02/04/95 ASSEMBLY LANGUAGE/MACHINE LANGUAGE/CODING TUTORIAL -- Part ONE BY SCATT INDEX ----- PREFIX Part ONE : The Basics - An Introduction. First Steps Processors Bits and Bytes! Number Systems A little on Computer MEMORY ASCII REGISTERS Instruction Cycle Machine Language ASSEMBLERS APPENDIX A: COMMODORE 64 MEMORY MAP ROM/RAM APPENDIX B: Commodore 64 ROM Memory Map Routines APPENDIX C: C64 KERNEL call addresses APPENDIX D: OPCODES APPENDIX E: C64 Kernal Jump Table APPENDIX F: BASIC KEYWORDS APPENDIX G: REU'S APPENDIX H: ABOUT THE PROCESSOR CHIP APPENDIX I: DIFFERENCES IN PROCESSORS APPENDIX J: CHIP INFORMATION CHART APPENDIX K: SPECIFICATIONS OF THE COMMODORE 64 BIBLIOGRAPHY PREFIX ------ Hello Everyone.. This is my attempt to catalog everything I learn about Machine Language (referred also as Machine Language and Coding) and put it into a simple format for everyone who is interested in learning to try it out for themselves. Every program that I have seen has been a bit too much for me to comprehend, and too far advanced for me. So this is my attempt to teach Assembly Language for the Commodore 64. Good luck, and if you want to reach me for questions, please contact me at ex240@cleveland.freenet.edu or as327@freenet.buffalo.edu I AM NOT A PROGRAMMER! ALL I KNOW AS OF THIS VERY MOMENT IS A SMALL AMOUNT OF BASIC, so please, Don't assume I know what I am talking about. Let's just hope that the sources that I took all of this data from were accurate. If you have something to dispute about this, please e-mail me, and I will try to make updates. If you learn anything new, that is not documented within the scope of this document, please, write to me, and we'll see what we can find out TOGETHER! Regards, SCATT PS: If you see a number in parenthesis after a quote (i.e. "text"(4) ), this means that the preceding text was taken from another source. Look at the Bibliography in the end of this text file for the source. -------------------------------------------------------- Part ONE : The Basics - An Introduction. THE MAIN REASON for learning Assembly or ML is this: It is FASTER, and SMALLER (memory-wise) then BASIC programs (which stands for Beginners All-purpose Symbolic Instruction Code), and (ML Programs) give you an insight to how the computer operates. And best of all, It brings us CLOSER to the computer (which is every computer geek's goal!) haha.. "THE BEST WAY TO LEARN ANY PROGRAMMING LANGUAGE IS TO PROGRAM IN THAT LANGUAGE."(7) "BASIC might be compared to a reliable, comfortable car. It will take you where you want to go. Machine language is like a sleek racing car - you get there with lots of time to spare. When programming involves large amounts of data, music, graphics, or games - speed can become the single most important factor."(2) "So, which language is best? (BASIC or ML) They are both best - but for different purposes. Many programmers, after learning ML, find that they continue to construct programs in BASIC, and then add ML modules where speed is important. But perhaps the best reason of all for learning ML is that it is fascinating and fun."(2) :) OK let me tell you one other thing before we start. I assume (making an ASS out of U and ME) that you understand how your computer basically works. I am not going to attempt to "take a quick tour of the computers internal parts," so please go get a book about this, ok? :) There are definitions all over this thing (so TAKE NOTES!!) to explain some of the terms but that's as far as I'm gonna go with it. An example of what you should already know is like what exactly memory is! What is memory? It is actually little switches and each one can have two states: on or off! Did you know that? IF NOT, then this is not for you! Well, not yet that is! Do you know what I/O, ROM, RAM, etc is? IF NOT, again, this is not for you YET! You need to start out elsewhere! I don't mean to be rude, but we all have our starting points! OK? Now SMILE! And do what must be done in order to get up to this point. Machine Language programming is not something to rush into... There are A LOT of books around this wide planet, so whether you get your information from comp.cbm or a library, or whatever, ask people! Visit your library! GO! GO NOW! Don't wait another minute or else it's gonna be too late!!!!!!!!! :) First Steps ----------- I would recommend that you either get a Commodore 64 (If you don't already have one) or a good emulator program. One emulator I recommend is C64S. Ask around, especially on IRC #c-64. They should all know where to get it. Once you have your C64 or emulator, I recommend you get an Assembler. Again, ask around. You will have one in no time. One other thing: "Many of the first home computerists in the 1970's learned ML before they learned BASIC. This is because an average version of the BASIC language used in microcomputers takes up around 12,000 bytes of memory, and early personal computers (KIM, AIM, etc.) were severely restricted by containing only a small amount of available memory. These early machines were unable to offer BASIC, so everyone programmed in ML."(2) So hey! ML is not more difficult to understand than BASIC. (But sometimes more of a challenge to debug) But it's not too far beyond BASIC. So DIG IN ALREADY! Processors ---------- Another thing: I'm not sure which processor is in the different versions of the C=64. I have seen 6502, and 6510. When I figure it out, I will update this again! As of this point, I am not sure that all of the commands in this book will work on the C=64. We will learn together though, won't we! Well, I found some more info on the CPU. "The heart of your machine (C=64) is the 40-pin chip just to the left of the RF modulator can. (He is talking about the old-style case) This is the 6510A microprocessor."(4) He also states that "This 40-pin custom chip operates like a 6502 MPU (also known as CPU) except the 6510 has a built-in 6-bit peripheral I/O port that controls memory management and cassette I/O." Bits and Bytes! -------------- "It's interesting that the word "bit" is frequently explained as a shortening of the phrase BInary digiT. In fact, the word bit goes back several centuries. There was a coin which was soft enough to be cut with a knife into eight pieces. Hence, pieces of eight. A single piece of this coin was called a bit and, as with computer memories, it meant that you couldn't slice it any further. We still use the word bit today as in the phrase "two bits" meaning 25 cents."(2) A byte is 8 bits of data that may be loaded together into a register. A register holds 1 byte. The 6502 can only affect 1 byte in one operation. Because the 6502 can perform hundreds of thousands of operations a second, it can affect 100's of 1000's of bytes per second. In fact, "the Commodore 64 can handle about 500,000 of these steps each second." This is from the C-64 Troubleshooting & Repair Guide by Robert C. Brenner. Number Systems ---------------------- DECimal Numbers: We all know what these are, like 0,1,2,3 etc. These are base 10 numbers. ML can be accomplished in Decimal, but very rarely seen. *BINary Numbers: Binary numbers are base 2 numbers. All we have to remember in Binary numbers is 0's and 1's. It's supposedly how the computer "thinks". What I take this as is that it's the way the processor sends and receives data internally (through it's 8-bit channel.) with 1's (or positive voltage) and 0's or a lack of voltage. All digits and numbers are converted to BIN. The easiest way to convert DECimal numbers to Binary is this: Place 0 0 0 0 Here we have 1's place, 2's place, Holder-> 8 4 2 1 4's place and 8's place and so on.. ------- Bin Num-> 0 0 0 0 Here's the binary number.. So, if we have a binary number of let's say, 0101, then we just add up the place's numbers and see what decimal number we get.. So we have a 1 in the 4's place, so that's decimal #4. We have no 8's or 2's and we have 1 in the 1's place. So if we add the 4 to the 1, we get a decimal of 5. So, if we had let's say a decimal number of like 12, we would know that there is at least one 8, and a 4, and we come up with 1100(bin)=12(dec)! Try some on your own and get familiar converting these back and fourth..... BINARY DECIMAL BINARY DECIMAL ------ ------- ------ ------- 0000 0 0110 6 0001 1 0111 7 0010 2 1000 8 0011 3 1001 9 0100 4 1010 10 0101 5 1011 11 The Bit significance and the byte.. Bit Number: b7 b6 b5 b4 b3 b2 b1 b0 Bit Significance: 128 64 32 16 8 4 2 1 Binary Number: 0 0 0 0 0 0 0 0 This would be an 8-BIT Binary number. Often written as 0000 0000. Understood? Kool. So the Decimal number "25" would convert to what? Yup, you got it, 0001 1001 !!! The rightmost Bit=Bit 0 (Tells us whether we have a 1 in our byte) The next to the left (Bit 1) tells us whether we have a two, etc.. And we go ON! *HEX Numbers: Hexadecimal Numbers are Base 16. "HEX" for 6, and DECI for 10, so when you add them, 6+10=16!!! :) Kool. That is, multiples of 16. 0,1,2,3,4,5,6,7,8,9,a,b,c,d,e,f. When we program (or the new word seems to be "code" or shall I say the "in" word haha..) So when we CoDe, we use a "$" to represent HEX numbers. Remember this. Put it into your ROM and KEEP IT THERE! It is important! "See how hex $10 (see the dollar-sign?) looks like binary? If you split a hex number into two parts, 1 and 0, and the binary (it's an eight-bit group, a byte) into two parts, 0001 and 0000 - you can see the relationship."(2) Remember when I did this: 0000 0000? Well, some people consider one of those sets of 4 bits to be a "nybble". To represent a byte (8-bits) in HEX notation, divide the 8-bit byte into two 4-bit units (yup, that's a nybble). Each of the 4-bit units (or nybbles) has a value of from 0 to 15 (decimal) which we express with a single hexadecimal digit! So you can use just ONE hexadecimal digit to represent 1 nybble (4-bits)! Isn't that kool! Now you remembered that the "$" represents the HEX notation, right? Well, check out this chart: HEX DECIMAL --- ---- $0 = 0 $01 = 1 $02 = 2 $03 = 3 $04 = 4 $05 = 5 $06 = 6 $07 = 7 $08 = 8 (gee this gets boring..) $09 = 9 $0A = 10 (what's this? WO! an "A"!!!) $0B = 11 $0C = 12 $0D = 13 $0E = 14 $0F = 15 $10 = 16 $11 = 17 $12 = 18 $13 = 19 etc etc So there we have it.. Here's another way to put it: " DECIMAL 0 1 2 3 4 5 6 7 8 9 then you start over with 10 HEX 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F then you start over with 10"(2) Let me go and see if I can find some text on how to mathematically convert decimal to hex.. I'll be right back.. Well, I didn't find what I was looking for, but I found this little charm.. "Microsoft Hex-Decimal Converter"(2) 1 HE$="0123456789ABCDEF" 2 ?"{CLEAR}{03 DOWN}PLEASE CHOOSE: 4 ?"{03 DOWN}{03 RIGHT}1-INPUT HEX & GET DECIMAL BACK. 5 REM NEW LINE HERE 6 ?"{02 DOWN}{03 RIGHT}2-INPUT DECIMAL TO GET HEX BACK. 7 GET K:IF K=0 THEN GOTO 7 9 ?"{CLEAR}":ON K GOTO 200,400 100 H$="":FOR M=3 TO 0 STEP -1:N%=DE/(16^M): DE=DE-N%*16^M:H$=H$+MID$(HE$,N%+1,1):NEXT 101 RETURN 102 D=0:Q=3:FOR M=1 TO 4:FOR W=0 TO 15: IF MID$(H$,M,1)=MID$(HE$,W+1,1) THEN GOTO 104 103 NEXT W 104 D1=W*(16^(Q)):D=D+D1:Q=Q-1:NEXT M 105 DE=INT(D):RETURN 200 INPUT"{02 DOWN}HEX";H$:GOSUB 102: PRINT SPC(11)"{UP}= {REV}"DE"{LEFT} " 210 GOTO 200 400 INPUT"{02 DOWN}DECIMAL";DE:GOSUB 100: PRINT SPC(14)"{UP}= {REV} "H$" " 410 GOTO 400 Something useful: "To figure out a HEX number, multiply the second column by 16 and add the other number to it. So, $1A would be one times 16 plus 10 (Recall that A stands for ten)."(2) Well, since I sent in my $$ to register "The PC Assembler Tutor" and never got anything back from the guy, I will ASSUME (ASS-U-ME) that Mr. Nelson won't mind me reproducing this next goody without his consent. (Although I did mention his name to keep him happy! :) HEX CONVERT BINARY --- ------- ------- "3 -> 2 + 1 -> 0011 9 -> 8 + 1 -> 1001 F = 15 -> 8+4+2+1 -> 1111 All computers operate on binary data, so why do we use hex numbers? Take a test. Copy these two binary numbers: 1011 1000 0110 1010 1001 0101 0111 1010 0111 1100 0100 1100 0101 0110 1111 0011 Now copy these two hex numbers: B86A957A 7C4C56F3 As you can see, you recognize hex numbers faster and you make fewer mistakes in transcription with hex numbers. ADDITION AND SUBTRACTION The rules for binary addition are easy: 0 + 0 = 0 0 + 1 = 1 1 + 0 = 1 1 + 1 = 0 (carry 1 to the next digit left) similarly for binary subtraction: 0 - 0 = 0 0 - 1 = 1 (borrow 1 from the next digit left) 1 - 0 = 1 1 - 1 = 0" (8) OK.. I hope that clears some stuff up.. Well, for now, I can't find much on converting Decimal numbers to Hex, so as the book states "Even the sketchiest understanding of hexadecimal math, however, should be sufficient for you to follow and use (assembly)"(1) and... "You need not memorize (HEX NUMBERS) beyond learning to count from 1 to 16 - learning the symbols. Be able to count from 00 up to 0F. (By convention, even the smallest hex number is listed as two digits as in 03 or 0B."(2) So, what I would recommend you do (and what I will be doing before not too long) is copying a DEC to HEX table from somewhere (or just make your own) and tape it in front of you, avoiding the monitor you are using for a billboard, and you will then know how to convert DEC to HEX or visa versa. As I've heard somewhere before, and also very useful, "Most ML programming involves working with hex numbers only between 0 and 255. This is because a single byte (8-bits) can hold no number larger than 255. Manipulating numbers larger than 255 is no real importance in ML programming until you are ready to work with more advanced ML programs. For example, all 6502 ML instructions are coded into one byte, all the "flags" are held in one byte, and many "addressing modes" use one byte to hold their argument."