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Programming in Action! - 21 lesson course


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I have been trawling the archives of the group comp.sys.atari.8bit

and found a link to a Atari user group which publish a series of 21 lessons covering how to program with the Action! language. Note this usenet group as about 3500 messages relating to programming in Action!. If I could get a usenet feed and get them all into my news reader it might be worth trying to produce a document with all the useful information, code snippets etc.

 

For all those Action! fans this may be a useful resource especially if you do not own the manual.

 

You can read the newsletter with the first lesson here

http://www.spaceweb.us/newsletter/1995/news9501.html

 

Enjoy!

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I think this is a complete copy of the tutorial.

+----------------------------------------+

| Larry's |

| ACTION! TUTORIAL |

| |

| A monthly addition to the SPACE club |

| Newsletter. Permission is granted to |

| distribute any portion or all of my |

| monthly contribution. |

+----------------------------------------+

 

#1 The Beginning

------------------------------------------

 

So, you own an ATARI computer, now what?

To more than a few slap-happy owners, the

answer is a robust;

 

"Bring on the GAMES!"

 

Games are programs. Without any new

programmers for the Atari, we won't be

seeing many new games. (Period!)

 

Without twisting any arms, perhaps you

know someone who wants to learn to program

but doesn't have the means to go out and

purchase a new Pentium machine with all

the books and software needed to begin.

You might steer him/her toward learning to

program an ATARI!

 

If you use a little tact, you could point

out that all computers have some things in

common,(Memory, Address/Data busses, Video

display, Keyboard, and a processor to

control it all.) also that skills learned

on the Atari can lead to a quicker

understanding of the procedures needed to

program the bigger machines.

 

With the permission of the Editor, I will

attempt to help the fledgling programmer

overcome some of the hurdles in learning a

Action! This language is similar to

PASCAL and C. I like it because it is very

fast, compared to BASIC, and is easier

to work with than ASSEMBLY or MAC 65.

 

The Action! manual was not intended to

teach the user how to program. It is a

reference manual of all the capabilities

of the system. I found it difficult to

understand at first, which delayed my

getting involved with it for some time.

The first hurdle to overcome, (for me

anyway!) was to make the decision to try

to learn it. You might say it was the

biggest hurdle because after making that

initial decision, all the other hurdles

were very manageable.

 

I intend to follow the Action! manual as

a guide to topic progression. In order

to program in Action!, you have to have

the cartridge.(See below) Chances are you

have the manual as well. I would also

like to solicit your questions. We are

not all on the same level, so using a

little space to answer your questions will

allow more advanced users to progress.

You can send E-mail to me (Larry S) on the

SPACE BBS containing your questions. If

you are a registered user, I will reply

with E-mail. If I think others would

benefit from reading your questions, I

will include them at the end of future

articles.

 

We have to begin somewhere, so here is a

little synopsis of what will be coming in

future issues.

 

First, I will lightly discuss the Editor,

Monitor, Language and Compiler to get the

real beginners familiar with loading and

running Action! source code. Then I will

discuss the same topics in finer detail,

adding the Library of supplied routines.

After that, its up to you. If there is

interest enough to warrant continuing

further with programming algorithms,

tricks and other such advanced concepts, I

will be happy to comply.

 

That being the first installment, I hope

I have whet your appetite for our next

issue.

 

------------------------------------------

The ACTION! cartridge is currently

available from CSS for $44.95 + $5 S/H.

Order line PH# is (716) 429 5639.

------------------------------------------

 

 

 

 

+----------------------------------------+

| Larry's |

| ACTION! TUTORIAL |

+----------------------------------------+

#2 Hello World

------------------------------------------

Occasionally, I must refer you to text in

the manual. I must also be brief. You

will find explanations here, when the

manual is a bit hard to understand. I

will use the same keystroke and command

notations as the Action! manual, whenever

possible. Because of different editions

of the Action! manual, I will use the

section headings when referring to text in

the manual. To find where the text is, I

suggest you make book tabs that locate

each of the Table of Contents' in the

different parts of the manual. On these

tabs, print the name of the parts of the

Action! system that the tables refer to.

You may want to make a big tab for the

Error codes appendix, that seems to be the

tab I used the most!

 

Also, specifying a file name is dependant

upon the DOS you are using. A file name

has 2 parts; 1) An 8 letter file name, and

2) A 3 letter file extension. There are a

few DOS's that allow sub-directories. To

allow for variances in the DOS types, the

file NAME will include the both the name

and extension. The device ID, and/or each

level of sub-directory will be named the

file PATH. The manual uses the term

'filespec' and in some cases 'filestring'

to include both the file path and file

name. Using a Backus_Naur type method of

declaration, the relationship between

file spec, path, and name is as follows:

 

OPEN(chan, <filespec>, mode, aux2)

where

filespec = <filepath> : <filename>

 

This means you must use a proper file

path, then a colon (:), then a proper

filename. To help explain this type of

symbolism (as used in the manual),

filepath could be further broken down to:

 

<device ID> [|: : <sub-directory>:|]

 

Device ID is the one letter identifier for

whichever device you are addressing (D for

disk drive). To denote an optional

parameter, I will use the '[' and ']'.

The |: and :| indicate you can repeat

whatever they enclose, one or more times.

 

The declaration from above now means; you

must use a proper device ID, then you may

optionally include the colon and a sub-

directory name, and you can repeat the

colon and sub-directory name as is needed

(or desired). The manual breaks it all

out, so that the construction of the

<filespec> would be:

 

<device ID> [|: :<sub-directory>:|] : <

filename>

 

These symbols are explained and used in

the Language section, but are included

here for those of you who may be reading

ahead, and to get them explained at the

start.

 

The Editor is that part of Action! that

first appears when you boot up the system.

The Editor will read and write text files,

as well as allow you to create or edit

text. If you desire, you can split the

text editing portion into two sections,

called windows. This feature allows you

to read in two files at one time, useful

for including portions of one file into

another! The Monitor is the part of

Action! that gives you control over the

rest of the Action! system. Take time to

read about the Editor and Monitor in the

first few sections of the manual.

 

Go ahead and 'get your feet wet' by typing

in the indoctrinating "Hello World."

program found at the start of the manual.

(See "How To Write and Run an Action!

Program") The manual leads you step by

step to help get your first program typed

in, compiled, and run. In "Text File I/O"

(Editor section) you can read about saving

and loading files from the disk.

------------------------------------------

No questions yet, next month a little help

with error correction, including typos the

manual has, and typos you may yet make.

 

+----------------------------------------+

| Larry's |

| ACTION! TUTORIAL |

+----------------------------------------+

#3 The First Mistake

------------------------------------------

Let's begin with your computer on, and the

HELLO WORLD program in the Editor. Add or

type in the follow text;

 

PROC stop()

PrintE("End of program.")

RETURN

 

PROC hello()

PrintE("Hello World")

stop

RETURN

 

Now press <CNTRL> <SHIFT> 'M' to get to

the Monitor. Enter 'C' to compile the

program. You will then be exposed to a

compilation error. At this point, the

program will not run. Note the Error

number and open your manual to the Error

Code Appendix. You can try to guess what

the error is if given the correct line,

however, sometimes you are not given the

correct line and you must decide what to

look for by the description supplied in

the Error Code explanation.

 

If text was displayed in the Monitors'

message area, the cursor would be moved to

the start of that same line. If no text

was displayed, the cursor is right where

it was when you left the Editor. In my

case, I had no text line displayed in the

Monitors message area, only the error

number. Your cartridge may be a different

version, and act slightly differently.

 

The manual explains this error as an

Illegal assignment. It is also an Illegal

function call, for which there is no other

error number. In my manual I have added

in the words "Jump should be Jump()" to

remind me to look for this type of error

too. Other than this ommission, I believe

all the error code explanations are right.

 

To correct the error, add the parenthesis

after the word "stop" ("stop()") in the

'hello' procedure, then return to the

Monitor to compile it again. It should

compile correctly now, if it doesnt,

recheck your text to find any mistakes.

If everything is correct, go ahead and run

it. Everybody makes mistakes, especially

when first learning the language. Here

are the typos you should be aware of in

the August 1983 Action! manual:

 

- = This is the line to look for.

+ = This is how it should be.

> = Correct the notes for this line

 

MONITOR / RUN - Program Execution

>RUN "<filespec>" only works when used

on programs saved from the Editor. (When

it is still in text form.)

-RUN PrintE() <RETURN> does not work.

+XECUTE PrintE() <RETURN> is correct.

 

LANGUAGE / Arithmetic Expressions

>TECH NOTE Using '*', '/', or 'MOD' will

not work correctly on large CARD values.

LANGUAGE / Record Manipulations

-TYPE idinfo=[bYTE level,

-TYPE idinfo=[bYTE level (omit comma)

LANGUAGE / Advanced use of Extended Types

>newrecord=idarray+(reccount*recordsize)

The pointer will point to the next record

not the end of the array.

>In the main procedure;

-"mode=InputB()" won't work correctly.

+"mode=GetD(7)" works fine.

 

LIBRARY / The PUT Procedures

-PROC PutDE(BYTE channel, CHAR character)

+PROC PutDE(BYTE channel) will compile.

LIBRARY / BYTE color

>For Graphics(0) and text windows:

+Chr. luminance (color number = 1)

+Background (color number = 2)

LIBRARY / PROC Fill

>col and row must be the numbers of the

lower LEFT corner of the box.

