APPENDIX ELEVEN

Addenda And Errata To The First Edition

The material which follows is arranged by decimal address, hex, then name, followed by the description, In some locations, all that's added is a particularly good reference article or book which further elucidates the use of that memory. Lower memory locations used by BASIC and page six may be used for other purposes by other languages--the ABC and Datasoft BASIC compilers and MAC/65, for example, use many locations to perform different tasks from those performed in the same space by BASIC. Read the language's or compiler's memory map before using these locations in order to avoid a conflict. The same may be true of the more recent custom DOS programs which have been released since the first edition of the book.

9 9 BOOT

A value of 3 means both cassette and disk boot were successful. You can trap the RESET button by POKE 9,3 followed by a POKE 2 and 3 (CASINI) with the address (LSB/MSB) of your machine language routine to trap RESET (also store 3 into location 9 within the routine) and an RTS at the end.

12,13 C,D DOSINI

To trap RESET into rerunning your machine language program, load the initialization address of the program here. You can also do it through CASINI; see above.

18,19,20 12,13,14 RTCLOK

The number referred to in the second paragraph should be 256 cubed minus 1 (256 * 256 * 256 - 1). Also, to get the number of seconds from the jiffy count, divide by 59.92334 (the actual VBI time interval), not 60. See articles by Stephen Levy in COM- PUTE!'s Third Book of Atari and by Bob Cockcroft in ROM (December 1984 and February 1985) for articles on Atari timers.

29 1D PBPNT

The pointer to the current byte or character to be sent to the printer.

33 21 ICDNOZ

The current device number.

59 3B CHKSNT

Zero means not sent.

66 42 CRITIC

POKE 66,1 to disable the update between shadow and hard- ware registers; then you can POKE directly into the hardware registers themselves. You can disable VBLANK at 54286 ($D40E) as well.

67-73 43-49 FMZSPG

Reinitialized by FMS each time it takes control.

82,83 52,53 LMARGN and RMARGN

Both have a range of 0 to 39.

85,86 55,56 COLCRS

Has a range of 0 to 319.

87 57 DINDEX

To turn off the cursor when drawing in a text mode, POKE 752,1, followed by a PRINT statement, To get different colors, add a COLOR statement before the PLOT routine, The character will be the ASCII equivalent of the number which follows COLOR.

88,89 58,59 SAVMSC

The program to save the graphics screen doesn't work, To save your graphics screen, create a string to hold a machine lan- guage call routine: 1 DATA 104,104,104,170,76,66,228 2 REM PLA, PLA, PLA, TAX, JMP $E456 5 FOR N=1 TO 7:READ BYTE:ML$(N,N)=CHR$(BYTE ):NEXT N Now OPEN a channel for writing to disk (OPEN #4.8,0, "D:filename.ext"). Find RAMTOP (FINISH = PEEK(106) * 256 - 160), subtracting 160 bytes for any text window screen. Find the address of the display list (DLIST = PEEK(560) + 256 * PEEK(561): START = PEEK(DLIST + 4) + 256 * PEEK(DLIST + 5): HIGH = INT(START/256): LOW = START - 256 * HIGH), and POKE it into the proper location in the IOCB (POKE 900,LOW: POKE 901,HIGH). Next, figure the screen length (SIZE = (FINISH - START) + 1: SZHI = INT(SIZE/256): SZLO = SIZE - 256 * B1), and POKE it into the IOCB (POKE 904,SZLO: POKE 905,SZHI). POKE the binary SAVE command into the IOCB (POKE 898,11). Call the CIO with the USR command (X=USR(ADR(ML$),4 * 16)). Finally, save your current graphics mode (MODE = PEEK(87): PUT #4,MODE) and color registers (FOR N = 708 TO 712; PUT #4,PEEK(N): NEXT N) and CLOSE #4. To recall the screen, use the same USR routine and the above PEEKs and POKEs, but POKE 898,7 rather than 11. This was de- rived from a larger program by Fred Pinto in the March 1984 is- sue of Antic. An article by Steve Kaufman in COMPUTE!, November 1983, has a fast and dirty method which works just as well (save and load), but doesn't save the color registers. Creative Computing, November 1983, also had a similar ex- ample in "Outpost Atari."