(2) A little on Computer MEMORY --------------------------- I'm sorry to use so many quotes, but everything I've found seems so useful, and I am learning so much from all of this info, I just can't stop! And all the typing is very good for my fingers.. "THE CITY OF BYTES Imagine a city with a single long row of houses. It's night. Each house has a peculiar Christmas display: on the roof is a line of eight lights. The houses represent bytes; each light is a single bit. If we fly over the city of bytes, at first we see only darkness. Each byte contains nothing (zero), so all eight of its bulbs are off. (On the horizon we can see a glow, however, because the computer has memory up there, called ROM memory, which is very active and contains built-in programs.) But we are down in RAM, our free user-memory, and there are no programs now in RAM, so every house is dark. Let's observe what happens to an individual byte when different numbers are stored there; we can randomly choose byte 1504. We hover over that house to see what information is "contained" in the light display. ____.____.____.____.____.____.____.____.____("."=off, "o"=on) Like all the rest, this byte is dark. Each bulb is off. Observing this, we know that the byte here is "holding" or representing a zero. If someone at the computer types in POKE 1504,1 - suddenly the rightmost light bulb goes on and the byte holds a one instead of a zero: ____.____.____.____.____.____.____.____o____ This rightmost bulb is in the 1's column (just as it would be in our usual way of counting by ten's, our familiar decimal system). But the next bulb is in a 2's column, so POKE 1504,2 would be: ____.____.____.____.____.____.____o____.____ And three would be one and two: ____.____.____.____.____.____.____o____o____ In this way - by checking which bits are turned on and then adding them together - the computer can look at a byte and know what number is there. Each light bulb, each BIT, is in its own special position in the row of eight and has a value twice the value of the one just before it: ____o____o____o____o____o____o____o____o____ = 255! 128's 64's 32's 16's 8's 4's 2's 1's 65535 is an interesting number because it represents the limit of our computer's memories. In special cases, with additional hardware, memory can be expanded beyond this. But this is the normal upper limit because the 6502 chip is designed to be able to address (put bytes in or take them out of memory cells) up to $FFFF."(2) ASCII ------- "Instead of a number from 0 to 255, an 8-bit byte can be used to represent an upper or lower case letter of the alphabet, a punctuation mark, or a printer-control character such as a carriage return."(1) ASCII-American Standard Code for Information Interchange. You've heard it a million times, and will hear it a million more. It is the "closest thing the industry has to a standard set of character codes."(1) So, "Whether a given byte is interpreted as a number, an ASCII character, or something else depends entirely on the program using that byte."(1) REGISTERS --------------- A register is a special area in memory for storing the data upon which the program is operating. Three Registers in the 6502 Processor: A- Accumulator - Can add or subtract any number up to 255 X, and Y - These can either be used to add one or subtract one digit. " The "A" register is often called the accumulator which indicates its function: all math and logical manipulations are done to the "A" register (from here on out it will be referred to as .A). There are two other registers inside the 6502 processor, specifically .X and .Y. These registers help act as counters and indexes into memory (sort of like mem[x] in pascal but not quite...)."(7) The 6502 can set one register equal to any other register. Instruction Cycle --------------------- *The 6502 only knows 151 instructions called opcodes. (I'm not sure if this has changed in the C=64, but I will find out. and update this) Each opcode is 1-byte (8-bits) long. Opcodes tell the processor what to do. The processor gets the first opcode, preforms the specified operation, gets the next opcode, preforms the operation, etc. So where does the processor get the list of opcodes? You got it, from the program. The 6502 has a PC (Program Counter) that tells it where to get the next opcode from in memory. The PC stores the address of some location in memory. When the processor starts it's instruction cycle, it looks at the PC, gets the memory location for the first op- code, goes there, and preforms the operation specified by that opcode. When it's done with the first one, it MAKES the PC point to the next opcode. So the processor uses the PC as sort of a MAP. Then, it again looks at the PC and gets the memory location back and goes there and starts over again. Here's a cool flowchart: [---------------------------] [ Fetch opcode pointed to ] [ by the PC (Program ]<-----\ [ counter. ] | [---------------------------] | | | \|/ | [---------------------------] | [ Perform operation ] | [ specified by opcode ] | [---------------------------] | | | \|/ | [---------------------------] | [ Make PC (Program Counter)] | [ point to next opcode in ] | [ memory ] | [---------------------------] | | | |____________________| Cool, eh? This is the 6502 Instruction Cycle. MACHINE LANGUAGE ---------------------- Machine Language program is nothing more then a series of ML instructions stored in memory. Each ML instruction is stored in memory as a 1-byte (8-bit) long opcode which may be followed by 1 or 2 bytes of operand. ML is usually in hexadecimal format. So, here is a short ML program: A9 05 20 02 04 A2 F5 60 Yup. Just a bunch of numbers! cool. ASSEMBLERS ------------ "To make it easier to write programs in machine language (called "ML" from here on), most programmers use a special program called an assembler. This is where the term "assembly language" comes from. ML and assembly language programs are both essentially the same thing. Using an assembler to create ML programs is far easier than being forced to look up and then POKE each byte into RAM memory. That's the way it used to be done, when there was too little memory in computers to hold languages (like BASIC or Assemblers) at the same time as programs created by those languages. That old style hand-programming was very laborious."(2) "Program (which) takes source code in basic form or from a file and writes to memory or a file the resulting executable. Allows higher flexibility than a monitor (see below) due to use of labels etc and not having to keep track of each address within the program. Monitor - A program, resident in memory, invoked by a SYS call from basic or by hitting the restore key that will let you disassemble, assemble and examine areas of memory and execute programs directly from the monitor. Useful for debugging programs and for writing short programs."(7) One monitor that I've seen is the MLX monitor. Object Code: is a series of 6502 machine language instructions to be stored in memory and executed. Source Code: An assembly language source program consists of one or more lines of assembly language source code. These consist of 4 fields: LABEL ---- MNEMONIC ---- OPERAND ---- COMMENT Label is a name given to the instruction. Similar to BASIC line numbers. Mnemonic is a cool word! It is the 3-letter name that suggests a function of a given ML instruction. (Easy! -- like LDA, LDX, or LDY... we'll get into these later.) Operand would be the action of the Mnemonic. It's like this: LDA $0300 <---operand... in this case we're loading the accumulator with $0300.. LABEL- This is an optional field. This is where you put your comments. You separate the Label from the rest of the instruction with a ";" (semicolon).. This makes the source code more understandable. Here's another cool flowchart: Source of input--> PROGRAMMER | \|/ What he/she inputs--> SOURCE CODE | \|/ Program that converts ---> ASSEMBLER Source code to ML | / \ / \ / \ / \ Output: Assembler Object listing code | | Intended for the: Programmer Processor OK! Now if any of this is a bit confusing, look it over, and get used to it! You will be responsible for having this stuff in the back of your head at ALL TIMES!!! Good luck.. Next up is some Mnemonics! See you all then! APPENDIX A ---------- COMMODORE 64 MEMORY MAP ROM/RAM ; Data types in headers (for reassembler): ; ; DATA Misc data ; TEXT String terminated with 00 ; WORD Vectors in LO/HI byte pairs ; CHIP I/O Area ; EMPTY ROM containing FF's or AA's ; HEX DECIMAL BITS DESCRIPTION 0000 0 7-0 MOS 6510 Data Direction Register (xx101111) Bit= 1: Output, Bit=0: Input, x=Don't Care 0001 1 MOS 6510 Micro-Processor On-Chip I/O Port 0 /LORAM Signal (0=Switch BASIC ROM Out) 1 /HIRAM Signal (0=Switch Kernal ROM Out) 2 /CHAREN Signal (O=Swith Char. ROM In) 3 Cassette Data Output Line 4 Cassette Switch Sense: 1 = Switch Closed 5 Cassette Motor Control O = ON, 1 = OFF 6-7 Undefined D6510 0000 0 6510 On-chip Data Direction Register. R6510 0001 1 6510 On-chip 8-bit Input/Output Register. TEMP 0002 2 Unused. Free for user programs. ADRAY1 0003-0004 3 Jump Vector: Convert FAC to Integer in (A/Y) ($B1AA). ADRAY2 0005-0006 5 Jump Vector: Convert Integer in (A/Y) to Floating point in (FAC); ($B391). CHARAC 0007 7 Search Character/Temporary Integer during INT. ENDCHR 0008 8 Flag: Scan for Quote at end of String. INTEGR 0007-0008 7 Temporary Integer during OR/AND. TRMPOS 0009 9 Screen Column for last TAB. VERCK 000A 10 Flag: 0 = Load, 1 = Verify. COUNT 000B 11 Input Buffer Pointer/Number of Subscripts. DIMFLG 000C 12 Flag: Default Array dimension. VALTYP 000D 13 Data type Flag: $00 = Numeric, $FF = String. INTFLG 000E 14 Data type Flag: $00 = Floating point, $80 = Integer. GARBFL 000F 15 Flag: DATA scan/List Quote/Garbage collection. SUBFLG 0010 16 Flag: Subscript reference/User Function call. INPFLG 0011 17 Input Flag: $00 = INPUT, $40 = GET, $98 = READ. TANSGN 0012 18 Flag: TAN sign/Comparative result. CHANNL 0013 19 File number of current Input Device. LINNUM 0014-0015 20 Temporary: Integer value. TEMPPT 0016 22 Pointer: Temporary String Stack. LASTPT 0017-0018 23 Last temporary String Address. TEMPST 0019-0021 25 Stack for temporary Strings. INDEX 0022-0025 34 Utility Pointer Area. INDEX1 0022-0023 34 First Utility Pointer. INDEX2 0024-0025 36 Secong Utility Pointer. RESHO 0026-002A 38 Floating point product of Multiply and Divide. TXTTAB 002B-002C 43 Pointer: Start of BASIC Text Area ($0801). VARTAB 002D-002E 45 Pointer: Start of BASIC Variables. ARYTAB 002F-0030 47 Pointer: Start of BASIC Arrays. STREND 0031-0032 49 Pointer: End of BASIC Arrays + 1. FRETOP 0033-0034 51 Pointer: Bottom of String space. FRESPC 0035-0036 53 Utility String Pointer. MEMSIZ 0037-0038 55 Pointer: Highest Address available to BASIC ($A000). CURLIN 0039-003A 57 Current BASIC Line number. OLDLIN 003B-003C 59 Previous BASIC Line number. OLDTXT 003D-003E 61 Pointer: BASIC Statement for CONT. DATLIN 003F-0040 63 Current DATA Line number. DATPTR 0041-0042 65 Pointer: Used by READ - current DATA Item Address. INPPTR 0043-0044 67 Pointer: Temporary storage of Pointer during INPUT Routine. VARNAM 0045-0046 69 Name of Variable being sought in Variable Table. VARPNT 0047-0048 71 Pointer: to value of (VARNAM) if Integer, to descriptor if String. FORPNT 0049-004A 73 Pointer: Index Variable for FOR/NEXT loop. VARTXT 004B-004C 75 Temporary storage for TXTPTR during READ, INPUT and GET. OPMASK 004D 77 Mask used during FRMEVL. TEMPF3 004E-0052 78 Temporary storage for FLPT value. FOUR6 0053 83 Length of String Variable during Garbege collection. JMPER 0054-0056 84 Jump Vector used in Function Evaluation - JMP followed by Address ($4C,$LB,$MB). TEMPF1 0057-005B 87 Temporary storage for FLPT value. TEMPF2 005C-0060 92 Temporary storage for FLPT value. FAC 0061-0066 97 Main Floating point Accumulator. FACEXP 0061 97 FAC Exponent. FACHO 0062-0065 98 FAC Mantissa. FACSGN 0066 102 FAC Sign. SGNFLG 0067 103 Pointer: Series Evaluation Constant. BITS 0068 104 Bit Overflow Area during normalisation Routine. AFAC 0069-006E 105 Auxiliary Floating point Accumulator. ARGEXP 0069 105 AFAC Exponent. ARGHO 006A-006D 106 AFAC Mantissa. ARGSGN 006E 110 AFAC Sign. ARISGN 006F 111 Sign of result of Arithmetic Evaluation. FACOV 0070 112 FAC low-order rounding. FBUFPT 0071-0072 113 Pointer: Used during CRUNCH/ASCII conversion. CHRGET 0073-008A 115 Subroutine: Get next Byte of BASIC Text. ,0073 INC $7A ,0082 BEQ $0073 ,0075 BNE $0079 ,0084 SEC ,0077 INC $7B ,0085 SBC #$30 ! ,0079 LDA $0801 ,0087 SEC ,007C CMP #$3A ,0088 SBC #$D0 ,007E BCS $008A ,008A RTS ,0080 CMP #$20 CHRGOT 0079 121 Entry to Get same Byte again. TXTPTR 007A-007B 122 Pointer: Current Byte of BASIC Text. RNDX 008B-008F 139 Floating RND Function Seed Value. STATUS 0090 144 Kernal I/O Status Word ST. STKEY 0091 145 Flag: $7F = STOP key. SVXT 0092 146 Timing Constant for Tape. VERCKK 0093 147 Flag: 0 = Load, 1 = Verify. C3PO 0094 148 Flag: Serial Bus - Output Character buffered. BSOUR 0095 149 Buffered Character for Serial Bus. SYNO 0096 150 Cassette Sync. number. TEMPX 0097 151 Temporary storage of X Register during CHRIN. TEMPY 0097 151 Temporary storage of Y Register during RS232 fetch. LDTND 0098 152 Number of Open Files/Index to File Table. DFLTN 0099 153 Default Input Device (0). DFLTO 009A 154 Default Output Device (3). PRTY 009B 155 Parity of Byte Output to Tape. DPSW 009C 156 Flag: Byte received from Tape. MSGFLG 009D 157 Flag: $00 = Program mode: Suppress Error Messages, $40 = Kernal Error Messages only, $80 = Direct mode: Full Error Messages. FNMIDX 009E 158 Index to Cassette File name/Header ID for Tape write. PTR1 009E 158 Tape Error log pass 1. PTR2 009F 159 Tape Error log pass 2. TIME 00A0-00A2 160 Real-time jiffy Clock (Updated by IRQ Interrupt approx. every 1/60 of Second); Update Routine: UDTIMK ($F69B). TSFCNT 00A3 163 Bit Counter Tape Read or Write/Serial Bus EOI (End Of Input) Flag. TBTCNT 00A4 164 Pulse Counter Tape Read or Write/Serial Bus shift Counter. CNTDN 00A5 165 Tape Synchronising count down. BUFPNT 00A6 166 Pointer: Tape I/O buffer. INBIT 00A7 167 RS232 temporary for received Bit/Tape temporary. BITC1 00A8 168 RS232 Input Bit count/Tape temporary. RINONE 00A9 169 RS232 Flag: Start Bit check/Tape temporary. RIDATA 00AA 170 RS232 Input Byte Buffer/Tape temporary. RIPRTY 00AB 171 RS232 Input parity/Tape temporary. SAL 00AC-00AD 172 Pointer: Tape Buffer/Screen scrolling. EAL 00AE-00AF 174 Tape End Address/End of Program. CMPO 00B0-00B1 176 Tape timing Constants. TAPE1 00B2-00B3 178 Pointer: Start Address of Tape Buffer ($033C). BITTS 00B4 180 RS232 Write bit count/Tape Read timing Flag. NXTBIT 00B5 181 RS232 Next Bit to send/Tape Read - End of Tape. RODATA 00B6 182 RS232 Output Byte Buffer/Tape Read Error Flag. FNLEN 00B7 183 Number of Characters in Filename. LA 00B8 184 Current File - Logical File number. SA 00B9 185 Current File - Secondary Address. FA 00BA 186 Current File - First Address (Device number). OPEN LA,FA,SA; OPEN 1,8,15,"I0":CLOSE 1 FNADR 00BB-00BC 187 Pointer: Current File name Address. ROPRTY 00BD 189 RS232 Output Parity/Tape Byte to be Input or Output. FSBLK 00BE 190 Tape Input/Output Block count. MYCH 00BF 191 Serial Word Buffer. CAS1 00C0 192 Tape Motor Switch. STAL 00C1-00C2 193 Start Address for LOAD and Cassette Write. MEMUSS 00C3-00C4 195 Pointer: Type 3 Tape LOAD and general use. LSTX 00C5 197 Matrix value of last Key pressed; No Key = $40. NDX 00C6 198 Number of Characters in Keyboard Buffer queue. RVS 00C7 199 Flag: Reverse On/Off; On = $01, Off = $00. INDX 00C8 200 Pointer: End of Line for Input (Used to suppress trailing spaces). LXSP 00C9-00CA 201 Cursor X/Y (Line/Column) position at start of Input. SFDX 00CB 203 Flag: Print shifted Characters. BLNSW 00CC 204 Flag: Cursor blink; $00 = Enabled, $01 = Disabled. BLNCT 00CD 205 Timer: Count down for Cursor blink toggle. GDBLN 00CE 206 Character under Cursor while Cursor Inverted. BLNON 00CF 207 Flag: Cursor Status; $00 = Off, $01 = On. CRSW 00D0 208 Flag: Input from Screen = $03, or Keyboard = $00. PNT 00D1-00D2 209 Pointer: Current Screen Line Address. PNTR 00D3 211 Cursor Column on current Line, including Wrap-round Line, if any. QTSW 00D4 212 Flag: Editor in Quote Mode; $00 = Not. LNMX 00D5 213 Current logical Line length: 39 or 79. TBLX 00D6 214 Current Screen Line number of Cursor. SCHAR 00D7 215 Screen value of current Input Character/Last Character Output. INSRT 00D8 216 Count of number of inserts outstanding. LDTB1 00D9-00F2 217 Screen Line link Table/Editor temporaries. High Byte of Line Screen Memory Location. USER 00F3-00F4 243 Pointer: Current Colour RAM Location. KEYTAB 00F5-00F6 245 Vector: Current Keyboard decoding Table. ($EB81) RIBUF 00F7-00F8 247 RS232 Input Buffer Pointer. ROBUF 00F9-00FA 249 RS232 Output Buffer Pointer. FREKZP 00FB-00FE 251 Free Zero Page space for User Programs. BASZPT 00FF 255 BASIC temporary Data Area. ASCWRK 00FF-010A 255 Assembly Area for Floating point to ASCII conversion. BAD 0100-013E 256 Tape Input Error log. STACK 0100-01FF 256 6510 Hardware Stack Area. BSTACK 013F-01FF 319 BASIC Stack Area. BUF 0200-0258 512 BASIC Input Buffer (Input Line from Screen). LAT 0259-0262 601 Kernal Table: Active logical File numbers. FAT 0263-026C 611 Kernal Table: Active File First Addresses (Device numbers). SAT 026D-0276 621 Kernal Table: Active File Secondary Addresses. KEYD 0277-0280 631 Keyboard Buffer Queue (FIFO). MEMSTR 0281-0282 641 Pointer: Bottom of Memory for Operating System ($0800). MEMSIZ 0283-0284 643 Pointer: Top of Memory for Operating System ($A000). TIMOUT 0285 645 Serial IEEE Bus timeout defeat Flag. COLOR 0286 646 Current Character Colour code. GDCOL 0287 647 Background Colour under Cursor. HIBASE 0288 648 High Byte of Screen Memory Address ($04). XMAX 0289 649 Maximum number of Bytes in Keyboard Buffer ($0A). RPTFLG 028A 650 Flag: Repeat keys; $00 = Cursors, INST/DEL & Space repeat, $40 no Keys repeat, $80 all Keys repeat ($00). KOUNT 028B 651 Repeat Key: Speed Counter ($04). DELAY 028C 652 Repeat Key: First repeat delay Counter ($10). SHFLAG 028D 653 Flag: Shift Keys: Bit 1 = Shift, Bit 2 = CBM, Bit 3 = CTRL; ($00 = None, $01 = Shift, etc.). LSTSHF 028E 654 Last Shift Key used for debouncing. KEYLOG 028F-0290 655 Vector: Routine to determine Keyboard table to use based on Shift Key Pattern ($EB48). MODE 0291 657 Flag: Upper/Lower Case change: $00 = Disabled, $80 = Enabled ($00). AUTODN 0292 658 Flag: Auto scroll down: $00 = Disabled ($00). M51CTR 0293 659 RS232 Pseudo 6551 control Register Image. M51CDR 0294 660 RS232 Pseudo 6551 command Register Image. M51AJB 0295-0296 661 RS232 Non-standard Bits/Second. RSSTAT 0297 663 RS232 Pseudo 6551 Status Register Image. BITNUM 0298 664 RS232 Number of Bits left to send. BAUDOF 0299-029A 665 RS232 Baud Rate; Full Bit time microseconds. RIDBE 029B 667 RS232 Index to End of Input Buffer. RIDBS 029C 668 RS232 Pointer: High Byte of Address of Input Buffer. RODBS 029D 669 RS232 Pointer: High Byte of Address of Output Buffer. RODBE 029E 670 RS232 Index to End of Output Buffer. IRQTMP 029F-02A0 671 Temporary store for IRQ Vector during Tape operations. ENABL 02A1 673 RS232 Enables. TODSNS 02A2 674 TOD sense during Tape I/O. TRDTMP 02A3 675 Temporary storage during Tape READ. TD1IRQ 02A4 676 Temporary D1IRQ Indicator during Tape READ. TLNIDX 02A5 677 Temporary for Line Index. TVSFLG 02A6 678 Flag: TV Standard: $00 = NTSC, $01 = PAL. TEMP 02A7-02FF 679 Unused. SPR11 02C0-02FE 704 Sprite #11 Data Area. (SCREEN + $03F8 + SPR number) POKE 1024+1016+0,11 to use Sprite#0 DATA from ($02C0-$02FE). IERROR 0300-0301 768 Vector: Indirect entry to BASIC Error Message, (X) points to Message ($E38B). IMAIN 0302-0303 770 Vector: Indirect entry to BASIC Input Line and Decode ($A483). ICRNCH 0304-0305 772 Vector: Indirect entry to BASIC Tokenise Routine ($A57C). IQPLOP 0306-0307 774 Vector: Indirect entry to BASIC LIST Routine ($A71A). IGONE 0308-0309 776 Vector: Indirect entry to BASIC Character dispatch Routine ($A7E4). IEVAL 030A-030B 778 Vector: Indirect entry to BASIC Token evaluation ($AE86). SAREG 030C 780 Storage for 6510 Accumulator during SYS. SXREG 030D 781 Storage for 6510 X-Register during SYS. SYREG 030E 782 Storage for 6510 Y-Register during SYS. SPREG 030F 783 Storage for 6510 Status Register during SYS. USRPOK 0310 784 USR Function JMP Instruction ($4C). USRADD 0311-0312 785 USR Address ($LB,$MB). TEMP 0313 787 Unused. CINV 0314-0315 788 Vector: Hardware IRQ Interrupt Address ($EA31). CNBINV 0316-0317 790 Vector: BRK Instruction Interrupt Address ($FE66). NMINV 0318-0319 792 Vector: Hardware NMI Interrupt Address ($FE47). IOPEN 031A-031B 794 Vector: Indirect entry to Kernal OPEN Routine ($F34A). ICLOSE 031C-031D 796 Vector: Indirect entry to Kernal CLOSE Routine ($F291). ICHKIN 031E-031F 798 Vector: Indirect entry to Kernal CHKIN Routine ($F20E). ICKOUT 0320-0321 800 Vector: Indirect entry to Kernal CHKOUT Routine ($F250). ICLRCH 0322-0323 802 Vector: Indirect entry to Kernal CLRCHN Routine ($F333). IBASIN 0324-0325 804 Vector: Indirect entry to Kernal CHRIN Routine ($F157). IBSOUT 0326-0327 806 Vector: Indirect entry to Kernal CHROUT Routine ($F1CA). ISTOP 0328-0329 808 Vector: Indirect entry to Kernal STOP Routine ($F6ED). IGETIN 032A-032B 810 Vector: Indirect entry to Kernal GETIN Routine ($F13E). ICLALL 032C-032D 812 Vector: Indirect entry to Kernal CLALL Routine ($F32F). USRCMD 032E-032F 814 User Defined Vector ($FE66). ILOAD 0330-0331 816 Vector: Indirect entry to Kernal LOAD Routine ($F4A5). ISAVE 0332-0333 818 Vector: Indirect entry to Kernal SAVE Routine ($F5ED). TEMP 0334-033B 820 Unused. TBUFFR 033C-03FB 828 Tape I/O Buffer. SPR13 0340-037E 832 Sprite #13. SPR14 0380-03BE 896 Sprite #14. SPR15 03C0-03FE 960 Sprite #15. TEMP 03FC-03FF 1020 Unused. VICSCN 0400-07E7 1024 Default Screen Video Matrix. TEMP 07E8-07F7 2024 Unused. SPNTRS 07F8-07FF 2040 Default Sprite Data Pointers. 0800-9FFF 2048 Normal BASIC Program space. 8000-9FFF 32768 Optional Cartridge ROM space. A000-BFFF 40960 BASIC ROM (Part) or 8 KB RAM. a000 40960 - Restart Vectors WORD a00c 40972 stmdsp BASIC Command Vectors WORD a052 41042 fundsp BASIC Function Vectors WORD a080 41088 optab BASIC Operator Vectors WORD a09e 41118 reslst BASIC Command Keyword Table DATA a129 41257 msclst BASIC Misc. Keyword Table DATA a140 41280 oplist BASIC Operator Keyword Table DATA a14d 41293 funlst BASIC Function Keyword Table DATA a19e 41374 errtab Error Message Table DATA a328 41768 errptr Error Message Pointers WORD a364 41828 okk Misc. Messages TEXT a38a 41866 fndfor Find FOR/GOSUB Entry on Stack a3b8 41912 bltu Open Space in Memory a3fb 41979 getstk Check Stack Depth a408 41992 reason Check Memory Overlap a435 42037 omerr Output ?OUT OF MEMORY Error a437 42039 error Error Routine a469 42089 errfin Break Entry a474 42100 ready Restart BASIC a480 42112 main Input & Identify BASIC Line a49c 42140 main1 Get Line Number & Tokenise Text a4a2 42146 inslin Insert BASIC Text a533 42291 linkprg Rechain Lines a560 42336 inlin Input Line Into Buffer a579 42361 crunch Tokenise Input Buffer a613 42515 fndlin Search for Line Number a642 42562 scrtch Perform [new] a65e 42590 clear Perform [clr] a68e 42638 stxpt Reset TXTPTR a69c 42652 list Perform [list] a717 42775 qplop Handle LIST Character a742 42818 for Perform [for] a7ae 42926 newstt BASIC Warm Start a7c4 42948 ckeol Check End of Program a7e1 42977 gone Prepare to execute statement a7ed 42989 gone3 Perform BASIC Keyword a81d 43037 restor Perform [restore] a82c 43052 stop Perform [stop], [end], break a857 43095 cont Perform [cont] a871 43121 run Perform [run] a883 43139 gosub Perform [gosub] a8a0 43168 goto Perform [goto] a8d2 43218 return Perform [return] a8f8 43256 data Perform [data] a906 43270 datan Search for Next Statement / Line a928 43304 if Perform [if] a93b 43323 rem Perform [rem] a94b 43339 ongoto Perform [on] a96b 43371 linget Fetch linnum From BASIC a9a5 43429 let Perform [let] a9c4 43460 putint Assign Integer a9d6 43478 ptflpt Assign Floating Point a9d9 43481 putstr Assign String a9e3 43491 puttim Assign TI$ aa2c 43564 getspt Add Digit to FAC#1 aa80 43648 printn Perform [print]# aa86 43654 cmd Perform [cmd] aa9a 43674 strdon Print String From Memory aaa0 43680 print Perform [print] aab8 43704 varop Output Variable aad7 43735 crdo Output CR/LF aae8 43752 comprt Handle comma, TAB(, SPC( ab1e 43806 strout Output String ab3b 43835 outspc Output Format Character ab4d 43853 doagin Handle Bad Data ab7b 43899 get Perform [get] aba5 43941 inputn Perform [input#] abbf 43967 input Perform [input] abea 44010 bufful Read Input Buffer abf9 44025 qinlin Do Input Prompt ac06 44038 read Perform [read] ac35 44085 rdget General Purpose Read Routine acfc 44284 exint Input Error Messages TEXT ad1e 44318 next Perform [next] ad61 44385 donext Check Valid Loop ad8a 44426 frmnum Confirm Result ad9e 44446 frmevl Evaluate Expression in Text ae83 44675 eval Evaluate Single Term aea8 44712 pival Constant - pi DATA aead 44717 qdot Continue Expression aef1 44785 parchk Expression in Brackets aef7 44791 chkcls Confirm Character aef7 44791 - -test ')'- aefa 44794 - -test '('- aefd 44797 - -test comma- af08 44808 synerr Output ?SYNTAX Error af0d 44813 domin Set up NOT Function af14 44820 rsvvar Identify Reserved Variable af28 44840 isvar Search for Variable af48 44872 tisasc Convert TI to ASCII String afa7 44967 isfun Identify Function Type afb1 44977 strfun Evaluate String Function afd1 45009 numfun Evaluate Numeric Function afe6 45030 orop Perform [or], [and] b016 45078 dorel Perform <, =, > b01b 45083 numrel Numeric Comparison b02e 45102 strrel String Comparison b07e 45182 dim Perform [dim] b08b 45195 ptrget Identify Variable b0e7 45287 ordvar Locate Ordinary Variable b11d 45341 notfns Create New Variable b128 45352 notevl Create Variable b194 45460 aryget Allocate Array Pointer Space b1a5 45477 n32768 Constant 32768 in Flpt DATA b1aa 45482 facinx FAC#1 to Integer in (AC/YR) b1b2 45490 intidx Evaluate Text for Integer b1bf 45503 ayint FAC#1 to Positive Integer b1d1 45521 isary Get Array Parameters b218 45592 fndary Find Array b245 45637 bserr ?BAD SUBSCRIPT/?ILLEGAL QUANTITY b261 45665 notfdd Create Array b30e 45838 inlpn2 Locate Element in Array b34c 45900 umult Number of Bytes in Subscript b37d 45949 fre Perform [fre] b391 45969 givayf Convert Integer in (AC/YR) to Flpt b39e 45982 pos Perform [pos] b3a6 45990 errdir Confirm Program Mode b3e1 46049 getfnm Check Syntax of FN b3f4 46068 fndoer Perform [fn] b465 46181 strd Perform [str$] b487 46215 strlit Set Up String b4d5 46293 putnw1 Save String Descriptor b4f4 46324 getspa Allocate Space for String b526 46374 garbag Garbage Collection b5bd 46525 dvars Search for Next String b606 46598 grbpas Collect a String b63d 46653 cat Concatenate Two Strings b67a 46714 movins Store String in High RAM b6a3 46755 frestr Perform String Housekeeping b6db 46811 frefac Clean Descriptor Stack b6ec 46828 chrd Perform [chr$] b700 46848 leftd Perform [left$] b72c 46892 rightd Perform [right$] b737 46903 midd Perform [mid$] b761 46945 pream Pull sTring Parameters b77c 46972 len Perform [len] b782 46978 len1 Exit String Mode b78b 46987 asc Perform [asc] b79b 47003 gtbytc Evaluate Text to 1 Byte in XR b7ad 47021 val Perform [val] b7b5 47029 strval Convert ASCII String to Flpt b7eb 47083 getnum Get parameters for POKE/WAIT b7f7 47095 getadr Convert FAC#1 to Integer in LINNUM b80d 47117 peek Perform [peek] b824 47140 poke Perform [poke] b82d 47149 wait Perform [wait] b849 47177 faddh Add 0.5 to FAC#1 b850 47184 fsub Perform Subtraction b862 47202 fadd5 Normalise Addition b867 47207 fadd Perform Addition b947 47431 negfac 2's Complement FAC#1 b97e 47486 overr Output ?OVERFLOW Error b983 47491 mulshf Multiply by Zero Byte b9bc 47548 fone Table of Flpt Constants DATA b9ea 47594 log Perform [log] ba28 47656 fmult Perform Multiply ba59 47705 mulply Multiply by a Byte ba8c 47756 conupk Load FAC#2 From Memory bab7 47799 muldiv Test Both Accumulators bad4 47828 mldvex Overflow / Underflow bae2 47842 mul10 Multiply FAC#1 by 10 baf9 47865 tenc Constant 10 in Flpt DATA bafe 47870 div10 Divide FAC#1 by 10 bb07 47879 fdiv Divide FAC#2 by Flpt at (AC/YR) bb0f 47887 fdivt Divide FAC#2 by FAC#1 bba2 48034 movfm Load FAC#1 From Memory bbc7 48071 mov2f Store FAC#1 in Memory bbfc 48124 movfa Copy FAC#2 into FAC#1 bc0c 48140 movaf Copy FAC#1 into FAC#2 bc1b 48155 round Round FAC#1 bc2b 48171 sign Check Sign of FAC#1 bc39 48185 sgn Perform [sgn] bc58 48216 abs Perform [abs] bc5b 48219 fcomp Compare FAC#1 With Memory bc9b 48283 qint Convert FAC#1 to Integer bccc 48332 int Perform [int] bcf3 48371 fin Convert ASCII String to a Number in FAC#1 bdb3 48563 n0999 String Conversion Constants DATA bdc2 48578 inprt Output 'IN' and Line Number bddd 48605 fout Convert FAC#1 to ASCII String be68 48744 foutim Convert TI to String bf11 48913 fhalf Table of Constants DATA bf71 49009 sqr Perform [sqr] bf7b 49019 fpwrt Perform power ($) bfb4 49076 negop Negate FAC#1 bfbf 49087 logeb2 Table of Constants DATA bfed 49133 exp Perform [exp] C000-CFFF 49152 4 KB RAM. D000-DFFF 53248 Input/Output Devices and Colour RAM or 4 KB RAM or Character ROM. D000-D02E 53248 6566 Video Interface Chip, VIC II. D000-D02E 53248-54271 MOS 6566 VIDEO INTERFACE CONTROLLER (VIC) D000 53248 Sprite O X Pos D001 53249 Sprite O Y Pos D002 53250 Sprite 1 X Pos D003 53251 Sprite 1 Y Pos D004 53252 Sprite 2 X Pos D005 53253 Sprite 2 Y Pos D006 53254 Sprite 3 X Pos D007 53255 Sprite 3 Y Pos D008 53256 Sprite 4 X Pos D009 53257 Sprite 4 Y Pos D00A 53258 Sprite 5 X Pos D00B 53259 Sprite 5 Y Pos D00C 53260 Sprite 6 X Pos D00D 53261 Sprite 6 Y Pos D00E 53262 Sprite 7 X Pos D00F 53263 Sprite 7 Y Pos D010 53264 Sprites 0-7 X Pos (msb of X coord.) D011 53265 VIC Control Register 7 Raster Compare: (Bit 8) See 53266 6 Extended Color Text Mode 1 = Enable 5 Bit Map Mode. 1 = Enable 4 Blank Screen to Border Color: O = Blank 3 Select 24/25 Row Text Display: 1 = 25 Rows 2-0 Smooth Scroll to Y Dot-Position (0-7) D012 53266 Read Raster / Write Raster Value for Compare IRQ D013 53267 Light-Pen Latch X Pos D014 53268 Light-Pen Latch Y Pos D015 53269 Sprite display Enable: 1 = Enable D016 53270 VIC Control Register 7-6 Unused 5 ALWAYS SET THIS BIT TO 0 ! 