LIBRARY / PROC SCopy

>The description is wrong, DEST should be

dimensioned larger than source, or else

identify an array with enough space.

 

While in the Monitor, enter the line:

 

? $B000<RETURN>

 

The '?' requests the Monitor to display

the contents of a memory address. My

cartridge displays:

 

45056,$B000 = 6 $0136 54 310

 

This means I have version 3.6 which is the

last version I am aware of. If yours is 7

or greater, LET ME KNOW

------------------------------------------

Until next time!

 

+----------------------------------------+

| Larry's |

| ACTION! TUTORIAL |

+----------------------------------------+

#4 Sing-a-Long!

------------------------------------------

One more aid in correcting errors is the

use of the List option during compilation

of your program. To use this option, you

can go to the Monitor and enter 'O' for

the Option Menu. Continue pressing RETURN

(4 times) until the prompt "List on?" is

displayed, then enter 'Y' <RETURN>. This

option tells the compiler to list the

program in the Monitor message area, as

each line is being compiled. If it does

encounter an error, the listing of the

program stops in the approximate location

of the error. Whatever caused the error

may be listed on the screen, plus all the

preceding lines that compiled before the

error. This can narrow your search down

to about 22 lines of text, instead of how

ever many lines there are in your program.

Using the List option does slow down the

compilation process. You can use it

dynamically (you can turn it on and off)

during the compile process by including a

'SET List=1' (on) and 'SET List=0' (off)

in the text of your program. Try this out

to see how it performs. Here is a short

program to finish off the section on the

Action! Editor and Monitor;

 

MODULE

PROC verse1()

PrintE("You say good-bye,")

RETURN

 

PROC verse2()

PrintE("and I say ""hello!""")

RETURN

 

PROC song()

PROC main()

BYTE ch=764

 

Graphics(O)

PrintE("PRESS ANY KEY;")

song=verse1 song()

do until ch<255 od

ch=255

song=verse2 song()

do until ch<255 od

ch=255

RETURN

 

This example gives an indication of why

the parentheses are needed in any call to

a procedure or function. (Remember Error

10 from the last lesson?) Type it in just

as it appears, compile, and run it. In

this example, the word 'song' is used both

as a procedue name and as a variable.

The only distinction between the two uses

are the parentheses following the variable

name:

 

song=verse1 ; as a variable

song() ; as a procedure

song()=verse1() ; will not compile

 

Here is another example program:

 

PROC main()

BYTE ch=764,atachr=763,tmp

 

PrintE("KEYBOARD TEST PROGRAM")

PrintE("Press any key; Esc=exit")

do

while ch=255 do od

tmp=ch

GetD(7)

PrintF("ch=%U atachr=%U (^[%C)%E",tmp,

atachr,atachr)

until tmp=28

od

RETURN

 

The above example illustrates one method

of testing for a keypress. In the main

procedure, the BYTE variable 'ch' was used

to test for a keypress. The operating

system from ATARI uses one address to hold

the keyboard value of the most recent key

pressed. From this location the computer

can tell when you have pressed a key, and

will then translate it to ATASCII. The

address of this location is 764 or $2FC.

Action! allows the assignment of addresses

to variables, arrays and procedure names.

By declaring the variable to be residing

at address 764, the program can watch for

any keypresses, just as the computer does.

When no key has been entered, and after

each translation the address will be set

at a value of 255.

 

Location 763 holds the ATASCII value of

your keypress, after it has been entered

and translated.

 

Because the GetD(7) statement will reset

ch to 255, tmp was used to temporarily

store the value so that it may be used

in the PrintF statement. You can use this

example to compare the ATASCII values with

the actual keyboard values.

------------------------------------------

Next month, Vo-cab-u-lary!

 

+----------------------------------------+

| Larry's |

| ACTION! TUTORIAL |

+----------------------------------------+

#5 Vocabulary

------------------------------------------

Last months PrintF, in KEYBOARD TEST, does

not need ^[ between the ( and %C. They

got printed instead of the Esc character.

 

In the LANGUAGE section of the ACTION!

manual is a listing of the vocabulary of

ACTION! system. The words and symbols are

listed in alphabetical order, I will list

them by function;

 

DECLARATIONS- Used in declaring the

procedures, functions, or variables;

ARRAY -Preceded by BYTE, CARD or INT to

declare a list of data

BYTE -Declares an 8 bit variable

CARD -Declares a 16 bit variable

CHAR -Same as BYTE

DEFINE -Allows substitution during compile

FUNC -Preceded by BYTE, CARD or INT to

indicate the start of a function

INCLUDE-Adds text from a file, to program

INT -Declares a 15 bit variable with a

sign bit as the 16th bit

MODULE -Indicates the start of global

variable declarations

POINTER-Preceded by BYTE, CARD or INT to

declare a variable reference

PROC -Indicates the start of a procedure

RETURN -Indicates the end of a procedure

RETURN(x) the end of a function

SET -Alters memory during compile

TYPE -Declares a Iist of mixed data

= -Used in DEFINE and SET to assign

equality

$ -Indicates Hexadecimal notation

^ -Contents of a Pointer

@ -Address of a variable

. -TYPE reference

[ ] -Start / End of data block

" -String contents (delimiter)

' -Character conversion to value

; -Remarks (delimiter)

 

PROGRAM CONTROL-used to structure or

control program execution;

DO -Start of program loop

ELSE -FALSE condition of IF, ELSEIF

ELSEIF -Dependant IF conditions

EXIT -Exit from program loop

FI -End of IF, THEN, ELSE conditions

FOR -Enables loop parameters

IF -Conditional expression

TO -upper limit of FOR loop

UNTIL -Conditional EXIT from loop

WHILE -ConditionaI entrance to loop

( ) -Precedence setting parenthesis

 

OPERATORS- Used in program statements to

alter or combine variables;

AND -Logical AND

LSH -Bit-wise left shift

MOD -Remainder after division

OR -Logical OR

RSH -Bit-wise right shift

XOR ! -Bit-wise exclusive OR

+ - * /-Plus / Minus / Times / Divide by

& -Bit-wise AND

% -Bit-wise OR

= -Assigns equality

<> # -Not equal to

> -Greater than

>= -Greater or equal to

< -Less than

<= -Less or equal to

------------------------------------------

MODULE BYTE ARRAY

Note= [ 32 16 24 16 24 16 40 ],

Delay=[ 30 8 55 6 8 6 60 ]

DEFINE note_count="7"

 

PROC Wait(BYTE jif)

BYTE rtclk=20

rtcik=0

WHILE rtclk<jif DO OD

RETURN

 

PROC Play()

BYTE ARRAY Audio(8)=53760

BYTE c

AUDIO(8)=3

Audio(1)=166 Audio(3)=170

FOR c=0 to note_count-1

DO

Audio(0)=Note©

Audio(2)=Note© LSH 1 +1

Wait(delay©)

OD

Audio(1)=0 Audio(3)=0

RETURN

 

When you have this typed in, COMPILE it,

then if there are no errors, WRITE the

text file to disk. You can alter the

Notes and Delay times, but note_count must

equal the number of elements in Notes and

Delay. If you make something good, write

the compiled code, and send it to friends

who can simply load it from DOS!

------------------------------------------

Stay ACTive!

 

+----------------------------------------+

| Larry's |

| ACTION! TUTORIAL |

+----------------------------------------+

#6 Overview I

------------------------------------------

From the top, programs in Action! are made

up of procedures and functions which are

called upon to do portions of a programmed

task. Usually, the parts of a program

that must be done repetitively, are coded

in separate procedures and called when

needed. Also, certain tasks that are

common among all programs, are also often

written as separate procedures and then

included in each program as desired. The

reading of the keyboard, may be an example

of a task that could be written as a BYTE

function, and included in any program that

needs user input from the keyboard. The

Action! system makes re-using routines

very easy to do.

 

Following along with the Actionl manual,

Language section, the manual uses special

notations which you should read about. You

might remember seeing them from an earlier

issue. Next comes Fundamental Data Types

which are BYTE, CARDinal and INTeger type

variables or constants. It may help to

remember, the variables invariably change

during program execution, while constants

consistently remain the same. A 'score'

variable might always be changing while

a constant number '5' will not.

 

To let Action! know you want to use a

named variable, you must declare it using

one of the fundamental types.

 

BYTE w,x

CARD y

INT z

 

Both 'w' and 'x' are 8-bit values. They

use one memory location to store values

in. Their value may be 0-255. The CARD

'y' is a 16-bit variable, it uses two

memory locations in the 6502 LSB/MSB

format. That is, if 'y' is assigned to

address 1536, (Ex CARD Y=1536) then the

least significant byte will be in address

1536 while the most significant byte will

be in address 1537. CARDs hold any value

from 0 to 65535. INTeger variables are

15-bit values, with the most significant

bit used as a sign bit. INTegers hold the

values from -32768 to 32767.

 

As seen before, when declaring variables,

you also have an option to assign that

variable to a specific address. Another

option allows you to assign a value to it

at compile time.

 

BYTE ch=764 ; assigns an address

BYTE spd=[3] ; assigns a value

 

You need to use some sort of compiler or

numeric constant in the assignment option.

Any numeric or compiler constant works!

