: is used for drive number two if present.
     
     The file name must use upper-case letters or numbers.  The first
     character must always be a letter.  
     WILD CARDS
     
     The characters * and ? may be used as wild cards.  * means any
     combination of characters and ? means any single character.
     
     
     EXAMPLES: D:P*           any file beginning with P and
                               without an extender
               D:*.EXE        any file with the extender .EXE
               D:*.*          any file.
               D:F?REMAN      one unknown character,
                               FIREMAN or FOREMAN will match
     
     
     Wild cards can only be used to load, delete, lock and unlock files. 

     When loading a file using wild cards, only the first matching file
     will be loaded.
     
     When renaming a file, both the new and old names are expected after
     the device name.
     
     EXAMPLE: D:OLDNAME.BAS,NEWNAME.BAS
     
     To format a disk, only the device name (D: or Dn:) is needed.
     
     
     USING DOS
     
     When a CIO channel is opened to the disk drive it must actually be
     opened to a specific file on the disk.  The device name in the open
     command must be followed by a file name.
     
     When a channel is opened to the disk, two special parameters may be
     used in ICAX1.
     
                             ICAX1 for disk open:
     
               7 6 5 4 3 2 1 0
              -----------------
              |        W R D A|
              -----------------
     
      D   1 = open to read the directory instead of a file
      A   1 = append data to the end of the file
     
     This gives the following extra ICAX1 options.
     
                         Disk specific ICAX1 options:
     
     
          HEX       DEC
     
          $06         6       open to read directory
          $09         9       output, append to the end of an
                              existing file
     
     
     READING THE DIRECTORY
     
     When the directory is read, each file name is treated as if it were
     followed by an EOL.  A loop must be used to read all of the file names
     in the directory.  The last entry read is the free sector count. 
     After it is read, another read operation will result in an End-Of-File
     error.
     
     The disk drive has a number of device specific commands other than the
     regular CIO commands.  From BASIC the XIO command is used to access
     these commands.  The XIO command allows you to directly load the IOCBs
     from BASIC.  Each parameter of the XIO command places values in
     certain bytes of an IOCB.
     
     
                              XIO command format:
     
     
      XIO command channel,aux1,aux2,device:file name
     
     
     Note that the parameters resemble the BASIC OPEN command.  The BASIC
     OPEN command is identical to it's equivalent XIO command.
     
     
                   XIO commands specific to the disk drive.
     
     RENAME    XIO  $20   (32)
     DELETE    XIO  $21   (33)
     LOCK      XIO  $23   (35)
     UNLOCK    XIO  $24   (36)
     POINT     XIO  $25   (37)
     NOTE      XIO  $26   (38)
     FORMAT    XIO  $FE  (254)
     
     
     EXAMPLES:
     
      XIO 33 #1,0,0,"D:JUNK" = delete file named D:JUNK
      XIO 32 #1,0,0,"D:OLD,NEW" = change name of D:OLD to D:NEW
     
     
     NOTE and POINT can also be used directly from BASIC.  NOTE finds the
     current position of the read/write head on the disk.  POINT moves the
     read/write head to the desired position.
     
     USING NOTE AND POINT
     
     The command format for NOTE and POINT is as follows:
     
     
      NOTE \
            channel,sector,byte
      POINT/
     
     
     EXAMPLE:
     
     
      NOTE #1,SECT,BYTE
     
     
     BASIC requires the sector and byte parameters in both commands to be
     variables.  Fixed numbers cannot be used.  If you try to do a POINT to
     a sector outside the file the channel is open to, a point error will
     occur.  Care may need to be taken to be sure the file being accessed
     is in contiguous sectors on the disk.  If it is not, it will be
     difficult to know where to do points to.
     
     One use of NOTE is to use the command immediately after opening a
     channel to a disk file.  After the NOTE command, the parameter
     variables contain the coordinates of the first byte of the file.  They
     can then be used as a reference for the POINT command.
     
     In assembly language, ICAX3 and ICAX4 are used for the sector number
     (lsb,msb).  ICAX5 is used for the byte number.
     
     STATUS REQUEST
     
     If the status request command is used, one of the following values
     will be found in ICSTA and the 6502 Y register.
     
     
          HEX       DEC
     
          $01         1       OK
          $A7       167       file locked
          $AA       170       file not found

                                   CHAPTER 3
     
     
                      USING THE DOS 2 UTILITIES (DUP.SYS)
     
     
     If you boot a DOS disk with no cartridge in the slot or with BASIC
     disabled (by holding the OPTION key), DOS will try to load the file
     named DUP.SYS.  This is the disk utility file.  When using BASIC,
     typing DOS [RETURN] will load the DUP.SYS file.  When the utilities
     are loaded the menu will appear on the screen.
     
                            THE DOS UTILITIES MENU
     
     DISK OPERATING SYSTEM II VERSION 2.0S
     COPYRIGHT 1980 ATARI
     
     A. DISK DIRECTORY  I. FORMAT DISK
     B. RUN CARTRIDGE   J. DUPLICATE DISK
     C. COPY FILE       K. BINARY SAVE
     D. DELETE FILE(S)  L. BINARY LOAD
     E. RENAME FILE     M. RUN AT ADDRESS
     F. LOCK FILE       N. CREATE MEM.SAV
     G. UNLOCK FILE     O. DUPLICATE DISK
     H. WRITE DOS FILES 
     
     SELECT ITEM OR [RETURN] FOR MENU
     
     
     [A] DIRECTORY
     
     After pressing [A] [RETURN] you will get the prompt:
     
      DIRECTORY--SEARCH SPEC,LIST FILE?
     
     If you want to see the entire directory just press [RETURN] again.  If
     you wish, you may type in a specific file name (D: is optional) or
     wild cards to search for.  If you specify a search spec only matching
     files will be displayed.
     
     If you want, you can have the directory sent to another device.  To do
     this type a comma and the device name.  For example, if you type ,P:
     the directory will be sent to the printer.
     
     [B] RUN CARTRIDGE
     
     If a cartridge was inserted or BASIC was not disabled when the
     computer was turned on, [B] [RETURN] will run that cartridge or
     BASIC.
     
     [C] COPY FILE
     
     This option will copy a file to another part of the same disk (with a
     different file name) or copy from one disk drive to another.  When you
     press [C] [RETURN] you will be given the prompt:
     
      COPY--FROM,TO
     
     Type the devices and file names separated by a comma.
     
     
                                   EXAMPLES:
     
                                FOREMAN,FIREMAN
     
                                      or
     
                                D1:TEST,D2:TEST
     
     
     The first example will copy to the same disk.  The second example will
     copy from disk drive one to disk drive two.
     
     If you want to have the first file appended to the end of the second
     file type /A after the file names.
     
     
                                   EXAMPLE:
     
                           RUNMENU.EXE,AUTORUN.SYS/A
     
     
     If the files are binary load files, this will cause both files to be
     saved as one file.  When the load command is used they will both be
     loaded and run.
     
     [D] DELETE FILE(S)
     
     After pressing [D] [RETURN] you will get the prompt:
     
      DELETE FILE SPEC
     
     After typing the file name you will be asked to confirm the file to
     delete.
     
      DELETE FILE SPEC
      DELETE-D1:JUNK ARE YOU SURE?
     
     Press [Y] if the correct file is displayed.  If you use wild cards you
     will be asked to confirm each matching file.
     
     [E] RENAME
     
     Upon typing [E] [RETURN] you will be given the prompt:
     
      RENAME-GIVE OLD NAME,NEW

     Type the file name you want to change and the new name separated by a
     comma.
     
     
                                   EXAMPLE:
     
                                  COLT,HORSE
     
     
     WARNING!  Do not rename a file to a name which already exists on the
     disk.  You will end up with a duplicate file name and will not be able
     to access one of them.  Attempting to rename or delete one of them
     will rename or delete both.  The only way to fix a duplicate file name
     is with a sector editor or other special utility.
     
     [F] LOCK FILE
     
     A locked file cannot be written to, renamed or deleted.  To lock a
     file type [F] [RETURN].  You will get the prompt:
     
      WHAT FILE TO LOCK?
     
     Type the file name you want to lock.  Wild cards will cause all
     matching files to be locked.
     
     [G] UNLOCK FILE
     
     Used the same as lock.
     
     [H] WRITE DOS FILES
     
     This option will write the DOS.SYS and DUP.SYS files to a formatted
     disk.  When you type [H] [RETURN] you will receive the prompt:
     
      DRIVE TO WRITE DOS FILES TO?
     
     Type the number of the drive.  If the drive contains a formatted disk
     the dos files will be written to it.
     
     [I] FORMAT DISK
     
     This option formats a new disk or erases a disk with files on it. 
     Typing [I] [RETURN] will get you the prompt:
     
      WHICH DRIVE TO FORMAT
     
     Be sure you have the correct disk in the proper drive then type the
     drive number.  It is impossible to recover files on a disk formatted
     by accident.
     
     While the disk is being formatted the drive will check to be sure the
     disk is formatted correctly.  If not, the drive attempt to format the
     disk again.  If the disk is defective the drive will not finish the
     formatting process.
     
     [J] DUPLICATE DISK
     
     This option will copy an entire disk except for sectors listed as free
     in the VTOC.  Some programs are copy-proofed by changing the VTOC to
     show that some occupied sectors are empty.  For such disks, a program
     which copies the entire disk is needed.
     
     When you press [J] [RETURN] you will be given the prompt:
     
      DUP DISK--SOURCE,DEST DRIVES?
     
     If you are using only one disk drive, type 1,1.  If you have only one
     drive you will be told when to swap disks.
     
     [K] BINARY SAVE
     
     This option saves a block of memory as a binary load file.  When you
     type [K] [RETURN] you will be given the prompt:
     
      SAVE-GIVE FILE,START,END(,INIT,RUN)
     
     Type the desired file name and a comma.  Now type the start and end
     addresses of the memory block to be saved, in hexadecimal numbers,
     separated by commas.  If the file is a program which is to
     automatically run when loaded, give the initialization address, if
     needed, then the run address.
     
                                   EXAMPLE:
     
     
                           CHASE.EXE,0700,09FF,,0700
     
     
     This will save the block of memory from address 0700 to 09FF.  The
     program is not initialized before running so there is no address typed
     after the third comma.  When the program is loaded the computer will
     jump to address 0700, as specified in the last parameter, to run the
     program.
     
     [L] BINARY LOAD
     
     To load a binary file type [L] [RETURN]. You will get the Prompt:
     
      LOAD FROM WHAT FILE?
     
     Type the file name and the file will be loaded.  If wild cards are
     used, only the first matching file will be loaded.
     
     [M] RUN AT ADDRESS

     Typing [M] [RETURN] will get the prompt:
     
      RUN FROM WHAT ADDRESS?
     
     Type the hexadecimal address of the program you want to run.
     
     [N] CREATE MEM.SAV
     
     A MEM.SAV file is used by BASIC and some other programs to save the
     part of memory which the DUP.SYS file loads into.  If there is no
     MEM.SAV file on the disk when you go to the DOS utilities, you will
     loose that part of memory.  With BASIC you will loose your program.
     
     When you type [N] [RETURN] you will get the prompt:
     
      TYPE Y TO CREATE MEM.SAV
     
     Typing [Y] [RETURN] will create a MEM.SAV file on the disk in drive
     one.
     
     [O] DUPLICATE FILE
     
     This option is used to copy a file from one disk to another, using
     only one disk drive.  When you type [O] [RETURN] you will get the
     prompt:
     
      NAME OF FILE TO MOVE?
     
     If you use wild cards you will be asked to swap disks for each
     matching file.
     
     
     DOS 2.5 also has option:
     
     [P] FORMAT SINGLE
     
     DOS 2.5 normally formats disks to use "enhanced" density.  This option
     will format a disk in single density for use with the 810 drive.
     
     DOS 2.5 also has some special utilities on the master disk.  Use the
     binary load option to run them.
     
     RAMDISK.SYS
     
     This program will cause the extra bank of memory in the 130XE to act
     like a disk drive (called D8:).  If this program is on the disk it
     will automatically run.  It need not be renamed to AUTORUN.SYS.
     
     COPY32.COM
     
     Copies DOS 3 files to DOS 2.
     
     DISKFIX.COM
     
     Can make certain "repairs" to a disk, such as restoring deleted
     files.
     
     SETUP.COM
     
     Used to change the default configuration of DOS.
     
     AUTORUN.SYS (DOS 2.0 and 2.5)
     
     This program is needed to operate the RS-232 ports on the 850
     interface.  If you don't want this program to automatically load when
     you boot with the master disk, rename the file to RS232.
     
     SPECIAL DOS INFORMATION
     
     When DOS is in memory, changes can be made to the DOS program.  These
     changes can be made by poking the changes into memory.  If you want to
     make the changes permanent, you can type DOS [RETURN] to load the
     utilities.  From the utilities menu you can use the write DOS files
     option to save the changes on disk.  Some of the useful changes you
     can make follow.
     
     
      POKE 1913,80
     
     This turns off the write verify and speeds up disk writing.
     
     
      POKE 1913,87
     
     This turns write verify on
     
     
      POKE 5903,42
      POKE 5904,46
      POKE 5905,82
      POKE 5906,85
      POKE 5907,78
      POKE 5908,155
     
     This causes any binary file with the extender .RUN to be loaded
     automatically when the computer is turned on.
     
     
      POKE 5903,65
      POKE 5904,85
      POKE 5905,84
      POKE 5906,79
      POKE 5907,82
      POKE 5908,85
     
     This returns the DOS to normal, Automatically loading files named
     AUTORUN.SYS.
     
     
         DOS 2.0            DOS 2.5
     
                         POKE 3772,255
      POKE 3818,64       POKE 3774,64 
      POKE 3822,123      POKE 3778,123
     
     This will cause DOS to accept lower-case as well as upper-case letters
     in file names.  It will also now accept @,[,\,],^ and _ .
     
     
                         POKE 3772,223
      POKE 3818,65       POKE 3774,65 
      POKE 3822,91       POKE 3778,91 
     
     This will change DOS back to normal, accepting only upper-case letters
     and numbers.

                                   CHAPTER 4
     
     
                           THE CASSETTE HANDLER (C:)
     
     
     The cassette handler sends data to the cassette recorder in blocks of
     128 bytes each.  The blocks are sent in the following format:
     
     
                            Cassette record format
     
               -----------------
               |0 1 0 1 0 1 0 1|  speed measurement bytes
               -----------------
               |0 1 0 1 0 1 0 1|
               -----------------
               | control byte  |
               -----------------
               |      128      |
               =     data      =
               |     bytes     |
               -----------------
               |   checksum    |  handled by SIO
               -----------------
     
     
     The control byte may have one of the following values.
     
       $FC  (252)   record is full.
     
       $FA  (250)   partly full, next record is EOF.
     
       $FE  (254)   EOF record, data section is all zeroes.
     
     
     The cassette handler has two modes of operation.  The first mode uses
     only a short gap between records.  It is called the no IRG
     (interrecord gaps) mode.  The second mode uses longer gaps between
     records and is called the IRG mode.  In the IRG mode the computer may
     stop the cassette recorder between records for processing data.
     
     When a channel is opened to the cassette recorder, bit 7 of ICAUX2 may
     be set to 1 (ICAX2 = $80 (128)).  This will cause the cassette to use
     the no IRG mode.
     
     A cassette file starts with a 20 second mark tone.  This tone is
     followed by the file records with 128 data bytes each.  The final
     record is an End-Of-File record.
     
     The cassette is a straight-forward read/write device.  There are no
     special functions other than those common to other CIO devices.

     The cassette motor is controlled by one of the controller port control
     registers.  If bit 3 of PACTL [$D302 (54018)] is 0 then the cassette
     motor is on.  The following BASIC commands will turn the cassette
     motor on and off.
     
     
                            Cassette motor control.
     
     
       POKE 54018,PEEK(54018)-8    motor on
       POKE 54018,PEEK(54018)+8    motor off
     
     
                   Useful data base variables and OS equates
     
     
     PACTL  $D302          (54018): port A control register, bit 4
                                    controls cassette motor

                                   CHAPTER 5
     
     
                           THE KEYBOARD HANDLER (K:)
     
     
     The keyboard is a read only device and therefore the keyboard handler
     has no output functions.
     
     The keyboard handler reads the keys as ATASCII codes.  Each key is
     represented by one byte of data.  Therefore, each time a key is
     pressed the data is treated as a byte of data just as data from any
     other device is.  The only difference is that the computer must wait
     for the operator to press the keys as it reads the data.
     
     Whenever a key is pressed an IRQ interrupt is generated by the
     keyboard reading hardware.  The internal code (not ATASCII) for the
     key just pressed is then stored in CH [$02FC (764)].  The code is then
     compared with the prior key code in CH1 [$02F2 (754)].  If the code in
     CH1 is different from the code in CH, the key is accepted.  The code
     is then converted to ATASCII, and placed in the database variable
     ATACHR [$02FB (763)].  On XL and XE models, KEYDEF [$0079,2 (121)]
     points to the key-code-to-ATASCII conversion table.  (This address is
     used by the the screen handler in 400/800 models).
     
     If the code in CH1 is the same as the code in CH, the new key code
     will not be accepted unless the key debounce timer, KEYDEL [$02F1
     (753)] is 0.
     
     When CIO is told to do an input operation from the keyboard, CH is
     checked to see if a key has been pressed.  If CIO finds $FF (255) in
     CH, it waits until a key is pressed.  If CH is not $FF, a key has been
     pressed and the ATASCII code for that key is taken from ATACHR.  CH is
     then set to $FF.
     
     The data in CH is in the following format.
     
                               Key code format:
     
     
               7 6 5 4 3 2 1 0
              -----------------
              |C|S| key code  |
              -----------------
     
      C   1 = [CTRL] key is pressed
      S   1 = [SHIFT] key is pressed
     
     Anytime a key is pressed, CH is loaded with the key code.  CH will
     hold the code until the computer is commanded to read the keyboard. 
     Sometimes the computer will read a key which was pressed long ago.  If
     you want to prevent this, load CH with $FF before reading the
     keyboard.  (In BASIC use POKE 764,255.)  This will clear out any old
     key pressings.
     
     
                             Special function keys
     
     
          [CTRL][1]      screen output start/stop
          [CTRL][2]      BELL
          [CTRL][3]      Generates End-Of-File status
          [/|\]
          or
          [/]            inverse video toggle
          [CAPS LOWER]   sets lower case
          [CTRL][CAPS]   sets CTRL lock
          [SHIFT][CAPS]  sets caps lock
     
     KEYBOARD REPEAT DELAY AND RATE CONTROL
     
     On the XL and XE, KRPDEL [$02D9 (729)] determines the delay before the
     key repeat begins.  The value of this byte is the number of vertical
     blanks (1/60th second each) to delay.  KEYREP [$02DA (730)] determines
     the repeat rate in vertical blanks.
     
     KEYBOARD CLICK
     
     The keyboard click of the XL/XE is heard through the TV speaker.  The
     click may be turned off by putting $FF in NOCLIK [$02DB (731)].
     
     NON-HANDLER, NON-CIO KEYS
     
     The [OPTION], [SELECT] and [START] keys are read from the console
     switch register, CONSOL [$D01F (53279)].
     
                          The console switch register
     
                7  6  5  4  3  2  1  0
               -------------------------
      CONSOL   |0 |0 |0 |0 |SP|OP|SE|ST|
               -------------------------
                            8  4  2  1
     
     
         ST  0 = [START]
         SE  0 = [SELECT]
         OP  0 = [OPTION]
         SP  Console speaker.  set to 1 during vertical blank.
               toggleing this bit operates the speaker (which
               is heard through the TV on XL/XE models).
               This bit always reads 0
     
     The [HELP] key on XL and XE models is read from HELPFG, [$02DC (732)].
     This address is latched and must be reset to zero after being read.
     

                            The [HELP] key register
     
                 7 6 5 4 3 2 1 0
                -----------------
      HELPFG    |C S 0 H 0 0 0 H|
                -----------------
                 1 6 3 1 8 4 2 1
                 2 4 2 6
                 8 
     
     
          H  1 = [HELP] (bits 0 and 4)
          S  1 = [SHIFT]
          C  1 = [CONTROL]
     
     
     
                   Useful database variables and OS equates
     
     
     KEYDEF $0079,2     (121): key code coversion table vector (XL/XE)
     KRPDEL $02D9       (729): delay before key repeat (XL/XE)
     KEYREP $02DA       (730): key repeat rate (XL/XE)
     NOCLIK $02DB       (731): $FF turns off key click (XL/XE)
     HELPFG $02DC       (732): [HELP] key (XL/XE)
     ATACHR $02FB       (763): ATASCII Code for last key
     CH     $02FC       (764): keycode, $FF if no key has been pressed
     BRKKEY $0011        (17): break key flag, 0 = break key pressed
     SRTIMR $022B       (555): Key delay and repeat timer
     SHFLOK $02BE       (702): SHIFT/CTRL lock flag
     $00       = lower case
     $40 (64)  = upper case lock
     $80 (128) = CTRL lock
     INVFLG $02B6     (694): inverse video flag, non-zero = inverse
     CONSOL $D01F     (53279): start, select and option keys
     IRQEN  $D20E     (53774): IRQ interrupt enable
     bit 7 enables [BREAK]
     bit 6 enables other keys
     
     
                               shadow registers
     
     
     POKMSK $0010        (16): IRQEN shadow

                                   CHAPTER 6
     
     
                           THE PRINTER HANDLER (P:)
     
     
     The printer is a write only device so the printer handler has no input
     functions.  The printer handler has no special functions other than
     the CIO functions common to all other devices.
     
     Although many printers have special functions, the printer handler has
     no control over them.  See your printer manual for information on
     special functions.

                                   CHAPTER 7
     
     
                              SCREEN EDITOR (E:)
     
     
     The screen editor uses both the keyboard handler and the screen
     handler to provide interactive control of the computer.  In fact, the
     keyboard handler, the screen handler and the screen editor are
     contained in a single section of code and are therefore very closely
     related.
     
     The editor works with one line of characters at a time.  The lines it
     works with are called logical lines and are up to three screen lines
     long.
     
     The screen editor inputs data from the keyboard and then prints the
     data on the screen.  When the [RETURN] key is pressed,  the editor
     inputs all of the data on the present logical line for processing by
     CIO.
     
     If characters are typed on the screen, and then the cursor is moved
     off the line, then back on the line, and new characters are typed,
     only the characters to the right of the reentry point of the cursor
     are input when [RETURN] is pressed.  However, if the cursor is moved
     off the line again, then moved back on, all characters on that logical
     line are input.
     
     If bit 0 of ICAX1 is 1, the editor will act as if the [RETURN] key is
     being held down.  This bit may be changed at any time.
     
     Editor control codes
     
     The screen editor treats certain ATASCII codes as special control
     codes.
     
     
                          Screen editor control codes
     
          KEY       HEX       DEC       FUNCTION
     
         [RETURN]   $9B       155       carriage return or EOL
         [CLEAR]    $7D       125       Clear screen,put cursor in upper left
         [UP ARROW] $1C        28       Move cursor up one screen line
         [DOWN]     $1D        29       down one line
         [LEFT]     $1E        30       left one character
         [RIGHT]    $1F        31       right one character
         [BACK S]   $7E       126       Back-space operation
         [SET TAB]  $9F       159       sets tab stop at cursor
         [CLEAR
         TAB]       $9E       158       Clear tab stop at cursor
         [TAB]      $7F       127       move to next tab stop
         [SHIFT]
         [INSERT]   $9D       157       Make space for a new line
         [SHIFT]
         [DELETE]   $9C       156       delete the logical line at the cursor
         [CTRL]
         [INSERT]   $FF       255       make room for a character
         [CTRL]
         [DELETE]   $FE       254       delete character at cursor
         [ESCAPE]   $1B       27        causes next non-EOL code to be 
            displayed as an ATASCII character, even if it is an editor
            control code
         [CTRL][1]                      screen print start/stop
         [CTRL]     $FD

                                   CHAPTER 8
     
     
                           THE DISPLAY HANDLER (S:)
     
     
     The display handler manages the computer's video display.  Although no
     data ever leaves the computer through it, the display is treated like
     any other CIO device.  Data sent to the screen may be displayed as
     either characters or point by point graphics.  Although it is only
     visible in the 40 column text mode, mode 0, there is a cursor on the
     screen in all of the text or graphics modes.  Whenever a character or
     graphics point is put on the screen, the cursor moves just as in mode
     0.
     
     The display is capable of both input and output.  Information can be
     put on the screen with any of the CIO output commands.  An input
     command will find whatever is on the screen at the position of the
     cursor.
     
     When text or graphics is sent to the screen it is actually stored in
     an area of memory called the display buffer.  What you see on the
     screen is the computer's interpretation of the data stored there. 
     This will be explained further as each mode is covered.
     
     
     DISPLAY HANDLER SPECIAL FUNCTIONS:
     
          DRAW
          FILL
     
     SPECIAL ERROR STATUSES:
     
          $84 (132) Invalid special command.
          $8D (141) Cursor out of range.
          $91 (145) Nonexistant screen mode.
          $93 (147) Insufficient ram for screen mode.
     
     
     TEXT MODE 0
     
     In graphics mode 0, data passes through CIO, and is stored in the
     display buffer in the following format.
     
           7 6 5 4 3 2 1 0
          -----------------
          |I|    Data     |
          -----------------
     
     I  1 = displays character in inverse video.
     
     
     Bits 0 through 6 select one of the 128 characters in the ATASCII set.


     If bit seven = 1, the character is displayed in inverse video. 
     Converting the above byte to decimal will give the BASIC ASC(x)
     equivalent.
     
     
     The characters displayed in the text modes are determined by tHE
     ATASCII character set.  This is a bit by bit representation of how the
     characters appear on the screen.  The character set starts $E000
     (57344) in the operating system ROM.  From there, for 1K of memory,
     each eight bytes holds a "bit map" of a particular character.  Below
     is how the letter A is stored in the character set.
     
     
                     Letter A as represented in the C-set
     
              7 6 5 4 3 2 1 0
             -----------------
      $E208  |0 0 0 0 0 0 0 0|
             -----------------
             |0 0 0 1 1 0 0 0|        * *
             -----------------
             |0 0 1 1 1 1 0 0|      * * * *
             -----------------
             |0 1 1 0 0 1 1 0|    * *     * *
             -----------------
             |0 1 1 0 0 1 1 0|    * *     * *
             -----------------
             |0 1 1 1 1 1 1 0|    * * * * * *
             -----------------
             |0 1 1 0 0 1 1 0|    * *     * *
             -----------------
      $E20F  |0 0 0 0 0 0 0 0|
             -----------------
     
     XL and XE models have an international character set starting at $CC00
     (55224).  In this character set the graphics characters are replaced
     by international characters.
     
     Custom characters sets may be loaded at any free address which is a
     multiple of 1,024 ($0400, or 1K).  The database variable CHBAS [$02F4
     (756)] stores the most significant byte (MSB) of the address of the
     active C-set.  Since the LSB of the C-set address is always $00, no
     LSB is needed to find it.
     
     The data stored in the display buffer does not use the ATASCII code. 
     A special code needed by the ANTIC chip is used.
     
                    DISPLAY CODE / ATASCII CODE CONVERSION:
     
            ATASCII                       display
     
      $00 - $1F ( 0 - 31)     =     $40 - $5F (64 - 95)
      $20 - $5F (32 - 95)     =     $00 - $3F ( 0 - 63)
      $60 - $7F (96 - 127)    =     unchanged
     
     
     The codes for inverse video (the above codes with bit 7 set (= 1) or
     the above codes + 128 in decimal) are treated likewise.
     
     When you first turn on the computer, BASIC opens channel 0 to the
     screen editor (E:).  The screen editor uses both the keyboard handler
     and the screen handler, in mode 0, to display characters when they are
     typed in.
     
     
     TEXT MODES 1 AND 2
     
     Graphics modes 1 and 2 offer a split screen configuration if desired. 
     The split screen has four lines of mode 0 at the bottom of the
     screen.
     
     In mode 1 the screen holds 20 characters horizontally and 24
     characters vertically.  In mode 2 the characters are twice as tall so
     the screen holds 12 vertically.
     
     In BASIC, characters are sent to the screen with the PRINT command. 
     Since BASIC uses channel 6 for graphics you must specify channel 6 in
     the command.  For example:
     
     
      ? #6;"HELLO"
     
     
     If you use a comma in place of the semicolon, ten spaces will print
     before the "HELLO"
     
     You can also use the PLOT and DRAWTO commands.  In this case the COLOR
     command determines the character, as well as the color to be
     displayed.
     
     Data passes through CIO in the following form:
     
     
           7 6 5 4 3 2 1 0
          -----------------
          |  C  |    D    |
          -----------------
     
      C determines the color.
     
          C         Default   Color     Shadow
                    Color     Register  Register
     
          0         green     COLPF1    COLOR1
          1         gold      COLPF0    COLOR0
          2         gold      COLPF0    COLOR0
          3         green     COLPF1    COLOR1
          4         red       COLPF3    COLOR3
          5         blue      COLPF2    COLOR2
          6         blue      COLPF2    COLOR2
          7         red       COLPF3    COLOR3
     
     D is a 5 bit ATASCII code which selects the character to be displayed.
     The database variable CHBAS selects between upper case (CHBAS=$E0
     (224)) and lower case (CHBAS=$E2 (226)).
     
     
     GRAPHICS MODES 3 THROUGH 11
     
     Modes 3 through 8 offer a split screen mode.  In modes 9 through 11
     special programming is required for split screens.
     
     These modes use dot by dot (pixel by pixel) graphics instead of
     character sets.  Before explaining how graphics are sent to the screen
     through CIO, I will describe how the data in the display buffer is
     interpreted by the ANTIC chip.
     
     
     Mode 8 is the simplest of the graphics modes.  Each byte of the
     display buffer controls eight pixels horizontally.  The first 40 bytes
     of the display buffer control the first horizontal line of graphics. 
     This makes a total of 320 pixels horizontally.  If one of the eight
     bits of a byte is a 1 then the pixel it controls is on.  If a bit is a
     0 then it's pixel is off.  For example, if a particular byte is equal
     to $9B (binary 10011011) then its' part of the screen would look
     like...
     
       *  ** **
     
      (10011011)
                                                                           


     In reality the pixels are assigned to different color registers.  A
     color register is a byte of memory which controls the color of all
     pixels assigned to it.  In mode 8, if a bit is = 0 it's pixel is
     assigned to the register called COLBK.  If a bit is one, it's pixel is
     assigned to COLPF0.  See COLORS below for more information on the
     color registers.
     
