First public beta of the KIM-1 Simulator
Runs in Windows and Linux (everywhere a Lazarus IDE is available, source included).
About small SBC systems
First public beta of the KIM-1 Simulator
Runs in Windows and Linux (everywhere a Lazarus IDE is available, source included).
A KIM-1 simulator with the look and feel of the KIM-1 and a debugger to look ‘inside’
Console, with choice of colors of font and background:
KIM-1 built in ROM tape load and save:
Setup for Windows and Ubuntu and Raspberry Pi 5
Source (requires Lazarus IDE 2.x))
Bundled with Conversion 8 bit hex formats utility, to convert to/from various binary files like MOS Papertape, Intel Hex, Motorola S-record and more.
Hans Otten, 2019- 2025, Version 1.5.2
Contents
The KIM-1 simulator is written for my personal use to aid me in developing and testing software for the KIM-1. It is not meant to be a cycle exact complete KIM-1 emulation. Instead it shows as much as possible what is happening inside. So do not expect it to run the typical KIM games on the LED and Keypad.
Just for fun and a tribute, it looks and feels and functions as a real KIM-1. The debugger is what the purpose of this program is. The program is developed on Windows 10 (32 bit executable) and tested and compiled on and Ubuntu . Since the source is available, it will run anywhere Lazarus IDE is available.
What the KIM_1 Simulator does not do as the real KIM-1:
The KIM-1 Simulator is a KIM-1 with:
Windows
Run KIM1SIMsetup.exe or place the files KIM1SIM.EXE + KIM1Simulator.html file in a folder of choice.
For high DPI screens change the Properties of the KIM1SIM.EXE, Compatibility settings,
– Change high DPI settings,
– check high DPI scaling Override,
– scaling performed by “System(enhanced)”.
Ubuntu 20.04.3 LTS
Execute KIM1SIM from the Ubuntu folder. Works fine on a modern PC.
Note that the font used is Courier New. Install ttf cour.ttf on Linux in .home
Other platforms
If Lazarus is available then install Lazarus (Version 2 or higher) and build from source.
No extra packages are required, just a standard Lazarus.
Open the project KIM1SIM.LPI and do RUN – Build to get an executable.
This may work on MacOS. It seems not easy, Lazarus is not that stable on MacOS it seems.
After installation
Start the KIM-1 Simulator and choose Settings to
– set the default working directory. Otherwise files may appear at locations you do not want!
– select the keyboard layout in the console (Geman and US International for the moment)
Start the emulator main program and push the ‘Run’ icon. Then press the RS key on the keyboard (or type R).
After that the LEDs awake and the keyboard is operational as a KIM-1.
[0] to [F] - Sixteen keys used to define the hex code of address or data [AD] - selects the address entry mode [DA] - selects the data entry mode [+] - increments the address by +1 but does not change the entry mode [PC] - recalls the address stored in the Program Counter locations (PCH, PCL) to the display [RS] - causes a total system reset and a return to the control of the operating program [GO] - causes program execution to begin starting at the address shown on the display [ST] - terminates the execution of a program and causes a return to the control of the operating program
0-9 : key 0 - 9 a-f : key A - F A-F : key A - F + : + A : AD D : DA P,p : PC G,g : GO S,s : ST R,r : RS S,s : ST
Press the TTY switch and run/stop and you have a console terminal. The KIM-1 teletype commands now work and also programs line KB9 Basic can be used. See the Console chapter below.
The KIM-1 tape load ($1873) and save ($1800) programs are emulated.
Fill in the tape ID and optionally start and end address as documented in the KIM-1 User manual.
Start the Save at $1800 and the load at $1873 with the KIM-1 monitor.
You will be prompted for file to load or save.
Use the menu Settings to dipslay the possible settings that survive sessions.
– Set default work folder to choose a folder for all files created or used by the emulator. The settings are saved between sessions.
– Set the preferred keyboard layout (US International German,Belgium (french), others await your input, see below)
Default settings config file : “/home/(user)/.config/KIM1SIM.cfg” or C:\users\(user)\Appdata\local\KIM1SIM.cfg”
Loaded at startup, updated via the Settings menu.
The menu has Load and Save functions, you can load and save to many 8 bit binary formats as MOS papertape, Intel HEX, Motorola S record, binary and simple hex.
The 16 bit versions of Intel Hex etc are not supported.
The Define Type is a text file format suitable for inclusion in assembler source.
The layout is as follows (all in hex)
; <Start address> - <end address> <define text> $<hex data> .. where <define text> is what you fill in the Define text entry, may be empty. Example: ; 1800-1805 .byte $A9 .byte $AD .byte $8D .byte $EC .byte $17 .byte $A9
Press the TTY console switch to let the KIM simulator use a glass teletype in a console window. The standard KIM user interface is shown, see the manual how to use.
Note: set the PC keyboard to CAPS Lock, only uppercase is used in the KIM monitor.
Note the menu options to record a session, (Load Text to Console) or play (Save text from Console, followed by Stop saving text ) a text file in the console.
