Programming the Atari 8-bit

My programming started in 1979 with the TRS-80 Model I, but in late 1981? early 1982?, I got my Atari 800, and later a 1200XL, then Atari ST. Those are what I consider "my computers".

Last few weeks for hobby time, I've taken up playing with an Atari 8-bit emulator, and may soon buy an old machine (130XE? I guess?) and a modern SD-card reader, and HDMI adapter unless I want to set up my old CRT… Yes, this is "pointless", but it's the most emotionally rewarding programming I've done in some time.

Had to do a lot of setup to get to this point, though. Follows are my excessive notes, which will hopefully be useful to others.

The keyboard mapping in AtariMacX is weird, I finally figured out:

Mac Key Atari Key
` Break
F2 Option
F3 Select
F4 Start
F5 Reset
Sh-F5 Cold Boot
Opt-F5 Insert Char (be REAL DAMN CAREFUL not to miss the Opt key!)
Sh-Opt-F5 Insert Line (same, DANGER WILL ROBINSON DANGER)
Home / Opt-F7 Clear
End Atari/Inverse
PgDn / Opt-F10 Help (XL/XE)
Opt-F1 F1 (1200XL)
Opt-F2 F2 (1200XL)
Opt-F3 F3 (1200XL)
Opt-F4 F4 (1200XL)
Capslock Cycle caps, may take several tries of caps A backspace repeat until you get lowercase, not graphics or uppercase.
Sh-Capslock Uppercase, almost always works

Typing on a real Atari keyboard is probably the #1 reason to get real hardware instead of emulation.

Immediately it comes rushing back, how much I didn't like the default environment of blue screen, clicky keyboard, inset margins. Easy to fix with a few pokes, but I don't want to do that every time I reboot, so I need a startup program.

  • First, configure Atari800MacX with the subdirectories next to it. It comes with all these folders in user space, but it's actually mapped to somewhere in /var, which is awful.
  • Make a boot disk. Media -> Disk Image Conversions -> XFD to ATR, pick the DOS25.XFD image in OSRoms, and call that boot.atr, store it in Disks, Load it in D1 Cmd-1 and pick boot.atr.
  • Reboot into DOS, by Control -> Disable BASIC. Bask in the glory of Atari DOS 2.5.
  • Make a data disk, Media -> New Floppy Image, I went with Medium Density (130K) since almost everything can read that, assign to Drive 2, and call that disk2.atr or whatever.
    • From Atari DOS, Format: I <return> D2: <return> Y <return>
    • Preferences -> Boot Media -> Set to Current Media, Save Configuration
  • My Atari BASIC project on Gitlab
    • Based on what I remember of my old main menu, I had a ton more stuff but I'm slowly adding routines as I need them. This can also be a shell for new programs, delete 11-9998 and use the subroutines. I wrote Draw to test joystick & function key scanning, not to be a good paint program, typed in a Music demo to make sure I had sound working.
      • Digression: This is not an efficient structure, because high line numbers take longer to find; an optimizing Poindexter would put the subroutines tightly packed at 1-999 and the program at 1000+, but it's massively easier to read & work with this way. I won't be in BASIC that much anyway, it's just for utility work.
    • Download AUTO.LST, convert Unix newlines (char 10) to the ATASCII newline (char 155 õ), and drop it in the HardDrive1 folder.
    • % LANG=C tr '\233' '\n' <AUTO.LST.TXT >AUTO.LST
    • Or you can just Media -> Edit an .ATR disk image, import file, and that has a newline conversion.
    • From BASIC, E."H1:AUTO.LST" <return> RUN <return>, pick Y. (Script AUTORUN.SYS), and enter:
      • ?"MAINMENU"
      • E."H1:AUTO.LST"
      • RUN
      • .
    • Change H1 to D1 if you saved it in your boot.atr.
    • Now it'll do that on every bootup from that floppy. Reboot to be sure it works.
    • If you make changes to your main menu, remember to LIST "H1:AUTO.LST". I use LIST/ENTER (text LST format) instead of SAVE/LOAD (tokenized BAS format) so I can read it from the Mac; BAS is slightly smaller and much faster to load/save, but it doesn't matter with emulation or an SD-card.

    • Atari-autorunsys

  • BASIC set up and tested, and it's a convenient place for little utilities, but now for real programming.

