peeks.pokes.3.1

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+=========================================================================+
!VER:2.1             (^)+=- PEEKS, POKES & CALLS -=+(^)      (c) May. 1984!
+=========================================================================+
!Writen by:               \        for the APPLE ][+ & ][e W/DOS 3.3 & 48k!
!          -===THE=ENFORCER]>>>)}                                         !
!                         /          The World of Cryton: [414] 246-3965  !
+-------------------------------------------------------------------------+

                             SCROLLING WINDOW

POKE 32,L......Sets LEFT SIDE of the Scrolling Window {L=0 to 39}
POKE 33,W......Sets WIDTH of the Scrolling Window {W=0 to 40-L}
POKE 34,T......Sets TOP of the Scrolling Window {T=0 to 23}
POKE 35,B......Sets BOTTOM of the Scrolling Window {B=0 to 23;B>T}

                            TEXT & CURSOR POSITION

POKE 36,CH.....Sets HORIZONTAL cursor position +1 {CH=0 to 39}
POKE 37,CV.....Sets VERTICAL cursor position +1 {CV=0 to 23}
CALL -1036.....MONITOR S/R to MOVE CURSOR RIGHT
CALL -1008.....MONITOR S/R to MOVE CURSOR LEFT
CALL -998......MONITOR S/R to MOVE CURSOR UP
CALL -990......MONITOR S/R PERFORM a VERTICAL TAB to ROW in ACCUMULATOR
CALL -980......MONITOR S/R PREFORM ESCAPE FUNCTION
CALL -958......CLEAR from CURSOR to END of PAGE {ESC-F}
CALL -936......MONITOR S/R HOME & CLEAR SCREEN {Destroys ACCUMULATOR & Y-REG}
CALL -926......MONITOR S/R PERFORM a CARRIAGE RETURN
CALL -922......MONITOR S/R PERFORM a LINE FEED
CALL -912......MONITOR S/R SCOLL UP 1 LINE {Destroys ACCUMULATOR & Y-REG}
CALL -868......MONITOR S/R CLEAR to END of LINE
CALL -868......CLEAR from CURSOR to END of LINE {ESC-E}
CALL -384......set INVERSE mode
CALL -380......set NORMAL mode

                               CHARACTER DISPLAY

POKE 50,255....White on Black {Normal}
POKE 50,63.....Black on White {Inverse}
POKE 50,127....Blinking {Flash}

                                 SCREEN FORMAT
                                   GRAPHICS

POKE -16304,0..Set Graphics display mode
POKE -16303,0..Set TEXT display mode
PEEK(-16358)...READ TEXT switch {If > 127 then it is "ON"}
POKE -16302,0..Set FULL-SCREEN Graphics display mode
POKE -16301,0..Set MIXED-SCREEN Graphics display mode
PEEK(-16357)...READ MIXED switch {If > 127 then it is "ON"}
POKE -16300,0..Turn page 2 HI-RES off {set page 1}
POKE -16299,0..Set display to HI-RES Graphics page 2
PEEK(-16356)...READ PAGE2 switch {If > 127 then it is "ON"}
POKE -16298,0..Turn HI-RES display mode off
POKE -16297,0..Set HI-RES Graphics display mode
PEEK(-16355)...READ HI-RES switch {If > 127 then it is "ON"}
CALL 62450.....CLEAR current HI-RES screen to BLACK
CALL 62454.....CLEAR current HI-RES screen to HCOLOR of last dot ploted


                                   KEYBOARD

PEEK (-16384)..READ keyboard. If > 127 then a key was pressed. Always clear
               keyboard strobe before reading it.
POKE -16368,0..CLEARS the keyboard STROBE.
CALL -657......GET a LINE of input with NO PROMPT or LINE FEED, and wait.
CALL -662......GET a LINE of input with PROMPT, NO LINE FEED, and wait.
CALL -665......GET a LINE of input with PROMPT, LINE FEED, and wait.
 *NOTE: INPUT CHARACTERS are found in the INPUT BUFFER {Loc 512-767 $200-$2FF}
CALL -756......WAIT for KEY PRESS.

