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Blogs

  • BinaryGoddess' Blog
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  • None
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  • sandmountainslim's Blog
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  • Kenfused's Blog
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  • nester's one star gaming
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  • Laner's Classic Gaming Blog
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  • keilbaca's rants
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  • Mountain King's Blog
  • The Southsider
  • The World is Flat?
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  • JagDiesel's Palace 2
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  • Deep into the Mind Game
  • Bob's Blog
  • Rockin' Kat's Blog
  • Push Me, Pullman
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  • dgob123's INTV Blog
  • Random Terrain's Tetraternarium
  • Odyssey Development Corner
  • Pacmaniax
  • GPD Comics Blog
  • sergiomario's Blog
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  • Days Atari Events
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  • liquidcross.com - blog
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  • javiero's Blog
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  • Draikar's Blog
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  • hex65000's Blog
  • Being Of The Importance Of Shallow Musing.
  • daclmi's Blog
  • 2600 in 2006
  • Sayton's Blog
  • For whom it may concern
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  • ataridude81's Blog
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  • le geek's nonsense
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  • maximebeauvais' Blog
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  • .:maus:.
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  • Atari Joe's Flippin' Sweet Blog
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  • R. Jones' Blog
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  • BlogO
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  • It's my life!
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  • Confessions of an Aging Gamer...
  • theking21083's Blog
  • retrogeek's Blog
  • Liveinabin's scribbles
  • Cimerians' Blog
  • CollectorVision Blog
  • Ransom's Random Posts
  • www.toyratt.com's Blog
  • RonPrice's Blog
  • s0c7's Blog
  • doyman's Blog
  • DJTekid's Blog
  • EG's code blog
  • kiwilove's Blog
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  • Playing With History
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  • 7800 NZ's Blog
  • Gamera's Reviews: E.T Coming Soon!
  • Iwan´s Irrational!
  • seemo's Blog
  • The Eviscerator Series
  • Noelio's Blog
  • 480peeka's Blog
  • For Next
  • Take 'Em To The Woodshed
  • bankockor Blog
  • Kelp Entertainment
  • 2600 Fun Blogs
  • PinBlog
  • IHATETHEBEARS' BLOG
  • Atari Fan made Documentary
  • Flashjazzcat's Blog
  • THE 1 2 P's Demo/Import/Gaming Blog
  • STGuy1040's Blog
  • enyalives' Blog
  • Mirage1972's Blog
  • blogs_blog_286
  • The Word Of Ogma
  • GC's blog
  • nanobug's monument of geekiness
  • dogcorn's Blog
  • I Can't Think of a Catchy Title
  • please help and share story
  • ivop's Blog
  • what is the chicago basment
  • Cheat Blog
  • zeropolis79's Blog
  • My video game library
  • the.golden.ax's "Oh my Blog"
  • ValuGamer
  • wolfpackmommy's Blog
  • Z80GUY's Blog
  • jwierer's Blog
  • kroogur's Korner
  • Verbal Compost
  • Frizo's Collecting Adventure!
  • Old School Gamer Review
  • ...
  • Rybags' Blog
  • BDW's Blog
  • tweetmemory's Blog
  • toptenmaterial's Blog
  • grafix's Bit Mouse Playhouse
  • S1500's Blog
  • hackerb9's blog
  • EricBall's Tech Projects (PRIVATE)
  • MagitekAngel's Blog
  • I created this second blog on accident and now I can't figure out how to delete it.
  • keilbaca's Blog
  • TestBot4's Blog
  • Old School Gamer Review
  • The Mario Blog
  • GideonsDad's Blog
  • GideonsDad's Blog
  • GideonsDad's Blog
  • Horst's Blog
  • JIMPACK's Blog
  • Blogpocalypse
  • simonl's Blog
  • creeping insanity
  • Sonic R's Blog
  • CebusCapucinis' Blog
  • Syntax Terror Games
  • NCN's Blog
  • A Wandering Shadow's Travels
  • Arjak's Blog
  • 2600Lives' Blog
  • 2600Lives' Blog
  • Kiwi's Blog
  • Stephen's A8 Blog
  • Zero One
  • Troglodyte's Blog
  • Austin's Blog
  • Robert Hurst
  • This Is Reality Control
  • Animan's Blog Of Unusual Objectionalities
  • Devbinks' Blog
  • a1t3r3g0's Blog
  • The 7800 blog
  • 4Ks' Blog
  • carmel_andrews' Blog
  • iratanam's Blog
  • junkmail's RDE&P Blog
  • Lynxman's FlashCard Blog
  • JagMX's Blog
  • The Wreckening
  • roberto's Blog
  • Incagold's Blog
  • lost blog
  • kurtzzzz's Blog
  • Guitarman's Blog
  • Robert @ AtariAge
  • otaku's Blog
  • otaku's Blog
  • revolutionika's Blog
  • thund3r's Blog
  • edweird13's Blog
  • edweird13's Blog
  • That's what she said.
  • Hitachi's Blog
  • The (hopefully) weekly rant
  • Goochman's Marketplace Blog
  • Marc Oberhäuser's Blog
  • Masquane's AtariAge Blog
  • satan165's Dusty Video Game Museum
  • lazyhoboguy's Blog
  • Retail hell (The EB years)
  • Vectrexer's Blog
  • Game Maker to Game Dev
  • Retro Gaming Corporation
  • Hulsie's Blog
  • Tr3vor's Blog
  • Dryfter's Blog
  • Why Are You Even Reading This?
  • Xuel's Blog
  • GamingMagz
  • travelvietnam's Blog
  • pacmanplayer's Blog
  • TheLunarFox's Blog
  • caver's Blog
  • Atari 2600 for sale with 7 games 2 controllers
  • A Ramblin' Man
  • toiletunes' Blog
  • Justin Payne's Blog
  • ebot
  • Markvergeer's Blog
  • GEOMETRY WARS ATARI 2600
  • LEW2600's Blog
  • Pac-Man Vs Puck-Man's Blog
  • Bri's House
  • Les Frères Baudrand's Blog
  • Secure Your E-Commerce Business With ClickSSL.com
  • raskar42
  • The P3 Studio
  • Bydo's Blog
  • defender666's Blog
  • TheSSLstore - SSL certificates Validity
  • Chuplayer's Blog
  • pacman100000's Blog
  • POKEY experiments
  • JPjuice23's Blog
  • Gary Mc's Blog
  • arkade kid's Blog
  • MaXStaR's Blog
  • SUB HUNTER in A8
  • ScumSoft's Blog
  • The Social Gamer
  • Ping. Pong. Ping. Pong.
  • kgenthe's Blog
  • mapleleaves' Blog
  • Dallas' Blog
  • bfg.gamepassion's Blog
  • Esplonky's Blog
  • Fashion Jewellery's Blog
  • Gabriel's Blog
  • CJ's Ramblings
  • Dastari Creel's Blog
  • dobidy's Blog
  • dragging through the retro streets at dawn
  • Please Delete - Created by Accident
  • Nerdbloggers
  • Algus' Blog
  • Jadedrakerider
  • Appliciousblog.com
  • frederick's Blog
  • longleg's Blog
  • Brain droppings...
  • Sandra's blog
  • Bastelbutze
  • polo
  • VectorGamer's Blog
  • Maybe its a Terrible Tragedy
  • Guru Meditation
  • - - - - - -
  • The 12 Turn Program: Board Game Addiction and You
  • Tezz's projects blog
  • chonglily's Blog
  • masseo1's Blog
  • DCUltrapro's Blog
  • Disjaukifa's Blog
  • Vic George 2K3's Blog
  • Whoopdeedoo
  • ge.twik's Blog
  • DJT's High Score Blog [Test]
  • Disjaukifa's Assembly Blog
  • GonzoGamer's Blog
  • MartinP's Blog
  • marshaz's Blog
  • Pandora Jewelry's Blog
  • Blues76's Blog
  • Adam24's AtariAge Blog!
  • w1k's Blog
  • 8-bit-dreams' Blog
  • Computer Help
  • Chris++'s Blog
  • an atari story
  • JDRose
  • raz0red's Blog
  • The Forth Files
  • The Forth Files
  • A.L.L.'s Blog
  • Frankodragon's Blog Stuffs
  • Partyhaus
  • kankan313rd's Blog
  • n8littlefield's Blog
  • joshuawins99's Blog
  • ¡Viva Atari!
  • FujiSkunk's Blog
  • The hunt for the PAL Heavy Sixer
  • Liduario's Blog
  • kakpu's Blog
  • HSC Experience
  • people to fix atari Blog
  • Gronka's Blog
  • Joey Z's Atari Projects
  • cncfreak's Blog
  • Ariana585's Blog
  • 8BitBites.com
  • BrutallyHonestGamer's Blog
  • falcon_'s Blog
  • lushgirl_80's Blog
  • Lynx Links
  • bomberpunk's Blog
  • CorBlog
  • My Ideas/Rants
  • quetch's Blog
  • jamvans game hunting blog
  • CannibalCat's Blog
  • jakeLearns' Blog
  • DSC927's Blog
  • jetset's Blog
  • wibblebibble's Basic Blog
  • retrovideogamecollector's Blog
  • Sonny Rae's Blog
  • The Golden Age Arcade Historian
  • dianefox's Blog
  • DOMnation's Blog
  • segagamer99's Blog
  • RickR's Blog
  • craftsmanMIKE's Blog
  • gorf68's Blog
  • Gnuberubs Sojourn Dev Journal
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  • iesposta's Blog
  • Cool 'n' Crispy: The Blog of Iceberg_Lettuce
  • ahuffman's Blog
  • Bergum's Thoughts Blog
  • marminer's Blog
  • BubsyFan101 n CO's Pile Of Game Picks
  • I like to rant.
  • Cleaning up my 2600
  • AnimaInCorpore's Blog
  • Space Centurion's Blog
  • Coleco Pacman Simulator (CPMS)
  • ianoid's Blog
  • HLO projects
  • Retro Junky Garage
  • Sega Genesis/Mega Drive High Score Club
  • Prixel Derp
  • HuckleCat's Blog
  • AtariVCS101's Blog
  • Tales from the Game Room's Blog
  • VVHQ
  • Antichambre's Blog
  • REMOVED BY LAW AUTHORITY
  • Synthpop Universe
  • Atari 5200 Joystick Controllers
  • Top 10 Atari 2600 Games
  • Is Atari Still Cool?
  • Buying Atari on Ebay
  • matosimi's Blog
  • GadgetUK's Blog
  • The StarrLab
  • Scooter83 aka Atari 8 Bit Game Hunters' Blog
  • Buddpaul's Blog
  • TheGameCollector's Blog
  • Gamming
  • Centurion's Blog
  • GunsRs7's Blog
  • DPYushira's Entertainment Blog
  • JHL's Blog
  • Intellivision Pierce's Blog
  • Manoau2002 Game and Vinyl Blog
  • Diamond in the Rough
  • Linky's Blog
  • flashno1's Blog
  • Atari 2600 Lab
  • jennyjames' Blog
  • scrottie's Blog
  • Draven1087's Blog
  • Omegamatrix's Blog
  • MegaData Manifesto
  • Selling Atari on Ebay.
  • Unfinished Bitness
  • TI-99/4A Stuff
  • eshu's blog
  • LaXDragon's Blog
  • GozAtari8
  • Bio's Blog of Randomness
  • Out of the Pack
  • Paul Lay's Blog
  • Make Atari 2600 games w/o programming!
  • Rudy's Blog
  • kenjennings' Blog
  • The Game Pit
  • PShunny's Blog
  • Ezeray's Blog
  • Atari 2600 game maps
  • Crazy Climber Metal
  • Keith Makes Games
  • A virtual waste of virtual space
  • TheHoboInYourRoom's Blog
  • Msp Cheats Tips And Techniques To Create You A Better Gamer
  • Tursi's Blog
  • F#READY's Blog
  • bow830
  • Gernots A500 game reviews
  • Byte's Blog
  • The Atari Strikes Back
  • no code, only games now
  • wongojack's Blog
  • Lost Dragon's Blog
  • Musings of the White Lion
  • The Usotsuki Crunch
  • Gunstar's Blogs
  • Lesles12's Blog
  • Atari Randomness
  • OLD CS1's Blog
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  • Flickertail's Blog
  • Dexter's Laboratory Blog
  • ATASCI's Blog
  • ATASCI's Blog
  • --- Ω ---'s Blog
  • mourifay's Blog
  • Zsuttle's gaming adventures
  • Doctor Clu's Space Shows
  • TWO PRINTERS ONE ADAM
  • Atari Jaguar Game Mascots
  • Learning fbForth 2.0
  • splendidnut's Blog
  • The Atari Jaguar Game by Game Podcast
  • Syzygy's Story Blog
  • Atarian Video Game Reviews
  • Caféman's Blog
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  • player1"NOT"ready's Blog
  • Alexandru George's Blog
  • BraggProductions' Blog
  • XDK.development present Microsoft Xbox One Development
  • Song I Wake Up To
  • Jeffrey.Shamblin's Blog
  • Important people who shaped the TI 99/4A World
  • My blog of stuff and things
  • David Vella's Blog
  • Osgeld's Blog
  • CyranoJ's ST Ports
  • InnovaX5's Blog
  • Star_Wars_Collector
  • Alp's Art Blog
  • Excali-blog
  • STGraves' Blog
  • Retro VGS Coleco Chameleon Timeline
  • Geoff Retro Gamer
  • Geoff1980's Blog
  • Coleco Mini
  • Coleco Mini
  • 7399MGM's Blog
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  • Ballblogɀer
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  • Fultonbot's Atari Blog
  • Dmitry's Blog
  • Kaug Neatos Crash Bandicoot Bandwagon
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  • Atari 2600JS
  • Doctor Clu's Dissertations
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  • Atarimuseum.nl
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  • bow830's Blog
  • Arcade Attack - Retro Gaming Blog
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  1. I thought I would move this project into a separate topic since it lives on a different version of the Camel99 Kernel. (CAMELTTY) They are mostly the same, but the "TTY" version has no built-in KSCAN and VDP screen writing support is limited to writing strings to VDP RAM at a specified address. The point of the project is to replicate the VI99 environment with a command line for some "unix" like commands and a mini VI editor to edit DV80 files. It turns out I went down a bad path in the previous version in two ways: using the VDP screen as the line buffer. (Needless complexity) using the Forth interpreter to handle keystrokes. (Too slow on TI-99) This time the editor will do the conventional EDITLINE() type function that copies the a line from storage to buffer and writes it back to storage. And for key strokes I used a big CASE statement. It seems to be way simpler and smaller. So now I have a functional command system running in 200 lines, plus my Camel99 libraries and a string storage library that is about 100 LOC) The next step will be to integrate the EDITLINE function and add ls, ls-l commands which should work as is. (I think) Source code for the curious is in the spoilers. The video shows how its working now and shows the single character editing commands that don't need EDITLINE. For the first time I am using the screen scroll functions of VT100 so that the whole screen does not update when you cursor at the top and bottom of the screen. This is connecting to TI-99 with TERATERM at 19.2Kbps. All the files are from floppy disk so the loading times are circa 1983. vi99 tty preliminary.mp4
  2. Hello everyone. During my coding break, I decided to learn Forth. That's right. So I am starting a little project called "Schooner" ... nothing ambitious ... it's really just going to be a program that displays a little Tombstone City Schooner character on a yellow screen and lets the player move it around, and eventually fire a missile. Anything else more than that will depend upon whether my head has fried or not. So I started using Camel99 Forth and that's what my project runs on. So far, I've managed to make the screen do this .... it wasn't intentional though. Don'cha think it looks nice!