     You may notice a close similarity between mode 0 and mode 8.  The
     major difference between these modes is where the dot by dot
     information comes from.  In mode 8 this information comes from the
     display buffer.  In mode 0 the display buffer contains codes telling
     what characters to display.  The actual dot by dot information comes
     for the character set at $E000.
     
     In mode 7 each pixel is controlled by two bits.  Therefore each byte
     only controls four pixels.  There are also only 1/4 as many pixels on
     the screen as in mode 8.  See mode 3 below for an explanation of how
     the each byte affects the pixels.
     
     
     In a graphics mode, when CIO sends a byte of data to the screen
     handler, that byte has information for only one pixel.  Do not confuse
     a byte which CIO sends to the screen handler with the bytes in the
     display buffer.
     
     CIO sends data to or retrieves data from the screen in the following
     forms.
     
     
           7 6 5 4 3 2 1 0
          -----------------
          |0 0 0 0 0 0| D |   Modes 3,5,7 -- D = color
          -----------------
     
          -----------------
          |0 0 0 0 0 0 0|D|   Modes 4,6,8 -- D = Color
          -----------------
     
          -----------------
          |0 0 0 0|   D   |   Modes 9,10,11 -- D = data
          -----------------
     
     
     Mode 3 uses a screen which is 40 pixels horizontally and 24
     vertically.  Each pixel is a square the size of a mode 0 character. 
     It requires 273 bytes of RAM where each byte controls 4 pixels.  Each
     pair of bits controls which of the four color registers their pixel is
     assigned to.
     
                        display buffer byte for mode 3
     
     
           7 6 5 4 3 2 1 0
          -----------------
          | D | D | D | D |
          -----------------
           P1  P2  P3  P4
     
     
      Pixel/color register assignments:
     
      D = 00    COLBK    (COLOR4)
          01    COLPF0   (COLOR0)
          10    COLPF1   (COLOR1)
          11    COLPF2   (COLOR2)
     
     
     Mode 4 uses a screen of 80 columns by 48 rows.  Each pixel is half the
     size of those in mode 3.  Mode 4 requires 537 bytes of RAM where each
     byte controls 8 pixels.  This mode is very similar to mode 8 except
     there are fewer but larger pixels.
     
     Mode 5 uses a screen of 80 columns by 48 rows.  The pixels are the
     same size as in mode 4.  Mode 5 requires 1,017 bytes of RAM where each
     byte controls 4 pixels in the same manner as in mode 3.
     
     Mode 6 uses a screen of 160 columns by 96 rows.  It requires 2,025
     bytes of RAM where each byte controls 8 pixels as in mode 4.
     
     Mode 7 uses a screen of 160 columns by 96 rows.  It requires 3,945
     bytes of RAM where each byte controls 4 pixels as in modes 3 and 5.
     
     
     Modes 8 through 11 (and 15 on XL and XE models) each require 7,900
     bytes of RAM and are very similar in display set up.  The main
     differences between these modes is the interpretation of data in the
     display buffer.
     
     Mode 15 (sometimes called mode 7.5) uses a screen of 160 columns by
     192 rows.  Each byte controls 4 pixels as in mode 7.  The main
     difference between mode 15 and its related modes is bit 0 of each
     instruction byte in the display list (the program which the ANTIC chip
     uses).  If this bit is 0 the screen is interpreted as mode 15.  If the
     bit is 1 the screen is interpreted as modes 8 through 11.
     
     Modes 8 through 11 are set up identically in memory, including the
     display list.  The only difference is the data in the PRIOR register
     of the GTIA chip.  The shadow register for PRIOR is GPRIOR [$026F
     (623)].
     
     Mode 8 (PRIOR = $00 - $3F (0 - 63)), uses a screen of 320 columns by
     192 rows.  Each byte controls 8 pixels as in modes 4 and 6.
     
     Mode 9 (PRIOR = $40 - $7F (64 - 127)) uses a screen of 80 columns by
     192 rows.  Each byte controls 2 pixels.  The pixels are all of the
     same color, controlled by COLBK.  Each half of a byte in the display
     buffer controls the luminance of the assigned pixel.  The format of
     each byte is as follows.
     
     
           7 6 5 4 3 2 1 0
          -----------------
          | data  |  data |
          -----------------
           pixel 1|pixel 2
     
     
     Mode 10 (PRIOR = $80 - $BF (128 - 191), is the same as mode 9 except 9
     color luminance combinations are available.  The data in each half
     byte chooses one of the 9 color registers for the assigned pixel.
     
     Mode 11 (PRIOR = $C0 - FF (192 - 255), is the same as mode 9 except
     there is one brightness but 16 colors.  The pixel data chooses one of
     the 16 available colors.  The luminance is that of the background
     (COLBK).
     
     
     USING THE SCREEN HANDLER
     
     
     OPENING A CHANNEL TO THE SCREEN HANDLER
     
     When a channel is opened to the screen handler the following actions
     take place:
     
     The area of memory to be used for the screen data is cleared.
     
     A display list (program for the ANTIC chip) is set up for the proper
     graphics mode.
     
     The top-of-free-memory pointer, MEMTOP [$02E5,2 (741)], is set to
     point to the last free byte before the display list.
     
     Before opening a channel to the screen handler, the pointer to the
     highest memory address needed by the program, APPMHI [$000E,2 (14)],
     should be properly set.  This will prevent the screen handler from
     erasing part of the program when it sets-up the screen data region.
     
     
     When the channel is opened, two special options can be sent with the
     direction parameter (ICAX1).
     
                             ICAX1 for screen open
     
     
               7 6 5 4 3 2 1 0
              -----------------
              |    C S W R    |
              -----------------
               1 6 3 1 8 4 2 1
               2 4 2 6
               8
     
      C   1 = don't clear the screen
      S   1 = split screen
      R   1 = input
      W   1 = output
     
     Before the open command, the graphics mode number is placed into
     ICAX2.
     
                             ICAX2 for screen open
     
               7 6 5 4 3 2 1 0
              -----------------
              |       : mode  |
              -----------------
     
       mode = $00 through $0B  (0 - 11 (0 - 15 on XL/XE))
     
     To open a channel to the screen in BASIC use the GRAPHICS command.
                                                                           




                           BASIC screen open format
     
      GRAPHICS mode
     
                                 For Example:
     
      GRAPHICS 8
     
     This will set up a mode 8 graphics screen and open channel 6 to it. 
     If the graphics mode is 1 - 8, a split screen will be set up.  For
     example, GRAPHICS 8 will set up a mode 8 screen with a four line text
     window at the bottom.
     
     If 16 is added to the mode number, a full screen will be set-up.  For
     example, GRAPHICS 8+16 or GRAPHICS 24 will set up a mode 8 screen,
     with no text window, a full 192 pixels high.  If the number 32 is
     added to the mode number, the screen will not clear when the channel
     opens.
     
     If you want to use a channel other than #6, you will have to use the
     open command.  It is used in the following format.
     
                     screen open without GRAPHICS command
     
      OPEN #channel,direction/special,mode,S:
     
                                 For example:
     
      OPEN #1,8,7,S:
     
     This will open channel 1 to a mode 7 screen for output only.  For use
     of special parameters, see ICAX1 above.
     
     USING AN OPEN CHANNEL TO THE SCREEN
     
     Once a channel is opened to the screen it is used like any other input
     or output device.  In other words, data is placed on the screen by the
     PRINT and PUT commands.  Data is retrieved from the screen with the
     INPUT and GET commands.  The part of the screen which the data will be
     put in or taken from is determined by the X,Y coordinants in the
     database variables COLCRS [$0055,2 (85)] and ROWCRS [$0054 (84)]. 
     What appears on the screen depends on what graphics mode the computer
     is in.
     
     Before sending data to the screen in BASIC, a color register must be
     assigned to the data.  Once a point is plotted on the screen, it's
     color will be determined by the color register it was assigned to.
     
     To assign a color to a ploted point, the COLOR command us used as
     follows.
     
                             COLOR command format
     

      COLOR register
     
                                 For example,
     
      COLOR 1
     
     After using the above command, all points plotted will be controlled
     by color register 1.  To change color registers, use the COLOR command
     again.
     
     In assembly language, the color is determined by the data sent to the
     screen.  See the above section on graphics modes for color
     information.
     
     In BASIC the PLOT command is used to put data on the screen.  The PLOT
     command is used as follows.
     
                            The BASIC PLOT command
     
      PLOT x,y
     
     x and y are the horizontal and vertical coordinates for the plotted
     point.
     
     
     In modes 3 through 11 a single point will be plotted.  In modes 1 and
     2 a text character will be printed on the screen by the PLOT command.
     
     The PRINT and PUT commands can also be used in basic.  What appears on
     the screen depends on the graphics mode.
     
     In modes 1 and 2 the ATASCII characters sent to the screen will be
     printed just as in mode 0.  See the paragraph on modes 1 and 2 above
     for more information.  In the other modes what appears depends on how
     the ANTIC chip interprets the data bytes sent to the screen.  For
     example, in mode 8, even numbered characters will be single pixels in
     color 1.  Odd numbered characters will be in color 0 (background).
     
     There are two special commands for the screen handler, DRAW and FILL
     
     DRAW (ICCOM = $11 (17))
     
     The draw command works exactly like the plot command except a straight
     line is drawn from the previous pixel to the new one.  In BASIC it is
     used in the following format.
     
                            the BASIC DRAW command
     
      DRAWTO x,y
     
     
     FILL (ICCOM = $12 (18))


     Fill works like draw except the area to the right of the drawn line
     will be filled with the color in FILDAT [$02FD (765)].  The fill
     command expects to find a boundary to the right.  If no boundary is
     found, the entire horizontal screen between the ends of the line is
     filled.
     
     To use the fill command in BASIC the XIO command must be used in the
     following format.
     
      POSITION x,y
      XIO 18 #6,0,0,"E:"
     
     Note that the cursor is first moved by the POSITION command.  Below is
     an example of how to prepare for and use the fill command.
     
                            using the fill command
     
     
        2nd DRAWTO  .____.  DRAWTO here
                    |    |
                    |    |
                    |    |
       fill to here !    !  PLOT here
     
     
     This will draw and fill a box on the screen.
     
     THE COLOR REGISTERS
     
     There are nine bytes of memory which control the colors on the screen.
     These bytes are called color registers.  The color registers have the
     following names and relationships.
                                                                           


                       Color registers and relationships
     
     Register Register          modes
     name     address
                                0 & 8    1 & 2    3 5 7    4 & 6   9 & 11  
     10
     
              HEX      decimal  COLOR numbers
     
     PCOLR0   $02C0     704                                                
     0
     PCOLR1   $02C1     705                                                
     1
     PCOLR2   $02C2     706                                                
     2
     PCOLR3   $02C3     707                                                
     3
     COLOR0   $02C4     708              0  - 63    1        1             
     4
     COLOR1   $02C5     709     1 - 255  64 -127    2                      
     5
     COLOR2   $02C6     710     0        128-191    3                      
     6
     COLOR3   $02C7     711              192-255                           
     7
     COLOR4   $02C8     712     border   backgnd    0     backgnd  backgnd 
     8
     
     
     The color numbers are in decimal.  These are actually shadow
     registers.  See the O.S. equates below for relationships.  In modes 0
     - 3 the COLOR number actually determines the character printed
     
     The register to which a pixel/character is assigned to is determined
     by the data byte sent to the screen through CIO.
     
     The data in the color registers in in the following format.
     
                          Color register data format
     
     
                7 6 5 4 3 2 1 0
               -----------------
               | color |bright |
               -----------------
     
          color  = one of 16 possible colors
          bright = one of 8 possible brightnesses 
                  (even numbers, 0 - E)
     
     
     In basic, the COLOR command is used to assign color registers.  The
     corresponding registers depends on the graphics mode.  For example,
     COLOR 0 is COLOR2 in mode 8.  In most other modes COLOR 0 is COLOR4. 
     See the above chart for the register relationships.
     
     To change the contents of the color registers in BASIC, the SETCOLOR
     command is used.  In all modes except mode 10, the SETCOLOR command
     refers to the registers COLOR0 to COLOR4.
     
                        SETCOLOR/register relationships
     
          SETCOLOR 0    COLPF0    (COLOR0)
          SETCOLOR 1    COLPF1    (COLOR1)
          SETCOLOR 2    COLPF2    (COLOR2)
          SETCOLOR 3    COLPF3    (COLOR3)
          SETCOLOR 4    COLBK     (COLOR4)
     
     The format for the SETCOLOR command is...
     
     
                            SETCOLOR command format
     
      SETCOLOR register,hue,brightness
     
      register   = 0 - 4 (0 - 8 in mode 10)
      hue        = 0 - 15 (16 colors)
      brightness = 0 - 16 (even numbers only (8 brightnesses)
     
     
     The following chart gives the colors represented by the hue number.
     
     
                       colors represented by hue numbers
     
     
     0    grey           8    blue
     1    gold           9    cyan
     2    gold-orange   10    blue-green
     3    red-orange    11    blue-green
     4    orange        12    green
     5    magenta       13    yellow-green
     6    purple-blue   14    yellow
     7    blue          15    yellow-red
     
     
     The attract mode
     
     If a key is not pressed for more than 9 minutes the computer will
     enter the attract mode.  This mode is used to prevent burning of the
     TV phosphors by lowering the brightness and constantly changing the
     colors.  The attract mode timer, ATRACT [$004D (77)], is set to 254
     ($FE) when the the attract mode is entered.  To force the computer out
     of the attract mode, poke a number less than 127 into ATRACT.
     
                   Useful database variables and OS equates

    
     APPMHI $000E,2      (14): lower limit for screen region
     ATRACT $004D        (77): attract mode timer and flag
     LMARGN $0052        (82): left margin
     RMARGN $0053        (83): right margin
     ROWCRS $0054        (84): horizontal cursor position
     COLCRS $0055,2      (85): vertical cursor position
     DINDEX $0057        (87): current graphics mode
     SAVMSC $0058,2      (88): starting address of display buffer
     OLDROW $005A        (90): previous cursor position
     OLDCOL $005B,2      (91):    "       "        "
     OLDCHR $005D        (93): character currently at the text cursor
     OLDADR $005E,2      (94): memory address of cursor
     RAMTOP $006A       (106): end-of-RAM + 1 (MSB only)
     SDLSTL $0230,2     (560): shadow register of display list address
     TXTROW $0290       (656): text window cursor position
     TXTCOL $0291,2     (657):  "      "     "      "
     TXTMSC $0294,2     (660): starting address of text window data buffer
     RAMSIZ $02E4       (740): permanent end-of-RAM + 1 (MSB only)
     CRSINH $02F0       (752): cursor inhibit, 1 = no cursor
     FILDAT $02FD       (765): color data for fill
     DSPFLG $02FE       (766):  if >0 screen control codes are displayed as
                                ATASCII characters (EOL is uneffected)
     SSFLAG $02FF       (767): > 0 = stop screen print
     COLPM0 $D012     (53266): actual color registers
     COLPM1 $D013     (53267): loaded from shadow
     COLPM2 $D014     (53268): registers during
     COLPM3 $D015     (53269): vertical blank
     COLPF0 $D016     (53270):
     COLPF1 $D017     (53271): see above
     COLPF2 $D018     (53272): for use
     COLPF3 $D019     (53273):
     COLBK  $D020     (53274):
     
     
     
                              OS shadow registers


     
     PCOLR0 $02C0       (704): COLPM0
     PCOLR1 $02C1       (705): COLPM1
     PCOLR2 $02C2       (706): COLPM2
     PCOLR3 $02C3       (707): COLPM3
     COLOR0 $02C4       (708): COLPF0
     COLOR1 $02C5       (709): COLPF1
     COLOR2 $02C6       (710): COLPF2
     COLOR3 $02C7       (711): COLPF3
     COLOR4 $02C8       (712): COLBK

                                   CHAPTER 9
     
     
                           THE RESIDENT DISK HANDLER
     
     
     The resident disk handler is separate from DOS and is part of the
     permanent operating system ROM.  The disk handler does not use CIO.
     
     The resident disk handler works with one sector at a time.  It is used
     by setting the drive number, sector number, and operation code in the
     device control block.  The program then jumps (JSR) to the handler
     entry vector, DSKINV [$E453 (58451)].
     
               Device control block (for resident disk handler)
     
     
     DDEVIC [$0300 (768)]
     
          Serial bus I.D.  Set by handler
     
     DUNIT  [$0301 (769)]
     
          Drive number
     
     DCOMND [$0302 (770)]
     
          Command byte
     
     DSTATS [$0303 (771)]
     
          status byte
     
     DBUFLO [$0304 (772)]
     DBUFHI [$0305 (773)]
     
     Pointer to 128 byte memory block for data storage.
     
     DTIMLO [$0306 (774)]
     
          Timeout value (response time limit) in seconds
     
     DBYTLO [$0308 (776)]
     DBYTHI [$0309 (777)]
     
          number of bytes transferred, set by handler
     
     DAUX1  [$030A (778)]
     DAUX2  [$030B (779)]
     
          sector number
     
     DISK HANDLER COMMANDS
    
     GET SECTOR
     
     Before the JSR to DSKINV is made the following parameters are set.
     
                             GET SECTOR parameters
     
     
          DCOMND = $52 (82)
          DUNIT  = (1 - 4)
          DBUFHI
          and
          DBUFLO = address of 128 byte buffer
          DAUX1
          and
          DAUX2  = Sector number (LSB,MSB)
     
     This operation will read the specified sector and put the data into
     the specified buffer.
     
     PUT SECTOR
     
     PUT SECTOR is used the same as GET SECTOR except for DCOMND.
     
                             PUT SECTOR parameters
     
          DCOMND = $50 (80)
     
     This operation sends the data in the specified buffer to the specified
     disk sector.
     
     PUT SECTOR WITH VERIFY
     
     PUT SECTOR WITH VERIFY is used the same as PUT SECTOR except for
     DCOMND.
     
                       PUT SECTOR WITH VERIFY parameters
     
          DCOMND = $57 (87)
     
     This operation sends the data in the specified buffer to the specified
     disk sector then checks for errors.
     
     GET STATUS
     
     Only the DUNIT and DCOMND need to be set
     
                             GET STATUS parameters
     
     
          DCOMND = $53 (83)
          DUNIT  = (1 - 4)
    
    
     The status information will be put in three bytes starting at DVSTAT
     [$02EA (746)].
     
     
                                 Status format
     
                          7 6 5 4 3 2 1 0
                         -----------------
          DVSTAT + 0     | command stat   |
                         -----------------
                 + 1     | hardware stat  |
                         -----------------
                 + 2     | timeout value  |
                         -----------------
     
     
     The command status byte gives the following information.
     
     
        Bit
     
     
          0    1 = invalid command frame received
          1    1 = invalid data frame received
          2    1 = unsuccessful PUT operation
          3    1 = disk is write protected
          4    1 = active/standby
     
     
     The hardware status byte contains the status register of the ISN1771-1
     disk controller chip.
     
     The timeout byte contains the maximum allowable response time for the
     drive in seconds.
     
     FORMAT DISK
     
     The handler will format then verify the the disk.  The numbers of all
     bad sectors (up to 63) will be put into the specified buffer followed
     by two bytes of $FF.
     
     The following parameters are set before the call.
     
                               FORMAT parameters
     
          DCOMND = $21 (33)
          DUNIT  = (1 - 4)
          DBUFLO
          and
          DBUFHI = address of bad sector list (buffer)


     After the operation the status byte is set.  Also, DBYTLO and DBYTHI
     will contain the number of bytes of bad sector information (not
     including the two $FF bytes).
     
     
                   Useful data base variables and OS equates
     
     
     DVSTAT $02EA,3      (746): device status block, 3 bytes
     DDEVIC $0300        (768): serial bus I.D.
     DUNIT  $0301        (769): device number
     DCOMND $0302        (770): command byte
     DSTATS $0303        (771): status byte
     DBUFLO $0304        (772): data buffer
     DBUFHI $0305        (773):  pointer
     DTIMLO $0306        (774): timeout value
     DBYTLO $0308        (776): number of bytes transfered
     DBYTHI $0309        (777):
     DAUX1  $030A        (778): sector
     DAUX2  $030B        (779):  number
     DSKINV $E453      (58451): disk handler entry vector
 
                                  CHAPTER 10
     
     
                               SYSTEM INTERRUPTS
     
     
     There are four types of interrupts which can occur with the 6502
     microprocessor:
     
                                6502 interrupts
     
     
          1.   chip reset
          2.   IRQ, interrupt request (maskable)
          3.   MNI (non-maskable interrupt)
          4.   software interrupt (BRK instruction)
     
     CHIP RESET
     
     On the 400/800 the chip reset occurs only upon power-up and causes the
     computer to do a cold start.  On later models, pressing [SYSTEM RESET]
     will cause a chip reset but the computer then does a warm start.  On
     the 400/800, the [SYSTEM RESET] key generates a NMI interrupt.
     
     COLD START
     
     This is a synopsis of the cold start routine.
     
     1
     The warm start flag [$0008] is set to 0 (false)
     
     2
     If a cartridge slot contains a diagnostic cartridge, control is handed
     to the cartridge.
     
     3
     The end of RAM is determined by trying to complement the first byte of
     each 4K block of memory.
     
     4
     Hardware registers at $D000 - $D4FF (except $D100 - $D1FF) are
     cleared.
     
     5
     RAM is cleared from $0008 to the top of ram.
     
     6
     The user program jump vector, DOSVEC [$000A] is set to point to the
     black board mode (Atari logo display mode in XL/XE models).
     
     7
     The screen margins are set to 2 and 39
    
     8
     Interrupt vectors are initialized.
     
     9
     Bottom of free RAM pointer, MEMLO [$02E7], is set to point to $0700.
     
     10
     Resident CIO handlers are initialized.
     
     11
     If the [START] key is pressed the cassette boot request flag, CKEY
     [$004A], is set.
     
     12
     The CIO device table is initialized.
     
     13
     If a cartridge is present it is initialized.
     
     14
     Channel 0 is opened to the screen editor.  The top-of-free-RAM
     pointer, MEMTOP [$02E5], is set to point below the screen region.  The
     computer then waits for the screen to be established before
     continuing.
     
     15
     If the cassette boot flag is set the cassette is booted.
     
     16
     If there is no cartridge present or a cartridge doesn't prevent it,
     the disk is booted.
     
     17
     The cold start flag is reset.
     
     18
     If there is a cartridge present, the computer jumps to the cartridge's
     run vector.
     
     19
     If there is no cartridge present the computer jumps through the vector
     DOSVEC [$000A (10)].  DOSVEC will point to either a booted program,
     the memo pad routine (400/800) or the logo display routine (XL/XE).
     
     WARM START
     
     
     1
     The warm start flag is set to $7F (true).
     
     2
     cold start steps 2 - 4 are executed.
     
     3
     RAM is cleared from $0010 - $007F and $0200 - $03FF.
     
     4
     Cold start steps 7 - 14 are executed.
     
     5
     If cassette booted software is present the computer JSRs through
     CASINI [$0002].
     
     6
     If disk booted software is present the computer JSRs through DOSINI
     [$000C (12)].
     
     
     The difference between cold start and warm start is the condition of
     the warm start flag, WARMST, [$0008].  If this flag is 0 a complete
     cold start is executed.  If the flag is anything other than 0 then
     only the warm start part of the warm start/cold start code is
     executed.
     
     NON-MASKABLE INTERRUPTS (NMI)
     
     NMI interrupts are generated by the following conditions:
     
     
     1.   Display list interrupt, generated by the ANTIC chip.
     2.   TV vertical blank interrupt, generated by the ANTIC
          chip.
     3.   [SYSTEM RESET] key (400/800).
     
     
     When an NMI interrupt occurs, the hardware register NMIST [$D40F] is
     examined to determine what type of interrupt occurred.  The computer
     is then directed through the proper ram vector to service the
     interrupt.
     
     DISPLAY LIST INTERRUPTS (DLIs)
     
     The computer makes no use of DLIs.  The ram vector points to an RTI
     instruction.
     
     
     VERTICAL BLANK INTERRUPTS (VBIs)
     
     There are two stages to the VBI service routine.  The second stage is
     only done if a critical function was not interrupted.
     
     
     Stage 1 (VBI)
     
     
     The real time clock, RTCLOK [$0012 - $0014], is incremented.

     The attract mode variables are processed.
     
     System timer 1 is decremented.   If it goes to zero the computer JSRs
     through system time-out vector 1.
     
     
     
     Stage 2 (VBI)
     
     
     The hardware registers are loaded with the data in their shadow
     registers.
     
     System timer 2 is decremented.   If it goes to zero the computer JSRs
     through the system time-out vector 2.
     
     System timers 3, 4, and 5 are decremented.   If a timer goes to zero
     the computer sets system timer flags 3, 4, and/or 5.
     
     If auto-repeat is active, the auto-repeat process is done.
     
     The keyboard debounce timer is decremented if not 0.
     
     Information at the controller port registers is read, processed and
     placed in the proper shadow registers.
     
     
     [SYSTEM RESET] INTERRUPT
     
     If a [SYSTEM RESET] interrupt is generated on the 400/800 the computer
     jumps to the warm start routine.
                                                                           


     INTERRUPT REQUESTS (maskable interrupts (IRQs))
     
     When an IRQ interrupt occurs the hardware register IRQST [$D20E], the
     PIA status registers, PACTL [$D302] and PBCTL [$D303] are examined to
     determine what caused the interrupt.
     
     For each interrupt, the 6502 accumulator is pushed to the stack.  The
     computer is then directed to the proper ram vector to service the
     interrupt.
     
     SOFTWARE INTERRUPT (BRK instruction)
     
     The operating system doesn't use software interrupts.  The software
     interrupt vector points to a PLA followed by an RTI.
     
     
                               Interrupt vectors
     
     Label  address type function
     
     VDSLST $0200   NMI  DLI  Points to an RTI
     VVBLKI $0222   NMI  stage 1 VBI
     VVBLKD $0224   NMI  return-from-interrupt routine
     CDTMA1 $0226   NMI  time-out 1 (used by SIO)
     CDTMA2 $0228   NMI  time-out 2 (not used by OS)
     VPRCED $0202   IRQ  not used (points to PLA,RTI)
     VINTER $0204   IRQ  not used (PLA,RTI)
     VKEYBD $0208   IRQ  keyboard interrupt
     VSERIN $020A   IRQ  used by Serial I/O routine
     VSEROR $020C   IRQ  used by SIO
     VSEROC $020E   IRQ  used by SIO
     VTIMR1 $0210   IRQ  not used by OS (PLA,RTI)
     VTIMR2 $0212   IRQ  not used by OS (PLA,RTI)
     VTIMR4 $0214   IRQ  ?
     VIMIRQ $0216   IRQ  main IRQ code
     VBREAK $0206   BRK  unused by OS (PLA,RTI)
     
     
     SYSTEM TIMERS
     
     The following timers are updated during vertical blank (VBI) as noted
     above.  If a timer is decremented to 0 the computer jumps through it's
     associated vector or sets it's associated flag.
     
     
     Label  address  flag/vector
     
     RTCLOK $0012    3 byte clock ($0012 = MSB)
     CDTMV1 $0218    CDTMA1 $0226  vector (SIO time-out)
     CDTMV2 $021A    CDTMA2 $0228  vector
     CDTMV3 $021C    CDTMF3 $022A  flag
     CDTMV4 $021E    CDTMF4 $022C  flag
     CDTMV5 $0220    CDTMF5 $022E  flag

     
     HARDWARE INTERRUPT CONTROL
     
     There are two registers on the antic chip which control interrupts. 
     These registers can be used to disable interrupts if necessary.  There
     are also two associated interrupt status registers.
     
     The IRQ enable and status registers use the same address.  The result
     is that reading the register does not reveal the enabled interrupts
     but the interrupts pending.  IRQ interrupt enable data should usually
     be written to the OS shadow first.  Reading the OS shadow tells which
     interrupts are enabled.
     
                         Non maskable interrupt enable
     
     
     NMIEN  $D40E
     
                7 6 5 4 3 2 1 0
               -----------------
               | | | not used  |
               -----------------
     
      bit 7  1 = DLI enabled
          6  1 = VBI enabled
     
     
                         Non maskable interrupt status
     
     
     NMIST  $D40F
     
                7 6 5 4 3 2 1 0
               -----------------
               | | | | not used|
               -----------------
     
      bit 7  1 = DLI pending
          6  1 = VBI pending
          5  1 = [SYSTEM RESET] key pending
     
     
                           Interrupt request enable
     
     
     
     IRQEN  $D20E
     
                7 6 5 4 3 2 1 0
               -----------------
               | | | | | | | | |
               -----------------
     


      bit 7  1 = [BREAK] key interrupt enable
          6  1 = keyboard interrupt enable
          5  1 = serial input interrupt enable
          4  1 = serial output interrupt enable
          3  1 = serial output-finished interrupt enable
          2  1 = timer 4 interrupt enable
          1  1 = timer 2 interrupt enable
          0  1 = timer 1 interrupt enable
     
      IRQEN has a shadow register, POKMSK [$0010 (A)].
     
     
                           Interrupt request status
     
     
     
     IRQST  $D20E
     
                7 6 5 4 3 2 1 0
               -----------------
               | | | | | | | | |
               -----------------
     
      bit 7  1 = [BREAK] key interrupt pending
          6  1 = keyboard interrupt pending
          5  1 = serial input interrupt pending
          4  1 = serial output interrupt pending
          3  1 = serial output-finished interrupt pending
          2  1 = timer 4 interrupt pending
          1  1 = timer 2 interrupt pending
          0  1 = timer 1 interrupt pending
     
     
     WAIT FOR HORIZONTAL SYNC
     
     Writing any number to WSYNC [$D40A (54282)] will cause the computer to
     stop and wait for the next TV horizontal sync.
     
     It is wise to use DLIs one TV line before needed then writing to
     WSYNC.  This will keep other interrupts from causing DLIs to be
     serviced late.  This can cause a DLI to change something in the middle
     of a scan line.
     
     
                   Useful database variables and OS equates
     
     
     POKMSK $0010       (16): IRQEN shadow
     IRQEN  $D20E    (53774): enables IRQs when written to
     IRQST  $D20E    (53774); gives IRQs waiting when read
     PACTL  $D302    (54018): bit 7 (read) peripheral A interrupt status
                              bit 0 (write) peripheral A interrupt enable
     PBCTL  $D303    (54019): bit 7 (read) peripheral B interrupt status
                              bit 0 (write) peripheral B interrupt enable
     WSYNC  $D40A    (54282): wait for horizontal sync
     NMIEN  $D40E    (54286): NMI enable
     NMIST  $D40F    (54287): NMI status

                                  CHAPTER 11
     
     
                     THE FLOATING POINT ARITHMETIC PACKAGE
     
     
     The routines which do floating point arithmetic are a part of the
     operating system ROM.  The Atari computer uses the 6502's decimal math
     mode.  This mode uses numbers represented in packed Binary Coded
     Decimal (BCD).  This means that each byte of a floating point number
     holds two decimal digits.  The actual method of representing a full
     number is complicated and probably not very important to a programmer.
     However, for those with the knowledge to use it, the format is given
     below.
     
