Programming for the IBM PC FujiNet

The IBM PC FujiNet is being developed to use several physical interfaces. While initially we will be providing an RS-232-C version, we also want to do versions that work over parallel port, as well as ISA interfaces, including the sidecar ISA on the IBM PCjr. Because it’s not desirable that specific versions of FujiNet programs would need to be written or compiled for these specific interfaces, it was decided to implement a FujiNet BIOS interface that hooks into software interrupt (INT) F5.

MOV AH,00
MOV AL,70
MOV CL,FF
INT F5

This interface is loaded into memory via the FUJINET.SYS driver placed in CONFIG.SYS. This device driver not only provides the MS-DOS interface to FujiNet’s virtual disk drives giving each drive slot its own drive letter, it also provides the INT F5 service.

DEVICE=FUJINET.SYS FUJI_BPS=9600 FUJI_PORT=2

Once the driver is loaded, commands can be sent to the FujiNet via the INT F5 trap, such as this snippet of assembler to send a RESET to the FujiNet:

MOV AH,00                ; Command type: No Payload
MOV AL,70 ; send to FUJI sub-device
MOV CL,FF ; Send Reset command ($FF)
INT F5 ; Do it. Return value is 'C' in AL
MOV AH,4C ; Select Return to DOS command
INT 21 ; Execute DOS service, Exit.

More information can be found about this programming interface, in our wiki:

https://github.com/FujiNetWIFI/fujinet-firmware/wiki/MS%E2%80%90DOS-BIOS-Specification

For ATARI users: How to create your own SpartaDOS X Cartridge + FujiNet Tools (using SIDE3 as an example.)

The following YouTube video shows how to create your own SpartaDOS X cartridge with the FujiNet tools, from scratch, using the SpartaDOS X Imager (SDXImager) tool.

For this video, I installed a fresh copy of Ubuntu Linux Desktop using default options, and added the following packages via a terminal:

sudo apt install build-essential git wine

Once everything is built, you can transfer it to the nearest FujiNet via WebDAV, by selecting Network in Files, and Connecting to the address of your FujiNet:

DAV://192.168.1.21/dav/

Links Used in the video

Ubuntu Linux: https://ubuntu.com/download/desktop

CC65 Compiler: https://github.com/cc65/cc65

MAD Assembler: https://github.com/tebe6502/Mad-Assembler

FujiNet Tools: https://github.com/FujiNetWIFI/fujinet-tools

FujiNet N: Handler: https://github.com/FujiNetWIFI/fujinet-nhandler

Altirra Emulator: https://www.virtualdub.org/altirra.html

ATARI: SpartaDOS X 4.50 ROM for Ultimate 1MB with FujiNet tools.

The FNCTOOLS-U1MB-ROM.ATR disk image on apps.irata.online, which provides a ROM of SpartaDOS X for Ultimate 1MB users, that includes the FujiNet tools, has been updated to SpartaDOS 4.50, and is available on the apps.irata.online server. The UFLASH tool is also provided on the disk.

Three versions of the ROM are provided:

  • 192K, which contains most of the tools.
  • 256K, which contains all of the tools.
  • 320K, which contains all of the tools, as well as their corresponding MAN pages.

FujiNet Virtual Printer Examples

FujiNet has a virtual printer that is exposed to the host computer. This printer simulates a variety of vintage printers, accepting the commands specific to the desired printer and rendering the result as a PDF file that you can download from the web interface and print on a modern printer.

The following example PDFs were printed from various applications, showing the type of output you can expect from FujiNet’s virtual printer. For each of these emulations, Jeff Piepmeier emulated not only the behavior of the printer, but also painstakingly recreated the character set and rendering characteristics of each printer.

ATARI 820

The Atari 820 was the first announced printer for the 400 and 800 series computers in 1979. It was based on an Eaton 7000 printer mechanism used in field logging printers, and its carriage had a 40 character width. It was very unusual in that it could also print on the horizontal axis of the paper, which limited its potential width to 28 characters. It was also designed to be the same width as the Atari 810 and 815 disk drives, allowing it to be stacked on top.

Atari 820 Drive... or is it? - Atari 8-Bit Computers - AtariAge Forums

ATARI 822

The ATARI 822 was a silent thermal printer that ATARI licensed from Trendcom, a variation of their model 100. It too had a carriage that could print 40 columns across. It required specially treated thermal paper to operate, which you can still purchase, as the type and size of paper are still used in some fax machines today.

Atari 822 Thermal Printer - Printer - Computing History

The 80 column variant of this unit, the Trendcom 200 was used as the mechanism for the Apple Silentype printer.

apple: 1980 "silentype" printer

These printers could not only print text, but they also could emit bitmapped graphics. The Atari 822 has a horizontal line resolution of 480 pixels.

ATARI 825

For the 825, ATARI licensed the Centronics 737 as their high-end printer for the 400 and 800 series computers. It had a carriage capable of printing 80 column text, and had advanced features such as multiple fonts, and the ability to handle vertical tabs, which moved the printer page upward and allowed for multi column printing. Its 80 column width also made it usable for printing program listings. (picture courtesy of AtariMania.com)

All of the dot-matrix printers shown here worked with either friction fed roll paper, or with tractor-fed paper. The FujiNet will seperate each page on the PDF, so that it can be printed on modern printers.

Because Centronics did not license the bare mechanism to ATARI, and insisted that it be sold as is, the 825 required the use of the Atari 850 interface module’s parallel port. The FujiNet implementation has no such requirement.

Atari 400 800 XL XE catalog - Atari - 1981 - English

ATARI 1020

The Atari 1020 was a very small pen plotter licensed from Alps Microelectronics. Its pen holder could select between four colored pens, and the firmware on the printer could accept both text (which it would render caligraphically, and the graphics commands to move the pen across the paper to draw lines and shapes.

Atari 1020 - Wikipedia

The 1020 emulation is unique in that it renders directly to SVG.