  3. The following questions in another topic prompted this post dedicated to speech in fbForth 2.x: Both speech and sound are serviced by the fbForth 2.x ISR (Interrupt Service Routine) via an up-to-three-address branch stack that is populated when the ISR is called by the console ISR through the ISR hook at >83C4. [fbForth sound words do not use the console ISR’s sound player.] The branch stack will have entries only if speech and/or sound table #1 (immediate or sequential sounds) and/or sound table #2 (immediate playing over muted sound table #1) are awaiting service. Though sound processing is not part of this topic, for the sake of completeness, I will mention that multiple sound tables can be added to the sound stack to be processed sequentially. I mention this here because I did not provide for a speech stack, which could be a useful addition to a future version of fbForth. Currently, if you want more than one block of speech to be spoken sequentially, you must use TALKING? to check whether the Speech Synthesizer is idle. Otherwise, the second block of speech will immediately cancel what is being spoken of the previous block. Because the ISR services speech, further program processing is interrupted only very briefly to process the next bit of speech. The speech synthesizer itself does not suspend processing while it is actually speaking. Here is some example code that illustrates what actually happens: HEX \ Speech Synthesizer strings--- \ "Hello" : HELLO ( -- addr n ) HERE 351A , 1 ; \ "Do not be so negative" : NONEG ( -- addr n ) DATA[ 2480 4AAB 1A42 6153 48DC ]DATA ; DECIMAL : RUN HELLO SAY BEGIN TALKING? 0= UNTIL \ wait until done saying "hello" NONEG SAY \ start saying, "do not be so negative" \ print 200 numbers 200 0 DO I . LOOP ; RUN You will notice that you do not hear speech until nearly 100 numbers have been displayed, even though speech was started before the number-printing loop. What is clear, however, is that processing continues during speech synthesizer processing. Obviously, the loop containing TALKING? does suspend further speech processing until “hello” is spoken. This was done to prevent the next phrase from stepping on “hello”. Just remove that loop to see what I mean. What is interesting (read, “I don’t have a clue why”) is that printing starts before even the start of “hello” is heard, which means that the TALKING? loop already finished and that hearing what the speech synthesizer sends to the audio channel has a significant delay. This was done with Classic99 QI399.063, so I do not know whether this also obtains on real iron because I did not bring a TI-99/4A with me to Florida, but I would expect it to perform similarly. ...lee
  4. This lesson will discuss more of the details of RAM organization, working with the stack and some minimal Forth programming. The 32 KiB expansion RAM on the TI-99/4A is organized as follows in fbForth 2.0: The 8 KiB lower RAM (2000h – 3FFFh) contains four fbForth block buffers, low-level Assembly Language support, system global variables (termed “user variables”) and the return stack. You will notice here that hexadecimal numbers in this discussion (not in actual Forth code!) have a trailing ‘h’. The return stack starts at the top of this space at 3FFEh and grows downward toward the low-level support code, which currently ends at 3A03h. This allows 766 cells for address storage for deeply nested code. Colon ( : ), introduced in the last lesson, makes extensive use of the return stack. Your code can make use of the return stack as well; but, you must be very, very careful when you do, that you do not interfere with the return scheme of fbForth. In a later lesson we will discuss how to safely use the return stack because it certainly can be useful. The 24 KiB upper RAM (A000h – FFFFh) is almost entirely free for your Forth programming pleasure. This is due to the fact that the entire resident dictionary of fbForth 2.0 resides in the 32 KiB ROM of the cartridge. The last word of the resident dictionary is TASK and resides at A000h for reasons that will be explained in a later lesson. The next available address is A00Ch. This is the beginning of the user-definable dictionary. Any words defined after this point are still part of the dictionary and, as a result, become part of the language. This is what makes Forth extensible. The top of memory in the upper 24 KiB area contains the Terminal Input Buffer (TIB) and the base of the parameter stack at FFA0h. This means that all but 108 bytes of the upper 24 KiB area is available for your programming. This, of course, includes the parameter stack, which grows downward toward the dictionary, which grows upward toward the stack. Now is a good time to elaborate on a comment Owen left on the last lesson, viz., verbalizing or pronouncing Forth words. Forth was intended to be a language you could speak. That is pretty much why Forth functions, routines, constants and variables are called “words”. I will try to remember to include the usual pronunciation of standard Forth words as we discuss them. A very good source for such pronunciations is Derick and Becker’s FORTH Encyclopedia: The Complete FORTH Programmer’s Manual, 2nd Edition. The words appear in ASCII order, so they are easy to find. Each of the entries includes the word’s pronunciation. An example from the last lesson is SP! , which is usually pronounced “S-P-store”. The “SP” part happens to refer to the stack pointer, which is why I had said “stack pointer store”. Another example, as Owen mentioned, is “dot-quote” for ." and “quote” for " . Most words’ pronunciations are not difficult to figure out; but, there are a couple of heavily used words that are not obvious. One is @ , which is pronounced “fetch” because it pops an address from the stack and fetches its contents to the stack. Another is ! , which is pronounced “store”. It requires two numbers on the stack: the number to store and the address in which to store it. We will discuss these in greater detail ere long. We turn our attention, now, to working with the stack. As mentioned last time, it operates in a LIFO mode. To show you how it works, we will use . and a new word, .S (pronounced “dot-S” and means “print stack”). .S will non-destructively print the stack contents from the bottom up (left to right), with ‘|’ representing the bottom of the stack. Recall that . pops the top number off the stack and prints it: You will see that the system response of “ok:5” displayed after .S is executed shows the stack to have the same depth as before it was executed. Notice that the last of the five numbers entered is on top of the stack, that it is the first one popped and printed by . and that the system response shows the depth to be one less after each . . The last line demonstrates what happens when you execute a word requiring a number on the stack but with nothing on the stack. The number 11776 (2E00h) printed is significant because the bottom edge of the stack is the start of the TIB and the last thing entered at the terminal (console) was ‘ . ’, which has an ASCII code of 2Eh. A Forth convention when defining or listing words is to show the state of the stack before and after the word executes. The stack effects (also, stack signature) are indicated by showing within parentheses what the word expects on top of the stack before it executes to the left of an em-dash (—) (or two or three dashes [--]) and what it leaves on the stack to the right. Also, the most accessible number is always on the right on either side of ‘--’, which represents execution of the word. For example: ! ( n addr -- ) shows that the stack effects of ! , which requires the storage address addr to be on top of the stack and the number n, which will be stored at addr, below it. The absence of anything to the right of the execution indicator (--) shows that ! leaves nothing on the stack. Let's do a little math with the stack. We will start with the basic four: addition, subtraction, multiplication and division. Here are those definitions with their stack effects: + ( n1 n2 -- sum ) pronounced “plus” - ( n1 n2 -- diff ) pronounced “subtract” * ( n1 n2 -- prod ) pronounced “times” / ( n1 n2 -- quot ) pronounced “divide” Each of these operators requires two numbers on the stack and leaves the result on the stack when it is done. Below are examples of each operation, showing the result printed with . : As you type the above at the terminal, you will see that the operator is after the numbers it operates on. This is an example of postfix notation or RPN (Reverse Polish Notation). You are probably more familiar with infix (algebraic) notation: 1 + 2 = 3 where the operator is between the two numbers it operates on. The postfix nature of Forth is the highest hurdle you will likely need to get over. Words in Forth can certainly be defined in an infix way; but, postfix is more efficient and easier to implement. An interesting bit of history regarding RPN: Reverse Polish Notation implies that there is a Polish Notation, which, of course, there is. Polish logician Jan Łukasiewic (yahn woo-kah-SHEH-vitch) invented prefix notation to simplify a branch of mathematical logic. The operator precedes its two operands in prefix notation. It became known as Polish Notation (PN) due to the nationality of Łukasiewic. Quite naturally, when postfix notation arrived on the scene with the exact opposite form, it became known as Reverse Polish Notation (RPN). At the top of this lesson, we discussed memory organization, stating that virtually all of the available programming memory is one chunk between the top of the parameter stack and the most recently defined word in the dictionary. Each of these locations is readily available with resident fbForth 2.0 words: SP@ ( -- addr ) pronounced “S-P-fetch”; leaves on the stack the address of top of stack HERE ( -- addr ) pronounced “here”; leaves on the stack the address of next available dictionary location The available RAM is the difference between these two addresses. Since the stack is at the higher address, we want to subtract HERE from the top-of-stack address: We can make a couple of useful definitions from this: : SIZE ( -- n ) SP@ HERE - ; : .SIZE ( -- ) SIZE . ." bytes free" ; The first one leaves the size in bytes of free RAM between the top of the stack and HERE . The second prints that number followed by “bytes free”. You may have noticed that I slipped in another word in the definitions above, viz., ( . Pronounced “left paren”, it begins a comment, which is terminated by ‘)’. Comments are ignored by the text interpreter. Obviously, the comments above are not necessary for the definitions to work. You can enter the above definitions without them. They help us to remember what the words do. We will make it a habit to include the stack effects in this way when we actually begin storing our new words in a blocks file a lesson or two hence. We will conclude this lesson by defining one more useful word. CLS is a resident fbForth word that clears the screen but does not move the cursor. To also move the cursor to the top of the display screen, we will define PAGE for which we need another fbForth word that sets the cursor: GOTOXY ( x y -- ) sets the cursor to the x-y coordinates on the stack. The upper left corner of the display screen is at x = 0, y = 0. To show GOTOXY in action, we will place the cursor somewhere in the middle of the screen and print an ‘X’ there: And, now, our definition of PAGE : : PAGE ( -- ) CLS 0 0 GOTOXY ; clears the screen and sets the cursor to the top left corner of the display screen. Here is the screen after the definition and just before execution: and after execution: That’s it for this session. We will do more stack manipulation and programming next time.