                     Floating point number representation
     
     
               byte 0    xx   excess 64 exponent + sign
                         xx \
                         xx  \
                         xx   > 10 BCD digits
                         xx  /
               byte 7    xx /
     
     
     The decimal point is shifted to left of the MSD and the exponent is
     adjusted accordingly.  Therefore, the decimal point doesn't need to be
     represented.
     
     For programming purposes, floating point numbers can be in ASCII code.
     It takes up to 14 bytes to store a floating point number in this
     manner.  The floating point package has a routine to convert numbers
     between ASCII and floating point.
     
     USE OF THE FLOATING POINT PACKAGE
     
     The floating point package has several routines to convert between
     ASCII and FP and to do the arithmetic functions.  These are the
     important data base variables.
     
                      Floating point data base variables
     
     
     FR0    $00D4,6    (212): 6 byte buffer for floating point number
     FR1    $00E0,6    (224): 6 byte buffer for floating point number
     CIX    $00F2      (242): index for INBUFF address
     INBUFF $00F3,2    (243): 2 byte pointer to ASCII floating point number
     FLPTR  $00FC,2    (252): 2 byte pointer to user buffer for floating
                               point number
     LBUFF  $0580,?   (1408): result buffer for FASC routine
     
     MAKING THE CALL
     
     To do a floating point function, first set the proper pointers and JSR
     to the operation entry point.  Below is a list of the entry points and
     parameters.
     
     ASCII to floating point
     
     Converts ASCII representation pointed to by INBUFF to FP in FR0.
     
      AFP    = $D800
     
      INBUFF = address of ASCII number
     
      CIX    = buffer offset if any
     
      JSR AFP
     
     
     FLOATING POINT TO ASCII
     
     Converts floating Point number  in FR0 to ASCII.  The result will be
     in LBUFF.  INBUFF will point to the ASCII number which will have the
     bit 7 of the last byte set to 1.
     
      FASC   = $D8E6
     
      JSR FASC
     
     INTEGER TO FLOATING POINT CONVERSION.
     
     Converts a 2 byte unsigned integer (0 to 65535) in FR0 to floating
     point in FR0.
     
      IFP    = $D9AA
     
      JSR IFP
     
     FLOATING POINT TO INTEGER CONVERSION.
     
     Converts floating point number in FR0 to 2 byte integer in FR0.
     
      FPI     = $D9D2
     
      JSR FPI
      BCS overflow
     
     ADDITION
     
     Adds floating point numbers in FR0 and FR1 with result in FR0.

      FADD    = $DA66
     
      JSR FADD
      BCS out of range
     
     
     SUBTRACTION
     
     subtracts FR1 from FR0 with the result in FR0.
     
      FSUB    = $DA60
     
      JSR FSUB
      BCS out of range
     
     MULTIPLICATION
     
     Multiplies FR0 by FR1 with the result in FR0.
     
      FMUL    = $DADB
     
      JSR FMUL
      BCS out of range
     
     DIVISION
     
     Divides FR0 by FR1 with result in FR0.
     
      FDIV    = $DB28
     
      JSR FDIV
      BCS out of range or divisor is 0
     
     LOGARITHMS
     
     Puts logarithm of FR0 in FR0
     
      LOG     = $DECD
      LOG10   = $DED1
     
      JSR LOG ;for natural log.
     
     or
     
      JSR LOG10 ;for base 10 log.
      BCS negative number or overflow
     
     
     EXPONENTIATION
     
     Put exponentiation of FR0 in FR0
     
      EXP     = $DDC0

      EXP10   = $DDCC
     
      JSR EXP ;for e ** Z
     
     or
     
      JSR EXP10 ;for 10 ** Z
     
     
     POLYNOMIAL EVALUATION
     
     Puts the result of an n degree polynomial evaluation  of FR0 in FR0.
     
      PLYEVL  = $DD40
     
      LDX LSB of pointer to list of floating point
          coefficients, ordered high to low.
      LDY MSB of above
      LDA number of coefficients in list
     
      JSR PLYEVL
      BCS overflow
     
     CLEAR FR0
     
     Sets FR0 to all zeroes
     
      ZFR0    = $DA44
     
      JSR ZFR0
     
     CLEAR ZERO PAGE FLOATING POINT NUMBER
     
     Clears user floating point number in page zero.
     
      ZF1     = $DA46
     
      LDX address of zero page FP buffer
     
      JSR ZF1
     
     LOAD FR0 WITH FLOATING POINT NUMBER
     
     Loads FR0 with user FP number in buffer pointed to by 6502 X and Y
     registers or by FLPTR.  After either operation below, FLPTR will point
     to the user FP buffer.
     
      FLD0R   = $DD89
     
      LDX lsb of pointer
      LDY msb
     
      JSR FLD0R
    
     or
     
      FLD0P   = $DD8D
     
      FLPTR   = address of FP number
     
      JSR FLD0P
     
     LOAD FR1 WITH FLOATING POINT NUMBER
     
     Loads FR1 with user FP number in buffer pointed to by 6502 X and Y
     registers or by FLPTR.  After either operation below, FLPTR will point
     to the user FP buffer.
     
      FLD1R   = $DD98
     
      LDX lsb of pointer
      LDY msb
     
      JSR FLD1R
     
     or
     
      FLD1P   = $DD9C
     
      FLPTR   = address of FP number
     
      JSR FLD1P
     
     STORE FR0 IN USER BUFFER
     
     stores the contents of FR0 in user FP buffer pointed to by 6502 X and
     Y registers or by FLPTR.  After either operation below, FLPTR will
     point to the user FP buffer.
     
     
      FST0R   = $DDA7
     
      LDX lsb of pointer
      LDY msb
     
      JSR FST0R
     
     or
     
      FST0P   = $DDAB
     
      FLPTR   = address of FP number
     
      JSR FST0P
     
     MOVE FR0 TO FR1

     
     Moves the contents of FR0 to FR1
     
     
      FMOVE   = $DDB6
     
      JSR FMOVE
     
     
     The usual use sequence of the floating point package might be to:
     
     load FR0 and FR1 with FP numbes from user specified buffers
     
     do the math
     
     then store FR0 in a user buffer.
     
     An alternative might be to:
     
     convert an ASCII representation to FP (the result is automatically in
     FR0).
     
     move FR0 to FR1.
     
     Convert the second ASCII number.
     
     Do the math.
     
     Convert FR0 back to ASCII.
     
     Store the number back into a user buffer.
     
     
     The floating point package uses the following blocks of RAM.
     
     
                      RAM used by floating point package
     
     
          $00D4 - $00FF
          $057E - $05FF
     
     
     If the floating point package is not used the above ram is free.
     
     
     
                   Useful data base variables and OS equates
     
     
     FR0    $00D4,6      (212): system FP buffer
     FR1    $00E0,6      (224): system FP buffer
     CIX    $00F2        (242): INBUFF index
     INBUFF $00F3,2      (243): pointer to ASCII FP buffer
     FLPTR  $00FC,2      (252): pointer to user FP buffer
     LBUFF  $0580       (1408): result buffer for FP to ASCII
     AFP    $D800      (55296): ASCII to FP
     FASC   $D8E6      (55526): FP to ASCII
     IFP    $D9AA      (55722): integer to FP
     FPI    $D9D2      (55762): FP to integer
     ZFR0   $DA44      (55876): clear FR0
     ZF1    $DA46      (55878): clear zero page FP buffer
     FSUB   $DA60      (55904): FR0 - FR1
     FADD   $DA66      (55910): FR0 + FR1
     FMUL   $DADB      (56027): FR0 * FR1
     FDIV   $DB28      (56104): FR0 / FR1
     FLD0R  $DD89      (56713): load FR0 by X,Y pointer
     FLD0P  $DD8D      (56717): load FR0 by FLPTR pointer
     FLD1R  $DD98      (56728): load FR1 by X,Y pointer
     FLD1P  $DD9C      (56732): load FR1 by FLPTR pointer
     FST0R  $DDA7      (56743): store FR0 at buffer by X,Y pointer
     FST1P  $DDAB      (56747): store FR0 at buffer by FLPTR pointer
     FMOVE  $DDB6      (56758): move FR0 to FR1
     EXP    $DDC0      (56768): e exponentiation
     EXP10  $DDCC      (56780): base 10 exponentiation
     PLYEVL $DD40      (56640): polynomial evaluation
     LOG    $DECD      (57037): natural log of FR0
     LOG10  $DED1      (57041): base 10 log of FR0

                                  CHAPTER 12
     
     
                             Boot software formats
     
     
     There are three ways which programs may be booted (loaded
     automatically upon power-up):
     
      From the disk drive
     
      From the cassette recorder
     
      From a ROM cartridge
     
     
     DISK BOOTED SOFTWARE
     
     The disk drive is the primary source for programs (other than the
     BASIC interpreter in the computer ROM).  A program booted from disk
     must be a machine language program.  Secondly, the program is arranged
     on disk in a different manner from the DOS files.
     
     When the computer is first turned on, it will attempt to read a
     program starting at sector one in disk drive one.  The exceptions are,
     if a cartridge prevents the disk boot process or the [START] key is
     pressed.  The program is expected to use all 128 bytes of each
     sector.
     
     FORMAT OF A DISK BOOTED PROGRAM
     
     A disk booted program begins at sector one on the disk and continues
     in sequence.  The first six bytes of the first sector contain program
     information.  The rest of the bytes contain the program itself.
     
                           Disk boot program header
     
          1st byte  $00  flags, stored in DFLAGS [$0240]
                    $xx  number of sectors used by program
                    $xx  address to start load
                    $xx
                    $xx  initialization address
          6th byte  $xx
          7th byte  $xx  start of program
     
     The flags byte is usually unused and should be zero.
     
     The load address is stored in BOOTAD [$0242,2 (578)].
     
     The initialization address is stored in DOSINI [$000C,2 (12)].
     
     After the program is completely loaded the computer will JSR to the
     address stored in DOSINI for initialization.  It will then jump to the
     address stored in DOSVEC to run the program.
     
     The initialization part of the program should set the
     bottom-of-free-RAM pointer, MEMLO [$02E7,2 (743)], to point to the end
     of the program + 1.  This will protect the program from the computer
     and other programs.  The top-of-user-RAM pointer, APPMHI [$000E,2
     (14)], is also usually set to point to the same address.  This will
     protect the program from the video hardware.  It must also set DOSVEC
     [$000A,2 (10)] to actually point to the run address of the program. 
     The initialization should of course end with and RTS.  With DOSINI and
     DOSVEC properly set, the program will restart up pressing the [SYSTEM
     RESET] key.
     
     Rmember that the load address of  the program should be six bytes
     before where you want the program to reside in memory.  The six byte
     header will load at the specified start address followed by the
     program.
     
     CASSETTE BOOTED SOFTWARE
     
     The cassette boot process is nearly identical to the disk boot
     process.  The processes are so similar that cassette boot programs can
     usually be transferred directly to disk and vice-versa.  The two
     differences are:
     
     The cassette is booted instead of the disk if the [START] key is
     pressed when the power is turned on.
     
     A bug in early operating systems requires the booted program to turn
     off the cassette motor with the following command.
     
         LDA #$3C
         STA PACTL [$D302]
     
     CARTRIDGE BOOTED SOFTWARE
     
     The Atari 800 has two cartridge slots.  All other models have only
     one.  The second cartridge slot, slot B on the 800, resides from $8000
     to $9FFF.  The first slot, slot A, resides from $A000 to BFFF.  If a
     cartridge is inserted in a slot it will disable any RAM in the same
     area.
     
     Slot A, which is present in all models, can reside at the entire 16K
     used by both cartridges in the 800 ($8000 to $BFFF).
     
     Cartridges use the last six bytes for boot information.  In cartridge
     A these bytes are from $BFFA to $BFFF.  In cartridge B they are from
     $9FFA to 9FFF.
     
                         last six bytes of a cartridge
     
        $9FFA or $BFFA   xx   start address
                         xx
                         00
                         xx   flag byte
                         xx   init address
        $9FFF or $BFFF   xx
     
     
      Flag byte
     
          bit 0     1 = allow disk boot
          bit 2     0 = do not start cartridge after init
          bit 7     1 = cartridge takes control before OS is
                        initialized
     
     The initialization process for the cartridge should be similar to that
     for disk and cassette.  A minimum of an RTS instruction is required.
     
     The third byte of the cartridge tailer is used by the OS to check for
     the presence of a cartridge.  This byte must be zero.
     
     A 16K cartridge will use both cartridge areas and the cartridge B
     tailer area can be used for program code.
     
     THE CARTRIDGE HARDWARE
     
     Most cartridges consist of two ROM chips on a single circuit board. 
     Moreover, both chip sockets have identical pin assignments.  In other
     words, the chips can be switched to opposite sockets and  the
     cartridge will still work.  The difference is in the chips themselves.
     On one chip, the A12 pin acts as an active-low chip select.  On the
     other the A12 pin acts as an active-high chip select.  Therefore the
     state of the A12 pin selects between the two chips.
     
     
                        Cartridge slot pin assignments
     
                       BACK
     
                  111111
                  543210987654321
                  ---------------
                  ---------------
                  SRPNMLKJHFEDCBA
     
     
                       FRONT
     
     
          1    1 = 16K   A    A13 (16K only)
          2    A3        B    GND
          3    A2        C    A4
          4    A1        D    A5
          5    A0        E    A6
          6    D4        F    A7
          7    D5        H    A8
          8    D8        J    A9   __
          9    D1        K    A12 (CS)/(CS)
         10    D0        L    D3
         11    D6 __     M    D7
         12      (CS)    N    A11
         13    +Vcc      P    A10
         14    +Vcc      R    NC
         15    NC        S    NC
     
     
     The BASIC interpreter resides in the memory used by cartridge A.  In
     400, 800 and 1200XL models, a BASIC cartridge is required to run BASIC
     programs.  On other XL and XE models, inserting a cartridge into the
     slot or pressing the [OPTION] key upon power-up will disable the
     internal BASIC ROM.  If BASIC is disabled without inserting another
     cartridge, the area from $A000 to $BFFF will contain RAM.
     
     
                   Useful data base variables and OS equates
     
     
     APPMHI $000E,2       (14): low limit of screen region
     DOSVEC $000A,2       (10): run and program reset vector
     DOSINI $000C,2       (12): init and reset init
     CARTB  $8000      (32768): start of cartridge B
     CARTA  $A000      (40960): start of cartridge A
     PACTL  $D302      (54018): port A control register   Bit 3
                                 controls the cassette motor

                                  CHAPTER 13
     
     
                    THE SERIAL INPUT/OUTPUT INTERFACE (SIO)
     
     
     Most input and output with the Atari computer passes through the
     serial I/O bus.  The SIO interface is rather complicated but you are
     unlikely to need to use it directly.  CIO usually handles SIO for you.
     However, if you want to design your own I/O device and it's associated
     handler, you need to know how to use the SIO.
     
     SIO transfers data at a rate of 19,200 baud on separate input and
     output lines.  The data is sent one byte at a time, LSB first, in an
     asynchronous format.  There are also clock-in and clock-out lines. 
     There is a signal on the clock-out line but it is not used by any
     present devices.  The clock-in line is available for synchronous
     transfer but is not used by the OS.  The signal on the clock-out line
     goes high at the leading edge of each bit and goes low in the middle
     of each bit.
     
     
                             One byte of SIO data
     
     
                    +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+
                    | | | | | | | | | | | | | | | |        clock
       -------------+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +------
     
     
       ---------+       +---+   +-------+       +--------
                |     0 | 1 | 0 | 1   1 | 0   0 | 1        data
                +-------+   +---+       +-------+
     
                  |                                    |
     
              start bit                            stop bit
     
     
     The SIO interface is used much like the resident disk handler.  In
     fact, it uses the same device control block as the resident disk
     handler.  After the control block parameters are set, a JSR is made to
     the SIO entry vector, SIOV, at $E459 (58457).
     
     
                        Device control block (for SIO)
     
     
     DDEVIC [$0300 (768)]
     
          Serial bus I.D.  Set by handler or program.
     
     DUNIT  [$0301 (769)]
     
          Device number if more than one.
     
     DCOMND [$0302 (770)]
     
          Device command byte.
     
     DSTATS [$0303 (771)]
     
     Before the SIO call, this byte tells whether the operation is read,
     write or that there is no data transfer associated with the command. 
     After the call this byte will hold the status (error/no error code) of
     the operation.
     
     
                         DSTATS format before command
     
               7 6 5 4 3 2 1 0
              -----------------
              |W|R| not used  |
              -----------------
     
     If both W and R are 0, there is no data transfer.
     
     DBUFLO [$0304 (772)]
     DBUFHI [$0305 (773)]
     
     Points to the data buffer for either input or output.
     
     DTIMLO [$0306 (774)]
     
     Timeout value (response time limit) in 64/60ths of a second to be set
     by handler or program.
     
     DBYTLO [$0308 (776)]
     DBYTHI [$0309 (777)]
     
     Number of bytes to be transferred, set by handler or program.  This
     parameter is not required if the DSTATS specifies no data transfer.
     
     DAUX1  [$030A (778)]
     DAUX2  [$030B (779)]
     
     These parameters are sent to the device as part of the command frame.
     
     
     USING THE SIO INTERFACE
     
     All commands on the serial bus must originate from the computer.  The
     peripherals will present data on the bus only when commanded to do
     so.
     
     Any operation on the serial bus begins with a five byte command frame.

     While the command frame is being sent, the command line of the serial
     connector is 0.
     
                             Command frame format
     
               $xx  DDEVIC
               $xx  DCOMND
               $xx  DAUX1
               $xx  DAUX2
               $xx  checksum
     
     The first four bytes of the command frame come from the device control
     block.  the checksum is the sum of the other four bytes with the carry
     added back after each addition.
     
     If both R and W of the DSTATS are 0, no data is sent to, or expected
     from the peripheral, after a command frame is sent.  However, the
     device is usually expected to send an ACK byte ($41) after the command
     frame is sent.  If the command frame is invalid, an NAK byte ($4E)
     should be sent.
     
     If the operation is output (W = 1) the computer will send a data frame
     after it receives the ACK of the command frame.  It then expects an
     ACK after the data frame is sent.
     
     If the operation is an input (R = 1) the computer expects a data frame
     from the peripheral after the ACK.  With either input or output, a
     "complete" code ($43) should be sent to the computer when the
     operation is finished.  The "complete" code would follow the ACK of
     the data frame with an output operation.
     
     If the operation is not completed for some reason, the peripheral
     should send an error code ($45) instead of "complete".
     
                                SIO data frame
     
     
         byte 1     $xx\
                        > data bytes
         byte n     $xx/
         byte n+1   $xx   checksum
     
                                 SIO commands
     
     
     READ      $52
     WRITE     $57
     STATUS    $53
     PUT       $50
     FORMAT    $21
     DOWNLOAD  $20
     READADDR  $54
     READ SPIN $51
     MOTOR ON  $55
     VERIFY
      SECTOR   $56
     
     
                           Present SIO device I.D.s
     
     
     DISK      $31 - $34  (D1 - D4)
     PRINTER   $40
     RS-232-C  $50 - $53  (R1 - R4)
     
     THE SERIAL CONNECTOR
     
     The serial connectors on the computer and all peripherials are
     identical.  Nearly all peripherials have two serial connectors. 
     Either connector may be used for any connection.  The serial bus is
     designed so that peripherials can be daisy-chained together.  The
     following is a diagram of the serial connector.
     
     
                         The serial connector pin-out
     
     
                            1 1
                    2 4 6 8 0 2
                    -----------
                   /o o o o o o\
                  /o o o o o o o\
                 -----------------
                   1 3 5 7 9 1 1
                             1 3
     
     
      1  clock in (to computer)
      2  clock out
      3  data in
      4  GND
      5  data out
      6  GND
      7  command (active low)
      8  cassette motor control
      9  proceed (active low)
     10  +5V/ready
     11  audio in
     12  +12V (400/800)
     13  interrupt (active low)
     
     Proceed goes to pin 40 (CA1) of the PIA.  It is not used by present
     peripherials.
     
     Interrupt goes to pin 18 (CB1) of the PIA.  It is not used by present
     peripherials.
     
     Pin 10 doubles as a 50mA +5V peripharal power supply and a computer
     ready signal.
     
     
     
                   Useful database variables and OS equates
     
     
     SIOV   $E459      (58457): serial port handler entry
     DDEVIC $0300        (768): device ID
     DUNIT  $0301        (769): device number
     DCOMND $0302        (770): command byte
     DSTATS $0303        (771): status byte
     DBUFLO $0304        (772): data buffer pointer
     DBUFHI $0305        (773):
     DTIMLO $0306        (774): timout value
     DBYTLO $0308        (776): number of bytes to transfer
     DBYTHI $0309        (777):
     DAUX1  $030A        (778): sent to device
     DAUX2  $030B        (779): sent to device

                                  CHAPTER 14
     
     
                              THE HARDWARE CHIPS
     
     
     The previous chapters described the operating system of the computer. 
     The following chapters will examine the hardware which supports the
     6502 and the hardware's associated software.
     
     THE GTIA CHIP
     
     The GTIA (George's Television Interface Adapter) is the main video
     circuit in the computer.  It controls the following functions.
     
                                GTIA functions
     
     Priority of overlapping objects
     
     Color and brightness, including information from the antic chip.
     
     Player/missile control.
     
     console switches and game control triggers.
     
     THE ANTIC CHIP
     
     The main job of the ANTIC chip is interpreting the display buffer for
     the GTIA chip.  The ANTIC chip is somewhat of a processor in it's own
     right.  The program which runs it is called the display list and
     usually resides just before the display buffer in memory.
     
     The ANTIC chip operates independent of the 6502.  It operates by
     direct memory access (DMA).  The ANTIC chip gives a HALT signal the
     6502, causing the 6502 to give up control of the address bus.  The
     ANTIC chip can then read any data it needs to from memory.
     
                             ANTIC chip functions
     
     DMA (Direct Memory Access) control.
     
     NMI (Non-Maskable Interrupt) control.
     
     LIGHT PEN READING
     
     WSYNC (wait for horizontal sync)
     
     THE POKEY CHIP
     
     The most important jobs of the POKEY chip are reading the keyboard and
     operating the serial port.  It also has the following functions.
     
                             POKEY chip functions
     
     Keyboard reading.
     
     Serial port.
     
     Pot (game paddles) reading.
     
     Sound generation.
     
     System timers.
     
     IRQ (maskable interrupt) control.
     
     Random number generator.
     
     
     THE PIA CHIP
     
     The PIA (Parallel Interface Adapter) is a commonly used I/O chip.  It
     consists of two 8 bit parallel ports with hand shaking lines.  In the
     Atari, it has the following functions.
     
     
     Game controller port control (bi-directional).
     
     Peripheral control and interrupt lines.
     
     
     
     Registers in the hardware chips are treated as memory addresses.  Many
     of the registers are write only.  These registers cannot be read from
     after they are written to.  Other registers control one function when
     written to and give the status of an entirely different function when
     read from.  Still other registers are strobes.  Any command which
     causes the address of one of these registers to appear on the address
     bus will cause their functions to be performed.
     
     The write only registers have shadow registers in RAM.  Data to be put
     in the registers is usually put into the shadow registers.  The data
     in the shadow registers is automatically moved to the operating
     registers during vertical blank.
     
     For register use and address, see the previous chaptes on the
     associated functions.

                                  CHAPTER 15
     
                                 DISPLAY LISTS
     
     
     [some of this file was lost...]
     
     
     chip also has a memory scan counter.  This register scans the display
     buffer for data to be interpreted and displayed.  Once loaded, the
     memory scan counter's 4 most significant bits are fixed.  The result
     is that the memory scan counter cannot cross a 4K memory boundary
     (i.e. $AFFF to $B000) without being reloaded.
     
     DISPLAY LIST INSTRUCTIONS
     
     There are three basic instructions in the display list.  The type of
     instruction is determined by bits 0,1,2 and 3 of an instruction byte. 
     The other four bits give auxilliary parameters for the instruction. 
     Bit 7 always enables a display list interrupts (DLIs).
     
                      Display list instruction format
     
          7 6 5 4 3 2 1 0
         -----------------
         |I|n|n|n|0|0|0|0|
         -----------------
            \   / \      /
             ---   ------
              |      |
              |      0 = display blank lines
              |
              0-7 = number of blank lines (1-8)
     
     
     
          7 6 5 4 3 2 1 0
         -----------------
         |I|W| | |0|0|0|1|
         -----------------
            |     \      /
            |      ------
            |        |
            |        1 = jump (3 byte instruction)
            |
            0 = jump and display one blank line
            1 = jump and wait for vertical blank
     
     
          7 6 5 4 3 2 1 0
         -----------------
         |I|R|H|V|M|M|M|M|
         -----------------
          | | | | \      /
          | | | |  ------
          | | | |    |
          | | | |    2-F = display one line of graphics in
          | | | |          ANTIC mode 2-F
          | | | 1 = horizontal scroll enabled
          | | |
          | | 1 = vertical scroll enabled
          | |
          | 1 = reload memory scan counter with next two bytes
          |
          1 = display list interrupt, all instructions
     
     
     In the display instruction, the ANTIC mode is different from the CIO
     graphics mode.  However, each CIO graphics mode uses a particular
     ANTIC mode.  Below are descriptions of the ANTIC modes with their
     associated graphics (CIO) modes.
     
     
     ANTIC MODE 2 (Graphics 0)
     
     Uses 8 pixel by 8 pixel characters, 40 characters horizontal, 8 TV
     scan lines vertical.  Only one color can be displayed at a time.
     
     ANTIC MODE 3
     
     8 X 10 pixel, Graphics 0 type characters.  This mode requires a custom
     character set.  The advantage is that it allows true decenders.  The
     custom C-set is still 8 X 8 pixels.  Lower-case letters with decenders
     have the bottom row of pixels put on the top row.
     
                      Lower-case "y" for ANTIC mode 3
     
     
            C-set          Display
     
          ----------     ----------
          | XXXXX  |     |        |
          |        |     |        |
          |        |     |        |
          | XX  XX |     | XX  XX |
          | XX  XX |     | XX  XX |
          | XX  XX |     | XX  XX |
          |  XXXXX |     |  XXXXX |
          |     XX |     |     XX |
          ----------     | XXXXX  |
                         |        |
                         ----------
     
     
     ANTIC MODE 4 (graphics 12 on XL and XE)
     
     This mode has characters the same size as graphics 0.  However, the
     characters are only 4 X 8 pixels.  This gives only half the horizontal
     resolution of graphics 0.  The advantage is that up to four colors of
     "graphics 0" characters can be displayed at once.  This mode also
     requires a custom C-set.  Below is a comparison of the normal C-set to
     one which works with the ANTIC 4 mode.
     
                    Upper-case "A" for ANTIC modes 2 and 4
     
            mode 2          mode 4
     
          ----------     ----------
          |        |     |        |
          |   XX   |     |  yy    |
          |  XXXX  |     |  yy    |
          | XX  XX |     |xx  zz  |
          | XX  XX |     |xx  zz  |
          | XXXXXX |     |xxyyzz  |
          | XX  XX |     |xx  zz  |
          |        |     |        |
          ----------     ----------
     
     xx, yy and zz represent two bit binary numbers, controlling one pixel
     each.  These numbers determine which color register a pixel is
     assigned to: (COLOR0, COLOR1, COLOR2 or COLOR3).
     
     ANTIC mode 5
     
     Antic mode five is identical to ANTIC mode 4 except the characters are
     displayed twice as tall.  This makes only 12 lines on the screen.
     
     ANTIC MODE 6 (Graphics 1)
     
     This mode uses 8 X 8 pixel characters except they are displayed twice
     as wide as in ANTIC mode 2.  There are 3 colors available at once but
     only one case (upper or lower) can be displayed at a time.  The data
     base variable CHBAS [$02F4 (756)] controls the character, [$E0 (224) =
     upper-case, $E2 (226) = lower-case]
     
     The color/character is controlled by either the color statement or the
     ATASCII number of the character printed.  Control characters are
     controlled by COLOR0, upper-case characters by COLOR1 and lower-case
     characters by COLOR2.  Remember that all characters print as
     upper-case alpha characters, but of different colors.
     
     ANTIC MODE 7 (Graphics 2)
     
     This mode is identical to mode 6 except the characters are displayed
     twice as tall.  This results in only 12 lines possible on the screen.
     
     ANTIC MODE 8 (Graphics 3)
     
     This is the first graphics (non-character) mode.  This mode, as other
     non-character graphics modes do, uses data in the display buffer as a
     bit map to be displayed.
     
     A command to display in mode 8 will cause the ANTIC chip to read the
     next 10 bytes in the display buffer.  Each pair of bits will control
     one pixel as in mode 4.  However, the pixels are blocks the same size
     as a Graphics 0 (ANTIC 2) characters.
     
     ANTIC MODE 9 (Graphics 4)
     
     This is similar to ANTIC mode 8 except each byte controls 8 pixels
     (instead of 4) and only one color can be displayed at a time.  The
     pixels are also half the size of those in ANTIC mode 8.
     
     ANTIC MODE A (Graphics 5)
     
     This mode uses 20 bytes per line/command.  As in ANTIC mode 8, each
     pair of bits controls one pixel.  The result is that the pixels are
     the same size as in ANTIC mode 9 but four colors can be displayed at
     once.
     
     ANTIC MODE B (Graphics 6)
     
     As in mode A, there are 8 pixels per byte and only one color.  The
     pixels are half the size as in mode A.
     
     ANTIC MODE C
     
     Like mode B except the pixels are half as tall (only one T.V. line).
     
     ANTIC MODE D (Graphics 7)
     
     40 Bytes per line, each byte controls 4 pixels.  The pixels are 1/4 as
     large as in ANTIC mode 8 (Graphics 3).
     
     ANTIC MODE E (Graphics 15 on XL and XE)
     
     Like mode D except the pixels are half as tall (one T.V. line).  Antic
     mode E is sometimes called Graphics 7.5
     
     ANTIC mode F (Graphics 8, 9, 10 and 11)
     
     This is the highest resolution mode.  Pixels are 1/8 the size of ANTIC
     mode 8 or mode 2 characters.  It uses 40 bytes per line, each byte
     controlling 8 pixels, unless the GTIA chip intervenes.  Only one color
     can be displayed at a time.
                                                                           


     DISPLAY LIST EXAMPLES
     
     When CIO opens a channel to the screen, it sets up the proper display
     list for the ANTIC chip.  The following are the things CIO must handle
     when setting up the display list.
     