ATARI 1025

For the 1025, Atari licensed the Oki Microline 80. It was intended to replace the ATARI 825 printer in the line-up as the 80 column dot matrix printer option, and also had a connection for an automatic sheet feeder, which ATARI never licensed. Like the 825, the 1025 had multiple fonts for different character widths, but lacked the proportional font that was present on the 825. It did, however, have support for the European character set additions that were present on the ATARI XL and XE systems.

Vintage Atari 1025 Printer for 400/800/XL/XE Computer

ATARI 1027

The Mannesmann-Tally Riteman LQ was used as the basis for the ATARI 1027, a letter quality printer that accepted single sheets of paper. Because the rubber in this printer mechanism is guaranteed to decompose over time, the FujiNet is now one of the only ways to experience how this printer actually functioned.

Early Printer were noisy, but they were also slow and generally expensive

The typeface used by this printer is Prestige Elite 12.

ATARI 1029

The ATARI 1029 was a printer which saw limited release, mostly in Europe, at the end of the XL series line. It was licensed from Seikosha, and the same mechanism was licensed to other companies such as Commodore. It too is an 80 column printer, with international character set support.

planet-IRATA - 30 - ATARI 1029 Printer

ATARI XMM801

With the XE series, ATARI opted to license printer mechanisms from Citizen. This 80 column printer matches the XE series in industrial design, and is compatible with the Epson MX-80 control codes, and can also do graphics.

WTB TOP COVER & SPARES FOR ATARI XMM801 PRINTER - Wanted - AtariAge Forums

ATARI XDM121

To complement the XMM801 dot-matrix printer, ATARI released the XDM121 daisy-wheel printer, again using a printer mechanism licensed from Citizen. The typeface used here in this simulation is Pica 10.

EPSON MX/FX-80

The EPSON MX-80 was an inexpensive; ubiquitous 80-column printer that was available for any microcomputer with a suitable parallel port. The MX-80 was also available with a graphics printing option called GrafTrax, which is also present in FujiNet’s emulation, allowing programs like Print Shop to print as-is. Traditionally, ATARI users needed a parallel port interface such as the Atari 850, P:R: Connection, or MPP-1150 to provide the necessary connection; this is not needed for FujiNet. The extended commands brought by the EPSON FX-80 are also supported.

Epson FX-80 Dot Matrix Printer

Because the MX-80 emulation in FujiNet supports GrafTrax, it will work with programs that print graphics, such as Print Shop.

Okidata OKIMATE 10

The OKIMATE 10 was a novel color thermal wax printer produced by Okidata starting in 1984. It was also unique in that the printer had interface modules for Atari, Commodore, Apple ][, and IBM PC systems that plugged into the printer, and exposed the appropriate port.

Note: There seems to have been a regression that crept into the color output mode.

HTML Printer

The remaining printers are special.

The HTML Printer outputs an HTML document for anything fed to it.

HTML ATASCII Printer

The ATASCII printer is a variant of the HTML printer that can emit the entire ATASCII character set, by using a specific ATASCII font embedded into the document. This can be useful for emitting listings that need to preserve their special characters, such as BASIC listings.

Other Platforms

Other platforms can choose to provide these printers to their host systems. For example, the COLECO ADAM version of FujiNet provides a complete emulation of the SmartWriter printer, complete with bi-directional printing support, needed in programs such as SmartWriter and AdamCalc.

Platforms such as Apple ][ need to find a way to interface the virtual printer in the firmware to the outside world. If you’d like to help, please engage us on the Discord.

Special Thanks

A special thanks to Jeff Piepmeier, who implemented the majority of the printer emulations and designed their fonts. Without his work, none of this would exist.

Also a special thanks to Oscar Fowler, who implemented the HTML printers.

How FujiNet High Score Enabled Games bring a Community Together

FujiNet is more than hardware. I see it as a way to bring people together via a WiFi network adapter. The FujiNet community not only do this by providing ways for people to load software, and make new networkable programs that we all can use, but we provide ways to do things together like competing for high scores in games.

To this end, FujiNet implements a feature called “High Score Enabled” which is a simple way to allow for games to specify where on a disk their high score tables are stored, and to allow for those areas to be written to, even with the game being mounted as read only. When a game marked as High Score Enabled, any writes to the high score sectors cause the FujiNet to temporarily re-mount the disk as read-write, write the resulting sectors, and then close the temporary write, re-mounting again as read-only. The apps.irata.online TNFS server contains a growing number of games which have been adapted to work in this manner.

In addition to allowing the read-write of high score tables in these specially marked disk images, there are web pages which get automatically updated with small “scraper” programs, running on the same server and disk as the high-score enabled disk image, which detect the changes in the ATR disk image, and generate a new web page for public viewing, you can see the scores from apps.irata.online‘s High Score Enabled games via scores.irata.online.

How can I make my game High Score Enabled?

Making your game High Score Enabled can be as simple as:

  • Store your high scores on the disk image.
  • Alter the ATR header to mark the sectors occupied by high score as writable.
  • Implement a scraper if you want to make a web page (optional).

Storing High Scores

This is entirely up to you, as to how you implement it, FujiNet does not care. In the four dozen games that I’ve ported thus far, I have put their implementation in three categories:

  • Games that already have a high score table, and save them to disk. Not much to do here but to find where the high score table is, and mark it in the ATR header. Examples of this are Jumpman, Gorf, and Spelunker.
  • Games that have a High Score table, but do not save it to disk. We just needed to add routines to write the high score to a disk sector, and to read it back again. An example of this is Baja Buggies.
  • Games that do not have a high score table at all. Examples of this are PAC-MAN, Defender, Dig-Dug, and Pengo.

Altering the ATR Header

The initial 16-byte ATR header has a few unused bytes which we are using to hold the High Score Enabled information. They are very simple:

OffsetSizeDescription
+121The number of sectors of the high score table.
+132The starting sector number (0-65535) of the high score table.
The changed bytes of the ATR header to add High Score Enabled data.