106 6A RAMTOP

See K.W. Harm's article on the "RAMTOP Dragon" in COM- PUTE!'s Second Book of Atari Graphics to see how to protect high memory; another article in the same book, by Jim Clark. describes how to protect low memory.

118 76 DELTAR

This is the change of vertical position when drawing a sloped line.

121 79 ROWINC

Direction of line draw: 0 is down, 255 is up.

122 7A COLINC

Direction of draw: 0 is right, 255 is left.

126,127 7E,7F COUNTR

Iterations or steps required to draw a line.

132,133 84,85 VNTD

COMPUTE!, October 1983, has an article by E.H. Foerster on how to reserve a portion of RAM above VNTD--within a BASIC program--which will also be saved intact when you save the program.

138,139 8A,8B STMCUR

Another way to lock up the system if something is done--say, BREAK pressed--is by Z=USR(0).

146 92 MEOLFLG

BASIC's modified EOL flag register. The Atari BASIC Sourcebook lists all the RAM locations used by BASIC (pages 144-147).

147 93 ....

Spare.

149,150 95,96 POKADR

Address (LSB/MSB) of last POKE location, If no POKE command was given, it is the address of the last OPERATOR token (often 155 for EOL).

182 B6 DATAD

The data element being read. Registers the number of the ele- ment in that line, say the tenth item in a DATA statement.

183,184 B7,B8 DATALN

DATA statement line number; the BASIC line number of a DATA statement being currently read. The RESTORE statement sets the locations (and 182, above) back to zero. You can do the same with a POKE. Here's a program which demonstrates these loca- tions from Steve Rockower, Atari SIG. CompuServe. 10 REM DEMONSTRATES 182- 184($B6-$B8) AS SU BSTITUTES FOR RESTORE 20 REM 182 ($B6) POINTS TO ITEM OF A LINE T O BE READ NEXT 30 REM DATA STATEMENTS HAVE ELEMENT NAME SE QUENTIALLV AND 40 REM NUMBER IN CURRENT LINE 50 DIM C$(2),A$(20):C$=CHR$(125) 100 DATA ONE-1, TWO-2, THREE-3, FOUR-4, 0 110 DATA FIVE-1, SIX-2, SEVEN-3, EIGHT-4, 0 120 DATA <9-1>,<10-2>,<11-3>,<12-4>,1 150 PRINT C$:RESTORE 100 160 READ A$:IF A$="0" THEN 200 170 IF PEEK(182)=1 THEN PRINT :PRINT "READI NG LINE: ";PEEK(183)+256*PEEK(184) 180 IF A$="1" THEN 300 190 PRINT "#";PEEK(182);" "; A$;"{3 SPACES}" ;:GOTO 160 200 PRINT :GOTO 160 300 PRINT :PRINT 310 TRAP 400:PRINT "WHICH DATA LINE (1,2, O R 3)";:INPUT DATALINE 320 PRINT "WHICH ITEM (1,2,3, OR 4)";:INPUT ITEM 330 LET DATALINE=90+10*DATALINE 340 POKE 184,INT(DATALINE/256):POKE 183,DAT ALINE-INT(DATALINE/256) 350 POKE 182,ITEM-1 360 READ A$:PRINT A$ 370 GOTO 310 400 END DOWNLOAD DATALN.BAS

190 BE SAVCUR

Saves current line address.

192 C0 IOCMD

I/O command.

193 C1 IODVC

I/O device.

194 C2 PROMPT

Prompt character.

200 C8 COLOR

Stores the COLOR number used in a PLOT or DRAWTO statement. The statement COLOR x can be replaced by POKE 200,x. Same as location 763 ($2FB), but BASIC takes the value from 200 and loads it into 763 before drawing or filling. From Judson Pewther, New York.

202 CA LOADFLG

Load in progress flag.

210,211 D2,D3 ....

BASIC floating-point work area. $D2 is used for the variable type, $D3 for the variable number and length of the FP mantissa.

212,213 D4,D5 FR0

Used by the USR command to return a two-byte number to BASIC. If you store nothing here, then the equation "I=USR(address, variables)" returns the address of the USR sub- routine. Otherwise, you can store an integer (range 0-65535) here which becomes the value of the USR function, From Judson Pewther. New York.