                      Display list duties as used by CIO
     
     
     display a certain number of blank lines at the top of the screen.
     
     Load the memory scan counter with the address of the display data
     buffer.
     
     Display the required number of lines in the required ANTIC mode.
     
     Set up a jump instruction if the display list crosses a 1K memory
     boundary.
     
     Set up a reload-memory-scan-counter instruction if the display data
     buffer crosses a 4K memory boundary.
     
     CIO assumes that the display data buffer will butt against an 8K
     memory boundary.  If a program causes the display buffer to cross a 4K
     boundary (by changing RAMTOP [$006A (106)] to point to an address
     which is not at an 8K boundary) the screen will be scrambled.  This is
     not usually a problem if the graphics mode doesn't require a large
     block of memory.
     
     SAMPLE DISPLAY LIST
     
     Below is an example of a Graphics 0 display list as CIO would set it
     up.
     
     
                          Display list for Graphics 0
                        assuming BASIC starts at $A000
     
     address  instruction      explanation
     
              Dec.   Hex.
     
     $9C20    112    $70 \
              112    $70  >---- 24 blank lines (8 each command)
              112    $70 /
               66    $42 ----- load memory scan counter with 
     $9C24     64    $40 \__   next two bytes and display one line
              156    $9C /  \  of ANTIC 2 characters
                2    $02 -\ |
                2    $02  | \- address of display data buffer
                2    $02  |
                2    $02  \--- 2nd ANTIC 2 instruction

                -    ---

                2    $02 ----- 24th ANTIC 2 instruction
               65    $41 \
               32    $20  >---- jump back to start of list
              156    $9C /
     $9C40    ???     ??       first byte of display data buffer
     
              ---     --
     
     $9FFF    ???     ??       last byte of buffer
     
     $A000                     start of ROM
     
     A display list for a higher resolution graphics mode would require
     more instructions and might cross a 1K boundary.  It would then
     include a jump instruction to cross the boundary.
     
     MULTIPLE DISPLAYS
     
     It is possible to set up multiple displays and use one at a time.  The
     technique of changing from one display to another is called page
     flipping.  Below is the simplest way to set up two displays.
     
                            setting up two displays
     
     Call a graphics mode through CIO or by using a BASIC GRAPHICS
     command.
     
     Store the display list pointers, SDLSTL and SDLSTH, and the CIO screen
     pointer, SAVMSC [$0058,2 (88)].
     
     Move the start-of-ROM pointer, RAMTOP [$006A (106)] to below the
     current display list.  RAMTOP is a one byte pointer so it changes in
     increments of one page (256 bytes).
     
     make another graphics call as in the first step.
     
     store the new display list pointer and CIO screen pointer.
     
     This will set up two displays, each with it's own display list.  If
     the displays are in the same graphics mode, or you will not make any
     changes in the displays with CIO commands, (PLOT, PRINT, etc.) you can
     flip between the two simply by changing the display list pointer.
     
     If the screens are in the same graphics mode and you want to change
     which one to do CIO commands to, Change the CIO screen pointer, SAVMSC
     [$0058,2 (88)].  This way, you can display one screen while drawing on
     the other.
     
     If you want to do CIO commands to screens of different graphics modes,
     you will have the move RAMTOP and do a graphics call to change
     screens.
     
     If your manipulation of RAMTOP causes the display data buffer to cross
     a 4K boundary, the screen may be scrambled.
     
     DISPLAY LIST INTERRUPTS
     
     DLIs are not used by the operating system.  However, other programs
     can initiate and use them.  Use the following steps to set up display
     list interrupts.
     
     
                                Setting up DLIs
     
     Set bit 7 of the display list instruction for the line before you want
     the interrupt to occur.  (The interrupt routine should set WSYNC and
     wait for the next line to execute.)
     
     Set bit 7 of NMIEN [$D40E (54286)] to enable DLIs.
     
     Set the DLI routine vector, VDSLST [$0200,2 (512)] to point to your
     machine language DLI routine.
     
     Your DLI routine should set WSYNC [$D40A (54282)].  STA WSYNC will do.
     THis will cause the 6502 to wait for the next horizontal sync.  This
     will keep the DLI routine from changing something in the middle of a
     T.V. line.
     
     The DLI routine must end with an RTI instruction.
     
     SCROLLING
     
     Scrolling is controlled by a combination of scroll position registers,
     and changing the memory scan counter.  Basically, course scrolling is
     done by reloading the memory scan counter and fine scrolling is done
     by changing the scroll registers.
     
     VERTICAL SCROLLING
     
     Vertical scrolling is very simple.  Follow the steps below to set up
     vertical scrolling of graphics.
     
     
                        Steps to use vertical scrolling
     
     Set bit 4 of the first byte of the display list instruction for each
     line to be scrolled.
     
     Put the number of T.V. lines to offset the graphics vertically in the
     vertical scroll register, VSCROL [$D405 (54277)]
     
     The vertical scroll register can offset the graphics upward by 0 - 7
     T.V. lines in the 24 line graphics modes (ANTIC modes 2 and 4).  In 12
     line graphics modes (ANTIC modes 5 and 7) it can vertically offset the
     graphics by 0 - 15 T.V. lines.  To offset the graphics an 8th (or
     16th) line, the scroll register is reset to 0 and the memory scan
     counter is reloaded with the address of the next line of graphics in
     the display data buffer.  If the entire screen is being scrolled, the
     load-memory-scan-counter command (near the beginning of the display
     list) is changed to point to the address of the second line of
     graphics.
     
     HORIZONTAL SCROLLING
     
     Horizontal scrolling works much like vertical scrolling.  It is
     enabled by setting bit 5 of the instruction for each line to be
     scrolled.  The horizontal scroll register, HSCROL [$D404 (54276)],
     sets the offset.  The small difference is that graphics are moved
     twice as far per change (two graphics 8 pixels instead of one).  Also,
     when HSCROL = 0 the graphics are offset beyond the left edge of the
     screen by 16 color clocks (32 Graphics 8 pixels).  When HSCROL = 15,
     the graphics line is shifted one color clock (2 Graphics 8 pixels) to
     the left of the screen.
     
     The big difference is that the memory scan counter gets messed up. 
     This means that you must use a reload-memory-scan-counter command for
     each line of graphics.  This is a major modification of the display
     list.  It will require you to move and build the list yourself.
     
     The advantage of this is that you can have a scrolling window in a
     large graphics map.  The technique is to move the window by reloading
     the memory scan counter, then fine scrolling to the invisible bytes
     beyond the edges of the screen.
     
     
                   useful data base variables and OS equates
     
     
     SAVMSC $0058,2       (88): pointer to current screen for CIO commands
     RAMTOP $006A        (106): start-of-ROM pointer (MSB only)
     VDSLST $0200,2      (512): DLI vector
     RAMSIZ $02E4        (740): permanent start-of-ROM pointer (MSB only)
     DLISTL $D402      (54274): display list pointer low byte
     DLISTH $D403      (54275):     "    high byte
     HSCROL $D404      (54276): horizontal scroll register
     VSCROL $D405      (54277): vertical scroll register
     NMIEN  $D40E      (54286): NMI enable (DLIs)
     
     
                               Shadow registers
     
     
     SDLSTL $0230        (560): DLISTL
     SDLSTH $0231        (561): DLISTH

                                 CHAPTER 16
     
     
                       PLAYER AND MISSILE (PM) GRAPHICS
     
     
     Players and missiles (called sprites on some computers) are movable
     objects which are independent of the normal graphics.
     
     Player and missile graphics are fairly straight forward.  Once the
     computer is set-up for PM graphics, five 8-pixel-wide columns can be
     displayed on the screen.  The horizontal resolution (width of each
     pixel) and the vertical resolution (number of scan lines per pixel)
     are variable.  The horizontal position of each column is determined by
     it's horizontal position register.  Each column is simply a
     representation of a bit map in a certain block of memory.  If you want
     to draw an object on the screen, you simply put a bit map representing
     it in the proper memory block.  The vertical position of an object is
     determined by the location of it's bit map in memory.  For example, if
     you want to draw a happy face in the middle of the screen, you put a
     happy face bit map in the middle of one of the memory blocks
     controlling one of the columns.
     
                  One column (player) displayed on the screen
     
     
              ---------- first byte of a block
              |        |
              |        |
          ------------------------------
          |   |        |               |
          |   |        |               |
          |   |        |               |
          |   |        |               |
          |   |        |               |
          |   |        |               |
          |   |  ++++  |      visible  |
          |   | +    + |               |
          |   |+ +  + +|               |
          |   |+      +|       area    |
          |   |++    ++|               |
          |   |+ ++++ +|--object       |
          |   | +    + |  bit map      |
          |   |  ++++  |               |
          |   |        |               |
          |   |        |               |
          |   |        |               |
          ------------------------------
              |        |
              |        |
              ---------- last byte of a block
    


             Horizontal positions
     
     $00 $30                          $CE    $FF
     (0)  (48)                        (206) (255)
      |   |                            |      |
      |   Left edge           right edge      |
      |                                       |
      Far left                        far right
     
     
     To move the happy face vertically you would move the entire bit map in
     memory.  To move the happy face horizontally you change the number in
     the horizontal position register for the proper player.
     
     One of the players can be (and often is) split into four columns of
     two pixels wide each.  These columns are then called missiles.  In
     this case, each missile has it's own horizontal position register.
     
     SETTING UP PM GRAPHICS
     
     PM graphics are enabled by the direct memory access control register,
     DMACTL [$D400 (54272)].  The program using PM graphics will usually
     use the shadow register, SDMCTL [$022F (559)].
     
                                DMACTL (SDMCTL)
     
          7 6 5 4 3 2 1 0
         -----------------
         |0|0|  control  |
         -----------------
     
      bits
     
          5    1 = enable display list reading
          4    0 = one line player resolution
               1 = two line player resolution
          3    1 = enable four players
          2    1 = enable fifth player or missiles
      1 & 0   00 = no background
              01 = narrow background (128 color clocks,
                   1 color clock equals 2 GRAPHICS 8 pixels)
              10 = normal background (160 color clocks)
              11 = wide background (192 color clocks)
     
     Normally, bits 5 and 1 are set to 1.  Bits 4, 3 and 2 are used to
     enable players and/or missiles accordingly.
     
     Once DMACTL is set up for the type of PM graphics to enable, the
     graphics control register, GRACTL [$D01D (53277)], is used to actually
     enable the PM graphics.
     
                                    GRACTL
     
          7 6 5 4 3 2 1 0
         -----------------
         |not used | | | |
         -----------------
     
     
      Bits
     
          2    1 = latch paddle triggers
          1    1 = enable four players
          0    1 = enable fifth player or missiles
     
     If only DMACTL is set up, the ANTIC chip will access memory for PM
     graphics but will not display them.
     
     Next, the memory area used for the PM bit maps must be set.  This
     block must start on a 2K (8 page) boundary if single line resolution
     is used and a 1K (4 page) boundary for two line resolution.
     
     The page number where the bit map starts is stored in the PM base
     register, PMBASE [$D407 (54279)].  For one line resolution this number
     will be a multiple of 8.  For two line resolution it will be a
     multiple of 4.  PMBASE holds the MSB of the address of the PM bit map.
     The LSB will always be 0 so it need not be specified.
     
                                The PM bit maps
     
          2 line resolution
          128 bytes (1/2 page)
          per player
     
          -----------------   start + 0
          |               |\
          +---------------+ 1-1/2 page
          |               | (384 bytes)
          +===============+ unused
          |               |/
          +---------------+  +$180 (384)
          |M3 |M2 |M1 |M0 | fifth player or missiles
          +===============+  +$200 (512)
          | player 0 map  |
          +---------------+  +$280 (640)
          | player 1 map  |
          +===============+  +$300 (768)
          | player 2 map  |
          +---------------+  +$380 (896)
          | player 3 map  |
          +===============+  +$400 (1024)
     
          1 line resolution
          256 bytes (1 page)
          per player


          -----------------   start + 0
          |               |\
          +               +
          |               |
          +===============+
          |               |  768 bytes
          +               +
          |               |  (3 pages)
          +===============|
          |               |  unused
          +               +
          |               |/
          +===============+  +$300 (768)
          |   |   |   |   | fifth player
          +M3 |M2 |M1 |M0 | or missiles
          |   |   |   |   |
          +===============+  +$400 (1024)
          |               |
          + player 0 map  +
          |               |
          +===============+  +$500 (1280)
          |               |
          + player 1 map  +
          |               |
          +===============+  +$600 (1536)
          |               |
          + player 2 map  +
          |               |
          +===============+  +$700 (1792)
          |               |
          + player 3 map  +
          |               |
          +===============+  +$800 (2048)
                                                                           




                    Example of using P/M graphics in BASIC
     
     0 REM ---LABEL REGISTERS ETC
     10 LINES=2
     20 VERT=120
     22 IF LINES=2 THEN VERT=VERT/2
     30 PM0=1024
     32 IF LINES=2 THEN PM0=PM0/2
     40 HORIZ=120
     50 PCOLR0=704
     60 SDMCTL=559
     70 SIZEP0=53256
     80 HPOSP0=53248
     90 SDMCTL=559
     100 PMRAM=PEEK(106)-16
     110 PMBASE=54279
     120 GRACTL=53277
     130 PMSTART=PMRAM*256+PM0
     200 REM ---SET REGISTERS
     210 POKE SDMCTL,62
     212 IF LINES=2 THEN POKE SDMCTL,46
     220 POKE SIZEP0,1
     230 POKE HPOSP0,HORIZ
     240 POKE PCOLR0,88
     250 POKE PMBASE,PMRAM
     260 POKE GRACTL,3
     300 REM ---DRAW PLAYER
     310 POKE PMSTART+VERT,60
     320 POKE PMSTART+VERT+1,66
     330 POKE PMSTART+VERT+2,165
     340 POKE PMSTART+VERT+3,129
     350 POKE PMSTART+VERT+4,195
     360 POKE PMSTART+VERT+5,189
     370 POKE PMSTART+VERT+6,66
     380 POKE PMSTART+VERT+7,60
     
     The above program will draw a happy face in about the middle of the
     screen using player 0.  To move the player horizontally, poke a
     different number into HPOSP0.  To draw the player in a different
     vertical position, change VERT.  To use a different player or missile,
     use the memory maps above to find the starting address of the player
     you want to use.  For example, to use player 1 change line 40 to
     PM1=1280.  Then change line 130 to PMSTART=PMRAM*256+PM1.  The
     variable "LINES" determines the vertical resolution.  The number poked
     into SIZEP0 determines the width.
     
     P/M PRIORITY
     
     The priorities of players, missiles and non-P/M graphics can be
     controlled by the PRIOR register [$D10B (53275)] and its shadow
     register, GPRIOR [$26F (623)].  Objects with higher priority will
     appear to move in front of lower priority objects.  The format of
     PRIOR is as follows:

    
                             PRIOR bit assignment
     
           7 6 5 4 3 2 1 0
          -----------------
          | | | | | | | | |
          -----------------
           1 6 3 1 8 4 2 1
           2 4 2 6
           8
     
     Bits
     
        7-6  Control the GTIA graphics modes.
     
              00 = normal
              01 = mode 9
              10 = mode 10
              11 = mode 11
     
          5    1 = multiple color player enable.  Permits
                   overlapping of players 0 and 1 or
                   2 and 3 with a third color in the
                   overlapped region.
     
          4    1 = fifth player enable.  All missiles
                   will assume the color controlled by
                   COLOR3 [$2C7 (711)].  missiles are
                   positioned together to make the fifth
                   player.
     
        3-0    Controls the priorities of players, missiles
     and other graphics.  Objects with higher priority will appear to move
     in front of those with lower priority.
     
     The following chart may need some clarification.  In the chart:
     
     PM0 = player 0 and missile 0
     
      C0 = COLOR0, plotted graphics controlled
           by color register 0 in the SETCOLOR
           command.
     
      P5 = all four missiles when combined
           into one player.
     
     BAK = the background, known as COLOR4 or color
           register 4 in the SETCOLOR command.
     
                                     Etc.
     
                     Bits 0-3 of PRIOR and P/M priorities
     

     Bit  3=1    2=1    1=1    0=1
     
           C0     C0    PM0    PM0   highest
           C1     C1    PM1    PM1   priority
          PM0     C2     C0    PM2
          PM1   C3+P5    C1    PM3
          PM2    PM0     C2     C0
          PM3    PM1   C3+P5    C1
           C2    PM2    PM2     C2
         C3+P5   PM3    PM3   C3+P5  lowest
          BAK    BAK    BAK    BAK   priority
     
     Only one priority bit can be set at a time.  If more than one priority
     bit is 1, overlapping areas of conflicting priorities will turn
     black.
     
     COLLISIONS
     
     Each player or missile has a register showing overlap (collisions)
     with other objects.  Each player has two registers assigned to it; one
     to detect collisions with other players and one to detect collisions
     with plotted objects.  Likewise each missile has two registers; one to
     detect collisions with players and one to detect collisions with
     plotted objects.  Careful use of these 16 registers can detect any
     type of collision.
     
     Each register uses only the lower 4 bits.  The bits which equal 1 tell
     what the associated object has collided with.  For example, to detect
     collisions of player 1 to other players examine P1PL [$D00D (53261)].
     
                      P1PL, player 1 to player collisions
     
           7 6 5 4 3 2 1 0
          -----------------
     P1PL |unused | | | | |
          -----------------
                   8 4 2 1
     
          3 = 1  collision with player 3
          2 = 1  collision with player 2
          1 = 1  invalid
          0 = 1  collision with player 0
     
                                     Etc.
     
     When looking for collisions with plotted objects, the bit number tells
     what color register is assigned to the object the collision was with. 
     For example, to detect collisions between player 1 and plotted objects
     (officially called the play field), P1PF [$D005 (53253)] is used.
     
                  P1PF, player 1 to ploted object collisions
     
           7 6 5 4 3 2 1 0
          -----------------
     P1PF |unused | | | | |
          -----------------
                   8 4 2 1
     
          3 = 1  collision with COLOR3
          2 = 1        "        COLOR2
          1 = 1        "        COLOR1
          0 = 1        "        COLOR0
     
                                     Etc.
     
     Once a collision occurs it remains indicated in its collision
     register.  To clear out all collision registers, write anything to
     HITCLR [$D01E (53278)].  STA HITCLR or POKE 53278,0 will do.
     
                   Useful database variables and OS equates
     
     
     HPOSP0 $D000     (53248): write: horizontal position of player 0
     M0PF     "          "   : read: missile 0 to plotted graphics collisions
     HPOSP1 $D001     (53249): write: horizontal position of player 1
     M1PF     "          "   : read: missile 1 to plotted graphics collisions
     HPOSP2 $D002     (53250): write: horizontal position of player 2
     M2PF     "          "   : read: missile 2 to plotted graphics collisions
     HPOSP3 $D003     (53251): write: horizontal position of player 3
     M3PF     "          "   : read: missile 3 to plotted graphics collisions
     HPOSM0 $D004     (53252): write: horizontal position of missile 0
     P0PF     "          "   : read: Player 0 to plotted graphics collisions
     HPOSM1 $D005     (53253): write: horizontal position of missile 1
     P1PF     "          "   : read: Player 1 to plotted graphics collisions
     HPOSM2 $D006     (53254): write: horizontal position of missile 2
     P2PF     "          "   : read: Player 2 to plotted graphics collisions
     HPOSM3 $D007     (53255): write: horizontal position of missile 3
     P3PF     "          "   : read: Player 3 to plotted graphics collisions
     SIZEP0 $D008     (53256): write: size of player 0
     M0PL     "          "   : read: missile 0 to player collisions
     SIZEP1 $D009     (53257): write: size of player 1
     M1PL     "          "   : read: missile 1 to player collisions
     SIZEP2 $D00A     (53258): write: size of player 2
     M2PL     "          "   : read: missile 2 to player collisions
     SIZEP3 $D00B     (53259): write: size of player 3
     M3PL     "          "   : read: missile 3 to player collisions
     SIZEM  $D00C     (53260): write: widths for all missiles
     P0PL     "          "   : read: player 0 to other player collisions
     GRAFP0 $D00D     (53261): write: player 0 graphics (used by OS)
     P1PL     "          "   : read: player 1 to other player collisions
     GRAPF1 $D00E     (53262): write: player 1 graphics
     P2PL     "          "   : read: player 2 to other player collisions
     GRAFP2 $D00F     (53263): write: player 2 graphics
     P3PL     "          "   : read: player 3 to other player collisions
     GRAPF3 $D010     (53264): write: player 3 graphics
     GRAFM  $D011     (53265): write: missile graphics (used by OS)
     COLPM0 $D012     (53266): color for player/missile 0
     COLPM1 $D013     (53267): color for player/missile 1
     COLPM2 $D014     (53268): color for player/missile 2
     COLPM3 $D015     (53269): color for player/missile 3
     COLPF0 $D016     (53270): color register 0
     COLPF1 $D017     (53271): color register 1
     COLPF2 $D018     (53272): color register 2
     COLPF3 $D019     (53273): color register 3
     COLBK  $D01A     (53274): background color (register 4)
     PRIOR  $D01B     (53275): priority select, GTIA modes
     GRACTL $D01D     (53277): graphics control
     HITCLR $D01E     (53278): writing anything clears all collision bits
     DMACTL $D400     (54272): direct memory access (DMA) control
     PMBASE $D407     (54279): start of P/M memory
     
                               Shadow registers
     
     SDMCTL $022F       (559): DMACTL
     GPRIOR $026F       (623): PRIOR
     PCOLR0 $02C0       (704): COLPM0
     PCOLR1 $02C1       (705): COLPM1
     PCOLR2 $02C2       (706): COLPM2
     PCOLR3 $02C3       (707): COLPM3
     COLOR0 $02C4       (708): COLPF0
     COLOR1 $02C5       (709): COLPF1
     COLOR2 $02C6       (710): COLPF2
     COLOR3 $02C7       (711): COLPF3
     COLOR4 $02C8       (712): COLBK

                                  CHAPTER 17
     
     
                                     SOUND
     
     
     Generating sound can be very simple.  For simple sounds there are four
     audio channels, each controlled by two control registers.
     
     GENERATING SOUNDS
     
     To generate a sound in channel 1, put the frequency and volume codes
     into the frequency and control registers.  The frequency register for
     channel 1, AUDF1 [$D200 (53760)] can have any number from 0 to $FF
     (255).  0 causes the highest frequency; 255 causes the lowest.  The
     volume/noise (control) register for channel 1, AUDC1 [$D201 (53761)]
     is more complicated.
     
                 Audio channel control (volume/noise) register
     
             7 6 5 4 3 2 1 0
            -----------------
     AUDCx  | noise | volume|
            -----------------
             1 6 3 1 8 4 2 1
             2 4 2 6
             8
     
     The noise bits can have various values.  The best way to learn to use
     them is by experimentation.  The technical details of the polynomial
     counters which generate the noise has little bearing on what is heard.
     The two special values of interest are: $1 (volume+16 in decimal),
     which causes a DC voltage proportional to the volume bits and; $A
     (volume+160), which causes a pure tone (square wave).  The volume bits
     select the relative volume, 0=off.  Therefore, the number, $A8 (168
     [8+160]) in AUDC1, will cause the frequency selected by AUDF1 to be a
     pure tone of medium volume.
     
     In BASIC the dirty work is done fore you.  The SOUND command will do
     all the calculations for you.  The Sound command format is shown
     below.
     
                        The BASIC sound command format
     
      SOUND channel,frequency,noise,volume
     
     The channel numbers is 0 to 3 instead of 1 to 4. The frequency, 0 to
     255, is put into the frequency register.  The noise is put into the
     high bits of the channel control register with volume in the low bits.
     Therefore...
     
      SOUND 0,125,10,8

     will produce a pure tone of medium frequency and volume in channel 0
     (called channel 1 in assembly language).
     
     ADVANCED SOUND
     
     The Audio Control register, AUDCTL [$D208 (53768)], (not to be
     confused with the four audio channel control registers), adds more
     control for assembly language programmers.  Again, to go into
     technical details will be less productive than experimentation.
     
                     The audio control register. (AUDCTL)
     
              7 6 5 4 3 2 1 0
             -----------------
      AUDCTL | | | | | | | | |
             -----------------
              1 6 3 1 8 4 2 1
              2 4 2 6
              8
     
     
          7    0 = 17 bit polynomial noise
               1 =  9 bit below polynomial noise
          6    0 =  clock channel 1 with 64 KHz
               1 =  clock channel 1 with 1.79 MHz
          5    0 =  clock channel 3 with 64 KHz
               1 =  clock channel 3 with 1.79 MHz
          4    0 =  clock channel 2 with 64 KHz
               1 =  clock channel 2 with channel 1
          3    0 =  clock channel 4 with 64 KHz
               1 =  clock channel 4 with channel 3
          2    1 =  insert logical high-pass filter in
                     channel 1, clocked by channel 3
          1    1 =  insert logical high-pass filter in
                     channel 2, clocked by channel 4
          0    0 =  64 KHz main clock
               1 =  16 KHz main clock
     
     All bits of AUDCTL are normally zero.  The BASIC sound command causes
     it to be reset to zero.
     
     By clocking one channel with another, the range can be increased. 
     This essentially allows two channels with twice the range as each of
     the four normal channels.  This is called 16 bit sound.
     
     To calculate exact frequencies, use the following formulas.  The exact
     clock frequencies are also given if more accuracy is needed.  The
     clock frequencies are acquired by dividing the signal from the TV
     color-burst crystal.  This crystal has a frequency of 3.579545 MHz.
     
                              Clock frequencies:
     
          1.7897725   MHz    (color-burst/2)
     
            63.920446 Khz    (color-burst/56)
     
            15.699759 KHz    (color-burst/228)
     
                                   Formulas:
     
     
      For 1.79 MHz
     
     
                      clock                    clock
               f = ------------         f = ------------
                   2(AUDFn + 7)             2(AUDFn + 4)
     
     
                     16 bit                    8 bit
     
      AUDFn is the number in the audio frequency register.
     
     
      For 16 KHz and 64 KHz
     
     
                      clock
               f = ------------
                   2(AUDFn + 1)
     
     
     AUDIO TIMER INTERRUPTS
     
     When the audio timers count down to zero they generate IRQ interrupts
     (if enabled).  The timers can be reset by writing any number to STIMER
     [D209 (53769)].
     
     THE CONSOLE SPEAKER
     
     The console speaker is where key clicks and the cassette signals come
     from.  On XL and XE models this speaker is heard through the TV
     speaker.  It is operated by toggling bit 3 of CONSOL [$D01F (53279). 
     This bit always reads 0 but it is actually set to 1 during vertical
     blank.
     
     
                   Useful data base variables and OS equates
     
     
     CONSOL $D01F          (53279): bit 3 controls console speaker
     AUDF1  $D200          (53760): Audio frequency 1
     AUDC1  $D201          (53761): audio control 1
     AUDF2  $D202          (53762): Audio frequency 2
     AUDC2  $D203          (53763): audio control 2
     AUDF3  $D204          (53764): Audio frequency 3
     AUDC3  $D205          (53765): audio control 3
     AUDF4  $D206          (53766): Audio frequency 4
     AUDC4  $D207          (53767): audio control 4
     AUDCTL $D208          (53768): general audio control
     STIMER $D209          (53769): audio timer reset

                                  CHAPTER 18
     
     
                              THE JOYSTICK PORTS
     
     
     The joystick ports are the I/O ports of the PIA chip.  This means that
     they are bidirectional, capable of output as well as input.  The
     joystick ports are usually set up for input.  To read them, simply
     read the port registers.  PORTA [$D300 (53016)] will read joystick
     ports 1 and 2.  PORTB [$D301 (54017)] will read joystick ports 3 and
     4.  Joystick ports 3 and 4 are used for memory control on the XL/XE
     models and don't have external connectors.
     
     Each bit of each port can be configured independently for input or
     output.  To reconfigure a port, the port control registers, PACTL and
     PBCTL [$D302 (54018) and $D303 (54019)], are used.  The port control
     registers also control some lines on the serial I/O connector.
     
                          The port control registers
     
     
                7 6 5 4 3 2 1 0
     PACTL     -----------------
     or        |n 0 1 1 n n 0 n|
     PBCTL     -----------------
                1 6 3 1 8 4 2 1
                2 4 2 6
                8
     
       bits
                        PACTL
     
          7    Peripheral A interrupt status.  Set by peripheral
                interrupt; reset by reading PORTA.
          3    Cassette motor control (0 = on: 1 = off).
          2    0 = PORTA is now port A direction control.
                Writing to PORTA will now set bits for input
                or output.
                0 sets bit for input; 1 sets bit for output.
                1 = PORTA operational
          1    1 = peripheral A interrupt enabled.
     
                        PBCTL
     
          7    Peripheral B interrupt status.  Set by peripheral
                interrupt; reset by reading PORTB.
          3    Serial connector command line.
          2    0 = PORTB is now port B direction control.
                Writing to PORTB will now set bits for input
                or output.
                0 sets bit for input; 1 sets bit for output.
                1 = PORTB operational
          1    1 = peripheral B interrupt enabled.
     
     The electronic configuration of the controller ports is as follows.
     
       -----------     -----------  
       \0 1 2 3 R/     \4 5 6 7 R/  
        \t + - L/       \t + - L/   
         -------         -------    
     
     0 through 7 are the binary data bits for port A or port B.
     
     + and - are +5 volts and ground respectively.
     
     R and L are the left and right game paddles.
     
     t is the joystick trigger line.
     
     The data bits in the joystick ports are used as follows for the
     joysticks and game paddles.
     
                     The joysticks and the port registers
     
                7 6 5 4 3 2 1 0
               -----------------
     PORTA     |U|D|L|R|U|D|L|R|
               -----------------
                1 6 3 1 8 4 2 1
                2 4 2 6
                8
     
     paddle     | |     | |
     triggers   3 2     1 0
     
     
     PORTB     -----------------
     (400/800  |U|D|L|R|U|D|L|R|
     only)     -----------------
     
     paddle     | |     | |
     triggers   7 6     5 4
     
          U = up
          D = down    
          L = left
          R = right
     
     
     The joysticks may be read either directly from the port registers or
     from the joystick shadow registers.  During vertical blank, the data
     in the port registers is separated and put into the shadow registers. 
     These registers are, STICK0 [$0278 (632)], STICK1 [$0279 (633)],
     STICK2 [$027A (634)] and STICK3 [$027B (635)].  The triggers may be
     read from the joystick trigger registers, TRIG0 - TRIG3 [$D010 - $D013
     (53264 - 53267)].  These register have shadow registers, STRIG0 -
     STRIG3 [$0284 - 0287 (644 -647)].  If these registers read zero the
     associated triggers are pressed. The paddle triggers may be read from
     their shadow registers also.  They are, PTRIG0 - PTRIG 7, [$027C -
     $0283 (236 - 643)].
     