In fact, the following C program can easily adapt any ATR file:

/**
* Set high-score-mode bytes in ATR file
*/

#include <stdio.h>
#include <string.h>
#include <stdlib.h>

int high_score_enable(char *atr, unsigned short start, unsigned char len)
{
FILE *f = fopen(atr,"r+");
unsigned char id[2];

if (!f)
{
perror("error opening file.");
return 1;
}

fread(&id,sizeof(unsigned char),2,f);

if ((id[0] != 0x96) || (id[1] != 0x02))
{
printf("Not a valid ATR file. Aborting.\n");
fclose(f);
return 1;
}

fseek(f,0x0C,SEEK_SET);

fwrite(&len,sizeof(unsigned char),1,f);
fwrite(&start,sizeof(unsigned short),1,f);

fclose(f);

return 0;
}

int main(int argc, char* argv[])
{
if (argc < 4)
{
printf("%s <file.atr> <starting sector> <number of sectors>\n",argv[0]);
return 1;
}

return high_score_enable(argv[1],atoi(argv[2]),atoi(argv[3]));
}

Writing to the Disk: Baja Buggies

Baja Buggies already had a functional high score routine, but it did not write it to disk. The solution to this was to patch Baja Buggies to add two routines to read the high score sectors to and from disk.

The most straightforward way to do this, is to find the location where the high scores are being displayed from main memory, and to use the operating system SIOV routines to write them to disk. Dumping the display list of the high score screen using Altirra, we see the following:

Altirra> .dumpdlist
37BA: x4 blank 8
37BE: mode 7 @ 37D7
37C1: x2 blank 8
37C3: mode 6
37C4: blank 8
37C5: mode 6
37C6: blank 8
37C7: mode 6
37C8: blank 8
37C9: mode 6
37CA: blank 8
37CB: mode 6
37CC: blank 8
37CD: mode 6
37CE: blank 8
37CF: mode 6
37D0: blank 8
37D1: blank 4
37D2: x2 blank 1
37D4: waitvbl 37BA

So display memory starts at 37D7. Let’s dig in a bit, and see where the high score data starts:

Altirra> dbi 37d7
37D7: 00 00 62 75 67 67 79 00 73 63 6F 72 65 62 6F 61 | buggy scoreboa|
37E7: 72 64 00 00 00 B2 A1 AE AB 00 A9 AE A9 B4 A9 A1 |rd .... ......|
37F7: AC B3 00 B3 B0 A5 A5 A4 00 00 11 00 00 00 00 00 |.. ..... 1 |
3807: 68 6A 78 00 00 00 00 16 17 0E 19 10 00 00 12 00 |hjx 67.90 2 |
3817: 00 00 00 00 63 6C 6C 00 00 00 00 16 17 0E 19 10 | cll 67.90|
3827: 00 00 13 00 00 00 00 00 63 6C 6C 00 00 00 00 16 | 3 cll 6|
3837: 17 0E 18 15 00 00 14 00 00 00 00 00 65 6A 64 00 |7.85 4 ejd |
3847: 00 00 00 16 17 0E 18 15 00 00 15 00 00 00 00 00 | 67.85 5 |
Altirra> dbi 3857
3857: 65 6A 72 00 00 00 00 16 17 0E 12 10 00 00 16 00 |ejr 67.20 6 |
3867: 00 00 00 00 5F 00 00 00 00 00 00 16 17 0E 10 15 | . 67.05|
3877: 00 00 00 B5 B3 A5 00 AB A5 B9 A2 AF A1 B2 A4 00 | ... ........ |
3887: B4 AF 00 00 00 00 A5 AE B4 A5 B2 00 13 00 A9 AE |.. ..... 3 ..|
3897: A9 B4 A9 A1 AC B3 00 00 A9 E0 8D F4 02 A9 08 8D |...... ....".(.|
38A7: C8 02 A9 36 8D C5 02 A9 86 8D C6 02 A9 0E 8D C4 |.".V.."...."....|
38B7: 02 A9 BA 8D 30 02 A9 37 8D 31 02 A9 22 8D 2F 02 |"...P".W.Q".B.O"|
38C7: A9 00 8D 1D D0 8D 03 D2 A9 03 8D 1D 02 8D 1C 02 |. .=..#..#.=".<"|

We see the High Score data starting rather cleanly at $3780, and continuing on a bit past $3880. This means that we need three 128 byte sectors to hold the high score data.

But where do we store it?

Tracing how Baja Buggies loads, we can see that the high score data gets loaded in as part of the boot process:

Altirra> .tracesio on
SIO call tracing is now on.
...
SIO: Device $31[1], command $52, buffer $3780, length $0080, aux $0088 timeout 7.5s | Disk: Read sector
SIO: Device $31[1], command $52, buffer $3800, length $0080, aux $0089 timeout 7.5s | Disk: Read sector
SIO: Device $31[1], command $52, buffer $3880, length $0080, aux $008A timeout 7.5s | Disk: Read sector
...

Tracing the read, we see that the three areas in memory that are occupied by the high score are on sectors $88, $89, and $8A. We just need to write a set of routines which can read and write those sectors, and patch them into the game ATR.

As it turns out, there is some space below the scratch area that Baja Buggies uses at $0489 which is large enough to hold a read and write routine. The following bit of assembler is all that is needed to read and write the high scores to and from disk:

;; 
;; Write high scores to disk
;;

OPT h-

DDEVIC = $0300 ;peripheral bus ID number
DUNIT = $0301 ;unit number
DCOMND = $0302 ;bus command ordinal
DSTATS = $0303 ;command type/status return
DBUFLO = $0304 ;data buffer pointer
DBUFHI = $0305
DTIMLO = $0306 ;device timeout in seconds
DBYTLO = $0308 ;number of bytes transferred
DBYTHI = $0309
DAUX1 = $030A ;command auxiliary bytes
DAUX2 = $030B

SIOV = $E459 ; SIO Vector

ORG $0489

LDA #$00 ; We need to put the bottom of the display back to blank
STA $37D2 ; because we are writing it back to disk.
STA $37D3 ; otherwise all hell breaks loose.