This is in fact the same functionality as a teletype with high speed papertape punch or reader. You can use this to load and save Basic programs as ASCII text files. Or use the KIM-1 tape routines built in KB9 Basic!
The console is an emulation video terminal (ANSI color, subset) connected to an ACIA (a Motorola 6850) in the KIM-1. The KIM Monitor is patched to send or receive via the ACIA and is transparant to the user of the KIM-1 I/O routines (even the quirlks like flags and returned register values!)
Keyboard input, when the console window has focus, is sent to the serial input of the ACIA. No local echo. The KIM-1 monitor only accepts uppercase (hint: Caps lock!), user programs are free to use upper or lowercase.
Characters sent tot to ACIA output are received by the console window and handled as a VT100 would do, a subset of the ANSI/VT100 is implemented.
All keys of the PC are usable, SHIFT works. Note the translation of codes from the PC keyboard to ASCII characters is for the keybaord choosen in Settings.
Other mappings are possible by changing the routine in console.pas: procedure TFconsole.FormKeyDown
Received characters by the console are handled as follows, a subset of the ANSI set.
Single control character
$01 : CursorHome $04 : CursorRight $05 : CursorUp BS : Backspace TB : Tab LF : LineFeed FF : ClearScreen CR : CarriageReturn $13 : CursorLeft $16 : DeleteToEndofLine $18 : CursorDown DEL : Backspace ESC sequences ESC[K Clear from cursor to the end of the line ESC[0K Clear from cursor to the end of the line ESC[1K Clear from the beginning of the current line to the cursor ESC[2K Clear the whole line ESC[J Clear the screen from cursor ESC[0J Clear the screen from cursor ESC[1J Clear the screen until cursor position ESC[2J Clear the screen and move the cursor to 0-0, defined sprites are removed, loaded bitmaps are kept Insert / Delete ESC[1@ Insert a blank character position (shift line to the right) ESC[1P Delete a character position (shift line to the left) ESC[1L Insert blank line at current row (shift screen down) ESC[1M Delete the current line (shift screen up) Move cursor ESC[H Move to 0-0 ESC[f Move to 0-0 ESC[s Save the cursor position ESC[u Move cursor to previously saved position ESC[(Row);(Col)H Move to row,column ESC[(Row};(Col)f Move to row,column ESC[nA Move the cursor up n lines ESC[nB Move the cursor down n lines ESC[nC Move the cursor forward n characters ESC[nD Move the cursor backward n characters Attributes ESC[m Reset all attributes ESC[0m Reset all attributes ESC[1m bold ESC[4m underline ESC[5m italics ESC[7m Turn on reverse color ESC[27m Turn off reverse color Color attributes color FG BG FG high BG high -------------------------------------------- black ESC[30m ESC[40m ESC[90m ESC[100m red ESC[31m ESC[41m ESC[91m ESC[101m green ESC[32m ESC[42m ESC[92m ESC[102m yellow ESC[33m ESC[44m ESC[99m ESC[103m blue ESC[34m ESC[44m ESC[94m ESC[104m magenta ESC[35m ESC[45m ESC[95m ESC[105m cyan ESC[36m ESC[46m ESC[96m ESC[106m black ESC[37m ESC[47m ESC[97m ESC[107m FG = foreground BG = background High = higher intensity Note that setting colors is implemented in a limited way. Combining attributes and fore/background in one Escpe sequence is not supported If you want to use for example ESC [1;31;104m (bold, red foreground, blue background) you will have to use ESC[1m ESC[31m ESC[104m Printable character (>= $20): placed on screen where the cursor is, cursor moved to next position Wrap around at end of line, screen scroll up when bottom line is reached
Handling different keyboard layouts and platform independent development is a nightmare! The Console in Version 1 and below is built for the US International keyboard, the only type I use.
SInce then some more keybaord layoyts are added, you can select form the Settings.
This means the key code translation is fine for a-z, A_Z, 0-9, with NumLock also for the numeric keyboard, backspace, delete and othr control characters. Fine for the KIM-1 monitor.
The key code translation is now not optimal for keyboards with other layouts, characters like []{}\|;:'”,<.>/?!@#$%~^&*()_+ are possibly mapped wrong.
This can be fixed in a newer version by letting the user select a keyboard layout. But I do not have all those keyboards and the information on the internet is confusing.
So I built a test program to let you help me: Testkeydown. Fill in the type of your keyboard, press at least the []{}\|;:'”,<.>/?!@#$%~^&*()_+ keys, et Num Lock and press the numeric keyboard.
Save to the file keydowntestfile.txt and sent it to me at h.otten (fill in here at sign) hansotten.nl so that I can add your variant to the Simulator.
From the menu Simulator choose Debugger to show the debug window. This windows has step/single step/run buttons, shows the registers and flags, zeropage, memory and the stack. The Trace logfile facility may store a trace of what happened.The disassembler part shows a disassembly.
Several refresh buttons let you update the current state of the machine.
First set the PC to the first instruction of the program to test.
From the Search Memory you can Search with hex 1,2 or 3 bytes in memory (leave unwanted fields blank), Fill memory and Copy/Move memory.
With a fill byte you can replace the moved bytes, leave the field empty to leave the original value.