     THE GAME PADDLE REGISTERS
     
     Although the game paddles are plugged into the joystick ports, they
     are not read from the port registers.  The game paddles are read by
     first writing any number to the start-pot-scan register, POTGO [$D20B
     (53771)]].  This turns off the capacitor dump transistors and allows
     the pot reading
     capacitors to begin charging.  It also sets the TV scan line counter
     to zero.  As each capacitor crosses a certain trigger voltage, the
     number of TV lines scanned is put in the respective pot value
     register.  When the scan counter reaches 228, the capacitor dump
     transistors are turned on and the number 228 is put into any pot value
     registers which are still empty.
     
     Before reading the pot value registers, ALLPOT [$D208 (53768)] should
     be checked.  In this register, each bit corresponds to the validity of
     a pot value register.  If a bit is zero, its' associated pot value
     register is valid.  If bit 2 of SKCTL, [$D20F (53775)], is 1, the pots
     go into the fast scan mode.  In this mode the paddles are read in only
     2 TV scan lines.  They can also be read without regard to POTGO or
     ALLPOT.
     
     The pot value registers contain the number of TV scan lines it last
     took for the paddle reading capacitors to charge (up to 228).  These
     registers are POT0 - POT7 [$D200 - $D207 (53760 -53767)].  Their
     shadow registers are PADDL0 - PADDL7 [$0270 - $0277 (624 - 631)].
     
     THE LIGHT PEN REGISTERS
     
     Whenever a joystick trigger is pressed, the light pen registers, PENH
     and PENV are updated.  PENH [$D40C (54284)] takes a value based on a
     color clock counter.  The value can be from 0 to 227.  PENV [$D40D
     [54285)] takes the 8 highest bits of the vertical line counter.  A
     light pen is simply a photo transistor connected to a joystick trigger
     line and focused on the TV screen.  When the electron beam strikes the
     part of the screen the light pen is focused on, the transistor turns
     on pulling the trigger line low.  The light pen registers then contain
     numbers relative to where the light pen was pointing.  The shadow
     register for PENH and PENV are LPENH [$0234 (564)] and LPENV [$0235
     (566)).
     
     
     
                        Useful operating system equates
     
     
     TRIG0  $D010          (53264): joystick triggers
        |
     TRIG3  $D013          (53268):
     POT0   $D200          (53760): paddle value
        |
     POT7   $D207          (53767):
     ALLPOT $D208          (53768): reads validity of pot values
     POTGO  $D20B          (53771): starts paddle read
     SKCTL  $D20F          (53775): bit 2 enables fast pot scan
     PORTA  $D300          (53016): port A data
     PORTB  $D301          (53017): port B data
     PACTL  $D302          (54018): port A control
     PBCTL  $D303          (54019): port B control
     PENH   $D40C          (54284): light pen horizontal value 
     PENV   $D40D          (54285): light pen vertical value
     
     
                               Shadow registers
     
     
     LPENH  $0234            (564): light pen horizontal value
     LPENV  $0235            (566): light pen vertical value
     PADDL0 $0270            (624): game paddle values
          |
     PADDL7 $0277            (631)
     STICK0 $0278            (632): joystick registers
          |
     STICK0 $027B            (635):
     PRTIG0 $027C            (636): paddle triggers
          |
     PTRIG7 $0283            (643):
     STRIG0 $0284            (644): joystick triggers
          |
     STRIG3 $0287            (647):

                                  CHAPTER 19
     
     
                    MISC HARDWARE REGISTERS AND INFORMATION
     
     
     VERTICAL LINE COUNTER
     
     The ANTIC chip has a vertical line counter at $0D4B (54283).  This
     counter shows the high 8 bits of a 9 bit counter.  This gives two line
     resolution.  The value of this counter is placed into PENV [$D40D
     (54285)] when a joystick trigger is pressed.
     
     SERIAL PORT REGISTERS
     
     The POKEY chip has some registers which control the serial port.
     
     The serial port control register, SKCTL [$D20F (53775)], controls the
     serial port configuration and the game paddle scan mode.  and some
     keyboard circuitry.
     
                       The serial port control register
     
                 7 6 5 4 3 2 1 0
                -----------------
      SKCTL     | | | | | | | | |
                -----------------
                 1 6 3 1 8 4 2 1
                 2 4 2 6
                 8
     
       bits
     
          0    1 = enable keyboard debounce
          1    1 = enable keyboard scan
          both 0 = set initialization mode.
          2    1 = fast pot scan
          3    1 = serial output is two tone (for cassette)
                instead of logical true/false
          4\
          5 >- serial port mode control
          6/
          7    1 = forced logical 0 on output
     
     If the serial port control register is read from it gives the serial
     port status.  The register is then called SKSTAT
     
                          Serial port status register
     
           7 6 5 4 3 2 1 0
          -----------------
          | | | | | | | |1|
          -----------------
           1 6 3 1 8 4 2 1
           2 4 2 6
           8
     
       bits
     
          0    not used, reads 1
          1    0 = serial input shift register busy
          2    0 = last key is still pressed
          3    0 = shift key pressed
          4    0 = direct from serial input port
          5    0 = keyboard over-run
          6    0 = serial data input over-run
          7    1 = serial data input frame error
     
     The serial port status is latched and must be reset by writing any
     number to its' reset register, SKRES [$D20A (53770)].
     
     SERIAL PORT INPUT AND OUTPUT DATA
     
     When a full byte of serial input data has been received, it is read
     from the serial input data register, SERIN [$D20D (53773).  Serial
     output data is written to the same register, which is then called the
     serial output data register, SEROUT.  This register is usually written
     to in response to a serial output data interrupt (bit 4 of IRQST).
     
     HARDWARE CHIP MEMORY ALLOCATION
     
     The addresses for the hardware chips are not completely decoded.  For
     example, the PIA needs only four bytes of memory but is active from
     $D300 - D3FF.  Enough room for 64 PIA chips.  A second pair of
     parallel ports could be added by accessing the address bus and further
     decoding the address for a second PIA.  (This would also require a
     small modification of the computer's circuit board to disable the
     original PIA when the new one is active.)  Similarly, there is room
     for 15 more POKEY or ANTIC chips and 7 gtia chips, should you ever
     need them.  (GTIA uses $D000 - D0FF, POKEY uses $D200 - $D2FF and
     ANTIC uses $D400 - $D4FF.)
     
                   Useful data base variables and OS equates
     
     
     
     SKRES  $D20A     (53770): serial port status reset
     SEROUT $D20D     (53773): serial output data
     SERIN  $D20D     (53773): serial input data
     SKCTL  $D20F     (53775): serial port control
     SKSTAT $D20F     (53775): serial port status
     VCOUNT $D40B     (54283): vertical line counter
     
     
                              Os shadow registers
     

     SSKCTL $0232       (562): SKCTL

                                  CHAPTER 20
     
     
                             THE XL AND XE MODELS
     
     
     BASIC B BUGS
     
     Most of the Atari 600XL and 800XL models were supplied with the
     "debugged" version B of Atari BASIC.  This new BASIC got rid of the
     minor bugs of BASIC A and introduced some new major bugs of it's own.
     
     Each time a program is saved, 16 extra bytes are tagged onto the end
     of the program.  After many saves and reloads, as when developing a
     long program, the program becomes too large for the memory.
     
     The computer may lock up unpredictably.
     
     Program line links may get messed up, leaving garbage in the listing
     and the program unrunable.
     
     Large LISTed programs may not run unless SAVed and reLOADed.
     
     If the length of a listed program is a multiple of a certain number of
     bytes, it will not run unless the length is somehow changed.
     
     BASIC version B has been replaced by version C.  All of the XE models
     have this truly debugged version of BASIC.
     
     NEW OPERATING SYSTEM PROBLEMS
     
     I have heard of only one bug in the operating system in XL and XE
     models.  This is a mishandling of the printer timeout.  The computer
     cannot tell if there is a printer attached or not.  This may have been
     fixed in the XE models.  However, many programs, some even formerly
     sold by Atari, do not jump through published jump vectors when using
     the operating system.  These programs will not run on XL/XE models. 
     (Some of these programs are Atari Word Processor (not Atariwriter) and
     LJKs Letter Perfect and Data Perfect.)  Since the operating system ROM
     can be switched to RAM, a "translator" can be used to load the 800
     operating system into an XL or XE model.
     
     130XE MEMORY MANAGEMENT
     
     The 130XE has an extra 64K bank of memory.  It is divided into four
     blocks of 16K each.  Each block can be switched to replace part of the
     main bank of RAM from $4000 (16384) to $7FFF (32767).  Furthermore, it
     can be switched in such a way that only the 6502, or the ANTIC chip
     can see the extra memory.
     
     Port B (formerly the two extra joystick ports of the 400/800) is used
     to manage the memory.


                         Port B  and memory management
     
                7 6 5 4 3 2 1 0
               -----------------
     PORTB     |T|U|A|C|S S|B|R|
               -----------------
                1 6 3 1 8 4 2 1
                2 4 2 6 
                8
     
     
          R   1 = OS replaced by RAM
          B   0 = BASIC enabled
        S S   bank select bits
          C   0 = CPU sees switched RAM at $4000
          A   0 = ANTIC sees switched RAM
          U   unused
          T   0 = self test
     
     
     Bits 2 and 3 of PORTB select which block of the extra bank of memory
     is switched in.
     
                               Bank select bits
     
          bits      block
     
          2 3       address
         -------------------------
          0 0       $0000 - $3FFF
          0 1       $4000 - $7FFF
          1 0       $8000 - $BFFF
          1 1       $C000 - $FFFF
     
     Bits 4 and 5 select which chip sees the switched in RAM at $4000 -
     $7FFF
     
                               Chip select bits
     
          bits      ANTIC     6502
     
          4 5
         --------------------------
          0 0       Ext.      Ext.
          0 1       Ext.      Main
          1 0       Main      Ext.
          1 1       Main      Main
     
     
     THE XL PARALLEL PORT
     
             Pin out of the parallel port
     

                   top from rear
     
                   111112222233333444445
               2468024680246802468024680
               -------------------------
               -------------------------
                    11111222223333344444
               1357913579135791357913579
     
     
           1              2   GND
           3   A1         4   A0
           5   A3         6   A2
           7   A5         8   A4
           9   GND       10   A6
          11   A8        12   A7
          13   A10       14   A9
          15   A12       16   A11
          17   A14       18   A13
          19   A15       20   GND
          21   D1        22   D0
          23   D3        24   D2
          25   D5        26   D4
          27   D7        28   D6
          29   GND       30   GND
          31   GND       32   phase 2 clock
          33   RESET     34
          35   RDY       36   IRQ
          37             37
          39             40
          41   GND       42
          43   RAS       44
          45   R/W       46   GND
          47   +5V       48   +5V
          49   GND       50
     
     The phase 2 clock runs at 1.8 MHz.  When the clock is high, the
     address and R/W lines are valid.  The clock goes from high to low,
     when the data lines are also valid.  All lines then become invalid.
     
     The 130XE doesn't have the parallel port.  However, it has a cartridge
     slot expansion.  This is a small cartridge-slot-like connector with
     the necessary connector to use parallel expansion.
     
     FINE SCROLLING
     
     If address $026E (622) is $FF, graphics 0 will be in the fine scroll
     mode.
     
     OTHER ADDRESSES
     
     DSCTLN [$0D25,2 (725)] is the disk sector size.  should be $80 (128).

     DMASAV [$02DD (735)] is a copy of the DMA control register, SDMCTL
     [$022F (559)].  It is set up when a channel is opened to the screen. 
     The value is moved to SDMCTL whenever a key is pressed.  It is used to
     restore the display if DMA is disabled.
     
     PUPBT [$033D,3 (829-831)] is used to test memory integrity when
     [RESET] is pressed.  If these bytes are not $5C, $93 and $25, the
     computer will do a cold start when [RESET] is pressed.
     
     The self-test ROM is from $D000 to $D7FF, the same addresses as the
     hardware registers.  This part of the operating system ROM is disabled
     when not used.  When The computer is put into the self-test mode, This
     part of ROM is copied to $5000 to $57FF and run from there.
     
     GINTLK [$03FA (1018)] is a logical 1 if a cartridge is installed
     (built-in BASIC is considered a cartridge).  BASIC can be disabled by
     poking 1018 with a non-zero number.  If [RESET] is then pressed, the
     computer will attempt to load the DUP.SYS file and basic will be
     completely disabled.

                                  APPENDIX A
     
     
                              HARDWARE REGISTERS
     
     
                          Register                         Shadow          
     
                                                                           
     
     Name   Description                           Address  Name     Address
     
     ----------------------------------------------------------------------
     
     ALLPOT game paddle ready indicators       $D208 53768                 
     
     AUDC1  Audio channel 1 control            $D201 53761                 
     
     AUDC2  Audio channel 2 control            $D203 53763                 
     
     AUDC3  Audio channel 3 control            $D205 53765                 
     
     AUDC4  Audio channel 1 control            $D207 53767                 
     
     AUDCTL general audio control              $D208 53768                 
     
     AUDF1  Audio frequency 1 control          $D200 53760                 
     
     AUDF2  Audio frequency 2 control          $D202 53762                 
     
     AUDF3  Audio frequency 3 control          $D204 53764                 
     
     AUDF4  Audio frequency 4 control          $D206 53766                 
     
     CHACTL character control                  $D401 54273 CHART  $02F3 755
     
     CHBASE Address of character set / 256     $D409 54281 CHBAS  $O2F4 756
     
     COLBK  color/brightness of setcolor 4     $D01A 53274 COLOR4 $02C8 712
     
     COLPF0 Color/brightness of setcolor 0     $D016 53270 COLOR0 $02C4 708
     
     COLPF1 color/brightness of setcolor 1     $D017 53271 COLOR1 $02C5 709
     
     COLPF2 color/brightness of setcolor 2     $DO18 53272 COLOR2 $02C6 710
     
     COLPF3 color/brightness of setcolor 3     $DO19 53273 COLOR3 $02C7 711
     
     COLPM0 color/brightness, player/missile 0 $D012 53266 PCOLR0 $02C0 704
     
     COLPM1 color/brightness, player/missile 1 $DO13 53267 PCOLR1 $02C1 705
     
     COLPM2 color/brightness, player/missile 2 $DO14 53268 PCOLR2 $02C2 706
     
     COLPM3 color/brightness, player/missile 3 $DO15 53269 PCOLR3 $02C3 707
     
     CONSOL [START], [SELECT], [OPT.], speaker $D01F 53279                 
     
     DLISTH display list pointer high byte     $D403 54275 SDLSTH $0231 561
     
     DLISTL display list pointer low byte      $D402 54274 SDLSTL $0230 560
     
     DMACTL Direct Memory access control (DMA) $D400 54272 SDMCTL $022F 559
     
     GRACTL graphics control                   $D01D 53277                 
     
     GRAFM  missile graphics                   $D011 53265                 
     
     GRAFP0 player 0 graphics                  $D00D 53261                 
     
     GRAFP1 player 1 graphics                  $D00E 53262                 
     
     GRAFP2 player 2 graphics                  $D00F 53263                 
     
     GRAFP3 player 3 graphics                  $D010 53264                 
     
     HITCLR clear collisions                   $D01E 54278                 
     
     HPOSM0 horizontal position of missile 0   $D004 53252                 
     
     HPOSM1 horizontal position of missile 1   $D005 53253                 
     
     HPOSM2 horizontal position of missile 2   $D006 53254                 
     
     HOPSM3 horizontal position of missile 3   $D007 53255                 
     
     HPOSP0 horizontal position of player 0    $D000 53248                 
     
     HPOSP1 horizontal position of player 1    $D001 53249                 
     
     HPOSP2 horizontal position of player 2    $D002 53250                 
     
     HPOSP3 horizontal position of player 3    $D003 53251                 
     
     HSCROL horizontal scroll                  $D404 54276                 
     
     IRQEN  interrupt request enable (IRQ)     $D20E 53774 POKMSK $0010  16
     
     IRQST  IRQ status                         $D20E 53774                 
     
     KBCODE keyboard code                      $D209 53769 CH     $O2FC 764
     
     M0PF   missile 0 to graphics collisions   $D000 53248                 
     
     M0PL   missile 0 to player collisions     $D008 53256                 

     M1PF   missile 1 to graphics collisions   $D001 53249                 
     
     M1PL   missile 1 to player collisions     $D009 53257                 
    
     M2PF   missile 2 to graphics collisions   $D002 53250                 
     
     M2PL   missile 2 to player collisions     $D00A 53258                 
     
     M3PF   missile 3 to graphics collisions   $D003 53251                 
     
     M3PL   missile 3 to player collisions     $D00B 53259                 
     
     NMIEN  non-maskable interrupt enable (NMI)$D40E 54286                 
     
     NMIRES NMI reset                          $D40F 54287                 
     
     NMIST  NMI status                         $D40F 54287                 
     
     P0PF   player 0 to graphics collisions    $D004 53252                 
     
     P0PL   player 0 to player collisions      $D00C 53260                 
     
     P1PF   player 1 to graphics collisions    $D005 53253                 
     
     P1PL   player 1 to player collisions      $D00D 53261                 
     
     P2PF   player 2 to graphics collisions    $D006 53254                 
     
     P2PL   player 2 to player collisions      $D00E 53262                 
     
     P3PF   player 3 to graphics collisions    $DOO7 53255                 
     
     P3PL   player 3 to player collisions      $D00F 53263                 
     
     PACTL  port A control                     $D302 54018                 
     
     PAL    Europe/North America TV indicator  $D014 53268                 

     PBCLT  port B control                     $D303 54019                 
     
     PENH   light pen horizontal position      $D40C 54284 LPENH  $0234 564
     
     PENV   light pen vertical position        $D40D 54285 LPENV  $0235 565
     
     PMBASE player/missile address / 256       $D407 54279                 
     
     PORTA  port A                             $D300 54016 STICK0 $0278 632
     
                                                           STICK1 $0279 634
     
     PORTB  port B                             $D301 54017 STICK2 $027A 634
     
                                                           STICK3 $027B 635

     POT0   game paddle 0                      $D200 53760 PADDL0 $0270 624
     
     POT1   game paddle 1                      $D201 53761 PADDL1 $0271 625
     
     POT2   game paddle 2                      $D202 53762 PADDL2 $0272 626
     
     POT3   game paddle 3                      $D203 53763 PADDL3 $0273 627
     
     POT4   game paddle 4                      $D204 53764 PADDL4 $0274 628
     
     POT5   game paddle 5                      $D205 53765 PADDL5 $0275 629
     
     POT6   game paddle 6                      $D206 53766 PADDL6 $0276 630
     
     POT7   game paddle 7                      $D207 53767 PADDL7 $0277 631
     
     POTGO  start pot scan sequence            $D20B 53771                 
     
     PRIOR  p/m priority and GTIA mode         $D21B 53275 GPRIOR $026F 623
     
     RANDOM random number generator            $D20A 53770                 
     
     SERIN  serial port input                  $D20D 53774                 
     
     SEROUT serial port output                 $D20D 53773                 
     
     SIZEM  missile size                       $D00C 53260                 
     
     SIZEP0 player 0 size                      $D008 53256                 
     
     SIZEP1 player 1 size                      $D009 53257                 
     
     SIZEP2 player 2 size                      $D00A 53258                 
     
     SIZEP3 player 3 size                      $D00B 53259                 
     
     SKCTL  serial port control                $D20F 53775 SSKCTL $0232 563
     
     SKREST reset serial port status           $D20A 53770                 
     
     SKSTAT serial port status                 $D20F 53775                 
     
     STIMER start timer                        $D209 53769                 
     
     TRIG0  joystick trigger 0                 $D010 53264 STRIG0 $0284 644
     
     TRIG1  joystick trigger 1                 $D011 53265 STRIG1 $0285 645
     
     TRIG2  joystick trigger 2                 $D012 53266 STRIG2 $0286 646
     
     TRIG3  joystick trigger 3                 $D013 53267 STRIG3 $0287 647

     VCOUNT vertical line counter              $D40B 54283                 
     
     VDELAY vertical delay                     $D01C 54276                 
     
     VSCROL vertical scroll                    $D405 54277                 
     
     WSYNC  wait for horizontal sync           $D40A 54282                 
     

     
                                NUMERICAL ORDER
     
     
     Registers sharing addresses are listed first when writen to, then when
     read from
     
                          Register                         Shadow          
     
                                                                           
     
     Name   Description                           Address  Name     Address
     
     ----------------------------------------------------------------------
     
     HPOSP0 horizontal position of player 0    $D000 53248                 
     
     M0PF   missile 0 to graphics collisions   $D000 53248                 
     
     HPOSP1 horizontal position of player 1    $D001 53249                 
     
     M1PF   missile 1 to graphics collisions   $D001 53249                 
     
     HPOSP2 horizontal position of player 2    $D002 53250                 
     
     M2PF   missile 2 to graphics collisions   $D002 53250                 
     
     HPOSP3 horizontal position of player 3    $D003 53251                 
     
     M3PF   missile 3 to graphics collisions   $D003 53251                 
     
     HPOSM0 horizontal position of missile 0   $D004 53252                 
     
     P0PF   player 0 to graphics collisions    $D004 53252                 
     
     HPOSM1 horizontal position of missile 1   $D005 53253                 
     
     P1PF   player 1 to graphics collisions    $D005 53253                 
     
     HPOSM2 horizontal position of missile 2   $D006 53254                 
     
     P2PF   player 2 to graphics collisions    $D006 53254                 
     
     HOPSM3 horizontal position of missile 3   $D007 53255                 
     
     P3PF   player 3 to graphics collisions    $D007 53255                 
     
     SIZEP0 player 0 size                      $D008 53256                 
     
     M0PL   missile 0 to player collisions     $D008 53256                 
     
     SIZEP1 player 1 size                      $D009 53257                 
     
     M1PL   missile 1 to player collisions     $D009 53257                 
     
     SIZEP2 player 2 size                      $D00A 53258                 
     
     M2PL   missile 2 to player collisions     $D00A 53258                 
     
     SIZEP3 player 3 size                      $D00B 53259                 

     M3PL   missile 3 to player collisions     $D00B 53259                 
     
     SIZEM  missile size                       $D00C 53260                 
     
     P0PL   player 0 to player collisions      $D00C 53260                 
     
     GRAFP0 player 0 graphics                  $D00D 53261                 

     P1PL   player 1 to player collisions      $D00D 53261                 
     
     GRAFP1 player 1 graphics                  $D00E 53262                 
     
     P2PL   player 2 to player collisions      $D00E 53262                 
     
     GRAFP2 player 2 graphics                  $D00F 53263                 
     
     P3PL   player 3 to player collisions      $D00F 53263                 
     
     GRAFP3 player 3 graphics                  $D010 53264                 
     
     TRIG0  joystick trigger 0                 $D010 53264 STRIG0 $0284 644
     
     GRAFM  missile graphics                   $D011 53265                 
     
     TRIG1  joystick trigger 1                 $D011 53265 STRIG1 $0285 645
     
     COLPM0 color/brightness, player/missile 0 $D012 53266 PCOLR0 $02C0 704
     
     TRIG2  joystick trigger 2                 $D012 53266 STRIG2 $0286 646
     
     COLPM1 color/brightness, player/missile 1 $D013 53267 PCOLR1 $02C1 705
     
     TRIG3  joystick trigger 3                 $D013 53267 STRIG3 $0287 647
     
     COLPM2 color/brightness, player/missile 2 $D014 53268 PCOLR2 $02C2 706
     
     PAL    Europe/North America TV indicator  $D014 53268                 
     
     COLPM3 color/brightness, player/missile 3 $D015 53269 PCOLR3 $02C3 707
     
     COLPF0 Color/brightness of setcolor 0     $D016 53270 COLOR0 $02C4 708
     
     COLPF1 color/brightness of setcolor 1     $D017 53271 COLOR1 $02C5 709
     
     COLPF2 color/brightness of setcolor 2     $D018 53272 COLOR2 $02C6 710
     
     COLPF3 color/brightness of setcolor 3     $D019 53273 COLOR3 $02C7 711
     
     COLBK  color/brightness of setcolor 4     $D01A 53274 COLOR4 $02C8 712
     
     VDELAY vertical delay                     $D01C 54276                 
     
     GRACTL graphics control                   $D01D 53277                 
     
     HITCLR clear collisions                   $D01E 54278                 
     
     CONSOL [START], [SELECT], [OPT.], speaker $D01F 53279                 
     
     AUDF1  Audio frequency 1 control          $D200 53760                 
     
     POT0   game paddle 0                      $D200 53760 PADDL0 $0270 624
     
     AUDC1  Audio channel 1 control            $D201 53761                 
     
     POT1   game paddle 1                      $D201 53761 PADDL1 $0271 625
     
     AUDF2  Audio frequency 2 control          $D202 53762                 
     
     POT2   game paddle 2                      $D202 53762 PADDL2 $0272 626
     
     AUDC2  Audio channel 2 control            $D203 53763                 
     
     POT3   game paddle 3                      $D203 53763 PADDL3 $0273 627
     
     AUDF3  Audio frequency 3 control          $D204 53764                 
     
     POT4   game paddle 4                      $D204 53764 PADDL4 $0274 628
     
     AUDC3  Audio channel 3 control            $D205 53765                 
     
     POT5   game paddle 5                      $D205 53765 PADDL5 $0275 629
     
     AUDF4  Audio frequency 4 control          $D206 53766                 
     
     POT6   game paddle 6                      $D206 53766 PADDL6 $0276 630
     
     AUDC4  Audio channel 1 control            $D207 53767                 
     
     POT7   game paddle 7                      $D207 53767 PADDL7 $0277 631
     
     ALLPOT game paddle ready indicators       $D208 53768                 
     
     AUDCTL general audio control              $D208 53768                 
     
     KBCODE keyboard code                      $D209 53769 CH     $O2FC 764
     
     STIMER start timer                        $D209 53769                 
     
     RANDOM random number generator            $D20A 53770                 
     
     SKREST reset serial port status           $D20A 53770                 
     
     POTGO  start pot scan sequence            $D20B 53771                 
     
     SEROUT serial port output                 $D20D 53773                 
     
     SERIN  serial port input                  $D20D 53774                 
     
     IRQEN  interrupt request enable (IRQ)     $D20E 53774 POKMSK $0010  16
     
     IRQST  IRQ status                         $D20E 53774                 
     
     SKCTL  serial port control                $D20F 53775 SSKCTL $0232 563
     
     SKSTAT serial port status                 $D20F 53775                 
     
     PRIOR  p/m priority and GTIA mode         $D21B 53275 GPRIOR $026F 623
     
     PORTA  port A                             $D300 54016 STICK0 $0278 632
     
                                                           STICK1 $0279 633
     
     PORTB  port B                             $D301 54017 STICK2 $027A 634

                                                           STICK3 $027B 635
     
     PACTL  port A control                     $D302 54018                 
     
     PBCTL  port B control                     $D303 54019                 
     
     DMACTL Direct Memory access control (DMA) $D400 54272 SDMCTL $022F 559
     
     CHACTL character control                  $D401 54273 CHART  $02F3 755
     
     DLISTL display list pointer low byte      $D402 54274 SDLSTL $0230 560
     
     DLISTH display list pointer high byte     $D403 54275 SDLSTH $0231 561
     
     HSCROL horizontal scroll                  $D404 54276                 
     
     VSCROL vertical scroll                    $D405 54277                 
     
     PMBASE player/missile address / 256       $D407 54279                 
     
     CHBASE Address of character set / 256     $D409 54281 CHBAS  $O2F4 756
     
     WSYNC  wait for horizontal sync           $D40A 54282                 
     
     VCOUNT vertical line counter              $D40B 54283                 
     
     PENH   light pen horizontal position      $D40C 54284 LPENH  $0234 564
     
     PENV   light pen vertical position        $D40D 54285 LPENV  $0235 565
     
     NMIEN  non-maskable interrupt enable (NMI)$D40E 54286                 
     
     NMIRES NMI reset                          $D40F 54287                 
     
     NMIST  NMI status                         $D40F 54287                 
     
                                                                           


                             SHADOW REGISTER ORDER
     
     
                              ALPHEBETICAL ORDER
     
                          Register                         Shadow          
     
                                                                           
     
     Name   Description                           Address  Name     Address
     
     ----------------------------------------------------------------------
     KBCODE keyboard code                      $D209 53769 CH     $O2FC 764
     
     CHACTL character control                  $D401 54273 CHART  $02F3 755
     
     CHBASE Address of character set / 256     $D409 54281 CHBAS  $O2F4 756
     
     COLBK  color/brightness of setcolor 4     $D01A 53274 COLOR4 $02C8 712
     
     COLPF0 Color/brightness of setcolor 0     $D016 53270 COLOR0 $02C4 708
     
     COLPF1 color/brightness of setcolor 1     $D017 53271 COLOR1 $02C5 709
     
     COLPF2 color/brightness of setcolor 2     $D018 53272 COLOR2 $02C6 710
     
     COLPF3 color/brightness of setcolor 3     $D019 53273 COLOR3 $02C7 711
     
     PRIOR  p/m priority and GTIA mode         $D21B 53275 GPRIOR $026F 623
     
     PENH   light pen horizontal position      $D40C 54284 LPENH  $0234 564
     
     PENV   light pen vertical position        $D40D 54285 LPENV  $0235 565
     
     POT0   game paddle 0                      $D200 53760 PADDL0 $0270 624
     
     POT1   game paddle 1                      $D201 53761 PADDL1 $0271 625
     
     POT2   game paddle 2                      $D202 53762 PADDL2 $0272 626
     
     POT3   game paddle 3                      $D203 53763 PADDL3 $0273 627
     
     POT4   game paddle 4                      $D204 53764 PADDL4 $0274 628
     
     POT5   game paddle 5                      $D205 53765 PADDL5 $0275 629
     
     POT6   game paddle 6                      $D206 53766 PADDL6 $0276 630
     
     POT7   game paddle 7                      $D207 53767 PADDL7 $0277 631
     
     COLPM0 color/brightness, player/missile 0 $D012 53266 PCOLR0 $02C0 704
     
     COLPM1 color/brightness, player/missile 1 $D013 53267 PCOLR1 $02C1 705
     
     COLPM2 color/brightness, player/missile 2 $D014 53268 PCOLR2 $02C2 706
     
     COLPM3 color/brightness, player/missile 3 $D015 53269 PCOLR3 $02C3 707
     
     IRQEN  interrupt request enable (IRQ)     $D20E 53774 POKMSK $0010  16
     
     DLISTH display list pointer high byte     $D403 54275 SDLSTH $0231 561
     
     DLISTL display list pointer low byte      $D402 54274 SDLSTL $0230 560
     
     DMACTL Direct Memory access control (DMA) $D400 54272 SDMCTL $022F 559
     
     SKCTL  serial port control                $D20F 53775 SSKCTL $0232 563
     
     PORTA  port A                             $D300 54016 STICK0 $0278 632
     
                                                           STICK1 $0279 633
     
     PORTB  port B                             $D301 54017 STICK2 $027A 634
     
                                                           STICK3 $027B 635
     
     TRIG0  joystick trigger 0                 $D010 53264 STRIG0 $0284 644
     
     TRIG1  joystick trigger 1                 $D011 53265 STRIG1 $0285 645
     
     TRIG2  joystick trigger 2                 $D012 53266 STRIG2 $0286 646
     
     TRIG3  joystick trigger 3                 $D013 53267 STRIG3 $0287 647
     
     
     