LDA #$31 ; Drive 1
STA DDEVIC
LDA #$01 ; Unit 1 (D1:)
STA DUNIT
LDA #'W' ; Write
STA DCOMND
LDA #$80 ; ->Drive
STA DSTATS
LDA #$80 ; $3780
STA DBUFLO
LDA #$37
STA DBUFHI
LDA #$80 ; 128 bytes
STA DBYTLO
LDA #$00
STA DBYTHI
LDA #$88 ; Sector $88
STA DAUX1
LDA #$00
JSR SIOV ; Do it

LDA #$80
STA DSTATS
LDA #$00 ; $3800
STA DBUFLO
LDA #$38
STA DBUFHI
LDA #$89 ; Sector $89
STA DAUX1
JSR SIOV ; do it

LDA #$80
STA DSTATS
LDA #$80 ; $3880
STA DBUFLO
LDA #$38
STA DBUFHI
LDA #$8A ; Sector $8A
STA DAUX1
JSR SIOV ; do it.

JMP $38DF ; Finish and back to Attract mode.

Spending some time in the debugger, we find the attract mode at $38DF, and we find a jump to location $0506 in sector 1 where we can place our additional code. So we assemble the above routine into a bin file (headerless), and write the following bit of C code to inject the code into the unused portion of the disk sector, where it can be called after the game is loaded:

/**
* Patch Baja Buggies to add score code.
* @author Thomas Cherryhomes
* @email thom dot cherryhomes at gmail dot com
* @license gpl v. 3
*/

#include <stdio.h>
#include <stdlib.h>
#include <string.h>

#define SEEK_POS 0x19 /* Right after JMP $0506 in Sector 1 */
#define JUMP_POS 0x45EC /* Replacing the 38DF */

#define MAX_PATCH_SIZE 115

char sectorBuf[MAX_PATCH_SIZE];

const char jump[2]={0x89,0x04};

int main(int argc, char *argv[])
{
FILE *afp; FILE *bfp;
size_t len;

if (argc<3)
{
printf("%s <atr-file> <bin-file>\n",argv[0]);
return 1;
}

afp = fopen(argv[1],"r+");

if (!afp)
{
perror("Could not open ATR file");
return 1; // Bail.
}

bfp = fopen(argv[2],"r");

if (!bfp)
{
perror("Could not open BIN file");
fclose(afp);
return 1; // Bail.
}

if (fseek(afp,SEEK_POS,SEEK_SET))
{
perror("Could not seek to ATR sector");
fclose(afp);
fclose(bfp);
return 1;
}

len = fread(&sectorBuf[0],sizeof(char),sizeof(sectorBuf),bfp);

fclose(bfp);

fwrite(&sectorBuf[0],sizeof(char),MAX_PATCH_SIZE,afp);

// Patch 0x45EC to jump to our new routine
fseek(afp,JUMP_POS,SEEK_SET);
fwrite(&jump[0],sizeof(const char),sizeof(jump),afp);

fclose(afp);

// Done.
return 0;
}

Implementing a High Score Table: Kid Grid

Games like Kid Grid, PAC-MAN, Defender, Donkey Kong, and many others do not have any high score capability in them, and need to be patched. Using everything we’ve covered thus far, we’ll add a routine to deal with entering high scores to add this to Kid Grid.

We start by getting the initial game in XEX format, putting it into a form which can be disassembled, disassemble the game, add the high score routine, and assemble the result into a form which can be booted on an ATR disk, with the high score taking up the last two sectors of the disk, 719 and 720.

To get the initial game, we use the Homesoft version of Kid Grid, which can be retrieved from apps.irata.online/Atari_8-bit/Games/Homesoft/K/Kid Grid.xex, and run it directly in Altirra. This has the effect of showing the individual binary segments:

EXE: Loading program 0006-0020 to 2020-203A
EXE: Loading program 0025-0025 to 0244-0244
EXE: Loading program 002A-003B to 2300-2311
EXE: Loading program 0040-0041 to 02E2-02E3
EXE: Jumping to 2300
EXE: Loading program 0046-0270 to 2300-252A
EXE: Loading program 0275-052F to 2533-27ED
EXE: Loading program 0534-0540 to 27F3-27FF
EXE: Loading program 0545-095D to 2827-2C3F
EXE: Loading program 0962-097D to 2C46-2C61
EXE: Loading program 0982-099D to 2C6E-2C89
EXE: Loading program 09A2-09BB to 2C97-2CB0
EXE: Loading program 09C0-09DA to 2CBF-2CD9
EXE: Loading program 09DF-09F9 to 2CE7-2D01
EXE: Loading program 09FE-0A05 to 2D18-2D1F
EXE: Loading program 0A0A-0A18 to 2D64-2D72
EXE: Loading program 0A1D-0A2B to 2D8C-2D9A
EXE: Loading program 0A30-0A3F to 2DB4-2DC3
EXE: Loading program 0A44-0A53 to 2DDC-2DEB
EXE: Loading program 0A58-0A67 to 2E04-2E13
EXE: Loading program 0A6C-0A81 to 2E51-2E66
EXE: Loading program 0A86-0A87 to 2E79-2E7A
EXE: Loading program 0A8C-0A9A to 2E80-2E8E
EXE: Loading program 0A9F-0AB5 to 2EA1-2EB7
EXE: Loading program 0ABA-0AD0 to 2EC9-2EDF
EXE: Loading program 0AD5-0AEB to 2EF1-2F07
EXE: Loading program 0AF0-0B02 to 2F43-2F55
EXE: Loading program 0B07-0B15 to 2F6D-2F7B
EXE: Loading program 0B1A-0B3A to 2FB3-2FD3
EXE: Loading program 0B3F-0B95 to 3000-3056
EXE: Loading program 0B9A-0C00 to 305D-30C3
EXE: Loading program 0C05-0C6A to 30CC-3131
EXE: Loading program 0C6F-0CD6 to 3137-319E
EXE: Loading program 0CDB-1B2E to 31A4-3FF7
EXE: Loading program 1B33-1B34 to 02E2-02E3
EXE: Jumping to 2B00

The Homesoft version does a lot of small loads (as part of its compressed format), which will get in the way of us actually patching the program, so we need to let the loader do its thing, and save the resulting memory image. Again, I use Altirra to do this:

Altirra> .writemem kidgrid.bin 2000 L2000
Wrote 2000-3FFF to kidgrid.bin

The resulting binary can be loaded into the excellent dis6502 tool as a raw binary image loaded at $2000, and the resulting disassembly saved.