522,523 20A,20B VSERIN

Serial input ready vector.

524,525 20C,20D VSEROR

Serial output ready vector.

528-533 210-215 POKEY timers

In "From Here to Atari" in Micro, June and December 1983, Paul Swanson explained how POKEY timers work--properly. The manuals have an inaccurate description that causes your system to lock up. The method below is taken from those issues. This is described for channel 1; it can be used in channels 2 and 4 (not 3) by selecting the appropriate control and interrupt vectors. First, POKE AUDCTL (53768; $D208) with a frequency value (0 = 64 kilohertz, 1 = 15 kilohertz, 96 = 1.79 megahertz). (You can actually change frequency between interrupts if you wish.) Next, set the channel control register (53761; $D201). Enter your interrupt routine and POKE its address into 528, 529 ($210, $211). After this is done, POKE 53769,0 ($D209). Now enable the inter- rupt: POKE 16 with PEEK(16) plus the number of the interrupt you're using (1 = timer 1 interrupt, 2 = timer 2, 4 = timer 4-- there's no timer 3!). POKE the same value into 53774. Your inter- rupt routine will begin; it will generate an interrupt when the timer counts down to zero. The timer is reloaded with the orig- inal value you POKEd there, and the process begins all over again. There are several problems to watch for: First, the OS pushes the A register onto the stack before jumping through the vector address. If you need the X and Y registers, push them on as well. Before you return from the interrupt, pull the X and Y back off, PLA, and clear the interrupt with CLI. If you don't need the screen display, POKE 559,0 to turn it off; DMA steals clock cycles from the timer, This means you'll have to make any commands which deal with shadow registers (like SETCOLOR and GRAPHICS) first. DMA also turns off the keyboard repeat and realtime clock. Disable the keyboard to gain a bit more time if necessary. Refer to Micro and ROM, December 1984, for more information about POKEY timers.

555 22B SRTIMR

Each time you read this location, you get a different number. That's because it's counting down from when a key is de- pressed to time the delay before repeating the key.

558 22E CDTMF5

Set when location 544,545 ($220,$221) counts down to zero. From Joe Gelman, Atari SIG, CompuServe.

570 23A CDEVIC

The current SIO bus ID (device) number.

632 278 STICK0

The pins on the joystick port are mapped as follows: _______________________________ \ / \ 1 2 3 4 5 / \ / \ 6 7 8 9 / \_____________________/ 1 Stick forward 2 Stick back 3 Stick left 4 Stick right (1-4 are four bits of the PIA port) 5 Potentiometer (paddle) B input (analog pin 1) 6 Trigger 7 +5 volts (recommended load of one TTL at 50 ma) 8 GND 9 Potentiometer A input (analog pin 2) See Creative Computing, August 1983, for an example of using the Atari ports for external control.

743,744 2E7,2E8 MEMLO

It's quite handy to reserve a block of memory below your BASIC program and use it to store variables which can be passed back and forth between programs with PEEKs and POKEs, Here's another routine which will reserve low memory for you: 5 PRINT FRE(0) 6 REM PROGRAM IS WIPED OUT AFTER RUNNING: B E SURE TO SAVE IT FIRST 7 REM PRINT FRE(0) AFTER RUNNING TO COMPARE VALUES 10 REM REPLACE BYTES VARIABLE WITH NUMBER O F BYTES TO PROTECT 20 MEMLO=BYTES+PEEK(743)+PEEK(744)*256 30 HIBYTE=INT(MEMLO/256) 40 LOBYTE=MEMLO-(INT(MEMLO/256)*256) 50 POKE 743,LOBYTE:POKE 744,HIBYTE 60 POKE 128,LOBYTE:POKE 129,HIBYTE:REM BASI C LOMEM POINTER 70 POKE 8,0:REM RESET FLAG 80 X=USR(40960):REM JUMP TO BASIC COLDSTART

752 2F0 CRSINH

Watch out for conflict with 755 when setting this location (and vice versa).

755 2F3 CHACT

See COMPUTE!'s Third Book of Atari for an article by Frank Jones on creating blinking characters.