                                NUMERICAL ORDER
     
     
     IRQEN  interrupt request enable (IRQ)     $D20E 53774 POKMSK $0010  16
     
     DMACTL Direct Memory access control (DMA) $D400 54272 SDMCTL $022F 559
     
     DLISTL display list pointer low byte      $D402 54274 SDLSTL $0230 560
     
     DLISTH display list pointer high byte     $D403 54275 SDLSTH $0231 561
     
     SKCTL  serial port control                $D20F 53775 SSKCTL $0232 563
     
     PENH   light pen horizontal position      $D40C 54284 LPENH  $0234 564
     
     PENV   light pen vertical position        $D40D 54285 LPENV  $0235 565
     
     PRIOR  p/m priority and GTIA mode         $D21B 53275 GPRIOR $026F 623

     POT0   game paddle 0                      $D200 53760 PADDL0 $0270 624
     
     POT1   game paddle 1                      $D201 53761 PADDL1 $0271 625
     
     POT2   game paddle 2                      $D202 53762 PADDL2 $0272 626
     
     POT3   game paddle 3                      $D203 53763 PADDL3 $0273 627
     
     POT4   game paddle 4                      $D204 53764 PADDL4 $0274 628
     
     POT5   game paddle 5                      $D205 53765 PADDL5 $0275 629
     
     POT6   game paddle 6                      $D206 53766 PADDL6 $0276 630
     
     POT7   game paddle 7                      $D207 53767 PADDL7 $0277 631
     
     PORTA  port A                             $D300 54016 STICK0 $0278 632
     
                                                           STICK1 $0279 633
     
     PORTB  port B                             $D301 54017 STICK2 $027A 634
     
                                                           STICK3 $027B 635
     
     TRIG0  joystick trigger 0                 $D010 53264 STRIG0 $0284 644
     
     TRIG1  joystick trigger 1                 $D011 53265 STRIG1 $0285 645
     
     TRIG2  joystick trigger 2                 $D012 53266 STRIG2 $0286 646
     
     TRIG3  joystick trigger 3                 $D013 53267 STRIG3 $0287 647
     
     COLPM0 color/brightness, player/missile 0 $D012 53266 PCOLR0 $02C0 704
     
     COLPM1 color/brightness, player/missile 1 $D013 53267 PCOLR1 $02C1 705
     
     COLPM2 color/brightness, player/missile 2 $D014 53268 PCOLR2 $02C2 706
     
     COLPM3 color/brightness, player/missile 3 $D015 53269 PCOLR3 $02C3 707
     
     COLPF0 Color/brightness of setcolor 0     $D016 53270 COLOR0 $02C4 708
     
     COLPF1 color/brightness of setcolor 1     $D017 53271 COLOR1 $02C5 709
     
     COLPF2 color/brightness of setcolor 2     $D018 53272 COLOR2 $02C6 710
     
     COLPF3 color/brightness of setcolor 3     $D019 53273 COLOR3 $02C7 711
     
     COLBK  color/brightness of setcolor 4     $D01A 53274 COLOR4 $02C8 712
     
     CHACTL character control                  $D401 54273 CHART  $02F3 755

     CHBASE Address of character set / 256     $D409 54281 CHBAS  $O2F4 756
     
     KBCODE keyboard code                      $D209 53769 CH     $O2FC 764

                                  APPENDIX B
     
                           OPERATING SYSTEM EQUATES
     
     
     0100 ;
     0101 ;                    ATARI 800 EQUATE LISTING
     0102 ;
     0103 ;
     0104 ;
     0105 ;This listing is based on the original release of Operating System,
     0106 ;version A.  The vectors shown here were not changed in version B.
     0107 ;New equates for XL and XE models are included and noted.  Changes
     0108 ;from version B to XL/XE are also noted.
     0109 ;
     0110 ;Most of the equate names given below are the official Atari
     0111 ;names.  They are in common use but are not mandatory.
     0112 ;
     0113 ;
     0114 ;       DEVICE NAMES
     0115 ;
     0116 ;
     0117 ;SCREDT = "E"   SCREEN EDITOR
     0118 ;KBD    = "K"   KEYBOARD
     0119 ;DISPLY = "S"   DISPLAY
     0120 ;PRINTR = "P"   PRINTER
     0121 ;CASSET = "C"   CASSETTE
     0122 ;DISK   = "D"   DISK DRIVE
     0123 ;
     0124 ;
     0125 ;
     0126 ;       STATUS  CODES  
     0127 ;
     0128 ;
     0129 SUCCES = $01        1
     0130 BRKABT = $80      128 BREAK KEY ABORT
     0131 PRVOPN = $82      130 IOCB ALREADY OPEN
     0132 NONDEV = $82      130 NONEXISTANT DEVICE
     0133 WRONLY = $83      131 OPENED FOR WRITE ONLY
     0134 NVALID = $84      132 INVALID COMMAND
     0135 NOTOPN = $85      133 DEVICE OR FILE NOT OPEN
     0136 BADIOC = $86      134 INVALID IOCB NUMBER
     0137 RDONLY = $87      135 OPENED FOR READ ONLY
     0138 EOFERR = $88      136 END OF FILE
     0139 TRNRCD = $89      137 TRUNCATED RECORD
     0140 TIMOUT = $8A      138 PERIPHERAL TIME OUT
     0141 DNACK  = $8B      139 DEVICE DOES NOT ACKNOWLEDGE
     0142 FRMERR = $8C      140 SERIAL BUS FRAMING ERROR
     0143 CRSROR = $8D      141 CURSOR OUT OF RANGE
     0144 OVRRUN = $8E      142 SERIAL BUS DATA OVERRUN
     0145 CHKERR = $8F      143 SERIAL BUS CHECKSUM ERROR
     0146 DERROR = $90      144 PERIPHERAL DEVICE ERROR
     0147 BADMOD = $91      145 NON EXISTANT SCREEN MODE
     0148 FNCNOT = $92      146 FUNCTION NOT IMPLEMENTED
     0149 SCRMEM = $93      147 NOT ENOUGH MEMORY FOR SCREEN MODE
     0150 ;
     0151 ;
     0152 ;
     0153 ;
     0154 ;  COMMAND CODES FOR CIO
     0155 ;
     0156 ;
     0157 OPEN   = $03        3
     0158 OPREAD = $04        4 OPEN FOR INPUT
     0159 GETREC = $05        5 GET RECORD
     0160 OPDIR  = $06        6 OPEN TO DISK DIRECTORY
     0161 GETCHR = $07        7 GET BYTE
     0162 OWRITE = $08        8 OPEN FOR OUTPUT
     0163 PUTREC = $09        9 WRITE RECORD
     0164 APPEND = $09        9 OPEN TO APPEND TO END OF DISK FILE
     0165 MXDMOD = $10       16 OPEN TO SPLIT SCREEN (MIXED MODE)
     0166 PUTCHR = $0B       11 PUT-BYTE
     0167 CLOSE  = $0C       12
     0168 OUPDAT = $0C       12 OPEN FOR INPUT AND OUTPUT AT THE SAME TIME
     0169 STATUS = $0D       13
     0170 SPECIL = $0E       14 BEGINNING OF SPECIAL COMMANDS
     0171 DRAWLN = $11       17 SCREEN DRAW
     0172 FILLIN = $12       18 SCREEN FILL
     0173 RENAME = $20       32
     0174 INSCLR = $20       32 OPEN TO SCREEN BUT DON'T ERASE
     0175 DELETE = $21       33
     0176 DFRMAT = $21       33 FORMAT DISK (RESIDENT DISK HANDLER (RDH))
     0177 LOCK   = $23       35
     0178 UNLOCK = $24       36
     0179 POINT  = $25       37
     0180 NOTE   = $26       38
     0181 PTSECT = $50       80 RDH PUT SECTOR
     0182 GTSECT = $52       82 RDH GET SECTOR
     0183 DSTAT  = $53       83 RDH GET STATUS
     0184 PSECTV = $57       87 RDH PUT SECTOR AND VERIFY
     0185 NOIRG  = $80      128 NO GAP CASSETTE MODE
     0186 CR     = $9B      155 CARRIAGE RETURN (EOL)
     0187 ;
     0188 IOCBSZ = $10       16 IOCB SIZE
     0189 MAXIOC = $80      128 MAX IOCB BLOCK SIZE
     0190 IOCBF  = $FF      255 IOCB FREE
     0191 ;
     0192 LEDGE  = $02        2 DEFAULT LEFT MARGIN
     0193 REDGE  = $27       39 DEFAULT RIGHT MARGIN
     0194 ;
     0195 ;       OS VARIABLES
     0196 ;
     0197 ;          PAGE 0
     0198 ;
     0199 LINZBS = $00        0 (800) FOR ORIGINAL DEBUGGER
     0200 ;        $00        0 (XL) RESERVED
     0201 NGFLAG = $01        1 (XL) FOR POWER-UP SELF TEST
     0202 CASINI = $02        2
     0203 RAMLO  = $04        4 POINTER FOR SELF TEST
     0204 TRAMSZ = $06        6 TEMPORARY RAM SIZE
     0205 TSTDAT = $07        7 TEST DATA
     0206 WARMST = $08        8
     0207 BOOT?  = $09        9 SUCCESSFUL BOOT FLAG
     0208 DOSVEC = $0A       10 PROGRAM RUN VECTOR
     0209 DOSINI = $0C       12 PROGRAM INITIALIZATION
     0210 APPMHI = $0E       14 DISPLAY LOW LIMIT
     0211 POKMSK = $10       16 IRQ ENABLE FLAGS
     0212 BRKKEY = $11       17 FLAG
     0213 RTCLOK = $12       18 3 BYTES, MSB FIRST
     0214 BUFADR = $15       21 INDIRECT BUFFER ADDRESS
     0215 ICCOMT = $17       23 COMMAND FOR VECTOR
     0216 DSKFMS = $18       24 DISK FILE MANAGER POINTER
     0217 DSKUTL = $1A       26 DISK UTILITY POINTER (DUP.SYS)
     0218 PTIMOT = $1C       28 (800) PRINTER TIME OUT REGISTER
     0219 ABUFPT = $1C       28 (XL) RESERVED
     0220 PBPNT  = $1D       29 (800) PRINTER BUFFER POINTER
     0221 ;        $1D       29 (XL) RESERVED
     0222 PBUFSZ = $1E       30 (800) PRINTER BUFFER SIZE
     0223 ;        $1E       30 (XL) RESERVED
     0224 PTEMP  = $1F       31 (800) TEMPORARY REGISTER
     0225 ;        $1F       31 (XL) RESERVED
     0226 ZIOCB  = $20       32 ZERO PAGE IOCB
     0227 ICHIDZ = $20       32 HANDLER INDEX NUMBER (ID)
     0228 ICDNOZ = $21       33 DEVICE NUMBER
     0229 ICCOMZ = $22       34 COMMAND
     0230 ICSTAZ = $23       35 STATUS
     0231 ICBALZ = $24       36 BUFFER POINTER LOW BYTE
     0232 ICBAHZ = $25       37 BUFFER POINTER HIGH BYTE
     0233 ICPTLZ = $26       38 PUT ROUTINE POINTER LOW
     0234 ICPTHZ = $27       39 PUT ROUTINE POINTER HIGH
     0235 ICBLLZ = $28       40 BUFFER LENGTH LOW
     0236 ICBLHZ = $29       41
     0237 ICAX1Z = $2A       42 AUXILIARY INFORMATION BYTE 1
     0238 ICAX2Z = $2B       43
     0239 ICSPRZ = $2C       44 TWO SPARE BYTES (CIO USE)
     0240 ICIDNO = $2E       46 IOCB NUMBER X 16
     0241 CIOCHR = $2F       47 CHARACTER BYTE FOR CURRENT OPERATION
     0242 ;
     0243 STATUS = $30       48 STATUS STORAGE
     0244 CHKSUM = $31       49 SUM WITH CARRY ADDED BACK
     0245 BUFRLO = $32       50 DATA BUFFER LOW BYTE
     0246 BUFRHI = $33       51
     0247 BFENLO = $34       52 ADDRESS OF LAST BUFFER BYTE +1 (LOW)
     0248 BFENHI = $35       53
     0249 CRETRY = $36       54 (800) NUMBER OF COMMAND FRAME RETRIES
     0250 LTEMP  = $36       54 (XL) LOADER TEMPORARY STORAGE, 2 BYTES
     0251 DRETRY = $37       55 (800) DEVICE RETRIES
     0252 BUFRFL = $38       56 BUFFER FULL FLAG
     0253 RECVDN = $39       57 RECEIVE DONE FLAG
     0254 XMTDON = $3A       58 TRANSMISSION DONE FLAG
     0255 CHKSNT = $3B       59 CHECKSUM-SENT FLAG
     0256 NOCKSM = $3C       60 CHECKSUM-DOES-NOT-FOLLOW-DATA FLAG
     0257 BPTR   = $3D       61
     0258 FTYPE  = $3E       62
     0259 FEOF   = $3F       63
     0260 FREQ   = $40       64
     0261 ;
     0262 SOUNDR = $41       65 0=QUIET I/O
     0263 CRITIC = $42       66 CRITICAL FUNCTION FLAG, NO DEFFERED VBI
     0264 FMSZPG = $43       67 DOS ZERO PAGE, 7 BYTES
     0265 CKEY   = $4A       74 (800) START KEY FLAG
     0266 ZCHAIN = $4A       74 (XL) HANDLER LOADER TEMP, 2 BYTES
     0267 CASSBT = $4B       75 (800) CASSETTE BOOT FLAG
     0268 DSTAT  = $4C       76 DISPLAY STATUS
     0269 ;
     0270 ATRACT = $4D       77
     0271 DRKMSK = $4E       78 ATTRACT MASK
     0272 COLRSH = $4F       79 ATTRACT COLOR SHIFTER (EORed WITH
     GRAPHICS)
     0273 ;
     0274 TMPCHR = $50       80
     0275 HOLD1  = $51       81
     0276 LMARGN = $52       82 SCREEN LEFT MARGIN REGISTER
     0277 RMARGN = $53       83 SCREEN RIGHT MARGIN
     0278 ROWCRS = $54       84 CURSOR ROW
     0279 COLCRS = $55       85 CURSOR COLUMN, 2 BYTES
     0280 DINDEX = $57       87 DISPLAY MODE
     0281 SAVMSC = $58       88 SCREEN ADDRESS
     0282 OLDROW = $5A       90 CURSOR BEFORE DRAW OR FILL
     0283 OLDCOL = $5B       91
     0284 OLDCHR = $5D       93 DATA UNDER CURSOR
     0285 OLDADR = $5E       94 CURSOR ADDRESS
     0286 NEWROW = $60       96 (800) DRAWTO DESTINATION
     0287 FKDEF  = $60       96 (XL) FUNCTION KEY DEFINATION POINTER
     0288 NEWCOL = $61       97 (800) DRAWTO DESTINATION, 2 BYTES
     0289 PALNTS = $62       98 (XL) EUROPE/NORTH AMERICA TV FLAG
     0290 LOGCOL = $63       99 LOGICAL LINE COLUMN POINTER
     0291 MLTTMP = $66      102
     0292 OPNTMP = $66      102 TEMPORARY STORAGE FOR CHANNEL OPEN
     0293 SAVADR = $68      104
     0294 RAMTOP = $6A      106 START OF ROM (END OF RAM + 1), HIGH BYTE
     ONLY
     0295 BUFCNT = $6B      107 BUFFER COUNT
     0296 BUFSTR = $6C      108 POINTER USED BY EDITOR
     0297 BITMSK = $6E      110 POINTER USED BY EDITOR
     0298 SHFAMT = $6F      111
     0299 ROWAC  = $70      112
     0300 COLAC  = $72      114
     0301 ENDPT  = $74      116
     0302 DELTAR = $76      118
     0303 DELTAC = $77      119
     0304 ROWINC = $79      121 (800)
     0305 KEYDEF = $79      121 (XL) KEY DEFINATION POINTER, 2 BYTES
     0306 COLINC = $7A      122 (800)
     0307 SWPFLG = $7B      123 NON 0 IF TEXT AND REGULAR RAM IS SWAPPED
     0308 HOLDCH = $7C      124 CH MOVED HERE BEFORE CTRL AND SHIFT
     0309 INSDAT = $7D      125
     0310 COUNTR = $7E      126
     0311 ;
     0312 ZROFRE = $80      128 FREE ZERO PAGE, 84 BYTES
     0313 FPZRO  = $D4      212 FLOATING POINT RAM, 43 BYTES
     0314 FR0    = $D4      212 FP REGISTER 0
     0315 FRE    = $DA      218
     0316 FR1    = $E0      224 FP REGISTER 1
     0317 FR2    = $E6      230 FP REGISTER 2
     0318 FRX    = $EC      236 SPARE
     0319 EEXP   = $ED      237 VALUE OF E
     0320 NSIGN  = $ED      237 SIGN OF FP NUMBER
     0321 ESIGN  = $EF      239 SIGN OF FP EXPONENT
     0322 FCHFLG = $F0      240 FIRST CHARACTER FLAG
     0323 DIGRT  = $F1      241 NUMBER OF DIGITS RIGHT OF DECIMAL POINT
     0324 CIX    = $F2      242 INPUT INDEX
     0325 INBUFF = $F3      243 POINTER TO ASCII FP NUMBER
     0326 ZTEMP1 = $F5      245
     0327 ZTEMP4 = $F7      247
     0328 ZTEMP3 = $F9      249
     0329 DEGFLG = $FB      251
     0330 RADFLG = $FB      251 0=RADIANS, 6=DEGREES
     0331 FLPTR  = $FC      252 POINTER TO BCD FP NUMBER
     0332 FPTR2  = $FE      254
     0333 ;
     0334 ;
     0335 ;          PAGE 1
     0336 ;
     0337 ;        65O2 STACK
     0338 ;
     0339 ;
     0340 ;
     0341 ;
     0342 ;          PAGE 2
     0343 ;
     0344 ;
     0345 INTABS = $0200    512 INTERRUPT RAM
     0346 VDSLST = $0200    512 NMI VECTOR
     0347 VPRCED = $0202    514 PROCEED LINE IRQ VECTOR
     0348 VINTER = $0204    516 INTERRUPT LINE IRQ VECTOR
     0349 VBREAK = $0206    518
     0350 VKEYBD = $0208    520
     0351 VSERIN = $020A    522 SERIAL INPUT READY IRQ
     0352 VSEROR = $020C    524 SERIAL OUTPUT READY IRQ
     0353 VSEROC = $020E    526 SERIAL OUTPUT COMPLETE IRQ
     0354 VTIMR1 = $0210    528 TIMER 1 IRQ
     0355 VTIMR2 = $0212    530 TIMER 2 IRQ
     0356 VTIMR4 = $0214    532 TIMER 4 IRQ
     0357 VIMIRQ = $0216    534 IRQ VECTOR
     0358 CDTMV1 = $0218    536 DOWN TIMER 1
     0359 CDTMV2 = $021A    538 DOWN TIMER 2
     0360 CDTMV3 = $021C    540 DOWN TIMER 3
     0361 CDTMV4 = $021E    542 DOWN TIMER 4
     0362 CDTMV5 = $0220    544 DOWN TIMER 5
     0363 VVBLKI = $0222    546
     0364 VVBLKD = $0224    548
     0365 CDTMA1 = $0226    550 DOWN TIMER 1 JSR ADDRESS
     0366 CDTMA2 = $0228    552 DOWN TIMER 2 JSR ADDRESS
     0367 CDTMF3 = $022A    554 DOWN TIMER 3 FLAG
     0368 SRTIMR = $022B    555 REPEAT TIMER
     0369 CDTMF4 = $022C    556 DOWN TIMER 4 FLAG
     0370 INTEMP = $022D    557 IAN'S TEMP
     0371 CDTMF5 = $022E    558 DOWN TIMER FLAG 5
     0372 SDMCTL = $022F    559 DMACTL SHADOW
     0373 SDLSTL = $0230    560 DISPLAY LIST POINTER
     0374 SSKCTL = $0232    562 SKCTL SHADOW
     0375 ;        $0233    563 (800) UNLISTED
     0376 LCOUNT = $0233    563 (XL) LOADER TEMP
     0377 LPENH  = $0234    564 LIGHT PEN HORIZONTAL
     0378 LPENV  = $0235    565 LIGHT PEN VERTICAL
     0379 ;        $0236    566 2 SPARE BYTES
     0380 ;        $0238    568 (800) SPARE, 2 BYTES
     0381 RELADR = $0238    568 (XL) LOADER
     0382 CDEVIC = $023A    570 DEVICE COMMAND FRAME BUFFER
     0383 CAUX1  = $023C    572 DEVICE COMMAND AUX 1
     0384 CAUX2  = $023D    573 DEVICE COMMAND AUX 2
     0385 TEMP   = $023E    574 TEMPORARY STORAGE
     0386 ERRFLG = $023F    575 DEVICE ERROR FLAG (EXCEPT TIMEOUT)
     0387 DFLAGS = $0240    576 FLAGS FROM DISK SECTOR 1
     0388 DBSECT = $0241    577 NUMBER OF BOOT DISK SECTORS
     0389 BOOTAD = $0242    578 BOOT LOAD ADDRESS POINTER
     0390 COLDST = $0244    580 COLD START FLAG, 1 = COLD START IN
     PROGRESS
     0391 ;        $0245    581 (800) SPARE
     0392 RECLEN = $0245    581 (XL) LOADER
     0393 DSKTIM = $0246    582 (800) DISK TIME OUT REGISTER
     0394 ;        $0246    582 (XL) RESERVED, 39 BYTES
     0395 LINBUF = $0247    583 (800) CHARACTER LINE BUFFER, 40 BYTES
     0396 CHSALT = $026B    619 (XL) CHARACTER SET POINTER
     0397 VSFLAG = $026C    620 (XL) FINE SCROLL TEMPORARY
     0398 KEYDIS = $026D    621 (XL) KEYBOARD DISABLE
     0399 FINE   = $026E    622 (XL) FINE SCROLL FLAG
     0400 GPRIOR = $026F    623 P/M PRIORITY AND GTIA MODES
     0401 GTIA   = $026F    623
     0402 PADDL0 = $0270    624 (XL) 3 MORE PADDLES, (800) 6 MORE PADDLES
     0403 STICK0 = $0278    632 (XL) 1 MORE STICK, (800) 3 MORE STICKS
     0404 PTRIG0 = $027C    636 (XL) 3 MORE PADDLE TRIGGERS, (800) 6 MORE
     0405 STRIG0 = $0284    644 (XL) 1 MORE STICK TRIGGER, (800) 3 MORE
     0406 CSTAT  = $0288    648 (800)
     0407 WMODE  = $0289    649
     0408 BLIM   = $028A    650
     0409 ;        $028B    651 5 SPARE BYTES
     0410 NEWADR = $028E    654 (XL)  LOADER RAM
     0411 TXTROW = $0290    656
     0412 TXTCOL = $0291    657
     0413 TINDEX = $0293    659 TEXT INDEX
     0414 TXTMSC = $0294    660
     0415 TXTOLD = $0296    662 OLD ROW AND OLD COL FOR TEXT, 2 BYTES
     0416 ;        $0298    664 4 SPARE BYTES
     0417 TMPX1  = $029C    668 (800)
     0418 CRETRY = $029C    668 (XL)  NUMBER OF COMMAND FRAME RETRIES
     0419 SUBTMP = $029E    670
     0420 HOLD2  = $029F    671
     0421 DMASK  = $02A0    672
     0422 TMPLBT = $02A1    673
     0423 ESCFLG = $02A2    674
     0424 TABMAP = $02A3    675 15 BYTE BIT MAP FOR TAB SETTINGS
     0425 LOGMAP = $02B2    690 4 BYTE LOGICAL LINE START BIT MAP
     0426 INVFLG = $02B6    694
     0427 FILFLG = $02B7    695 FILL DIRING DRAW FLAG
     0428 TMPROW = $02B8    696
     0429 TMPCOL = $02B9    697
     0430 SCRFLG = $02BB    699 SCROLL FLAG
     0431 HOLD4  = $02BC    700
     0432 HOLD5  = $02BD    701 (800)
     0433 DRETRY = $02BD    701 (XL)  NUMBER OF DEVICE RETRIES
     0434 SHFLOC = $02BE    702
     0435 BOTSCR = $02BF    703 24 NORM, 4 SPLIT
     0436 PCOLR0 = $02C0    704 3 MORE PLAYER COLOR REGISTERS
     0437 COLOR0 = $02C4    708 4 MORE GRAPHICS COLOR REGISTERS
     0438 ;        $02C9    713 (800) 23 SPARE BYTES
     0439 RUNADR = $02C9    713 (XL) LOADER VECTOR
     0440 HIUSED = $02CB    715 (XL) LOADER VECTOR
     0441 ZHIUSE = $02CD    717 (XL) LOADER VECTOR
     0442 GBYTEA = $02CF    719 (XL) LOADER VECTOR
     0443 LOADAD = $02D1    721 (XL) LOADER VECTOR
     0444 ZLOADA = $02D3    723 (XL) LOADER VECTOR
     0445 DSCTLN = $02D5    725 (XL) DISK SECTOR SIZ
     0446 ACMISR = $02D7    727 (XL) RESERVED
     0447 KRPDER = $02D9    729 (XL) KEY AUTO REPEAT DELAY
     0448 KEYREP = $02DA    730 (XL) KEY AUTO REPEAT RATE
     0449 NOCLIK = $02DB    731 (XL) KEY CLICK DISABLE
     0450 HELPFG = $02DC    732 (XL) HELP KEY FLAG
     0451 DMASAV = $02DD    733 (XL) SDMCTL (DMA) SAVE
     0452 PBPNT  = $02DE    734 (XL) PRINTER BUFFER POINTER
     0453 PBUFSZ = $02DF    735 (XL) PRINTER BUFFER SIZE
     0454 GLBABS = $02E0    736 GLOBAL VARIABLES, 4 SPARE BYTES
     0455 RAMSIZ = $02E4    740 PERMANENT START OF ROM POINTER
     0456 MEMTOP = $02E5    741 END OF FREE RAM
     0457 MEMLO  = $02E7    743
     0458 ;        $02E9    745 (800) SPARE
     0459 HNDLOD = $02E9    745 (XL) HANDLER LOADER FLAG
     0460 DVSTAT = $02EA    746 DEVICE STATUS BUFFER, 4 BYTES
     0461 CBAUDL = $02EE    750 CASSETTE BAUD RATE, 2 BYTES
     0462 CRSINH = $02F0    752 1 = INHIBIT CURSOR
     0463 KEYDEL = $02F1    753 KEY DELAY AND RATE
     0464 CH1    = $02F2    754
     0465 CHACT  = $02F3    755
     0466 CHBAS  = $02F4    756 CHARACTER SET POINTER
     0467 NEWROW = $02F5    757 (XL) DRAW DESTINATION
     0468 NEWCOL = $02F6    758 (XL) DRAW DESTINATION
     0469 ROWINC = $02F8    760 (XL)
     0470 COLINC = $02F9    761 (XL)
     0471 CHAR   = $02FA    762
     0472 ATACHR = $02FB    763 ATASCII CHARACTER FOR CIO
     0473 CH     = $02FC    764
     0474 FILDAT = $02FC    764 COLOR FOR SCREEN FILL
     0475 DSPFLG = $02FE    766 DISPLAY CONTROL CHARACTERS FLAG
     0476 SSFLAG = $02FF    767 DISPLAY START/STOP FLAFG
     0477 ;
     0478 ;
     0479 ;           PAGE 3
     0480 ;
     0481 ;
     0482 ;     RESIDENT DISK HANDLER/SIO INTERFACE
     0483 ;
     0484 DCB    = $0300    768 DEVICE CONTROL BLOCK
     0485 DDEVIC = $0300    768
     0486 DUNIT  = $0301    769
     0487 DCOMND = $0302    770
     0488 DSTATS = $0303    771
     0489 DBUFLO = $0304    772
     0490 DBUFHI = $0305    773
     0491 DTIMLO = $0306    774
     0492 DBYTLO = $0308    776
     0493 DBYTHI = $0309    777
     0494 DAUX1  = $030A    778
     0495 DAUX2  = $030B    779
     0496 TIMER1 = $030C    780 INITIAL TIMER VALUE
     0497 ADDCOR = $030E    782 (800) ADDITION CORRECTION
     0498 JMPERS = $030E    782 (XL) OPTION JUMPERS
     0499 CASFLG = $030F    783 CASSETTE MODE WHEN SET
     0500 TIMER2 = $0310    784 FINAL VALUE, TIMERS 1 & 2 DETERMINE BAUD
     RATE
     0501 TEMP1  = $0312    786
     0502 TEMP2  = $0313    787 (XL)
     0503 TEMP2  = $0314    788 (800)
     0504 PTIMOT = $0314    788 (XL) PRINTER TIME OUT
     0505 TEMP3  = $0315    789
     0506 SAVIO  = $0316    790 SAVE SERIAL IN DATA PORT
     0507 TIMFLG = $0317    791 TIME OUT FLAG FOR BAUD RATE CORRECTION
     0508 STACKP = $0318    792 SIO STACK POINTER SAVE
     0509 TSTAT  = $0319    793 TEMPORARY STATUS HOLDER
     0510 HATABS = $031A    794 HANDLER ADDRESS TABLE, 38 BYTES
     0511 MAXDEV = $0321    801 MAXIMUM HANDLER ADDRESS INDEX
     0512 PUPBT1 = $033D    829 (XL) POWER-UP/RESET
     0513 PUPBT2 = $033E    830 (XL) POWER-UP/RESET
     0514 PUPBT3 = $033F    831 (XL) POWER-UP/RESET
     0515 ;
     0516 ;IOCB's
     0517 ;
     0518 IOCB   = $0340    832
     0519 ICHID  = $0340    832
     0520 ICDNO  = $0341    833
     0521 ICCOM  = $0342    834
     0522 ICSTA  = $0343    835
     0523 ICBAL  = $0344    836
     0524 ICBAH  = $0345    837
     0525 ICPTL  = $0346    838
     0526 ICPTH  = $0347    839
     0527 ICBLL  = $0348    840
     0528 ICBLH  = $0349    841
     0529 ICAX1  = $034A    842
     0530 ICAX2  = $034B    843
     0531 ICAX3  = $034C    844
     0532 ICAX4  = $034D    845
     0533 ICAX5  = $034E    846
     0534 ICAX6  = $034F    847
     0535 ;                     OTHER IOCB's, 112 BYTES
     0536 PRNBUF = $03C0    960 PRINTER BUFFER, 40 BYTES
     0537 ;        $03E8   1000 (800) 21 SPARE BYTES
     0538 SUPERF = $03E8   1000 (XL) SCREEN EDITOR
     0539 CKEY   = $03E9   1001 (XL) START KEY FLAG
     0540 CASSBT = $03EA   1002 (XL) CASSETTE BOOT FLAG
     0541 CARTCK = $03EB   1003 (XL) CARTRIDGE CHECKSUM
     0542 ACMVAR = $03ED   1005 (XL) RESERVED, 6 BYTES
     0543 MINTLK = $03F9   1017 (XL) RESERVED
     0544 GINTLK = $03FA   1018 (XL) CARTRIDGE INTERLOCK
     0545 CHLINK = $03FB   1019 (XL) HANDLER CHAIN, 2 BYTES
     0546 CASBUF = $03FD   1021 CASSETTE BUFFER, 131 BYTES TO $047F
     0547 ;
     0548 ;
     0549 ;            PAGE 4
     0550 ;
     0551 ;
     0552 USAREA = $0480   1152 128 SPARE BYTES
     0553 ;
     0554 ;  SEE APPENDIX C FOR PAGES 4 AND 5 USAGE
     0555 ;
     0556 ;
     0557 ;
     0558 ;
     0559 ;          PAGE 5
     0560 ;
     0561 PAGE5  = $0500   1280 127 FREE BYTES
     0562 ;        $057E   1406 129 FREE BYTES IF FLOATING POINT ROUTINES
                                    NOT USED
     0563 ;
     0564 ;FLOATING POINT NON-ZERO PAGE RAM, NEEDED ONLY IF FP IS USED
     0565 ;
     0566 LBPR1  = $057E   1406 LBUFF PREFIX 1
     0567 LBPR2  = $05FE   1534 LBUFF PREFIX 2
     0568 LBUFF  = $0580   1408 LINE BUFFER
     0569 PLYARG = $05E0   1504 POLYNOMIAL ARGUMENTS
     0570 FPSCR  = $05E6   1510 PLYARG+FPREC
     0571 FPSCR1 = $05EC   1516 FPSCR+FPREC
     0572 FSCR   = $05E6   1510 =FPSCR
     0573 FSCR1  = $05EC   1516 =FPSCR1
     0574 LBFEND = $05FF   1535 END OF LBUFF
     0575 ;
     0576 ;
     0577 ;           PAGE 6
     0578 ;
     0579 ;
     0580 PAGE6  = $0600   1536 256 FREE BYTES
     0581 ;
     0582 ;
     0583 ;           PAGE 7
     0584 ;
     0585 ;
     0586 BOOTRG = $0700   1792 PROGRAM AREA
     0587 ;
     0588 ;
     0589 ;       UPPER ADDRESSES
     0590 ;
     0591 ;
     0592 RITCAR = $8000  32768 RAM IF NO CARTRIDGE
     0593 LFTCAR = $A000  40960 RAM IF NO CARTRIDGE
     0594 C0PAGE = $C000  49152 (800) EMPTY, 4K BYTES
     0595 C0PAGE = $C000  49152 (XL) 2K FREE RAM IF NO CARTRIDGE
     0596 ;        $C800  51200 (XL) START OF OS ROM
     0597 CHORG2 = $CC00  52224 (XL) INTERNATIONAL CHARACTER SET
     0598 ;
     0599 ;
     0600 ;      HARDWARE REGISTERS
     0601 ;
     0602 ;
     0603 ;  SEE REGISTER LIST FOR MORE INFORMATION
     0604 ;
     0605 ;
     0606 HPOSP0 = $D000  53248
     0607 M0PF   = $D000  53248
     0608 SIZEP0 = $D008  53256
     0609 M0PL   = $D008  53256
     0610 SIZEM  = $D00C  53260
     0611 GRAFP0 = $D00D  53261
     0612 GRAFM  = $D011  53265
     0613 COLPM0 = $D012  53266
     0614 COLPF0 = $D016  53270
     0615 PRIOR  = $D01B  53275
     0616 GTIAR  = $D01B  53275
     0617 VDELAY = $D01C  53276
     0618 GRACTL = $D01D  53277
     0619 HITCLR = $D01E  53278
     0620 CONSOL = $D01F  53279
     0621 AUDF1  = $D200  53760
     0622 AUDC1  = $D201  53761
     0623 AUDCTL = $D208  53768
     0624 RANDOM = $D20A  53770
     0625 IRQEN  = $D20E  53774
     0626 SKCTL  = $D20F  53775
     0627 PORTA  = $D300  54016
     0628 PORTB  = $D301  54017
     0629 PACTL  = $D302  54018
     0630 PBCTL  = $D303  54019
     0631 DMACLT = $D400  54272
     0632 DLISTL = $D402  54274
     0633 HSCROL = $D404  54276
     0634 VSCROL = $D405  54277
     0635 CHBASE = $D409  54281
     0636 WSYNC  = $D40A  54282
     0637 VCOUNT = $D40B  54283
     0638 NMIEN  = $D40E  54286
     0639 ;
     0640 ; FLOATING POINT MATH ROUTINES
     0641 ;
     0642 AFP    = $D800  55296
     0643 FASC   = $D8E6  55526
     0644 IFP    = $D9AA  55722
     0645 FPI    = $D9D2  55762
     0646 ZFR0   = $DA44  55876
     0647 ZF1    = $DA46  55878
     0648 FSUB   = $DA60  55904
     0649 FADD   = $DA66  55910
     0650 FMUL   = $DADB  56027
     0651 FDIV   = $DB28  56104
     0652 PLYEVL = $DD40  56640
     0653 FLD0R  = $DD89  56713
     0654 FLD0P  = $DD8D  56717
     0655 FLD1R  = $DD98  56728
     0656 FLD1P  = $DD9C  56732
     0657 FSTOR  = $DDA7  56743
     0658 FSTOP  = $DDAB  56747
     0659 FMOVE  = $DDB6  56758
     0660 EXP    = $DDC0  56768
     0661 EXP10  = $DDCC  56780
     0662 LOG    = $DECD  57037
     0663 LOG10  = $DED1  57041
     0664 ;
     0665 ;
     0666 ;       OPERATING SYSTEM
     0667 ;
     0668 ;
     0669 ;     MODULE ORIGIN TABLE
     0670 ;
     0671 CHORG  = $E000  57344 CHARACTER SET, 1K
     0672 VECTBL = $E400  58368 VECTOR TABLE
     0673 VCTABL = $E480  58496 RAM VECTOR INITIAL VALUE TABLE
     0674 CIOORG = $E4A6  58534 CIO HANDLER
     0675 INTORG = $E6D5  59093 INTERRUPT HANDLER
     0676 SIOORG = $E944  59716 SIO DRIVER
     0677 DSKORT = $EDEA  60906 DISK HANDLER
     0678 PRNORG = $EE78  61048 PRINTER HANDLER
     0679 CASORG = $EE78  61048 CASSETTE HANDLER
     0680 MONORG = $F0E3  61667 MONITOR/POWER UP MODULE
     0681 KBDORG = $F3E4  62436 KEYBOARD/DISPLAY HANDLER
     0682 ;
     0683 ;
     0684 ;  VECTOR TABLE, CONTAINS ADDRESSES OF CIO ROUTINES IN THE
     0685 ;  FOLLOWING ORDER. THE ADDRESSES IN THE TABLE ARE TRUE ADDRESSES-1
     0686 ;
     0687 ;  ADDRESS + 0  OPEN
     0688 ;          + 2  CLOSE
     0689 ;          + 4  GET
     0690 ;          + 6  PUT
     0691 ;          + 8  STATUS
     0692 ;          + A  SPECIAL
     0693 ;          + C  JMP TO INITIALIZATION
     0694 ;          + F  NOT USED
     0695 ;
     0696 ;
     0697 EDITRV = $E400  58368 EDITOR
     0698 SCRENV = $E410  58384 SCREEN
     0699 KEYBDV = $E420  58400 KEYBOARD
     0700 PRINTV = $E430  58416 PRINTER
     0701 CASETV = $E440  58432 CASSETTE
     0702 ;
     0703 ;        ROM VECTORS
     0704 ;
     0705 DSKINV = $E453  58451
     0706 CIOV   = $E456  58454
     0707 SIOV   = $E459  58457
     0708 SYSVBV = $E45F  58463
     0709 VBIVAL = $E460  58464 ADR AT VVBLKI
     0710 XITVBV = $E462  58466 EXIT VBI
     0711 VBIXVL = $E463  58467 ADR AT VVBLKD
     0712 BLKBDV = $E471  58481 MEMO PAD MODE
     0713 WARMSV = $E474  58484
     0714 COLDSV = $E477  58487