  5. This is the first of several tutorials to help those new to Forth, fbForth 2.0 in particular, to understand the language and its programming environment, as well as to gain some facility with it. fbForth is based on TI Forth, which was derived mostly from FIG-Forth with some influence from Forth-79. There are more recent Forth standards; but, compatibility with TI Forth was the prime concern. The biggest difference between TI Forth and fbForth is that fbForth is a file-based system, whereas TI Forth reads/writes directly from/to disk sectors without regard to any file structure. This is dangerous for the health of the disk and the user, especially, if you were to inadvertently use a disk with files on it for other systems. It also makes it difficult to exchange programs. Not only does fbForth coexist with as many unrelated files as will fit on a disk, you can create many different blocks files on the same disk as long as there is room. A TI Forth disk cannot contain anything but Forth blocks. I suppose that is more than sufficient for preamble. Let’s get on with learning fbForth. To operate the fbForth 2.0 System, you must have the following equipment or equivalent: TI-99/4A Console Monitor fbForth 2.0 Module (see this forum thread’s post #1 to get yours: fbForth—TI Forth with File-based Block I/O ) Peripheral Expansion Box (PEB) with 32 KiB Memory Expansion Disk Controller with 1 or more Disk Drives RS232 Interface (optional) Printer connected to RS232 interface (optional) If you wish to work through these tutorials but do not have this equipment or equivalent (CF7+ or nanoPEB, which substitutes for a PEB with the first three PEB items above), all of the software and firmware are available in the above-referenced thread for the Classic99 and MAME emulators. I also can supply the same for CaDD Electronics’ PC99 emulator, if you need it. It is a good idea to have a copy of fbForth 2.0: A File-Based Cartridge Implementation of TI Forth (the manual—available in the above forum thread) for reference, especially for looking up commands (Forth words—more below) in the glossary (“Appendix D”). Please note that the glossary is in ASCII order, which is listed at the bottom of every glossary page. Also, if you have a copy of the first edition of Leo Brodie’s excellent beginner’s book on Forth: Starting FORTH, “Appendix C” of the manual cross-references conflicts with fbForth 2.0. After powering up: and selecting “2 FOR FBFORTH 2.0:12” for 40-column text mode, say, If FBLOCKS is found, you will be presented with: followed by (after your color choice): If FBLOCKS cannot be found, you will see: The system blocks file is FBLOCKS and must be present in DSK1 for the first series of screens to display. If fbForth does not find it there, the second screen displays. fbForth will still work just fine. You just won’t be able to display the menu of loadable utilities with MENU until you make FBLOCKS the current blocks file, which you can do by typing the following at the console’s flashing cursor if FBLOCKS is in DSK2, say: USEBFL DSK2.FBLOCKS 1 LOAD You can force fbForth to look for FBLOCKS on another disk at boot time if you hold down the number of that disk immediately following your startup-screen selection. Notes about the welcome screen: The first two lines and the last line of the welcome screen appear regardless of the presence of FBLOCKS. The version number of the cartridge includes the revision number after the ‘:’. The line beginning with “FBLOCKS mod:” comes from block #1 of FBLOCKS and will always reflect the current date of the system blocks file, FBLOCKS, which is always kept up to date in the above forum thread. Commands in Forth are called “words”. You will note that Forth words included in the normal text of these tutorials appear in boldface and are surrounded by spaces. This may look awkward when the space after a word precedes a comma, period or similar punctuation mark; but, since those punctuation marks are also Forth words, this practice avoids ambiguity. Speaking of spaces around words, that is how the Forth text interpreter ( INTERPRET ) knows it has the next word to look up in its dictionary (linked list of already defined words). It searches the dictionary from the most recently defined word to the very first word defined. In fbForth, that word is EXECUTE . See what I did there? EXECUTE has a space after it and it’s before a period. You are in the hands of the Forth text interpreter in two places, viz., at the console’s blinking cursor and when a block is loaded by the word LOAD . The input stream is viewed by the interpreter as a series of tokens separated by one or more spaces. If the interpreter finds the word, it executes the word and gets the next token. If the interpreter cannot find the token as a word in the dictionary, it checks to see if the token can be converted to a number in the current radix (number base). If it can, it pushes that number onto the parameter stack, which is often termed “the data stack” or, simply, “the stack”. The parameter stack, by the way, consists of a stack of cells, much as a stack of plates in a cafeteria, with the same restriction: You can only readily remove (pop) the top plate, i.e., the last cell on the stack is the most accessible and thus the first one popped off. This Last-In-First-Out situation is known as LIFO. Furthermore, in fbForth, a cell is 16 bits or 2 bytes wide. In computer parlance, 2 bytes constitutes a word; but, to avoid confusion with talking about Forth commands as words, we will generally use “cell” instead of “word” to mean “2 bytes”. Finally, if the token is not a word in the dictionary and it cannot be converted to a number, the interpreter gives up and issues an error message that repeats the word it could not find followed by a question mark. It also clears the stacks (parameter stack and return stack, about which more later) and, if loaded from a blocks file, leaves two numbers on the parameter stack to aid in finding where in the input stream the error occurred. These numbers are the contents of user variables IN (the position in the input stream immediately following the token causing the error) and BLK (the block number being interpreted). When loading a block that aborts with the error report just described, you can type WHERE to put you into the editor with the cursor at the error. We will talk more about the editor in another lesson. Otherwise, you may just want to type SP! (stack pointer store) to clear the parameter stack. After you finish entering one or more successfully interpreted words and/or converted numbers with <ENTER>, the interpreter will display “ ok:n” to let you know its success. The ‘n’ after the colon is the depth of the parameter stack, i.e., how many numbers are currently on the stack. Here are a few lines typed at the console: The first line is from just tapping <ENTER>. Everything is OK with nothing on the stack. The second line pushes ‘4’ onto the stack and indicates all is well with one number on the stack. The third line pops and prints ( . ) the number, showing the stack as now empty. The last line obviously was not understood by the interpreter, hence the error message. Let’s wind this lesson up with showing you the most common way to define a new word in Forth. The defining word we will use is : . : starts a high-level Forth definition, which is terminated with ; . The first token that must follow : is the name for the new word. fbForth is case-sensitive. HELLO is different from hello . In our definition, we will use the word .” , which means “print string”. ." accepts any characters into the string except for " , which is the terminator. As soon as it sees the " , it prints the string: We will now define the word HELLO and add CR to the definition before and after the print-string code. This will put the cursor at the beginning of the next line each time it is executed. Typing the newly defined word, HELLO , will execute its contents: Remember that Forth words must be separated by spaces. The Forth Interpreter looks in the input stream for the next word until it finds a space or the end of the input stream. Upon finding a space, it then looks for the next word that starts with the next, non-space character. There are six words used in our definition of HELLO above, which are: : HELLO <---the word we are defining CR .” CR ; That’s all for now.
  6. Dear All! This is our "Atari 8-bit Programming" Discord server. It is a twin Discord server to the Fujinet Discord. Here is an invitation: https://discord.gg/GTapZjCsgp Best, Peter Kaczorowski
  7. Here is a short PDF with some information that you might find interesting. Forth Editors.pdf
  8. SVFIG hosts FORTH day annually. It is today, Sat, Nov 21. Here is the link and agenda. All times are PST (Palo Alto, CA) https://us02web.zoom.us/j/87480858511 900 --- Welcome --- Program Chairman Kevin Appert (5 minutes) =========== 0905 --- EForth implemented in C --- Brad Nelson (20 minutes) An exploration of various approaches to build EForth on top of C, we'll look at variations on the core interpreter, how to populate the dictionary, X-Macros, alternate memory models, and will draw comparisons with approaches taken in cforth and gForth. ========== 0925 --- Hacking Farmer's Markets --- Mitch Bradley (20 minutes) "By frequenting local Farmer's Markets and talking to the vendors, I have discovered a lot of need for small-scale automation. I'll show a collection of gadgets made from low-cost microprocessors, motors, sensors, and hardware store parts, with simple programming in Forth, that are a great help to small farmers and food producers." ========== 0945 --- AIBot Board Update --- Don Golding (5 minutes) ========== 0950 --- Visions of Future Forth --- Don Golding (10 minutes) Forth has been used in both AI and space for many decades, Forth's architecture fits perfectly for use in future space systems with low bandwidth communications links. Incremental compilation, interpretive, extensible without a complete re-compile, can be used as a powerful terminal program for deep space robots, You don't need to reflash the microprocessor with a large binary image over a low rate link. ========== 1000 --- Matrices In Forth --- Bill Ragsdale (20Minutes) "I'm not sure if this has been covered over the years. The key idea is from Julian Noble's book Scientific Forth. I've got basic matrix support in 80 lines of code with lots of white space. (create, fill, list, transpose.) I can be time adjusted to your need." ========== 1020 --- A Slightly Different Forth Compiler Design --- Joseph O'Connor (20 Minutes) The Creole Forth compiler has several unusual features which include the lack of a STATE variable. This presentation will discuss its design features and their advantages. ========== 1040 --- Forth Challenge ... show off your solution! --- Bill Ragsdale (duration will depend on number of presenters - reserve your spot now!) <<Create a translator from decimal into Roman numerals from 1 to 1001. A typical demonstration would be to print: 1 to 20 and 990 to 1001. You may choose either format for numbers such as 4: IV or IIII. Note the Romans often intermixed the formats as the Colosseum uses both. See Excel's roman() function. As a historical note, this was presented on a handout by the Forth Interest Group in their exhibit at the third West Coast Computer Faire in 1978. >>> ========== 1130 --- Forth Trivia Contest --- MC Bill Ragsdale (may run through lunch) A trivia contest in the form of Jeopardy, really. (With the green category board and all!) ========== 1200 noon --- Virtual lunch, chat, intros, networking ========== 1230 --- Fireside Chat --- Chuck ========== 1300 --- GreenArrays Update ========== 1330 --- Programming GA144 using GA144 only --- Daniel Kalny (45 minutes) "Chuck Moore began porting colorForth to GA144 in 2010. The project remained unfinished until 2017, when Chuck gave me his source code. Through several design iterations I finally arrived at a standalone development system for GA chips, running on a single GA144 only. In my talk I will present etherforth in its current version, and with the help of a few simple demo applications I'll show how the system works, and what kind of projects it can be used for."
  9. Hi together, For the preservation project and the Wiki, we search for just a single file: FLOAT.OBJ, please see the picture attached. It is from Hofacker/ELCOMP and was sold additional to their Power FORTH package, which is the same as fig-FORTH. It was called: Floating Point Package for POWER Forth #7230. So, even if someone has the FLOAT.OBJ file from the fig-FORTH package, that would help us very much. Thank you all for your help. ?
  10. We've now reached a compact bit of code in the Dealer Demo that provides an assembler to Forth. And the assembler in Forth is a thing of beauty indeed. Written by Bill Ragsdale (as was most of the Forth kernel), it provides an assembler that can produce surprisingly readable code without the use of labels. In essence it implements high-level assembler: Recall TRAVERSE. In traditional assembler, it was written as: 154A: 4C 15 TRAV .WORD *+2 154C: B4 00 LDY 0,X 154E: 98 TRAV1 TYA 154F: 18 CLC 1550: 75 02 ADC 2,X 1552: 95 02 STA 2,X 1554: B5 01 LDA 1,X 1556: 75 03 ADC 3,X 1558: 95 03 STA 3,X 155A: A1 02 LDA (2,X) 155C: 10 F0 BPL TRAV1 155E: 4C 4D 0E JMP POP In Forth assembler, it might be written as: CODE TRAV ,X 0 LDY, BEGIN, TYA, CLC, ,X 2 ADC, ,X 2 STA, ,X 1 LDA, ,X 3 ADC, ,X 3 STA, X) 2 LDA, 0< NOT UNTIL, POP JMP, ;CODE Notice that we didn't need a label we simply used BEGIN, to mark the beginning of a block and UNTIL, to mark the end. The Forth assembler also has IF, ELSE, THEN, which behave as expected. This is flexible enough to handle most assembly constructs without ever resorting to labels. It also uses a Forth-like syntax, with RPN ordering for the assembler codes, and the opcodes always ending in comma, since the effect is similar to the comma operator which puts data into memory in Forth. While I wouldn't want to write a large program this way, this is much more convenient than the USR function in BASIC. Another interesting implementation detail is that all opcodes are split into two sets. The first set, encoded using the word CPU, are most of the traditional one-byte 'immediate' mode opcodes, and have the opcode byte value attached to them. The remaining opcodes, encoded using the word M/CPU, use a word and a byte for each of these to select the appropriate opcode depending on the current mode and whether to emit 0, 1 or 2 additional bytes taken from the stack. This is remarkably compact, thanks to the <BUILD … DOES> construct in Forth which we discussed in an earlier post. You can read about this assembler in an article by Bill Ragsdale himself. It appeared in the September 1981 issue of Dr. Dobbs Journal (a issue dedicated to Forth), as well as the January 1982 issue of Forth Dimensions (v.3, number 5). The implementation itself was available earlier, since the Dealer Demo dates from late 1980, and the screens for the assembler date to June 1979 and earlier. It opens with: If you compare the published Ragsdale implementation with the assembler in Dealer Demo, only a few minor differences appear. The word VS was added, to give symbolic access to the overflow branches (BVS & BVC, an oversight in the original assembler), and the word END-CODE was renamed to C;. In Dealer Demo, the assembler occupies $25a0 - $2be4, or about 1.6k. So the Forth kernel and its assembler are about the same size as the Atari Assembler/Editor cartridge. Atari Forth on cartridge, that would have been an interesting product to see! dealerdemo.lst
  11. We continue with decompiling Dealer Demo at $175D, seeing -TRAILING, (.") (PDOTQ), and then a handful of words leading to the word ERROR which decompiles incorrectly. Looking closely, we see that the .WORD PDOTQ precedes strings in the listing, which are represented as a count, followed by the string contents. The code to decompile such a string manually is easy to implement, since we built most of the infrastructure already to decompile Forth name fields, namely: sub cstr_buf { my ($buff, $addr, $size) = @_; my $count = unpack "C", substr($buff, 0, 1); my $string = get_string(substr($buff, 1, $count)); $string = sprintf "%s.BYTE %d,%s", get_label($addr), $count, $string; $count += 1; multi_buf($buff, $addr, $count, $string); $count; } sub cstr { my ($buff, $addr, $size) = read_img(@_); cstr_buf($buff, $addr, $size); } To decompile automatically, we can insert this snippet into forth_buf: if (get_cstrq($val)) { $i += cstr_buf(substr($buff, $i), $addr + $i, $size - $i); } where get_cstrq is: sub get_cstrq { return $_[0] == 0x179c; # PDOTQ } We can apply this to the ERROR word to test that the code works as advertised, e.g. invoking dealerdemo.pl 1a1c yields: 1A1C: 9C 17 .WORD PDOTQ 1A1E: 04 20 20 .BYTE 4,' ? ' 1A21: 3F 20 Let's keep decompiling up through the word FORTH, which has .WORD DODOE, which we discussed last time, and then up through ABORT. Among these words, what differences do we see? EXPECT is implemented significantly differently. The Dealer Demo version is much shorter and simpler than the fig-Forth assembly version. The fig-Forth version has extra code to handle back spaces and carriage returns which are done elsewhere in the Dealer Demo kernel. The null word (literally ascii 0), is largely the same, except it uses BSCR 1 - AND instead of 0 BSCR U/ DROP. The fig-Forth screen listing uses 7 AND unconditionally and has BSCR (blocks per screen) equal to 8, so it more closely follows the Dealer Demo listing. However, in the Dealer Demo, BSCR is one, so these gymnastics to figure out where to read the character from isn't really needed. The word UPPER is dropped from Dealer Demo. This kernel (as are all Atari Forth kernels) is case sensitive so it isn't used. ERROR is modified slightly before calling QUIT. Instead of always leaving IN and BLK on the data stack, we omit IN if reading from disk. Since QUIT doesn't use this data, this presumably is left for debugging reasons. ABORT and QUIT use slightly different strings than the fig-Forth listing. ABORT ends with SEMIS, which isn't really needed since QUIT doesn't return. ABORT also calls some future word at $863A instead of CR, probably to run some Dealer Demo specific initialization. Calling Invoking -refs in our tool shows CREAT, ERROR, WORD, ABORT and QUIT forward references can now be fixed up. CREATE was the missing word used in colon and constant definitions, so we now have largely filled in all the words that implement compilation. I think that's enough for today. Our decompilation tool is now complete, we just need to keep applying it until we've cranked through the rest of the disk. The next post (or maybe two) should complete the kernel (which ends at byte $259f), and the post after that will describe the assembler (which ends at $2be4). dd9.zip
  12. I'm going to take a break from fixing disks images for now and instead talk about the language Forth. Forth grew out of the programming work by Charles Moore in the late 1960s. By the late 1970s interest in it was such that a group of enthusiasts banded together to program it for the microcomputers that were then becoming available. They formed the Forth Interest Group (or FIG) and placed several implementations of the language in the public domain. The implementation for the 6502 was done primarily by William Ragsdale, and was complete in 1980, and it is from this implementation it seems all the various Atari versions derived. That 6502 fig-Forth listing can be found at https://archive.org/details/fig_FORTH_6502_Assembly_Source_Listing, and I've cleaned up the OCR to create a more readable listing at https://ksquiggle.neocities.org/ff6502.htm. It was a significantly different language than the more commonly available BASIC, and due to its low cost and better performance it attracted many adherents. Since the code was available on such liberal terms (essentially public domain), many versions of it proliferated from user groups and some companies, and for a short time it was given modest coverage in the Atari-specific magazines such as Analog and Antic. Forth is built around a small (~6k) kernel of core words which manipulate a pair of stacks and a handful of registers. The compiler converts the code to series of addresses which are interpreted by a tiny virtual machine, and the emphasis is placed on building up the code in small routines (called words). Almost all parts of the language can be rewritten if they are not to the programmer's liking, and a clever inline assembler that let's one rewrite timing critical routines. Despite these strengths, the language failed to become especially popular. Large programs implemented using the fig-Forth model could consume all the memory available if care wasn't taken, and the language itself was typically more difficult to learn than the BASIC's of the day. Programmer's who wanted to escape the limitations of BASIC were encouraged to investigate assembler more frequently, or perhaps a BASIC compiler. This wasn't just a problem with Forth, all the languages for the Atari seemed to struggle to attract users. The earliest version of Forth to appear on the Atari was almost certainly the Forth used to implement the Dealer Demo, most likely in 1980. Developed in-house at Atari, it was released to demonstrate the Atari computers capabilities. It later became the more sophisticated "Coin-Op" Forth. Antic Forth and the fig-Forth 1.4S distributed originally by SoftSide magazine all share this later kernel, but at the time the Dealer Demo was released, the Forth kernel in it was not significantly different than the original fig-Forth kernel, and with a copy of the demo disk you could construct a Forth kernel from it with a little bit of sector editing. To show this, I'm going to decompile the Dealer Demo and extract its kernel for comparison with the original fig-Forth listing. That comparison is the goal, but I'm going to spend quite a bit of time developing the tooling to help do this, as we can leverage those tools in the future to examine other programs. Rather than simply drop all the code at once, I'm going to develop it up again like I did with the atr patching tools, hopefully giving some motivation for the choices I made in the code, and giving readers enough context to adapt the code for other purposes.