763 2FB ATACHR

Not the color times 16 plus luminance; this is the number of the latest COLOR statement, taken from location 200 ($C8). If you POKE the number here, BASIC will take the number stored in location 200 and dump it, changing your value (not so in ma- chine language, however). From Karl Wiegers. Rochester, and Judson Pewther, New York.

764 2FC CH

In COMPUTE!'s Third Book of Atari, Orson Scott Card explained the keyboard and how to read it using the CH register. The values listed as "internal code" in Appendix 10 are not the same as those produced at 764. The internal code is the order the characters are stored in the character set. The keycode re- flected by 764 is the hardware code, which is altogether dif- ferent for no reason I've been able to ascertain.

768-779 300-30B Page three device information

Here are some brief examples showing how to use these loca- tions with the disk drive (it already has a handler in place, and we don't have to write a new one). The CIO call routine can be used in all your disk I/O routines based around these locations. To check if a sector has data in it: 5 DIM SEC$(128),CHK$(128) 10 DATA 104,32,83,228,96 15 SEC$(1)=CHR$(0):SEC$(128)=SEC$:SEC$(2)=S EC$:CHK$(1)=CHR$(0):CHK$(128) =CHK$:CHK$( 2)=CHK$ 16 REM SETS UP ARRAY SPACE AND FILLS IT 17 REM CHK$ IS FULL OF BLANK SPACES - CONTE NTS OF UNUSED SECTORS 20 FOR N=1536 TO 1540:READ X:POKE N,X:NEXT N 25 REM THIS POKES THE CIO CALL UP ROUTINE I NTO PAGE SIX 30 POKE 769,1:POKE 770,82 35 REM THIS POKES THE DRIVE NUMBER (1) AND READ FUNCTION (82) 40 PRINT "ENTER A SECTOR NUMBER TO CHECK":I NPUT SNUM 45 IF SNUM<0 OR SNUM>720 THEN 40:REM VALIDI TY CHECK ON NUMBERS 50 POKE 778,SNUM-(INT(SNUM/256)*256):POKE 7 79,INT(SNUM/256) 51 REM POKES LSB, MSB OF SECTOR INTO 778, 7 79 55 BUFFER=ADR(SEC$):BUFFL=BUFFER-(INT(BUFFE R/256)*256):BUFFH=INT(BUFFER/256) 56 POKE 772,BUFFL:POKE 773,BUFFH 57 REM POKE ADDRESS OF SEC$ INTO BUFFER ADD RESS 60 Z=USR(1536):REM CALL UP CIO ROUTINE 70 IF SEC$=CHK$ THEN PRINT "NO DATA IN SECT OR":GOTO 40 80 PRINT "SECTOR HAS DATA":GOTO 40 DOWNLOAD CKSECT.BAS Another method to check for sector use is to see if byte 125 ($7D) shows a sector has data in it; if not zero, it is being used (it records the number of bytes used in a sector). You can examine the sector contents by adding PRINT SEC$ after the read. PRINT PEEK(771) after reading a sector will display the status; 1 means good, any other number means bad. Check for bad sec- tors by PEEKing here after any sector read. The above routine with a few modifications will print a list of all the sectors on a disk with data in them (best directed to your printer, but I use the screen display in the example below). This is a slow and inelegant routine, but you can easily rework it for your own use. 5 DIM SEC$(128),CHK$(128),CNT(720) 10 DATA 104,32,83,228,96 15 SEC$(1)=CHR$(0):SEC$(128)=SEC$:SEC$(2)=S EC$:CHK$(1)=CHR$(0):CHK$(128)=CHK$:CHK$( 2)=CHK$ 16 REM SETS UP ARRAY SPACE AND FILLS IT 17 REM CHK$ IS FULL OF BLANK SPACES - CONTE NTS OF UNUSED SECTORS 18 FOR L00P=0 TO 720:CNT(LOOP)=0:REM EMPTY ARRAY 20 FOR N=1536 TO 1540:READ X:POKE N,X:NEXT N 25 REM THIS 30 POKE 769,1:POKE 770,82 35 TRAP 100 40 FOR SNUM=1 TO 720 50 POKE 778,SNUM-(INT(SNUM/256)*256):POKE 7 79,INT(SNUM/256) 51 REM POKES LSB, MSB OF SECTOR INTO 778, 7 79 55 BUFFER=ADR(SEC$):BUFFL=BUFFER-(INT(BUFFE R/256)*256):BUFFH=INT(BUFFER/256) 56 POKE 772,BUFFL:POKE 773,BUFFH 60 Z=USR(1536) 70 IF SEC$=CHK$ THEN CNT(SNUM)=0:NEXT SNUM: GOTO 100 80 CNT(SNUM)=SNUM:NEXT SNUM 100 FOR LOOP=1 TO 720 110 IF CNT(LOOP)=0 THEN NEXT LOOP:GOTO 150 120 PRINT CNT(LOOP);" ";:NEXT LOOP 150 END DOWNLOAD PRINTSEC.BAS To copy one sector to another, use the routine below. Add a loop routine to copy more than one at a time. This routine copies all 128 bytes, including the three "record" bytes. 1 DIM SEC$(128,Z$(1) 2 REM SPACE FOR SECTOR DATA 5 DATA 104,32,83,228,96 10 FOR N=1536 TO 1540:READ X:POKE N,X:NEXT N 15 REM POKE CIO CALL DATA INTO PAGE SIX 20 PRINT "WHAT SECTOR TO COPY FROM?" 25 INPUT START:IF START<0 OR START>720 THEN 25 30 PRINT "WHAT SECTOR TO COPY TO?" 35 INPUT FINISH:IF FINISH<0 OR FINISH>720 O R FINISH=START THEN 35 40 POKE 770,82:REM READ COMMAND 45 POKE 778,START-(INT(START/256)*256):POKE 779,INT(START/256) 46 REM POKE LSB/MSB OF SECTOR TO COPY 50 LOC=ADR(SEC$):POKE 772,LOC-(INT(LOC/256) *256):POKE 773,INT(LOC/256) 55 REM POKE LSB/MSB OF ADDRESS OF DATA (SEC $) INTO BUFFER ADDRESS 60 A=USR(1536):REM READ SECTOR INTO SEC$ 70 PRINT "PRESS RETURN TO WRITE SECTOR": INP UT Z$ 80 POKE 770,87:REM WRITE COMMAND 85 POKE 778,FINISH-(INT(FINISH/256)*256):PO KE 779,INT(FINISH/256) 86 REM POKE LSB/MSB OF SECTOR TO COPY TO 90 A=USR(1536):REM WRITE IT 100 GOTO 20 DOWNLOAD COPYSECT.BAS See Antic magazine, December 1984, for more information about device control. Several magazines have published BASIC pro- grams to edit your disk by sectors, There are also good public domain programs of this sort on the Atari SIG on CompuServe.