The disassembler shows locations/labels in hex format. If the assembler symbol table is available (TASM can produce that as blank delimited list) you can load it and do some symbolic disassembly.
Load and show the symbol table from the menu “Symbol table”. Supported symbol table formats: TASM 32 bit and CA65 (part of CC65 suite).
From the menu Simulator choose RRIOT to show a windows with the current RRIOT status or you can enter new values for the various registers.
Press Refresh to update to the current state, it is not updated realtime.
The 6530-002, responsible for the KIM-1 hardware, is decoded to the relevant in/output bits.
Note that the simulator does not perform the KIM-1 LED/key functions this way. Code for output to the LED displays is currently present but commented out in the source.
Timing limiting is essential for this to work, the simulation now runs as fast as the host CPU can deliver.
Available from the ‘watches and breaks’ form or from the Window menu
This facility keeps track (once activated with the Profiling Check box) how much an instruction is executed,
Independent of the debugger, always available.
Use the Refresh button to see the current state, not automatically updated so it is no a high performance hit.
Any opcode, from o to 255, is counted. The display shows the maximum 65C02 instruction set.
You can save the profiler data to a CSV file, with instruction mnemonic and number of times executed per line.
Invalid instructions are marked as ‘Unknown’.
Focal V3D, an interpreter modeled after the DEC PDP-8 Focal interpreter runs on the KIM-1 and on the Simulator.
This program uses a trick to suppress the echoing of charaters typed on the KIM-1 TTY hardware. And another trick to get a hash/random number.
After loading both zeropage and program code, start at $2000. But first go to sSettings and choose Focal Break testing.
Only when running Focal! Set to Normal break testing for e.g. MS Basic. This setting is not saved, and resetting the emulator makes the setting to Normal.
In the Setup archive a folder with TTY programs are collected. Note that manuals etc are on the Retro website.
kb9.bin load 2000 start $4065 Microsoft KIM-1 Basic 9 digits (upercase only, set 00F1 to 0)
kb6.bin load 2000 start $3D50 Microsoft KIM-1 Basic 6 digits (upercase only, ROR instruction patched + CLD)
kb9V2.bin load 2000 start $3F8E Microsoft KIM-1 Basic 9 digits (upercase only, ROR instruction patched + CLD)
kimGFX.BIN load 2000 start 2000 Demo for K1008 video display Dave Plummer
kimGFX1.BIN load 2000 start 2000 Demo for K1008 video display Dave Plummer
kim1sim6502test.ihex start 2000 65(C)02 opcode test (lower case y/n)
Focal folder
Set in Settings Focal3D break setting
focalzp.bin load $0000
focalm.bin load $2000 start 2000
Printing disassembler
PRDISV3.PAP start B000
Note that the font used is Courier New. Install ttf cour.ttf on Linux in .home/pi/.fonts to prevent substitution with artefacts
If and when the ACIA routines and other routines in the KIM1SIM ROM are altered you need to rebuild the KIM1SIMrom.inc file.
Subfolder ‘romtoconst’ contains the binary of the original KIM ROMS (6530-002.bin, 6530-003.bin) and the additional ROM binary with ACIA routines (kimsimrom.bin).
The .inc files for the compilation of the KIM1SIM, to be placed in the main folder, are created with the program creatINC.exe, a console application (source included here).
Copy the the tree .inc files to the main folder and compile the KIM1SIM program again.
D:\myfiles\development\kim-1 simulator\romtoconst\creatINC.exe kimrom002 include file created kimrom003 include file created kimsimrom include file created
Here you find assembler sources of various tests. Assemble with TASM, included in the folder. See TASM.HTML for information.
It is convenient to compile from an editor like Notepad++, plugin NPPEXEC
with command to create intel hex file
"D:\myfiles\development\kim-1 simulator\KIM-1 assembler sources\tasm" -65 -x3 -g0 -s $(FILE_NAME) $(NAME_PART).ihex $(NAME_PART).lst -s $(NAME_PART).sym
"D:\myfiles\development\kim-1 simulator\KIM-1 assembler sources\tasm" -65 -x3 -g3 -s $(FILE_NAME) $(NAME_PART).bin $(NAME_PART).lst -s $(NAME_PART).sym
The MTU Visible Memory is a memory mapped video display made by MTU.
See the K-1008 Manual how it works.
Enabling it will display a form on which the video memory is shown (according the packing of the pixels in bytes, see the manual).
Use the Settings from to enable or disable (default) the K-1008. The base address in memory can be set to what the original board allowed with jumpers.
The K-1008 display can be resized from 1x to 3x. Larger means a slower display, not much effort has been put in making it display fast.
A fourth option is to choose for a correct aspect ratio.
Note that the pixel only appears on screen when the corresponding memory location is written to by the CPU. Use Refresh in the Debugger to force the display.
Using MS Basic: the interpreter will detect the video memory as normal memory. No harm done, MS Basic does not support the K-1008. The memory test of MS Basic is visible on the K-1008 display!