                                  APPENDIX C
     
     
                                  MEMORY USE
     
     
                                    Page 0
     
     $00-$7F
     
     Operating system zero-page.  The entire first half of page zero is
     reserved for the operating system.
     
     $80-$FF
     
     Free zero-page.  The top half of page zero is free if BASIC is
     disabled.  BASIC uses all but $CB-$D1.  The floating point math
     routines use $D4-$FF.  If the floating point arithmetic package is not
     used this memory is free.
     
                                    Page 1
     
     $100-1FF
     
     This is the 6502 stack.  The stack pointer initialized to $1FF and
     moves downward as the stack is filled.
     
                                   Pages 2-5
     
     $200-$47F
     
     This area is used for operating system database variables.  Parts
     which are not used in some particular programs, such as the cassette
     buffer or printer buffer, may then be used for other purposes.  See
     the O.S. equate listing for these locations.
     
     $480-$57D ($480-$6FF if no floating point)
     
     This is called the user work space.  It is free to be used by
     programs.  If the floating point arithmetic package is not used the
     user work space extends to $6FF.  This area is used by BASIC.
     
     $57E-$5FF
     
     This area is used by the floating point arithmetic package.  It is
     free if the package is not used.
     
                                    Page 6
     
     $600-6FF
     
     Atari has solemnly sworn never to put anything in this page of
     memory.
     
                           Page 7-the screen region
     
     $700
     
     This is called the boot region.  Most machine language programs which
     don't use DOS load at this address.  DOS extends from $700-$1CFB.
     
                                     MEMLO
     
     The address pointed to by the O.S. database variable MEMLO [$02E7,2
     (743)] is the first byte of free memory.  This pointer is usually
     changed by any program's initialization routine.  For example, upon
     power-up, MEMLO points to $700.  When DOS loads in, DOS changes MEMLO
     to point to $2A80.  If an AUTORUN.SYS program then loads in just above
     DOS, such as DISKIO, it will usually change MEMLO to point above
     itself.  One important reason for this is to protect the program from
     BASIC.  BASIC uses memory starting at MEMLO.
     
     MEMTOP
     
     MEMTOP [$2E5,2 (741)] is set by the O.S. whenever a graphics mode is
     entered.  The graphics region is at the very top of ram and extends
     downward.  The address MEMTOP points to depends on how much memory the
     screen region uses.
     
     APPMHI
     
     APPMHI [$0E,2 (14)] should be set by any program to point to the
     highest address required by the program.  If the O.S. cannot set up a
     screen without going below APPMHI it will return a
     not-enough-memory-for-screen-mode error.
     
                              The cartridge slots
     
     $8000 (32768)
     
     This is the beginning of the 8K bytes used by the right cartridge slot
     of the 800.  This is also where 16K cartridges begin.  If there is no
     cartridge here it is ram.
     
     $A000 (40960)
     
     This is the beginning of the left cartridge of the 800 or the only
     cartridge slot on all other models.  This is where the BASIC ROM
     resides in the XL/XE models.  This area is RAM is there is no
     cartridge or BASIC is disabled on XL/XE models.
     
                             above the cartridges
     
     $C000-$CFFF (49152-53247)
     
     This area is empty on the 800.  Sometimes special ROM chips, such as
     Omnimon are wired in here.  On the XL/XE models $C000-C7FF is free ram
     if there are no cartridges.  On XL/XE models, the O.S. ROM starts at
     $C800
     
     $D000-$D7FF (53248-57373)
     
     This area is taken up by the hardware chips.  The chips actually take
     only a fraction of this space.  If these addresses are further decoded
     there is space for many, many more hardware chips.  For example, The
     PIA chip uses 256 bytes of memory but needs only 4 bytes.  There is
     room for 64 PIA chips in this reserved memory.
     
     $E000-E3FF (57344-58367)
     
     This is the location of the ATASCII character set.
     
     $E400-FFF7 (58368-65527)
     
     This is the operating system ROM
     
     $FFF8-$FFFF (65528-65535)
     
     These last 8 bytes contain the addresses of the interrupt vectors. 
     Upon power up the 6502 gets a reset pulse and looks up the reset
     routine here.

                                  - 1 -
      
      


      
                     XMODEM/YMODEM PROTOCOL REFERENCE
                 A compendium of documents describing the
      
                            XMODEM and YMODEM
      
                         File Transfer Protocols
      
      
      
      
                   This document was formatted 9-11-86.
      
      
      
      
      
      
      
                         Edited by Chuck Forsberg
      
      
      
      
      
      
      
      
      
      
      
      
      
      
                 Please distribute as widely as possible.
      
                       Questions to Chuck Forsberg
      
      
      
      
      
                           Omen Technology Inc
                        17505-V Sauvie Island Road
                          Portland Oregon 97231
                           Voice: 503-621-3406
            Modem (Telegodzilla): 503-621-3746 Speed 1200,300
                          Compuserve: 70007,2304
                    UUCP: ...!tektronix!reed!omen!caf
      
      
      
      
      
      
      
      
      
      
      
      
      
      
                                  - 2 -
      
      
      
      1.  ROSETTA STONE
      
      Here are some definitions which reflect the current vernacular
      in the computer media. The attempt here is identify the file
      transfer protocol rather than specific programs.
      
      XMODEM refers to the original 1979 file transfer etiquette
       introduced by Ward Christensen's 1979 MODEM2 program.  It's also
       called the MODEM or MODEM2 protocol.  Some who are unaware of MODEM7's
       unusual batch file mode call it MODEM7.  Other aliases include "CP/M
       Users's Group" and "TERM II FTP 3".  This protocol is supported by
       every serious communications program because of its universality,
       simplicity, and reasonable performance.
      
      XMODEM/CRC replaces XMODEM's 1 byte checksum with a two byte Cyclical
       Redundancy Check (CRC-16), giving modern error detection
       protection.
      
      XMODEM-1k Refers to the XMODEM/CRC protocol with 1024 byte data blocks.
      
      YMODEM refers to the XMODEM/CRC (optional 1k blocks) protocol with the
       batch transmission described below.
      
      ZMODEM uses familiar XMODEM/CRC and YMODEM technology in a
       new protocol that provides reliability, throughput, file
       management, and user amenities appropriate to contemporary
       data communications. 
      
      
      2.  YET ANOTHER PROTOCOL?
      
      Since its development half a decade ago, the Ward Christensen modem
      protocol has enabled a wide variety of computer systems to interchange
      data.  There is hardly a communications program that doesn't at least
      claim to support this protocol.
      
      Recent advances in computing, modems and networking have
      revealed a number of weaknesses in the original protocol:
      
         + The short block length caused throughput to suffer when used with
           timesharing systems, packet switched networks, satellite circuits,
           and buffered (error correcting) modems.
      
         + The 8 bit arithmetic checksum and other aspects allowed line
           impairments to interfere with dependable, accurate transfers.
      
         + Only one file could be sent per command.  The file name had to be
           given twice, first to the sending program and then again to the
           receiving program.
      
         + The transmitted file could accumulate as many as 127 extraneous
           bytes.
      
      
      
      Chapter 2  
      
      
            
      X/YMODEM Protocol Reference        09-11-86                        3
      
      
      
         + The modification date of the file was lost.
      
      A number of other protocols have been developed over the
      years, but none  have displaced XMODEM to date:
      
         + Lack of public domain documentation and example programs have kept
           proprietary protocols such as MNP, Blast, and others
           tightly bound to the fortunes of their suppliers. 
      
         + Complexity discourages the widespread application of BISYNC, SDLC,
           HDLC, X.25, and X.PC protocols.
      
         + Performance compromises and moderate complexity have limited the
           popularity of the Kermit protocol, which was developed to allow file
           transfers in environments hostile to XMODEM.
      
      The XMODEM protocol extensions and YMODEM Batch address these
      weaknesses while maintaining XMODEM's simplicity.
      
      YMODEM is supported by the public domain programs YAM (CP/M),
      YAM(CP/M-86), YAM(CCPM-86), IMP (CP/M), KMD (CP/M), rz/sz (Unix, Xenix,
      VMS, Berkeley Unix, Venix, Xenix, Coherent, IDRIS, Regulus).  Commerical
      implementations include MIRROR, and Professional-YAM.[1] Communications
      programs supporting these extensions have been in use since 1981.
      
      The 1k packet length (XMODEM-1k) described below may be used in
      conjunction with YMODEM Batch Protocol, or with single file transfers
      identical to the XMODEM/CRC protocol except for minimal
       changes to support 1k packets.
      
      Another extension is simply called the g option.  It provides maximum
      throughput when used with end to end error correcting media,
      such as X.PC and error correcting modems, including the emerging
      9600 bps units by Electronic Vaults and others.
      
      To complete this tome, Ward Christensen's original protocol document and
      John Byrns's CRC-16 document are included for reference.
      
      References to the MODEM or MODEM7 protocol have been changed
      to XMODEM to accommodate the vernacular. In Australia, it is
      properly called the Christensen Protocol.
      
      
      
      
      
      
      __________
      
       1. Available for IBM PC,XT,AT, Unix and Xenix
      
      
      
      
      Chapter   2
      
      
      
      
      
      
      
      X/YMODEM Protocol Reference         09-11-86                      4
      
      
      
      2.1  Some Messages from the Pioneer
      
      #: 130940 S0/Communications 25-Apr-85  18:38:47
      Sb: my protocol
      Fm: Ward Christensen 76703,302 (EDITED)
      To: all
      
      Be aware the article[2] DID quote me correctly in terms of the
      phrases like "not robust", etc.
      
      It was a quick hack I threw together, very unplanned (like
      everything I do), to satisfy a personal need to communicate with
      "some other" people. 
      
      ONLY the fact that it was done in 8/77, and that I put it in the public
      domain immediately, made it become the standard that it is.
      
      I think its time for me to
      
      (1) document it; (people call me and say "my product is going
          to include  it - what can I 'reference'", or "I'm writing a
          paper on it, what do I put in the bibliography") and
      
      (2) propose an "incremental extension" to it, which might take
          "exactly" the form of Chuck Forsberg's YAM protocol.  He
           wrote YAM in C for CP/M and  put it in the public domain,
           and wrote a batch protocol for Unix[3] called rb and sb
           (receive batch, send batch), which was basically XMODEM with 
          (a) a record 0 containing filename date time and size
          (b) a 1K block size option
          (c) CRC-16.
      
      He did some clever programming to detect false ACK or EOT, but basically
      left them the same.
      
      People who suggest I make SIGNIFICANT changes to the protocol,
      such as "full duplex", "multiple outstanding blocks", "multiple
      destinations", etc etc don't understand that the incredible
      simplicity of the protocol is one of the reasons it survived to
      this day in as many machines and programs as it may be found in!
      
      Consider the PC-NET group back in '77 or so - documenting to
      beat the band 
      - THEY had a protocol, but it was "extremely complex", because
        it tried to be "all things to all people" - i.e. send binary
        files on a 7-bit system,  etc.  I was not that "benevolent". I
        (emphasize > I < ) had an 8-bit UART,  
      
      
      __________
      
       2. Infoworld April 29 p. 16
      
       3. VAX/VMS versions of these programs are also available.
      
      
      
      
      Chapter   2
      
      
            
      X/YMODEM Protocol Reference        09-11-86                        5
      
      
      
      so "my protocol was an 8-bit protocol", and I would just say "sorry" to
      people who were held back by 7-bit limitations.  ...
      
      Block size: Chuck Forsberg created an extension of my protocol,
      called YAM, which is also supported via his public domain
      programs for UNIX called rb and sb - receive batch and send
      batch.  They cleverly send a "block 0" which contains the
      filename, date, time, and size. Unfortunately, its UNIX style,
      and is abit weird[4] - octal numbers, etc. BUT, it is a nice way
      to overcome the kludgy "echo the chars of the name" introduced
      with MODEM7. Further, chuck uses CRC-16 and optional 1K blocks.
      Thus the record 0, 1K, and CRC, make it a "pretty slick new 
      protocol" which is not significantly different from my own.
      
      Also, there is a catchy name - YMODEM. That means to some
      that it is the  "next thing after XMODEM", and to others that it
      is the Y(am)MODEM protocol.  I don't want to emphasize that too
      much - out of fear that other mfgrs might think it is a
      "competitive" protocol, rather than an "unaffiliated" protocol.
      Chuck is currently selling a much-enhanced version of his
      CP/M-80 C program YAM, calling it Professional Yam, and its 
      for the PC - I'm using it right now.  VERY slick!  32K capture buffer,
      script, scrolling, previously captured text search, plus
      built-in commands for just about everything - directory (sorted
      every which way), XMODEM, YMODEM, KERMIT, and ASCII file
      upload/download, etc.  You can program it to "behave" with most
      any system - for example when trying a number for CIS it detects
      the "busy" string back from the modem and substitutes a diff
      phone # into the dialing string and branches back to try it. 
      
      
      
      3.  XMODEM PROTOCOL ENHANCEMENTS
      
      This chapter discusses the protocol extensions to Ward Christensen's
      1982 XMODEM protocol description document.
      
      The original document recommends the user be asked whether to continue
      trying or abort after 10 retries.  Most programs no longer ask the
      operator whether he wishes to keep retrying.  Virtually all correctable
      errors are corrected within the first few retransmissions.  If
      the line is so bad that ten attempts are insufficient, there is
      a significant danger of undetected errors.  If the connection is
      that bad, it's better to redial for a better connection, or
      mail a floppy disk. 
      
      
      
      
      
      __________
      
       4. The file length, time, and file mode are optional.The pathname and
          file length may be sent alone if desired.
      
      
      
      
      Chapter   3                             XMODEM Protocol Enhancements
      
      
            
      X/YMODEM Protocol Reference        09-11-86                        6
      
      
      
      3.1  Graceful Abort
      
      The YAM and Professional-YAM X/YMODEM routines recognize a
      sequence of two consecutive CAN (Hex 18) characters without modem
      errors (overrun, framing, etc.) as a transfer abort command.  This
      sequence is recognized when YAM is waiting for the beginning of a
      packet or for an acknowledge to one that has been sent.  The
      check for two consecutive CAN characters virtually eliminates the
      possibility of a line hit aborting the transfer.  YAM sends
      eight CAN characters when it aborts an XMODEM, YMODEM, or ZMODEM
      protocol file transfer.  Pro-YAM then sends eight backspaces to delete
      the CAN characters from the remote's keyboard input buffer, in
      case the remote had already aborted the transfer and was
      awaiting a keyboarded command.
      
      
      3.2  CRC-16 Option
      
      The XMODEM protocol uses an optional two character CRC-16
      instead of the one character arithmetic checksum used by the original
      protocol and by most commercial implementations.  CRC-16
      guarantees detection of all single and double bit errors, all errors
      with an odd number of error bits, all burst errors of length 16 or
      less, 99.9969% of all 17-bit error bursts, and 99.9984 per cent
      of all possible longer error bursts.  By contrast, a double bit
      error, or a burst error of 9 bits or more can sneak past the
      XMODEM protocol arithmetic checksum.
      
      The XMODEM/CRC protocol is similar to the XMODEM protocol,
      except that the receiver specifies CRC-16 by sending C (Hex
      43) instead of NAK when requesting the FIRST packet.  A two
      byte CRC is sent in place of the one byte arithmetic checksum.
      
      YAM's c option to the r command enables CRC-16 in single file
      reception, corresponding to the original implementation in the
      MODEM7 series programs.  This remains the default because many
      commercial communications programs and bulletin board systems still do
      not support CRC-16, especially those written in Basic or Pascal.
      
      XMODEM protocol with CRC is accurate provided both sender and
      receiver both report a successful transmission. The protocol is robust
      in the presence of characters lost by buffer overloading on
      timesharing systems.
      
      The single character ACK/NAK responses generated by the
      receiving program adapt well to split speed modems, where the reverse
      channel is limited to ten per cent or less of he main channel's speed.
      
      XMODEM and YMODEM are half duplex protocols which do not attempt to
      transmit information and control signals in both directions at the same
      time.  This avoids buffer overrun problems that have been reported by
      users attempting to exploit full duplex asynchronous file transfer
      protocols such as Blast.
      
      Professional-YAM adds several proprietary logic enhancements to XMODEM's
      
      
      
      Chapter   3                                 XMODEM Protocol Enhancements
      
      
            
      X/YMODEM Protocol Reference        09-11-86                        7
      
      
      
      error detection and recovery.  These compatible enhancements eliminate
      most of the bad file transfers other programs make when using
      the XMODEM protocol under less than ideal conditions.
      
      
      3.3  XMODEM-1k 1024 Byte Packet
      
      The choice to use 1024 byte packets is expressed to the sending
      program on its command line or selection menu.[1] 1024 byte packets
      improve throughput in many applications, but some environments cannot
      accept 1024 byte bursts, especially minicomuters running 19.2kb
      ports.
      
      An STX (02) replaces the SOH (01) at the beginning of the transmitted
      block to notify the receiver of the longer packet length.  The
      transmitted packet contains 1024 bytes of data.  The receiver
      should be able to accept any mixture of 128 and 1024 byte
      packets.  The packet number is incremented by one for each
      packet regardless of the packet length. 
      
      The sender must not change between 128 and 1024 byte packet lengths if it
      has not received a valid ACK for the current packet.  Failure to observe
      this restriction allows certain transmission errors to pass undetected.
      
      If 1024 byte packets are being used, it is possible for a file to "grow"
      up to the next multiple of 1024 bytes. This does not waste disk space if
      the allocation granularity is 1k or greater.  With YMODEM batch
      transmission, the optional file length transmitted in the file
      name packet allows the receiver to discard the padding,
      preserving the exact file length and contents.
      
      1024 byte packets may be used with batch file transmission or with single
      file transmission.  CRC-16 should be used with the k option to preserve
      data integrity over phone lines.  If a program wishes to enforce this
      recommendation, it should cancel the transfer, then issue an informative
      diagnostic message if the receiver requests checksum instead of CRC-16.
      Under no circumstances may a sending program use CRC-16 unless the
      receiver commands CRC-16.
      
      
      4.  YMODEM Batch File Transmission
      
      The YMODEM Batch protocol is an extension to the XMODEM/CRC protocol that
      allows 0 or more files to be transmitted with a single command.  (Zero
      files may be sent if none of the requested files is accessible.) The
      design approach of the YMODEM Batch protocol is to use the
      normal routines for sending and receiving XMODEM packets in a
      layered fashion similar to 
      
      
      __________
      
       1. See "KMD/IMP Exceptions to YMODEM" below.
      
      
      
      
      Chapter 4                                   XMODEM Protocol Enhancements
      
      
      
            
      X/YMODEM Protocol Reference         09-11-86                      8
      
      
      
         Figure 1.  1024 byte Packets
      
          SENDER                                  RECEIVER
                                                  "s -k foo.bar"
          "foo.bar open x.x minutes"
                                                  C
          STX 01 FE Data[1024] CRC CRC
                                                  ACK
          STX 02 FD Data[1024] CRC CRC
                                                  ACK
          STX 03 FC Data[1000] CPMEOF[24] CRC CRC
                                                  ACK
          EOT
                                                  ACK
      
         Figure 2.  Mixed 1024 and 128 byte Packets
      
          SENDER                                  RECEIVER
                                                  "s -k foo.bar"
          "foo.bar open x.x minutes"
                                                  C
          STX 01 FE Data[1024] CRC CRC
                                                  ACK
          STX 02 FD Data[1024] CRC CRC
                                                  ACK
          SOH 03 FC Data[128] CRC CRC
                                                  ACK
          SOH 04 FB Data[100] CPMEOF[28] CRC CRC
                                                  ACK
          EOT
                                                  ACK
      
      packet switching methods.
      
      Why was it necessary to design a new batch protocol when one already
      existed in MODEM7?[1] The batch file mode used by MODEM7 is unsuitable
      because it does not permit full pathnames, file length, file date, or
      other attribute information to be transmitted. Such a restrictive design,
      hastily implemented with only CP/M in mind, would not have permitted
      extensions to current areas of personal computing such as Unix, DOS, and
      object oriented systems.  In addition, the MODEM7 batch file mode is
      somewhat susceptible to transmission impairments.
      
      
      
      __________
      
       1. The MODEM7 batch protocol transmitted CP/M FCB bytes f1...f8 and
          t1...t3 one character at a time.  The receiver echoed these bytes as
          received, one at a time.
      
      
      
      
      Chapter  4                             XMODEM Protocol Enhancements
      
      
      
      
      
      
      
      X/YMODEM Protocol Reference        09-11-86                        9
      
      
      
      As in the case of single a file transfer, the receiver initiates batch
      file transmission by sending a "C" character (for CRC-16).
      
      The sender opens the first file and sends packet number 0 with the
      following information.[2]
      
      Only the pathname (file name) part is required for batch transfers.
      
      To maintain upwards compatibility, all unused bytes in packet 0 must be
      set to null.
      
      Pathname The pathname (conventionally, the file name) is sent as a null
           terminated ASCII string.  This is the filename format used by the
           handle oriented MSDOS(TM) functions and C library fopen functions.
           An assembly language example follows:
                      DB      'foo.bar',0
           No spaces are included in the pathname.  Normally only the file name
           stem (no directory prefix) is transmitted unless the sender has
           selected YAM's f option to send the full pathname.  The source drive
           (A:, B:, etc.) is never sent.
      