This can lead to some interesting results:

 

PROC SeeFormat()

BYTE lsb,msb

CARD num=lsb

 

PrintE("LSB/MSB program O=exit")

do

Print("Enter a number >")

num=InputC()

PrintF("%U > LSB=%U MSB=%U%E",

num, lsb, msb)

PutE()

until num=0

od

RETURN

 

In this program, the variable 'num' is

assigned the same addresses that are used

for 'lsb' and 'msb'. Once 'lsb' has been

declared, its address becomes "fixed", the

'lsb' identifier is assigned a specific

address. Because its address is now a

compiler constant, it may be used later,

where ever a compiler constant is allowed.

Its the fixed address that is used in the

declaration of 'num'.

 

As you can see from above, the compiler

usually ignores any spaces you may want to

use. An exception to this is while trying

initialize a string.

 

Read the LANGUAGE section of the Action!

manual, typing in their program examples.

This will get you familiar with using the

Editor, Monitor, Compiler and language.

------------------------------------------

I am still looking to answer your own

questions. If you have any questions, send

them to me on SPACE BBS, or send a note to

the SPACE address including a line with

the words 'ATTN: Larry S' on the outside

of the envelope.

 

+----------------------------------------+

| Larry's |

| ACTION! TUTORIAL |

+----------------------------------------+

#7 LETS START PROGRAMMING

------------------------------------------

Writing programs is hard work! To get the

most out of your efforts, take a little

time to plan out your schedule. The chart

below will help you organized your program

to allow you to create even large programs

in a few short hours. Typing and testing

may take somewhat longer....

 

PROGRAM DEVELOPMENT CHART

 

1. Decide what the inputs and outputs of

the program will be.

2. OutIine the major tasks that need to be

done in the order they are to be done.

3. If there are many decisions to be made

by the computer, deveIop a flowchart.

4. Divide each task into its component

parts and look for similarities.

5. Group the simiIar tasks together to

determine which can be combined.

6. Develop a memory map of the computer,

showing where in memory the different

parts of the program are to reside.

7. Type in/write the MAIN procedure first.

Fill out the rest of the program,

testing each newly added routine for

errors and accuracy.

 

I will use this chart to write a function

that will add two strings of numbers.

Assuming I have a game where a player may

score in the milIions. I want a routine

that will increase the score beyond the

65535 limit.

 

1. For inputs, I will send it the current

score, and a string containing the

amount of increase: AddTo(score,"500")

The output should be placed back into

the score string before returning.

2. I must first find the least significant

digit of both strings, add these, store

the result and calculate a carry if

necessary. I must then add, store, and

carry the next set of digits, and the

next, until there are no digits Ieft to

add. Finally, the new value must be

placed back into SCORE.

3. There are not that many decisions, the

flowchart can wait for another issue.

4. This is a component task: increment.

There are repetitive tasks, but they

are specifically related to adding two

strings. For now, I don't see any

advantages to breaking them down, and

writing them as separate routines.

5. Nothing to group, its only one routine.

6. SCORE and the other string are provided

in the call, I will need a place to

hold the results until the operation

is done. This string can simply be

assigned a location by ACTION!

 

PROC AddTo(BYTE ARRAY s1,s2)

BYTE ARRAY result(15)

BYTE d1,d2,carry,digit,i

 

d1=s1(0) ;LSD (digit) of s1

d2=s2(0) ;LSD of s2

 

IF d1>d2 THEN ;Assign LSD of result

digit=d1+1 ;s1 is longer

ELSE

digit=d2+1 ;s2 is longer

FI

result(0)=digit ;Storage string length

result(1)='0 ;MSD just in case

carry='0 ;clear carry

WHILE d1>0 OR d2>0

DO

result(digit)=carry ;Handle carry

IF d1>0 THEN ;Still more s1

result(digit)==+s1(d1)-48

d1==-1 ;Next digit

FI

IF d2>0 THEN ;Still more s2

result(digit)==+s2(d2)-48

d2==-1 ;Next digit

FI

IF result(digit)>'9 THEN

result(digit)==-10

carry='1 ;Calculate carry

ELSE

carry='0

FI

digit==-1 ;Move to next digit

OD

result(1)=carry ;Store carry

IF carry='0 THEN ;Delete leading 0

FOR i=1 TO result(0)-1

DO

s1(i)=result(i+1)

OD

s1(0)=i-1 ;New length

ELSE ;carry=1 so copy as is

FOR i=0 TO result(0)

DO

s1(i)=result(i)

OD

FI

RETURN

------------------------------------------

It's YOUR turn!

 

+----------------------------------------+

| Larry's |

| ACTION! TUTORIAL |

+----------------------------------------+

#8 ADDING TO OUR UNDERSTANDING

------------------------------------------

If you had trouble using the AddTo routine

in last months issue, it may be due to not

supplying enough space to store the score

string. Here is a test example that will

use AddTo;

 

PROC Test()

BYTE ARRAY score(20)

BYTE i

score(0)=1 ;Initializing score to 0!

score(1)='0

FOR i=0 to 20

DO AddTo(score,"8001")

PrintE(score)

OD

RETURN

 

This month, we will again use the PROGRAM

DEVELOPMENT CHART to make a new routine

that will multiply two strings. As you

might guess, we will make use of the AddTo

routine from last month!

 

1. Like before, the routine will get two

string parameters and store the result

in the first parameter.

2. To multiply, the 1st parameter must be

added to itself as many times as are

indicated in the ones digit of the 2nd

parameter. Moving to the tens digit

of the 2nd parameter and a value that

is ten times greater than what the 1st

parameter was, we again add according

to the value in the tens place, etc.

3. Flowcharting comes later when there

are more conditions to consider....

4. We have a similarity, we need to add

one string to another, luckily it is

already available. (Reusable code!)

5. This is only a routine, not too many

similarities to try to group them yet.

6. Again we can let ACTION! handle string

memory assignments.

 

DEFINE smax="100"

(READ in AddTo in this area)

 

PROC MultiplyS(BYTE ARRAY s1,s2)

BYTE ARRAY temp(smax)

BYTE digit,value,inc,i

 

FOR i=0 to s1(0)

DO

temp(i)=s1(i) ;Init temp for adding

s1(i)='0 ;Clear result

OD

s1(0)=1 ;Init result

digit=s2(0) ;Ones place

inc=temp(0) ;*10 increment

WHILE digit#0

DO

value=s2(digit)-48 ;value of digit is

WHILE value#0 ;the # of additions

DO ;needed

AddTo(s1,temp)

value==-1

OD

digit==-1 ;Next digit

inc==+1 ;Increase temp * 10

temp(0)=inc ;by adding to length

temp(inc)='0 ;and storing a new 0

OD

RETURN

 

To help manage the string sizes, I have

included a DEFINE statement at the start

of this procedure. This statement must

manage the string in AddTo also. To

allow for this, change the declaration

line 'result(15)' to 'result(smax)' in

the AddTo procedure.

 

DEFINE simply substitutes whatever is in

quotes with every occurrence of the string

listed in the DEFINE statement. The

result of this is that the compiler will

use 100 every time it finds smax, this

makes for easy editing, without having to

parse through the entire program looking

for places that may need a new value!

Changing smax once, effects all other

occurrences, pretty neat eh?

 

Of course we want to see it in ACTION!

 

PROC Test()

BYTE ARRAY sc(smax)

BYTE i

sc(0)=1 ;MUST be initialized!

sc(1)='1

PrintE("Multiplication!")

FOR i=0 TO 15

DO

MultiplyS(sc,"99")

PrintE(sc)

OD

RETURN

 

Hey! This could be the start of a huge

calculator! Adding subtract and divide,

and a temporary register for complex

equations, and there it is! Hmmm....

------------------------------------------

Next month, we get back to BASICs!

 

+----------------------------------------+

| Larry's |

| ACTION! TUTORIAL |

+----------------------------------------+

#9 A WEALTH OF KNOWLEDGE

------------------------------------------

If you felt a little challenged these past

few issues, don't be alarmed. I want you

to have useful examples, which can be used

in your own programs, even if you lack the

skills to develop sophisticated software.

Time spent doing things you know how to do

will increase your skills, as well as your

library of reusable code! I will supply

a few useful routines you can use in your

programs, which you can study and learn

from. Not to say I am the worlds best

programmer, but I do offer help!

 

We have covered the Editor, Monitor, and

Compiler. Open your manual to the Library

table of contents. If you have tried to

use the BASIC language, you may recognize

many of the supplied procedures and

functions. In fact, the library is simply

a collection of PROC's and FUNC's that may

help the BASIC programmer shift to using

ACTION! It is the programmers option, to

use any of these routines, or none at all.

All of them are included in the cartridge.

 

Turn to the page containing the EOF(8)

routine. Lets design a test to see it

operate. With your Editor cleared, make

a list of 2-3 words and save it with the

filename of "D:TEOF". Clear your Editor

and type in this test routine:

 

PROC Main()

BYTE c

CLOSE(4)

OPEN(4,"D:TEOF",4,0)

DO

c=GetD(4) Put©

UNTIL EOF(4)

OD

CLOSE(4)

RETURN

 

Compile and run this program. Is the list

exactly as you typed it in? Mine has a

funny little character at the end. If

yours does too, you will benefit from this

next routine. Now above the MAIN routine,

type in:

 

BYTE FUNC SOF(BYTE a)

BYTE POINTER bp

 

bp=((a&7) LSH 4) + 835

IF bp^=3 THEN RETURN(1) FI

RETURN(0)

 

(Main should be here!)

 

Now change the EOF in the Main procedure,

to SOF and compile and run it. Isn't that

better? Since you now may have a better

routine, rename SOF to EOF and change the

Main procedure back to EOF. Try it again.