                                     SOUND

X=PEEK(-16336).TOGGLES the SPEAKER {1 click}
POKE -16336,0..TOGGLES the SPEAKER {1 click (longer then PEEK)}

                                    CASSETE

X=PEEK(-16352).TOGGLES CASSETTE OUTPUT once {1 click on cassette recording).
CALL -310......WRITE to TAPE
CALL -259......READ from TAPE

                                 GAME PADDLES

PEEK(-16287)...READ PDL(0) push BUTTON switch {If > 127 then switch is "ON"}
PEEK(-16286)...READ PDL(1) push BUTTON switch {If > 127 then switch is "ON"}
PEEK(-16285)...READ PDL(2) BUTTON (SHIFT KEY) {If > 127 then switch is "ON"}
POKE -16296,1..CLEAR GAME I/O AN-0 OUTPUT {OFF-3.5V HIGH}
POKE -16295,0..SET GAME I/O AN-0 OUTPUT {ON-.3V LOW}
POKE -16294,1..CLEAR GAME I/O AN-1 OUTPUT {OFF-3.5V HIGH}
POKE -16293,0..SET GAME I/O AN-1 OUTPUT {ON-.3V LOW}
POKE -16292,1..CLEAR GAME I/O AN-2 OUTPUT {OFF-3.5V HIGH}
POKE -16291,0..SET GAME I/O AN-2 OUTPUT {ON-.3V LOW}
POKE -16290,1..CLEAR GAME I/O AN-3 OUTPUT {OFF-3.5V HIGH}
POKE -16289,0..SET GAME I/O AN-3 OUTPUT {ON-.3V LOW}
CALL -1250.....MONITOR S/R to READ PADDLE - X-Reg contains PDL # (0-3).

                                LO-RES GRAPHICS

CALL -2048.....PLOT a POINT {AC:Y-COORD  Y:X-COORD}
CALL -2023.....DRAW a HORIZONTAL LINE.
CALL -2008.....DRAW a VERTICAL LINE.
CALL -1998.....CLEAR LO-RES SCREEN 1 and set GRAPHICS mode.
CALL -1994.....CLEAR top 20 lines of LOW-RES Graphics
CALL -1977.....CALCULATE Graphics base ADDRESS.
CALL -1953.....INCREMENT COLOR by 2
CALL -1948.....ADJUST COLOR BYTE for both havles EQUAL.
CALL -1935.....MONITOR S/R to get SCREEN COLOR {AC:Y-COORD Y:X-COORD}

                                    COLORS

0= Black           4= Dark Green       8= Brown            12= Green
1= Magenta         5= Grey             9= Orange           13= Yellow
2= Dark Blue       6= Medium Blue      10= Grey            14= Aqua
3= Light Purple    7= Light Blue       11= Pink            15= White

                                HI-RES GRAPHICS

POKE 800,H.....Set HORIZONTAL COORDINATE. H=MODULUS 256
POKE 801,H/256.H= 0 (left) to 279 (right)
               * Note: Both POKE 800 & 801 are required.
POKE 802,V.....Sets VERTICAL COORDINATE. {V= 0 (top) to 159 (bottom)}
POKE 804,S.....STARTING ADDRESS of SHAPE TABLE. S=MODULUS 256
POKE 805,S/256.Both 804 & 805 are required.
POKE 28,C......COLOR of SHAPE
POKE 812,x.....Sets COLOR for HI-RES
CALL -3805 PG..DRAWS predefind SHAPE.
CALL -3761.....PLOTS a POINT on the screen
CALL -3086.....Clear HI-RES screen to Black
CALL -3082.....Clear HI-RES screen to recent HCOLOR
CALL -2613.....HI-RES coordinates to ZERO page.
CALL -1438.....Pseudo-Reset
CALL -11780 M.."FIND" or POSITION
CALL -11272 S.."FIND" or BACKGROUND (HCOLOR 1 set for black background)
CALL -11471....HI-RES Graphics BACKGROUND (PAMAM=COLOR)
CALL -11462....HI-RES DRAW1(X0;Y0;COLOR)
CALL -11335....HI-RES SHLOAD
POKE 249,R.....Sets ROTATION of SHAPE {R=1 to 64; 0=Normal; 16=90' Clockwize}
PEEK (243).....FLASH MASK
PEEK (241).....SPEED (256 - current speed)
PEEK (234).....COLLISION COUNTER for shapes
PEEK (232-233).SHAPE TABLE starting address
POKE 231,S.....Sets SCALE of SHAPE
PEEK (230).....HI-RES PLOTING page. (32=Page 1, 64=Page 2, 96=Page 3)
PEEK (224-226).HI-RES GR X&Y Cordinates
POKE 228,x.....HI-RES GR COLOR BYTE (x can be 0-255)