769 301 DUNIT

Current number of device being used.

771 303 DSTATS

Status = 1 means good.

784,785 310,311 TIMER2

Final baud rate timer value.

832-959 340-3BF IOCBs

IOCB Address Chart Label IOCB0 IOCB1 IOCB2 IOCB3 IOCB4 IOCB5 IOCB6 IOCB7 Use ICHID 832 848 864 880 896 912 928 944 index ICDNO 833 849 865 881 897 913 929 945 dev # ICCOM 834 850 866 882 898 914 930 946 command ICSTA 835 851 867 883 899 915 931 947 status ICBAL/H 836 852 868 884 900 916 932 948 buffer ICPTL/H 838 854 870 886 902 918 934 950 put buf ICBLL/H 840 856 872 888 904 920 936 952 buf len ICAX1 842 858 874 890 906 922 938 954 task # ICAX2 843 859 875 891 907 923 939 955 aux2 ICAX3 844 860 876 892 908 924 940 956 sectorl ICAX4 845 861 877 893 909 925 941 957 sectorh ICAX5 846 862 878 894 910 926 942 958 byte # ICAX6 847 863 879 895 911 927 943 959 aux6

1152-1405 480-57D STACK

A 254-byte BASIC syntax checking stack; $480 is a BASIC input index, $481 an output index, $482 a program counter.

1536 600 Page Six

Any I/O greater than 128 bytes in BASIC will wipe out the bot- tom 128 bytes in page six. This is because the I/O buffer starts at 1408 ($580), a mere 128 bytes below page six.

