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283 lines
12 KiB
Markdown
283 lines
12 KiB
Markdown
# basic
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This is a BASIC interpreter which has been written from scratch for Collapse OS.
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There are many existing z80 implementations around, some of them open source
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and most of them good and efficient, but because a lot of that code overlaps
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with code that has already been written for zasm, I believe that it's better to
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reuse those bits of code.
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## Design goal
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The reason for including a BASIC dialect in Collapse OS is to supply some form
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of system administration swiss knife. zasm, ed and the shell can do
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theoretically anything, but some tasks (which are difficult to predict) can
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possibly be overly tedious. One can think, for example, about hardware
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debugging. Poking and peeking around when not sure what we're looking for can
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be a lot more effective with the help of variables, conditions and for-loops in
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an interpreter.
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Because the goal is not to provide a foundation for complex programs, I'm
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planning on intentionally crippling this BASIC dialect for the sake of
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simplicity.
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The idea here is that the system administrator would build herself many little
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tools in assembler and BASIC would be the interactive glue to those tools.
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If you find yourself writing complex programs in Collapse OS BASIC, you're on a
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wrong path. Back off, that program should be in assembler.
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## Glueing
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The `glue.asm` file in this folder represents the minimal basic system. There
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are additional modules that can be added that aren't added by default, such
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as `fs.asm` because they require kernel options that might not be available.
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To include these modules, you'll need to write your own glue file and to hook
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extra commands through `BAS_FINDHOOK`. Look for examples in `tools/emul` and
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in recipes.
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## Usage
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Upon launch, a prompt is presented, waiting for a command. There are two types
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of command invocation: direct and numbered.
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A direct command is executed immediately. Example: `print 42` will print `42`
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immediately.
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A numbered command is added to BASIC's code listing at the specified line
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number. For example, `10 print 42` will set line 10 to the string `print 42`.
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Code listing can be printed with `list` and can be ran with `run`. The listing
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is kept in order of lines. Line number don't need to be sequential. You can
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keep leeway in between your lines and then insert a line with a middle number
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later.
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Some commands take arguments. Those are given by typing a whitespace after the
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command name and then the argument. Additional arguments are given the same way,
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by typing a whitespace.
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### Numbers, expressions and variables
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Numbers are stored in memory as 16-bit integers (little endian) and numbers
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being represented by BASIC are expressed as signed integers, in decimal form.
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Line numbers, however, are expressed and treated as unsigned integers: You can,
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if you want, put something on line "-1", but it will be the equivalent of line
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65535. When expressing number literals, you can do so either in multiple forms.
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See "Number literals" in `apps/README.md` for details.
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Expressions are accepted wherever a number is expected. For example,
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`print 2+3` will print `5`. See "Expressions" in `apps/README.md`.
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Inside a `if` command, "truth" expressions are accepted (`=`, `<`, `>`, `<=`,
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`>=`). A thruth expression that doesn't contain a truth operator evaluates the
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number as-is: zero if false, nonzero is true.
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There are 26 one-letter variables in BASIC which can be assigned a 16-bit
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integer to them. You assign a value to a variable with `=`. For example,
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`a=42+4` will assign 46 to `a` (case insensitive). Those variables can then
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be used in expressions. For example, `print a-6` will print `40`. All variables
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are initialized to zero on launch.
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### Arguments
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Some commands take arguments and there are some common patterns regarding them.
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One of them is that all commands that "return" something (`input`, `peek`,
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etc.) always to so in variable `A`.
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Another is that whenever a number is expected, expressions, including the ones
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with variables in it, work fine.
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### One-liners
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The `:` character, when not inside a `""` literal, allows you to cram more than
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one instruction on the same line.
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Things are special with `if`. All commands following a `if` are bound to that
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`if`'s condition. `if 0 foo:bar` doesn't execute `bar`.
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Another special thing is `goto`. A `goto` followed by `:` will have the commands
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following the `:` before the goto occurs.
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### Commands
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There are two types of commands: normal and direct-only. The latter can only
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be invoked in direct mode, not through a code listing.
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`list`: Direct-only. Prints all lines in the code listing, prefixing them
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with their associated line number.
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`run`: Direct-only. Runs code from the listing, starting with the first one.
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If `goto` was previously called in direct mode, we start from that line instead.
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`clear`: Direct-only. Clears the current code listing.
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`print <what> [<what>]`: Prints the result of the specified expression,
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then CR/LF. Can be given multiple arguments. In that case, all arguments are
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printed separately with a space in between. For example, `print 12 13` prints
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`12 13<cr><lf>`
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Unlike anywhere else, the `print` command can take a string inside a double
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quote. That string will be printed as-is. For example, `print "foo" 40+2` will
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print `foo 42`.
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`goto <lineno>`: Make the next line to be executed the line number
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specified as an argument. Errors out if line doesn't exist. Argument can be
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an expression. If invoked in direct mode, `run` must be called to actually
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run the line (followed by the next, and so on).
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`if <cond> <cmds>`: If specified condition is true, execute the rest of the
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line. Otherwise, do nothing. For example, `if 2>1 print 12` prints `12` and `if
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2<1 print 12` does nothing. The argument for this command is a "thruth
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expression".
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`while <cond> <cmds>`: As long as specified condition is true, execute specified
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commands repeatedly.
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`input [<prompt>]`: Prompts the user for a numerical value and puts that
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value in `A`. The prompted value is evaluated as an expression and then stored.
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The command takes an optional string literal parameter. If present, that string
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will be printed before asking for input. Unlike a `print` call, there is no
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CR/LF after that print.
