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.