There are several ways an image can be loaded to the K-1008 video display:
How to make a C Header image file with threshold
Make a C Header image file with dithered images
Note there is a command line program in the folder K-1008 load C Header , called LoadK1008 that converts a C header image file to a K-1008 formatted binary.
D:\k1008\LoadK1008.exe h LoadK1008 is a program to convert a 320x200 C header file from GIMP to MTU Visable memory K-1008 image LoadK1008 <C header filename> <K-1008 binary filename>
Prepare the C header file in GIMP as follows:
Also there are examples of C header and binary K-1008 formatted files.
The folder K-1008 load C Header contains the Freepascal source and original JPG files.
Load in Settings the Apple 1 monitor (wozmon) into the free space of the KIM-1 tape ROM.
Start at $1AA0, back to KIM-1 monitor with ‘X’ command.
V1.2x retracted
Can run the KIM-5 Resident Assembler loaded at E000-F7FF
Screenshot of 1.3.3 with ‘correct’ aspect ratio.
A game by Robert Leedom, published in 6502 user notes #13, 1979. Typed in by Dominic Bumbaco so we can play it!
Paper tape and hex dump of the program
Original article
A Colossal Cave Adventure on a standard KIM-1? Bob Leedom did that in 1979.
See here for instructions, the program, the sources.
Thanks to Dave Williams, Bob Leedom, Dominic Bumbaca. Mark Bush
A Colossal Cave Adventure on a KIM-1? Yes, within the limits of the seven segments LED, and the 1K RAM?
The late-70s labor of love by Bob Leedom to create a mini (nano?) version of Colossal Cave Adventure is not lost.
Like Micro-Chess, amazing what can be done with the unexpanded KIM-1!
The original document with (assembled by hand!) source from Bob Leedom has been OCR’ed and converted into loadable tape and papertape files by Dominic Bumbaca and also by Mark Bush.
Dominic also made a recording on Youtube of him playing the game.
Here I present what I have now on this game:
(with thanks to Bob Leedom, Dave Wiliams, Dominic Bumbaca, Mark Bush and Nils)
– PDF with instructions, source code and map (from archive.org)
– Game instructions in PDF
– Papertape files by Dominic Bumbaca
– tape recording by Dominic Bumbaca
– HEX dumps of program Dominic Bumbaca
– Youtube recording by Dominic Bumbaca
– Local copy the Mark Bush Github repository
– Papertape files by Mark Bush
– Intel hex files by Mark Bush
– Assembler sources files by Mark Bush
– Corrected hexpawn100 papertape thanks to Nils
Notes by Mark Bush (see his repository here)
KIM-Venture
KIM-Venture is an adventure game based on Colossal Cave written for the KIM-1. The program and its documentation are Copyright © Robert Leedom and we make no claims to any of this material. I (Mark Bush) have gathered everything together here for posterity.
Installing and Running
Included here are both paper tape and HEX format files. The HEX files can be used on a KIM-1 clone from [Corsham Tech](https://www.corshamtech.com), especially if you have their SD card system.
Load the `Venture-ZeroPage`, `Venture-Game`, and `Venture-Extra` files in any order.
Start the game by going to address `$0100` and pressing `GO`.
When you are finished, load `Venture-Scoring` and run from `$0100` to see how you did.
Note that the scoring program overwrites some page zero locations. If you want to be able to go back to your game after seeing your score, then you will need to save page zero first, then run the scoring program, then load your saved file and also `Venture-Game` again and restart at `$0100`.
The original tape IDs of these files are:
ID | File
—|—–
A1 | Venture-ZeroPage
A2 | Venture-Game
A3 | Venture-Extra
06 | Venture-Scoring
Note for KIM-1 clone users
If you are using the KIM-1 clone, then you will not be able to load the `Venture-Game` or `Venture-Scoring` as HEX files from the SD card system completely because the extended monitor uses the stack. Load them from the paper tape files instead.
Saving a Game
You can save the state of your game by saving a copy of zero page (from `$00` to `$EE`) and making a note of the contents of location `$03BD`.
Return to the game by loading your saved file instead of the original zero page data when you load the program and setting the contents of `$03BD` to the value you noted.
For the full version mentioned below (in an expanded KIM-1), record and restore the contents of `$04BD` instead of `$03BD`.
Instructions
Included here are:
* The Instructions] for playing the game.
* The Game Manual containing information about how to load and run the game
Source Code
The `source` directory contains the original source code for the game with all original comments and formatting preserved. There is one change from the original, though. In `Game.asm` in the Main Move Loop, the original code used absolute addressing for the `INC NMBUTS` statement. [My assembler](https://github.com/markbush/6502-assembler) uses zero page addressing when possible which would make this a 2-byte instruction instead of 3-byte, so I have added a `NOP` to preserve addresses in the output.
The following files contain the source code:
File | Content ----- | --------- ZeroPage.asm | data to be loaded into zero page Light.asm | The LIGHT subroutine which compiles into the start of zero page Game.asm | The actual game which loads into pages 1, 2, and 3 Extra.asm | Some support subroutines which load into the 6530 RAM Scoring.asm | The scoring program
These source files (except `ZeroPage.asm`) are location agnostic.
This allows them to be recompiled into alternate addresses.