  • Atari Macro Assembler and Program Text Editor

    • Download this, read the fine manuals; more for MEDIT than the assembler unless you're really hardcore. I will probably do little or no assembly, even tho back in the '80s I could hand-assemble short programs directly into ATASCII codes to run from BASIC; bug-eating freak that I was.
    • Read the MEDIT manual. It's quite a respectable full-screen editor with command mode for search/replace, block editing, etc.
    • Open the Atari Macro Assembler and Program Text Editor.atx (ATX is write-protected or encrypted or something; you can't use them directly, and have to disable the SIO speedup hack in emulator) disk in drive 2 of your Atari (Cmd-2), Control -> Disable BASIC (which will reboot to DOS). So you want the program files off that:
      • DOS: C <return> D2:MEDIT,D1:MEDIT <return>
      • DOS: C <return> D2:MEDITCM.BAS,D1:MEDITCM.BAS <return>
      • DOS: C <return> D2:AMAC,D1:AMAC <return> (skip if you'll never write ASM)
      • DOS: C <return> D2:SYSTEXT,D1:SYSTEXT <return> (I think only needed for AMAC?)
      • Eject: Ctrl-Cmd-2
      • Reload your data disk, Cmd-1, disk2.atr.
    • Control -> Enable BASIC, LOAD "D1:MEDITCM.BAS" <return> RUN <return> and configure MEDIT however you like.
      • Language: PAS
      • Tabstops: Set at 5 and +4 after the existing ones, because 8-wide tabs are crazy in a 40-column screen. Yes, I'm a tabs not spaces guy, OBVIOUSLY.
      • Margins: 1,40
      • Colors: 12,4,14 (sadly can't be 0 or 2 background luminance, because the cursor is black)
      • Flags: Tabs: Expand, Shift-Lock: No (starts in lowercase).
      • Save & Return to DOS.
      • You can just copy the MEDITPAS.ECF to MEDITTXT.ECF, etc., you don't need to run the tool for each language, but it doesn't have a default mode. Note you also have to copy these to each disk you're editing on, or it switches back to the stupid defaults:
      • DOS: C <return> D1:*.ECF,D2: <return>
      • DOS: L <return> MEDIT <return>, filename D2:HELLO.PAS, and enter:
        program hello;
        var c: char;
        begin
          writeln('Hello, Atari!');
          read(c);
        end.
        
      • <option> exit <start> to save & exit. Note return doesn't execute commands in MEDIT, start does. Kids Today™ have some meme about how hard it is to exit vi? Ha ha, they have no idea. RTFM.

  • Finally ready to program in Action! or Pascal, which is what I mainly did back in the day.

    • Deep Blue C: Tragically underpowered version of Small-C. I loved it as an intro to C, but didn't use C for real until the Atari ST. It did produce standalone binaries and the compiler was easy to use, IIRC.
      UNSUPPORTED FEATURES
        Features in C not supported in DEEP BLUE C are:
        1) structures, unions
        2) multidimension arrays
        3) Floating point numbers
        4) Functions returning anything but int
        5) Unary operators: sizeof
        6) Binary operators: typecasting
      DIFFERENCES FROM STANDARD C
        THE DEEP BLUE C language has the  following nonstandard features:
        1. The last clause of a "switch" statement, either "case" or "default", must
      be terminated with a "break", a "continue" or a "return" statement.
        2. The ancient =<op> construct has been removed. Use <op>= instead.
        3. Characters are unsigned. Chars range in value from 0 to 255.
        4. Strings can not be continued on the next logical line.
        5. C source code lines can be a maximum of 79 characters long.
        6. Functions can have a maximum of 126 arguments.
      SPECIAL SYNTAX
        C uses several ASCII characters not available on the ATARI computer's
      keyboard. In particular the braces have been replaced by to two-letter
      combinations $( and $), and the tilde has been replaced by $-.  The $ character
      is not used in C, so your editor's find and replace command can be used to
      convert standard c programs into a format acceptable to DEEP BLUE C.
      
    • Action!: Custom language on cart for Atari, fantastic built-in editor (later the basis for the Paperclip word processor!), had a disk runtime system so you could distribute programs (also on AtariMania). But it came out a little later than my Pascal adventures, and it's a weird super-low-level language, and I think I'm in no mood to relearn it right now. Super goddamned fast, tho. May get into this if I'm frustrated later.