1792 700 DOS

Here's a quick routine to read a disk directory in BASIC: 5 DIM R$(20) 10 OPEN #4,6,0,"D:*.*" 20 INPUT #4,R$:TRAP 60 30 PRINT R$ 40 IF R$(10,16)="SECTORS" THEN 100 50 GOTO 20 60 PRINT R$ 100 CLOSE #4 DOWNLOAD READDIR.BAS For a quick method of inputting text into a tile, choose Copy from the DOS menu and answer E:,D:filename. You can now type directly to a disk file. End each line with RETURN and end the file with CTRL-3. You can change with backspace, but each line must have a RETURN in order to be accepted. Another Digression: Disk Sectors In a normal disk sector there are 128 bytes, 0 through 127. The last three bytes are reserved by DOS for: Byte Use 125 Leftmost six bits: file number (0-63, $3F); rightmost two bits: next sector number (high two bits) 126 Next sector number (low eight bits of the sector number) 127 Number of bytes used in this sector (0-125, $7D) The next sector to read is in a ten-bit number: eight bits from byte 126 ($7E) and the two low bits of 125 ($7D). This means the six leftmost bits remaining in byte 125 can be used only to count up to 63 (which with zero makes for 64 filenames in one direc- tory). This is true when reading linked files, such as BASIC pro- grams or text files; auto-boot programs are usually sequential and are not linked in this manner (nor are the first four boot sectors, the VTOC, or directory sectors). When the next sector number is zero, there are no more sectors to read. A binary file always begins with 255 ($FF) twice, then four bytes: the LSB and MSB ot the start and end addresses, respec- tively, of the data to follow (that is, if they were 00 A0 00 B0, it would start at $A000 and end at $B000). When a number of bytes are loaded to fulfill the load vector, DOS assumes the next four bytes are more start/end address vectors and will continue to input the following data at the new address unless an EOF (End Of File) is reached. Control is passed back to DOS at the end of a load unless you put a new run address into 736,737 ($2E0, $2E1). You can append a code like E0 02 E1 02 00 A0 to your binary file (tour address bytes, tollowed by the appro- priate data--two bytes to fill the two locations specified), which in this case makes the new run address $A000. See COMPUTE', March 1982.

1801 709 SABYTE

Can be set greater than 7, but it only wastes memory space.

1923 783 ....

Stores the drive number for the DUPSYS file. It you POKE here with the ASCII equivalent of the drive number (for example, POKE 1923,50 for drive 2), when you call DOS from BASIC, DUP.SYS will be loaded trom the drive specified rather than the default D1:. To make a permanent change to your DOS, POKE the appropriate number, go to DOS, and write DOS files to a disk.

3118 C2E ....

POKE with 0 to change only the first of matching filenames in case of duplication error in your directory (normally, Rename changes all files of the same name). POKE with 184 ($B8) to re- store. From the OS/A+ manual.

3460 D84 ....

Deallocation bytes of the VTOC and directory; see the next few locations.

4226 1082 ....

LSB of the current directory sector (first of eight reserved sec- tors). The directory is normally located in sectors 361-368. The default number here is 105 ($69).

4229 1085 ....

MSB of current directory sector. To change the location of the directory, first copy the current sectors to the desired location (see 768 above), then POKE the new location of the first sector into the LSB/MSB bytes. That and the next seven sectors will be recognized as the new directory area. Finally, write the number for the new start sector (sector number/8 + 10) into 3460 ($D84). Leave BASIC and rewrite DOS onto a newly formatted disk. DOS disks with the original directory locations cannot read your directory. Disk Directories Format of a directory entry: Byte Use 0 Flag: $00 entry new (never used) $01 file opened for I/O $02 file created by DOS 2 $20 file locked $40 file in use (normal) $80 file deleted 1-2 Number of sectors in the file 3-4 Starting sector number (LSB/MSB) 5-12 Filename (space or $20 if blank) 13č15 Extension

4264 10A8 ....

LSB of the current VTOC (Volume Table Of Contents--only one sector reserved).

4266 10AA ....