The above code can be compiled using the following files:
File | Content ----- |--------- Venture-ZeroPage.asm | Combines LIGHT with the zero page data Venture-Game.asm | Creates the actual game Venture-Extra.asm | Creates the file loaded into 6530 RAM Venture-Scoring.asm | Creates the scoring program Venture-Full.asm | Creates a combined program for a KIM with extended memory (or the KIM-1 clone)
These files are necessary as the individual source files refer to locations and subroutines located in the other parts. They can only be assembled together. Each of the above files contains a directive causing only the relevant part to be output, enabling the separate program files to be created.
For the `Venture-Full` version, the game starts at `$0200` instead of `$0100` and avoids using any locations in page 1 (the 6502 stack). You can stop the program to view your score at any time. Press `ST` to stop the program and change to address `$0600` and `GO`. Press `ST` again and rejoin the game from `$0200`.
The `Venture-Full` file does not include the zero page data so that must be loaded separately and will update the location of the message table in POINTR when run. This is partly to avoid trying to load data through stack locations (which could mess up the loading process) and also to make it easier to keep copies of the zero page data in order to save the state of a game.
Saved copies of zero page from the original multi-part program can correctly be used by this full version (because it updates the location of the messages), but if you wish to use a copy of zero page from the full program with the original, then you will need to change the contents of location `$4B` to be `$03` after loading.
**NOTE**: The `Venture-Full` version is a work in progress – try it at your own risk!!
KIM Kenner 18 1981 Hans Otten, Translated by Hans Otten 2021
A program to duplicate a KIM-1 cassette tape with multiple files on it. Command driven. Requires enough memory above $2000 to hold the largest file on tape (32K for example)
Version 1.1 added the Check tape command.
Binary V1.1 can be downloaded here.
Requires two cassette recorders controlled via the Remote control, see below for the Micro Ade description of control via KIM PIA PB2 and PB3.
Source in Micro Ade format, , also downloadable here.
************************************ TAPE COPYING PROGRAM ; HJC OTTEN JULY 1981 V1.0 JULY 1982 V1.1 ; BASED ON SUPERDUPE FROM THE FIRST BOOK OF KIM AND THE MICRO ADE CASSETTE ROUTINES ; COPY WILL REPRODUCE A TAPE COMPLETELY AUTOMATIC WHEN READ AND WRITE RECORDERS ARE CONNECTED WITH THE MOTOR CONTROLS OF MICRO ADE ; DURING READ OPERATIONS IT IS POSSIBLE TO STOP THE COPYING BY MAKING PA7 OF PIA 1700 HIGH REMOVE THIS BIT TESTS IF NOT AVAILABLE AT O249, 02D6 AND 02E9 OR CHANGE FOR KIM TTY BREAK THE PIA LOCATION TO 1740 AND THE BRANCH FOLLOWING TO BMI ; INSERT REWINDED READ AND WRITE CASSETTES AND START AT 0200 ; FIRST THE WRITE CASSETTE IS RUN PAST THE LEADER THEN A FILE IS READ , IF FOUND THE ID AND STARTADDRESS ARE DISPLAYED . NEXT THE FILE IS WRITTEN. IF READY THE DISPLAY LINE LOOKS LIKE ID= 01 START= $3600 COPY ! THE DATA FROM THE FILE IS STORED IN A BUFFER AT $2000 WHERE ENOUGH RAM MUST BE AVAILABLE ; THIS PROGRAM CAN EASILY BE MODIFIED TO A CHECKING AND DIRECTORY OF ALL FILES ON A TAPE BY