    • APX Pascal: Excessively complex process with a disk swap for every compile, compiles & links into PCode, no explanation of how to boot it. This is a very user-hostile compiler.
    • Kyan Pascal: Maze of command line tools. Doesn't work, at least for me, on emulation. It cycles through the tools, but never actually builds anything, eventually crashes and corrupts video. Makes a big deal of being usable from RAMDisk, but that doesn't matter on modern hardware.
    • Draper Pascal: Which I used in the '80s. Hilariously bad editor (but I can use MEDIT, so fuck that), compiler just fucking works, but only produces PCode (.PCD), so has to start from bootdisk or run Draper's menu then your program, ick. But this was no trouble to get running, so it wins.
      • Insert drpascal.atr in drive 1, reboot, boots into a menu.
      • 3 Compile program: D2:HELLO.PAS
      • 1 Run program: D2:HELLO
      • Total success! \o/ Hit any key to exit the program.
      • Drive 1, boot.atr, Drive 2, drpascal.atr, reboot
      • DOS: C <return> D2:AUTORUN.SYS,D1:PASCAL.COM <return>
      • DOS: C <return> D2:INIT.PCD,D1:INIT.PCD <return>
      • Cmd-2, disk2.atr
      • So now I can: DOS: L <return> PASCAL.COM <return>
      • And run Pascal programs. I could make a more focused runtime menu for it, maybe dir & list all the PCD files, the INIT.PAS source is included. If I ask it to compile, it prompts to insert drpascal.atr, and then I can switch back, which is reasonable.
      • Standard library is small but effective, seems like it has all the BASIC equivalent commands, and enough POKE/PEEK/ADDR stuff to let me do everything, including Player-Missile Graphics.
      • I can presumably now move all my source and disk2.atr contents to H1, so they can be managed & edited on the Mac, but I just wanted to get things running first.
      • Probably make another gitlab project (and actually sync it from git) when I get somewhere with that.

This took quite a lot of my hobby time doing something harder than actual work, to be honest. But I'm in a good place with it now.

Fall of Visual Basic, Rise of QuickBasic?

There was simply no other tool that a developer could use to sketch out a complete user interface and get coding as quickly as VB.

Except Smalltalk on the Xerox Star (1981), ResEdit on Classic Mac (1984), RCS and ORCS on Atari ST (1985), Hypercard (1986), Interface Builder on NeXTstep (1988), and others; Visual Basic came out in 1991, Delphi came out in 1995. Maybe there was no other tool on brain-damaged DOS/Windows systems before VB, I can buy that, but real computers were doing RAD a long time ago.

Alan Cooper, the "father" of Visual Basic, has done some really interesting work with interaction design and user experience, but he didn't invent RAD. VB started life as his project "Tripod", a shell creation tool, basically a user-customizable program launcher or "wizard". Then Microsoft bought it and turned it into "Visual Basic", as a kind of ugly Hypercard (is BASIC a worse language than HyperTalk? Eh.)

VB became famous for a legendary feature called edit-and-continue, which allowed developers to run their programs, find problems, fix them, and then keep going with the new code. This was a sharp difference from almost every other programming environment known to humanity, which force developers to recompile their work and start over after every change.

This is, of course, utterly wrong. Every language with a REPL can do this: You write some code in the REPL, run it, it crashes or produces wrong results, you change the one offending function and resume. All global objects are still present, no recompile necessary.


#;2> (define (hello name) (error 'hello "Unimplemented")) #;3> (define (greetings) (for-each hello '(Cthulhu YogSothoth ShubNiggurath))) #;4> (greetings) Error: (hello) Unimplemented #;4> (define (hello name) (printf "Ia ia, ~A fhtagn!\n" name)) #;5> (greetings) Ia ia, Cthulhu fhtagn! Ia ia, YogSothoth fhtagn! Ia ia, ShubNiggurath fhtagn!

The one difference is that to save state, you have to copy-paste out of .csi_history or whatever. IDLE lets you save off your session history directly, but you still have to edit it into a working script. VB did have the virtue of staying in the live editor, but you're still just coding behind buttons, you have no access to a history or REPL.

(This is why I dislike DrRacket so much: If you edit code, it does destroy your global REPL state! Why even have a fake-REPL there, man?! Command-line Racket doesn't have this problem, but it's still not a great Scheme.)

Just as VB acquired the same power as C#, C# picked up the same conveniences as Visual Basic. For example, .NET’s type safety and memory management features meant that C# developers never needed to worry about memory leaks, just like VB developers.
In other words, C# now had the guardrails to protect hobbyists, students, and new programmers without surrendering its power. All of a sudden, VB was no longer something special. It was just another tool in a capable programmer’s toolkit.

