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handler.
The individual command routines check the rest of the syntax and
contain the runtime routine. For the interpreter to function properly, there must be at least one space between the new command word and any following arguments. The command word must start with an asterisk and a letter, followed by any (or no) characters at all. ABSOLUTE DRAWThe first new command is:*DRAW x,y Which draws to the point (x,y). It's much simpler to use than relative co-ordinates (especially in graphs). Thus: PLOT 100,100: DRAW 20,30 is equivalent to: PLOT 100,100: *DRAW 120,130 First, the routine calls SPACE to get to the end of the first word (in this case, *DRAW). Then it checks for the presence of two numeric arguments separated by a comma; if there's something wrong it jumps to the error handler. In syntax time - that is, when the line is first entered into a program - the routine ends here; in runtime the rest is executed. This part simply calculates the size of the relative co-ordinates and calls the Basic ROM's DRAW subroutine. When this subroutine is being executed, the Interface 1 ROM is paged in. This allows routines in the Interface l's ROM, such as STEND, to be simply CALLed; routines in the main ROM, such as FNDINT1, have to be called via | ||||||||||||||||
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Sinclair Basic, for all its slowness, is fairly comprehensive. But as
with all things, the more you have, the more you want and a few extra
commands might certainly come in useful. How about, for instance, an
absolute draw. With Interface 1 attached, it's possible to add as many
extra commands as you like. First, let's look at the extended interpreter and the individual routines in detail. NEW INTERPRETATIONSWhen a line of Basic is entered, the original ROM checks its syntax; if it fails to recognise the command, it passes control over to the Interface 1 ROM. This scans |
the line checking for new words such as
'FORMAT'. If this test also fails, the processor jumps to the error
handling routine (at ERR6) via the vectored address at 23735. You can
alter this address and have further tests implemented to provide extra
commands. This is what the extended interpreter does. It checks for the presence of an asterisk at the beginning of a statement followed by a letter; with this simple test, however, only 26 new commands can be invented. If it finds no asterisk or letter it gives the usual syntax error. If all is correct, it jumps to the actual routine via the table of vectors. Note that unimplemented commands point to the error |
1 REM ** EXTENDED BASIC ** 2 3 REM In line 20, set start to the desired beginning of the machine code, and in line 10, CLEAR to the location before 4 5 REM This BASIC program will relocate the code anywhere in memory, but it is fairly slow 6 7 REM The machine code is 559 bytes long 8 10 CLEAR 64797 20 LET start=64798 30 LET a$="" 40 FOR a=start TO start+558 50 IF a$="" THEN READ a$ 60 POKE a,FN h(a$)*16+FN h(a$( 2)) 70 LET a$=a$(3 TO ) 80 NEXT a 99 REM Now relocate the code 100 LET a=20: LET p=45: GO SUB 500 110 LET a=53: LET p=99: GO SUB 500 120 LET a=77: LET p=165: GO SUB 500 130 LET a=83: LET p=267: GO SUB 500 140 LET a=97: LET p=465: GO SUB 500 150 LET a=100: LET p=31: GO SUB 500 160 LET a=166: LET p=31: GO SUB 500 170 LET a=268: LET p=31: GO SUB 500 180 LET a=463: LET p=394: GO SU | B 500 190 LET a=466: LET p=31: GO SUB 500 200 PRINT "To use the extra com mands, enter" 210 PRINT '"POKE 23735,";start- 256*INT (start/256);": POKE 2373 6,";INT (start/256) 220 STOP 499 REM This routine sorts out the absolute addresses to relocate the