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`peek/deek <addr>`: Put the value at specified memory address into `A`. peek is for
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a single byte, deek is for a word (little endian). For example, `peek 42` puts
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the byte value contained in memory address 0x002a into variable `A`. `deek 42`
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does the same as peek, but also puts the value of 0x002b into `A`'s MSB.
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`poke/doke <addr> <val>`: Put the value of specified expression into
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specified memory address. For example, `poke 42 0x102+0x40` puts `0x42` in
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memory address 0x2a (MSB is ignored) and `doke 42 0x102+0x40` does the same
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as poke, but also puts `0x01` in memory address 0x2b.
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`in <port>`: Same thing as `peek`, but for a I/O port. `in 42` generates an
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input I/O on port 42 and stores the byte result in `A`.
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`out <port> <val>`: Same thing as `poke`, but for a I/O port. `out 42 1+2`
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generates an output I/O on port 42 with value 3.
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`getc`: Waits for a single character to be typed in the console and then puts
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that value in `A`.
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`putc <char>`: Puts the specified character to the console.
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`puth <char>`: Puts the specified character to the console, encoded in two
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hexadecimal digits. For example, `puth 0x42` yields `42`. This is useful for
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spitting binary contents to a console that has special handling of certain
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control characters.
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`sleep <units>`: Sleep a number of "units" specified by the supplied
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expression. A "unit" depends on the CPU clock speed. At 4MHz, it is roughly 8
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microseconds.
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`addr <what>`: This very handy returns (in `A`), the address you query for.
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You can query for two types of things: commands or special stuff.
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If you query for a command, type the name of the command as an argument. The
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address of the associated routine will be returned.
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Then, there's the *special stuff*. This is the list of things you can query for:
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* `$`: the scratchpad.
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`usr <addr>`: This calls the memory address specified as an expression
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argument. Before doing so, it sets the registers according to a specific
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logic: Variable `A`'s LSB goes in register `A`, variable `D` goes in register
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`DE`, `H` in `HL` `B` in `BC` and `X` in `IX`. `IY` can't be used because
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it's used for the jump. Then, after the call, the value of the registers are
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put back into the variables following the same logic.
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Let's say, for example, that you want to use the kernel's `printstr` to print
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the contents of the scratchpad. First, you would call `addr $` to put the
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address of the scratchpad in `A`, then do `h=a` to have that address in `HL`
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and, if printstr is, for example, the 21st entry in your jump table, you'd do
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`usr 21*3` and see the scratchpad printed!
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## Optional modules
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As explained in "glueing" section abolve, this folder contains optional modules.
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Here's the documentation for them.
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### blk
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Block devices commands. Block devices are configured during kernel
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initialization and are referred to by numbers.
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`bsel <blkid>`: Select the active block device. The active block device is
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the target of all commands below. You select it by specifying its number. For
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example, `bsel 0` selects the first configured device. `bsel 1` selects the
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second.
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A freshly selected blkdev begins with its "pointer" at 0.
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`bseek <lsw> <msw>`: Moves the blkdev "pointer" to the specified offset. The
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first argument is the offset's least significant half (blkdev supports 32-bit
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addressing). Is is interpreted as an unsigned integer.
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The second argument is optional and is the most significant half of the address.
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It defaults to 0.
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`getb`: Read a byte in active blkdev at current pointer, then advance the
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pointer by one. Read byte goes in `A`.
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`putb <val>`: Writes a byte in active blkdev at current pointer, then
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advance the pointer by one. The value of the byte is determined by the
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expression supplied as an argument. Example: `putb 42`.
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### fs
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`fs.asm` provides those commands:
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`fls`: prints the list of files contained in the active filesystem.
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`fopen <fhandle> <fname>`: Open file "fname" in handle "fhandle". File handles
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are specified in kernel glue code and are in limited number. The kernel glue
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code also maps to blkids through the glue code. So to know what you're doing
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here, you have to look at your glue code.
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In the emulated code, there are two file handles. Handle 0 maps to blkid 1 and
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handle 1 maps to blkid 2.
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Once a file is opened, you can use the mapped blkid as you would with any block
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device (bseek, getb, putb).
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`fnew <blkcnt> <fname>`: Allocates space of "blkcnt" blocks (each block is
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0x100 bytes in size) for a new file names "fname". Maximum blkcnt is 0xff.
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`fdel <fname>`: Mark file named "fname" as deleted.
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`ldbas <fname>`: loads the content of the file specified in the argument
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(as an unquoted filename) and replace the current code listing with this
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contents. Any line not starting with a number is ignored (not an error).
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`basPgmHook`: That is not a command, but a routine to hook into
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`BAS_FINDHOOK`. If you do, whenever a command name isn't found, the filesystem
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is iterated to see if it finds a file with the same name. If it does, it loads
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its contents at `USER_CODE` (from `user.h`) and calls that address, with HL
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pointing to the the remaining args in the command line.
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The user code called this way follows the *usr* convention for output, that is,
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it converts all registers at the end of the call and stores them in appropriate
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variables. If `A` is nonzero, an error is considered to have occurred.
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It doesn't do var-to-register transfers on input, however. Only HL is passed
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through (with the contents of the command line).
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### sdc
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`sdc.asm` provides SD card related commands:
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`sdci`: initializes a SD card for operation. This should be ran whenever you
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insert a new SD card.
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`sdcf`: flushes current buffers to the SD card. This is done automatically, but
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only on a "needs to flush" basis, that is, when dirty buffers need to be
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swapped. This command ensures that all buffers are clean (not dirty).
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### floppy
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`floppy.asm` provides TRS-80 floppy related commands:
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`flush`: Like `sdcf` above, but for floppies. Additionally, it invalidates all
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buffers, allowing you to swap disks and then read proper contents.
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