First Steps: A-Z of Atari Basic part 1

by Mark Hutchinson

 

 

Issue 14

Mar/Apr 85

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Over the next few issues First Steps will be presenting a complete A - Z guide to Atari Basic aimed at beginners but with, I hope, some hints and tips which more advanced users may find helpful. It would take a whole book to cover the subject in depth but I have included examples of many commands to enable you to understand them better. If you need additional help or help in other directions do not hesitate to write to me (with an SAE). I will try to solve your problems or, at least, turn you in the right direction.

Many of the BASIC commands have abbreviations which are shown in brackets. In addition to making typing faster, these can let you use a great many statements over the three available command lines only. When LISTed, the commands will appear as normal but spread over more than three lines. Use of abbreviations in typing listings will not affect checking utilities such as TYPO II. The drawback is that editing of entered lines is limited to the first three screen lines.

Direct mode uses no line numbers and will execute directly after <RETURN>, deferred mode is preceded by a line number and will work after RUN <RETURN>
is entered.

ABS

This will return the absolute value of a variable or expression. This means that you will see the value without regard to the sign (which will always be positive). This will be handy when you want a value returned from a mathematical equation, but no sign.

Example: ? ABS(-0.05)

ADR

This will return the decimal address of a specified string. The address will change as the computer shifts the string around in memory to protect it. Most often used with machine code routines that have been placed into a string and recalled using USR.

Example: X=USR(ADR(S$))
           or S=ADR(S$):X=USR(S)

AND

A logical operator used mainly with IF/THEN statements. All conditions must be true for it to work. Example 1 will only equal 3 when X=1 and Y=2 at the same time. Similarly, with example 2 the expression A will equal 1 (true) when B is greater than 0 and less than 5, otherwise A will equal 0 (false).

 

Example: IF X=1 AND Y=2 THEN Z=3

Example: A=(B<5) AND (B>0)

ASC

This will return the ATARI-ASCII (ATASCII) number for the alphanumeric (text character) supplied. The example will return the ATASCII code 65.

Example: ? ASC("A")

ATN

This will return the arctangent value for a given variable. Care must be taken to note if the computer is running in degree or radian mode.

Example: A=ATN(45)

BYE. (B.)

This command will revert to the memo pad or blackboard mode in 400/800 machines (as will no cartridge), and to the self-test mode in XL models. Basic programs and handlers (RS232 etc.) will still be held in memory and can be recalled only through SYSTEM RESET. The screen editor works but RETURN does not send a line to the interpreter. In older machines, BYE sets up a GRAPHICS 0 screen, however, if you were to set up any other graphic mode with a window and call BYE, only the window will be in the memo pad mode. This is because the window is GRAPHICS 0 itself. This means that you can leave some pretty display for someone to see, but not tamper with. Or you could exit to BYE to test the graphic symbol keys. Not a lot can be done with this command, but you can show more than just a simple screen.

CHR$

This is the opposite of ASC. This will return the alphanumeric for a given ATASCII value. The example will return 'A'

Example: ? CHR$(65)

CLOAD

This command will load, from tape into RAM, a program that has been stored using CSAVE. After <RETURN>, you will hear a single tone. Press the play button on the recorder. Then press <RETURN> to enter the program. Anything that was previously stored in RAM will be wiped out. Once in memory, the program can be LISTed or RUN. You can use a file name such as CLOAD"C:NAME" for convenience, but the filename will be ignored. There is a program (ACE from English Software) that will differentiate between programs stored on tape. It stores programs by filenames and will only load the program with the given filename, skipping over the other files - in the same way as the BBC micro.

CLOG

This will return the logarithm to the base 10 of a given value.

Example: A=CLOG(65)

CLOSE (CL)

This command will close any I/O device number that has been opened.

Example: CLOSE #2

CLR

This will clear any strings, arrays, or variables that have been previously dimensioned in the program. Please note that ALL dimensioning will be cleared, whereupon you will have to redimension. This can be very handy when you only use a string at the start of a program. After use it can be cleared to save memory. It is also useful in debugging programs. Unfortunately it is often seen in programs because of bad programming techniques.

COLOR (C.)

This statement ranges from 0 to 255. In four colour graphic modes, 0-3 will correspond to the first four SETCOLOR statements. COLOR 4-255 will then repeat, as only four colours are available. In two colour modes, 0 and 1 will correspond to the two SETCOLORS, and then 2 onwards will repeat this pattern. In text mode 0 however, COLOR will correspond to the 256 alphanumeric (text) characters available. In the other two text modes, only the first six bits will determine the character (a maximum of 64). The last two bits will set the colour of the character (a maximum of four).