program 500 LET address=start+a+1 510 LET pointsto=start+p 520 POKE address,INT (pointsto/ 256) 530 POKE address-1,pointsto-256 *PEEK address 540 RETURN 899 REM function to convert a hex digit to its decimal value 900 DEF FN h(a$)=CODE a$-48-7*( a$>="A") 999 REM data for the machine code program 1000 DATA "D71800FE2AC2F001D720" 1010 DATA "00E69FFE1B3801AF8721" 1020 DATA "2DD806004F095E2356EB" 1030 DATA "E9D77400FE20C8FE3AC8" 1040 DATA "FE0D20F3C9F001F001F0" 1050 DATA "01F00163D8F001F001F0" 1060 DATA "01F001F001F001F001F0" 1070 DATA "01F001F001F001A5D8F0" 1080 DATA "01F0010BD9F001F001F0" 1090 DATA "01F001F001F001D1D9CD" 1100 DATA "1FD8D7821CFE2CC2F001" 1110 DATA "D72000D7821CCDB705D7" 1120 DATA "941E217E5C9638141601" 1130 DATA "47C5D5D7941ED1C1217D" 1140 DATA "5C96380A1E01180A16FF" | 1150 DATA "ED4418E81EFFED444FD7" 1160 DATA "BA24C3C105CD1FD8D782" 1170 DATA "1CFE2CC2F001D72000D7" 1180 DATA "821CFE2CC2F001D72000" 1190 DATA "D7821CCDB705D7941ECB" 1200 DATA "27CB27CB2716005F2A7B" 1210 DATA "5C19E5D7941EF5D7941E" 1220 DATA "C14FD13E08F5C5D7AA22" 1230 DATA "F5E5D5D74D0DD7DB0BE1" 1240 DATA "46D1EBF10E003CCB38CB" 1250 DATA "193D20F9702371C10513" 1260 DATA "F13D20D9C3C105CD1FD8" 1270 DATA "D7821CCDB705D7941EE6" 1280 DATA "03280AFE01282CFE0228" 1290 DATA "15186C3EC0210040A706" 1300 DATA "20CB1E2310FB3D20F5C3" 1310 DATA "C1053EC021FF57A70620" 1320 DATA "CB162B10FB3D20F5C3C1" 1330 DATA "05A71100400603C53E08" 1340 DATA "083E07626B24E5012000" 1350 DATA "EDB0D13D20F3010007ED" 1360 DATA "42E5012000EDB0D1083D" 1370 DATA "20E001E00609545D0120" 1380 DATA "00ED42EBEDB0C110CC21" 1390 DATA "E0570620772310FCC3C1" 1400 DATA "0511FF570603C53E0808" 1410 DATA "3E07626B25E5012000ED" 1420 DATA "B8D13D20F301000709E5" 1430 DATA "012000EDB8D1083D20E1" 1440 DATA "01E006ED42545D012000" 1450 DATA "09EBEDB8C110CD210040" 1460 DATA "0620C38AD9CD1FD8D782" 1470 DATA "1CCDB705D7941EA72832" 1480 DATA "FE012809FE02280DFD36" 1490 DATA "000AEF01800121100018" 1500 DATA "0601FFFE212018110400" 1510 DATA "3E10C5D5E5F5D7B503F1" 1520 DATA "E1D1C1093D20F1C3C105" 1530 DATA "F33A485C0F0F0F260446" 1540 DATA "2B10FED3FEEE10087CB5" 1550 DATA "28030818F0FBC3C105" |
START RST 10 GETCHAR CP "*" ;make sure 1st char is * JP NZ ERR6 RST 10 NXTCHAR AND 9F CP +27 ;check 2nd is within ;alphabetic range ;(very simple test so may ;fail with some chars) JR C INDEX XOR A INDEX ADD A,A LD HL,TABLE LD B,0 LD C,A ADD HL,BC LD E,(HL) INC HL LD D,(HL) EX DE,HL JP (HL) ;jump to specific routine ;for each of the new 26 ;commands ;subroutine to find the ;end of a word SPACE RST 10 CHADD CP " " RET Z CP ":" RET Z CP 0D JR NZ SPACE RET
ERR6 ;error vector ERR6 ;vector for *A... ERR6 ;*N ERR6 ;*B... ERR6 ;*O ERR6 ;*C... PRINT ;*P DRAW ;*D... ERR6 ;*Q ERR6 ;*E... ERR6 ;*R ERR6 ;*F... SCROL ;*S ERR6 ;*G... ERR6 ;*T ERR6 ;*H... ERR6 ;*U ERR6 ;*I... ERR6 ;*V ERR6 ;*J... ERR6 ;*W ERR6 ;*K... ERR6 ;*X ERR6 ;*L... ERR6 ;*Y ERR6 ;*M... ZAP ;*Z
DRAW CALL SPACE RST 10 EXPT1NM CP "," ;check for separator JP NZ ERR6 RST 10 NXTCHAR RST 10 EXPT1NM CALL STEND ;now x & y are on the top ;of the stack RST 10 FNDINT1 ;y co-ord into A LD HL,COORDS+1 ;address of previous y SUB (HL) ;find relative y JR C DRAW2 ;if -ve, adjust it LD D,1 DRAW1 LD B,A PUSH BC PUSH DE RST 10 FNDINT1 POP DE POP BC LD HL,COORDS SUB (HL) ;same for x co-ord JR C DRAW3 |
LD E,1 JR DRAW4 DRAW2 LD D,FF NEG JR DRAW1 DRAW3 LD E,FF NEG DRAW4 LD C,A RST 10 DRAWR ;perform actual drawing JP END1