                                 HI-RES COLORS

0= Black1 {Gr/Vl}  1= Green            2= Violet           3= White1 {Gr/Vl}
4= Black2 {Or/Bl}  5= Orange           6= Blue             7= White2 {Or/Bl}

                              OTHER USEFULL CALLS
                        {Add +65536 to get pos. POKE's}

CALL 54915.....CLEARS STACK. Does away with the false "OUT OF MEMORY" error.
CALL 1002......Reconnect DOS
CALL -8192.....RESET INTERGER BASIC. KILLS VARIABLES and CLEARS
CALL -8117.....LIST INTERGER PROGRAM
CALL -6739.....NEW
CALL -6729.....PLOTS a POINT on the screen
CALL -6090.....RUN INTERGER PROGRAM {SAVES VARIABLES}
CALL -4116.....RUN INTERGER PROGRAM {KILLS VARIABLES}
CALL -3973.....LOAD INTERGER PROGRAM from TAPE
CALL -3776.....SAVE INTERGER PROGRAM to TAPE
CALL -3774.....SAVE
CALL -3318.....CONTINUE
CALL -2458.....TURN ON MINI-ASSEMBLER
CALL -2423.....SWEET-16 INTERPRETER entry
CALL -1906.....MONITOR S/R DISASSEMBLER entry
CALL -1728.....MONITOR S/R-PRINT contents of X & Y {REG 9 as 4 HEX digits}
CALL -1716.....MONITOR S/R PRINT X BLANKS {X REG contains # to PRINT}
CALL -1402.....MONITOR S/R-IRQ HANDLER
CALL -1390.....MONITOR S/R-BREAK HANDLER
CALL -1370.....RE-BOOTS DISK SYSTEM
CALL -1321.....MONITOR S/R to display USER REGISTERS
CALL -1233.....MONITOR S/R SREEN INIT
CALL -1223.....MONITOR S/R set SCREEN to TEXT mode {Destroys ACCUMULATER}
CALL -1216.....MONITOR S/R set GRAPHICS mode {GR} {Destroys ACCUMULATER} CALL
CALL -1205.....MONITOR S/R set NORMAL WINDOW
CALL -1184.....Prints the 'Apple ][' at the top of your screen.
CALL -1181.....MONITOR S/R MULTIPLY ROUTINE
CALL -1148.....MONITOR S/R DIVIDE ROUTINE
CALL -1087.....MONITOR S/R CALCULATE TEXT BASE ADDRESS
CALL -1052.....MONITOR S/R SOUND BELL
CALL -1027.....MONITOR S/R OUTPUT A-REG as ASCII on TEXT SCREEN 1
CALL -856......MONITOR S/R WAIT LOOP
CALL -756......GET KEY from KEYBOARD {Destroys A & Y-REG} WAIT for KEY PRESS.
CALL -741......MONITOR S/R KEYIN ROUTINE
CALL -715......READ KEY & PERFORM ESCAPE FUNCTION if necessary.
CALL -678......Wait for RETURN
CALL -676......Bell; Wait or RETURN
CALL -670......PREFORM LINE CANCEL
CALL -665......PREFORM CARRIAGE RETURN & GET LINE of TEXT.
CALL -662......GET LINE of TEXT from KEYBOARD {X RETND with # of CHARACTERS}
CALL -657......INPUT; Accepts commas & collons.
              EX:PRINT "NAME (LAST, FIRST):";:CALL-657:A$="":FOR X= 512 TO 767
                 IF PEEK (X) < > 141 THEN A$= A$ + CHR$ (PEEK (X) -128) : NEXT
CALL -626......PRINT CARRIAGE RETURN {Destroys ACCUMULATOR & Y-REG}
CALL -622......PRINT A1H,A1L. Example: 10 POKE 60,A1H  20 POKE 61,A1L   30END
                ...Then RUN, CALL -622
CALL -550......PRINT CONTENTS of ACCUMULATOR. As 2 HEX DIGETS.
CALL -541......PRINT a HEX digit
CALL -531......OUTPUT CHARACTER IN ACCUMULATOR. {Destroys A & Y-REG COUNT}
CALL -528......GET MONITOR CHARACTER OUTPUT
CALL -468......PERFORM MEMORY MOVE A1-A2 TO A4.
               Example:    10 POKE 60,LOB
                           20 POKE 61,HOB
                           30 POKE 62,LOE
                           40 POKE 63,HIE
                           50 POKE 66,LOD
                           60 POKE 67,HID
                ...Then RUN, CALL -468