  13. LOL, did they repurpose that cover art from Heavy Metal magazine? Did they want to make sure only adults (with ID) could program in Forth? No really, zoom into that picture!
  14. I thought it was about time that I create a goto place (no pun intended) for all things Camel99. So from now on I will put updates here. This update is my first Pong Game. It's a little quirky but it uses sound and sprites with no interrupts or multi-tasking. It's not that easy to win. The computer player is very crude but it make enough mistakes so that you can win. :-) Since I never spent much time writing games this has been educational for me. I have added a new simple word to CAMEL99 to create named character patterns. It's called PATTERN: "PATTERN:" words return the address (ie: a pointer) to the data that loads into VDP very fast using VWRITE. If you wanted to add PATTERN: to another Forth the code is: \ PATTERN: lets us define named character patterns \ usage: \ HEX 3C42 A581 A599 423C PATTERN: HAPPY_FACE \ 3C42 A581 99A5 423C PATTERN: SAD_FACE \ DECIMAL \ SAD_FACE 159 CHARDEF : PATTERN: ( u u u u -- ) CREATE >R >R >R \ push 3 values so we can reverse order , R> , R> , R> , \ compile 4 ints in VDP useable order ; The PONG code is in the spoiler. You have to load CAMEL99 with EA5 option and then paste PONG it into the emulator. When the codes finishes compiling type RUN. Latest version of CAMEL99 is on GitHub at the URL in the signature.
  15. Local Variables for the Common Man I wrote a local variables library for TurboForth some years back. It was/is quite sophisticated; Forth words could have their own private, named variables. Nice. Just recently I find I'm interested in writing less code, not more. I find I'm more interested in what code I can do *without* rather than the code I need. This leads to very interesting thought-exercises. It is very interesting to strip code away and arrive at the simplest code you can come up with that still gets the job done. With that in mind, I recently took another look at local variables. For some folk, local variables in Forth are an anathema. I disagree. They reduce stack "juggling", or "stack traffic" where you are just juggling items on the stack to get them into the order you need them in. *Not* spending CPU cycles on juggling is getting more useful work done. Having named local variables in Forth (i.e. local variables that you can give any name to) is very nice, but we can really live without them. In assembly language on the TMS9900, we have 16 global "variables" - the registers. They are named R0 to R15. If we BLWP into a subroutine in a new workspace, we have 16 local variables, also called R0 to R15. The names are fixed, and we seem to get along with them just fine. So why not just do the same with local variables? With that in mind, I thought I would write something to be as economical as possible. I was very pleased with all the code that I *hadn't* written, so I thought I would share what I haven't written here. :-) The first problem to solve is where to put the local variables. We can't put them on the Forth data stack, because they would get in the way of other data that words are pushing/pulling to/from the stack. Imagine this word: : A ( -- ) B C D E ; Imagine that all of the words B C D and E use local variables. Furthermore, these words may internally call other words that also use local variables - maybe B calls Y and Y uses locals, and Y calls Z and Z uses locals. We need a locals stack. Well, a stack is just an area of memory with a pointer that points to the top of the stack: $ff00 value lsp \ locals stack pointer So, here's a VALUE (a type of variable) called 'lsp' (locals stack pointer). We're going to place our locals stack at >FF00 at the end of RAM. Now we need some words that can store values on the data stack. Let's implement three local variables, A, B and C. What are we going to call these words? Well, for storing data in the variables (that is, taking something off the stack and storing it in a local variable) how about >a >b and >c? The arrow before the variable name shows something "going into" the variable. It's a picto-gram. Similarly, for reading from a local variable, (reading from the variable and pushing onto the stack) how about a> b> and c>? The arrow shows something leaving the variable. Looks pretty good to me. So, each word that uses local variables can have three local variables, a,b, and c. That's 6 bytes. +-------+ lsp --> | A | 2 bytes +-------+ | B | 2 bytes +-------+ | C | 2 bytes +-------+ As can be seen, the locals stack pointer (lsp) is pointing to the top of the locals stack. So local variable A will be stored at the address in lsp, local variable B at lsp+2, and local variable C at lsp+6. Simple. Here's the code for writing to the local variables. Note the stack signatures. : >a ( n -- ) lsp ! ; : >b ( n -- ) lsp 2+ ! ; : >c ( n -- ) lsp 4 + ! ; And here's the code for reading from the local variables. Again, note stack signatures. : a> ( -- n ) lsp @ ; : b> ( -- n ) lsp 2+ @ ; : c> ( -- n ) lsp 4 + @ ; Now we need a word to make some space on the locals stack. Again, I'll use a pictogram: : lsp-> ( -- ) 6 +to lsp ; Here, the -> is pointing "upwards" on an imaginary number line, indicating that the word increases the lsp. And here's a word to decrease the local stack pointer: : <-lsp ( -- ) -6 +to lsp ; We're nearly done. All we need to do now is have some method of using the local variables in a Forth word. After some experimenting, the simplest approach I could come up with was to have a new word for : (which is used to create new words) that indicates that we want to create a new word, but with the special property of having access to local variables. For this, I chose :: (two colons). So instead of: : fred ( -- ) some clever code here ; We have: :: fred ( -- ) some clever code here ;; Both are identical, but the word created by :: has access to local variables. Here's the code: : :: : compile lsp-> ; That actually looks quite confusing, so let's break it down: The first colon means "hey, here comes a new word". The double colon is the name of the new word, so we have "hey, here comes a new word called ::" The third colon just includes the behaviour of : *in* the new word! So we have "hey, here comes a new word called :: and I want it do the same thing as : does, thanks." The "compile lsp->" part will ensure that when :: runs (when a new word with locals is being created) a reference to our lsp-> word will be compiled into *that* word (the word that is bing created). Hence, the locals stack will move down memory, and the word will get its own space for its locals at run-time. Finally, we need to terminate the definition, just like ; in a "regular" word. : ;; compile <-lsp [compile] ; ; immediate Again, we use : to create a new word called ;; and this word will compile a reference to <-lsp into the word under creation, thus re-claiming the locals stack space that the word will use at runtime. We then want the word to run the normal ; action to complete the word compilation. Well, ; is an immediate word so we use [compile] to override this behaviour. Then we terminate the ;; itself with ; and we make it immediate, so that it matches the behaviour of ; And voila. We're done. Look how much code it isn't: $ff00 value lsp \ locals stack pointer : >a ( n -- ) lsp ! ; : >b ( n -- ) lsp 2+ ! ; : >c ( n -- ) lsp 4 + ! ; : a> ( -- n ) lsp @ ; : b> ( -- n ) lsp 2+ @ ; : c> ( -- n ) lsp 4 + @ ; : lsp-> ( -- ) 6 +to lsp ; : <-lsp ( -- ) -6 +to lsp ; : :: : compile lsp-> ; : ;; compile <-lsp [compile] ; ; immediate We've just added the ability for Forth words to have true, stacked access to local variables, and it took us 188 bytes! Let's test it and see if it works: :: test2 ( n1 n2 n3 -- ) 3 * >c 3 * >b 3 * >a ." Test 2:" a> . b> . c> . cr ;; :: test1 ( n1 n2 n3 -- ) cr 2* >c 2* >b 2* >a a> b> c> test2 ." Test 1:" a> . b> . c> . cr ;; 1 2 3 test1 If you run this, you get the following output: Test 2: 6 12 18 Test 1: 2 4 6 Explanation of the code: We put 1 2 3 on the stack. Then we call test1. Test1 multiples the top of the stack (n3 in the stack signature) by 2, and stores it in local variable c. In doing so, it is removed from the stack. The next item on the stack (2) is multiplied by 2, and stored in b. Then the last item on the stack (1) is multipled by 2, and stored in a. We then get those stored values out of the local variables and back on to the stack, and call test2. Test2 does a similar thing: Takes the values off the stack, multiolying them by 3 and storing them in *its* local variables. Then it displays them. Then, control is returned to test1 just after the call to test2. Now, the local variables that were in test2 have gone, and the local variables that are in test1 are "back in scope" and we prove that by displaying them. Hence we have proved that we can nest calls to words to contain their own local variables and they work as expected and don't interfere with each other. And all in 188 bytes. Enjoy your Forth!
