Compucolor.org – Virtual Media

Listing of file='READI.SRC;01' on disk='vmedia/chip_9-sector.ccvf'



			 DISK READER


			COPYRIGHT 1981


			JAMES L HELMS
			1121  WARBLER
			KERRVILLE, TX
			    78028



I.	BACKGROUND


	WHEN WAS THE LAST TIME YOU DELETED A PROGRAM FROM A
DISK ONLY TO HAVE A READ ERROR POP UP HALFWAY THROUGH THE
PROCESS?  OR A GLITCH COMES OVER THE AC POWER LINE AND DESTROYS
YOUR COMP-U-WRITER FILES?


	IF YOU ARE LIKE MOST OF US, YOU DIDN'T HAVE TOO MANY
OPTIONS LEFT OPEN ONCE THIS HAPPENED.  WELL, THE "DISK READER"
WON'T SOLVE ALL OF YOUR PROBLEMS, BUT IT CAN HELP TO RETRIEVE
SOME OF THAT LOST DATA.


	THE DISK READER WILL:


1>	READ A DISK, 2 BLOCKS AT A TIME, AND DISPLAY THE
	CONTENTS ON THE SCREEN.

2>	PROVIDE YOU WITH OPTIONS OF SAVING ALL OR PART OF THE
	SCREEN DISPLAY TO A SOURCE FILE (.SRC).




II.	HOW TO USE THE PROGRAM


	THE "READSK" PROGRAM IS OPERATED BY ENTERING FCS AND
TYPING "RUN READSK"  (WITHOUT THE QUOTES).


	ONCE THE PROGRAM IS LOADED, THE FOLLOWING MESSAGE WILL
BE DISPLAYED ON THE SCREEN:



		  DISK READER  V1.0



		  COPYRIGHT 1981 BY:

		    JAMES L HELMS
		    1121  WARBLER
		    KERRVILLE, TX
			78028





FILE NAME >			[--------]

ENTER START BLOCK NUMBER	[----]



	AT THIS POINT, INSURE THE DISK TO BE READ IS IN THE
DEFAULT DRIVE.  THE DESTINATION DISK FOR SAVING THE DISK
CONTENTS MAY BE IN EITHER DRIVE.


	ENTER A FILE NAME, WITH DESTINATION DRIVE IF DESIRED,
THAT YOU WISH THE CONTENTS OF THE DISK TO BE SAVED INTO.  SOME
EXAMPLES:

	1:ABCDEF
	0:TEST
	QRSTUV


	AFTER THE PROGRAM OPENS THE FILE, IT WILL ASK FOR THE
STARTING BLOCK NUMBER THAT YOU WISH TO START READING THE DISK
FROM.  THIS ENTRY IS ENTERED IN HEX FORMAT, THE SAME AS PRE-
SENTED IN A DIRECTORY LISTING, AND MUST BE AN EVEN BLOCK
NUMBER  (IE, 0, 2, 4, 6, 8, A, C, E).


	THE PROGRAM WILL NOW READ THE DISK IN TWO (2) BLOCK
INCREMENTS, AND DISPLAY THE RESULTS AS FOLLOWS:


	THE TOP FOUR LINES WILL LOOK A LITTLE WIERD A LOT OF
TIMES, AS THE BYTE FOUND ON THE DISK WILL BE DISPLAYED HERE,
REGARDLESS OF WHAT ITS ASCII VALUE IS.  THIS WILL THEN BE
FOLLOWED BY 1 BLANK LINE.



	THE NEXT 16 LINES WILL BE PRESENTED IN YELLOW, AND WILL
REPRESENT THE HEX VALUES OF EACH BYTE OR CHARACTER DISPLAYED
ABOVE.  THIS WILL THEN BE FOLLOWED BY TWO BLANK LINES.


	THE NEXT FOUR LINES WILL BE PRINTED IN ENGLISH IF
POSSIBLE, USING ASCII VALUES FROM 32 TO 127.  CHARACTERS THAT
FALL OUTSIDE OF THIS RANGE WILL NOT BE DISPLAYED.


	AT THE BOTTOM OF THE SCREEN WILL BE A QUESTION:



		SAVE, CONTINUE, OR QUIT  >



	IF YOU ENTER "Q" FOR QUIT, THE DESTINATION FILE WILL
BE CLOSED AND YOU WILL BE RETURNED TO FCS.


	IF YOU ENTER "C" FOR CONTINUE, THE NEXT TWO (2) BLOCKS
OF THE DISK WILL BE BROUGHT UP, WITHOUT SAVING ANYTHING.


	HOWEVER, IF YOU HIT "S" TO SAVE, THEN:


1>	A WHITE ON RED CURSOR WILL BE PLACED AT THE HOME
	POSITION OF THE SCREEN.

2>	THE FIRST HEX EQUIVALENT WILL BE PRINTED IN WHITE
	ON A BLUE BACKGROUND.

3>	A WHITE ON RED CURSOR WILL BE PLACED AT THE FIRST
	ENGLISH CHARACTER AT THE BOTTOM OF THE SCREEN.