Every part of that is… well, not correct.

  1. My understanding is VB.NET was a mess interacting with .NET resources, so if you used it you were still stuck in the VB gulag or had to learn so much C# or C you might as well move up.
  2. C# is a hard language to start up in, you would never give it to a newbie and say "good luck!"; although that's what Unity does, and most Unity code is nightmarish as a result.
  3. C# is certainly not "never need to worry about memory leaks"; it's a Java ripoff with more native libraries, many of which have dangerous C++ based memory management, and in any case you can over-retain things and fill up memory very quickly.
  4. No capable programmer is going to say "this project is best in… Visual Basic dot Net!" Except on broadcast TV-for-morons.

The one good thing from all this:

An innovative project called QB64 has created a modern QuickBASIC replica. It runs on Windows, MacOS, and Linux, with no emulator required.

OK, this is interesting. Terrible domain name www.portal.qb64.org though, what is happening there? Just qb64.org redirects to that mess.

Once you run the setup_osx.command, it has a qb64 binary, which opens a DOS-like window with the old DOS qbasic.exe UI. Huh. This isn't bad, though the font is small and the only way to change it is with a custom font. It ships with a cyberbit.ttf font which is pretty but very W I D E.

Writing something and hitting Run|Start dumps an untitled binary in the main directory. Saving (to the programs folder in this package) and then hitting the Run|Output EXE to Source Folder toggle does something more reasonable: hello.bas, hello, hello_start.command. A trivial program is 1186K, which is excessive, but it does work, opens a terminal and shows some text.

There's a ton of sample code in program/samples, including a lot of 3D stuff.

This is a pretty credible BASIC environment.

Pro:

  • Structured BASIC, if you want it.
  • You can just recompile on every platform.

Con:

  • No interactive REPL (that was one of the few things classic line-oriented BASIC, or hybrids like ST BASIC, had going for them).
  • Slow compile.
  • Ugly editor, though probably playing with fonts and colors would improve this.

You'll always be better off just giving a newbie Python, but some people may have old code or nostalgia.

  • Chipmunk BASIC is certainly nicer as an interactive environment, but probably hundreds of times slower.

Tower of Babble

Programmers almost compulsively make new languages; within just a few years of there being computers, multiple competing languages appeared:

It proliferated from there into millions; probably half of all programmers with 10+ years of experience have written one or more.

I've written several, as scripting systems or toys. I really liked my Minimal script in Hephaestus 1.0, which was like BASIC+LISP, but implemented as it was in Java the performance was shitty and I had better options to replace it. My XML game schemas in GameScroll and Aiee! were half programmer humor, but very usable if you had a good XML editor. Multiple apps have shipped with my tiny lisp interpreter Aspic, despite the fruit company's ban on such things at the time. A Brainfuck/FORTH-like Stream, working-but-incomplete tbasic, and a couple PILOT variants (I think PILOT is hilariously on the border of "almost useful").

Almost every new language is invented as marketing bullshit based on a few Ur-languages:

  • C++: Swift
  • Java: Javascript (sorta), C#, Go
  • Awk: Perl, Python, PHP, Julia
  • C: Rust
  • Smalltalk: Objective-C
  • Prolog: Erlang, Elixir
  • ALGOL: C, Pascal, PL/1, Simula, Smalltalk, Java
  • LISP: Scheme, ML, Haskell, Clojure, Racket
  • BASIC: None, other than more dialects of BASIC.
  • FORTRAN: None in decades, but is the direct ancestor of ALGOL & BASIC.
  • COBOL: None in decades.

A few of these improve on their ancestors in some useful way, often performance is better, but most do nothing new; it's plausible that ALGOL 68 is a better language than any of its descendants, it just has mediocre compiler support these days.

Certainly I've made it clear I think Swift is a major regression, less capable, stable, fast, or even readable than C++, a feat I would've called impossible except as a practical joke a decade ago. When Marzipan comes out, I'll be able to rebuild all my 15 years of Objective-C code and it'll work on 2 platforms. The Swift 1.0 app I wrote and painfully ported to 2.0 is dead as a doornail, and current Swift apps will be uncompilable in 1-2 years; and be lost when Apple abandons Swift.