REPLACING THE JUMP 02D0 4C 2A 02 JMP CREAD THAT SKIPS THE WRITING OF A FILE ; ******************************************************* ; COPY ORG $2000 ; ; DEFINES : ; BUFFER * $2300 ; SYNC * $16 ; SYNCHRONISATION CHARACTER EOD * $2F ; END OF DATA EOF * $04 ; END OF FILE SOD * $2A ; START OF DATA FF * $0C ; FORM FEED ; ; ZERO PAGE USE HELPL * $00DD ; HELPH * $00DE ; CHKCOP * $00DF ; CHECK OR COPY FLAG ; RPTRL * $00E0 ; READ POINTER IN BUFFER RPTRH * $00E1 ; WPTRL * $00E2 ; WRITE POINTER IN BUFFER WPTRH * $00E3 ; STRPTL * $00ED ; POINTER IN PRINT STRING STRPTH * $00EE ; CC * $00F1 ; COUNT FIELDS IN WRITE COUNT * $00F2 ; CHKSUM * $00F6 ; CHECKSUM CHKHI * $00F7 ; GANG * $00F5 ; USED BY WRITE ID * $00F9 ; ID OF FILE STADRL * $00FA ; STARTADDRESS OF FILE STADRH * $00FB ; STARTA * $00FC ; CONSTANT FOR INDEXED WRITE TRIB * $00FE ; USED BY WRITE ; ; PIA LOCATIES ; PAD * $1700 ; BREAKKEY IN BIT 7 PBD * $1702 ; PB2 = READ, PB3 = WRITE MOTOR CONTROL PBDD * $1703 ; KPAD * $1740 ; LEDDISPLAY KPADD * $1741 ; KPBD * $1742 ; CASSETTE I/O KPBDD * $1743 ; TIMERT * $1744 ; TIMER TIMER * $1747 ; ; ; KIM MONITOR ROUTINES ; RDBIT * $1A41 ; READ BIT FROM TAPE RDBTK * $19F3 ; READ BYTE FROM TAPE RDCHTK * $1A24 ; READ CHARACTER FROM TAPE (2 BYTE) PACKT * $1A00 ; PACK ASCII TO HEX CHK * $1F91 ; COMPUTE CHECKSUM IN F6,F7 CHKT * $194C ; COMPUTE CHECKSUM IN 17E7,E8 INIT * $1E8C ; INIT KIM PIA'S SPACE * $1E9E ; PRINT SPACE ON TTY OUTCH * $1EA0 ; PRINT ACCU ON TTY PRTBYT * $1E3B ; PRINT ACCU AS TWO HEX CHARACTERS ON TTY CRLF * $1E2F ; PRINT CR + LF ON TTY MNITOR * $1C00 ; KIM MONITOR ENTRY POINT ; ******************************************************* ; MAIN FLOW OF PROGRAM : ; PROGRAM COPY ; INITCOPY REPEAT READ FILE TO BUFFER WRITE BUFFER TO FILE UNTIL FOREVER ; END ; ******************************************************* ; PROCEDURES : ; START CLD ; PROCEDURE INITCOPY LDAIM $0C ; INIT CASSETTE MOTOR CONTROL STA PBDD ; LDAIM $FF ; STA PBD ; LDAIM FF ; CLEARSCREEN JSR OUTCH ; LDXIM $FF ; NEX DEX ; BNE NEX ; LDXIM HELLOM ; PRINTSTRING ('TAPE COPY') LDYIM HELLOM / JSR PRTSTR ; LDXIM ANDMSG ; LDYIM ANDMSG / JSR PRTSTR ; LDXIM CHKMSG ; LDYIM CHKMSG / JSR PRTSTR ; LDXIM VRSMSG ; LDYIM VRSMSG / JSR PRTSTR ; JSR CRLF ; JSR CRLF ; LDXIM CHKMSG ; PRINT ('CHECK OR COPY) LDYIM CHKMSG / JSR PRTSTR ; LDXIM ONLMSG ; LDYIM ONLMSG / JSR PRTSTR ; LDAIM $00 ; CHKCOP FLAG = COPY STA CHKCOP ; JSR GETCH ; WAIT FOR ANSWER PHA ; JSR OUTCH ; ECHO CHARACTER JSR CRLF ; PLA ; CMPIM 'Y ; BNE NOCHK ; IF CHAR <> Y THEN COPY LDAIM $FF ; STA CHKCOP ; LDXIM CHKMSG ; PRINT CHECK LDYIM CHKMSG / JSR PRTSTR ; JMP CREAD ; NOCHK LDXIM COPYMS ; LDYIM COPYMS / JSR PRTSTR ; PRINT COPY LDAIM $F7 ; TURN WRITE CASSETTE MOTOR ON STA PBD ; LDXIM $10 ; DELAY (LEADERCASSETTE) JSR DELAY ; LDAIM $FF ; TURN WRITE CASSETTE MOTOR OFF STA PBD ; END INITCOPY CREAD LDAIM BUFFER / PROCEDURE READ FILE TO BUFFER STA RPTRH ; READPTR := BUFFERSTART STA WPTRH ; WRITEPTR := BUFFERSTART LDAIM $00 ; CHECKSUM := 0 STA CHKSUM ; STA CHKHI ; LDAIM BUFFER ; STA RPTRL ; STA WPTRL ; LDAIM $FB ; TURN READ CASSETTEMOTOR ON STA PBD ; LDAIM $13 ; INIT CASSETTE I/O STA KPBD ; LDAIM $7F ; INIT LEDDISPLAY STA KPADD ; SYN BIT PAD ; REPEAT BPL GOON ; WHILE NOT BYTE = SYNC DO JMP MONRET ; READ(BYTE) GOON JSR RDBIT ; IF BREAK EXIT TO MONITOR LSR ID ; ENDWHILE ORA ID ; READ(BYTE) STA