We need to make two modifications to the resulting assembly, to add an ORG and a run address:

;
; Start of code
;
org $2000
; ...
; ... at the bottom...
;

icl "hiscore.asm"

org $02E0
.word $2B00

And we add a new assembly file called hiscore.asm, containing our high score routine. I will not post it here, but you can thumb through it at your leisure. It contains the routines to read and write the high score table to disk, as well as calculate if and where to place the score on the board, and read characters from the keyboard.

Note: Many games, will either completely re-vector the various routines for the SIO, vertical blank, and keyboard interrupts. These interrupts need to be restored when this routine is running, and restored back to their game values when the game resumes.

If you read the README.md for kid-grid, you’ll see that the high score was found at location $0480 in memory, stored high nibble for each digit, so the resulting data for 999999 points is:

90 90 90 90 90 90

Other README.md files in the atari-game-ports directory show what needed to be found and changed as part of the reverse engineering process for each game. Some are still a work in progress that could use some help.

For Kid Grid, I opted to place the high score board in the middle of the screen, using mode 6 characters (20 characters per line, 4 possible colors, and one background), and an altered display list is presented to show this:

hiscore_dlist:
dta $70, $70, $70

dta $4E, $10, $05
dta $0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e

dta $46, .lo(hiscore_txt), .hi(hiscore_txt)
dta $06, $06, $06, $06, $06, $06, $06, $06, $06, $06, $06, $06, $06

dta $4E, $D0, $1C
;dta $4E, $B8, $16
dta $0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e
dta $4E, $00, $20, $0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e,$0e

dta $41, .lo(hiscore_dlist), .hi(hiscore_dlist)

For the high score screen area, space is reserved, which is filled with the data from the two high score sectors, 719, and 720:

hiscore_txt:
.sb ' '
.sb ' high scores '
.sb ' '

HISTR: .ds 128
HISTR2: .ds 128

The actual high score table is assembled separately, without a binary header, and assembles exactly to 256 bytes, so that it can fit within two disk sectors.

	;; The High score table. Will be assembled sans header
;; to be written to disk using write-high-score.c

opt h-

HISTR: .SB " 1. "
.SB " 2. "
.SB " 3. "
.SB " 4. "
.SB " 5. "
.SB " 6. "
.SB " 7. "
.SB " 8. "
.SB " 9. "
.SB " 10. "
.SB " "
.SB " "
.SB " "

We also need to write a small tool called write-high-score to place the above data onto the last two sectors of the disk:

/**
* write-high-score - Takes <binfile> and writes to sector 720 of <atr>
*
* @author: Thomas Cherryhomes
* @email: thom dot cherryhomes at gmail dot com
* @license: gpl v. 3
*/

#include <stdio.h>
#include <stdlib.h>
#include <string.h>

#define SEEK_POS 0x16710 // sector 0x2CF

char sectorBuf[256];

int main(int argc, char *argv[])
{
FILE *afp; FILE *bfp;
size_t len;

if (argc<3)
{
printf("%s <atr-file> <bin-file>\n",argv[0]);
return 1;
}

afp = fopen(argv[1],"r+");

if (!afp)
{
perror("Could not open ATR file");
return 1; // Bail.
}

bfp = fopen(argv[2],"r");

if (!bfp)
{
perror("Could not open BIN file");
fclose(afp);
return 1; // Bail.
}

if (fseek(afp,SEEK_POS,SEEK_SET))
{
perror("Could not seek to ATR sector");
fclose(afp);
fclose(bfp);
return 1;
}

len = fread(&sectorBuf[0],sizeof(char),sizeof(sectorBuf),bfp);

if (len != sizeof(sectorBuf))
{
perror("Could not read BIN file");
fclose(afp);
fclose(bfp);
return 1;
}

fclose(bfp);

fwrite(&sectorBuf[0],sizeof(char),sizeof(sectorBuf),afp);

fclose(afp);

// Done.
return 0;
}

To make this a bootable ATR, we use the dir2atr utility that’s part of Hias’ AtariSIO tools. We use this, along with a copy of picoboot.bin to create an ATR which contains the game, and a boot sector to load it. The write-high-score tool is used to then write the two high score sectors to disk, using the following Makefile:

AS=mads
CP=cp
SRC=kid_grid.asm
XEX=AUTORUN
LST=kid_grid.lst
ATR="Kid Grid.atr"
BUILD=build
MKDIR=mkdir
DIR2ATR=dir2atr
WRITE_HIGH_SCORE=./write-high-score
HISCORE_TABLE_ASM=hiscore_table.asm
HISCORE_TABLE_BIN=hiscore_table.bin
HIGH_SCORE_ENABLE=./high-score-enable
BOOT_PROGRAM=picoboot.bin

.PHONY: clean pre

all: clean pre xex dist hiscore hiscore_enable

pre:
$(RM) -rf $(BUILD)
$(MKDIR) -p $(BUILD)

xex:
$(AS) $(SRC) -o:$(BUILD)/$(XEX) -l:$(LST)

dist:
$(DIR2ATR) -B $(BOOT_PROGRAM) -S $(ATR) $(BUILD)

hiscore:
$(AS) $(HISCORE_TABLE_ASM) -o:$(BUILD)/$(HISCORE_TABLE_BIN)
$(CC) -o$(WRITE_HIGH_SCORE) $(WRITE_HIGH_SCORE).c
$(WRITE_HIGH_SCORE) $(ATR) $(BUILD)/$(HISCORE_TABLE_BIN)

hiscore_enable:
$(CC) -o$(HIGH_SCORE_ENABLE) $(HIGH_SCORE_ENABLE).c
$(HIGH_SCORE_ENABLE) $(ATR) 719 2

clean:
$(RM) -rf $(BUILD)
$(RM) -rf $(ATR)
$(RM) -rf $(WRITE_HIGH_SCORE)
$(RM) -rf $(HIGH_SCORE_ENABLE)
$(RM) -rf $(LST)

tnfs:
cp kid_grid.atr ~/tnfs

The Score Scraper – Creating the HTML page.

