Hmm, based on the (handwritten!) notes on Table F-2 in http://bitsavers.informatik.uni-stuttgart.de/pdf/exidy/DP500..., it looks like pressing Graphic+key would allow you to enter BASIC tokens from 0x80 to 0xBF, while pressing Graphic+Shift+key would allow you to access 0xC0 to 0xC6. By inference, it seems like Graphic+Shift+key should allow access to the entire 0xC0 to 0xFF space, but most of those keys are undocumented.
Based on this, I wonder if it's worth trying the following:
10 REM [Graphic+Shift+=] [_] [(] [Graphic+Shift+NumpadPlus] [2] [Graphic+Shift+NumpadEquals] [Graphic+Shift+Numpad6] [Graphic+Shift+0]
Note that you'll probably need an emulator with accurate keyboard emulation - or a real device - in order to type these in. However, with the emulator from http://www.liaquay.co.uk/sorcerer, I was able to confirm that Graphic+Shift+0 produced 201 (rendered as F4), and Graphic+Shift+= produced 255 (rendered as S), so I think this approach will work.
This is based on a simple decoding of the token table starting at 0xf6 in the BASIC ROM; it matches the observed output for 201, 247, 252, and 255 so I expect that it is generally correct. Indeed, with `10 REMX; POKE 474, 249; LIST` in the emulator, I get `10 REMLNFSNRGODFCOVOMULBSDD/0IDTMOSLSSTCNUFMO` printed out, which further confirms this decoding.
See this is why I never understood LISP people proudly proclaiming that “code is data and data is code”… we were doing this in BASIC for decades already!
The thing is in Lisp, data with a nice structure that you can easily work with is evaluatable as code; and all the code that runs has a nice structure and is easy to work with! You cannot easily manipulate and transform BASIC programs from within BASIC, and you cannot easily do anything in machine code.
But maybe this is part of what Gerald Sussman was talking about when he called Lisp a "low level language": like machine code, Lisp has the nice property that its default data representation is used for building directly executable programs.
“code is data and data is code” is a fact of computing. What LISP does is to make it an official feature of the language and provide nice abstraction for it. A lot of languages want you to use some cumbersome reflection library, a dangerous eval function, or a crippled macro mechanism. With LISP, you just use the language mechanism in order to write code that process code.
It always feels a bit like lost magic. But at the same time, it's also something that was only enabled by the very high determinism of these old home systems. The design relies on having fixed RAM locations, no multiprocessing, etc.
Incredible to find out that typing the paper program would not have worked, though. And in such a disappointing way no less.
I sometimes wonder if there is still a lot of that magic in the tech world, but were so used to having everything abstracted away from us in multiple layers that we've lost the ability to look for it.
I think about the TLA hackers who do seemingly impossible things. Surely they must operate on this level.
Because I started in that era, I sometimes think that’s why I was motivated to learn synthetic programming for the HP 41, write the first disassembler for the HP 48SX’s ROM, why I wrote jailbreak software on the iPhone before the App Store existed. Tiny limited environments most resemble where I first coded.
back when the Apple II / Applesoft BASIC twitter bot was a thing similar techniques were the best way to inject assembly language into a BASIC program, though we quickly learned there were more compact ways than REM to get a line ignored.
Some examples here, as sadly the apple2twitter bot shut down and deleted their account a while ago.
This is exactly how we used to do machine code on the Sinclair ZX81, too, where there was no way to declare a block of memory as "off limits" to BASIC, and no DATA statements like in the later (and much bigger) ZX Spectrum BASIC.
Then you'd do "RANDOMISE USR 16514" to start it. Actually USR was interesting because it would pass back the contents of BC when your machine code routine returned to BASIC.
Libvirt listens on ports 16509 and 16514 out of the box, in reference to ZX81 BASIC where the program starts at (address) 16509 and the first byte in a REM statement (commonly used to store machine code) is 16514.
I thought it was cute that it used the RND() function to seed things necessary to generate each room .. so I used that technique in my own Oric game, which generates a large blob of graphics data using the RND() seed, meaning I don't have to ship that data in the program itself. I find the pseudo-ness of the RNG infinitely resourceful in that regard ..
Another cute trick on the Oric Atmos is to seed the 14 registers of its synth chip with ROM data .. meaning the Oric Atmos has literally THOUSANDS of onboard sound presets to choose from - once you find them, of course. So I wrote a program to find the most interesting ones and have been accruing a list of "synth presets" that come onboard with the Oric, for use in my game.
Its quite rewarding to go back to these machines and use such techniques to generate nearly-infinite levels/sounds/etc.
> I find the pseudo-ness of the RNG infinitely resourceful in that regard
I can't remember how the ORIC BASIC does it but a cool property of LFSRs as PRNGs is that if you pick the right taps and length they must cycle through every possible number from 1 to (2^length)-1 exactly once, excluding zero. That's how the Wolfenstein "Fizzle Fade" effect worked - set up an LFSR long enough that every possible pixel can be visited once, with a few left over, and then throw away any that don't fit.
Those were the times when programming a computer was an adventure in and of itself, bastardizing BASIC with assembler. Doubtlessly the first Make Your Own Adventure setting!
Based on this, I wonder if it's worth trying the following:
Note that you'll probably need an emulator with accurate keyboard emulation - or a real device - in order to type these in. However, with the emulator from http://www.liaquay.co.uk/sorcerer, I was able to confirm that Graphic+Shift+0 produced 201 (rendered as F4), and Graphic+Shift+= produced 255 (rendered as S), so I think this approach will work.I'm persuaded that just about every language is "homoiconic" and that _bicameral syntax_ is the actually-interesting thing about Lisps : https://parentheticallyspeaking.org/articles/bicameral-not-h...
But maybe this is part of what Gerald Sussman was talking about when he called Lisp a "low level language": like machine code, Lisp has the nice property that its default data representation is used for building directly executable programs.
Incredible to find out that typing the paper program would not have worked, though. And in such a disappointing way no less.
I sometimes wonder if there is still a lot of that magic in the tech world, but were so used to having everything abstracted away from us in multiple layers that we've lost the ability to look for it.
I think about the TLA hackers who do seemingly impossible things. Surely they must operate on this level.
Some examples here, as sadly the apple2twitter bot shut down and deleted their account a while ago.
http://deater.net/weave/vmwprod/appleiibot/part7.html
Then you'd do "RANDOMISE USR 16514" to start it. Actually USR was interesting because it would pass back the contents of BC when your machine code routine returned to BASIC.
https://bunsen.itch.io/the-snake-temple-by-rax
IN 10 LINES OF BASIC!!
I thought it was cute that it used the RND() function to seed things necessary to generate each room .. so I used that technique in my own Oric game, which generates a large blob of graphics data using the RND() seed, meaning I don't have to ship that data in the program itself. I find the pseudo-ness of the RNG infinitely resourceful in that regard ..
Another cute trick on the Oric Atmos is to seed the 14 registers of its synth chip with ROM data .. meaning the Oric Atmos has literally THOUSANDS of onboard sound presets to choose from - once you find them, of course. So I wrote a program to find the most interesting ones and have been accruing a list of "synth presets" that come onboard with the Oric, for use in my game.
Its quite rewarding to go back to these machines and use such techniques to generate nearly-infinite levels/sounds/etc.
I can't remember how the ORIC BASIC does it but a cool property of LFSRs as PRNGs is that if you pick the right taps and length they must cycle through every possible number from 1 to (2^length)-1 exactly once, excluding zero. That's how the Wolfenstein "Fizzle Fade" effect worked - set up an LFSR long enough that every possible pixel can be visited once, with a few left over, and then throw away any that don't fit.