Did you notice the funny extra character?

 

Naming the new routine 'EOF' will in

effect replace the EOF array as used in

the library. You can do this for any of

the routines. The names of the procedures

and functions in the library ARE NOT

RESERVED names. In fact, this is why a

runtime library allows you to make

programs that do not need the cartridge.

The supplied routines are called instead

of the library routines of the same name.

 

Take the time to look over the library,

studying how to call each routine. Write

tests for the harder ones to be sure you

understand their usage.

 

For those of you wanting to dig a little

deeper into programming, type this in:

 

PROC See()

BYTE i=$E0,j=$E1

 

i=0

j=i+1

RETURN

 

After compiling this short procedure, use

"* See" in the Monitor to see the compiled

machine language code.

 

You can use the '*' (Dump) option in the

Monitor to check out how the ACTION!

system changes your text into machine

language. By typing in short programs,

you can manually disassemble the code to

help you learn machine language. It will

come in useful when you have larger

programs that you want to optimize. You

can expect to cut out about half of the

machine code that ACTION! uses, if you

want to do some optimization.

------------------------------------------

Thats the ACTION! system, next month we

take a brief look at the ATARI computer

system. After a few key points about the

ATARI computer, we can then, finally, get

to creating our own library.

 

 

+----------------------------------------+

| Larry's |

| ACTION! TUTORIAL |

+----------------------------------------+

#10 THE EFFECT OF CHANGE

------------------------------------------

To program your Atari, you really must

understand how the memory is organized,

how it is used, and which memory locations

cause what effects.

 

A real good book on this subject is;

MAPPING THE ATARI from Compute! Books.

 

Basically, your computer has RANDOM ACCESS

(RAM) and READ ONLY (ROM) memory. RAM is

used by the applications to hold program,

and user data. ROM is used by the

manufacturer to hold the OPERATING SYSTEM

(OS), and special purpose chips. The

chips may allow user access, but generally

you can not write to memory locations

above 40960 ($A000-$FFFF).

 

The special chips perform several of the

functions necessary to talk with the

outside world. Pokey handles serial port

Input and Output (I/O) and interrupt

requests, PIA handles the controller

jacks, and ANTIC handles the video screen.

The OS contains the code and data needed

to operate these chips. The PIA and ANTIC

are actually microprocessors, the ANTIC

chip is even run by a little program!

 

The OS uses some RAM to hold the variables

it needs to use; margins, colors, cursor

position and many other attributes change

as the computer operates. Knowing where

the OS keeps its variables allows the

programmer to alter them to produce subtle

and major changes in the way the computer

operates.

 

Using these variables is very easy in

Action! Simply by assigning an Action!

variable to the address of a hardware

register, or OS variable, your program

can manipulate them as needed. The OS

sometimes uses shadow registers which are

memory locations used to hold values used

in another register. Locations 704-712

are such registers. You can change these

color registers at any time, but the

change will not be seen until after a

vertical blank interrupt. If you instead

change the hardware register, the change

will take place immediately:

 

PROC registers()

BYTE ch=764, random=53770,

wsync=54282, toggle

CARD ARRAY regs=[710 53272]

BYTE POINTER bp

PrintE("Hardware/Shadow Esc=Exit")

PrintE("Press any key to alternate")

toggle=0

bp=regs(toggle)

PrintE("Shadow")

do

if ch<255 then

toggle==!1

bp=regs(toggle) ;Change registers

if toggle=0 then

PrintE("Shadow")

else ;Toggle=1 (!)

PrintE("Hardware")

fi

if ch=28 then EXIT ;Esc pressed

else ch=255 ;Reset ch

fi

fi

wsync=1 ;Wait for sync

bp^=random & $E6 ;Dark colors only

wsync=1

od

bp=regs(0) ;Restore original

bp^=148 ;color

RETURN

 

Location 710 is a shadow register of the

hardware register at location 53272.

The variable wsync is used to synchronize

the processor with the display screen.

Any time wsync is written to, the CPU is

halted until the scanning beam is at the

start of a new scan line. This program

demonstrates the difference between the

shadow and hardware register used to

give color to the background. Changing

the shadow register will change the

background color, only after the vertical

blank period (the time when the scanning

beam is turned off, going back to the top

of the screen). Changing the hardware

register will cause a color change in the

middle of displaying the screen. The new

value will take effect as soon as it is

stored (which happens every couple of

lines due to wsync). Remove the wsync

statements to see a new effect.

 

As this was written, SPACE BBS was in the

process of being moved to a new location.

Perhaps the best way to receive your

questions is by mail, otherwise, don't

hesitate to ask me about Action!

------------------------------------------

Next month, practical examples!

 

+----------------------------------------+

| Larry's |

| ACTION! TUTORIAL |

+----------------------------------------+

#11 OFF AND RUNNING

------------------------------------------

One of my earliest questions was;

Why wont this program work without the

cartridge???

 

I will save you the pain of pulling your

hair out and tell you. If you want to

write programs that will run without the

cartridge installed, you must follow these

5 rules;

 

1. No errors. Any error will halt your

program. You can tell if your program

has an error by running it with the

cartridge installed. If it works OK,

the Monitor message area will be clear

when you exit from your program.

2. No library calls. You have to supply

all the necessary code to run. Any

call to the library will generate an

error when run without the cartridge.

3. No more than 2 bytes of parameters in

any function or procedure call. More

than 2 requires a little parameter

saving routine found in the cartridge.

Thats 2 BYTEs or 1 CARD and no more.

4. No MOD, multiplication, or division.

You can add and subtract to your hearts

content, but you can't try to multiply.

These also call a cartridge routine.

5. No shift operations using a variable,

or using a constant larger than 4.

 

If you follow these rules, your program

should run without the cartridge. The two

rules I have had trouble with are 2, no

library calls, and 4, no multiplication.

How can you read the keyboard if you cant

use OPEN(4,"K:",4,0)? As shown earlier,

you can monitor address 764. How about

opening a file? Offsets depend on using

multiplication for tabular data....

 

Here are a few solutions to get around the

need for the cartridge. Of course you

have to write programs that wont cause an

error, number 1 is rather evident. Number

2, as you saw earlier, you can write your

own routines and use them in place of the

library calls. For the few that you will

need, this is a must. To eliminate rule

3, you can store and retrieve the needed

parameters in an array, passing only the

address of the array, and picking out the

parameters in the called routine. Number

4 is hard to eliminate, except by writing

the code needed to multiply or divide two

numbers. The same with rule 5, if you

must shift according to some variable, you

will have to write code or a routine to do

the entire shift using no more than 4

shifts at a time.

 

A LSH or RSH must be followed by a

constant number, but that shift can be in

a FOR/NEXT loop. If the needed constant

is larger than 4, two lines that total the

number needed may be used:

 

TO CODE THE STATEMENT: USE:

X= X LSH Y FOR Z=1 TO Y

DO X==LSH 1 OD

X= X LSH 7 X==LSH 4

X==LSH 3

 

To help you get started on your very own

library, I have adapted the multiplication

program found on page 171 in ATARI ROOTS

to Action! The major changes include the

storing of the Accumulator and X register

to $E0 and $E1 respectively. Action!

expects the value of a function to be

returned in location $A0 and $A1, these

locations were used instead of $C0, $C1.

This function will multiply two BYTE

values and return a CARD value. Often

that is enough to squeek by in a pinch!

 

CARD FUNC MultiplyB=*(BYTE a,x)

[$85 $E0 $86 $E1 $A9 $00 $85 $A0 $A2

$08 $46 $E0 $90 $03 $18 $65 $E1 $6A

$66 $A0 $CA $D0 $F3 $85 $A1

$60] ;$60 is a RETURN command

 

PROC Test()

BYTE i,j

CARD z

FOR i=10 TO 200 STEP 15

DO FOR j=0 TO 200 STEP 50

DO z=MultiplyB(i,j)

PrintF("%U*%U=%U%E",i,j,z)

OD OD

RETURN

 

The '=*' after the word MultiplyB simply

means to omit the allocation of memory

for the parameters. Action! passes the

parameters using the accumulator and X

register. No reference was made in the

function to either 'a' or 'x' so there

is no need to reserve memory for them.

The function obtained the values directly

from the accumulator and X register.

 

------------------------------------------

 

Although the MultiplyB routine will run

without the cartridge, the Test routine

calls a library procedure. Guess whats

coming next issue!

 

+----------------------------------------+

| Larry's |

| ACTION! TUTORIAL |

+----------------------------------------+

#12 KILROY STRIKES AGAIN!

------------------------------------------

These months sure take a long time, don't

they? This month we make use of the old

MultiplyB routine and add a little more

to your library!

 

MODULE

CARD savmsc=$58,x=$55

BYTE y=$54

 

CARD FUNC MultiplyB=*(BYTE a,x)

[$85 $E0 $86 $E1 $A9 $00 $85 $A0 $A2

$08 $46 $E0 $90 $03 $18 $65 $E1 $6A

$66 $A0 $CA $D0 $F3 $85 $A1 $60]

 

BYTE FUNC AscToInt(BYTE chr)

BYTE i

i=chr&128 ;Inverse bit...

chr==&127 ;Gone!