4 Multi-Color Mode: 1 = Enable (Text or Bit-Map) 3 Select 38/40 Column Text Display: 1 = 40 Cols 2-0 Smooth Scroll to X Pos D017 53271 Sprites O-7 Expand 2x Vertical (Y) D018 53272 VIC Memory Control Register 7-4 Video Matrix Base Address (inside VIC) 3-1 Character Dot-Data Base Address (inside VIC) 0 Select upper/lower Character Set D019 53273 VIC Interrupt Flag Register (Bit = 1: IRQ Occurred) 7 Set on Any Enabled VIC IRQ Condition 3 Light-Pen Triggered IRQ Flag 2 Sprite to Sprite Collision IRQ Flag 1 Sprite to Background Collision IRQ Flag 0 Raster Compare IRQ Flag D01A 53274 IRQ Mask Register: 1 = Interrupt Enabled D01B 53275 Sprite to Background Display Priority: 1 = Sprite D01C 53276 Sprites O-7 Multi-Color Mode Select: 1 = M.C.M. D01D 53277 Sprites 0-7 Expand 2x Horizontal (X) D01E 53278 Sprite to Sprite Collision Detect D01F 53279 Sprite to Background Collision Detect D020 53280 Border Color D021 53281 Background Color O D022 53282 Background Color 1 D023 53283 Background Color 2 D024 53284 Background Color 3 D025 53285 Sprite Multi-Color Register 0 D026 53286 Sprite Multi-Color Register 1 D027 53287 Sprite O Color D028 53288 Sprite 1 Color D029 53289 Sprite 2 Color D02A 53290 Sprite 3 Color D02B 53291 Sprite 4 Color D02C 53292 Sprite 5 Color D02D 53293 Sprite 6 Color D02E 53294 Sprite 7 Color D400-D41C 54272 6581 Sound Interface Device, SID. D400-D7FF 54272-55295 MOS 6581 SOUND INTERFACE DEVICE (SID) D400 54272 Voice 1: Frequency Control - Low-Byte D401 54273 Voice 1: Frequency Control - High-Byte D402 54274 Voice 1: Pulse Waveform Width - Low-Byte D403 54275 7-4 Unused 3-0 Voice 1: Pulse Waveform Width - High-Nybble D404 54276 Voice 1: Control Register 7 Select Random Noise Waveform, 1 = On 6 Select Pulse Waveform, 1 = On 5 Select Sawtooth Waveform, 1 = On 4 Select Triangle Waveform, 1 = On 3 Test Bit: 1 = Disable Oscillator 1 2 Ring Modulate Osc. 1 with Osc. 3 Output, 1 = On 1 Synchronize Osc. 1 with Osc. 3 Frequency, 1 = On 0 Gate Bit: 1 = Start Att/Dec/Sus, 0 = Start Release D405 54277 Envelope Generator 1: Attack / Decay Cycle Control 7-4 Select Attack Cycle Duration: O-15 3-0 Select Decay Cycle Duration: 0-15 D406 54278 Envelope Generator 1: Sustain / Release Cycle Control 7-4 Select Sustain Cycle Duration: O-15 3-0 Select Release Cycle Duration: O-15 D407 54279 Voice 2: Frequency Control - Low-Byte D408 54280 Voice 2: Frequency Control - High-Byte D409 54281 Voice 2: Pulse Waveform Width - Low-Byte D40A 54282 7-4 Unused 3-0 Voice 2: Pulse Waveform Width - High-Nybble D40B 54283 Voice 2: Control Register 7 Select Random Noise Waveform, 1 = On 6 Select Pulse Waveform, 1 = On 5 Select Sawtooth Waveform, 1 = On 4 Select Triangle Waveform, 1 = On 3 Test Bit: 1 = Disable Oscillator 1 2 Ring Modulate Osc. 2 with Osc. 1 Output, 1 = On 1 Synchronize Osc. 2 with Osc. 1 Frequency, 1 = On 0 Gate Bit: 1 = Start Att/Dec/Sus, 0 = Start Release D40C 54284 Envelope Generator 2: Attack / Decay Cycle Control 7-4 Select Attack Cycle Duration: O-15 3-0 Select Decay Cycle Duration: 0-15 D40D 54285 Envelope Generator 2: Sustain / Release Cycle Control 7-4 Select Sustain Cycle Duration: O-15 3-0 Select Release Cycle Duration: O-15 D40E 54286 Voice 3: Frequency Control - Low-Byte D40F 54287 Voice 3: Frequency Control - High-Byte D410 54288 Voice 3: Pulse Waveform Width - Low-Byte D411 54289 7-4 Unused 3-0 Voice 3: Pulse Waveform Width - High-Nybble D412 54290 Voice 3: Control Register 7 Select Random Noise Waveform, 1 = On 6 Select Pulse Waveform, 1 = On 5 Select Sawtooth Waveform, 1 = On 4 Select Triangle Waveform, 1 = On 3 Test Bit: 1 = Disable Oscillator 1 2 Ring Modulate Osc. 3 with Osc. 2 Output, 1 = On 1 Synchronize Osc. 3 with Osc. 2 Frequency, 1 = On 0 Gate Bit: 1 = Start Att/Dec/Sus, 0 = Start Release D413 54291 Envelope Generator 3: Attac/Decay Cycle Control 7-4 Select Attack Cycle Duration: O-15 3-0 Select Decay Cycle Duration: 0-15 D414 54285 Envelope Generator 3: Sustain / Release Cycle Control 7-4 Select Sustain Cycle Duration: O-15 3-0 Select Release Cycle Duration: O-15 D415 54293 Filter Cutoff Frequency: Low-Nybble (Bits 2-O) D416 54294 Filter Cutoff Frequency: High-Byte D417 54295 Filter Resonance Control / Voice Input Control 7-4 Select Filter Resonance: 0-15 3 Filter External Input: 1 = Yes, 0 = No 2 Filter Voice 3 Output: 1 = Yes, 0 = No Filter Voice 2 Output: 1 = Yes, 0 = No 0 Filter Voice 1 Output: 1 = Yes, 0 = No D418 54296 Select Filter Mode and Volume 7 Cut-Off Voice 3 Output: 1 = Off, O = On 6 Select Filter High-Pass Mode: 1 = On 5 Select Filter Band-Pass Mode: 1 = On 4 Select Filter Low-Pass Mode: 1 = On 3-0 Select Output Volume: 0-15 D419 54297 Analog/Digital Converter: Game Paddle 1 (O-255) D41A 54298 Analog/Digital Converter Game Paddle 2 (O-255) D41B 54299 Oscillator 3 Random Number Generator D41C 54230 Envelope Generator 3 Output D500-D7FF 54528 SID Images. D800-DBE7 55296 Colour RAM (Nybbles = 4 Bit RAM, LSB). DBE8-DBFF 56296 Unused Nybbles. DC00-DC0F 56320 6526 Complex Interface Adaptor, CIA. DC00 56320 Data Port A (Keyboard, Joystick, Paddles, Light-Pen) 7-0 Write Keyboard Column Values for Keyboard Scan 7-6 Read Paddles on Port A / B (01 = Port A, 10 = Port B) 4 Joystick A Fire Button: 1 = Fire 3-2 Paddle Fire Buttons 3-0 Joystick A Direction (0-15) DC01 56321 Data Port B (Keyboard, Joystick, Paddles): Game Port 1 7-0 Read Keyboard Row Values for Keyboard Scan 7 Timer B Toggle/Pulse Output 6 Timer A: Toggle/Pulse Output 4 Joystick 1 Fire Button: 1 = Fire 3-2 Paddle Fire Buttons 3-0 Joystick 1 Direction DC02 56322 Data Direction Register - Port A (56320) DC03 56323 Data Direction Register - Port B (56321) DC04 56324 Timer A: Low-Byte DC05 56325 Timer A: High-Byte DC06 56326 Timer B: Low-Byte DC07 56327 Timer B: High-Byte DC08 56328 Time-of-Day Clock: 1/10 Seconds DC09 56329 Time-of-Day Clock: Seconds DC0A 56330 Time-of-Day Clock: Minutes DC0B 56331 Time-of-Day Clock: Hours + AM/PM Flag (Bit 7) DC0C 56332 Synchronous Serial I/O Data Buffer DC0D 56333 CIA Interrupt Control Register (Read IRQs/Write Mask) 7 IRQ Flag (1 = IRQ Occurred) / Set-Clear Flag 4 FLAG1 IRQ (Cassette Read / Serial Bus SRQ Input) 3 Serial Port Interrupt 2 Time-of-Day Clock Alarm Interrupt 1 Timer B Interrupt 0 Timer A Interrupt DC0E 56334 CIA Control Register A 7 Time-of-Day Clock Frequency: 1 = 50 Hz, 0 = 60 Hz 6 Serial Port I/O Mode Output, 0 = Input 5 Timer A Counts: 1 = CNT Signals, 0 = System 02 Clock 4 Force Load Timer A: 1 = Yes 3 Timer A Run Mode: 1 = One-Shot, 0 = Continuous 2 Timer A Output Mode to PB6: 1 = Toggle, 0 = Pulse 1 Timer A Output on PB6: 1 = Yes, 0 = No 0 Start/Stop Timer A: 1 = Start, 0 = Stop DC0F 56335 CIA Control Register B 7 Set Alarm/TOD-Clock: 1 = Alarm, 0 = Clock 6-5 Timer B Mode Select: 00 = Count System 02 Clock Pulses 01 = Count Positive CNT Transitions 10 = Count Timer A Underflow Pulses 11 = Count Timer A Underflows While CNT Positive 4-0 Same as CIA Control Reg. A - for Timer B DC00-DCFF 56320-56575 MOS 6526 Complex Interface Adapter (CIA) #1 DD00-DDFF 56576-56831 MOS 6526 Complex Interface Adapter (CIA) #2 DD00 56576 Data Port A (Serial Bus, RS-232, VIC Memory Control) 7 Serial Bus Data Input 6 Serial Bus Clock Pulse Input 5 Serial Bus Data Output 4 Serial Bus Clock Pulse Output 3 Serial Bus ATN Signal Output 2 RS-232 Data Output (User Port) 1-O VIC Chip System Memory Bank Select (Default = 11) DD01 56577 Data Port B (User Port, RS-232) 7 User / RS-232 Data Set Ready 6 User / RS-232 Clear to Send 5 User 4 User / RS-232 Carrier Detect 3 User / RS-232 Ring Indicator 2 User / RS-232 Data Terminal Ready 1 User / RS-232 Request to Send 0 User / RS-232 Received Data DD02 56578 Data Direction Register - Port A DD03 56579 Data Direction Register - Port B DD04 56580 Timer A: Low-Byte DD05 56581 Timer A: High-Byte DD06 56582 Timer B: Low-Byte DD07 56583 Timer B: High-Byte DD08 56584 Time-of-Day Clock: 1/10 Seconds DD09 56585 Time-of-Day Clock: Seconds DD0A 56586 Time-of-Day Clock: Minutes DD0B 56587 Time-of-Day Clock: Hours + AM/PM Flag (Bit 7) DD0C 56588 Synchronous Serial I/O Data Buffer DD0D 56589 CIA Interrupt Control Register (Read NMls/Write Mask) 7 NMI Flag (1 = NMI Occurred) / Set-Clear Flag 4 FLAG1 NMI (User/RS-232 Received Data Input) 3 Serial Port Interrupt 1 Timer B Interrupt 0 Timer A Interrupt DD0E 56590 CIA Control Register A 7 Time-of-Day Clock Frequency: 1 = 50 Hz, 0 = 60 Hz 6 Serial Port I/O Mode Output, 0 = Input 5 Timer A Counts: 1 = CNT Signals, 0 = System 02 Clock 4 Force Load Timer A: 1 = Yes 3 Timer A Run Mode: 1 = One-Shot, 0 = Continuous 2 Timer A Output Mode to PB6: 1 = Toggle, 0 = Pulse 1 Timer A Output on PB6: 1 = Yes, 0 = No 0 Start/Stop Timer A: 1 = Start, 0 = Stop DD0F 56591 CIA Control Register B 7 Set Alarm/TOD-Clock: 1 = Alarm, 0 = Clock 6-5 Timer B Mode Select: 00 = Count System 02 Clock Pulses 01 = Count Positive CNT Transitions 10 = Count Timer A Underflow Pulses 11 = Count Timer A Underflows While CNT Positive 4-0 Same as CIA Control Reg. A - for Timer B DEOO-DEFF 56832-57087 Reserved for Future I/O Expansion DFOO-DFFF 57088-57343 Reserved for Future I/O Expansion E000-FFFF 57344 BASIC (Part)/Kernal ROM or 8 KB RAM. E000-E4FF 57344 BASIC ROM (Part) or RAM. e000 57344 (exp continues) EXP continued From BASIC ROM e043 57411 polyx Series Evaluation e08d 57485 rmulc Constants for RND DATA e097 57495 rnd Perform [rnd] e0f9 57593 bioerr Handle I/O Error in BASIC e10c 57612 bchout Output Character e112 57618 bchin Input Character e118 57624 bckout Set Up For Output e11e 57630 bckin Set Up For Input e124 57636 bgetin Get One Character e12a 57642 sys Perform [sys] e156 57686 savet Perform [save] e165 57701 verfyt Perform [verify / load] e1be 57790 opent Perform [open] e1c7 57799 closet Perform [close] e1d4 57812 slpara Get Parameters For LOAD/SAVE e200 57856 combyt Get Next One Byte Parameter e206 57862 deflt Check Default Parameters e20e 57870 cmmerr Check For Comma e219 57881 ocpara Get Parameters For OPEN/CLOSE e264 57956 cos Perform [cos] e26b 57963 sin Perform [sin] e2b4 58036 tan Perform [tan] e2e0 58080 pi2 Table of Trig Constants DATA ;e2e0 1.570796327 pi/2 ;e2e5 6.28318531 pi*2 ;e2ea 0.25 ;e2ef #05 (counter) ;e2f0 -14.3813907 ;e2f5 42.0077971 ;e2fa -76.7041703 ;e2ff 81.6052237 ;e304 -41.3417021 ;e309 6.28318531 e30e 58126 atn Perform [atn] e33e 58174 atncon Table of ATN Constants DATA ;e33e #0b (counter) ;e3ef -0.000684793912 ;e344 0.00485094216 ;e349 -0.161117018 ;e34e 0.034209638 ;e353 -0.0542791328 ;e358 0.0724571965 ;e35d -0.0898023954 ;e362 0.110932413 ;e367 -0.142839808 ;e36c 0.19999912 ;e371 -0.333333316 ;e376 1.00 e37b 58235 bassft BASIC Warm Start [RUNSTOP-RESTORE] e394 58260 init BASIC Cold Start e3a2 58274 initat CHRGET For Zero-page e3ba 58298 rndsed RND Seed For zero-page DATA ;e3b2 0.811635157 e3bf 58303 initcz Initialize BASIC RAM e422 58402 initms Output Power-Up Message e447 58439 bvtrs Table of BASIC Vectors (for 0300) WORD e453 58451 initv Initialize Vectors e45f 58463 words Power-Up Message DATA e4ad 58541 - Patch for BASIC Call to CHKOUT e4b7 58551 - Unused Bytes For Future Patches EMPTY e4da 58586 - Reset Character Colour e4e0 58592 - Pause After Finding Tape File e4ec 58604 - RS-232 Timing Table -- PAL DATA E500-FFFF 58624 Kernal ROM or RAM. e500 58624 iobase Get I/O Address e505 58629 screen Get Screen Size e50a 58634 plot Put / Get Row And Column e518 58648 cint1 Initialize I/O e544 58692 - Clear Screen e566 58726 - Home Cursor e56c 58732 - Set Screen Pointers e59a 58778 - Set I/O Defaults (Unused Entry) e5a0 58784 - Set I/O Defaults e5b4 58804 lp2 Get Character From Keyboard Buffer e5ca 58826 - Input From Keyboard e632 58930 - Input From Screen or Keyboard e684 59012 - Quotes Test e691 59025 - Set Up Screen Print e6b6 59062 - Advance Cursor e6ed 59117 - Retreat Cursor e701 59137 - Back on to Previous Line e716 59158 - Output to Screen e72a 59178 - -unshifted characters- e7d4 59348 - -shifted characters- e87c 59516 - Go to Next Line e891 59537 - Output e8a1 59553 - Check Line Decrement e8b3 59571 - Check