MSB of the VTOC sector, normally sector 360. The VTOC is a bit- map of the disk contents; after the initial status bytes, each of the following bits represents one sector on the disk in sequential order, There are 720 sectors, but sector 0 cannot be accessed by the OS. Sectors 1-4 are reserved as "boot" sectors on a DOS disk, sectors 360-368 are reserved for the VTOC and directory leaving 707 free for files, You can move the VTOC the same way you move the directory. If you change the directory location (make sure there's nothing in the new directory location that you don't mind erasing first). go into the VTOC and deallocate the original directory sectors (write a one into the bits) and write a zero into the bits representing the new locationčthis prevents them from being overwritten, You can also lock out sectors by deallocating them in the VTOC. Volume Table of Contents Byte Use 0 DOS code (0 = DOS 2.0) 1-2 Total number of sectors (707; $2C3) 3-4 Number of currently unused sectors 5 Reserved (unused at present) 6-9 Unused 10-99 Bitmap: one bit for each sector (0=in use-- locked; 1=unused--free). The leftmost bit of byte 10 ($0A) is sector 0 (see above), the next bit to the right is sector 1, and so on, until the rightmost bit of byte 99 ($63), which is sector 719 ($2CF). 100-127 Unused There are only 707 sectors counted in bytes 1 and 2 (not 720). since the first 4 are "boot" sectors, then the VTOC and directory take another 9, for a total of 13. A typical DOS 2.0 VTOC with DOS.SYS and DUP.SYS, but nothing else except the boot, VTOC. and directory sectors in use; it looks like this: Byte 0 02 C3 02 50 02 00 00 00 8 00 00 00 00 00 00 00 00 16 00 00 00 00 00 00 00 00 24 01 FF FF FF FF FF FF FF 32 FF FF FF FF FF FF FF FF 40 FF FF FF FF FF FF FF FF 48 FF FF FF FF FF FF FF 00 56 7F FF FF FF FF FF FF FF 64 FF FF FF FF FF FF FF FF 72 FF FF FF FF FF FF FF FF 80 FF FF FF FF FF FF FF FF 88 FF FF FF FF FF FF FF FF 96 FF FF FF FF 00 00 00 00 104 00 00 00 00 00 00 00 00 112 00 00 00 00 00 00 00 00 120 00 00 00 00 00 00 00 00 The VTOC is the leftmost bit ot byte 55 ($37), and the directory sectors are the remainder of the byte plus the leftmost bit of byte 56 ($38). The leftmost four bits of byte 10 ($0A) are the boot sectors, and the remainder of the bytes up to and including the leftmost seven bits of byte 24 ($18) are in use by DOS and DUP. Remember that the last three bytes in the VTOC and directory are not status bytes. Disk directories and the VTOC (as well as many other disk mys- teries and delights) are explained in detail in Bill Wilkinson's Inside Atari DOS from COMPUTE! Books, and are somewhat dis- cussed in Atari Software Protection Techniques by George Mor- rison (Alpha Systems, 1983).

4856 12F8 ....

Should read drive type, not tape.

5446,5450 1546,154A ....

LSB and MSB of the address the warm start routine places in 10 and 11 (DOSVEC). POKE your RESET handler routine address here to always load it back into DOSVEC when RESET is pressed. Point to 6047 ($179F); a USR call to 6047 loads DUP and sends you to the DOS menu.

5576 15C8 ....

You can run some machine language programs from within BASIC by typing OPEN #1,4,0, "D:filename" then X=USR(5576). CLOSE the channel afterward if you return to BASIC.

40960 A000 ....

A USR here will cold start the BASIC cartridge. If you're handy with machine code, you can add commands to BASIC by trap- ping the keystrokes before they get passed on to the editor. Charles Brannon describes how to do this (with a good pro- gram of commands) in COMPUTE!'s Third Book of Atari.

53260 D00C SIZEM

POKE with 255 to quadruple the size of all missiles.

53268 D014 PAL

NTSC systems have 60 frames per second and 262 lines per frame; PAL systems have 50 frames and 312 lines. Should read 13 decimal, not 14.

53768 D208 AUDCTL

Frequencies are rounded off; they are actually 63.9210 kilo- hertz, 15.6999 kilohertz, and 1.78979 megahertz. You can use the frequency to calculate the POKEY interrupt frequency by INTFREQ = clock frequency/(2 * (1 + value in AUDF register for that channel)). COMPUTE!'s Third Book of Atari has articles by Matt Giwer and Fred Tedsen on using POKEs to control the sound effects, the au- dio channels, and AUDCTL.