* Note: LOB is lo-byte of begining of memory to move, HIB is
high, LOE is low end, HIE is high, LOD is low destination, HID is high.

CALL -458......Perform MEMORY VERIFY (compare and list differences)
CALL -418......DISASSEMBLE 20 INSTRUCTIONS
CALL -415......DISASSEMBLER  Note: POKE start add. at 58-59 before calling.
CALL -378......set I FLAG
CALL -375......set KEYBOARD
CALL -336......JUMP to BASIC
CALL -333......CONTINUE BASIC
CALL -330......MEMORY LOCATION "GO"
CALL -321......DISPLAY A,S,Y,P,S REG. {CURRENT VALUES}
CALL -318......PERFORM MONITOR TRACE
CALL -307......WRITE OUT cassette tape
CALL -259......READ FROM cassette tape {LIMITS A1 to A2}
CALL -211......PRINT "ERR" & SOUNDS BELL {Destroys ACCUMULATOR & Y-REG}
CALL -198......PRINT BELL {Destroys ACCUMULATOR & Y-REG}
CALL -193......MONITOR & SWEET-16 "RESTORE"
CALL -188......MONITOR "RESTR1"
CALL -182......MONITOR & SWEET-16 "SAVE"
CALL -180......MONITOR "SAV1"
CALL -167......ENTER MONITOR RESET, TEXT mode, "COLD START"
CALL -155......ENTER MONITOR, ring BELL, "WARM START"
CALL -151......Go to MONITOR
CALL -144......SCAN INPUT BUFFER {ADDRESS $200...}
             EX: A$ = "300:A9 C1 20 ED FD 18 69 01 C9 DB D0 F6 60 300G D823G"
                 FOR X=1 TO LEN(A$): POKE 511+X,ASC (MID$ (A$,X,1))+128: NEXT
                 POKE 72,0: CALL -144

                                    ERRORS

POKE 216,0.....RESETS ERROR FLAG
PEEK (216).....If = 127 then an ERROR was detected.
PEEK (212).....Returns ERROR CODE FLAG in decimal.

                               MEMORY ALLOCATION

RANGE       ! USE DESCRIPTION
------------+--------------------------------------------+
$0-$1FF     ! Program wook space {not for USER}
$200-$2FF   ! Keyboard Character buffer
$300-$3FF   ! Available for short Machine langauge rutine
$400-$7FF   ! Screen display page 1 TEXT or GR
$800-$1FFF  ! Available RAM for BASIC programs
$2000-$3FFF ! HGR page 1
$4000-$5FFF ! HGR page 2
$6000-$95FF ! Available RAM for BASIC programs
$9600-$9CFF ! DOS files buffers {Maxfiles 3}
$9D00-$AAFC ! Main DOS routines
$AAFD-$B7B4 ! File Manager
$B7B5-$BFFF ! RWTS
$C000-$CFFF ! I/O Hardware {end of RAM}
$D000-$FFFF ! ROM {I/O Addresses}