For each of these games, the high score format is determined or created as needed, and because of this, the same data residing in each disk sector can be scraped and reformatted to be displayed as part of an HTML page. Because the scraper and the TNFS server are running on the same machine, each game’s disk image ATR can be monitored independently using the inotify system calls in Linux to detect when the disk image changes, and the resulting HTML page can be re-built.

Kid Grid’s scraper is implemented using the following C code:

/**
* Grab high score from Kid Grid, write to HTML
*
* Linux required. (uses inotify)
*
* @author Thomas Cherryhomes
* @email thom dot cherryhomes at gmail dot com
* @license gpl v. 3
*/

#include <stdio.h>
#include <stdint.h>
#include <stdbool.h>
#include <string.h>
#include <errno.h>
#include <sys/types.h>
#include <sys/inotify.h>
#include <signal.h>
#include <unistd.h>
#include <fcntl.h>
#include <linux/limits.h>

#define EVENT_SIZE ( sizeof(struct inotify_event) )
#define EVENT_BUF_LEN ( 1024 * ( EVENT_SIZE + NAME_MAX ) )

#define PACMAN_SEEK_POS (0x16710)

#define LINE_WIDTH 20

static volatile bool ctrlc = false;

int inotify_fd, inotify_wd;
int inotify_event_len;

char event_buffer[EVENT_BUF_LEN];

void setctrlc(int dummy)
{
ctrlc = true;
}

void kidgrid(char *atr, char *html)
{
unsigned char buf[256];
FILE *fa, *fh;
int i, offset;

printf("Writing new kidgrid.html\n");

fa = fopen(atr,"rb");
fh = fopen(html,"w");

fseek(fa,PACMAN_SEEK_POS,SEEK_SET);

fread(buf,sizeof(unsigned char),sizeof(buf),fa);

/* Process text */
for (i=0;i<sizeof(buf);i++)
{
/* Do very simple ANTIC screen code conversion to ASCII */
unsigned char c = buf[i];

if (c>0x89 && c<0x9A)
c -= 0x80;

if (c>127)
c -= 0xA0;
else if (c<64)
c+=32;
else if (c>64)
c-=32;

buf[i]=c;
}

/* small fix, erase first char in buf */
buf[0]=0x20;

/* start html */
fprintf(fh,"<!DOCTYPE html PUBLIC \"-//W3C//DTD XHTML 1.0 Strict//EN\" \"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd\">\n");
fprintf(fh,"<html xmlns=\"http://www.w3.org/1999/xhtml\" xml:lang=\"en\" lang=\"en\">\n");
fprintf(fh," <head>\n");
fprintf(fh," <title>Latest Kid Grid High Scores</title>\n");
fprintf(fh," <meta http-equiv=\"content-type\" content=\"text/html; charset=utf-8\" />\n");
fprintf(fh," <meta http-equiv=\"refresh\" content=\"30\" />");
fprintf(fh," <meta name=\"keywords\" content=\" \" />\n");
fprintf(fh," <meta name=\"description\" content=\" \" />\n");
fprintf(fh," <link rel=\"stylesheet\" type=\"text/css\" href=\"kidgrid.css\" media=\"screen\" />\n");
fprintf(fh," <link rel=\"icon\" type=\"image/png\" href=\"icon.png\" />\n");
fprintf(fh," </head>\n");
fprintf(fh," <body>\n");
fprintf(fh," <pre>\n");

/* start body */

offset=0; /* buffer start for hi scores */

fprintf(fh,"\n== KID GRID TOP SCORES ==\n");

for (i=0;i<sizeof(buf);i++)
{
fprintf(fh, "%c", buf[offset++]);

if ((i % LINE_WIDTH) == 0)
fprintf(fh, "\n ");
}

/* end body */

fprintf(fh,"\n");
fprintf(fh," </pre>\n");
fprintf(fh," </body>\n");
fprintf(fh,"</html>\n");

fclose(fh);
fclose(fa);
}

int main(int argc, char *argv[])
{
if (argc < 3)
{
printf("%s <path-to-kidgrid-atr> <path-to-output-html>\n",argv[0]);
return 1;
}

kidgrid(argv[1],argv[2]);

signal(SIGINT, setctrlc);
signal(SIGTERM, setctrlc);

inotify_fd = inotify_init();

if (inotify_fd < 0)
{
perror("inotify_init");
return 1;
}

inotify_wd = inotify_add_watch(inotify_fd, argv[1], IN_MODIFY);

if (inotify_wd == -1)
{
perror("inotify_add_watch");
goto bye2;
}

/* Set for non-blocking */
fcntl (inotify_fd, F_SETFL, fcntl (inotify_fd, F_GETFL) | O_NONBLOCK);

while (!ctrlc)
{
int i;

inotify_event_len = read(inotify_fd, event_buffer, EVENT_BUF_LEN);

i=0;

if (inotify_event_len < 0)
{
usleep(100000);
continue;
}

while (i < inotify_event_len)
{
struct inotify_event *event = ( struct inotify_event * ) &event_buffer[ i ];

kidgrid(argv[1],argv[2]);

i += EVENT_SIZE + event->len;
}
}

/* ctrl-C or termination, close it off. */

printf("Exiting %s\n",argv[0]);
bye:
inotify_rm_watch(inotify_fd,inotify_wd);
bye2:
close(inotify_fd);

return 0;
}

Each of these are compiled and run as system services using a systemd service unit such as:

[Unit]
Description=Atari Kid Grid Hi-scores
After=remote-fs.target
After=syslog.target

# replace /tnfs with your TNFS directory

[Service]
User=thomc
Group=thomc
ExecStart=/usr/local/sbin/kidgrid "/home/thomc/apps.irata.online/Atari_8-bit/Games/High Score Enabled/Kid Grid.atr" "/home/thomc/scores/kidgrid.html"

[Install]
WantedBy=multi-user.target

Since each of these services are written in C, they are not only very small in memory footprint, they have no dependencies other than needing to run on Linux, due to inotify. This can be adjusted to use the notification calls for your favorite operating system:

● kidgrid.service - Atari Kid Grid Hi-scores
Loaded: loaded (/etc/systemd/system/kidgrid.service; enabled; preset: enabled)
Active: active (running) since Mon 2024-12-02 00:03:48 UTC; 1 month 8 days ago
Main PID: 1152 (kidgrid)
Tasks: 1 (limit: 9246)
Memory: 192.0K (peak: 1.5M)
CPU: 5min 53.763s
CGroup: /system.slice/kidgrid.service
└─1152 /usr/local/sbin/kidgrid

Some Games still need help to convert.