  16. Forth: The Cart Before the Horse (#5) This is one is going to be brief. If you've read any of the Forth primers, or any of the Forth proclamations that I and others make here on Atariage from time-to-time, you'll no doubt have read about how versatile and configurable the language is. We're going to have a very brief look at that today. But it won't be the War And Peace tome that I wrote yesterday. Brian Fox recently wrote some fascinating code for Camel99 that gives the language a more Basic-like syntax. As you probably know, in Forth, arguments and parameters to words (functions) come *before* the word/function that you want to call. This is because words/functions take their data, and put their data on the stack, so the stack has to be loaded before the word is called: TI BASIC: CALL HCHAR(ROW,COLUMN,CHAR,REPEATS) Forth: ROW COLUMN CHAR REPEATS HCHAR This tends to put people off when they look at Forth. It just looks like gobbledy-gook; at least until you understand that ROW and COLUMN etc are going on the stack, and HCHAR removes them. However, Forth is supposedly "the most flexible language of them all", "ultra malleable, "if you don't like it you can change it" blah blah blah. So, why don't we put our money where our mouth is and prove it? Well alrighty then! Inspired by Brian's look at HCHAR and VCHAR I thought it might be fun to demonstrate how the language can be changed to suit your preferences. There are some restrictions, sure, but I think you'll be impressed. We're going to change Forth's HCHAR and VCHAR into TI BASIC's HCHAR and VCHAR, where the arguments come after the word. So, again, let's recap: TI BASIC: CALL HCHAR(ROW,COLUMN,CHAR,REPEATS) Forth: ROW COLUMN CHAR REPEATS HCHAR We're going to end up with: CALL HCHAR( ROW COLUMN CHAR REPEATS ) Furthermore, we want it to be sophisticated enough such that the parameters can be numbers (called literals in Forth parlance) or calls to other words, or complex Forth expressions that compute a value etc. What might shock you is how much code is NOT required to do this. I give you: : CALL ( -- ) ; IMMEDIATE \ do absolutely nothing : HCHAR( ASCII ) WORD EVALUATE STATE @ IF COMPILE HCHAR ELSE HCHAR THEN ; IMMEDIATE : VCHAR( ASCII ) WORD EVALUATE STATE @ IF COMPILE VCHAR ELSE VCHAR THEN ; IMMEDIATE Now, you can type this directly on the command line: PAGE CALL HCHAR( 10 10 42 10 ) CALL VCHAR( 10 10 42 10 ) And behold the awesomeness. Note the spaces: The space between the open parenthesis of HCHAR( and VCHAR( is essential. The spaces between the parameters are just normal for Forth (and actually looks much nicer than using commas). The space before the final closing parenthesis is also required. You just changed Forth to be more like BASIC. You don't have to have numbers in the parameter list. They can be words or expressions: 10 CONSTANT TEN 42 CONSTANT FORTY-TWO CALL HCHAR( TEN TEN FORTY-TWO TEN TEN + ) (That last phrase: TEN TEN + puts 10 on the stack, then another 10 on the stack, then + ("add") removes them and replaces them with their sum, thus leaving the repeat count for HCHAR) So how does it work? Let's look at CALL first. CALL does nothing. It's only job is to be there to make those more familiar with BASIC happy. It has no code in it; it's empty. Furthermore, it's what is known as an IMMEDIATE word, meaning that it executes DURING COMPILATION, not during execution. An example: : FRED ( -- ) CR ." I AM FRED" CR ; Type that in. Nothing much happens. The word FRED gets stored in the dictionary ready to be used. Now type FRED and press enter. FRED executes. No big deal. Now, type this: : BOB ( -- ) CR ." BOO! BOB WAS HERE!" CR ; IMMEDIATE Okay, you typed it in. Nothing much happened. Now execute it: type BOB and press enter. Again, no big surprises. Now, try this: : TOM ( -- ) BOB CR ." HELLO! I AM TOM!" CR ; Did you see what happened? While *TOM* was being compiled, BOB got in on the act and ran, rather rudely announcing his presence. So what happens if we run TOM (type TOM and press enter)? HELLO! I AM TOM! Where's BOB? Should BOB not also say BOO!? No. And the reason why is very clever and is the secret sauce that makes Forth so very powerful. Here it is: "Immediate words execute at compile time." That is, immediate words execute when a word is being compiled, *not* when the compiled word is executed! That's possibly a brain-hurting statement. Consider this TI BASIC code: 10 CALL HCHAR(10,10,42,10) Now, when you press enter, the TI BASIC compiler switches on and compiles your code into some internal magic code that will do what you want it to do when you later RUN it. Okay. All normal stuff. But consider this: When the TI BASIC compiler is compiling that line of code, it does so entirely privately. No have no control over what compiler does. Mind your own business, it's nothing to do with you. The compiler privately compiles that code (or doesn't if there's an error), and you are just a bystander. That's not the case in Forth. In Forth, you can use "immediate" words that run when the compiler is compiling. And because they run when the compiler is compiling, you can "hijack" the compiling process, and do something: make a fart sound; say something on the speech synth; load a file; anything you want. You can even compile your own code. Think about that. Code that compiles code. And THAT is what makes Forth so powerful. So, lets get back to TOM and examine what happened. In Forth, the compiler is switched on by : (colon) and switched off by ; (semi-colon): : SOME-WORD <CODE GOES HERE> ; The compiler just walks along the line of text, and when it sees a word it looks for it in its dictionary and if it finds it, it compiles a call (like a GOSUB) to it. Now you can see why spaces are so critical in Forth. They are what separate the words so that they can be found in the dictionary. However, when the compiler is looking for a word, if it finds it, it checks to see if it is immediate or not. If it is not, it just compiles a call/GOSUB to the word. However, if it *is* immediate, it *executes* it, and does not compile it. That means you can put a reference to an immediate word in your definition, and at that point in the compilation process it will call your immediate word, and *you* can do something to the word that is *currently* being compiled, like add some more code to it. When the immediate word ends, the compiler just carries on compiling, totally oblivious to anything you may or may not have done to the word currently being compiled. It's none of its business. It's your business. You are in total control. Thus when TOM was being *compiled* the compiler saw the reference to the word BOB and saw that it was "an immediate word" and so it executed BOB, and BOB did it's thing (in this case, writing a cheeky message to the screen) and then carried on with the compiling. Now you understand why, when TOM was *executed*, there was no message from BOB. BOB did it's thing while TOM was being *compiled*. Yes. In Forth, there are two distinct excecution phases: Run-time: When a word is just plain excecuting, doing its thang; Compile time: When a word is being compiled. And you can do whatever the hell you want in either phase. You might want to go for a little lie down at this point! Now, lets look at HCHAR( and see what it does: : HCHAR( ASCII ) WORD EVALUATE STATE @ IF COMPILE HCHAR ELSE HCHAR THEN ; IMMEDIATE When the compiler sees HCHAR( it sees that it is immediate and so it executes it. The first thing is does is place the ASCII code for a ) (closed parenthesis) on the stack. Then WORD executes. WORD reads the line of text and will stop when it sees the ) character. So, if you typed CALL HCHAR( 1 2 42 4 ) WORD would capture 1 2 42 4 The output of WORD is two numbers: The address and length of the text that it found. This is fed into EVALUATE that simply evaluates the string as if it were a line of code entered at the keyboard. In this case, 1 2 42 4, or TEN TEN 42 TEN etc. are all valid code, so it executes it according to the rules of Forth: If we're compiling (i.e. the compiler was switched on with : (so we're building a word) then it will compile what it sees; If we're not compiling, it will just execute what it sees there and then, just like in BASIC when you enter something without a line number. So, we're using EVALUATE to evaluate the parameters for us between the HCHAR( word and the closing ) character. Note the cheeky use of the open parenthesis in HCHAR( which makes it look like some part of the the syntax of the word, but it isn't: It's just part of the name! And note also the closing parenthesis which again looks like syntax but is in fact nothing more than a marker for WORD to look for to isolate the parameters so that it can feed them into EVALUATE. The magic of Forth. The last bit of HCHAR( is very simple indeed. It just looks to see if we're in compile mode (the variable STATE will be 0 if we're not compiling, and >0 if we are compiling). If we ARE compiling, we compile a call to HCHAR (the original version of HCHAR built into the TurboForth EPROM). See? We're "injecting" code into the definition that is being compiled. However, if we're NOT compiling, we just execute HCHAR right there and then, which uses the parameters that EVALUATE evaluated for us. Thus we can do: CALL HCHAR( 1 2 42 99 ) (i.e. not in a definition, so it will execute immediately, like BASIC code with no line number) Or : LINE ( -- ) CALL HCHAR( 1 2 42 10 ) ; And both will work fine and do what they're supposed/expected to do. So, again, here's what happens when that LINE defintion above is compiled: The compilier sees that CALL is an immediate word, so it runs it. CALL actually does precisely nothing, it compiles nothing and runs nothing. It has 0 impact on run-time speed. It's purely "syntactic sugar" to sweeten things up for BASIC lovers. It's a total sham. You don't need to use it at all. The compiler sees that HCHAR( is immediate so it runs it. HCHAR( temporarily takes over, and reads the input up to the closing parenthesis and evaluates them. Since we're building a definition (LINE) the compiler is ON, so EVALUATE will compile them (by calling a new instance of the compiler and saying "HEY! Compile this! Thanks man!" (How's that for a mind f**k!?). HCHAR( then exits, it's done it's thing. Control now goes back to the compiler. The compiler only sees ; (semi-colon) because the parameters were consumed by WORD and EVALUATE so it completes the definition and we're done. If you were to disassemble the definition of LINE what you would see is this: 1 2 42 10 HCHAR In other words, HCHAR( re-arranged the code so that the parameters went first, then called a reference to the internal (in the EPROM) HCHAR which expects the parameters to be on the stack. The whole HCHAR( definition is nothing more than a trick which allows us to put the parameters *after* HCHAR( but internally it compiles HCHAR after the parameters. And that is the power of Forth. If you don't like: ROW COLUMN CHAR REPEATS HCHAR You can make your own word to give you: CALL HCHAR( ROW COLUMN CHAR REPEATS ) Or any other combination. And there endeth the lesson. This is without a doubt a bit of mind melter when you are new to Forth, so don't worry if you don't understand it all. I just wanted to give you an appreciation of the power and flexibility of Forth. It's not essential to understand this stuff right now. And now a quick demo using our new words. We haven't covered a lot of the code below yet. For now, just sit back and enjoy. : FWD-BOX ( -- ) 30 0 DO 12 0 DO CALL VCHAR( I I I 33 + J + 24 I 2* - ) CALL VCHAR( I 31 I - I 33 + J + 24 I 2* - ) CALL HCHAR( I I I 33 + J + 32 I 2* - ) CALL HCHAR( 23 I - I I 33 + J + 32 I 2* - ) LOOP LOOP ; : REV-BOX ( -- ) 0 29 DO 12 0 DO CALL VCHAR( I I I 33 + J + 24 I 2* - ) CALL VCHAR( I 31 I - I 33 + J + 24 I 2* - ) CALL HCHAR( I I I 33 + J + 32 I 2* - ) CALL HCHAR( 23 I - I I 33 + J + 32 I 2* - ) LOOP -1 +LOOP ; : BOXES ( -- ) \ top-level - run me 1 GMODE 5 0 DO FWD-BOX REV-BOX LOOP 0 GMODE ." Thanks for watching!" CR ; Note the additional spaces in the paremeters so that it's easier to identify each paremeter. References: HCHAR - http://turboforth.net/lang_ref/view_word.asp?ID=220 VCHAR - http://turboforth.net/lang_ref/view_word.asp?ID=232 IMMEDIATE - http://turboforth.net/lang_ref/view_word.asp?ID=163 ASCII - http://turboforth.net/lang_ref/view_word.asp?ID=210 STATE - http://turboforth.net/lang_ref/view_word.asp?ID=189 COMPILE - http://turboforth.net/lang_ref/view_word.asp?ID=156 IF - http://turboforth.net/lang_ref/view_word.asp?ID=81 THEN - http://turboforth.net/lang_ref/view_word.asp?ID=88 ELSE - http://turboforth.net/lang_ref/view_word.asp?id=76 CONSTANT - http://turboforth.net/lang_ref/view_word.asp?ID=157 CR - http://turboforth.net/lang_ref/view_word.asp?ID=129 ." - http://turboforth.net/lang_ref/view_word.asp?ID=206 DO - http://turboforth.net/lang_ref/view_word.asp?ID=75 LOOP - http://turboforth.net/lang_ref/view_word.asp?id=84 +LOOP - http://turboforth.net/lang_ref/view_word.asp?id=69 I - http://turboforth.net/lang_ref/view_word.asp?ID=80 J - http://turboforth.net/lang_ref/view_word.asp?ID=82
  17. Forth: Bouncing some ideas around (#3) In this short tutorial we'll start with something really simple: We'll get a bouncing ball moving around on the screen. As we develop our words, we'll test them as we go, rather than run the whole program in one go only to find that it doesn't work and wonder where the bugs could possibly be. When we've got the ball moving around, we'll add a bat that we can use to hit the ball. Think old style breakout. We're going to restrict ourself to characters in 32 column mode. We'll look at sprites in a future lesson; I'll just say this: Sprites are in some respects simpler than characters when it comes to moving them around, because you don't need to erase them, so there's great difficulty coming down the line regarding sprites. If your curiosity cannot be contained however, have a look at the sprite tutorial here: http://turboforth.net/tutorials/graphics.html#95 So, here's a program that bounces a ball (a zero character, actually, at the moment I'm into a rather odd "less is more" period when it comes to graphics, and am particularly fascinated with ASCII graphics; check out some of those old ZX81 games and you'll see what I mean) around the screen, inside a frame, just to keep things tidy. First in TI BASIC so that we have something as a reference: 10 CALL CLEAR 20 REM DRAW FRAME AROUND SCREEN 30 CALL HCHAR(1,2,ASC("-"),30) 40 CALL HCHAR(24,2,ASC("-"),30) 50 CALL VCHAR(2,1,ASC("|"),22) 60 CALL VCHAR(2,32,ASC("|"),22) 70 CALL HCHAR(1,1,ASC("+")) 80 CALL HCHAR(1,32,ASC("+")) 90 CALL HCHAR(24,1,ASC("+")) 100 CALL HCHAR(24,32,ASC("+")) 110 REM DEFINE BALL VARIABLES 120 BALL_COL=2+INT(RND*29) 130 BALL_ROW=2+INT(RND*21) 140 XDIR=1 150 YDIR=1 160 REM ERASE BALL 170 CALL HCHAR(BALL_ROW,BALL_COL,32) 180 REM CALCULATE NEW BALL POSITION 190 BALL_COL=BALL_COL+XDIR 200 BALL_ROW=BALL_ROW+YDIR 210 CALL HCHAR(BALL_ROW,BALL_COL,ASC("0")) 220 REM CHECK FOR EDGE OF SCREEN 230 IF (BALL_COL<3)+(BALL_COL>30)THEN 260 240 IF (BALL_ROW<3)+(BALL_ROW>22)THEN 290 250 GOTO 170 260 REM REVERSE X DIRECTION 270 XDIR=-XDIR 280 GOTO 170 290 REM REVERSE Y DIRECTION 300 YDIR=-YDIR 310 GOTO 170 We'll now look at how we could re-create this program in Forth. Note how I have separated the code above into distinct sections (using blank lines here for clarity). We'll divide (or "factor") the Forth version into pretty much the same sections, testing them as we go. Drawing the Frame Around The Screen Okay, in the program above, we need to clear the screen and then draw some lines and characters. Note that I've used the ASC function to make the code a little more "self-describing" who wants to waste time looking up ASCII codes, right? In Forth, there's an extra step, as we first need to tell the system to go into 32 column mode (TurboForth and fbForth default to 40 or 80 column text modes). The (TurboForth) command to change graphics modes is GMODE. Mode 0=40 column text mode 1=32 column graphics mode 2=80 column text mode So, lets create a word called FRAME which sets up the screen and draws the frame. : FRAME ( -- ) \ set up screen and draw frame 1 GMODE \ 32 column text mode 0 1 ASCII - 30 HCHAR 23 1 ASCII - 30 HCHAR 1 0 ASCII | 22 VCHAR 1 31 ASCII | 22 VCHAR 0 0 ASCII + 1 HCHAR 0 31 ASCII + 1 HCHAR 23 0 ASCII + 1 HCHAR 23 31 ASCII + 1 HCHAR ; Things to note in the above code: : FRAME - this part says "hey, here's a new word called FRAME; ( -- ) this is comment that tells us that word has no effect on the stack - it takes nothing from the stack and puts nothing on the stack; The \ (backslash) is a comment. When TurboForth