Line Increment e8cb 59595 - Set Colour Code e8da 59610 - Colour Code Table e8ea 59626 - Scroll Screen e965 59749 - Open A Space On The Screen e9c8 59848 - Move A Screen Line e9e0 59872 - Syncronise Colour Transfer e9f0 59888 - Set Start of Line e9ff 59903 - Clear Screen Line ea13 59923 - Print To Screen ea24 59940 - Syncronise Colour Pointer ea31 59953 - Main IRQ Entry Point ea87 60039 scnkey Scan Keyboard eadd 60125 - Process Key Image eb79 60281 - Pointers to Keyboard decoding tables WORD eb81 60289 - Keyboard 1 -- unshifted DATA ebc2 60354 - Keyboard 2 -- Shifted DATA ec03 60419 - Keyboard 3 -- Commodore DATA ec44 60484 - Graphics/Text Control ec78 60536 - Keyboard 4 -- Control DATA ecb9 60601 - Video Chip Setup Table DATA ece7 60647 - Shift-Run Equivalent ecf0 60656 - Low Byte Screen Line Addresses DATA ed09 60681 talk Send TALK Command on Serial Bus ed0c 60684 listn Send LISTEN Command on Serial Bus ed40 60736 - Send Data On Serial Bus edad 60845 - Flag Errors edad 60845 - Status #80 - device not present edb0 60848 - Status #03 - write timeout edb9 60857 second Send LISTEN Secondary Address edbe 60862 - Clear ATN edc7 60871 tksa Send TALK Secondary Address edcc 60876 - Wait For Clock eddd 60893 ciout Send Serial Deferred edef 60911 untlk Send UNTALK / UNLISTEN ee13 60947 acptr Receive From Serial Bus ee85 61061 - Serial Clock On ee8e 61070 - Serial Clock Off ee97 61079 - Serial Output 1 eea0 61088 - Serial Output 0 eea9 61097 - Get Serial Data And Clock In eeb3 61107 - Delay 1 ms eebb 61115 - RS-232 Send ef06 61190 - Send New RS-232 Byte ef2e 61230 - 'No DSR' / 'No CTS' Error ef39 61241 - Disable Timer ef4a 61258 - Compute Bit Count ef59 61273 - RS-232 Receive ef7e 61310 - Set Up To Receive ef90 61328 - Process RS-232 Byte efe1 61409 - Submit to RS-232 f00d 61453 - No DSR (Data Set Ready) Error f017 61463 - Send to RS-232 Buffer f04d 61517 - Input From RS-232 f086 61574 - Get From RS-232 f0a4 61604 - Serial Bus Idle f0bd 61629 - Table of Kernal I/O Messages DATA f12b 61739 - Print Message if Direct f12f 61743 - Print Message f13e 61758 getin Get a byte f157 61783 chrin Input a byte f199 61849 - Get From Tape / Serial / RS-232 f1ca 61898 chrout Output One Character f20e 61966 chkin Set Input Device f250 62032 chkout Set Output Device f291 62097 close Close File f30f 62223 - Find File f31f 62239 - Set File values f32f 62255 clall Abort All Files f333 62259 clrchn Restore Default I/O f34a 62282 open Open File f3d5 62421 - Send Secondary Address f409 62473 - Open RS-232 f49e 62622 load Load RAM f4b8 62648 - Load File From Serial Bus f533 62771 - Load File From Tape f5af 62927 - Print "SEARCHING" f5c1 62913 - Print Filename f5d2 62930 - Print "LOADING / VERIFYING" f5dd 62941 save Save RAM f5fa 62970 - Save to Serial Bus f659 63065 - Save to Tape f68f 63119 - Print "SAVING" f69b 63131 udtim Bump Clock f6dd 63197 rdtim Get Time f6e4 63204 settim Set Time f6ed 63213 stop Check STOP Key f6fb 63227 - Output I/O Error Messages f6fb 63227 - 'too many files' f6fe 63230 - 'file open' f701 63233 - 'file not open' f704 63236 - 'file not found' f707 63239 - 'device not present' f70a 63242 - 'not input file' f70d 63245 - 'not output file' f710 63248 - 'missing filename' f713 63251 - 'illegal device number' f72d 63277 - Find Any Tape Header f76a 63338 - Write Tape Header f7d0 63440 - Get Buffer Address f7d7 63447 - Set Buffer Stat / End Pointers f7ea 63466 - Find Specific Tape Header f80d 63501 - Bump Tape Pointer f817 63511 - Print "PRESS PLAY ON TAPE" f82e 63534 - Check Tape Status f838 63544 - Print "PRESS RECORD..." f841 63553 - Initiate Tape Read f864 63588 - Initiate Tape Write f875 63605 - Common Tape Code f8d0 63696 - Check Tape Stop f8e2 63714 - Set Read Timing f92c 63788 - Read Tape Bits fa60 64096 - Store Tape Characters fb8e 64398 - Reset Tape Pointer fb97 64407 - New Character Setup fba6 64422 - Send Tone to Tape fbc8 64456 - Write Data to Tape fbcd 64461 - IRQ Entry Point fc57 64599 - Write Tape Leader fc93 64659 - Restore Normal IRQ fcb8 64696 - Set IRQ Vector fcca 64714 - Kill Tape Motor fcd1 64721 - Check Read / Write Pointer fcdb 64731 - Bump Read / Write Pointer fce2 64738 - Power-Up RESET Entry fd02 64770 - Check For 8-ROM fd12 64786 - 8-ROM Mask '80CBM' DATA fd15 64789 restor Restore Kernal Vectors (at 0314) fd1a 64794 vector Change Vectors For User fd30 64816 - Kernal Reset Vectors WORD fd50 64848 ramtas Initialise System Constants fd9b 64923 - IRQ Vectors For Tape I/O WORD fda3 64931 ioinit Initialise I/O fddd 64989 - Enable Timer fdf9 65017 setnam Set Filename fe00 65024 setlfs Set Logical File Parameters fe07 65031 readst Get I/O Status Word fe18 65048 setmsg Control OS Messages fe21 65057 settmo Set IEEE Timeout fe25 65061 memtop Read / Set Top of Memory fe34 65076 membot Read / Set Bottom of Memory fe43 65091 - NMI Transfer Entry fe66 65126 - Warm Start Basic [BRK] febc 65212 - Exit Interrupt fec2 65218 - RS-232 Timing Table - NTSC DATA fed6 65238 - NMI RS-232 In ff07 65287 - NMI RS-232 Out ff43 65347 - Fake IRQ Entry ff48 65352 - IRQ Entry ff5b 65371 cint Initialize screen editor ff80 65408 - Kernal Version Number [03] DATA APPENDIX B ---------- ; ------ ; ; Commodore 64 ROM Memory Map ; ; BASIC interpreter ROM ($A000 - $BFFF) ; ; label address type comments restart = $a000 stmdsp = $a00c fundsp = $a052 optab = $a080 reslst = $a09e msclst = $a129 oplist = $a140 funlst = $a14d errtab = $a19e errptr = $a328 okk = $a364 fndfor = $a38a bltu = $a3b8 getstk = $a3fb reason = $a408 omerr = $a435 error = $a437 errfin = $a469 ready = $a474 main = $a480 main1 = $a49c inslin = $a4a2 linkprg = $a533 inlin = $a560 crunch = $a579 fndlin = $a613 scrtch = $a642 clear = $a65e stxpt = $a68e list = $a69c qplop = $a717 for = $a742 newstt = $a7ae ckeol = $a7c4 gone = $a7e1 gone3 = $a7ed restor = $a81d stop = $a82c cont = $a857 run = $a871 gosub = $a883 goto = $a8a0 return = $a8d2 data = $a8f8 datan = $a906 if = $a928 rem = $a93b ongoto = $a94b linget = $a96b let = $a9a5 putint = $a9c4 ptflpt = $a9d6 putstr = $a9d9 puttim = $a9e3 getspt = $aa2c printn = $aa80 cmd = $aa86 strdon = $aa9a print = $aaa0 varop = $aab8 crdo = $aad7 comprt = $aae8 strout = $ab1e outspc = $ab3b doagin = $ab4d get = $ab7b inputn = $aba5 input = $abbf bufful = $abea qinlin = $abf9 read = $ac06 rdget = $ac35 exint = $acfc next = $ad1e donext = $ad61 frmnum = $ad8a frmevl = $ad9e eval = $ae83 pival = $aea8 qdot = $aead parchk = $aef1 chkcls = $aef7 synerr = $af08 domin = $af0d rsvvar = $af14 isvar = $af28 tisasc = $af48 isfun = $afa7 strfun = $afb1 numfun = $afd1 orop = $afe6 dorel = $b016 numrel = $b01b strrel = $b02e dim = $b07e ptrget = $b08b ordvar = $b0e7 isletc = $b113 notfns = $b11d notevl = $b128 aryget = $b194 n32768 = $b1a5 data facinx = $b1aa intidx = $b1b2 ayint = $b1bf isary = $b1d1 fndary = $b218 bserr = $b245 notfdd = $b261 inlpn2 = $b30e umult = $b34c fre = $b37d givayf = $b391 pos = $b39e errdir = $b3a6 def = $b3b3 getfnm = $b3e1 fndoer = $b3f4 strd = $b465 strlit = $b487 putnw1 = $b4d5 getspa = $b4f4 garbag = $b526 dvars = $b5bd grbpas = $b606 cat = $b63d movins = $b67a frestr = $b6a3 frefac = $b6db chrd = $b6ec leftd = $b700 rightd = $b72c midd = $b737 pream = $b761 len = $b77c len1 = $b782 asc = $b78b gtbytc = $b79b val = $b7ad strval = $b7b5 getnum = $b7eb getadr = $b7f7 peek = $b80d poke = $b824 wait = $b82d faddh = $b849 fsub = $b850 fadd5 = $b862 fadd = $b867 negfac = $b947 overr = $b97e mulshf = $b983 fone = $b9bc data log = $b9ea fmult = $ba28 mulply = $ba59 conupk = $ba8c muldiv = $bab7 mldvex = $bad4 mul10 = $bae2 tenc = $baf9 data div10 = $bafe fdiv = $bb07 fdivt = $bb0f movfm = $bba2 mov2f = $bbc7 movfa = $bbfc movaf = $bc0c round = $bc1b sign = $bc2b sgn = $bc39 abs = $bc58 fcomp = $bc5b qint = $bc9b int = $bccc fin = $bcf3 n0999 = $bdb3 data inprt = $bdc2 fout = $bddd foutim = $be68 fhalf = $bf11 data sqr = $bf71 fpwrt = $bf7b negop = $bfb4 logeb2 = $bfbf data exp = $bfed ; ; ; C64 KERNEL ROM ; (exp = $e000 polyx = $e043 rmulc = $e08d data rnd = $e097 bioerr = $e0f9 bchout = $e10c bchin = $e112 bckout = $e118 bckin = $e11e bgetin = $e124 sys = $e12a savet = $e156 verfyt = $e165 opent = $e1be closet = $e1c7 slpara = $e1d4 combyt = $e200 deflt = $e206 cmmerr = $e20e ocpara = $e219 cos = $e264 sin = $e26b tan = $e2b4 pi2 = $e2e0 data atn = $e30e atncon = $e33e data bassft = $e37b init = $e394 initat = $e3a2 rndsed = $e3ba initcz = $e3bf initms = $e422 bvtrs = $e447 data initv = $e453 words = $e45f - = $e4ad - = $e4b7 illegal - = $e4da - = $e4e0 - = $e4ec data iobase = $e500 screen = $e505 plot = $e50a cint1 = $e518 - = $e544 - = $e566 - = $e56c = ; - = $e59a lp2 = $e5b4 - = $e5ca - = $e632 - = $e684 - = $e691 - = $e6b6 - = $e6ed - = $e701 - = $e716 - = $e87c - = $e891 - = $e8a1 - = $eacb - = $e8da - = $e8ea - = $e965 - = $e9c8 - = $e9e0 - = $e9f0 - = $e9ff - = $ea13 - = $ea24 - = $ea31 scnkey = $ea87 - = $eadd data - = $eb79 data - = $eb81 data - = $ebc2 data - = $ec03 - = $ec44 data - = $ec78 data - = $ecb9 - = $ece7 data - = $ecf0 talk = $ed09 - = $ed40 - = $edad second = $edb9 - = $edbe tksa = $edc7 - = $edcc ciout = $eddd untlk = $edef acptr = $ee13 - = $ee85 - = $ee8e - = $ee97 - = $eea0 - = $eea9 - = $eeb3 - = $eebb - = $ef06 - = $ef2e - = $ef39 - = $ef4a - = $ef59 - = $ef7e - = $ef90 - = $efe1 - = $f00d - = $f017 - = $f04d - = $f086 - = $f0a4 - = $f0bd - = $f128 getin = $f13e chrin = $f157 - = $f199 chrout = $f1ca chkin = $f20e chkout = $f250 close = $f291 - = $f30f - = $f31f clall = $f32f clrchn = $f333 open = $f34a - = $f3d5 - = $f409 load = $f49e ; ;-------------- ; save = $f5dd udtim = $f69b rdtim = $f6dd settim = $f6e4 stop = $f6ed restor = $fd15 vector = $fd1a ramtas = $fd50 ioinit = $fda3 setnam = $fdf9 setlfs = $fe00 readst = $fe07 setmsg = $fe18 settmo = $fe21 memtop = $fe25 membot = $fe34 cint = $fe58 APPENDIX C ---------- ; ; ; C64 KERNEL call addresses ; acptr = $ffa5 chkin = $ffc6 chkout = $ffc9 chrin = $ffcf chrout = $ffd2 ciout = $ffa8 cint = $ff81 clall = $ffe7 close = $ffc3 clrchn = $ffcc getin = $ffe4 iobase = $fff3 ioinit = $ff84 listen = $ffb1 load = $ffd5 membot = $ff9c memtop = $ff99 open = $ffc0 plot = $fff0 ramtas = $ff87 rdtim = $ffde readst = $ffb7 restor = $ff8a save = $ffd8 scnkey = $ff9f screen = $ffed second = $ff93 setlfs = $ffba setmsg = $ff90 setnam = $ffbd settim = $ffdb settmo = $ffa2 stop = $ffe1 talk = $ffb4 tksa = $ff96 udtim = $ffea unlsn = $ffae untlk = $ffab vector = $ff8d ; APPENDIX D ---------- OPCODES:: -------------- REPRODUCED FROM C=HACKING MAGAZINE.. 6502 Opcodes and Quasi-Opcodes. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ The following table lists all of the available opcodes on the 65xx line of micro-processors (such as the 6510 on the C=64 and the 8502 on the C=128) ----------------------------------------------------------------------------- Std Mnemonic Hex Value Description Addressing Mode Bytes/Time * BRK $00 Stack <- PC, PC <- ($fffe) (Immediate) 1/7 * ORA $01 A <- (A) V M (Ind,X) 6/2 JAM $02 [locks up machine] (Implied) 1/- SLO $03 M <- (M >> 1) + A + C (Ind,X) 2/8 NOP $04 [no operation] (Z-Page) 2/3 * ORA $05 A <- (A) V M (Z-Page) 2/3 * ASL $06 C <- A7, A <- (A) << 1 (Z-Page) 2/5 SLO $07 M <- (M >> 1) + A + C (Z-Page) 2/5 * PHP $08 Stack <- (P) (Implied) 1/3 * ORA $09 A <- (A) V M (Immediate) 2/2 * ASL $0A C <- A7, A <- (A) << 1 (Accumalator) 1/2 ANC $0B A <- A /\ M, C=~A7 (Immediate) 1/2 NOP $0C [no operation] (Absolute) 3/4 * ORA $0D A <- (A) V M (Absolute) 3/4 * ASL $0E C <- A7, A <- (A) << 1 (Absolute) 3/6 SLO $0F M <- (M >> 1) + A + C (Absolute) 3/6 * BPL $10 if N=0, PC = PC + offset (Relative) 2/2'2 * ORA $11 A <- (A) V M ((Ind),Y) 2/5'1 JAM $12 [locks up machine] (Implied) 1/- SLO $13 M <- (M >. 1) + A + C ((Ind),Y) 2/8'5 NOP $14 [no operation] (Z-Page,X) 2/4 * ORA $15 A <- (A) V M (Z-Page,X) 2/4 * ASL $16 C <- A7, A <- (A) << 1 (Z-Page,X) 2/6 SLO $17 M <- (M >> 1) + A + C (Z-Page,X) 2/6 * CLC $18 C <- 0 (Implied) 1/2 * ORA $19 A <- (A) V M (Absolute,Y) 3/4'1 NOP $1A [no operation] (Implied) 1/2 SLO $1B M <- (M >> 1) + A + C (Absolute,Y) 3/7 NOP $1C [no operation] (Absolute,X) 2/4'1 * ORA $1D A <- (A) V M (Absolute,X) 3/4'1 * ASL $1E C <- A7, A <- (A) << 1 (Absolute,X) 3/7 SLO $1F M <- (M >> 1) + A + C (Absolute,X) 3/7 * JSR $20 Stack <- PC, PC <- Address (Absolute) 3/6 * AND $21 A <- (A) /\ M (Ind,X) 2/6 JAM $22 [locks up machine] (Implied) 1/- RLA $23 M <- (M << 1) /\ (A) (Ind,X) 2/8 * BIT $24 Z <- ~(A /\ M) N<-M7 V<-M6 (Z-Page) 2/3 * AND $25 A <- (A) /\ M (Z-Page) 2/3 * ROL $26 C <- A7 & A <- A << 1 + C (Z-Page) 2/5 RLA $27 M <- (M << 1) /\ (A) (Z-Page) 2/5'5 * PLP $28 A <- (Stack) (Implied) 1/4 * AND $29 A <- (A) /\ M (Immediate) 2/2 * ROL $2A C <- A7 & A <- A << 1 + C (Accumalator) 1/2 ANC $2B A <- A /\ M, C <- ~A7 (Immediate9 1/2 * BIT $2C Z <- ~(A /\ M) N<-M7 V<-M6 (Absolute) 3/4 * AND $2D A <- (A) /\ M (Absolute) 3/4 * ROL $2E C <- A7 & A <- A << 1 + C (Absolute) 3/6 RLA $2F M <- (M << 1) /\ (A) (Absolute) 3/6'5 * BMI $30 if N=1, PC = PC + offset (Relative) 2/2'2 * AND $31 A <- (A) /\ M ((Ind),Y) 2/5'1 JAM $32 [locks up machine] (Implied) 1/- RLA $33 M <- (M << 1) /\ (A) ((Ind),Y) 2/8'5 NOP $34 [no operation] (Z-Page,X) 2/4 * AND $35 A <- (A) /\ M (Z-Page,X) 2/4 * ROL $36 C <- A7 & A <- A << 1 + C (Z-Page,X) 2/6 RLA $37 M <- (M << 1) /\ (A) (Z-Page,X) 2/6'5 * SEC $38 C <- 1 (Implied) 1/2 * AND $39 A <- (A) /\ M (Absolute,Y) 3/4'1 NOP $3A [no operation] (Implied) 1/2 RLA $3B M <- (M << 1) /\ (A) (Absolute,Y) 3/7'5 NOP $3C [no operation] (Absolute,X) 3/4'1 * AND $3D A <- (A) /\ M (Absolute,X) 3/4'1 * ROL $3E C <- A7 & A <- A << 1 + C (Absolute,X) 3/7 RLA $3F M <- (M << 1) /\ (A) (Absolute,X) 3/7'5 * RTI $40 P <- (Stack), PC <-(Stack) (Implied) 1/6 * EOR $41 A <- (A) \-/ M (Ind,X) 2/6 JAM $42 [locks up machine] (Implied) 1/- SRE $43 M <- (M >> 1) \-/ A (Ind,X) 2/8 NOP $44 [no operation] (Z-Page) 2/3 * EOR $45 A <- (A) \-/ M (Z-Page) 2/3 * LSR $46 C <- A0, A <- (A) >> 1 (Absolute,X) 3/7 SRE $47 M <- (M >> 1) \-/ A (Z-Page) 2/5 * PHA $48 Stack <- (A) (Implied) 1/3 * EOR $49 A <- (A) \-/ M (Immediate) 2/2 * LSR $4A C <- A0, A <- (A) >> 1 (Accumalator) 1/2 ASR $4B A <- [(A /\ M) >> 1] (Immediate) 1/2 * JMP $4C PC <- Address (Absolute) 3/3 * EOR $4D A <- (A) \-/ M (Absolute) 3/4 * LSR $4E C <- A0, A <- (A) >> 1 (Absolute) 3/6 SRE $4F M <- (M >> 1) \-/ A (Absolute) 3/6 * BVC $50 if V=0, PC = PC + offset (Relative) 2/2'2 * EOR $51 A <- (A) \-/ M ((Ind),Y) 2/5'1 JAM $52 [locks up machine] (Implied) 1/- SRE $53 M <- (M >> 1) \-/ A ((Ind),Y) 2/8 NOP $54 [no operation] (Z-Page,X) 2/4 * EOR $55 A <- (A) \-/ M (Z-Page,X) 2/4 * LSR $56 C <- A0, A <- (A) >> 1 (Z-Page,X) 2/6 SRE $57 M <- (M >> 1) \-/ A (Z-Page,X) 2/6 * CLI $58 I <- 0 (Implied) 1/2 * EOR $59 A <- (A) \-/ M (Absolute,Y) 3/4'1 NOP $5A [no operation] (Implied) 1/2 SRE $5B M <- (M >> 1) \-/ A (Absolute,Y) 3/7 NOP $5C [no operation] (Absolute,X) 3/4'1 * EOR $5D A <- (A) \-/ M (Absolute,X) 3/4'1 SRE $5F M <- (M >> 1) \-/ A (Absolute,X) 3/7 * RTS $60 PC <- (Stack) (Implied) 1/6 * ADC $61 A <- (A) + M + C (Ind,X) 2/6 JAM $62 [locks up machine] (Implied) 1/- RRA $63 M <- (M >> 1) + (A) + C (Ind,X) 2/8'5 NOP $64 [no operation] (Z-Page) 2/3 * ADC $65 A <- (A) + M + C (Z-Page) 2/3 * ROR $66 C<-A0 & A<- (A7=C + A>>1) (Z-Page) 2/5 RRA $67 M <- (M >> 1) + (A) + C (Z-Page) 2/5'5 * PLA $68 A <- (Stack) (Implied) 1/4 * ADC $69 A <- (A) + M + C (Immediate) 2/2 * ROR $6A C<-A0 & A<- (A7=C + A>>1) (Accumalator) 1/2 ARR $6B A <- [(A /\ M) >> 1] (Immediate) 1/2'5 * JMP $6C PC <- Address (Indirect) 3/5 * ADC $6D A <- (A) + M + C (Absolute) 3/4 * ROR $6E C<-A0 & A<- (A7=C + A>>1) (Absolute) 3/6 RRA $6F M <- (M >> 1) + (A) + C (Absolute) 3/6'5 * BVS $70 if V=1, PC = PC + offset (Relative) 2/2'2 * ADC $71 A <- (A) + M + C ((Ind),Y) 2/5'1 JAM $72 [locks up machine] (Implied) 1/- RRA $73 M <- (M >> 1) + (A) + C ((Ind),Y) 2/8'5 NOP $74 [no operation] (Z-Page,X) 2/4 * ADC $75 A <- (A) + M + C (Z-Page,X) 2/4 * ROR $76 C<-A0 & A<- (A7=C + A>>1) (Z-Page,X) 2/6 RRA $77 M <- (M >> 1) + (A) + C (Z-Page,X) 2/6'5 * SEI $78 I <- 1 (Implied) 1/2 * ADC $79 A <- (A) + M + C (Absolute,Y) 3/4'1 NOP $7A [no operation] (Implied) 1/2 RRA $7B M <- (M >> 1) + (A) + C (Absolute,Y) 3/7'5 NOP $7C [no operation] (Absolute,X) 3/4'1 * ADC $7D A <- (A) + M + C (Absolute,X) 3/4'1 * ROR $7E C<-A0 & A<- (A7=C + A>>1) (Absolute,X) 3/7 RRA $7F M <- (M >> 1) + (A) + C (Absolute,X) 3/7'5 NOP $80 [no operation] (Immediate) 2/2 * STA $81 M <- (A) (Ind,X) 2/6 NOP $82 [no operation] (Immediate) 2/2 SAX $83 M <- (A) /\ (X) (Ind,X) 2/6 * STY $84 M <- (Y) (Z-Page) 2/3 * STA $85 M <- (A) (Z-Page) 2/3 * STX $86 M <- (X) (Z-Page) 2/3 SAX $87 M <- (A) /\ (X) (Z-Page) 2/3 * DEY $88 Y <- (Y) - 1 (Implied) 1/2 NOP $89 [no operation] (Immediate) 2/2 * TXA $8A A <- (X) (Implied) 1/2 ANE $8B M <-[(A)\/$EE] /\ (X)/\(M) (Immediate) 2/2^4 * STY $8C M <- (Y) (Absolute) 3/4 * STA $8D M <- (A) (Absolute) 3/4 * STX $8E M <- (X) (Absolute) 3/4 SAX $8F M <- (A) /\ (X) (Absolute) 3/4 * BCC $90 if C=0, PC = PC + offset (Relative) 2/2'2 * STA $91 M <- (A) ((Ind),Y) 2/6 JAM $92 [locks up machine] (Implied) 1/- SHA $93 M <- (A) /\ (X) /\ (PCH+1) (Absolute,X) 3/6'3 * STY $94 M <- (Y) (Z-Page,X) 2/4 * STA $95 M <- (A) (Z-Page,X) 2/4 SAX $97 M <- (A) /\ (X) (Z-Page,Y) 2/4 * STX $96 M <- (X) (Z-Page,Y) 2/4 * TYA $98 A <- (Y) (Implied) 1/2 * STA $99 M <- (A) (Absolute,Y) 3/5 * TXS $9A S <- (X) (Implied) 1/2 SHS $9B X <- (A) /\ (X), S <- (X) (Absolute,Y) 3/5 M <- (X) /\ (PCH+1) SHY $9C M <- (Y) /\ (PCH+1) (Absolute,Y) 3/5'3 * STA $9D M <- (A) (Absolute,X) 3/5 SHX $9E M <- (X) /\ (PCH+1) (Absolute,X) 3/5'3 SHA $9F M <- (A) /\ (X) /\ (PCH+1) (Absolute,Y) 3/5'3 * LDY $A0 Y <- M (Immediate) 2/2 * LDA $A1 A <- M (Ind,X) 2/6 * LDX $A2 X <- M (Immediate) 2/2 LAX $A3 A <- M, X <- M (Ind,X) 2/6 * LDY $A4 Y <- M (Z-Page) 2/3 * LDA $A5 A <- M (Z-Page) 2/3 * LDX $A6 X <- M (Z-Page) 2/3 LAX $A7 A <- M, X <- M (Z-Page) 2/3 * TAY $A8 Y <- (A) (Implied) 1/2 * LDA $A9 A <- M (Immediate) 2/2 * TAX $AA X <- (A) (Implied) 1/2 LXA $AB X04 <- (X04) /\ M04 (Immediate) 1/2 A04 <- (A04) /\ M04 * LDY $AC Y <- M (Absolute) 3/4 * LDA $AD A <- M (Absolute) 3/4 * LDX $AE X <- M (Absolute) 3/4 LAX $AF A <- M, X <- M (Absolute) 3/4 * BCS $B0 if C=1, PC = PC + offset (Relative) 2/2'2 * LDA $B1 A <- M ((Ind),Y) 2/5'1 JAM $B2 [locks up machine] (Implied) 1/- LAX $B3 A <- M, X <- M ((Ind),Y) 2/5'1 * LDY $B4 Y <- M (Z-Page,X) 2/4 * LDA $B5 A <- M (Z-Page,X) 2/4 * LDX $B6 X <- M (Z-Page,Y) 2/4 LAX $B7 A <- M, X <- M (Z-Page,Y) 2/4 * CLV $B8 V <- 0 (Implied) 1/2 * LDA $B9 A <- M (Absolute,Y) 3/4'1 * TSX $BA X <- (S) (Implied) 1/2 LAE $BB X,S,A <- (S /\ M) (Absolute,Y) 3/4'1 * LDY $BC Y <- M (Absolute,X) 3/4'1 * LDA $BD A <- M (Absolute,X) 3/4'1 * LDX $BE X <- M (Absolute,Y) 3/4'1 LAX $BF A <- M, X <- M (Absolute,Y) 3/4'1 * CPY $C0 (Y - M) -> NZC (Immediate) 2/2 * CMP $C1 (A - M) -> NZC (Ind,X) 2/6 NOP $C2 [no operation] (Immediate) 2/2 DCP $C3 M <- (M)-1, (A-M) -> NZC (Ind,X) 2/8 * CPY $C4 (Y - M) -> NZC (Z-Page) 2/3 * CMP $C5 (A - M) -> NZC (Z-Page) 2/3 * DEC $C6 M <- (M) - 1 (Z-Page) 2/5 DCP $C7 M <- (M)-1, (A-M) -> NZC (Z-Page) 2/5 * INY $C8 Y <- (Y) + 1 (Implied) 1/2 * CMP $C9 (A - M) -> NZC (Immediate) 2/2 * DEX $CA X <- (X) - 1 (Implied) 1/2 SBX $CB X <- (X)/\(A) - M (Immediate) 2/2 * CPY $CC (Y - M) -> NZC (Absolute) 3/4 * CMP $CD (A - M) -> NZC (Absolute) 3/4 * DEC $CE M <- (M) - 1 (Absolute) 3/6 DCP $CF M <- (M)-1, (A-M) -> NZC (Absolute) 3/6 * BNE $D0 if Z=0, PC = PC + offset (Relative) 2/2'2 * CMP $D1 (A - M) -> NZC ((Ind),Y) 2/5'1 JAM $D2 [locks up machine] (Implied) 1/- DCP $D3 M <- (M)-1, (A-M) -> NZC ((Ind),Y) 2/8 NOP $D4 [no operation] (Z-Page,X) 2/4 * CMP $D5 (A - M) -> NZC (Z-Page,X) 2/4 * DEC $D6 M <- (M) - 1 (Z-Page,X) 2/6 DCP $D7 M <- (M)-1, (A-M) -> NZC (Z-Page,X) 2/6 * CLD $D8 D <- 0 (Implied) 1/2 * CMP $D9 (A - M) -> NZC (Absolute,Y) 3/4'1 NOP $DA [no operation] (Implied) 1/2 DCP $DB M <- (M)-1, (A-M) -> NZC (Absolute,Y) 3/7 NOP $DC [no operation] (Absolute,X) 3/4'1 * CMP $DD (A - M) -> NZC (Absolute,X) 3/4'1 * DEC $DE M <- (M) - 1 (Absolute,X) 3/7 DCP $DF M <- (M)-1, (A-M) -> NZC (Absolute,X) 3/7 * CPX $E0 (X - M) -> NZC (Immediate) 2/2 * SBC $E1 A <- (A) - M - ~C (Ind,X) 2/6 NOP $E2 [no operation] (Immediate) 2/2 ISB $E3 M <- (M) - 1,A <- (A)-M-~C (Ind,X) 3/8'1 * CPX $E4 (X - M) -> NZC (Z-Page) 2/3 * SBC $E5 A <- (A) - M - ~C (Z-Page) 2/3 * INC $E6 M <- (M) + 1 (Z-Page) 2/5 ISB $E7 M <- (M) - 1,A <- (A)-M-~C (Z-Page) 2/5 * INX $E8 X <- (X) +1 (Implied) 1/2 * SBC $E9 A <- (A) - M - ~C (Immediate) 2/2 * NOP $EA [no operation] (Implied) 1/2 SBC $EB A <- (A) - M - ~C (Immediate) 1/2 * SBC $ED A <- (A) - M - ~C (Absolute) 3/4 * CPX $EC (X - M) -> NZC (Absolute) 3/4 * INC $EE M <- (M) + 1 (Absolute) 3/6 ISB $EF M <- (M) - 1,A <- (A)-M-~C (Absolute) 3/6 * BEQ $F0 if Z=1, PC = PC + offset (Relative) 2/2'2 * SBC $F1 A <- (A) - M - ~C ((Ind),Y) 2/5'1 JAM $F2 [locks up machine] (Implied) 1/- ISB $F3 M <- (M) - 1,A <- (A)-M-~C ((Ind),Y) 2/8 NOP $F4 [no operation] (Z-Page,X) 2/4 * SBC $F5 A <- (A) - M - ~C (Z-Page,X) 2/4 * INC $F6 M <- (M) + 1 (Z-Page,X) 2/6 ISB $F7 M <- (M) - 1,A <- (A)-M-~C (Z-Page,X) 2/6 * SED $F8 D <- 1 (Implied) 1/2 * SBC $F9 A <- (A) - M - ~C (Absolute,Y) 3/4'1 NOP $FA [no operation] (Implied) 1/2 ISB $FB M <- (M) - 1,A <- (A)-M-~C (Absolute,Y) 3/7 NOP $FC [no operation] (Absolute,X) 3/4'1 * SBC $FD A <- (A) - M - ~C (Absolute,X) 3/4'1 * INC $FE M <- (M) + 1 (Absolute,X) 3/7 ISB $FF M <- (M) - 1,A <- (A)-M-~C (Absolute,X) 3/7 '1 - Add one if address crosses a page boundry. '2 - Add 1 if branch succeeds, or 2 if into another page. '3 - If page boundry crossed then PCH+1 is just PCH '4 - Sources disputed on exact operation, or sometimes does not work. '5 - Full eight bit rotation (with carry) Sources: Programming the 6502, Rodney Zaks, (c) 1983 Sybex Paul Ojala, Post to Comp.Sys.Cbm (po87553@cs.tut.fi / albert@cc.tut.fi) D John Mckenna, Post to Comp.Sys.Cbm (gudjm@uniwa.uwa.oz.au) Compiled by Craig Taylor (duck@pembvax1.pembroke.edu) APPENDIX E ---------- ; C64 Kernal Jump Table ; ff81 jmp $ff5b cint Init Editor & Video Chips ff84 jmp $fd23 ioinit Init I/O Devices, Ports & Timers ff87 jmp $fd50 ramtas Init Ram & Buffers ff8a jmp $fd15 restor Restore Vectors ff8d jmp $fd1a vector Change Vectors For User ff90 jmp $fe18 setmsg Control OS Messages ff93 jmp $edb9 secnd Send SA After Listen ff96 jmp $edc7 tksa Send SA After Talk ff99 jmp $fe25 memtop Set/Read System RAM Top ff9c jmp $fe34 membot Set/Read System RAM Bottom ff9f jmp $ea87 scnkey Scan Keyboard ffa2 jmp $fe21 settmo Set Timeout In IEEE ffa5 jmp $ee13 acptr Handshake Serial Byte In ffa8 jmp $eddd ciout Handshake Serial Byte Out ffab jmp $edef untalk Command Serial Bus UNTALK ffae jmp $edfe unlsn Command Serial Bus UNLISTEN ffb1 jmp $ed0c listn Command Serial Bus LISTEN ffb4 jmp $ed09 talk Command Serial Bus TALK ffb7 jmp $fe07 readss Read I/O Status Word ffba jmp $fe00 setlfs Set Logical File Parameters ffbd jmp $fdf9 setnam Set Filename ffc0 jmp ($031a) (iopen) Open Vector [f34a] ffc3 jmp ($031c) (iclose) Close Vector [f291] ffc6 jmp ($031e) (ichkin) Set Input [f20e] ffc9 jmp ($0320) (ichkout) Set Output [f250] ffcc jmp ($0322) (iclrch) Restore I/O Vector [f333] ffcf jmp ($0324) (ichrin) Input Vector, chrin [f157] ffd2 jmp ($0326) (ichrout) Output Vector, chrout [f1ca] ffd5 jmp $f49e load Load RAM From Device ffd8 jmp $f5dd save Save RAM To Device ffdb jmp $f6e4 settim Set Real-Time Clock ffde jmp $f6dd rdtim Read Real-Time Clock ffe1 jmp ($0328) (istop) Test-Stop Vector [f6ed] ffe4 jmp ($032a) (igetin) Get From Keyboad [f13e] ffe7 jmp ($032c) (iclall) Close All Channels And Files [f32f] ffea jmp $f69b udtim Increment Real-Time Clock ffed jmp $e505 screen Return Screen Organization fff0 jmp $e50a plot Read / Set Cursor X/Y Position fff3 jmp $e500 iobase Return I/O Base Address ;fff6 Vectors fff6 [5252] - fff8 [5942] SYSTEM ;fffa Transfer Vectors fffa [fe43] NMI fffc [fce2] RESET fffe [ff48] IRQ APPENDIX F ---------- BASIC KEYWORDS COMMODORE BASIC KEYWORDS Common Keywords (Tokens 80 - CB) Tokens 80 to A2 represent action keywords, while codes B4 trough CA are function keywords. AA - B3 are BASIC operators. Token Keyword 80 end 81 for 82 next 83 data 84 input# 85 input 86 dim 87 read 88 let 89 goto 8a run 8b if 8c restore 8d gosub 8e return 8f rem 90 stop 91 on 92 wait 93 load 94 save 95 verify 96 def 97 poke 98 print# 99 print 9a cont 9b list 9c clr 9d cmd 9e sys 9f open a0 close a1 get a2 new ------------------ a3 tab( a4 to a5 fn a6 spc( a7 then a8 not a9 step ------------------ aa + ab - ac * ad / ae ^ af and b0 or b1 > b2 = b3 < ------------------ b4 sgn b5 int b6 abs b7 usr b8 fre b9 pos ba sqr bb rnd bc log bd exp be cos bf sin c0 tan c1 atn c2 peek c3 len c4 str$ c5 val c6 asc c7 chr$ c8 left$ c9 right$ ca mid$ ------------------ cb go ff pi Extension Keywords (Tokens CC - FE) The following codes are defined differently in each Basic version. The leftmost column shows VIC Super Expander commands (CC trough DD). Basic 3.5 and 7.0 differ in codes CE and FE, which are prefixes in 7.0, whereas in 3.5 CE = rlum and FE is unused. Codes CC to D4 (3.5, 7.0 and 10.0) are function keywords, and D5 trough FA are action keywords. Token Keyword 2.0 Super 4.0 3.5/7.0 10.0 cc key concat rgr rgr 2) cd graphic dopen rclr rclr 2) ce scnclr dclose rlum/*prefix* *prefix* cf circle record joy joy d0 draw header rdot rdot 2) d1 region collect dec dec d2 color backup hex$ hex$ d3 point copy err$ err$ d4 sound append instr instr d5 char dsave else else d6 paint dload resume resume d7 rpot catalog trap trap d8 rpen rename tron tron d9 rsnd scratch troff troff da rcolr directory sound sound db rgr vol vol dc rjoy auto auto dd rdot pudef pudef de graphic graphic df paint paint 2) e0 char char e1 box box e2 circle circle e3 gshape paste 2) e4 sshape cut 2) e5 draw line e6 locate locate 2) e7 color color e8 scnclr scnclr e9 scale scale 2) ea help help eb do do ec loop loop ed exit exit ee directory dir ef dsave dsave f0 dload dload f1 header header f2 scratch scratch f3 collect collect f4 copy copy f5 rename rename f6 backup backup f7 delete delete f8 renumber renumber f9 key key fa monitor monitor -------------------------- fb using using fc until until fd while while fe *prefix* *prefix* Prefixed Extension Keywords (Tokens CE02 - CE0A) The following codes implement function keywords. Basics 7.0 and 10.0 only. Token Keyword ce00 ce01 ce02 pot ce03 bump ce04 pen ce05 rspos ce06 rsprite ce07 rspcolor ce08 xor ce09 rwindow ce0a pointer Prefixed Extension Keywords (Tokens FE02 - FE26) The following codes are for 7.0 and 10.0 only. Keywords in the middle are commom. Token Keyword 7.0 10.0 fe00 fe01 fe02 bank fe03 filter fe04 play fe05 tempo fe06 movspr fe07 sprite fe08 sprcolor fe09 rreg fe0a envelope fe0b sleep fe0c catalog fe0d dopen fe0e append fe0f dclose fe10 bsave fe11 bload fe12 record fe13 concat fe14 dverify fe15 dclear fe16 sprsav fe17 collision fe18 begin fe19 bend fe1a window fe1b boot fe1c width 2) fe1d sprdef 2) fe1e quit 1) 2) fe1f stash dma fe20 fe21 fetch dma fe22 fe23 swap dma fe24 off 1) 2) fe25 fast fe26 slow fe27 type fe28 bverify fe29 ectory (diRectorY) fe2a erase fe2b find fe2c change fe2d set 3) fe2e screen fe2f polygon fe30 ellipse fe31 viewport 2) fe32 gcopy 2) fe33 pen fe34 palette fe35 dmode fe36 dpat fe37 pic 2) fe38 genlock fe39 foreground fe3a fe3b background fe3c border fe3d highlight Notes: 1) Gives "unimplemented command error" on BASIC 7.0 2) Gives "unimplemented command error" on BASIC 10.0 v0.9 3) Only 'set def' is implemented. APPENDIX G --------------- REU'S The following is based on the Commodore 1764 user's manual (german version) Contents: 1) External RAM Access With REUs 2) RAM Expansion Controller (REC) Registers 3) How To Recognize The REU 4) Simple RAM Transfer 5) Additional Features 6) Transfer Speed 7) Interrupts 8) Executing Code In Expanded Memory 9) Other Useful Applications Of The REU 10) Comparision Of Bank Switching and DMA 1) _External RAM Access With REUs_ The REUs provide additional RAM for the C64/128. Three types of REUs have