                           SPECIAL MEMORY LOCATIONS

LOCATION   ! USE DESCRIPTION
-----------+----------------------------------------------------------------+
$18        ! First track of data {for DOS}
$19        ! First sector of data {for DOS}
$1A        ! Number of sectors to load {for DOS}
$1B        ! The HIGH BYTE of the buffer {LO is always 00} {DOS Command}
$1A - $1B  ! Shape pointer used by DRAW and XDRAW
$1C        ! Last color used {HCOLOR converted to its color byte}
$26 - $27  ! Address of byte contained X,Y point
$2B        ! Boot SLOT * 16
$2C        ! Lo-res line END-point
$30        ! COLOR * 17
$33        ! Prompt-Char, {POKE 51,0:GOTO line #; Defeats NOT DIRECT COMMAND}
$68        ! LOMEM: {LOW BYTE is always 00}
$4E - $4F  ! Random - Number feild
$69 - $6A  ! Simple Variables
$6B - $6C  ! Start of ARRAY - Space
$6D - $6E  ! END of ARRAY - Space
$6F - $70  ! Start of STRING storage
$73 - $74  ! HIMEM: $73=LO BYTE
$75 - $76  ! Line # being executed
$77 - $78  ! Line # where program stopped
$79 - $7A  ! Address of executing line #
$7B - $7C  ! Current DATA line #
$7D - $7E  ! Next DATA address
$7F - $80  ! Input or Data address
$81 - $82  ! Last used Variable NAME: VAR$ = CHR$(PEEK(129)) + CHR$(PEEK(130))
$83 - $84  ! Last used variable address
$AF - $B0  ! End of Applesoft program
$D8        ! ONERR flag   NOTE: POKE 216,0 cancels ONERR function
$DA - $DB  ! Line # of ONERR error
$DE        ! ONERR error code {Dec. PEEK (222)}
$E0 - $E1  ! X-coordinate (0-279) in HEX {Low,High}
$E2        ! Y-coordinate (0-191) in HEX
$E4        ! Color being used {0=0:42=1:85=2:127=3:128=4:170=5:213=6:255=7}
$E6        ! Current HI-RES page being used {$20: Page one, $40: Page two}
$E7        ! Current SCALE (0-256)
$E8 - $E9  ! Location of shape table {Low,High}
$EA        ! Collision counter {used by XDRAW and DRAW}
$3D0 - $3D2! JUMP vector to DOS Warmstart {JMP $9DBF}
$3D3 - $3D5! JUMP vector to DOS Coldstart {JMP $9D84}
$3D6 - $3D8! JUMP vector to DOS File Manager {JMP $AAFD}
$3D9 - $3DB! JUMP vector to RWTS {JMP $B7B5}
$3DC - $3E2! Subroutine to locate File Manager PARM list {LDA $9D0F;LDY $9D0E}
$3E3 - $3E9! Subroutine to locate RWTS PARM list {LDA $AAC2; LDY $AAC1; RTS}
$3EA - $3EE! JUMP to replace DOS intercepts subroutine {JMP $A851; NOP; NOP}
$3EF - $3F1! JUMP vector to Autostart BRK Handler {JMP $FA59}
$3F2 - $3F3! Autostart Reset handler {$9DBF}
$3F4       ! POWER-UP byte ($3F3 EOR $A5) {$38}
$3F5 - $3F7! JUMP vector to Applesoft & Handler {JMP $FF58}
$3F8 - $3FA! JUMP vector to CTR-Y handler {JMP $FF65}
$3FB - $3FD! JUMP vector to NMI handler {JMP $FF65}
$3FE - $3FF! Vector for IRQ handler {$FF65}
$AA61.$AA60! LENGTH of file just loaded {$AA61 is the HIGH BYTE}
$AA73.$AA72! STARTING ADDRESS of file just loaded {$AA73 is the HIGH BYTE}
$FBB3      ! SIGNATURE byte {$06 = //e  :  $EA = ][+}



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