53770 D20A RANDOM

For example, random 0 to 9 would be INT(PEEK(53770) *10/256) and 0 to 99 would be INT(PEEK(53770)*100/256).

54272 D400 DMACTL

POKE with zero to blank out screen.

54286 D40E NMIEN

POKE with zero, and VBLANK and system clock are disabled, and shadowing is suspended. See COMPUTE! magazine, June 1983 (p. 254), for a method of trapping the RESET key in BASIC.

57344 E000 Character set

See COMPUTE! magazine, June 1983 (p. 226).

58368-58447 E400-E44F Handler vectors

Each vector consists of a 15-byte table, 2 bytes each for OPEN, CLOSE, GET byte, PUT byte, Get status, and Special routine ad- dresses, The next 3 bytes are a JMP instruction followed by the address of the initialization routine for that handler. A zero separates handlers (byte 16). Here are the locations for each routine in the table: Handler OPEN CLOSE GET PUT Status Special JMP E: E400 E402 E404 E406 E408 E40A E40C 58368 58370 58372 58374 58376 58378 58380 S: E410 E412 E414 E416 E418 E41A E41C 58384 58386 58388 58390 58392 58394 58396 K: E420 E422 E424 E426 E428 E42A E42C 58400 58402 58404 58406 58408 58410 58412 P: E430 E432 E434 E436 E438 E43A E43C 58416 58418 58420 58422 58424 58426 58428 C: E440 E442 E444 E446 E448 E44A E44C 58432 58434 58436 58438 58440 58442 58444

58451 E453 DSKINV

Takes its information from the bytes in the lower part of page three ($300) for operation. The vectors between 58448 and 58496 ($E450-$E480) are all three-byte vectors; a JMP instruction followed by an address in LSB/MSB format.

58454 E456 CIOV

Page 147: IOCB number times 16 in the X register. The X register becomes the CIO channel number. Since the screen is always open for channel 0, when using the screen you make the X reg- ister 0 as well. Bill Wilkinson says that to output a single charac- ter through the CIO instead of an entire buffer (the normal occurrence), set the buffer length to 0. This forces the I/O to in- put or output a single character only. See COMPUTE!, January 1985.

58457 E459 SIOV

Here are the pinouts for the serial I/O jack: ___________________________________ / \ / 2 4 6 8 10 12 \ / \ / 1 3 5 7 9 11 13 \ /___________________________________________\ 1 Clock input 2 Clock output 3 Data input 4 Ground 5 Data output 6 Ground 7 Command 8 Motor control 9 Proceed 10 + 5v dc/Ready 11 Audio input 12 +l2v dc 13 Interrupt

58484 E474 WARMSV

Do a USR here to warm start the computer.

58487 E477 COLDSV

Do a USR here to cold start the computer.

59280,81 E790,91 ?

Seems to be the same DLI vector address as 512-513.

GTIA Graphics Modes

Graphics modes 9, 10, and 11 are unique to the GTIA chip; the early CTIA chip didn't have them. Of course, the GTIA is standard now in all later model 400, 800, XL, and XE models. The GTIA modes all use 8138 bytes of RAM, have 80 X 192 full-screen (no text window) resolution, and have no border color. Each pixel is a wide, but short, rectangle with a ratio of 4:1 for width to height. Each pixel uses four bits. Here's a small chart which summarizes these modes. GR# Colors SETCOLOR Registers 9 1 (16 lum) 4 712 Use the COLOR command (0-15) for luminance 10 9 0 704 Must be POKEd 1 705 Must be POKEd 2 706 Must be POKEd 3 707 Must be POKEd 4 708 Use COLOR 0 5 709 COLOR 1 6 710 COLOR 2 7 711 COLOR 3 8 712 COLOR 4 (BAK) 11 1 (16 hues) 4 712 Use COLOR command (0-15) for hue Information on GTIA modes has been published in many books and magazines, including De Re Atari and Your Atari Computer by Poole et al. (a revised edition of the latter is available now). An example of adding a text window to a GTIA screen by way of a DLI was in David Sander's article in Antic, April 1983.

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