see this is treats eveything following it as a comment; Screen coordinates are zero-based, whereas in BASIC they are one-based Read the code from left to right, top to bottom. You can have multiple instructions on the same line; The "arguments" to the function/word (in this case HCHAR and VCHAR) come BEFORE the word itself. Why? Because the words/functions take them from the stack, so they need to be on the stack BEFORE the word itself executes; The command ASCII looks at the character in front of it and pushes the appropriate ASCII value to the stack. So ASCII * is like ASC("*") in TI BASIC; Spaces are ESSENTIAL in Forth. One or more spaces MUST separate words and numbers from each other. Forth cannot recognise 99STARS if you really mean 99 STARS; The semi colon at the end says "Okay, I'm done defining my FRAME word, thank you very much, add it to the dictionary" (where all the Forth words and their code are stored). At this point, you've added a new word to the language called FRAME. Now that it exists, any other word that you create can use it. So how do we use it? We "name" it. I.e. we type its name. Forth will do the rest. If we type FRAME on the command line (i.e. when the cursor is sitting there blinking at you) then it will immediately execute it. This is the same as typing something in TI BASIC without a line number in front of it. TI BASIC will just execute it (or try to); If we type FRAME inside another definition, then it will be compiled for execution later. This is the same as putting a line number in front of something in TI BASIC. TI BASIC will store it and run it later. So, assuming you have typed the above in (the best way is to use Classic99 and just copy the text above and paste it into TurboForth) you can just type FRAME (or frame - TurboForth is not case sensitive by default (you can turn it off)) and press enter and the code will run. So, hopefully, you have a neat frame around the screen and TurboForth is saying OK at you and furiously flashing its cursor at you. We can now move on to the next bit. Note that TurboForth is still in 32 column mode. You can leave it in 32 column mode if you like, but you might be more comfortable in 40 column mode on a real TI, or, if you have an F18A or you are using classic99, 80 column mode. Type either 0 GMODE and press enter, or 2 GMODE and press enter. The screen will clear and the mode will be changed. Let's move on. We've tested FRAME, it does just one thing and has no variant behaviour, so it either works or it doesn't. The Value of VALUEs The next step of the program sets up the initial ball and row and column variables, let's remind ourselves: 110 REM DEFINE BALL VARIABLES 120 BALL_COL=2+INT(RND*29) 130 BALL_ROW=2+INT(RND*21) 140 XDIR=1 150 YDIR=1 In TI BASIC, you can go ahead and just use a variable name. Forth is not like that. In Forth everything must be created first and stored in the dictionary, then you can reference it. So, we first need to declare our variables. However, in this tutorial, as it's very early days, I'm going to suggest that we use VALUES as they work more like variables in BASIC (i.e. they work with values; whereas variables in Forth work with addresses - that's for another day!) 1 VALUE BALL_COL 1 VALUE BALL_ROW 1 VALUE XDIR 1 VALUE YDIR So, this bit of code creates some VALUEs called BALL_COL, BALL_ROW, XDIR and YDIR respectively. The number is the initial value. Here's how 0 VALUE BALL_COL is evaluated: 0 is pushed onto the stack; The word VALUE (a built-in TurboForth word) executes. VALUE is programmed to *read ahead* of itself and use the word it finds there as the *name* of the value to create, so in this case, it creates a VALUE in the dictionary called BALL_COL. The initial value (0) that is on the stack is removed, and is used to initialise BALL_COL. If we had typed 99 VALUE BALL_COL then it would be initialised with 99. Declaration of VALUES/VARIABLES should NOT be done inside a definition. They should be by themselves. Some words are special in Forth and can only be used on the command line, just like (for example) NEW in TI BASIC, which can only be used on the command line. So, that's the declaration of the VALUEs done. You can test them by simply typing their name and pressing enter: BALL_COL <enter> Note that TurboForth responds with OK:1 meaning that 1 number is on the stack. What happened? You just "executed" a VALUE. Sounds strange doesn't it? I mean, you can't execute, say, variables in BASIC. What does it mean to execute a VALUE or a variable? Well, in the case of VALUEs in Forth, they are pre-programmed (once you have created them) to push their current value to the stack when you execute them. It's as simple as that. If you're used to OOP, think of VALUE as a class, and BALL_COL as an instance of class VALUE which took 0 as the constructor. Now, type YDIR <enter> TurboForth says OK:2 meaning that 2 numbers are on the stack. Let's look at them. There are two ways: The word .S will display what's on the stack, and leave them there for us (non-destructive) The word . (a dot/period) will take what's on the top of the stack and display it, removing it from the stack as it does so. Type .S <enter> TurboForth should display: 1 1 <--TOP OK:2 So, it's told you that 1 (YDIR) is on the top of the stack, and 1 (BALL_COL) is underneath it. Now, type XDIR .S <enter> TurboForth says 1 1 1 <--TOP OK:3 As an experiment, let's change the value of XDIR. Type: -1 TO XDIR See? That wasn't so hard was it? Pretty simple. Let's display the stack again: .S<enter> 1 1 1 <--TOP OK:3 Hang on. We changed XDIR to -1. Why does it still show 1 on the top of the stack? Surely it should display -1, right? No. The stack is a separate entity all by itself. It simply stores what you push on it. If you then change the value of something, good for you. You won't see it until you push it again. So, type XDIR again. TurboForth says OK:4 Now type .S and we get 1 1 1 -1 <--TOP OK:4 Okay, let's continue, but before we do, how do we clear those four numbers off the stack? There's a number of ways: type DROP DROP DROP DROP to drop (discard) them; type . . . . (four dots, separated by spaces) to display them (they get removed as they are displayed); Or, my favourite: type some random gibberish which causes TurboForth to empty its stack and display an error message: JFKDFDJKFJ ERROR: NOT FOUND OK:0 See? 0 items on the stack! Initialisation Right, now we need to initialise random starting row and columns for BALL_ROW and BALL_COL. So, let's make a word called SET_RC ("set row and column") that does just that: Type in or paste in the following: : SET_RC ( -- ) \ set row and column 30 RND 1+ TO BALL_COL 22 RND 1+ TO BALL_ROW ; That's it. How does this work? Well, this is a new word called SET_RC so when it is executed it will: Push 30 to the stack; Call RND which takes the 30 off the stack and uses it to generate a random number between 0 and 29. We need a random number between 1 and 30, so we call 1+ ("one plus") which simply adds 1 to the number on top of the stack. The phrase "TO BALL_COL" removes whatever is on the top of the stack and stores it in our VALUE which is called BALL_COL. The exact same technique applies for BALL_ROW, but using a different random number range. Let's test it. Make sure the stack is clear by typing some gibberish. Now type: SET_RC <enter> TurboForth says OK:0 - nothing was pushed to the stack. Let's see what was stored in BALL_COL and BALL_ROW: Type BALL_COL . BALL_ROW . <enter> (note the spaces between the dots) TurboForth will respond will respond with something like 13 9 OK:0, depending on what random numbers it chose. Let's look again, but this time using .S to show us the stack: BALL_COL BALL_ROW .S 13 9 <--TOP OK:2 This time, we executed the values directly, so they were pushed to the stack. Note how it's possible to put multiple commands on the same line separated by spaces. It's not necessary to enter them one at a time on separate lines, like this: BALL_COL BALL_ROW But you could if you wanted to. Placing commands/words together on the same line is a bit like using :: in Extended Basic to separate statements, only in Forth we just use spaces because there is hardly any syntax in Forth, you're in total control. Next, we need a word to erase the ball: Erasing The Ball : ERASE_BALL ( -- ) BALL_ROW BALL_COL 32 1 HCHAR ; There's not a lot of code there - it's hardly worth making a word just for this, *however* the advantage is that it means we can test it separately from the rest of our code. Let's test it: First, fill the screen with a character, using HCHAR like this: PAGE 0 0 ASCII * 960 HCHAR ERASE_BALL PAGE clears the screen (which resets the cursor position to the top of the screen) then we fill the screen (assuming you're in 40 column mode) with asterisks using HCHAR. You should see a hole somewhere where ERASE_BALL erased an asterisk. Good. So, how does it work? Well, during execution of ERASE_BALL, BALL_COL will push its value to the stack, BALL_ROW will push its value to the stack, we then push 32 to the stack (the ASCII code for a space character), and then we push 1 to the stack (the number of repeats - this is an optional parameter in HCHAR/VCHAR in BASIC, but NOT so in Forth). HCHAR then gobbles all those values up and uses them to draw a space at the correct place on the screen. Calculate New Ball Position Next, we need to re-create the calculation of the new ball position, and display of the ball. We're going to re-create this TI BASIC code: 180 REM CALCULATE NEW BALL POSITION 190 BALL_COL=BALL_COL+XDIR 200 BALL_ROW=BALL_ROW+YDIR 210 CALL HCHAR(BALL_ROW,BALL_COL,ASC("0")) : MOVE_BALL ( -- ) XDIR +TO BALL_COL YDIR +TO BALL_ROW BALL_ROW BALL_COL ASCII 0 1 HCHAR ; And voila. We have a new word, MOVE_BALL. Let's test it. We'll first make sure that the row, columns etc. are set to realistic values: 10 TO BALL_COL 10 TO BALL_ROW 1 TO XDIR 1 TO YDIR Note how I typed all that on one line. I could have typed: 10 TO BALL_COL 10 TO BALL_ROW 1 TO XDIR 1 TO YDIR But I'm lazy and impatient. Okay, so type in PAGE MOVE_BALL <enter> The ball should be displayed. Now type MOVE_BALL again. Now type MOVE_BALL MOVE_BALL MOVE_BALL MOVE_BALL <enter>. It should leave a trail of balls (ooer!). So how does it work? Here's the breakdown: XDIR pushes its value to the stack; The word +TO removes it and *adds* it to whatever is stored in BALL_COL; YDIR pushes its value to the stack; The word +TO removes it and *adds* it to whatever is stored in BALL_ROW; We then push the values of BALL_COL, BALL_ROW, the ASCII code for 0, and the number 1 (the number of repeats) to the stack; HCHAR removes them and does it's thing. Edge Detection Okay, we're nearly there! Next, we need to check if the ball is on a screen edge, and if it is then we reverse the direction of the ball in either the X or the Y direction. TI BASIC is rather terrible at this, because IF can only target a line number, so you're forced to separate the IF from the code that should run when IF is true. Just awful. In Forth we can do much better, however, the syntax may hurt your head a little bit. Not to worry, I'll break it all down. This is the TI BASIC code that we want to re-create: 220 REM CHECK FOR EDGE OF SCREEN 230 IF (BALL_COL<3)+(BALL_COL>30)THEN 260 240 IF (BALL_ROW<3)+(BALL_ROW>22)THEN 290 250 GOTO 170 260 REM REVERSE X DIRECTION 270 XDIR=-XDIR 280 GOTO 170 290 REM REVERSE Y DIRECTION 300 YDIR=-YDIR 310 GOTO 170 I'm going to create four new words: HIT_NS? (Hit north or south?) HIT_EW? (Hit east or west?) REV_XDIR (Reverse X direction) REV_YDIR (Reverse Y direction) Now, to be clear, we could write all of the above as one word. In fact, we could write the entire program as one word, but you'd have a terrible job trying to debug it! That's the advantage of breaking our code down ("factoring it") into small chunks. We can test them, and then just string them together at the end. So, here we go: HIT_NS? first: : HIT_NS? ( -- flag ) \ check hit on top or bottom of screen BALL_ROW 2 < BALL_ROW 21 > OR ; Whoa! That is some WEIRD looking code!! What on earth does it mean? Let me break it down step by step. There's only seven instructions, so it's not difficult to understand. It just LOOKS weird (most Forth looks weird, to be honest!) First, you need to be aware of the stack signature of this word: ( -- flag ) That means that this word takes nothing from the stack, but it does *leave* something on the stack. It leaves a flag (something that is either true or false). It's also very important to realise that the stack signature is a COMMENT. It's not a function parameter declaration like in C or Java. It's a comment that tells us *humans* what this word expects and leaves on the stack. Forth itself doesn't actually *know* what the word expects or leaves on the stack. It just dumbly tears through the code, obeying what it sees, and the results are the results. If the results are NOT what you expected, well, then YOU made a mistake somewhere! So, here we go: BALL_ROW pushes its value to the stack; We push the value 2 to the stack We execute the word < which means "is less than?" Is Less Than The word < or "is less than?" takes two values off the stack and compares them. If the first value is less than the second value, it pushes a -1 (true). If the first value is NOT less than the second value it pushes a 0 (false). It's as simple as that. So... at run time, BALL_ROW will be compared to 2, and if BALL_ROW *is* less than 2, the word "<" will push a -1 to the stack, otherwise it'll push a 0. We then do the same thing but using the word ">" is "is greater than?". Here, we compare BALL_ROW to 29, and if it *is* greater than 29, ">" will give us a -1, otherwise it'll give us a 0 on the stack. So, after the execution of these two lines of code, we'll end up with *two* values on the stack. The result of the < comparison, and the result of the > comparison. Next, we execute the word OR. OR takes two values off the stack and if the first value, or the second value, or both values are true, it pushes a -1 (true) to the stack. If both values are 0, it pushes a 0 (false) to the stack. So OR pushes the flag to the stack that we refer to in the stack signature for our word. We can prove that this will work at the command line, using numbers: -1 0 OR . (result is -1 (true) because one of the inputs to OR was true 0 0 OR . (result is 0 (false) because both inputs to OR were false). Let's have a quick look at the stack comments for these words: The word < has the stack comment ( a b -- flag ) which means flag will be true if a < b. A and b are removed from the stack. The word > has the stack comment ( a b -- flag ) which means flag will be true if a > b. A and b are removed from the stack. The word OR has the stack comment ( a b -- flag ) which means flag will be true if a or b are true. A and b are removed from the stack. All quite simple and logical. Okay, I'll rattle through the next one, it uses the exact same principle. It's just check East and West (left and right) screen edges. : HIT_EW? \ Hit east or west? BALL_COL 2 < BALL_COL 29 > OR ; I'll refrain from breaking this down as the principle is identical. I will however make a VERY brief detour and discuss paragraphs: Paragraphs: When we write in C or Java or assembly language we're used to leaving blank lines between lines of code. These are paragraphs, and they separate code up into logical blobs of code. Because Forth coded horizontally, we often use multiple spaces (two or three) on a line of code to break our code up into paragraphs. Consider HIT_EW? written in a horizontal style: : HIT_EW? \ Hit east or west? BALL_COL 2 < BALL_COL 29 > OR ; It reads okay (to someone that is used to Forth) but a better way to write it is like this: : HIT_EW? \ Hit east or west? BALL_COL 2 < BALL_COL 29 > OR ; That is probably a lot more readable to you. It certainly is to me. It's now much clearer that "BALL_COL 2 <" is a separate blob of code from "BALL_COL 29 >" because we separated them using paragraphs. It also takes up less screen space, and block space if you are using blocks. REV_XDIR (Reverse X direction) and REV_YDIR (Reverse Y direction) Okay, we're nearly finished. If you're having trouble reading all this stuff, spare a thought for the guy that had to write it! Let's finish up with REV_XDIR and REV_YDIR which will reverse the direction of the ball in the horizontal and vertical directions: : REV_XDIR ( -- ) \ reverse x direction XDIR NEGATE TO XDIR ; : REV_YDIR ( -- ) \ reverse y direction YDIR NEGATE TO YDIR ; You can probably see what these do. For XDIR, XDIR goes to the stack, NEGATE then negates whatever is on the stack (1 becomes -1 and -1 becomes 1 etc.) and then TO writes it back into XDIR. Same principle for YDIR. Let's test them: -1 TO XDIR REV_XDIR XDIR . TurboForth should display 1. I'll leave you to test REV_YDIR. Now we're going to write a word to roll these four words up. We'll call it CHECK_DIR for Check Direction. : CHECK_DIR ( -- ) HIT_EW? IF REV_XDIR THEN HIT_NS? IF REV_YDIR THEN ; I reckon right about now your head just exploded. I hope you're not sat on a bus as you read this. Just what in the name of Satan's Holy Trousers is that THEN doing at the END of a line? This doesn't make sense at all! Or does it? Well, actually it does. Here's a quick detour into how IF...THEN works in Forth. First, some BASIC to compare it to: 10 INPUT A 20 IF A < 10 THEN 50 ELSE 70 30 PRINT "FINISHED!" 