IF chr<32 ;Conversion

THEN RETURN(chr+64+i)

ELSEIF chr<96

THEN RETURN(chr-32+i)

FI

RETURN(chr+i) ;Implied ELSE

 

PROC CLS()

BYTE POINTER bp

FOR bp=savmsc to savmsc+959

DO bp^=0 OD

RETURN

 

PROC EchoS(BYTE ARRAY sa)

BYTE ARRAY dst

BYTE i

i=0

dst=MultiplyB(y,40)+savmsc+x-1

DO

i==+1

dst(i)=AscToInt(sa(i))

UNTIL i=sa(0)

OD

RETURN

 

You might want to save this portion for

later use, then type in the Test program

to see it in use. These and the test

program will run, in object form, from

DOS! Make sure, then save them.

 

MODULE simply lets the compiler know that

you are declaring variables that you want

available to ALL FOLLOWING routines. Here

we declare a variable to use the systems

pointer to screen memory (savmsc), the

cursor X position and, cursor Y position.

 

MultiplyB, Hello! Reuseable code is FUN!

 

AscToInt is a routine that changes ASCII

to Internal code. This code is used by

the system to determine what characters to

display on the screen. Why the people at

Atari didn't simply use ASCII is not a big

concern NOW! You can use the next routine

to play around with different values. It

basically strips off the inverse bit, then

calculates the new value needed, and adds

back the inverse bit before returning.

 

CLS is my ClearScreen routine. Changing

the 0 to some other value will fill the

screen with a different character.

 

EchoS will duplicate whatever is in quotes

including non-printable characters. To

make it as fast as possible, I did not

include any error checking or alter X or

Y. With 40 bytes in a line, 'dst' has to

be Y*40 bytes from the top (savmsc). It

also has to be X number of spaces from

the left edge, then offset by 1 to align

with the incoming string. If not offset,

then 'dst(0)' would be at the X and Y

position, but 'sa(0)' is not supposed to

be printed, it holds the length of the

string. The first byte of the string is

actually in sa(1). Offsetting allows

'dst(1)' to be at the correct X and Y

position, thereby setting up a means of

direct (1 to 1, 2 to 2, etc.) assignments.

 

Using these routines as examples, perhaps

you can write your own Echo, EchoB, EchoI,

and EchoC. I used echo because, I saw the

name used in another program, to do about

the same thing, and because it keeps it

separate from Print and its options which

provide error and boundary checks. Of

course you'll want to test them:

 

PROC Test()

BYTE ch=764

CLS()

X=11 Y=10

EchoS("KILROY WAS HERE!")

x=4 y=12

EchoS("And he wants you to press a key!")

DO UNTIL ch<255 OD

x=2 y=16

ch=255

RETURN

------------------------------------------

Remember to set X and Y each time!

 

 

+----------------------------------------+

| Larry's |

| ACTION! TUTORIAL |

+----------------------------------------+

#13 DETAILS, DETAILS, DETAILS!

------------------------------------------

Much of computer programming involves the

use of expressions. Action! supports

arithmetic, bit-wise and, relational

expressions. Arithmetic operators, as

their name implies, perform arithmetic

functions. Bit-wise operators are used to

manipulate values on a bit-by-bit level.

Relational operators allow for combining

variables or simple expressions to form

much more complex expressions.

 

Arithmetic operators (*, /, +, -, MOD) are

fairly self evident. Their use is the

same as normal arithmetic! To save space,

and your valuable attention, I wont try

to explain how to use them!

 

The 'and' operator '& is often used to

mask bits in a register, or limit the

number of bits in an operation.

The 'or' operator '% is often used to

add bits into a register.

The 'xor' operator '! has several uses,

to toggle bits, subtract, and may be

used to add and remove bits in a

register.

 

Masking is produced by 'and'ing a value

with another value which contains each

bit set that is desired in the result:

turn==+1

turn==&3 > insures turn will only count

from 0 to 3 and then wrap around back to

0 again. Using a mask value of 10 will

not limit the count to 10. It will limit

turn to be either 0,2,8 or, 10, if that

was desired....

 

The following is an example using alot of

bit-wise manipulation, it converts only

alpha-numeric characters to their lower

case normal video equivalents:

 

BYTE FUNC ToLower(BYTE a)

BYTE t

t=a&$1F

IF (a&$70)=$30 THEN

IF (a&$0F)<10 THEN

RETURN (a&$3F) ;Its a number

FI

ELSEIF (a&$7F)<$41 THEN ;Too small

ELSEIF t>0 AND t<$1B THEN

RETURN(t%$60) ;Its a letter

FI

RETURN(32) ;Too large

PROC TEST()

BYTE A,B

A=0

DO B=TOLOWER(A)

PRINTF(" %C%C = %C%E",27,A,B)

A==+1

UNTIL A=255 OD

 

These are the characters that will be

accepted; NORMAL INVERSE

Numbers $30 - $39 $BO - $B9

Capitals $41 - $5A $C1 - $DA

Low case $61 - $7A $E1 - $FA

 

You might know that the only difference

between normal and inverse is that bit 7

is set for the inverse video characters.

Once this bit is stripped away, we can

limit our efforts to the values under the

NORMAL column. The high nibble (a nibble

is 4 bits) of every Number is a 3. We can

test for that, then a test to be sure the

low nibble is 9 or less will insure we

have a number to work with. Numbers need

no translation, once we have one, we can

simply pass it back. Returning a&$3F will

strip off the inverse bit of the incoming

variable.

 

There are several characters between 0 and

$41, To insure no attempt is made to

translate them, a simple 'less than' test

will eliminate them. Since the next

statement after the IF/FI is a RETURN(32),

valuable space can be saved by letting

control 'fall through' out of the IF/IF

condition as opposed to including a

RETURN(32) after the THEN.

 

We know the alphabet has only 26 letters.

In both CAPS and low case, the letter A

has a lower nibble value of 1. It stands

to reason that the value for Z must be 25

steps up from the value of A. 26=$1A, so

each bit of the low nibble is needed along

with one bit of the upper nibble. The

command t=a&$1F strips away all attributes

from 'a and gives us a value in the range

of 0 to 31. A previous test has taken

care of values too low to use, so we know

this is going to be a letter. If this

value is equal to or between 1 and 26, it

must be a letter. That test is performed,

and if true, the value $60 is added to it

to bring it up to the range of lower case

letters.

------------------------------------------

Next month; RELATIONAL operators.

 

+----------------------------------------+

| Larry's |

| ACTION! TUTORIAL |

+----------------------------------------+

#14 DEAL ME IN!

------------------------------------------

 

DEFINE DECKS="4"

 

MODULE

BYTE ARRAY shoe(52)

;INCLUDE: (From my tutorial #12)

;Global variables; savmsc

; x, y

;Routines; MultiplyB

; AscToInT

; CLS

; EchoS

PROC Echo(BYTE a)

BYTE POINTER dst

dst=MultiplyB(y,40)+savmsc+x

dst^=AscToInt(a)

RETURN

 

BYTE FUNC PickCard()

BYTE crd,r=53770,vc=54283

DO

crd=(r&$38)%(vc&$07)

UNTIL crd<52 AND shoe(crd)<DECKS

OD

shoe(crd)==+1

RETURN(crd)

 

BYTE FUNC ShowCard(BYTE a)

BYTE ARRAY pip="A23456789TJQK",

suit=",.p;" ;(Use Control key)

BYTE v,s

 

s=(a&3) +1 ;Mask out suit

v=(a RSH 2) +1 ;Remove suit

Echo(pip(v)%128) ;Display card

y==+1

Echo(suit(s)%128)

y==-1

IF v<10 THEN ;Calculate value

RETURN(v)

FI

RETURN(10)

 

PROC Main()

CARD tot,cnt

BYTE i,ch=764

 

FOR i=0 to 51 ;"Shuffle"

DO shoe(i)=0 OD

tot=MultiplyB(DECKS,52);Total cards

cnt=0 ;Init counter

DO

CLS() ;Clear screen

y=O ;Init Y

DO

x=3 ;Init X

DO

i=PickCard()

ShowCard(i)

cnt==+1 ;Increment counter

x==+2 ;Next column

UNTIL cnt=tot OR x=37

OD

y==+3 ;Next row

UNTIL cnt=tot OR y=21

OD

x=11 y=23

EchoS("Press any key...")

ch=255

WHILE ch=255 DO OD ;Wait for keypress

UNTIL cnt=tot ;All cards out

OD

CLS()

ch=255

RETURN

 

This month you get a full blown program

to shuffle cards and display them on the

screen. This entire program can be run

from DOS. If you have not written an Echo

procedure, I have supplied one. You must

supply the routines you typed in from

issue #12. When typing in the ShowCard

function, use the card characters in the

suit string. I used printable characters

so that our editor could easily print out

the program: You must hold down Control

when typing the characters between quotes.

 

Some casinos use 4 decks in what they call

a shoe, for their Blackjack tables. Other

games use less. DECKS is given to allow

for an easy method of determining how many

decks are to be shuffled together.

 

The first relational operator is in the

PickCard function. In 4 decks of cards,

there are only 52 different cards, and

only 4 of any one card. Both conditions

must be met before the card is accepted.

The next relational operator is in the

Main procedure. I know I cant draw more

cards than are in the shoe, nor do I want

to attempt to print a card somewhere off

the screen. At the start of the loops, X

or Y is initialized. I may or may not run

out of cards while in either of the loops.

As you can see, if cnt=tot, then every

loop will be exited from. The statement;

IF cnt=tot THEN EXIT FI, would work. I

like keeping things small, adding another

IF condition would create the need for

additional code.