When a graphic screen is called up all pixels will be set to 0. Therefore nothing will appear when you use PLOT unless a COLOR statement has been included. COLOR 0 will correspond to the background colour, that is why no colour appears. The example will print the first 40 characters on a GRAPHICS 0 screen. If you try changing to another graphics mode you will notice the colouring effect that has been mentioned.

Example: 10 GR.0: FOR CH=O TO 39: C. CH: PLOT CH,0:NEXT CH

COM

This is the same as DIM. Not normally used, it was taken from the original Microsoft Basic that ATARI Basic is derived from. It means to COMmon variables.

CONT (CON.)

Using this and <RETURN> will cause the program to start running again after STOP, END, or BREAK has been encountered. The only problem is that, if the program has been stopped in the middle of a command line, it will continue on the next line. Therefore a loop may not be executed and an error may appear. It is normally used during debugging, but it has a use during the 'forced read/write mode' (PAGE 6, issue 6) when, contrary to ATARI's Reference Manual, it can be used in the deferred mode.

COS

This returns the cosine value for a given variable. Again, care must be taken about degree/radian mode.

Example: A=COS(45)

CSAVE

This transfers what is stored in RAM onto tape (RAM will not be wiped clean). Two tones will be heard when you press <RETURN>. You must now press both play and record buttons on the recorder. Press <RETURN> to transfer the program. A program saved this way can only be re-entered using CLOAD. Under certain conditions it is safer to precede CSAVE with LPRINT (LP.). Disregard any error message generated.

DATA (D.)

This statement is always used with READ. It holds all the information that will be used by a program. The bits of data to be read are separated by commas, and any spaces will be considered as part of the data (this is one of the most common causes of faulty programs). The number of READs must equal the amount of data stored, otherwise ERROR 6 (out of data) will occur. The computer will take care of precisely where the next bit of data to be read lies in the table. Therefore data statements can be placed anywhere in the program. Some people prefer to have the DATA associated with the READ statement, for easier debugging. Others prefer all DATA to be together, at the end of the program, for neatness. Both work equally well.

 

Example: 10 DIM D$(6):FOR T=1 TO 6:READ D$:? D$: NEXT T 

               20 DATA THIS,HAS,6,ITEMS,OF,DATA


DEG (DE.)

 

This will set trigonometrical functions to degrees. The computer is set to radian mode on power-up.

DIM (DI.)

This will dimension all strings, arrays and matrices. This means that memory has been set aside to store data in the above forms. It is good programming to place DIM statements at the start of a program. It must be noted that an array (a one dimensional list) and a matrix (a two dimensional table) both start at 0, whereas a string starts at 1.

Example: 10 DIM A(10): REM Store eleven.
               10 DIM M(4,9): REM Store 5 times 10. 

               10 DIM A$(20): REM Store twenty.

DOS (DO.)

The Disk Operating System (DOS) consists of two parts. The DOS System (DOS-SYS) which is loaded into RAM during power-up of the computer with the drive switched on, and the Disk Utility Package (DUP-SYS) which is loaded by the command DOS. It will have no effect if DOS-SYS has not been loaded. Calling DOS will clear RAM, unless a MEM-SAVE file has been set up to store the current program. Returning to Basic will make the MEM-SAVE file load the original program. This can take a long time. Types of DOS (Mini-Dos, Tinydos, etc) use Basic POKEs or XIO to accomplish various functions without having to load up DUP-SYS.

DRAWTO (DR.)

An initial point must be set up using PLOT. A line will be drawn from this point to a second point at the co-ordinates given by DRAWTO. This second point will now become the initial point for another line again using DRAWTO. A graphic mode and colour must be designated first

Example: 10 GR.8:C.1:PL. 0,0:DR. 160,80:PL. 319,159

END

This terminates a program, closing all files and sound channels. BASIC normally does this, so you should not need END except during debugging. However you will find some programs do not shut off sounds when complete, so END is needed occasionally.

ENTER (E.)

This will transfer a program to RAM that has been saved using LIST. It will not overwrite an existing program, providing that the line numbers are not the same. This is an excellent way of storing small subroutines and adding them to existing programs without disturbing the program. This can be done with disk or cassette.

Example: ENTER "C:"
               ENTER "D:PART2.BAS"

EXP.

This will return the exponential of a given variable. It is safer to limit this to six figures for accuracy.

Example: ? EXP(5)

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