40 END 50 PRINT "LESS THAN 10" 60 GOTO 30 70 PRINT "NOT LESS THAN 10" 80 GOTO 30 This absolutely vile, abominable code which forces you to go searching down the code for the appropriate line numbers (what if there was 100 lines of other code between them? Just vile) can be beautifully expressed in Forth thus: : CHECK ( n -- ) 10 < IF ." LESS THAN 10" ELSE ." NOT LESS THAN 10" THEN CR ." FINISHED" CR ; Go ahead and type that in. Note the stack signature. It needs a value passed into it from the stack: 9 CHECK 11 CHECK 10 CHECK You understand how this works now: We put 9 on the stack, then call CHECK which uses the 9 we just we put there, and so on. Let's break this CHECK word down: It puts 10 on the stack. Then "less than?" executes which will compare whatever we put on the stack to 10 and leave a true or false on the stack. IF then consumes whatever "less than?" left on the stack. If it was a TRUE then the code after the IF will execute, ELSE the code after the ELSE will execute, THEN normal execution will continue to the end of the word. The following should illustrate how this works, and it's important to realise that THIS IS VALID FORTH CODE (assuming the following words existed): SUNNY? IF GET-SHADES ELSE GET-JACKET THEN GO-OUTSIDE If you read that out loud, it reads like English. And well crafted Forth code, if factored nicely (which takes experience) will often read very close to English. It's clear from the above that the THEN denotes the continuation of the rest of the code. It's an "ENDIF" in other languages. Alright, so what do the other words do? Well, the word ." just prints a string. It needs a space between it and the string, and a closing " to indicate the end of the string. The word CR means "carriage return" and moves the cursor/current print position to the next line, scrolling the screen upwards if necessary. Putting It All Together Let's review all the code we have so far: : FRAME ( -- ) \ set up screen and draw frame 1 GMODE \ 32 column text mode 0 1 ASCII - 30 HCHAR 23 1 ASCII - 30 HCHAR 1 0 ASCII | 22 VCHAR 1 31 ASCII | 22 VCHAR 0 0 ASCII + 1 HCHAR 0 31 ASCII + 1 HCHAR 23 0 ASCII + 1 HCHAR 23 31 ASCII + 1 HCHAR ; 1 VALUE BALL_COL 1 VALUE BALL_ROW 1 VALUE XDIR 1 VALUE YDIR : SET_RC ( -- ) \ set row and column 30 RND 1+ TO BALL_COL 22 RND 1+ TO BALL_ROW ; : ERASE_BALL ( -- ) BALL_ROW BALL_COL 32 1 HCHAR ; : MOVE_BALL ( -- ) XDIR +TO BALL_COL YDIR +TO BALL_ROW BALL_ROW BALL_COL ASCII 0 1 HCHAR ; : HIT_NS? ( -- flag ) \ check hit on top or bottom of screen BALL_ROW 2 < BALL_ROW 21 > OR ; : HIT_EW? \ Hit east or west? BALL_COL 2 < BALL_COL 29 > OR ; : REV_XDIR ( -- ) \ reverse x direction XDIR NEGATE TO XDIR ; : REV_YDIR ( -- ) \ reverse y direction YDIR NEGATE TO YDIR ; : CHECK_DIR ( -- ) HIT_EW? IF REV_XDIR THEN HIT_NS? IF REV_YDIR THEN ; So far, you can probably see that we don't yet have a "program" as such. We just have a collection of words that each do something, but we need to glue them together. So, let's break out the glue: : BOUNCE ( -- ) FRAME SET_RC BEGIN ERASE_BALL MOVE_BALL CHECK_DIR AGAIN ; So, BOUNCE calls FRAME which draws the screen, and then SET_RC which sets our row and column values. Then, we BEGIN a loop. The word BEGIN marks the start of the loop. Then, we call ERASE_BALL, MOVE_BALL and CHECK_DIR. Notice how at this high level the code is quite generic. It's almost like English. It's just words strung together in a sentence: "erase ball, move ball, check direction" Then, we execute AGAIN which runs everything again from the word BEGIN (in reality, it jumps back to ERASE_BALL; BEGIN is just a marker to show where it jumps back to). So we have this in our main loop: "erase ball, move ball, check direction, do it again". It's English. Well factored code at the high-level will read like English. Sure, it's not so nice at the low level with all the stack management and stuff going on, but (and this is a big one) you tested all those words "on the way up". You know they work. No need to re-visit them. Your higher level words use the lower level words, and you can keep building your code up in this way. Words stand on the shoulders of other words. It's a LOT more sophisticated than line numbers, so it takes more practice, but once you've got it you won't want to do line numbers again. If you type the complete program in as shown and type BOUNCE you will see the program run. However, there are two problems: It's too fast. You can't really see anything; There's no way to exit. Let's fix that: : DELAY ( n -- ) 0 DO LOOP ; : BOUNCE ( -- ) \ top-level code FRAME SET_RC BEGIN ERASE_BALL MOVE_BALL CHECK_DIR 100 DELAY 0 JOYST 1 = UNTIL ; So, we've introduced a delay word which uses an empty loop just to spin the wheels for a while (more on DO...LOOP in a further article - hopefully someone else will write it! - it's generic; not specific to TurboForth) and we've changed BOUNCE as follows: We now read the first joystick (unit number 0). JOYST pushes a value on the stack according to what the joystick is doing. The only value we're currently interested in is 1, which means the fire button has been pressed. So: We push 0 onto the stack. JOYST uses it to read joystick 0 and pushes the result; We push the number 1 onto the stack; The word = ("equal?") tests the value that JOYST pushed against the 1 that we pushed. If they are equal then "=" will push a true else it will push a false; UNTIL consumes the number that "=" pushed. If it is TRUE then execution is allowed to continue past the UNTIL word, otherwise it loops back to begin. So, our code will loop back to the associated BEGIN word UNTIL the fire button is pressed. There's no code after the UNTIL so everything just stops. You can see that the program is not really a program until we get to the word BOUNCE. That's where a bunch of related, but unconnected words come together to make a program, yet BOUNCE is just another word that we've added to the system. This is how programs are grown in Forth. Of course, it's possible to be more sophisticated (where words leave values on the stack for other words to consume). We haven't done that much here. There is a bit of that going on in CHECK_DIR though. Well, this turned out to be a LOT longer than I was planning. If you stuck with me to the end then I'm grateful. The whole program, in it's finished form which you can cut and paste into Classic99: : FRAME ( -- ) \ set up screen and draw frame 1 GMODE \ 32 column text mode 0 1 ASCII - 30 HCHAR 23 1 ASCII - 30 HCHAR 1 0 ASCII | 22 VCHAR 1 31 ASCII | 22 VCHAR 0 0 ASCII + 1 HCHAR 0 31 ASCII + 1 HCHAR 23 0 ASCII + 1 HCHAR 23 31 ASCII + 1 HCHAR ; 1 VALUE BALL_COL 1 VALUE BALL_ROW 1 VALUE XDIR 1 VALUE YDIR : SET_RC ( -- ) \ set row and column 30 RND 1+ TO BALL_COL 22 RND 1+ TO BALL_ROW ; : ERASE_BALL ( -- ) \ erase ball from screen BALL_ROW BALL_COL 32 1 HCHAR ; : MOVE_BALL ( -- ) \ update ball position and draw it XDIR +TO BALL_COL YDIR +TO BALL_ROW BALL_ROW BALL_COL ASCII 0 1 HCHAR ; : HIT_NS? ( -- flag ) \ hit top or bottom of screen? BALL_ROW 2 < BALL_ROW 21 > OR ; : HIT_EW? \ Hit east or west? BALL_COL 2 < BALL_COL 29 > OR ; : REV_XDIR ( -- ) \ reverse x direction XDIR NEGATE TO XDIR ; : REV_YDIR ( -- ) \ reverse y direction YDIR NEGATE TO YDIR ; : CHECK_DIR ( -- ) \ reverse direction if hit screen edge HIT_EW? IF REV_XDIR THEN HIT_NS? IF REV_YDIR THEN ; : DELAY ( n -- ) 0 DO LOOP ; : BOUNCE ( -- ) \ top-level word FRAME SET_RC BEGIN ERASE_BALL MOVE_BALL CHECK_DIR 100 DELAY 0 JOYST 1 = UNTIL ; References: HCHAR - http://turboforth.net/lang_ref/view_word.asp?ID=220 VCHAR - http://turboforth.net/lang_ref/view_word.asp?id=232 < - http://turboforth.net/lang_ref/view_word.asp?ID=50 > - http://turboforth.net/lang_ref/view_word.asp?ID=54 = - http://turboforth.net/lang_ref/view_word.asp?ID=53 BEGIN - http://turboforth.net/lang_ref/view_word.asp?ID=72 AGAIN - http://turboforth.net/lang_ref/view_word.asp?ID=71 UNTIL - http://turboforth.net/lang_ref/view_word.asp?ID=89 OR - http://turboforth.net/lang_ref/view_word.asp?ID=95 ASCII - http://turboforth.net/lang_ref/view_word.asp?ID=210 VALUE - http://turboforth.net/lang_ref/view_word.asp?ID=168 TO - http://turboforth.net/lang_ref/view_word.asp?id=167 +TO - http://turboforth.net/lang_ref/view_word.asp?id=152 I hope you enjoyed learning some Forth.
  18. Those of us who have loved TI BASIC and TI Extended BASIC for these many years we have grown to love the unique way that we use the various sub-programs in the TI-99 system. How could we survive without CALL CLEAR, CALL SCREEN, CALL HCHAR and how about CALL MYSUBROUTINE like we do in XB? Awesome! It isn't bad enough that you have to do your math backwards in Forth but for some reason, implementations of the Forth programing language like TI-Forth, Turbo Forth and FBForth have completely failed to respect this noble tradition. Well I say "No More!" In my new CAMEL99 Forth I have added this staple TI-99 feature to the language. Here is how it works. Forth contains a large list of functions that for some reason are called WORDs. Not a lot of computer language savvy in that community I guess. I mean what's wrong with SUB-PROGRAM, FUNCTIONS, METHODS or MONADS? Some people just don't have the gift of creating good jargon. Everybody knows what "WORDS" are. Now if we want to CALL those so-called "WORDS" we need a way to find them. Fortunately FORTH has a SUB-PROGRAM called FIND. (See what I mean?) FIND takes a string argument and returns a true or false number and the actual string where the SUB-PROGRAM resides in the forth "DICTIONARY" or words. So that sounds like a good place to start. Now using a string in ANS/ISO Forth can be complicated because the people on the language committee could never agree on how to do strings one way. So there are byte counted strings, stack strings, text bytes in raw memory and if you want to you can even make strings like 'C' with a zero on the end. Make up my mind... please. Fortunately there is a FUNCTION called WORD that lets us parse out a word from what we type into the console, delimited by any character. Thank goodness it returns a simple string that we understand. We can pass that string from WORD to FIND and check the flag to see if we found the SUB-PROGRAM. That's great. But the string that it returns does not get us a way to CALL the Forth SUB-PROGRAM. It just gives us another string. Useless! Even worse it's actually not a REAL string. It's the ACTUAL address in memory where the string starts. They call it the "NAME FIELD ADDRESS". (NFA) Of course they do. So inside each Forth SUB-PROGRAM, right after the string, is a pointer to the machine code that needs to run to make the SUB-PROGRAM start. So we have to get that. This ADDRESS is called the "CODE FIELD ADDRESS" (CFA) and we can use a Forth FUNCTION to convert the NFA string to a CFA. So that is solved. But the CODE FIELD ADDRESS is not the address of the code we need. It is just the place where the CODE's address is stored. So now we need another CAMEL Forth sub-program ... I mean "WORD". The word we need is EXECUTE. EXECUTE calls a SUB-PROGRAM called FETCH which gets the contents of a memory location. Why Forth could not call it PEEK is more than I will ever understand. Once EXECUTE calls "FETCH" then and only then can EXECUTE run the SUB-PROGRAM. Of course in typical Forth "take the easy way" fashion, EXECUTE just uses one pathetic little assembly language instruction to run the SUB-PROGRAM. So it looks like we have all the things we need to make a "CALL" keyword for Forth and yet NOBODY in that world got off their butts to make it happen. Here is how it looks when we put it all together as a new definition. : CALL ( <TEXT> ) 32 WORD ( read the program text until char 32 ie: space char) ( pass output to FIND no variables in between Huh?) FIND ( FIND returns a string and a true/false flag) ( if the flag is zero stop with a useful message) 0= ABORT" * BAD NAME" NFA>CFA ( from the name string get the code field address) EXECUTE ( EXECUTE the code held in the CFA) ; So after all that coding we finally bring Forth into the TI-99 universe where we can write code that is a little more normal. (even though the parameters are still backwards) : MYPROGRAM CALL CLEAR 6 CALL SCREEN 9 9 102 12 CALL HCHAR ; CALL MYPROGRAM theBF PS After showing this to Lee Stewart he has "optimized" my CALL code to this. : CALL ; Looks to me like it defines a SUB-PROGRAM that does nothing... What? Like sub-programs are going to call themselves? These Forth people are REALLY weird. Happy April 1st
  19. From the album: CAMEL99 Forth

    Results of program to calculate day of week
  20. So before anybody says "Are you nuts?" let me explain what happened in chronological order. I wrote a cross-compiler to create a TI-99 Forth kernel to see if I could make it faster. That succeeded somewhat giving about 8% improvement over conventional methods. No biggy. ( now it's all hard work to make it into something practical) I made the mistake of reading the multi year posts by "Insomonia" here about porting GCC to TI-99 and saw the resulting code output. I don't want to say that I'm very competitive but... it was much faster code than threaded Forth. Dam! After seeing the C compiler output I thought hey!... I could make my cross-compiler do something like that. The C compiler is making asm code and creating a return stack for sub-routines and local variables. I started down the road of making a sub-routine threaded Forth system and realized I didn't have to go to all that trouble. ​Many years ago the inventor of Forth, Chuck Moore, abandoned threaded code which essentially is; make a program that is lists of addresses, read the list of addresses and jump to each address to run the code. So threaded code has some overhead. Chuck began working in something he called "machine Forth" which is so simple it's crazy. The theory is why make a fancy compiler when all it's doing is putting some numbers in memory. ​Chuck took his Forth Assembler and made Forth words that simply put the correct code into memory something like macros. Many times a Forth word translates to just 1 machine instruction so why jump to it or call it like a sub-routine? When Machine Forth reads a word, it just puts the correct code into the next available memory location and waits for the next word. If it's big pile of code for that word, call it like a sub-routine. If it's small just put it in memory as is. Example: Forth '+' removes 2 numbers from the stack, adds them together and puts the answer back on the stack. ​If we keep the top of the stack in a register for convenience here is the Assembler code to do '+': A *SP+,TOS So when I type '+' in my program it puts one 16 bit integer (the machine code) into memory. ​That's ALL it knows how to do. And many Forth words are that simple. Others are 2 or 3 instructions. So I expanded my Forth Assembler to do just that and in general things run between 2 times to up to 7 times FASTER than CAMEL99 Forth in my early testing. OMG Machine Forth lets you decide if you want to insert the code inline for speed or call it to save some space. You are essentially using little assembler routines but it looks like Forth program text. One other thing that ticked me off was that GCC was able to allocate free registers in the CPU as variables. That's is ideal for making faster code. DAM! So I have created a new variable called a LOCAL, which is just a register that is automatically allocated for you. You have 6 of them and you create them like this: : MYSUB LOCAL X LOCAL Y LOCAL Z ( code goes here... ) ; Locals only work in the current sub-routine and are freed up after your sub-routine completes. I might even add an "infix" evaluator so you don't have to use reverse Polish notation but that's vapour-ware at the moment. It's still a big work in progress but I think I have jumped through the looking glass... Where's that damned cat? theBF
  21. From the album: CAMEL99 Forth

    Video showing 2 different ways to fill the screen with numbers 0 to 9.