------------------------------------------

Further discussion coming next month.

 

 

+----------------------------------------+

| Larry's |

| ACTION! TUTORIAL |

+----------------------------------------+

#15 A BIT OF DIGRESSION

------------------------------------------

Now that you have fully scrutinized the

nifty routines I included in last months

issue, you may have noticed that ShowCard

was a function, yet used as a procedure.

This is completely acceptable. When used

this way, the value returned is ignored.

You can use the ShowCard function to find

out the value of the card. Aces thru Tens

count as their pip value, while face cards

count as ten. If need be, the card itself

can be used to determine suit, in the same

manner as ShowCard.

 

You might also wonder why the routines

that were just a few lines long, were not

simply written into the Main procedure.

One reason is that Action! was designed

to make use of RE-USEABLE code. Any task

that may be needed repeatedly should be

in its own routine. There is a limit to

how many routines you can have, namely

1024 bytes for global variable and routine

names. The smaller names you use, the

more of them you can use. I have written

several large programs and have yet to run

out of room for the names. I usually end

up pressed for memory to hold all the

needed code. A second reason is that it

makes for more readable code. A different

programmer may want to make use of your

code. By keeping routines small, focused,

and well documented, other programmers may

be better able to reuse your code. It is

much easier to read when there are few

global variables, and each routine uses

only the variables it needs to do its

task.

 

You may think Echo was a small routine,

believe me, it isn't. Translated to ML

(Machine Language) it grows dramatically.

You can benefit from substituting your own

optimized ML code for the tasks that are

repeated often. To show you how much

difference there can be, I have supplied

an optimized ML version of the AscToInt

function. This function is used several

times in one EchoS call. Each byte of

code we save counts as one cycle for each

letter in a string of characters. This

savings will result in increased response

time.

 

Load the old AscToInt routine into your

Editor, compile it, and while still in

the Monitor type; ? AscToInt <RETURN>

Record the left most number to paper. Now

type; * AscToInt <RETURN> and get ready

to stop the listing using the <CNTL><1>

key combination. Stop the list when you

see a diamond after the equals sign, this

is the RETURN byte. Record the leftmost

number here and subtract the first number

from it. I find it to be 48 bytes long,

whereas, this new function does the same

thing in only 27 bytes. That works out to

about 21 EXTRA cycles needed in the code

written by Action!

 

Assuming a 19 byte string, on only a half

of a line of text, 400 cycles can be saved

using the new routine. Print just three

lines of text and you can expect to gain

over 2000 cycles!

 

BYTE FUNC AscTolnt=*(BYTE a)

[$85 $E0 ;STA $E0 Save Accu.

$29 $80 ;AND #$80 Mask out

$85 $E1 ;STA $E1 inverse bit

$45 $E0 ;EOR $E0 Gone!

$C9 $20 ;CMP $20 a<32

$B0 4 ;BCS +4 >+ Jump if false

$09 $40 ;ORA $40 | add 64

$90 6 ;BCC +6 >-|-+ Jump to RTS

$C9 $60 ;CMP $60 <+ | a<96

$B0 2 ;BCS +2 >--|-+Jump if false

$E9 $1F ;SBC $1F | |subtract 32

$05 $E1 ;ORA $E1<---+-+add Inv bit

$85 $A0 ;STA $A0 Still in Accu.

$60] ;RTS

 

I listed it in this form for those of you

trying to optimize your own code. You can

compare the two routines, which operate

in much the same fashion. One bit of

razzle-dazzle, you may notice I didn't

clear or set the carry flag, even though I

performed branches that depend upon it.

The CMP instruction affects the carry, if

operand >= accumulator, carry is set.

Also 'SBC $1F' supposes it needed a borrow

(Carry is clear) so it takes one away

also. The total subtracted from the

accumulator is 32 ($20).

 

Zero page memory, used because of its high

access speed, is not hard to find. Making

efficient use of it is another matter.

Action! uses $A0-$A1 to store returned

values from functions, and, $A3-$AF to

Store parameters. I use $E0-$EF.

------------------------------------------

Next month, flowcharts!

 

+----------------------------------------+

| Larry's |

| ACTION! TUTORIAL |

+----------------------------------------+

#16 CAUGHT IN THE FLOW

------------------------------------------

Many people know how to use a map. Fewer

people know how to make one. The same

could be said for a newspaper, toaster,

baseball glove, microwave, or a flowchart.

They are all tools, used when we want to

do a specific task. When it comes time to

order and list all the logical steps and

branches of a new program, a flowchart is

your tool to gain perspective.

 

To demonstrate my point, I will play the

roll of plant manager, you are my shipping

process engineer. We are about to tool up

for 12 different products of merchandise.

Our automatic shelves will accept any of

the items from the end of a conveyor. You

are to design the conveyor system that

will move each item to its proper shelf.

The products will arrive from the plant on

one conveyor in random order. Each of the

12 products are differentiated by either

color, size or, weight. You get to use

scanners, scales, gates, and conveyors to

build the warehouse storage system.

 

Scanners measure color and size, scales

measure weight, gates divert the box to

another conveyor if the (scan/weight) test

fails. This information, combined with a

complete description of the 12 products,

will provide you with the main reason why

flowcharts are used. If you attempt to

submit a design, you will have to have a

record of it for others to inspect. You

need a piece of paper to express such a

large complicated system. A flowchart is

simply a representation of the complete

design, drawn out on paper.

 

Of the 12 items:

3 are black, 3 are red

3 are blue, 3 are black and red

 

(Scanners designed to detect black will

pass the black boxes, and the black and

red boxes also. The same for scanners

that detect red, will pass both the red

boxes and the boxes that are black and

red.)

 

-Black boxes are small, medium, or large.

Black items weigh 10 Lbs.

-Red has small, medium, and large boxes.

Red items weigh 10 Lbs.

-Blue has 1 large and 2 medium boxes.

One of the medium blue weighs 20 Lbs,

the other blue boxes weigh 50.

-Black and red has 2 small and 1 med.

One of the small black and red items

weighs 20 Lbs, the others weigh 50.

 

This brief description should give you a

different size, weight or color for each

of the twelve products.

 

You must now devise a path for the items

to follow using as few scanners, scales,

and gates as possible, making sure all the

items get transported to a shelf and that

no shelf has more than one type of item

stored on it. Once you have given this

some thought, try to determine the least

amount of gates, scanners, and scales you

would need to do the job. Then see if you

can reduce your plan to using only that

amount.

 

The perspective you gain when you build

your flowchart (floorplan) is included in

the ability to conceptualize each action

needed to accomplish the desired outcome.

The first action needed in the floorplan

is a scanner and gate to divide up the

incoming boxes of product. You can label

that action as a test and branch, but what

test would be best suited to be the first

test? There are several variables, and

perhaps a few different solutions, what is

the first thing to consider? If this sort

of problem interests you, perhaps you will

make a good programmer.

 

Most flowcharts consist of input/output

blocks (slanted rectangles), decision

blocks (diamonds), processing blocks

(rectangles), termination or beginning

blocks (ovals), and the lines and arrows

that connect them all. You can use this

system to solve a problem like the one

above, or you can devise your own system.

When you have completed the flowchart, you

have created an algorithm, a special

method for solving a problem. Programs

typically contain many algorithms, because

they often do many things. The test and

branch from above is a decision type

operation. Input from the plant, of

course, is input, with lines as conveyors.

The (automatic) shelf could be thought of

as a save or store process. Whatever

works for you, may be useful!

------------------------------------------

When a user has to wait for the computer

to finish processing, the computer is most

often being slowed down by many iterations

in a loop structured algorithm. The

programmer must use a good algorithm,

coupled with the speed of machine language

commands, to reduce the wait time. Moving

from flowcharts to actual machine code is

part of the programming process and is

the subject of the next issue. Advanced

users of ACTION! might want to "look in"

and give me feedback and/or assistance!

 

 

+----------------------------------------+

| Larry's |

| ACTION! TUTORIAL |

+----------------------------------------+

#17 VICTORY

------------------------------------------

From the last issue:

The 12 different boxes of product need

11 gates to provide 12 conveyors to the

12 automatic shelves. My set of eleven

tests began with a scale weighing out

any package less than 15 Lbs. If your

solution has something different, that is

perfectly acceptable, provided it meets

the needs of the job. Basically the first

test should divide the group of products

roughly in half, but it is not mandatory.

The important part is that it performs as

required, and you can check that by using

your flowchart to see where each box

would get diverted to. The criteria was

that the boxes should end up on separate

shelves. You might imagine the supervisor

may want to invest more cash into the

system and ask you to add in the needed

equipment to reject certain boxes which

fail in a unique way, and return all

rejects on a new conveyor to the plant.

 

Such is the way it goes in programming,

just when you think your done, somebody

shows up and wants to change the program.

A good flowchart helps in modifying an

already complete program. With a flow

chart, the programmer can make necessary

changes to the algorithm, and can quickly

add in the needed code in the proper spot.

This is just a reminder to always document

your programs, either by the use of a flow

chart, or in the source code itself. You

never know when you may decide to add more

stuff to a finished program.

 

Moving from words in a flowchart, to code

on the computer can be made easy to do.

The more details included in a flowchart,

the easier it is to translate into code.