When I want to move my Scheme code to a new version or any other Scheme, it's pretty simple, I made only a handful of changes other than library importing from MIT Scheme to Chez to Chicken 4 to Chicken 5. When I tested it in Racket (which I won't be using) I had to make a handful of aliases. Probably even CLISP (which is the Swift of LISPs, except it fossilized in 1994) would be 20 or 30 aliases; their broken do iterator would be hard but the rest is just naming.

Javascript is a pernicious Herpes-virus-like infection of browsers and desktops, and nothing can ever kill it, so where it fits the problem, there's no reason not to use it. But there's a lot it doesn't do well.

I was leery of using FreePascal because it has a single implementation (technically Delphi still exists, but it's $X,000 per seat on Windows) and minimal libraries, and in fact when it broke on OS X Mojave, I was disappointed but I-told-you-so.

I'm not saying we should quit making new Brainfuck and LOLCODE things, I don't think it's possible for programmers to stop without radical brain surgery. But when you're evaluating a language for a real-world problem, try moving backwards until you find the oldest and most stable thing that works and will continue to work, not piling more crap into a rickety new framework.

The Biblical reference in the title amuses me, because we know now that it requires no malevolent genocidal war deity scared of us invading Heaven to magically confuse our languages and make us work at cross purposes; anyone who can write and think splinters their thought into a unique language and then argues about it.

Lost Treasure

In 1979, I learned to program in BASIC on a TRS-80 Model I. Sometime in the next year, I read one of my first programming books:

I played Monster Chase and Lost Treasure, modified them extensively, and combined them, so the cave on the island had a monster chase to reach the exit. I recall having problems getting Starship Alpha and Devil's Dungeon to work, but they joined my software library eventually.

One of my earliest and happiest programming memories was sitting at the dining room table, reading Monster Chase, and writing out a smarter movement system and obstacles in a notebook; at the time the only computers were at school, so I wrote code on paper and typed them in later.

So when I found the book again on archive.org last night, I was very excited, and had to reimplement it. I actually typed this into Pythonista on my phone with the PDF open on an iPad, only moved it to the computer to do some final cleanup and upload it.

The book suggests some modifications, and I did some minor ones: Lowered the movement error to 10%, and risk of shark attack to 10%, rising by 1.5x rather than a flat +50% each time; being anywhere near the island edge killed you too often in the original. I also don't move you out of the water automatically, that should cost a turn.

I realized in converting it that I hate, hate, hate Row,Column coordinates instead of Cartesian X,Y; tons of mainframe-era computing resources used Row,Column, and you can still see it in some APIs like Curses. Note that the original program is 74 lines, mine's 214; BASIC is a terrible language, but it's terse.

I could adapt this into another doorgame for my Mystic Dungeon BBS, but I'm not sure what the multiplayer aspect would be, and it has limited replayability without doing some randomization.

End of 2018

Let's watch Poseidon — Only available on Netflix until tomorrow! Normally I watch Strange Days, but I feel an upside-down sinking ship is a more accurate metaphor for the year than failed love and revolution and pretty Angela Bassett. Maybe for Chinese New Year (Feb 5), Gabriel Dropout's New Year/armageddon episodes.

I don't go super intimate online, but it's been a rough year. I've lost a friend and two of my last few relatives to cancer, my dad's had some close calls, and his dog died. Doing any kind of work under the stress load is… not great. And I'm not a good friend or coworker in this state. My new puppy is a terror, both looks and behavior like a jackal puppy, but the one really good thing.

State of software I touched on yesterday. This is the year a new Perilar rises from the ashes, and Learn2JS is moving along nicely, I think that's going to be a big deal, it's a sweet environment.

I goofed off yesterday and started writing tbasic, a Tiny BASIC interpreter in C, because that's a useful thing to do! I've done this before, but made a messy parser. The new one is a tiny single file and much cleaner. Might be published tomorrow morning sometime. While nobody needs BASIC, it's good C programming exercise, and I can link in SDL2 and give it cross-platform graphics and sound, which is actually kinda neat.

"It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration."
—Edsger W. Dijkstra, EWD 498: How do we tell truths that might hurt?
[mdh: In case you can't read the paper and get the joke, he's joking. Sort of.]

I got a little writing in on Delvers in Darkness, I'm thinking about more adventures for it, solo gamebooks and Refereed.

Poseidon is really terrible already. Everyone's a ridiculous caricature. Oh, this is gonna be a good shipwreck.