4>	THE FOLLOWING MESSAGE WILL BE DISPLAYED:  (EXAMPLE)


BLOCK NO:  0002		DEC: 000  FUNCTION   NULL
FILE SIZE: 0000		HEX:  00  ASSY LANG  NOP
<- 1 LEFT   -> 1 RIGHT   [ LINE START   RETURN  MARKER
<  8 LEFT    > 8 RIGHT   ] LINE END	ESCAPE  SAVE



	AN EXPLANATION OF THESE ITEMS FOLLOWS:


	BLOCK NO:	THE CURRENT BLOCK NUMBER THAT WAS
			READ FROM THE DISK.

	FILE SIZE:	THE CURRENT FILE SIZE IN BLOCKS OF
			128 BYTES OF THE FILE BEING SAVED.

	DEC:		THE DECIMAL VALUE OF THE CHARACTER
			UNDER THE CURSOR.

	HEX:		THE HEXIDECIMAL VALUE OF THE CHARACTER
			UNDER THE CURSOR.

	FUNCTION:	THE NORMAL BASIC FUNCTION OF THIS
			CHARACTER.  SAMPLES ARE TAB, HOME,
			CCI, PLOT, POKE, LIST, ETC.

	ASSY LANG:	THE MNENOMIC CODE OF THE CHARACTER
			WHEN USED TO WRITE ASSEMBLY LANGUAGE
			SOURCE FILES.

	<- 1 LEFT	USE THE GREY LEFT ARROW TO MOVE THE
			CURSOR 1 POSITION TO THE LEFT.

	-> 1 RIGHT	USE THE GREY RIGHT ARROW TO MOVE THE
			CURSOR 1 POSITION TO THE RIGHT.

	<  8 LEFT	USE THE TAN LEFT ARROW TO MOVE THE
			CURSOR 8 POSITIONS TO THE LEFT.  DO
			NOT USE THE SHIFT KEY.

	>  8 RIGHT	USE THE TAN RIGHT ARROW TO MOVE THE
			CURSOR 8 POSITIONS TO THE RIGHT.  DO
			NOT USE THE SHIFT KEY.

	[  START LINE	USE THE "[" KEY TO SHIFT THE CURSOR
			TO THE BEGINNING OF THE CURRENT LINE.

	]  END LINE	USE THE "]" KEY TO SHIFT THE CURSOR
			TO THE END OF THE CURRENT LINE.

	RETURN MARKER	USE THE "RETURN" KEY TO SET THE BLOCK
			MARKER OF THE FIRST AND LAST CHARACTER
			TO BE SAVED.  SEE INSTRUCTIONS LATER
			ON FOR DELETING OR ADDING CHARACTERS.

	ESCAPE SAVE	USE THE "ESC" KEY TO SAVE ALL MARKED
			CHARACTERS INTO THE DESTINATION FILE.



	CURSOR CONTROL:


	AS THE CURSOR IS MOVED TO A START OR STOP POINT, THE
HEX NUMBER FOR THAT CHARACTER WILL BE PRINTED IN WHITE ON
BLUE;  IE, THE WHITE ON BLUE COLOR WILL SHIFT IN ACCORDANCE
WITH THE CURSOR MOVEMENT.  THE WHITE ON RED CURSORS WILL ALSO
SHIFT LEFT AND RIGHT ACCORDING TO THE DESIRED CURSOR MOVEMENT.


	WHEN YOU HAVE PLACED THE CURSOR OVER THE FIRST CHAR-
ACTER TO SAVE INTO YOUR DESTINATION FILE, THEN HIT "RETURN".
THIS WILL CAUSE THE COLOR TO SHIFT FROM WHITE ON RED TO WHITE
ON BLUE AT THAT POSITION OF THE CURSOR.  THEN, USE THE CURSOR
CONTROL KEYS TO PLACE AN ENDING MARKER IN THE SAME MANNER.
THE TEXT ON THE TOP AND BOTTOM FOUR LINES WILL SHIFT FROM CYAN
TO WHITE ON BLUE AS THE CURSOR IS MOVED.  HIT "RETURN" AGAIN TO
SET THE ENDING MARKER WHEN THE CURSOR IS OVER THE LAST CHARA-
ACTER TO BE SAVED.  THE CURRENT CURSOR POSITIONS WILL THEN
REVERT BACK TO A WHITE ON RED COLOR SCHEME TO INDICATE YOUR
CURRENT POSITION.


	IF THERE ARE ADDITIONAL CHARACTERS YOU WISH TO SAVE
THAT ARE OUTSIDE THE WHITE ON BLUE AREA YOU HAVE MARKED, YOU
MAY SET THEM BY MOVING THE CURSOR TO THAT CHARACTER AND HITTING
"RETURN".  IT TOO WILL SHIFT TO A WHITE ON BLUE COLOR.  CON-
VERSELY, IF THERE ARE SOME CHARACTERS YOU DO NOT WANT TO SAVE,
PLACE THE CURSOR OVER THE CHARACTER AND HIT THE "DELETE CHAR"
KEY.