ID ; UNTIL BYTE = START OF DATA STA KPAD ; TST CMPIM $16 ; BNE SYN ; JSR RDCHT ; STA KPAD ; CMPIM $2A ; BNE TST ; JSR RDBYT ; STA ID ; ID := READ(BYTE) LDXIM $FE ; STARTADDRESS := READ(ADDRESS) ADDR JSR RDBYT ; STAZX STARTA ; JSR CHK ; INX ; BMI ADDR ; ; BYTE LDXIM $02 ; WHILE NOT BYTE = END OF DATA DO DUBL JSR RDCHT ; BUFFER(RPOINTER) := READ(CHARACTER) CMPIM EOD ; CHECKSUM := CHECKSUM + CHARACTER BEQ WIND ; RPOINTER := RPOINTER + 1 JSR PACKT ; ENDWHILE BNE ELNK ; DEX ; BNE DUBL ; STAIX RPTRL ; JSR CHK ; INC RPTRL ; BNE OVER ; INC RPTRH ; OVER BNE BYTE ; WIND JSR RDBYT ; RCHECKSUM := READ(CHECKSUM) CMP CHKHI ; BNE ELNK ; JSR RDBYT ; CMP CHKSUM ; PHP ; LDAIM $FF ; TURN READ CASSETTE MOTOR OFF STA PBD ; PLP ; IF RCHECKSUM <> CHECKSUM GREAD FILE TO BUFFER BNE ELNK ; JSR CRLF ; PRINTSTRING ('ID=') LDXIM IDMES ; PRINT (ID) LDYIM IDMES / JSR PRTSTR ; LDA ID ; JSR PRTBYT ; LDXIM STMES ; PRINTSTRING (' START=') LDYIM STMES / JSR PRTSTR ; PRINT (STARTADDRESS) LDA STADRH ; JSR PRTBYT ; LDA STADRL ; JSR PRTBYT ; LDXIM ENMSG ; PRINT ('END = ') LDYIM ENMSG / JSR PRTSTR ; SEC ; LDA RPTRL ; HELP := READPOINTER - BEGINBUFFER SBCIM BUFFER ; STA HELPL ; LDA RPTRH ; SBCIM BUFFER / STA HELPH ; CLC ; HELP := HELP + STARTADDRESS LDA HELPL ; ADC STADRL ; STA HELPL ; LDA HELPH ; ADC STADRH ; JSR PRTBYT ; LDA HELPL ; JSR PRTBYT ; LDA CHKCOP ; BNE ELNK ; IF CHECKCOPY FLAG <> THEN CHECK ONLY JMP CWRITE ; ELNK JMP CREAD ; END READ FILE TO BUFFER ; ; SUBROUTINE READBYTE ; RDBYT BIT PAD ; PROCEDURE READ(BYTE) BMI MONRET ; IF BREAKKEY THEN EXIT TO MONITOR ; JMP RDBTK ; ENDIF MONRET LDAIM $FF ; READ BYTE FROM CASSETTE STA PBD ; END READ BYTE JSR INIT ; JMP MNITOR ; RDCHT BIT PAD ; PROCEDURE READ(CHARACTER) BMI MONRET ; IF BREAKKEY THEN EXIT TO MONITOR JMP RDCHTK ; READ CHARACTER FROM TAPE CWRITE LDAIM $F7 ; PROCEDURE WRITE BUFFER TO FILE STA PBD ; TURN WRITE CASSETTE MOTOR ON LDXIM $08 ; JSR DELAY ; DELAY (FILEGAP) LDAIM $27 ; INIT WRITE CASSETTE I/O STA GANG ; LDAIM $BF ; STA KPBDD ; LDXIM $FF ; COUNT := 255 LDAIM SYNC ; WHILE COUNT > 0 DO JSR NWRITE ; WRITE(SYNCHRONIZATION CHARACTER) LDAIM SOD ; COUNT := COUNT - 1 JSR OUTCHT ; ENDWHILE LDA ID ; WRITE (START OF DATA ) JSR OUTBT ; WRITE (ID) LDA STADRL ; WRITE (STARTADDRESS) JSR OUTBT ; LDA STADRH ; JSR OUTBT ; DATA LDYIM $00 ; WHILE WPOINTER < RPOINTER DO LDAIY WPTRL ; WRITE (BUFFER(WPOINTER)0) JSR OUTBT ; WPOINTER := WPOINTER + 1 INC WPTRL ; ENDWHILE BNE SAMP ; INC WPTRH ; SAMP LDA WPTRL ; CMP RPTRL ; LDA WPTRH ; SBC RPTRH ; BCC DATA ; LDAIM EOD ; WRITE (END OF DATA ) JSR OUTCHT ; LDA CHKHI ; WRITE (CHECKSUM) JSR OUTBT ; LDA CHKSUM ; JSR OUTBT ; LDXIM $02 ; LDAIM $04 ; WRITE (END OF FILE) JSR NWRITE ; LDAIM $FF ; TURN WRITE CASSETTE MOTOR OFF STA PBD ; JSR INIT ; LDXIM COPYMS ; PRINT ('COPY !') LDYIM COPYMS / JSR PRTSTR ; LDAIM '! ; JSR OUTCH ; JMP CREAD ; END WRITE BUFFER TO FILE ; ; SUBROUTINE NWRITE ; NWRITE STX CC ; PROCEDURE NWRITE (N,CHARACTER) HICA PHA ; WHILE N > 0 DO JSR OUTCHT ; WRITE (CHARACTER) PLA ; N := N - 1 DEC CC ; ENDWHILE BNE HICA ; END NWRITE RTS ; ; ; SUBROUTINE OUTBTC ; OUTBTC JSR CHKT ; PROCEDURE WRITE(BYTE) AS TWO ASCII OUTBT PHA ; LSRA ; CHECKSUM := CHECKSUM + BYTE LSRA ; CONVERT LEFT NIBBLE OF BYTE TO ASCII LSRA ; WRITE(ASCII) LSRA ; CONVERT RIGHT NIBBLE OF BYTE TO ASCII JSR HEXT ; WRITE(ASCII) PLA ; END WRITE BYTE