PRINT CALL SPACE RST 10 EXPT1NM CP "," JP NZ ERR6 RST 10 NXTCHAR RST 10 EXPT1NM CP "," JP NZ ERR6 RST 10 NXTCHAR RST 10 EXPT1NM CALL STEND RST 10 FNDINT1 SLA A SLA A SLA A LD D,0 LD E,A LD HL,(UDG) ADD HL,DE ;HL contains the start ;of the required UDG data PUSH HL RST 10 FNDINT1 PUSH AF RST 10 FNDINT1 POP BC LD C,A ;BC contains the co-ords ;of the point to print to POP DE LD A,8 PRNT1 PUSH AF PUSH BC RST 10 PIXADD ;convert co-ords into an ;address and pointer in A PUSH AF PUSH HL PUSH DE RST 10 TEMPS ;set up colours RST 10 POATTR ;fill in attributes POP HL LD B,(HL) POP DE EX DE,HL POP AF LD C,0 ;BC contains a byte of ;UDG data INC A PRNT2 SRL B RR C DEC A JR NZ PRNT2 ;shift data along to the ;correct pixel within the ;screen byte LD (HL),B INC HL LD (HL),C ;put it on the screen POP BC DEC B INC DE ;next line POP AF DEC A JR NZ PRNT1 JP END1
SCROL CALL SPACE RST 10 EXPT1NM CALL STEND RST 10 FNDINT1 AND 3 ;take n mode 4 |
JR Z SCRL0 ;scroll right CP 1 JR Z SCRL1 ;scroll up CP 2 JR Z SCRL2 ;scroll left JR SCRLB ;scroll down SCRL0 LD A,+192 ;no of lines on screen LD HL,+16384 ;start of screen SCRL3 AND A ;clear carry LD B,+32 ;no of bytes per line SCRL4 RR (HL) ;shift 1 bit right INC HL ;next byte on line DJNZ SCRL4 DEC A ;next line JR NZ SCRL3 JP END1 SCRL2 LD A,+192 LD HL,+22527 ;end of screen SCRL5 AND A LD B,+32 SCRL6 RL (HL) ;shift 1 pixel left DEC HL DJNZ SCRL6 DEC A JR NZ SCRL5 JP END1 SCRL1 AND A ;reset carry LD DE,+16384 ;1st byte of screen LD B,3 ;no of 'sections' to ;be scrolled SCRL7 PUSH BC LD A,8 ;no of character lines ;per section SCRL8 EX AF LD A,7 ;no of pixel lines per ;character - 1 SCRL9 LD H,D LD L,E INC H ;HL points to next pixel ;line PUSH HL LD BC,+32 LDIR POP DE DEC A JR NZ SCRL9 LD BC,+1792 SBC HL,BC ;adjust pointer to start ;of next character line PUSH HL LD BC,+32 LDIR POP DE EX AF DEC A JR NZ SCRL8 LD BC,+1760 ADD HL,BC LD D,H LD E,L LD BC,+32 SBC HL,BC ;adjust pointer for next ;screen section EX DE,HL LDIR POP BC DJNZ SCRL7 LD HL,+22496 LD B,+32 ;now clear the last line SCRLA LD (HL),A ;A already contains 0 INC HL DJNZ SCRLA JP END1 SCRLB LD DE,+22527 ;last location on screen LD B,3 SCRLC PUSH BC |
LD A,8 SCRLD EX AF LD A,7 SCRLE LD H,D LD L,E DEC H PUSH HL LD BC,+32 LDDR POP DE DEC A JR NZ SCRLE LD BC,+1792 ADD HL,BC PUSH HL LD BC,+32 LDDR POP DE EX AF DEC A JR NZ SCRLD LD BC,+1760 SBC HL,BC LD D,H LD E,L LD BC,+32 ADD HL,BC EX DE,HL LDDR POP BC DJNZ SCRLC LD HL,+16384 LD B,+32 JP SCRLA ;clear top line
ZAP CALL SPACE RST 10 EXPT1NM CALL STEND RST 10 FNDINT1 AND A JR Z ZAP0 CP 1 JR Z ZAP1 CP 2 JR Z ZAP2 LD (IY+0),0A RST 28 ;integer out of range ;error code ZAP1 LD BC,180 LD HL,10 JR ZAP3 ZAP2 LD BC,FEFF LD HL,1820 ZAP3 LD DE,4 LD A,10 ZAP4 PUSH BC PUSH DE PUSH HL PUSH AF RST 10 BEEPER ;make short burst of tone POP AF POP HL POP DE POP BC ADD HL,BC ;change frequency DEC A JR NZ ZAP4 JP END1 ZAP0 DI LD A,(BORDCR) RRCA RRCA RRCA ;A=border colour LD H,4 ZAP5 LD B,(HL) DEC HL ZAP6 DJNZ ZAP6 ;'random' delay to ;produce white noise OUT FE,A ;activate speaker XOR 10 ;toggle speaker on/off EX AF LD A,H OR L JR Z ZAP7 EX AF JR ZAP5 ZAP7 EI JP END1 |
RST 10h followed by the starting address (this is true
for all the new command routines). PRINTING PIXELSThe next routine allows a user-defined graphic character to be placed anywhere on-screen. The reason for restricting it to UDGs is that it's unlikely that anyone would want to print a lot of text like this (since the routine handles only one character at a time) and, if required, the UDGs may be re-defined as letters.The syntax for the command is: *PRINT x,y,c Where (x,y) are the pixel co-ordinates of the top left corner of the character (x lies between zero and 255, y between zero and 175) and c is the number of the UDG (UDG A is zero, UDG B is one ... UDG U is 20). For example: FOR x=0 TO 247: *PRINT x,100,0: NEXT x The above will glide the first UDG (initially a capital 'A') across the screen. This