Flowcharts also help in optimization of

algorithms. Careful inspection of a flow

chart can reveal redundant loading of a

variable, or testing of a value, that may

be consolidated or reduced. Looking at

the whole process, might give insight to

a different algorithm, or method, that

will do the same thing even quicker. Some

times a better algorithm will be enough,

and should be attempted first, but there

are occasions when assembly is the best

choice. Remember you need only to rework

the code that causes a delay, or that will

make a perceptable difference. There is

no big advantage in optimizing the part of

a program that is already performing well.

 

As if to fly in the face of good advice,

look back at issue #12's procedures. Here

we had a few good routines that were made

even better by translating part of them to

machine code (AscToInt). EchoS has a loop

in it, one of the most basic programming

structures, and the most time consuming.

Translating this routine to machine code

will provide an example of the loop

structure as it appears in machine

language.

 

First the flowchart:

 

1. Save STRING address

2. Calculate DESTINATION address

3. Initialize counter

4. Load byte from STRING

5. Save byte to DESTINATION

6. Decrement counter

7. Test for end condition

8. Loop to "4" until done

9. RETURN

 

Now the code:

 

PROC EchoS=*(BYTE ARRAY S)

;1. Save STRING address

[$85 $A2 ;STA $A2 Save S LO

$86 $A3 ;STX $A3 Save S HI

;2. DEST=(Y*40)+SAVMSC+X

$A5 $54 ;LDA $54 Y pos

$A2 40 ;LDX #40

$20 MultiplyB ;JSR MultiplyB

$18 ;CLC

$A5 $58 ;LDA $58 Screen LO

$65 $55 ;ADC $55 X pos

$65 $A0 ;ADC $A0 (Y*40) LO

$85 $A4 ;STA $A3 DEST LO

$A5 $59 ;LDA $59 Screen HI

$65 $A1 ;ADC $A1 (Y*40) HI

$85 $A5 ;STA $A4 DEST HI

;3. Init counter

$A0 $00 ;LDY 0

$B1 $A2 ;LDA ($A2),Y

$A8 ;TAY

$88 ;DEY

;START=START+1 S(0) is string Length!

$18 ;CLC

$E6 $A2 ;INC $A2

$D0 $02 ;BNE 2

$E6 $A3 ;INC $A3

;4. LOOP start, load byte

$B1 $A2 ;LDA ($A2),Y

$20 AscToInt ;JSR AscToInt

;5. Store byte

$91 $A4 ;STA ($A4),Y

;6 Decrement counter

$88 ;DEY

;7 & 8. Test and Loop until done

$10 $F6 ;BPL (LOOP)

;9. RETURN from whence we came

$60] ;RETURN

 

As you can see, most of this procedure is

spent setting up the parameters for the

loop. The loop itself is quite small,

only 10 bytes (Two bytes are used to

indicate where AscToInt is located). This

loop can still be optimized further, if

desired, by moving all the code from the

AscToInt routine to its proper place in

the loop. This results in eliminating the

need for jumping (using time to store

values on the processor stack and in the

program counter) which is time consuming

when done repeatedly. The code from the

AscToInt routine is needed for this loop

to function, so moving it 'in line' will

make the loop larger, but will actually

reduce the execution time.

------------------------------------------

Were you wondering how to call a procedure

using machine language? You can also call

ACTION! routines that you have written.

ACTION! passes variables using the A and X

registers, and returns function values in

$A0 and $A1.

 

+----------------------------------------+

| Larry's |

| ACTION! TUTORIAL |

+----------------------------------------+

#18 BREAKING THE RECORD!

------------------------------------------

BYTES, CARDS, POINTERS, and ARRAYS can be

used for most of your programming. There

comes a time when you must work with a

large amount of data, and a mixed set of

BYTES, CARDS, and ARRAYS. At times it

makes sense to organize your data so that

it may be easily processed, other times it

makes just as much sense to organize your

data for optimum use with files on a disk.

Records are used to help in both of these

areas.

 

Records allow a programmer to group the

fundamental data types together (BYTES,

CARDS, and INTEGERS). The grouping must

be declared before it is used. The records

become real useful when you set up a block

of memory to hold an array of records.

This is no more than a BYTE array, which

is divided into individual records, one

record right after the other. Each record

can be accessed using a record POINTER,

which steps through the array, in steps

the size of one record.

 

TYPE DAY=[bYTE hi,lo ;Record FORMAT

INT change]

 

BYTE ARRAY memory(400) ;Records storage

 

DAY POINTER temp ;Record ID

 

DEFINE RECORD_SIZE="4" ;2 BYTES + 1 INT

DEFINE MAX_DAYS="9" ;99 max!

 

PROC Make_Record()

BYTE i,r=53770,oldtemp

INT chg

 

temp=memory ;# 1a

 

oldtemp=75

FOR i=0 TO MAX_DAYS

DO

chg=r&7

chg==-4

temp.change=chg

temp.hi=oldtemp+chg

temp.lo=temp.hi-5-(r&3)

oldtemp=temp.hi

temp==+RECORD_SIZE ;# 1b

OD

RETURN

 

PROC SHOW()

BYTE i

 

Make_Record()

 

Graphics(0)

PrintE(" ")

 

printE("DAY High Low Chg")

 

FOR i=0 TO MAX_DAYS

DO

temp=memory+(RECORD_SIZE*i) ;# 2

PrintF(" %U %U %U %I",

i,temp.hi,temp.lo,temp.change)

PrintE(" ")

OD

RETURN

 

You can read your manual to get further

information on declaring records. This

program is nothing special, it creates a

list of each days high and low temperature

and indicates the change of the high temp

from one day to the next. Take note,

there are two methods used to access the

records. Method #1 sets 'temp' to the

start of the storage area (1a) and steps

through each record by adding RECORD_SIZE

to 'temp' (1b) each pass through the loop.

Method #2 calculates the proper location

of each record (#2). This random access

method of locating each record is simple

to use and works well for records that

reside completely in memory.

 

Because each record can be accessed in a

uniform manner, the need for special data

handling code is reduced. To give you a

little practice in using records, try to

write a routine that would allow you to

enter the data for this program. You can

have the user input the high and low

temperatures, and the computer calculating

the amount of change in high temperature

from the previous day. When you have that

routine working, write a program to keep

track of the time of the sun rising and

setting each day. Also keep track of how

many hours of daylight there are in each

day and the change in daylight hours from

one day to the next. The more practice

you get, the better you become.

------------------------------------------

Records are a very useful tool. As will

be shown next month, they can be used to

provide an easy means of working with data

objects (the manual calls them 'virtual

records'), we're going to call them worms!

 

 

+----------------------------------------+

| Larry's |

| ACTION! TUTORIAL |

+----------------------------------------+

#19 An OBJECT lesson

------------------------------------------

 

 

INT xx=$E0, yy=$E2 ;DIR parameters

TYPE worm = [bYTE X1,X2,X3,X4,

Y1,Y2,Y3,Y4

INT DX, DY]

DEFINE SIZE="12"

DEFINE COUNT="80" ;1 - 99 MAX WORMS

DEFINE SPEED="250" ;0 - 255

worm POINTER wm

BYTE ARRAY memory(1200),

mask=[$7F $BF $DF $EF

$F7 $FB $FD $FE]

CARD ARRAY screen(96) ;PLOP/FIND table

;-----------------------------------------

; ( Clip and Save!)

PROC PLOP(BYTE PX,PY) ;Faster PLOT

BYTE ARRAY ROW ;command

BYTE XB,XV,PM

ROW=screen(PY) XB=PX RSH 3

XV=PX &7 PM=COLOR LSH (7-XV)

ROW(XB)=(ROW(XB)& mask(XV)) % PM

RETURN

 

BYTE FUNC FIND(BYTE PX,PY)

BYTE ARRAY ROW ;Faster LOCATE

BYTE XB,XV,PM ;command

ROW=screen(PY) XB=PX RSH 3

XV=PX & 7 PM=mask(XV)!255

RETURN(ROW(XB)&PM)

;-----------------------------------------

PROC PICK_DIR()

BYTE R=53770

xx=0 yy=0

IF R<20 THEN yy=1

ELSEIF R<60 THEN xx=1

ELSEIF R>175 THEN xx=-1

ELSEIF R>225 THEN yy=-l

FI

RETURN

 

PROC START_UP()

BYTE R=53770,I

CARD SCRMEM=88

;---------Clip this too-----------

GRAPHICS(6+16) ;160 x 96, 1 color

screen(0)=SCRMEM ;Setup array for

FOR I=1 TO 95 ;PLOP and FIND

DO screen(I)=screen(I-1)+20 OD

COLOR=1 ;Border

;---------------------------------

PLOT(0,0) DRAWTO(159,0)

DRAWTO(159,95) DRAWTO(0,95)

DRAWTO(0,0)

wm=memory

FOR I=0 TO COUNT ;Random placement

DO ;of worms

wm.X1=(R&127)+25

wm.Y1=(R&63)+15

wm X2=wm.X1 wm.X3=wm.X1 wm.X4=wm.X1

wm.Y2=wm.Y1 wm.Y3=wm.Y1 wm.Y4=wm.Y1

PICK_DIR() wm.DX=xx wm.DY=yy

PLOT(wm.X1,wm.Y1)

wm==+SIZE

OD

RETURN

 

PROC MOVE()

BYTE I,NX,NY,Z,J=$AA,R=53770

wm=memory

FOR I=0 TO COUNT

DO

COLOR=0 PLOP(wm.X4,wm.Y4)

wm.X4=wm.X3 wm.X3=wm.X2 wm.X2=wm.X1

wm.Y4=wm.Y3 wm.Y3=wm.Y2 wm.Y2=wm.Y1

COLOR=1

Z=FIND(wm.X1+wm.DX,wm.Y1+wm.DY)