The following games are in the atari-game-ports directory, and need help to finish their port.

  • Berzerk – Need to find the best place to inject where High Score Table can be triggered.
  • moon-patrol-redux – Needs the whole treatment.
  • gyruss – Needs a disassembly that is stable and can be patched well.
  • star-trek – Needs the whole treatment
  • embargo – Can’t get a stable disassembly for #@!(%$

Is there another game that needs to be here? Come help us hack on it!

FujiNet NOS – A Network Only DOS.

In addition to simulating existing Atari disk drives, FujiNet opens up a new possibility for Atari 8-bit users: The ability to use files stored on networked file systems directly, without needing to use a disk image file as an intermediary. The NOS is a self booting ATR which can be mounted into device slot 1 and booted in place of a typical DOS. While at version 0.7.1, it is not yet complete, it is already quite usable, thanks to the consistent efforts of Michael Sternberg, who has done a fantastic job, so far.

Booting NOS

A copy of NOS 0.7.1 can be found in the /Atari-8-bit/DOS/ folder of the apps.irata.online TNFS server, and mounted into device slot 1:

Once booted, you will be transferred to a cartridge, if present. The usual DOS statement in BASIC will transfer you to NOS, just like with DOS, if you do not have a cartridge installed, NOS will take control immediately, putting us on device N1 (of which there are 8 such N: devices that you can use independently):

Getting Help

Yes. NOS is a command line DOS, in the same spirit as DOS XL, XDOS, and SpartaDOS. Thankfully, there is a comprehensive HELP system that reads its data from GitHub, just type HELP:

Each of these subsections give not only references for the built-in commands, but are also comprehensive references for software developers:

This will allow all of us as a community to add documentation for things we can add and do with NOS.

Where is the D: device?

There is no D: device. Since NOS does not load a file system of its own into memory, and relies on the FujiNet to do filesystem things, there is no D: device driver, and thus no way to access either physical drives or disk images mounted in FujiNet device slots.

Instead of providing a disk drive oriented file system, NOS provides the same N: device that is provided by NDEV in the FujiNet Network tools that are a part of every DOS disk in the Atari_8-bit/DOS/ folder on apps.irata.online.

What you can access is any individual file, over any protocol that the N: device can use. This means protocols such as:

  • TNFS
  • FTP
  • SMB (Windows File Sharing)
  • HTTP/S (Web, including WEBDAV)
  • SD (direct access to individual files on the SD card slot)

As a convenience, the N: device is also mapped to the D: device in HATABS, so that programs that only allow D: devicespecs can still work.

Let’s Load a Game!

In order to demonstrate how NOS works, and what makes it different from e.g. SpartaDOS, or MyDOS, or Atari DOS, let’s load a game directly from the Pigwa FTP server. To do this, we’ll iteratively change the directory using CD, and observing where we are with DIR. Once we get to our destination, we’ll load the game.

We’ll wind up here:

N1:CD "N:FTP://FTP.PIGWA.NET/stuff/collections/holmes cd/Holmes 2/Atari Archives/Antic Files/88/"

Of course, we can indeed type this all in at once, if we wanted, or we can change the path starting at the host name:

N1:CD N:FTP://FTP.PIGWA.NET/

We can see that the path has changed, by using the PWD (aka NPWD) command. This command can be issued to see the current path:

N1:PWD

And we can use the DIR command to get a directory at this location:

N1:DIR

We can continue to traverse the path above, by passing the next part of the path to the CD command, and looking at the resulting directory, which we can double check with the PWD command:

N1:CD stuff

N1:PWD

N1:DIR

You don’t have to put each path component individually, you can concatenate path components together, seperated by a slash:

N1:CD “collections/holmes cd/Holmes 2/”

Note: Since the path contained a space, double-quotes are used to indicate that it’s all part of the path, and are only needed if the desired path contains any spaces.

You can see the result with the PWD command:

Also note: Many modern file systems are case-sensitive, and you must type names exactly as the system expects them.

Once we get to the target path:

N:TNFS://FTP.PIGWA.NET/stuff/collections/holmes cd/Holmes 2/Atari Archives/Antic Files/88/

We can look for specific files beginning with F:

N:DIR F*.*

Let’s load FROG.EXE:

N1:LOAD FROG.EXE

There we go. A game that was loaded directly from an FTP server, onto the Atari, courtesy of the FujiNet doing all the heavy lifting behind the scenes.

N: Works Everywhere

As a bonus, re-boot your Atari computer with BASIC inserted or enabled. If your FujiNet was powered off during this process, go back to the same path:

N:TNFS://FTP.PIGWA.NET/stuff/collections/holmes cd/Holmes 2/Atari Archives/Antic Files/88/

And from BASIC type:

READY
RUN"N:SUNSET.BAS"

Cool, huh? 🙂

N1: N2: N3: …

As has been alluded to before, there are 8 network devices defined in the FujiNet firmware, and NOS can use them all.

Note: N8: is used by NOS to handle features such as HELP.

You can change network devices in NOS by typing N1: to N8: at the prompt.

N1:N2:

The prompt will change to indicate the new default device:

N2:

This means each N: device can point to a different path:

In this case, N2: points to a local TNFS file server that I use for software development.