been produced by Commodore. These are the 1700, 1764 and 1750 with 128, 256 and 512 KBytes built in RAM. However they can be extended up to several MBytes. The external memory can not be addressed directly by the C64 with it's 16-bit address space. It has to be transferred from an to the main memory of the C64. For that purpose there is a built in RAM Expansion Controller (REC) which transfers memory between the C64 and the REU using Direct Memory Access (DMA). It can also be used for other purposes. --- REU means Ram Expansion Unit. There are several different ones. The official Commodore REU's are the 1700, 1764 and 1750 which are respectively 128, 256 and 512Kb of memory (not directly addressable of course). There seem to be hacks to expand these to 1Mb or even 2Mb. I myself have recently made 512K in the 256K cartridge without any difficulties. CLD, an american company makes clones of the 1750 and maybe others. These clones are smaller than the originals but probably not as expandable. I have a 1750 Clone (512Kb) and it seems to be 100% compatible (no, not 99.9% but really 100%). Furthermore there is the Georam expansion. This cartridge is ugly as hell and only works with GEOS. I believe it's also 512K. In my opinion, the real REU is better in every respect. (W. Lamee) --- 2) _RAM Expansion Controller (REC) Registers_ The REC is programmed by accessing it's registers, that appear memory mapped in the I/O-area between $DF00 and $DF0A when a REU is connected through the expansion port of the C64. They can be read and written to like VIC- and SID-registers. $DF00: STATUS REGISTER various information can be obtained (read only) Bit 7: INTERRUPT PENDING (1 = interrupt waiting to be served) unnecessary Bit 6: END OF BLOCK (1 = transfer complete) unnecessary Bit 5: FAULT (1 = block verify error) Set if a difference between C64- and REU-memory areas was found during a compare-command. Bit 4: SIZE (1 = 256 KB) Seems to indicate the size of the RAM-chips. It is set on 1764 and 1750 and clear on 1700. Bits 3..0: VERSION Contains 0 on my REU. $DF01: COMMAND REGISTER By writing to this register RAM transfer or comparision can be executed. Bit 7: EXECUTE (1 = transfer per current configuration) This bit must be set to execute a command. Bit 6: reserved (normally 0) Bit 5: LOAD (1 = enable autoload option) With autoload enabled the address and length registers (see below) will be unchanged after a command execution. Otherwise the address registers will be counted up to the address off the last accessed byte of a DMA + 1, and the length register will be changed (normally to 1). Bit 4: FF00 If this bit is set command execution starts immediately after setting the command register. Otherwise command execution is delayed until write access to memory position $FF00 Bits 3..2: reserved (normally 0) Bits 1..0: TRANSFER TYPE 00 = transfer C64 -> REU 01 = transfer REU -> C64 10 = swap C64 <-> REU 11 = compare C64 - REU $DF02..$DF03: C64 BASE ADDRESS A 16-bit C64 - base address in low/high order. $DF04..$DF06: REU BASE ADDRESS This is a three byte address consisting of a low and high byte and an expansion bank number. Normally only bits 2..0 of the expansion bank are valid (for a maximum of 512 KByte), the other bits are always set. This must be different if more than 512 KByte are installed. $DF07..$DF08: TRANSFER LENGTH This is a 16-bit value containing the number of bytes to transfer or compare. The value 0 stands for 64 Kbytes. If the transfer length plus the C64 base address exceeds 64K the C64 address will overflow and cause C64 memory from 0 on to be accessed. If the transfer length plus the REU base address exceeds 512K the REU address will overflow and cause REU memory from 0 on to be accessed. $DF09: INTERRUPT MASK REGISTER unnecessary Bit 7: INTERRUPT ENABLE (1 = interrupt enabled) Bit 6: END OF BLOCK MASK (1 = interrupt on end) Bit 5: VERIFY ERROR (1 = interrupt on verify error) Bits 4..0: unused (normally all set) $DF0A: ADDRESS CONTROL REGISTER Controlls the address counting during DMA. If an address is fixed, not a memory block but always the same byte addressed by the base address register is used for DMA. Bit 7: C64 ADDRESS CONTROL (1 = fix C64 address) Bit 6: REU ADDRESS CONTROL (1 = fix REU address) Bits 5..0: unused (normally all set) To access the REU-registers in assembly language it is convenient to define labels something like this: status = $DF00 command = $DF01 c64base = $DF02 reubase = $DF04 translen = $DF07 irqmask = $DF09 control = $DF0A 3) _How To Recognize The REU_ Normally the addresses between $DF00 and $DF0A are unused. So normally if values are stored there they get lost. So if you write e.g. the values 1,2,3,... to $DF02..$DF08 and they don't stay there you can be sure that no REU is connected. However if the values are there it could be because another kind of module is connected that also uses these addresses. Another problem is the recognition of the number of RAM banks (64 KByte units) installed. The SIZE bit only tells that there are at least 2 (1700) or 4 (1764, 1750) banks installed. By trying to access & verify bytes in as many RAM banks as possible the real size can be determined. This can be seen in the source to "Dynamic memory allocation for the 128" in Commodore Hacking Issue 2. (He) personally prefer(s) to let the user choose if and which REU banks shall be used. 4) _Simple RAM Transfer_ Very little options of the REU are necessary for the main purposes of RAM expanding. Just set the base addresses, transfer length and then the command register. The following code transfers one KByte containing the screen memory ($0400..$07FF) to address 0 in the REU: lda #0 sta control ; to make sure both addresses are counted up lda #<$0400 sta c64base lda #>$0400 sta c64base + 1 lda #0 sta reubase sta reubase + 1 sta reubase + 2 lda #<$0400 sta translen lda #>$0400 sta translen + 1 lda #%10010000; c64 -> REU with immediate execution sta command To transfer the memory back to the C64 replace "lda #%10010000" by "lda #%10010001". I think that this subset of 17xx functions would be enough for a reasonable RAM expansion. However if full compatibility with 17xx REUs is desired also the more complicated functions have to be implemented. 5) _Additional Features_ Swapping Memory With the swap-command memory between 17xx and C64 is exchanged. The programming is the same as in simple RAM transfer. Comparing Memory No RAM is transferred but the number of bytes specified in the transfer length register is compared. If there are differences the FAULT-bit of the status register is set. This bit is cleared by reading the status register which has to be done before comparing to get valid information. Using All C64 Memory C64 memory is accessed by the REU normally in the memory configuration existing during writing to the command register. However in order to be able to write to the command register the I/O-area has to be active. If RAM between $D000 and $DFFF or character ROM shall be used it is possible to delay the execution of the command by storing a command byte with bit 4 ("FF00") cleared. The command will then be executed by writing any value to address $FF00. Example: < Set base addresses and transfer length > lda #%10000000 ; transfer C64 RAM -> REU delayed sta command sei lda $01 and #$30 sta $01 ; switch on 64 KByte RAM lda $FF00 ; to not change the contents of $FF00 sta $FF00 ; execute DMA lda $01 ora #$37 sta $01 ; switch on normal configuration cli 6) _Transfer Speed_ During DMA the CPU is halted and the memory access cycles normally available for the CPU are now used to access one byte each. So with screen and sprites switched off in every clock cycle (985248 per second on PAL machines) a byte is transferred. If screen is on or sprites are enabled transfer is a bit slower, as the VIC exclusively accesses RAM sometimes. An exact description of those "missing cycles" can be found in Commodore Hacking Issue 3. Comparing memory areas is as fast as transfers. (Comparison is stopped once the first difference is found.) Swapping memory is only half as fast, as for every bytes two C64 memory accesses (read & write) are necessary. 7) _Interrupts_ By setting certain bits in the interrupt mask register IRQs at the end of a DMA can be selected. However as the CPU is halted during DMA it will always be finished after the store instruction into the command register or $FF00. So there is no need to check for an "END OF BLOCK" (bit 6 of status register) or to enable an interrupt. 8) _Executing Code In Expanded Memory_ Code in external memory has always to be copied into C64 memory to be executed. This is a disadvantage against bank switching systems. However bank switching can be simulated by the SWAP command. This is done e.g. in RAMDOS where only 256 bytes of C64 memory are occupied, the 6 KByte RAM disk driver is swapped in whenever needed. Probably too much swapping is the reason for RAMDOS to be not really fast at sequential file access. 9) _Other Useful Applications Of The REU_ The REC is not only useful for RAM transfer and comparison. One other application (used in GEOS) is to copy C64 RAM areas by first transferring it to the REU and then transferring it back into the desired position in C64 memory. Due to the fast DMA this is about 5 times faster than copying memory with machine language instructions. Interesting things can be done by fixing base addresses. Large C64 areas can be filled very fast with a single byte value by fixing the REU base address. Thus it is also possible to find the end of an area containing equal bytes very fast e.g. for data compression. Fixing the C64 base address is interesting if an I/O-port is used, as data can be written out faster than normally possible. It would be possible to use real bitmap graphics in the upper and lower screen border by changing the "magic byte" (highest by the VIC addressed byte) in every clock cycle during the border switched off. Generally the REC could be used as graphics accelerator e.g. to copy bitmap areas or to copy data fast into the VIC-addressable 16 KByte area. 10) _Comparision Of Bank Switching and DMA_ When comparing bank switching and DMA for memory expansion I think DMA is the more comfortable methode to program and also is faster in most cases. The disadvantage with code execution not possible in external memory could be minimized by copying only the necessary parts into C64 memory. Executing the code will take much more time than copying it into C64 memory. APPENDIX H ----------- ABOUT THE PROCESSOR CHIP C= Commodore Semiconductor Group Microprocessors Description The 6500/8500 Series family includes a range of software compatible micropro- cessors which provide a selection of addressable memory range, interrupt input options and on-chip oscillators and drivers. All of the microprocessors within the group are directly bus compatible with the MC6800 series IC's. The family includes ten microprocessors with on-board clock oscillators and seven microprocessors driven by external clocks. The on-chip clock versions are aimed at high performance, low cost applications where single phase crystal or RC inputs provide the time base. The external clock versions are geared for multiprocessor system applications where maximum timing control is mandatory. Features Single +5 volt supply N channel, silicon gate, depletion load technology Tri-state address bus, data bus and R/W controlled by AEC input Direct memory access capability "Ready" input (for single cycle execution) 56 Instructions with 13 addressing modes 8 bit parallel processing Decimal and binary arithmetic True indexing capability 8 bit Bi-directional Data Bus Programmable Stack Pointer Available Microprocessors Device *Clocks Pins IRQ NMI RDY Port Address AEC Sync Speed (MHz) 6502 O 40 X X X - 64K - X 1,2,3,4 65CE02 O 40 X X X - 64K - X 0 - 10 6503 O 28 X X - - 4K - - 1,2,3,4 6504 O 28 X - - - 8K - - 1,2,3,4 6505 O 28 X - X - 4K - - 1,2,3,4 6506 O 28 X - - - 4K - - 1,2,3,4 6507 O 28 - - X - 8K - - 1,2,3,4 6508 E 40 X - - 8 64K X - 1,2,3 6509 E 40 X X X ** 1 M X X 1,2,3 6510 O,E 40 X X X 6,8 64K X - 1,2,3,4 6512 E 40 X X X - 64K - X 1,2,3,4 6513 E 28 X X - - 4K - - 1,2,3,4 6514 E 28 X - - - 8K - - 1,2,3,4 6515 E 28 X - X - 4K - - 1,2,3,4 8501 O 40 X - X 7 64K X - 1,2,3 8502 O 40 X X X 7 64K X - 1,2,3,4 8503 O 40 X - - 8 64K X - 1,2,3,4 * O - On chip clocks, E - External Clocks ** Four extended address pins expand memory capacity to one megabyte. Pinout Pin 6502 6510/8500 8502 1 Vss Phi0 in Phi0 in 2 RDY RDY RDY 3 Phi1 out /IRQ /IRQ 4 /IRQ /NMI /NMI 5 NC AEC AEC 6 /NMI Vcc Vcc 7 Sync A0 A0 8 Vcc A1 A1 9 AB0 A2 A2 10 AB1 A3 A3 11 AB2 A4 A4 12 AB3 A5 A5 13 AB4 A6 A6 14 AB5 A7 A7 15 AB6 A8 A8 16 AB7 A9 A9 17 AB8 A10 A10 18 AB9 A11 A11 19 AB10 A12 A12 20 AB11 A13 A13 21 Vss GND GND 22 AB12 A14 A14 23 AB13 A15 A15 24 AB14 P5 P6 25 AB15 P4 P5 26 D7 P3 P4 27 D6 P2 P3 28 D5 P1 P2 29 D4 P0 P1 30 D3 D7 P0 31 D2 D6 D7 32 D1 D5 D6 33 D0 D4 D5 34 R/W D3 D4 35 NC D2 D3 36 NC D1 D2 37 Phi0 in D0 D1 38 SO R/W D0 39 Phi2 out Phi2 out R/W 40 /RES /RES /RES APPENDIX I -------------- DIFFERENCES IN PROCESSORS ----------------------------- I told you that I'd come back with something like this, so here it is! This is taken from CHacking.. "Q $03F) Now, for those into 6502 machine language. What instruction was not available on the first 6502 chips? A $03F) ROR (ROtate Right) was not available until after June, 1976. However, all Commodore VICs and C64s should have this instruction. Some people gave instructions that are found on the 65c02, designed by Western Design Center, and licensed to many companies. However, the 65c02 itself occurs in two flavors, and neither are used in any stock Commodore product I know of." Here's another interesting tidbit (from CHACKING) It seems that the "6510 internal registers were grafted onto a 6502 core processor." 