time the extended syntax checker looks for three numbers separated by commas. In the runtime routine, the data for the UDG is found and shifted across to give the correct information for the screen memory; the listing contains the code and full comments. The routine ends with the attribute bytes being set to the permanent colours. PIXEL SCROLLThe scroll command allows pixel scrolling of the entire screen. The actual command is:*SCROLL n Where n is a numeric expression controlling the direction of the scrolling (n must lie between zero and 255, but only the mod four value is used): n=0 (or 4,8,...) scrolls right one pixel n=1 (or 5,9,...) scrolls up n=2 scrolls left n=3 scrolls down For example, to scroll one whole character down, you could use: FOR f=1 TO 8: *SCROLL 3: NEXT f This moves the screen by eight pixel lines. The syntax checker this time looks for only one numeric argument. Only the lower two bits are used (giving a range of zero to three) and the routine jumps to each separate scrolling routine. The left and right scrolls are fairly simple - they just shift each line of 32 bytes by one bit. The up and down scrolls are complicated by the layout of the screen memory, but all they do is move each line into the one above or below, clearing the final one. The colour attributes are not affected at all, since they have only character block and not pixel resolution. |
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SIMPLE SOUNDSThe final routine is a simple sound effects generator - useful for games if nothing else. The command syntax is:*ZAP n Where n, between zero and two, specifies the type of sound: n=0 gives an explosion noise n=1 gives a falling tone n=2 gives a rising tone For example: FOR f=1 TO 100: *ZAP INT(RND*3): NEXT f The above will give several seconds of 'exciting' sounds (well, more exciting than BEEP!). The computer again looks for a single argument and checks its value; if it's out of range, it gives an error, otherwise it jumps to the specific routine. The rising and falling tones are produced by short beeps of changing frequencies, while the explosion is produced by sending 'random' data from the ROM to the speaker port. A COMMANDING LEADYou can check from the assembler listing several important points about adding new commands:
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To use it, set lines 10 and 20 to the desired starting address (for example, 31000 in a 16K machine and 64700 in a 48K model). Next SAVE the program in case there is a mistake (which is usually fatal in machine code). Now, RUN the program and after a few minutes a message will appear on the screen; the code has been located in memory but will have no effect since the vector at 23735 has not been altered. To use the extra commands enter the line in the message - as a single line rather than two separate POKEs, otherwise the machine may crash. If NEW is entered the vector is reset; however, the code is still in memory, so repeat the two POKEs to allow the commands to be used. We've seen a simple interpreter that will allow up to 26 new commands, but with only four examples; there are 22 more possible words, so get working! ASSEMBLER NOTESThe assembler used was the Artic version which, in fact, is slightly non-standard. The main differences between it and a standard assembler are:EQU is replaced by the '=' sign. All numbers are in hexadecimal unless preceded by '+' or '-', in which case they are in decimal. DEFB, DEFW, and so on do not exist; the number or label is simply placed in the source text where the DEFB would occur, and EX AF,AF' is entered as EX AF. |
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