HEXT ANDIM $0F ; CMPIM $0A ; CLC ; BMI HEXAT ; ADCIM $07 ; HEXAT ADCIM $30 ; OUTCHT LDYIM $08 ; PROCEDURE WRITE (BYTE) STY COUNT ; COUNT :=8 TRY LDYIM $02 ; WHILE COUNT > 0 DO STY TRIB ; SEND 3 PULSES 3700 HZ ZON LDXAY NPUL ; IF MSB BYTE = 1 THEN PHA ; SEND 3 PULSES 3700 HZ ZONA BIT TIMER ; ELSE BPL ZONA ; SEND 2 PULSES 2400 HZ LDAAY TIMG ; STA TIMERT ; ENDIF LDA GANG ; SEND 2 PULSES 2400 HZ EORIM $80 ; SHIFT BYTE LEFT STA KPBD ; ENDWHILE STA GANG ; END WRITE BYTE DEX ; BNE ZONA ; PLA ; DEC TRIB ; BEQ SETZ ; BMI ROUT ; LSRA ; BCC ZON ; SETZ LDYIM $00 ; BEQ ZON ; ROUT DEC COUNT ; BNE TRY ; RTS ; ; ; TIMING TABLE ; NPUL = $02 ; NUMBER OF 2400 HZ PULSES TIMG = $C3 ; TIMER COUNT = $03 ; NUMBER OF 3700 PULSES = $7E ; TIMER COUNT ; ; DELAY ROUTINE ; DELAY LDYIM $FF ; PROCEDURE DELAY (NR) YLOOP LDAIM $FF ; DELAY TIME * NR ALOOP SEC ; END DELAY SBCIM $01 ; BNE ALOOP ; DEY ; BNE YLOOP ; DEX ; BNE DELAY ; RTS ; ; ; SUBROUTINE PRINT STRING ; PRTSTR STX STRPTL ; PROCEDURE PRINTSTRING(STRINGPTR) STY STRPTH ; PNEXT LDYIM $00 ; WHILE NOT END OF STRING DO LDAIY STRPTL ; PRINT (MEMORY(STRINGPTR) PHA ; STRINGPTR := STRINGPTR + 1 JSR OUTCH ; ENDWHILE PLA ; BMI LAST ; INC STRPTL ; BNE NEXTS ; INC STRPTH ; NEXTS JMP PNEXT ; LAST RTS ; ; ; SUBROUTINE GET CHARACTER ; GETCH BIT PAD ; PROCEDURE GETCHARACTER ( CHAR ) BPL GETCH ; WAIT FOR STROBE GWAIT BIT PAD ; WAIT FOR END OF STROBE BMI GWAIT ; LDA PAD ; GET CHARACTER RTS ; END GETCHARACTER ; ; STRING DATA ; IDMES = 'I = 'D = '= = $A0 ; STMES = ' = 'S = 'T = '= = $A0 ; ENMSG = ' = 'E = 'N = '= = $A0 ; HELLOM = 'T = 'A = 'P = 'E COPYMS = ' = 'C = 'O = 'P = 'Y = $A0 ; ; CHKMSG = 'C = 'H = 'E = 'C = 'K = $A0 ONLMSG = 'O = 'N = 'L = 'Y = ' = '? = $A0 VRSMSG = 'V = '1 = '. = '1 = $A0 ; ANDMSG = 'A = 'N = 'D ; = $A0
Original articles KIM Kenner 13 1980, 6502 Kenner 19 1981: Hans Otten PGJ de Beer Trasnlated Hans Otten 2021
In two articles a routine to send a character via serial to a printer (or any serial device) and interface this routine to Micro Ade.
The second version allows for handshake signal CTS.
Baudrate may vary from 300 to 9600 baud. Only one or two (handshake) PIA bits are nevcessary, the serial signal is composed with bit banging.
A simple hardware connection to RS232 in two variants: RS232C signal level compliant or a very simple resistor (sufficient for short distances and most printers).
Source in Micro Ade format.
First source with choice of baudrate, second fixed baudrate 4800 baud and CTS handshake.
Also a routine to read a character form a parallel keyboard connected to PIA A with strobe bit in bit 7.
KIM Kenner 19 Patches op Basic Hans Otten, translated by Hans Otten, 20211
May 1981 Byte Magzine had an article in System Notes, Faster Basic for Ohio Scientific.
The article described how the first batch of the 6502 had a faulty ROR instruction, so the programmers of Microsoft Basic had to work around this missing instruction with a slower replacement, (Note 2021: this is well explained in the Pagetable MS Basic articles) and how to patch this to really use the ROR instruction and speed up things.
A letter to the editor in a later Byte (September 1981?) showed the patches required for the KB9 KIM-1 version.
Location $37DE to $3801 and $38D2 to $3903 are now unused.
This patch may speed up KB9 quite a bit for number crunching.