	AFTER YOU ARE SATISFIED OF THE CHARACTERS OR BYTES YOU
WISH TO SAVE ARE ALL MARKED, THEN HIT THE "ESCAPE" KEY.  THIS
WILL CAUSE A SHIFT IN COLOR FROM WHITE ON BLUE TO WHITE ON RED,
THE MARKED CHARACTERS WILL BE SAVED INTO THE FILE, AND THE
FOLLOWING QUESTION WILL BE DISPLAYED:


		CONTINUE OR QUIT  >


	IF YOU ENTER "C", ANOTHER 2 BLOCKS OF DATA WILL BE
BROUGHT UP FOR DISPLAY,WHILE "Q" FOR QUIT WILL CLOSE THE FILE
AND RETURN YOU TO FCS.


	AFTER YOU ARE FINISHED, YOU WILL HAVE A SOURCE FILE
(.SRC) WITH THE TEXT OR PROGRAM YOU HAVE SAVED.  IF ALL DATA
IS ENGLISH IN NATURE, THEN YOU MAY USE THE CCII SCREEN EDITOR
TO EDIT IT, MAKE CHANGES, AND SO FORTH.



BASIC FILE (PROGRAM) REQUIREMENTS:


	1.  RENAME THE FILE:
		FCS>REN XXX.SRC TO XXX.BAS

	2.  REINITIALIZE BASIC AND CLEAR OUT THE READ
	    DISK .PRG PROGRAM.  HIT ESC/W, RETURN,
	    TYPE "CLEAR", AND RETURN TO FCS.

	3.  LOAD THE FILE:
		FCS>LOA XXX.BAS 829A

	    WARNING:  DO NOT "LIST" THE FILE
	    AS IT MAY BOMB OUT AT THIS POINT.

	4.  GO TO BASIC:
		FCS>ESC/E

	5.  SAVE THE FILE:
		SAVE "XXX"

	6.  LOAD THE FILE:
		LOAD "XXX"

	7.  SAVE THE FILE:
		SAVE "XXX"


	STEPS 5 AND 6 ARE REQUIRED IN ORDER TO RESET THE END
OF PROGRAM POINTERS.  AT THIS POINT, THE PROGRAM MAY BE LISTED
(BUT CAREFULLY - OPEN THE DISK DOORS) AND EVEN EDITED.  IF TWO
OR THREE COMPLETE LISTINGS COME OUT NORMAL, THEN THE PROGRAM
IS PROBABLY ALRIGHT.


	WARNING:  IT IS IMPERATIVE THAT ALL DATA (BYTES)
	BE SAVED IF A BASIC PROGRAM IS TO BE SALVAGED.
	IF EVEN 1 BYTE IS LEFT OUT, THE LINK POINTERS
	MAY BE MESSED UP AND YOU WILL NOT END UP WITH A
	COMPLETE PROGRAM (IF ANY AT ALL).


	NOTE:	  OVERKILL, OR SAVING MORE OF THE DISK
	DATA THAN WHAT WAS ORIGINALLY IN A BASIC PROGRAM
	HAS NO EFFECT ON THE END RESULTS.  THE END OF
	A BASIC PROGRAM CAN USUALLY BE FOUND BY A SERIES
	OF ZEROS (NULL CHARACTERS) THAT WILL FOLLOW THE
	LAST STATEMENT AND WILL TERMINATE AT THE END OF
	ONE OF THE SCREEN LINES.  THIS ENTIRE LINE SHOULD
	BE SAVED, IF FOUND.


.PRG FILE (ASSEMBLY LANGUAGE PROGRAM) REQUIREMENTS:


	1.  RENAME THE FILE:
		FCS>REN XXX.SRC TO XXX.PRG

	    NOTE:  YOU MUST, AT THIS POINT, KNOW THE
	    PREVIOUS LOAD, ENDING, AND STARTING ADDRESSES
	    OF THE ORIGINAL PROGRAM.

	2.  LOAD THE FILE:
		FCS>LOA XXX.PRG  LOADADDR

	3.  SAVE THE FILE:
		FCS>SAV XXX.PRG  LOADADDR-ENDADDR,STARTADDR



	WARNING:  IT IS IMPERATIVE THAT ALL DATA (BYTES)
	BE SAVED IF A .PRG PROGRAM IS TO BE SALVAGED.
	IF EVEN 1 BYTE IS LEFT OUT, THE PROGRAM WILL BE
	MESSED UP AND YOU WILL NOT END UP WITH A COMPLETE
	PROGRAM (IF ANY AT ALL).


	NOTE:	  OVERKILL, OR SAVING MORE OF THE DISK
	DATA THAN WHAT WAS ORIGINALLY IN A .PRG PROGRAM
	HAS NO EFFECT ON THE END RESULTS.  THE END OF
	A .PRG PROGRAM CAN USUALLY BE FOUND BY A SERIES
	OF ZEROS (NULL CHARACTERS) THAT WILL FOLLOW THE
	LAST STATEMENT AND WILL TERMINATE AT THE END OF
	ONE OF THE SCREEN LINES.  THIS ENTIRE LINE SHOULD
	BE SAVED, IF FOUND.