64 KERNAL ROM DIFFERENCES Date: Fri Jun 17 16:38:46 1994 Received: from funet.fi by oulu.fi (4.1/SMI-4.1) 6.2 Commodore 64 KERNAL ROM versions. Below is information on differences between the Commodore 64 KERNAL revisions R1, R2, R3 and the Commodore SX-64 and the Commodore 4064 ROMs. The chronological order must be R1, R2, 4064, R3 and SX-64. The KERNAL ROM R1 was obviously used only in early NTSC systems. It lacks the PAL/NTSC detection, and always uses white color while clearing the screen. The white color feature is from the VIC-20 ROM, but the VIC had a white background by default. Thus, this feature can be listed as a bug. The CIA 1 timer A will always divide the system clock through $411C == 16668. The other ROMs use the values $4026 an $4296, depending on the system version (PAL/NTSC), so their interrupt frequency is 985248 Hz / 16422 == 59.996 Hz or 1022727 Hz / 17046 == 59.998 Hz. Note that both clock divisor values differ from the value used in the KERNAL R1. The PAL/NTSC flag ($2A6) affects the RS-232 timer settings as well. It seems that the new RS-232 tables for the PAL have been created on the upper BASIC interpreter area ($E000--$E4FF), from the address $E4EC on. Surprisingly also the original NTSC tables have been changed. Very probably the units running the KERNAL R1 had a slower clock frequency. Extrapolating from the interrupt timer values, they ran at 1.0000 MHz. Now this makes sense, since the first (NTSC) video chips had 262 lines per frame and 64 cycles per line. The frame rate was thus 1 MHz / 262 / 64 == 59.637 Hz. The newer NTSC units run at 1022727 Hz and draw 263 lines per frame and use 65 cycles per line. This produces a frame rate of 59.826 Hz. Well, now it is very obvious that there has been at least one mother board type that has only been used on NTSC units. Probably the processor clock was created from a 8 MHz chrystal frequency, which served as the dot clock. The latter NTSC units generate the processor clock by dividing the chrystal frequency of 14318181 Hz by 14, and the dot clock will be generated by octacoupling the processor clock. The PAL systems have been developed later, and they always run at the same clock frequency, 17734472 Hz / 18. The frame rate has always been 17734472 Hz / 312 / 63 == 50.125 Hz on those puppies. The changes in the latter ROM revisions were mainly cosmetical. There were some bugs corrected in the R3 revision, though. Format for list: Address: 901227-01 (Commodore 64 KERNAL R1, $FF80 content $AA) 901227-02 (Commodore 64 KERNAL R2, $FF80 content $00) 901227-03 (Commodore 64 KERNAL R3, $FF80 content $03) ??????-?? (SX-64 or DX-64 KERNAL, $FF80 content $43) ??????-?? (4064 aka PET 64 aka Educator 64, $FF80 content $64) E119: C9, FF AD, E4 AD, E4 AD, E4 AD, E4 E42D: 20, 1E, AB 20, 1E, AB 20, 1E, AB 20, 1E, AB 4C, 41, E4 E477: 20, 20, 2A, 2A, 2A, 2A, 20, 43, 4F, 4D, 4D, 4F, 44, 4F, 52, 45, 20, 20, 2A, 2A, 2A, 2A, 20, 43, 4F, 4D, 4D, 4F, 44, 4F, 52, 45, 20, 20, 2A, 2A, 2A, 2A, 20, 43, 4F, 4D, 4D, 4F, 44, 4F, 52, 45, 20, 20, 20, 2A, 2A, 2A, 2A, 2A, 20, 20, 53, 58, 2D, 36, 34, 20, 2A, 2A, 2A, 2A, 20, 43, 4F, 4D, 4D, 4F, 44, 4F, 52, 45, 20, 34, -: 20, 36, 34, 20, 42, 41, 53, 49, 43, 20, 56, 32, 20, 2A, 2A, 2A, 20, 36, 34, 20, 42, 41, 53, 49, 43, 20, 56, 32, 20, 2A, 2A, 2A, 20, 36, 34, 20, 42, 41, 53, 49, 43, 20, 56, 32, 20, 2A, 2A, 2A, 42, 41, 53, 49, 43, 20, 56, 32, 2E, 30, 20, 20, 2A, 2A, 2A, 2A, 30, 36, 34, 20, 20, 42, 41, 53, 49, 43, 20, 56, 32, 2E, 30, 20, -: 2A, 0D, 0D, 20, 36, 34, 4B, 20, 52, 41, 4D, 20, 53, 59, 53, 54, 2A, 0D, 0D, 20, 36, 34, 4B, 20, 52, 41, 4D, 20, 53, 59, 53, 54, 2A, 0D, 0D, 20, 36, 34, 4B, 20, 52, 41, 4D, 20, 53, 59, 53, 54, 2A, 0D, 0D, 20, 36, 34, 4B, 20, 52, 41, 4D, 20, 53, 59, 53, 54, 2A, 2A, 2A, 2A, 0D, 0D, 00, 20, 20, 20, 20, 20, 20, 20, 20, 20, -: 45, 4D, 20, 20, 00, 2B 45, 4D, 20, 20, 00, 5C 45, 4D, 20, 20, 00, 81 45, 4D, 20, 20, 00, B3 20, 20, 20, 20, 20, 63 E4AD: AA, AA, AA, AA, AA, AA, AA, AA, AA, AA 48, 20, C9, FF, AA, 68, 90, 01, 8A, 60 48, 20, C9, FF, AA, 68, 90, 01, 8A, 60 48, 20, C9, FF, AA, 68, 90, 01, 8A, 60 48, 20, C9, FF, AA, 68, 90, 01, 8A, 60 E4C8: AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, 85, A9, A9, 01, 85, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, 85, A9, A9, 01, 85, 2C, 86, 02, 30, 0A, A9, 00, A2, 0E, 9D, 20, D0, CA, 10, FA, 4C, -: AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AD, 21, D0, 91, F3, 60, 69, 02, A4, 91, C8, D0, 04, C5, AB, 60, AD, 86, 02, 91, F3, 60, 69, 02, A4, 91, C8, D0, 04, C5, AB, 60, AD, 86, 02, 91, F3, 60, 69, 02, A4, 91, C8, D0, 04, C5, 87, EA, AD, 21, D0, 91, F3, 60, 69, 02, A4, 91, C8, D0, 04, C5, -: AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, A1, D0, F7, 60, 19, 26, 44, 19, 1A, 11, E8, 0D, 70, 0C, 06, 06, A1, D0, F7, 60, 19, 26, 44, 19, 1A, 11, E8, 0D, 70, 0C, 06, 06, A1, D0, F7, 60, 19, 26, 44, 19, 1A, 11, E8, 0D, 70, 0C, 06, 06, A1, D0, F7, 60, 19, 26, 44, 19, 1A, 11, E8, 0D, 70, 0C, 06, 06, -: AA, AA, AA, AA, AA, AA, AA, AA D1, 02, 37, 01, AE, 00, 69, 00 D1, 02, 37, 01, AE, 00, 69, 00 D1, 02, 37, 01, AE, 00, 69, 00 D1, 02, 37, 01, AE, 00, 69, 00 E535: 0E 0E 0E 06 01 E57C: B5, D9, 29, 03, 0D, 88, 02, 85, D2, BD, F0, EC, 85, D1, A9, 27, B5, D9, 29, 03, 0D, 88, 02, 85, D2, BD, F0, EC, 85, D1, A9, 27, 20, F0, E9, A9, 27, E8, B4, D9, 30, 06, 18, 69, 28, E8, 10, F6, 20, F0, E9, A9, 27, E8, B4, D9, 30, 06, 18, 69, 28, E8, 10, F6, 20, F0, E9, A9, 27, E8, B4, D9, 30, 06, 18, 69, 28, E8, 10, F6, -: E8, B4, D9, 30, 06, 18, 69, 28, E8, 10, F6, 85, D5, 60 E8, B4, D9, 30, 06, 18, 69, 28, E8, 10, F6, 85, D5, 60 85, D5, 4C, 24, EA, E4, C9, F0, 03, 4C, ED, E6, 60, EA 85, D5, 4C, 24, EA, E4, C9, F0, 03, 4C, ED, E6, 60, EA 85, D5, 4C, 24, EA, E4, C9, F0, 03, 4C, ED, E6, 60, EA E5EF: 09 09 09 0F 09 E5F4: E6, EC E6, EC E6, EC D7, F0 E6, EC E622: ED, E6 ED, E6 91, E5 91, E5 91, E5 EA07: A9, 20, 91, D1, A9, 01, 91, F3, 88, 10, F5, 60 A9, 20, 91, D1, 20, DA, E4, EA, 88, 10, F5, 60 20, DA, E4, A9, 20, 91, D1, 88, 10, F6, 60, EA 20, DA, E4, A9, 20, 91, D1, 88, 10, F6, 60, EA A9, 20, 91, D1, 20, DA, E4, EA, 88, 10, F5, 60 ECCA: 1B, 00 9B, 37 9B, 37 9B, 37 9B, 37 ECD2: 00 0F 0F 0F 0F ECD9: 0E, 06, 01, 02, 03, 04, 00, 01, 02, 03, 04, 05, 06, 07 0E, 06, 01, 02, 03, 04, 00, 01, 02, 03, 04, 05, 06, 07 0E, 06, 01, 02, 03, 04, 00, 01, 02, 03, 04, 05, 06, 07 03, 01, 01, 02, 03, 04, 00, 01, 02, 03, 04, 05, 06, 07 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00 EF94: 85, A9, 60 85, A9, 60 4C, D3, E4 4C, D3, E4 85, A9, 60 F0D8: 0D, 50, 52, 45, 53, 53, 20, 50, 4C, 41, 59, 20, 4F, 4E, 20 0D, 50, 52, 45, 53, 53, 20, 50, 4C ,41, 59, 20, 4F, 4E, 20 0D, 50, 52, 45, 53, 53, 20, 50, 4C ,41, 59, 20, 4F, 4E, 20 4C, 4F, 41, 44, 22, 3A, 2A, 22, 2C, 38, 0D, 52, 55, 4E, 0D 0D, 50, 52, 45, 53, 53, 20, 50, 4C ,41, 59, 20, 4F, 4E, 20 F387: 03 03 03 08 03 F428: D0, 0B, AD, 95, 02, 0A, A8, AD, 96, 02, 4C, 3F, F4, 0A, AA, BD, F0, 1C, 0A, AA, AD, A6, 02, D0, 09, BC, C1, FE, BD, C0, FE, 4C, F0, 1C, 0A, AA, AD, A6, 02, D0, 09, BC, C1, FE, BD, C0, FE, 4C, F0, 1C, 0A, AA, AD, A6, 02, D0, 09, BC, C1, FE, BD, C0, FE, 4C, F0, 1C, 0A, AA, AD, A6, 02, D0, 09, BC, C1, FE, BD, C0, FE, 4C, -: C0, FE, 0A, A8, BD, C1, FE, 2A, 48, 98, 69, C8, 8D, 99, 02, 68, 40, F4, BC, EB, E4, BD, EA, E4, 8C, 96, 02, 8D, 95, 02, AD, 95, 40, F4, BC, EB, E4, BD, EA, E4, 8C, 96, 02, 8D, 95, 02, AD, 95, 40, F4, BC, EB, E4, BD, EA, E4, 8C, 96, 02, 8D, 95, 02, AD, 95, 40, F4, BC, EB, E4, BD, EA, E4, 8C, 96, 02, 8D, 95, 02, AD, 95, -: 69, 00, 8D, 9A, 02 02, 0A, 20, 2E, FF 02, 0A, 20, 2E, FF 02, 0A, 20, 2E, FF 02, 0A, 20, 2E, FF F459: 4C 20 20 20 20 F4B7: 7B 7B 7B F7 7B F5F9: 5F 5F 5F F7 5F F762: 91, C9, FF, F0, FA A1, 20, E0, E4, EA A1, 20, E0, E4, EA A1, 20, E0, E4, EA A1, 20, E0, E4, EA F81F: 2F 2F 2F 2F 2B F82C: 2F 2F 2F 2F 2B FCFC: 18, E5 5B, FF 5B, FF 5B, FF 5B, FF FDDD: A9, 1B, 8D, 04, DC, A9, 41, 8D, 05, DC, A9, 81, 8D, 0D, DC, AD, AD, A6, 02, F0, 0A, A9, 25, 8D, 04, DC, A9, 40, 4C, F3, FD, A9, AD, A6, 02, F0, 0A, A9, 25, 8D, 04, DC, A9, 40, 4C, F3, FD, A9, AD, A6, 02, F0, 0A, A9, 25, 8D, 04, DC, A9, 40, 4C, F3, FD, A9, AD, A6, 02, F0, 0A, A9, 25, 8D, 04, DC, A9, 40, 4C, F3, FD, A9, -: 0E, DC, 29, 80, 09, 11, 8D, 0E, DC, 4C, 8E, EE 95, 8D, 04, DC, A9, 42, 8D, 05, DC, 4C, 6E, FF 95, 8D, 04, DC, A9, 42, 8D, 05, DC, 4C, 6E, FF 95, 8D, 04, DC, A9, 42, 8D, 05, DC, 4C, 6E, FF 95, 8D, 04, DC, A9, 42, 8D, 05, DC, 4C, 6E, FF FEC2: AC, 26, A7, 19, 5D, 11, 1F, 0E, A1, 0C, 1F, 06, DD, 02, 3D, 01, C1, 27, 3E, 1A, C5, 11, 74, 0E, ED, 0C, 45, 06, F0, 02, 46, 01, C1, 27, 3E, 1A, C5, 11, 74, 0E, ED, 0C, 45, 06, F0, 02, 46, 01, C1, 27, 3E, 1A, C5, 11, 74, 0E, ED, 0C, 45, 06, F0, 02, 46, 01, C1, 27, 3E, 1A, C5, 11, 74, 0E, ED, 0C, 45, 06, F0, 02, 46, 01, -: B2, 00, 6C B8, 00, 71 B8, 00, 71 B8, 00, 71 B8, 00, 71 FF08: 93, 02, 29, 0F, D0, 0C, AD, 95, 02, 8D, 06, DD, AD, 96, 02, 4C, 95, 02, 8D, 06, DD, AD, 96, 02, 8D, 07, DD, A9, 11, 8D, 0F, DD, 95, 02, 8D, 06, DD, AD, 96, 02, 8D, 07, DD, A9, 11, 8D, 0F, DD, 95, 02, 8D, 06, DD, AD, 96, 02, 8D, 07, DD, A9, 11, 8D, 0F, DD, 95, 02, 8D, 06, DD, AD, 96, 02, 8D, 07, DD, A9, 11, 8D, 0F, DD, -: 25, FF, 0A, AA, BD, C0, FE, 8D, 06, DD, BD, C1, FE, 8D, 07, DD, A9, 12, 4D, A1, 02, 8D, A1, 02, A9, FF, 8D, 06, DD, 8D, 07, DD, A9, 12, 4D, A1, 02, 8D, A1, 02, A9, FF, 8D, 06, DD, 8D, 07, DD, A9, 12, 4D, A1, 02, 8D, A1, 02, A9, FF, 8D, 06, DD, 8D, 07, DD, A9, 12, 4D, A1, 02, 8D, A1, 02, A9, FF, 8D, 06, DD, 8D, 07, DD, -: A9, 11, 8D, 0F, DD, A9, 12, 4D, A1, 02, 8D, A1, 02, A9, FF, 8D, AE, 98, 02, 86, A8, 60, AA, AD, 96, 02, 2A, A8, 8A, 69, C8, 8D, AE, 98, 02, 86, A8, 60, AA, AD, 96, 02, 2A, A8, 8A, 69, C8, 8D, AE, 98, 02, 86, A8, 60, AA, AD, 96, 02, 2A, A8, 8A, 69, C8, 8D, AE, 98, 02, 86, A8, 60, AA, AD, 96, 02, 2A, A8, 8A, 69, C8, 8D, -: 06, DD, 8D, 07, DD, AE, 98, 02, 86, A8, 60 99, 02, 98, 69, 00, 8D, 9A, 02, 60, EA, EA 99, 02, 98, 69, 00, 8D, 9A, 02, 60, EA, EA 99, 02, 98, 69, 00, 8D, 9A, 02, 60, EA, EA 99, 02, 98, 69, 00, 8D, 9A, 02, 60, EA, EA FF5B: AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, 20, 18, E5, AD, 12, D0, D0, FB, AD, 19, D0, 29, 01, 8D, A6, 02, 20, 18, E5, AD, 12, D0, D0, FB, AD, 19, D0, 29, 01, 8D, A6, 02, 20, 18, E5, AD, 12, D0, D0, FB, AD, 19, D0, 29, 01, 8D, A6, 02, 20, 18, E5, AD, 12, D0, D0, FB, AD, 19, D0, 29, 01, 8D, A6, 02, -: AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, AA, 4C, DD, FD, A9, 81, 8D, 0D, DC, AD, 0E, DC, 29, 80, 09, 11, 8D, 4C, DD, FD, A9, 81, 8D, 0D, DC, AD, 0E, DC, 29, 80, 09, 11, 8D, 4C, DD, FD, A9, 81, 8D, 0D, DC, AD, 0E, DC, 29, 80, 09, 11, 8D, 4C, DD, FD, A9, 81, 8D, 0D, DC, AD, 0E, DC, 29, 80, 09, 11, 8D, -: AA, AA, AA, AA, AA 0E, DC, 4C, 8E, EE 0E, DC, 4C, 8E, EE 0E, DC, 4C, 8E, EE 0E, DC, 4C, 8E, EE FF80: AA 00 03 43 64 FF82: 18, E5 53, FF 53, FF 53, FF 53, FF FFF8: 42, 59 42, 59 42, 59 42, 59 00, 00 APPENDIX J ---------- CHIP INFORMATION CHART IC'S ----- LOCATION IC NUMBER DESCRIPTION -------- --------- ----------- U1 6526 CIA #1 COMPLEX INTERFACE ADAPTER U2 6526 CIA #2 " U3 901226-01 NMOS 8192X8 STATIC BASIC ROM U4 901227-XX NMOS 8192X8 STATIC KERNAL ROM U5 901225-01 NMOS 4096X8 STATIC CHARACTER ROM U6 2114-30L/MCM2114P20 NMOS 1024X8 STATIC RAM U7 6510 NMOS MPU (CPU) U8 7406N/M53206P QUAD OPERATIONAL AMPLIFIER U9 4164-2/MK4564N-20 NMOS 65536X1-BIT DYNAMIC RAM U10 4164-2/MK4564N-20 NMOS 65536X1-BIT DYNAMIC RAM U11 4164-2/MK4564N-20 NMOS 65536X1-BIT DYNAMIC RAM U12 4164-2/MK4564N-20 NMOS 65536X1-BIT DYNAMIC RAM U13 74LS257 QUAD 2-INPUT TRI-STATE MULTIPLEXER U14 74LS258 TTL DIGITAL MULTIPLEXER U15 74LS139 DUAL 2/4 DECODER DEMULTIPLEXER U16 4066 CMOS QUAD ANALOG SWITCH U17 82S100 FIELD PROGRAMMABLE PLA U18 6581 SID SOUND INTERFACE DEVICE U19 6567 VIC VIDEO INTERFACE CHIP U20 556/MC3456 DUAL 555 TIMER U21 4164-2 RAM NMOS 65536X1-BIT DYNAMIC RAM U22 4164-2 RAM NMOS 65536X1-BIT DYNAMIC RAM U23 4164-2 RAM NMOS 65536X1-BIT DYNAMIC RAM U24 4164-2 RAM NMOS 65536X1-BIT DYNAMIC RAM U25 74LS257 QUAD 2-INPUT TRI-STATE MULTIPLEXER U26 74LS373 8-BIT TRANSPARENT LATCH U27 75LS08 QUAD 2-INPUT AND U28 4066 CMOS ANALOG SWITCH U29 74LS74 QUAD D FLIP-FLOP U30 74LS193 BINARY UP/DOWN COUNTER U31 74LS629N DUAL VOLTAGE CONTROLLER OSCILLATOR U32 MC4044 TTL PHASE FREQUENCY DETECTOR OTHER COMPONENTS: LOCATION DEVICE DESCRIPTION -------- ------ ----------- CR1 1N4371 2.7-VOLT ZENER DIODE CR2 1N755 7.5-VOLT ZENER DIODE CR3 1N914 SIGNAL DIODE CR4 VM08 (P/S) BRIDGE RECTIFIER DIODE CR5 1N4001 (P/S) POWER DIODE CR6 1N4001 (P/S) POWER DIODE Q1 2N4401 TRANSISTOR Q2 2N3904 " Q3 TP29B " Q4 PN2222 " Q5 PN2222 " Q6 PN2222 " Q7 PN2222A " Q8 PN2222 " VR1 MD7812CT/UA7812UC FIXED POSITIVE LINEAR VOLTAGE REG. VR2 MC7805CT " WITH 1500 mA OUTPUT APPENDIX K ---------- SPECIFICATIONS OF THE COMMODORE 64 MANUFACTURER: COMMODORE BUSINESS SYSTEMS 1200 WILSON DRIVE WEST CHESTER, PA 19380 SIZE: 2.75"X15.9"X8.0" WEIGHT: 4.1 LBS. POWER REQUIRED: LESS THAN 20 WATTS 8.5 WATTS AT 5.V DC MPU: COMMODORE 6510 MPU DATA WORD SIZE: 8-BITS CPU CLOCK SPEED: 1.023 MHz MEMORY SIZE: 64K MASS STORAGE CAPABILITY: UP TO 4 VIC-1541 DISK DRIVES DATA CASSETTE RECORDER KEYBOARD SIZE: 65 KEYS 157 CHARACTER CODES TEXT DISPLAY: 40 UPPERCASE CHARACTERS (2-CHAR SETS) 24 LINES GRAPHICS CAPABILITY: LOW RES - 160 X 200 PIXELS HIGH RES - 320 X 200 PIXELS USER DEFINED SPRITE GRAPHICS COLOR CAPABILITY: 16 COLORS INPUT/OUTPUT: CASSETTE I/O 2-CONTROL PORTS FOR GAME PADDLES CARTRIDGE EXPANSION SLOT 24-PIN USER I/O PORT 6-PIN SERIAL I/O CONNECTION RF MODULATOR OUTPUT FOR TV DISPLAY NTSC COMPOSITE COLOR OUTPUT FOR MONITOR BIBLIOGRAPHY: ------------ 1. "Beyond Games: Systems Software for Your 6502 Personal Computer" by Ken Skier 1981. This book was intended for the C= PET 2001 Computer. 2. "Machine Language for Beginners" by Richard Mansfield, 1983. This book was intended for the Atari, VIC, Apple, Commodore 64, and PET/CBM computers. 3. "Assembly Language Programming with the Commodore 64" by Marvin L. De Jong, 1984. 4. "Commodore 64 Troubleshooting & Repair Guide" by Robert C. Brenner, 1985. 5. "The Commodore 64 Programmer's Reference Guide" by CBM, 19xx. 6. "The Commodore 64 User's Guide" by CBM, 19xx. 7. "CHACKING MAG" (C) 1992 by Craig Taylor 8. "The PC Assembler Tutor" (C) 1989 by Chuck Nelson.