           Filename Considerations:
      
        + File names should be translated to lower case unless the sending
         system supports upper/lower case file names. This is a
         convenience for users of systems (such as Unix) which store
         filenames in upper and lower case.
      
       + The receiver should accommodate file names in lower and upper
         case.
      
       + When transmitting files between different operating systems,
         file names must be acceptable to both the sender and receiving
         operating systems.
      
           If directories are included, they are delimited by /; i.e.,
           "subdir/foo" is acceptable, "subdir\foo" is not.
      
      Length The file length and each of the succeeding fields are optional.[3]
           The length field is stored in the packet as a decimal
           string counting the number of data bytes in the file.  The
           file length does not include any CPMEOF (^Z) or other
           garbage characters used to pad the last packet.
      
      
      __________
      
       2. Only the data part of the packet is described here.
      
       3. Fields may not be skipped.
      
      
      
      
      Chapter 4                               XMODEM Protocol Enhancements
      
      
      
      
      
      
      
      X/YMODEM Protocol Reference  09-11-86                             10
      
      
      
           If the file being transmitted is growing during transmission, the
           length field should be set to at least the final expected file
           length, or not sent.
      
           The receiver stores the specified number of characters, discarding
           any padding added by the sender to fill up the last packet.
      
      Modification Date The mod date is optional, and the filename and length
           may be sent without requiring the mod date to be sent.
      
           Iff the modification date is sent, a single space separates the
           modification date from the file length.
      
           The mod date is sent as an octal number giving the time the contents
           of the file were last changed, measured in seconds from Jan 1 1970
           Universal Coordinated Time (GMT). A date of 0 implies the
           modification date is unknown and should be left as the date the file
           is received.
      
           This standard format was chosen to eliminate ambiguities
           arising from transfers between different time zones.
      
           Two Microsoft blunders complicate the use of modification dates in
           file transfers with MSDOS(TM) systems.  The first is the lack of
           timezone standardization in MS-DOS.  A file's creation time can not
           be known unless the timezone of the system that wrote the file[4] is
           known.  Unix solved this problem (for planet Earth, anyway) by
           stamping files with Universal Time (GMT). Microsoft would have to
           include the timezone of origin in the directory entries, but does
           not.  Professional-YAM gets around this problem by using the z
           parameter which is set to the number of minutes local time lags GMT.
           For files known to originate from a different timezone, the -zT
           option may be used to specify T as the timezone for an individual
           file transfer.
      
           The second problem is the lack of a separate file creation date in
           DOS.  Since some backup schemes used with DOS rely on the file
           creation date to select files to be copied to the archive, back-
           dating the file modification date could interfere with the safety of
           the transferred files.  For this reason, Pro-YAM does not modify the
           date of received files with the header information unless the d
           numeric parameter is non zero.
      
      
      
      
      
      __________
      
       4. Not necessarily that of the transmitting system!
      
      
      
      
      Chapter   4                             XMODEM Protocol Enhancements
      
      
      
      
      
      
      
      X/YMODEM Protocol Reference        09-11-86                       11
      
      
      
      Mode Iff the file mode is sent, a single space separates the file mode
           from the modification date.  The file mode is stored as an octal
           string.  Unless the file originated from a Unix system, the
           file mode is set to 0.  rb(1) checks the file mode for the
           0x8000 bit which indicates a Unix type regular file.  Files
           with the 0x8000 bit set are assumed to have been sent from
           another Unix (or similar) system which uses the same file
           conventions.  Such files are not translated in any way.
      
      
      Serial Number Iff the serial number is sent, a single space separates the
           serial number from the file mode. The serial number of the
           transmitting program is stored as an octal string.
           Programs which do not have a serial number should omit this
           field, or set it to 0.  The receiver's use of this field is
           optional. 
      
      
      Other Fields YMODEM was designed to allow additional header fields to be
           added as above without creating compatibility problems with older
           YMODEM programs.  Please contact Omen Technology if other fields are
           needed for special application requirements.
      
      The rest of the packet is set to nulls.  This is essential to preserve
      upward compatibility.[5]
      
      If the filename packet is received with a CRC or other error, a
      restrnsmission is requested.  After the filename packet has been
      received, it is ACK'ed if the write open is successful.  If the
      file cannot be opened for writing, the receiver cancels the
      transfer with CAN characters as described above.
      
      The receiver then initiates transfer of the file contents
      according to the standard XMODEM/CRC protocol.
      
      After the file contents have been transmitted, the receiver
      again asks for the next pathname.  Transmission of a null
      pathname terminates batch file transmission.  Note that
      transmission of no files is not necessarily an error. This is
      possible if none of the files requested of the sender could be
      opened for reading. 
      
      In batch transmission, the receiver automatically requests CRC-16.
      
      The Unix programs sz(1) and rz(1) included in the source code file
      
      
      __________
      
       5. If, perchance, this information extends beyond 128 bytes (possible
          with Unix 4.2 BSD extended file names), the packet should be
          sent as a 1k packet as described above.
      
      
      
      
      Chapter   4                             XMODEM Protocol Enhancements
      
      
      
      
            
      X/YMODEM Protocol Reference        09-11-86                       12
      
      
      
      RZSZ[12].SHQ (rzsz1.sh, rzsz2.sh) should answer other questions about
      YMODEM batch protocol.
      
         Figure 3.  YMODEM Batch Transmission Session
      
          SENDER                                  RECEIVER
                                                  "sb foo.*"
          "sending in batch mode etc."
                                                  C (command:rb)
          SOH 00 FF foo.c NUL[123] CRC CRC
                                                  ACK
                                                  C
          SOH 01 FE Data[128] CRC CRC
                                                  ACK
          STX 02 FD Data[1024] CRC CRC
                                                  ACK
          SOH 03 FC Data[128] CRC CRC
                                                  ACK
          SOH 04 FB Data[100] CPMEOF[28] CRC CRC
                                                  ACK
          EOT
                                                  NAK
          EOT
                                                  ACK
                                                  C
          SOH 00 FF NUL[128] CRC CRC
                                                  ACK
      
             Figure 4.  YMODEM Filename packet transmitted by sz
      
             -rw-r--r--  6347 Jun 17 1984 20:34 bbcsched.txt
      
             00 0100FF62 62637363 6865642E 74787400     |...bbcsched.txt.|
             10 36333437 20333331 34373432 35313320     |6347 3314742513 |
             20 31303036 34340000 00000000 00000000     |100644..........|
             30 00000000 00000000 00000000 00000000
             80 000000CA 56
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      Chapter   4                             XMODEM Protocol Enhancements
      
      
      
      
      
      
      
      X/YMODEM Protocol Reference        09-11-86                       13
      
      
      
            Figure 5.    YMODEM Header Information used by various programs
      
      _____________________________________________________________________
      | Program   | Batch | Length | Date | Mode | S/N | 1k-Blk | g-Option |
      |___________|_______|________|______|______|_____|________|__________|
      |Unix rz/sz | yes   | yes    | yes  | yes  | no  | yes    | sb only  |
      |___________|_______|________|______|______|_____|________|__________|
      |VMS rb/sb  | yes   | yes    | no   | no   | no  | yes    | no       |
      |___________|_______|________|______|______|_____|________|__________|
      |Pro-YAM    | yes   | yes    | yes  | no   | yes | yes    | yes      |
      |___________|_______|________|______|______|_____|________|__________|
      |CP/M YAM   | yes   | no     | no   | no   | no  | yes    | no       |
      |___________|_______|________|______|______|_____|________|__________|
      |KMD/IMP    | yes   | ?      | no   | no   | no  | yes    | no       |
      |___________|_______|________|______|______|_____|________|__________|
      
      4.1  KMD/IMP Exceptions to YMODEM
      
      KMD and IMP character sequence emitted by the receiver (CK) to
      automatically trigger the use of 1024 byte packets as an alternative to
      specifying this option on this command line.  Although this two character
      sequence works well on single process micros in direct communication,
      timesharing systems and packet switched networks can separate the
      successive characters by several seconds, rendering this method
      unreliable.
      
      Sending programs may detect the CK sequence if the operating enviornment
      does not preclude reliable implementation.
      
      Receiving programs should retain the option of sending the
      standard YMODEM C (not CK) trigger with the standard 10 second
      timeout to insure compatibility with newer forms of
      telecommunications technology. 
      
      
      
      5.  YMODEM-g File Transmission
      
      Developing technology is providing phone line data transmission at ever
      higher speeds using very specialized techniques.  These high
      speed modems, as well as session protocols such as X.PC, provide
      high speed, error free communications at the expense of
      considerably increased delay time. 
      
      This delay time is moderate compared to human interactions, but it
      cripples the throughput of most error correcting protocols.
      
      The g option to YMODEM has proven effective under these circumstances.
      The g option is driven by the receiver, which initiates the
      batch transfer by transmitting a G instead of C.  When the
      sender recognizes the G, it bypasses the usual wait for an ACK
      to each transmitted packet, sending succeeding packets at full
      speed, subject to XOFF/XON or other flow control exerted by the medium.
      
      
      
      Chapter   5                             XMODEM Protocol Enhancements
      
      
      
      
            
      X/YMODEM Protocol Reference        09-11-86                       14
      
      
      
      The sender expects an inital G to initiate the transmission of a
      particular file, and also expects an ACK on the EOT sent at the end of
      each file.  This synchronization allows the receiver time to open and
      close files as necessary.
      
      If an error is detected in a YMODEM-g transfer, the receiver aborts the
      transfer with the multiple CAN abort sequence. The ZMODEM protocol should
      be used in applications that require both streaming throughput and error
      recovery.
      
             Figure 6.  YMODEM-g Transmission Session
      
             SENDER                                      RECEIVER
                                                 "sb foo.*"
             "sending   in batch mode etc..."
                                                 G (command:rb -g)
             SOH 00 FF foo.c NUL[123]   CRC CRC
                                                 G
             SOH 01 FE Data[128] CRC CRC
             STX 02 FD Data[1024] CRC   CRC
             SOH 03 FC Data[128] CRC CRC
             SOH 04 FB Data[100] CPMEOF[28] CRC CRC
             EOT
                                                 ACK
                                                 G
             SOH 00 FF NUL[128] CRC CRC
      
      
      6.  XMODEM PROTOCOL OVERVIEW
      
      8/9/82 by Ward Christensen.
      
      I will maintain a master copy of this. Please pass on changes or
      suggestions via CBBS/Chicago at (312) 545-8086, CBBS/CPMUG (312) 849-1132
      or by voice at (312) 849-6279.
      
      6.1  Definitions
      
           01H
           04H
           06H
           15H
           18H
             43H
      
      
      
      
      
      
      
      
      
      
      Chapter   6                                 Xmodem Protocol Overview
      
      
      
      
      
      
      
      X/YMODEM Protocol Reference        09-11-86                       15
      
      
      
      6.2  Transmission Medium Level Protocol
      
      Asynchronous, 8 data bits, no parity, one stop bit.
      
      The protocol imposes no restrictions on the contents of the data being
      transmitted.  No control characters are looked for in the 128-byte data
      messages.  Absolutely any kind of data may be sent - binary, ASCII, etc.
      The protocol has not formally been adopted to a 7-bit environment for the
      transmission of ASCII-only (or unpacked-hex) data , although it could be
      simply by having both ends agree to AND the protocol-dependent data with
      7F hex before validating it.  I specifically am referring to the
      checksum, and the block numbers and their ones- complement.
      
      Those wishing to maintain compatibility of the CP/M file structure, i.e.
      to allow modemming ASCII files to or from CP/M systems should follow this
      data format:
      
         + ASCII tabs used (09H); tabs set every 8.
      
         + Lines terminated by CR/LF (0DH 0AH)
      
         + End-of-file indicated by ^Z, 1AH. (one or more)
      
         + Data is variable length, i.e. should be considered a continuous
           stream of data bytes, broken into 128-byte chunks purely for the
           purpose of transmission.
      
         + A CP/M "peculiarity": If the data ends exactly on a 128-byte
           boundary, i.e. CR in 127, and LF in 128, a subsequent sector
           containing the ^Z EOF character(s) is optional, but is preferred.
           Some utilities or user programs still do not handle EOF without ^Zs.
      
         + The last block sent is no different from others, i.e.  there is no
           "short block".
              Figure 7.  XMODEM Message Block Level Protocol
      
      Each block of the transfer looks like:
            <255-blk #><--128 data bytes-->
      in which:
                 = 01 hex
               = binary number, starts at 01 increments by 1, and
                wraps 0FFH to 00H (not to 01)
      <255-blk #>   =   blk # after going thru 8080 "CMA" instr, i.e.
                each bit complemented in the 8-bit block number.
                Formally, this is the "ones complement".
             = the sum of the data bytes only.  Toss any carry.
      
      
      
      
      
      
      
      
      Chapter   6                                 Xmodem Protocol Overview
      
      
      
      
      
      
      
      X/YMODEM Protocol Reference        09-11-86                       16
      
      
      
      6.3  File Level Protocol
      
      6.3.1  Common_to_Both_Sender_and_Receiver
      All errors are retried 10 times.  For versions running with an operator
      (i.e. NOT with XMODEM), a message is typed after 10 errors asking the
      operator whether to "retry or quit".
      
      Some versions of the protocol use , ASCII ^X, to cancel
      transmission. This was never adopted as a standard, as having a
      single "abort" character makes the transmission susceptible to
      false termination due to an   or  being corrupted
      into a  and aborting transmission. 
      
      The protocol may be considered "receiver driven", that is, the
      sender need not automatically re-transmit, although it does in
      the current implementations.
      
      
      6.3.2  Receive_Program_Considerations
      The receiver has a 10-second timeout.  It sends a  every time it
      times out.  The receiver's first timeout, which sends a ,
      signals the transmitter to start.  Optionally, the receiver
      could send a  immediately, in case the sender was ready.
      This would save the initial 10 second timeout.  However, the
      receiver MUST continue to timeout every 10 seconds in case the
      sender wasn't ready. 
      
      Once into a receiving a block, the receiver goes into a
      one-second timeout for each character and the checksum.  If the
      receiver wishes to  a block for any reason (invalid header,
      timeout receiving data), it must wait for the line to clear.
      See "programming tips" for ideas.
      
      Synchronizing: If a valid block number is received, it will be: 1) the
      expected one, in which case everything is fine; or 2) a repeat of the
      previously received block.  This should be considered OK, and only
      indicates that the receivers  got glitched, and the sender re-
      transmitted; 3) any other block number indicates a fatal loss of
      synchronization, such as the rare case of the sender getting a
      line-glitch that looked like an .  Abort the transmission,
      sending a  
      
      
      6.3.3  Sending_program_considerations
      While waiting for transmission to begin, the sender has only a
      single very long timeout, say one minute.  In the current
      protocol, the sender has a 10 second timeout before retrying.  I
      suggest NOT doing this, and letting the protocol be completely
      receiver-driven.  This will be compatible with existing programs.
      
      When the sender has no more data, it sends an , and awaits an ,
      resending the  if it doesn't get one.  Again, the protocol could be
      receiver-driven, with the sender only having the high-level 1-minute
      timeout to abort.
      
      
      
      
      Chapter   6                                 Xmodem Protocol Overview
      
      
            
      X/YMODEM Protocol Reference        09-11-86                       17
      
      
      
      Here is a sample of the data flow, sending a 3-block message.
      It includes the two most common line hits - a garbaged block,
      and an  reply getting garbaged.   represents the checksum byte.
      
             Figure 8.  Data flow including Error Recovery
      
      SENDER                            RECEIVER
                              times out after 10 seconds,
                              <---              
       01 FE -data-          --->
                              <---              
       02 FD -data- xx           --->       (data gets line hit)
                              <---              
       02 FD -data- xx           --->
                              <---              
       03 FC -data- xx           --->
      (ack gets garbaged)             <---              
       03 FC -data- xx           --->              
                                 --->
                              <---       
                                 --->
                              <---              
      (finished)
      
      6.4  Programming Tips
      
         + The character-receive subroutine should be called with a parameter
           specifying the number of seconds to wait. The receiver should first
           call it with a time of 10, then  and try again, 10 times.
      
           After receiving the , the receiver should call the character
           receive subroutine with a 1-second timeout, for the remainder of the
           message and the .  Since they are sent as a
           continuous stream, timing out of this implies a serious
           like glitch that caused, say, 127 characters to be seen
           instead of 128. 
      
         + When the receiver wishes to , it should call a "PURGE"
           subroutine, to wait for the line to clear.  Recall the sender tosses
           any characters in its UART buffer immediately upon
           completing sending a block, to ensure no glitches were mis- 
           interpreted. 
      
           The most common technique is for "PURGE" to call the character
           receive subroutine, specifying a 1-second timeout,[1] and looping
           back to PURGE until a timeout occurs.  The  is then sent,
           ensuring the other end will see it.
      
      
      __________
      
       1. These times should be adjusted for use with timesharing systems.
      
      
      
      
      Chapter   6                                 Xmodem Protocol Overview
      
      
      
      
      
      X/YMODEM Protocol Reference        09-11-86                       18
      
      
      
         + You may wish to add code recommended by John Mahr to your character
           receive routine - to set an error flag if the UART shows framing
           error, or overrun.  This will help catch a few more glitches - the
           most common of which is a hit in the high bits of the byte in two
           consecutive bytes.  The  comes out OK since counting
           in 1-byte produces the same result of adding 80H + 80H as
           with adding 00H + 00H.
      
      
      
      7.  XMODEM/CRC Overview
      
      1/13/85 by John Byrns -- CRC option.
      
      Please pass on any reports of errors in this document or suggestions for
      improvement to me via Ward's/CBBS at (312) 849-1132, or by voice at (312)
      885-1105.
      
      The CRC used in the Modem Protocol is an alternate form of block check
      which provides more robust error detection than the original checksum.
      Andrew S. Tanenbaum says in his book, Computer Networks, that the CRC-
      CCITT used by the Modem Protocol will detect all single and double bit
      errors, all errors with an odd number of bits, all burst errors of length
      16 or less, 99.997% of 17-bit error bursts, and 99.998% of 18-bit and
      longer bursts.
      
      The changes to the Modem Protocol to replace the checksum with
      the CRC are straight forward. If that were all that we did we
      would not be able to communicate between a program using the old
      checksum protocol and one using the new CRC protocol. An initial
      handshake was added to solve this problem. The handshake allows
      a receiving program with CRC capability to determine whether the
      sending program supports the CRC option, and to switch it to CRC
      mode if it does. This handshake is designed so that it will work
      properly with programs which implement only the original
      protocol. A description of this handshake is presented in section 10. 
      
           Figure 9.  Message Block Level Protocol, CRC mode
      
      Each block of the transfer in CRC mode looks like:
           <255-blk #><--128 data   bytes-->
      in which:
                = 01 hex
              = binary number, starts at 01 increments by 1, and
               wraps 0FFH to 00H (not to 01)
      <255-blk #>  = ones complement of blk #.
           = byte containing the 8 hi   order coefficients of the CRC.
           = byte containing the 8 lo   order coefficients of the CRC.
      
      
      
      
      
      
      
      Chapter   7                                 Xmodem Protocol Overview
      
      
      
      
      
      
      X/YMODEM Protocol Reference        09-11-86                       19
      
      
      
      7.1  CRC Calculation
      
      7.1.1  Formal_Definition
      To calculate the 16 bit   CRC the message bits are considered to be the
      coefficients of a polynomial. This message polynomial is first multiplied
      by X^16 and then divided by the generator polynomial (X^16 + X^12 + X^5 +
      1) using modulo two arithmetic. The remainder left after the division is
      the desired CRC. Since a message block in the Modem Protocol is 128 bytes
      or 1024 bits, the message polynomial will be of order X^1023.
      The hi order bit of the first byte of the message block is the
      coefficient of X^1023 in the message polynomial.  The lo order
      bit of the last byte of the message block is the coefficient of
      X^0 in the message polynomial. 
      
          Figure 10.  Example of CRC Calculation written in C
      UPDCRC update routine from "rbsb.c".  Refer to the source code for these
      programs (contained in RZSZ1.SHQ and RZSZ2.SHQ) for usage.  A fast table
      driven macro is also included in this file.
      /* update CRC */
      unsigned short
      updcrc(c, crc)
      register c;
      register unsigned crc;
      {
        register count;
      
        for (count=8; --count>=0;) {
                if (crc & 0x8000) {
                        crc <<= 1;
                        crc += (((c<<=1) & 0400)  !=  0);
                        crc ^= 0x1021;
                
                else {
                        crc <<= 1;
                        crc += (((c<<=1) & 0400)  !=  0);
                
        
        return crc;
      
      
      7.2  CRC File Level Protocol Changes
      
      7.2.1  Common_to_Both_Sender_and_Receiver
      The only change to the File Level Protocol for the CRC option is the
      initial handshake which is used to determine if both the sending and the
      receiving programs support the CRC mode. All Modem Programs
      should support the checksum mode for compatibility with older
      versions.  A receiving program that wishes to receive in CRC
      mode implements the mode setting handshake by sending a  in
      place of the initial .  If the sending program supports CRC
      mode it will recognize the  and will set itself into CRC
      mode, and respond by sending the first block as if a  had 
      been received. If the sending program does not support CRC mode it will
      
      
      
      Chapter   7                                 Xmodem Protocol Overview
      
      
      
      
      
      X/YMODEM Protocol Reference        09-11-86                       20
      
      
      
      not respond to the  at all. After the receiver has sent the
       it will wait up to 3 seconds for the  that starts the
      first block. If it receives a  within 3 seconds it will
      assume the sender supports CRC mode and will proceed with the
      file exchange in CRC mode. If no  is received within 3
      seconds the receiver will switch to checksum mode, send a ,
      and proceed in checksum mode. If the receiver wishes to use 
      checksum mode it should send an initial  and the sending program
      should respond to the  as defined in the original Modem Protocol.
      After the mode has been set by the initial  or  the protocol
      follows the original Modem Protocol and is identical whether the checksum
      or CRC is being used.
      
      
      7.2.2  Receive_Program_Considerations
      There are at least 4 things that can go wrong with the mode setting
      handshake.
      
        1.  the initial  can be garbled or lost.
      
        2.  the initial  can be garbled.
      
        3.  the initial  can be changed to a .
      
        4.  the initial  from a receiver which wants to receive
            in checksum can be changed to a .
      
      The first problem can be solved if the receiver sends a second  after
      it times out the first time. This process can be repeated several times.
      It must not be repeated too many times before sending a  and
      switching to checksum mode or a sending program without CRC support may
      time out and abort. Repeating the  will also fix the second problem if
      the sending program cooperates by responding as if a  were received
      instead of ignoring the extra .
      
      It is possible to fix problems 3 and 4 but probably not worth the trouble
      since they will occur very infrequently. They could be fixed by switching
      modes in either the sending or the receiving program after a large number
      of successive s. This solution would risk other problems however.
      
      
      7.2.3  Sending_Program_Considerations
      The sending program should start in the checksum mode. This will insure
      compatibility with checksum only receiving programs. Anytime a  is
      received before the first  or  the sending program should set
      itself into CRC mode and respond as if a  were received. The sender
      should respond to additional s as if they were s until the first
       is received. This will assist the receiving program in determining
      the correct mode when the  is lost or garbled. After the first 
      is received the sending program should ignore s.
      
      
      
      
      
      Chapter 7                                   Xmodem Protocol Overview
      
      
      
      
      
      
      X/YMODEM Protocol Reference        09-11-86                       21
      
      
      
      7.3  Data Flow Examples with CRC Option
      
      Here is a data flow example for the case where the receiver requests
      transmission in the CRC mode but the sender does not support the CRC
      option. This example also includes various transmission errors.  
      represents the checksum byte.
      
            Figure 11.  Data Flow: Receiver has CRC Option, Sender Doesn't
      
      SENDER                                          RECEIVER
                        <---                
                                times out after 3 seconds,
                        <---                
                                times out after 3 seconds,
                        <---                
                                times out after 3 seconds,
                        <---                
                                times out after 3 seconds,
                        <---                
       01 FE -data-    --->
                        <---                
       02 FD -data-    --->        (data gets line hit)
                        <---                
       02 FD -data-    --->
                        <---                
       03 FC -data-    --->
         (ack   gets garbaged)  <---                
                                times out after 10 seconds,
                        <---                
       03 FC -data-    --->
                        <---                
                           --->
                        <---                
      
      Here is a data flow example for the case where the receiver requests
      transmission in the CRC mode and the sender supports the CRC
      option.  This example also includes various transmission errors.
       represents the  2 CRC bytes.
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      Chapter 7                                   Xmodem Protocol Overview
      
      
      
      
      
      
      
      X/YMODEM Protocol Reference        09-11-86                       22
      
      
      
          Figure 12.  Receiver and Sender Both have CRC Option
      
      SENDER                                         RECEIVER
                          <---                 
       01 FE -data-  --->
                          <---                 
       02 FD -data-  --->           (data gets line hit)
                          <---                 
       02 FD -data-  --->
                          <---                 
       03 FC -data-  --->
      (ack gets garbaged)         <---                 
                                     times out after 10 seconds,
                          <---                 
       03 FC -data-  --->
                          <---                 
                             --->
                          <---                 
      
      
      8.  MORE INFORMATION
      
      More information may be obtained by calling Telegodzilla at 503-621-3746.
      Hit RETURNs for baud rate detection.Speed detection is automatic for 300,
      1200, and 2400 bps.
      
      A version this file with boldface, underlining, and superscripts for
      printing on Epson or Gemini printers is available on Telegodzilla as
      "YMODEME.DOC" or "YMODEME.DQC".
      
      UUCP sites can obtain this file   with
             uucp omen!/usr/spool/uucppublic/ymodem.doc /tmp
      A continually updated list of available   files is stored in
      /usr/spool/uucppublic/FILES.
      
      The following L.sys line calls Telegodzilla (Pro-YAM in host operation).
      Telegodzilla waits for carriage returns to determine the incoming speed.
      If none is detected, 1200 bps is assumed and a greeting is displayed.
      
      In response to "Name Please:" uucico gives the Pro-YAM "link"
      command as a user name.  The password (Giznoid) controls access
      to the Xenix system connected to the IBM PC's other serial port.
      Communications between Pro-YAM and Xenix use 9600 bps; YAM
      converts this to the caller's speed. 
      
      Finally, the calling uucico logs in as uucp.
      
      omen Any ACU 1200 1-503-621-3746 se:--se: link ord: Giznoid in:--in: uucp
      
      Contact omen!caf if you wish the troff source files.
      
      
      
      
      
      Chapter   8                                 Xmodem Protocol Overview
      
      
      
      
      
      
      X/YMODEM Protocol Reference        09-11-86                       23
      
      
      
      9.  Document Revisions
      
      The September 11 1986 edition clarifies nomenclature and some minor
      points.  The April 15 1986 edition clarifies some points concerning CRC
      calculations and spaces in the header.
      
      
      10.  YMODEM Programs
      
      A demonstration version of Professional-YAM is available as ZMODEM.ARC
      This may be used to test YMODEM amd ZMODEM implementations.
      
      Unix programs supporting the YMODEM protocol are available on
      Telegodzilla as RZSZ1.SHQ and RZSZ2.SHQ (SQueezed shell archives).
      Most Unix like systems are supported, including V7, Xenix, Sys III,
      4.2 BSD, SYS V, Idris, Coherent, and Regulus.
      
      A version for VAX-VMS is available in VRBSB.SHQ.
      
      Irv Hoff has added YMODEM 1k packets and basic YMODEM batch transfers to
      the KMD and IMP series programs, which replace the XMODEM and
      MODEM7/MDM7xx series respectively.  Overlays are available for a wide
      variety of CP/M systems.
      
      Questions about YMODEM, the Professional-YAM communications program, and
      requests for evaluation copies may be directed to:
           Chuck Forsberg
           Omen Technology Inc
           17505-V Sauvie Island Road
           Portland Oregon 97231
           Voice: 503-621-3406
           Modem: 503-621-3746 Speed: 2400,1200,300
           Usenet: ...!tektronix!reed!omen!caf
           Compuserve: 70007,2304
           Source: TCE022
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      Chapter 10                                  Xmodem Protocol Overview
      
      
      
      
      
      
      
      
      
      
      
                                 CONTENTS
      
      
       1.  ROSETTA STONE....................................................  2
      
       2.  YET ANOTHER PROTOCOL?............................................  2
           2.1  Some Messages from the Pioneer..............................  4
      
       3.  XMODEM PROTOCOL ENHANCEMENTS.....................................  5
           3.1  Graceful Abort..............................................  6
           3.2  CRC-16 Option...............................................  6
           3.3  XMODEM-1k 1024 Byte Packet..................................  7
      
       4.  YMODEM Batch File Transmission...................................  7
           4.1  KMD/IMP Exceptions to YMODEM................................ 13
      
       5.  YMODEM-g File Transmission....................................... 13
      
       6.  XMODEM PROTOCOL OVERVIEW......................................... 14
           6.1  Definitions................................................. 14
           6.2  Transmission Medium Level Protocol.......................... 15
           6.3  File Level Protocol......................................... 16
           6.4  Programming Tips............................................ 17
      
       7.  XMODEM/CRC Overview.............................................. 18
           7.1  CRC Calculation............................................. 19
           7.2  CRC File Level Protocol Changes............................. 19
           7.3  Data Flow Examples with CRC Option.......................... 21
      
       8.  MORE INFORMATION................................................. 22
      
       9.  Document Revisions............................................... 23
      
      10.  YMODEM Programs.................................................. 23
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
                                   - i -
      
      
      
      
      
      
      
      
      
      
      
      
      
      
                             LIST OF FIGURES
      
      
       Figure 1.  1024 byte Packets.........................................  7
      
       Figure 2.  Mixed 1024 and 128 byte Packets...........................  7
      
       Figure 3.  YMODEM Batch Transmission Session......................... 12
      
       Figure 4.  YMODEM Filename packet transmitted by sz.................. 12
      
       Figure 5.  YMODEM Header Information used by various programs........ 13
      
       Figure 6.  YMODEM-g Transmission Session............................. 14
      
       Figure 7.  XMODEM Message Block Level Protocol....................... 15
      
       Figure 8.  Data flow including Error Recovery........................ 17
      
       Figure 9.  Message Block Level Protocol, CRC mode.................... 18
      
      Figure 10.  Example of CRC Calculation written in C................... 19
      
      Figure 11.  Data Flow: Receiver has CRC Option, Sender Doesn't........ 21
      
      Figure 12.  Receiver and Sender Both have CRC Option.................. 22
      

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Last changes: 20 sep 1997

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