IF Z=0 THEN ;OK to move

IF R<240 THEN ;Do move

wm.X1==+wm.DX wm.Y1==+wm.DY

ELSE ;Change direction

FOR J=0 TO 3

DO

PICK_DIR()

IF FIND(wm.X1+xx,wm.Y1+yy)=0

THEN EXIT FI

OD

wm.DX=xx wm.DY=yy

FI

ELSE ;Not OK to move

FOR J=0 TO 7 ;Find new direction

DO

PICK_DIR()

IF FIND(wm.X1+xx,wm.Y1+yy)=0

THEN EXIT FI

OD

wm.DX=xx

wm.DY=yy

FI

PLOP(wm.X1,wm.Y1)

wm==+SIZE

OD

RETURN

 

PROC WAIT() ;Slow down display

BYTE I,J

I=255

WHILE I>SPEED

DO

J=255

WHILE J>SPEED

DO J==-1 OD

I==-1

OD

RETURN

 

PROC MAIN()

BYTE K=764

START_UP()

DO

MOVE() WAIT()

UNTIL K<255

OD

RETURN

------------------------------------------

As stated at the start of this monthly column, I

intended to give you routines you can use, and a

little insight into programming with ACTION!.

This issue gives you new PLOT and LOCATE

routines that are faster than those supplied

with ACTION!. In addition to the clip and save

section, part of the START_UP routine must be

included to initialize the screen array. You

may remember it is faster for the computer to

look up data in a table than it is to calculate

the needed values every time. This is what the

array does in the PLOP and FIND procedures.

 

+----------------------------------------+

| Larry's |

| ACTION! TUTORIAL |

+----------------------------------------+

#20 NUMBER TWENTY!

------------------------------------------

Last months program should have revealed

the cookie-cutter approach by using an

array of records. Each worm had 4 pixel

segments and its own direction of travel

stored in a record. The MOVE procedure

handled all the worms in the same manner,

which eased the programming task. This

same method can be used for other programs

where you have many identical, or nearly

identical, objects. Some examples might

include soldiers engaged in a war, rooms

of a haunted castle, employee files, days

in a calendar, and many, many more.

 

Although you cant directly declare a BYTE

array in a record, you can coax ACTION! to

store arrays in records. This month you

will see how you use and access a record

that has a BYTE array in it. The program

asks you to enter three student names,

with three test scores each. It then

displays the student name and average of

the test scores, along with their grade.

At the bottom of the display, the records

themselves are shown, with spaces inserted

between the name, test scores, average,

and grade. This section shows you how the

record would look (minus the spaces) if it

were stored in a disk file.

 

TYPE CLASS=[bYTE namlen

CARD n1,n2,n3,n4,n5

BYTE test1,test2,test3,avg,

grade]

DEFINE CLASS_SIZE="16"

 

CLASS POINTER student

BYTE ARRAY memory(l00)

 

PROC Enter_Data()

BYTE ARRAY prompt= "Enter test score "

CARD av,gr,tot

 

PrintE("Enter NAME of student;")

InputS(student)

IF student.namlen>10 THEN

student.namlen=10

FI

PrintF("%S 1; ",prompt)

student.test1=InputB()

tot=student.test1

PrintF("%S 2; ",prompt)

student.test2=InputB()

tot==+student.test2

PrintF("%S 3; ",prompt)

student.test3=InputB()

tot==+student.test3

av=tot/3

student.avg=av

IF av>=92 THEN student.grade='A

ELSEIF av>=84 THEN student.grade='B

ELSEIF av>=76 THEN student.grade='C

ELSEIF av>=68 THEN student.grade='D

ELSE student.grade='F

FI

RETURN

 

PROC MAIN()

BYTE i,j,x=85,y=84

BYTE POINTER ptr

 

student=memory ;Locate storage space

FOR i=l to 3

DO

Graphics(0)

PRINTF("Student number %U%E",i)

Enter_Data()

student==+CLASS_SIZE

OD

Graphics(0)

student=memory

PutE() x=2 y=2

PrintE("NAME AVG GRADE")

y=4

FOR i=1 TO 3

DO

x=2 Print(student)

x=16 PrintB(student.avg)

x=22 PrintF("%C%E",student.grade)

student==+CLASS_SIZE

OD

 

ptr=memory ;Show records

FOR i=1 TO 3

DO

FOR j=0 to 15

DO

y=18+i x=2+j ;Insert spaces

IF x>12 THEN x==+2 ;Tests

IF x>17 THEN x==+l ;Avg

IF x>19 THEN x==+l;Grade

FI

FI

FI

put(ptr^)

ptr==+1

OD

OD

RETURN

------------------------------------------

This program runs funny, in that whenever

the name is less than 10 characters long,

the records still hold old data behind

the student name. See if you can fix

this problem. To see this effect, run the

program and enter AAAAAAAAAA for the first

name, then run it again and enter Z for

the first name. You will see that part

of the name AAAAAAAAAA is still in memory.

 

 

 

+----------------------------------------+

| Larry's |

| ACTION! TUTORIAL |

+----------------------------------------+

#21 FINAL EPISODE...

------------------------------------------

Up to now I have discussed the different

aspects of a program for the computer.

Now its time to discuss how to turn those

programs in the computer, to files on the

disk for everyone to enjoy.

After you have typed in a program, you

are required to enter the Monitor to com-

pile and run the program. The Monitor will

also save the compiled code to disk. The

file produced from the Monitors write

command (W "D1:MYPROG.EXE") is executable

from the disk. After you have written a

program file to the disk from the Monitor,

you can then call up DOS and run the file

from the command line prompt. If you have

supplied all of the necessary code for

execution, you will be able to run the

file even without the ACTION! cartridge

installed. Those files are the type of

files you can send to your friends, who

may not have the ACTION! cartridge. For

a discussion on how to get programs to run

without the cartridge, refer back to my

column #11.

The DOS file system has a method of

determining what type of file is stored

on the disk. By using the first two bytes

in a file, it can determine if the file

was meant for direct execution, or for

use with the BASIC cartridge, and so on.

If the file begins with two 0's, it is

probably an executable file, BASIC uses

255, 255 for its tolkenized form. The

next four bytes in the file tell DOS where

to put the stored data in memory, and how

much to put there. By using the two CARD

values as the start and stop memory

addresses of the code segment, it can load

the executable code anywhere in memory.

The Monitor supplies all these bytes for

you when you use the write command. DOS

also allows for the appending of files, so

that some code may be loaded in at one

address, and other code may be loaded in

elsewhere. When the computer has loaded

data into the last (stop) address, DOS

checks to see if there is more data in the

file. If it finds more, it checks to see

if the next two bytes are 0,0 (which does

happen when files are appended). If not

and there is still more data in the file,

DOS will assume the next four bytes are

the start and stop addresses of another

segment of code (or data, depending upon

who put what, where!) This process will

repeat until there is no more data in

the file.

The ATARI operating system also has two

special addresses for use in handling the

executable files. These addresses are

RUNAD (Run Address = 736, 737) and INITAD

(Init Address = 738, 739). When data is

loadied into INITAD, the ATARI Operating

System (OS) interrupts the load process and

begins executing code at the address

pointed to by INITAD. When that code has

finished (via a RETURN statement), the

loading process resumes. When data is

loaded into RUNAD, the loading process is

allowed to complete, then execution of

code begins at the address pointed to by

RUNAD. You might now see how professional

programmers put a little title screen up

while their program is loading. A short

program to put text on the screen could be

loaded in, the INITAD could be used to

run that code, then loading of the main

program could proceed. Using ACTION! it

is real easy to do things like this. When

the Monitor writes a program to the disk,

it also includes a short segment to load

INITAD with the starting address of the

main procedure. Appending files written

by the Monitor will always act in the

manner stated above, some part loads and

runs, then another loads and runs, and

another, and another, as many times as

there were files appended together. Try

it yourself, and put it to good use!

With all the routines and tips I have let

you in on, you are now ready to undertake

your own projects with confidence. With

just a little advanced planning, almost

anything a computer can do, can be done

using the ATARI. It is up to you, the

user of the computer, to put the computer

to use. It doesnt do any work sitting on

a shelf. You dont have to rely on some

distant programmer to write the program

you want to use, you can write it your

self. It seems the younger generations

pick up the new technology quicker than

old folks, which is all the more reason

to introduce young kids to the ATARI

computer. It is easy to use, and simple

to program, providing a stepping stone to

the larger machines for those kids who may

want to pursue a career involving some

aspect of programming a computer. The

bulk of computer programming is done by

those who have a need. The limits of

what a computer can do is bound up only by

the imagination of those people willing

to attempt the programming of their

computer. My advice; reach for the stars!

------------------------------------------

It has come time to close this column and

move on. I want to thank Mike Schmidt our

newsletter editor for the great job he has

done organizing, printing, and mailing our

club newsletter to all our members. All

the people in the club who volunteer their

time to help SPACE provide support for the

ATARI community, deserve a hearty thanks.

Its the members, who support SPACE through

membership and the purchase of DOMs, that

are to be congratulated on keeping this

group together for so long. Nice going.

This is my last submission, I had a fun

time, I hope you gained a little more

confidence in your own efforts.

Edited by JamesD
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