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Supermon+64 V1.2

Supermon64 is a machine-language monitor for the Commodore 64 originally written by Jim Butterfield.

The following was taken from the instructions at jblang/supermon64.

Usage Instructions

Number Bases

Prefix Base
$ Hex
+ Decimal
& Octal
% Binary

Overview

  • g go (run)
  • j jump (subroutine)
  • l load from tape or disk
  • m memory display
  • r register display
  • s save to tape or disk
  • x exit to basic
  • a simple assembler
  • d disassembler
  • f fill memory
  • h hunt memory
  • t transfer memory
  • c compare memory
  • @ disk status/command

Number Conversion

$2000
      $2000
      +8192
      &20000
      %10000000000000

In the above example the user has asked for the numeric equivalents to hexadecimal 2000. The reply shows the value in hex $, in decimal +, in octal & and in binary %.

The user could ask for a number to be converted from any of these bases by giving the appropriate prefix.

IMPORTANT NOTE -- At any time in the following text, you may enter any number in any base and conversion will be done for you.

Example:

m +4096

Will cause a memory display from decimal address 4096. In the display, the hex address ($1000) will be shown. Similarly,

+2048 lda#%10000000

Will be converted to assemble: "a $0400 lda #$80"

If you don't give a prefix, the monitor will assume hexadecimal.

Register Display

r

   pc  sr ac xr yr sp
; 0000 01 02 03 04 05

Displays the register values saved when SUPERMON+ was entered. Values may be changed by typing over the display followed by a return character.

pc - program counter sr - status register ac, xr, yr - a, x, and y registers sp - stack pointer

Memory Display

m 200 209

>0200 4d 20 32 30 30 20 32 30: m 200 20
>0208 39 00 00 04 00 04 00 04: 9.......

Display memory from 0200 hex to 0209 hex. Display is in lines of 8, so addresses $200 to $20f are shown. If only one address is used then 12 lines (96 locations) will be shown. If no address is given display will go from the last address. Equivalent ASCII characters are shown in reverse at the right. Values are changed by typing over the display followed by a return character.

Exit to BASIC

x

Return to BASIC READY mode. When you wish to return to SUPERMON+, command "SYS 8".

Simple Assembler

a 2000 lda #+18

changes to:

a 2000 a9 12    lda #$12
a 2002  ..next instruction

In the above example the user started assembly at 2000 hex. The first instruction was load a register with immediate 18 decimal. In following lines the user need not type the "a" and address. The simple assembler prompts with the next address. To exit the assembler type a return after the the address prompt.

Previous lines may be changed by typing over the right hand part.

Disassembler

d 2000 2004

. 2000 a9 12    lda #$12
. 2002 9d 00 80 sta $8000,x

Disassembles instructions from 2000 to 2004 hex. If one address is given, 20 bytes will be disassembled. If no address, start from the last used address.

Code may be reassembled by moving the cursor back and typing over the right hand part.

Fill Memory

f 1000 1100 ff

fills the memory from 1000 hex to 1100 hex with the byte ff hex.

Go (run)

g 1000

Go to address 1000 hex and begin running code. If no address is given, the address from the pc register is used.

Jump (subroutine)

j 1000

Call address 1000 hex and begin running code. Return to the monitor.

Hunt Memory

h c000 d000 'read

Hunt thru memory from c000 hex to d000 hex for the ascii string "read" and print the address where it is found. A maximum of 32 characters may be used.

h c000 d000 20 d2 ff

Hunt memory from c000 hex to d000 hex for the sequence of bytes 20 d2 ff and print the address. A maximum of 32 bytes may be used.

File Handling

Load

l

Load any program from cassette #1.

l "ram test"

Load from cassette #1 the program named "ram test".

l "ram test",08

Load from disk (device 8) the program named "ram test". This command leaves basic pointers unchanged.

Save

s "program name",01,0800,0c80

Save to cassette #1 memory from 0800 hex up to but not including 0c80 hex and name it "program name".

s "0:program name",08,1200,1f50

Save to disk drive #0 memory from 1200 hex up to but not including 1f50 hex and name it "program name".

Transfer Memory

t 1000 1100 5000

Transfer memory in the range 1000 hex to 1100 hex and start storing it at address 5000 hex.

Compare Memory

c 1000 1100 5000

Compare memory in the range 1000 hex to 1100 hex with memory starting at address 5000 hex.

Disk Operations

@

Get disk status message

@9

Get disk unit 9 status message

@,$0

Get drive 0 directory

@,s0:temp

Scratch file 'temp' from disk

Output to Printer

Call SUPERMON+ from basic with:

open 4,4:cmd 4:sys 8

All commands will go the printer. When complete, return to basic with "x" and command:

print#4:close 4

Restarting Supermon

Supermon will load itself into the top of memory...wherever that happens to be on your machine. Be sure to note the SYS command which links SUPERMON to the Commodore. It may be used to reconnect the monitor if it is accidentally disconnected by use of the run-stop/restore keys.