    © Brian Fox Markham Canada, 2017

  22. After 30 years of wondering I finally got around to creating a Forth compiler for the TI-99 where the top of stack (TOS) is maintained in a register. The literature said this would speed it up by about 10%. I used a DOS Forth system to create the cross-compiler to the build the TI-99 compiler so it was painful debugging both ends at the same time. (old brain hurts) I cross-compiled Brad Rodriguez's Camel Forth for the high level Forth words and wrote 105 Assembler primitives with hints here and there to the hard stuff from TI MSP430 Camel Forth and I had to look at Turbo Forth to help find a couple of gotchas with the 9900 instruction set. Sincere thanks to Willsy and Brad. Anyway the answer is in.,, kind of sort of. Using Willys's excellent and highly optimized Turbo Forth as the benchmark for excellence I did a little comparison. Turboforth uses the PAD RAM at >8300 to hold many simple code routines so they run very fast in that zero wait state memory. To even begin to come close to Turbo Forth I found out I also had to put the Forth thread interpreter there along with branching and I stuck the literal run-time routine there as well. After that the only optimizing approach I used was this TOS thing The TOS caching is a mixed blessing. For routines that take one input on the stack and produce one output like 1+ 2+ 2/ 2* @ C@ etc... it is about 40% faster. Very cool. For operations that take two inputs and generate one output or no output on the stack, ( ! C! + - * etc.) refilling the TOS can eat up all of the benefit on the 9900. And for operators that need to make extra space on the stack for an output, the TMS9900 needs 2 instructions so they are actually slower because you have to push the TOS register onto the stack to make room for the new thing. (DUP OVER etc.) FYI: - my empty DO/LOOP structure runs the same speed as Turbo Forth so the test is truly comparing the math operations. - Tests were run on Classi99 emulator under Windows 10 64bits (my real iron is in a box with a defective 32K memory card) Test 1 tests all the routines Turbo Forth has in PAD Ram and the others as well, so it's mixed. Test 2 is head to head TOS vs PAD RAM optimization. Test 3 is TOS vs Forth operators that have no PAD RAM optimization. We can see in test 3 the we get about 8% improvement not 10%. The surprise for me was test 2 because the speedup was not suppose to be as fast as zero wait state ram but it seems the combination of everything netted out to the same result. Weird. In many other ways Turbo Forth is still faster by virtue of hand coding so much of the internals, but this demonstrates the TOS on math operations. Now I have to stop doing this for a while. (addictions are hard to kick) PS. I noticed I did not include NIP and TUCK but that's for another day. PSS This means Turbo Forth 3.0 can be 8% faster. Just one more re-write Willsy :-) theBF HEX : OPTEST \ mixed 1000 0 \ *OPTIMIZATION METHOD* DO \ CAMEL99 Turbo Forth \ ---------------------- AAAA ( lit) \ HSRAM HSRAM DUP \ TOS HSRAM SWAP \ TOS HSRAM OVER \ TOS HSRAM ROT \ TOS -- DROP \ TOS HSRAM DUP AND \ TOS -- DUP OR \ TOS -- DUP XOR \ TOS -- 1+ \ TOS HSRAM 1- \ TOS HSRAM 2+ \ TOS HSRAM 2- \ TOS HSRAM 2* \ TOS -- 2/ \ TOS -- NEGATE \ TOS -- ABS \ TOS -- + \ TOS HSRAM 2 * \ TOS HSRAM DROP LOOP ; \ CAMEL99: 4 5 secs \ TurboForth 4.7 secs \ (Empty DO/LOOP are same speed) : OPTEST2 \ only HSRAM VS TOS 2000 0 \ *OPTIMIZATION METHOD* DO \ CAMEL99 Turbo Forth \ ---------------------- AAAA ( lit) \ HSRAM HSRAM DUP \ TOS HSRAM SWAP \ TOS HSRAM OVER \ TOS HSRAM DUP AND \ TOS HSRAM DUP OR \ TOS HSRAM 1+ \ TOS HSRAM 1- \ TOS HSRAM 2+ \ TOS HSRAM 2- \ TOS HSRAM + \ TOS HSRAM 2 * \ TOS HSRAM DROP \ TOS HSRAM DROP \ TOS HSRAM LOOP ; \ CAMEL99: 6.4 secs \ TurboForth 6.4 secs HEX : OPTEST3 \ TOS versus conventional Parameter stack 3000 0 \ *OPTIMIZATION METHOD* DO \ CAMEL99 Turbo Forth \ ---------------------- AAAA \ HSRAM HSRAM BBBB \ HSRAM HSRAM CCCC \ HSRAM HSRAM ROT \ TOS -- AND \ TOS -- OR \ TOS -- DUP XOR \ TOS -- 2* \ TOS -- 2/ \ TOS -- NEGATE \ TOS -- ABS \ TOS -- DROP \ TOS -- LOOP ; \ CAMEL99: 7.5 secs \ TurboForth 8.13 secs
  23. I am starting this thread to collect various examples of bitmap graphics programming in fbForth 2.0. This first example is a quick-and-dirty joystick drawing program, JDRAW , ported from the program of the same name I wrote four years ago for TI Forth in post #48 of thread, TI FORTH Version 3.0 dated October 20 1982. As I stated then, it is a pretty useless program except as a demo and proof of concept. It uses the CRU mode of JOYST for joystick-only use. There is a three-choice menu accessed with the fire button. The choices are P—Toggle pen up/down [blue pen = pen down; white pen = pen up] D—Toggle draw/erase [ solid pen = draw mode; hollow pen = erase mode] Q—Quit program The joystick moves the pen around the display screen. There is much that could be done to make it more useful. One such thing would be to provide finer control over the pen—reaction to joystick movement is too fast for any useful drawing. Another would probably be to dispense with the menu and use the fire button for pen-up/pen-down. But, that leaves managing draw/erase mode, which would probably require using the JOYST word in keyboard (KSCAN) mode. Anyway, here is the fbForth 2.0 source code for JDRAW : I will add a blocks file, later. For now, you can paste this in Classic99 at the command line of fbForth 2.0. Start the program by typing: JDRAW ...lee
  24. OK...Here is @Willsy's “Hunt the Wumpus” ported to fbForth 2.0: As you can see, it took a bit more than “a few (very minor) changes”! The changes are all documented in the comments at the beginning, which you do not need to load for a working game. [EDIT: Bug fixes in GETROOM , DOMOVE , DOSHOOT and GAMELOOP .] ...lee
  25. In this lesson we will learn a few new arithmetic words, several words for stack manipulation and how to use them all in programming, i.e., defining new words. Before we do much more Forth arithmetic, let’s exercise our brains with some infix-to-postfix and postfix-to-infix conversions. Remember that infix notation is the same as algebraic notation and postfix is the same as RPN. Many of these exercises are based on or taken directly from Brodie’s Starting FORTH. Convert the following infix expressions to their postfix counterparts. Each answer is in the spoiler following the infix expression: 1. a + bc 2. a(b + c) 3. (a - 10b)/3 + c 4. 2a + 5b + (c + d)/3 5. 0.5ab/100 6. (a - b)/c Convert the following postfix expressions to their corresponding infix expressions: 1. a b - a b + / 2. a b 10 * / Now, let’s try to define some words that do calculations, using only the arithmetic operators we have learned to this point. Let’s define words that convert liquid measure in gallons, quarts, pints and fluid ounces to fluid ounces. We want to write out a phrase such as 2 GALLONS 3 QUARTS + 5 CUPS + 25 FLUID OUNCES + to put on the stack the result in fluid ounces. Starting with pints, we can define the next higher volume in terms of the next lower as follows: : FLUID ( -- ) ; a no-op, i.e., do-nothing visual place-holder word. : OUNCES ( floz -- floz ) ; a no-op visual place-holder word that indicates a value in fluid ounces is on the stack and unchanged by OUNCES . : PINTS ( pt -- floz ) 16 * ; converts pints to fluid ounces. : QUARTS ( qt -- floz ) PINTS 2 * ; converts quarts to fluid ounces. : GALLONS ( gal -- floz ) QUARTS 4 * ; converts gallons to fluid ounces. Note that the stack effects are comments in the above definitions for reminding us of each word’s function. You do not need to type them to have a functional definition. We can define the singular forms of the above words, with identical stack effects, in terms of the plural word names above as follows: : OUNCE OUNCES ; : PINT PINTS ; : QUART QUARTS ; : GALLON GALLONS ; These are now synonyms of the words included in each definition. Now we can write such phrases as the following: You can verify with a calculator that each result printed by . is the total liquid measure in fluid ounces of the quantities added before printing. Now, let’s define words to perform the arithmetic in the above six infix-to-postfix exercises. We will name each word as Exn , where n is the exercise number: 1. 2. 3. 4. 5. 6. We can only do integer arithmetic with the Forth we have learned thus far. Two more division operators can help us manage this a little better, viz., MOD (pronounced “mod”) and /MOD (pronounced “slash-mod”): MOD ( n1 n2 — rem ) leaves on the stack the remainder rem from n1/n2. /MOD ( n1 n2 — rem quot ) leaves on the stack the remainder rem and the quotient quot from n1/n2. As we discovered in the exercise definitions above, #4 is very difficult and #6 is impossible without some stack manipulation we haven’t yet learned. Here are some words that will help us to manipulate the stack: DUP ( n — n n ) duplicates the top stack cell. SWAP ( n1 n2 — n2 n1 ) reverses the top two stack cells. OVER ( n1 n2 — n1 n2 n1 ) copies the second cell to the top of the stack. ROT ( n1 n2 n3 — n2 n3 n1 ) rotates the third cell to the top of the stack. DROP ( n — ) drops the top cell from the stack. EX4 can now be defined as Here is a commented version of EX4 to explain a little better how it works. The running contents of the stack are shown in comments as “stack:...” when the stack is changed by a line of code: and EX6 is now tractable as and the commented version to monitor the stack: Let’s try our hand at defining words for these two formulas for converting between Fahrenheit (°F) and Celsius (°C) temperatures: F = 9C/5 + 32 C = 5(F - 32)/9 Let’s define TC>TF to do the Fahrenheit-to-Celsius conversion (formula #1) and TF>TC for the opposite conversion (formula #2). Try it yourself before opening the spoiler below to see one way to do it: : TC>TF : TF>TC Now let’s improve these words to round to the nearest degree using /MOD instead of / so we can work with the remainder of the integer division. We also need to expand the factors 9/5 and 5/9 to 18/10 and 10/18, respectively, so we can halve the divisor and still get an integer: : TC>TF : TF>TC Here are commented versions for clarity: : TC>TF : TF>TC Be sure to try some negative temperatures. Compare the results with a calculator. Anything wrong? The following fbForth 2.0 word will help us craft a better rounding solution: SGN ( n — -1|0|1 ) leaves on the stack the sign (-1 or 1) of n or 0 for n = 0. The symbol ‘|’ in the stack effects means “or” and separates possible results, only one of which will be left on the stack. To get the above temperature-conversion words to round properly in both the positive and negative directions, we need to change the sign of the half-divisor term to match the remainder given by /MOD . Because SGN consumes the number it is testing, we need to DUP it before we hand it off to SGN . All we need to do now is to multiply the half-divisor term by the sign, add the result to the remainder term and divide again. This time we don’t care about the remainder. This quotient will be our rounding term of 1, -1 or 0, which, when added to the previous integer result, will give us our correctly rounded conversion: : TC>TF : TF>TC And commented versions for clarity: : TC>TF : TF>TC That’s all for this session. Please, feel free to ask questions and make suggestions; and certainly, let me know of any mistakes you find.
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