And I can easily copy files from one N: device to another, such as transferring the FROG.EXE we loaded earlier from FTP in N1:, onto my local TNFS file server, now in N2:

N2:COPY N1:FROG.EXE,N2:FROG.EXE

File management tasks such as renaming, deleting, as well as making and removing directories are also possible:

N2:REN FROG.EXE,TOAD.EXE

N2:MKDIR WORK

N2:DEL kantiks.xex

Automatic Boot Script

Any text file can be assigned as an automatic boot script using the AUTORUN command, giving the full path to the script:

N1:AUTORUN N:TNFS://TMA-2/AUTO.TXT

To accomplish this, NOS sets an AppKey on your FuijNet, which NOS will read when booted. This feature is useful for setting up a consistent environment with the N: devices pointed to your preferred network locations.

The Road to 1.0

While work on NOS is progressing, part of this post is a call to bring interested people in to help work on NOS and polish it up, and make it better. There are still many weird little bugs that can crop up during use, so we ask that users be patient, and if developers can help, feel free to grab a copy of the source code, and improve upon it.

The source code can be fetched from GitHub in the fujinet-nhandler repository:

https://github.com/FujiNetWIFI/fujinet-nhandler

And NOS is written in Assembler, using the mads assembler. The resulting build from the makefile generates the bootable ATR disk image automatically.

Thank you all for reading, I hope NOS will at the very least inspire new ways to think about how FujiNet can access networked files, unencumbered by legacy disk drive file systems, and hopefully maybe it can inspire some much needed improvements or totally new ideas in this space. -Thom

Early Draft of FujiNet Users Manual for ATARI Users 0.0.2

A work in progress User’s Guide and Programming Reference for ATARI based FujiNets is being written. The effort is led by Thomas Cherryhomes. The goal is to provide both a comprehensive user’s and a programmer’s guide.

You can download the most recent render here: https://github.com/FujiNetWIFI/fujinet-manuals/releases/download/fujinet-atari-users-guide-0.0.2/fujinet_for_atari_users.pdf

The source material is being written in XML using the DocBook 5.1 grammar, which is well suited for writing technical documentation. You can get it here on GitHub: https://github.com/FujiNetWIFI/fujinet-manuals

While the User’s Guide revolves around showing new and experienced ATARI users what they can do with their FujiNet, the Programmers guide gives both a reference of how to control the FujiNet from languages such as Atari BASIC, FastBasic, ACTION!, C, and Assembler, but give a consistent set of examples that can be used as a “Rosetta Stone” for each, namely NETCAT, a terminal emulator, and MASTODON, a program which fetches the latest post from a Mastodon server and displays it.

As with everything in FujiNet land, anyone can help! If you want to participate in making this user’s guide, feel free to contact us, leave us a comment below, or join us on Discord!

FujiNet-RS-232 WIP Video

This is a video showing the current status (as of 2024-12-26) of the RS-232-C version of FujiNet, and the corresponding PC host software (COM, FUJICOM, and the client programs, ISS, NGET, NPUT, and NC).

The last part of the video talks about the X1 experiment to implement a BIOS interface for FujiNet using software INT 0xF5.

  • COM implements the low level RS232 routines.
  • FUJICOM implements the FujiNet command to device layer.
  • ISS is the International Space Station Tracker
  • NGET retrieves to a file from any network endpoint.
  • NPUT puts a file to any network endpoint.
  • NC is a dumb terminal to any network endpoint.

NC, NGET, and NPUT use the network device, and you can pass any available protocol adapter to it, e.g. TCP, UDP, FTP, HTTP/S, SSH, TELNET, SMB, NFS, and more, with the ability to add more protocol adapters. The FujiNet does all the hard work, and presents a nice clean interface to the target PC.

The above programs use FUJICOM directly, but this is not the intent for any final user program, at all. What is intended is for a BIOS interface to be used, abstracting for any physical interface. This will be important as the ISA version of FujiNet comes into existence. The X1 code is not working, and I need eyes to help fix it.

Eventually, it is intended that the work for X1 will be used to implement a DOS device driver, to directly deal with, not only disk images, provide the virtual printer, but also to provide file level access to MS-DOS directly for any network endpoint.

If you can help, please join us on our Discord!

Code: https://github.com/FujiNetWIFI/fujinet-rs232

Hardware: https://github.com/FujiNetWIFI/fujinet-hardware

GRiDCase International Space Station Tracker

Merry Christmas everyone! RS-232-C FujiNet Works!

The RS-232-C version of FujiNet is starting to work. For now, the bring-up platform is MS-DOS, and specifically, my GRiDCASE 1530.

To get things running quickly, I borrowed the same protocol used by the Atari FujiNet (SIO), and adapted its control signals to RS-232-C equivalents. It is running at 9600 baud, and the firmware is working.

Using Turbo C 2.0, I quickly wrote an ISS tracker to test the network device, and I had to write a quick graphics library in the process, I refuse to use BGI. It draws in CGA, and uses the color palette and background to good effect, and looks good on both my color display and my gas plasma LCD.

While this does prove that the firmware is working as expected, the ISS program was written to directly use the serial comms routines that I put together for the RS232 FujiNet. This is not ideal, because there will be an ISA version of FujiNet for PCs, and I want them to use the same programming interface.

The MS-DOS FujiNet BIOS

To this effect, I have drawn up a specification for a BIOS that will insert itself at INT 0xF5 and 0xF6 to communicate with the FujiNet. This will allow for a standard interface to whatever versions of FujiNet end up on MS-DOS machines (including some not-so-IBM compatibles like Sanyo MBC-550, Apricot PC/Xi/Xen/Fx, Mindset, etc.)

You can read the specification here: https://github.com/FujiNetWIFI/fujinet-rs232/blob/main/fujinet-bios.md

I have attempted to start implementations in this repo: https://github.com/FujiNetWIFI/fujinet-rs232

A deeper dive into the RS-232-C code:

  • COM.C – is the lower level interrupt driven serial port code.
  • FUJICOM.C – Implements the FujiNet command protocol using COM.C.
  • FUJITIME.C – Uses FUJICOM to send NTP commands to set MS-DOS date/time.
  • X1/ – The first experiment for a FujiNet BIOS, it has issues; need help.
  • ISS/ – Uses FUJICOM to implement the ISS tracker.

X1 is where the first FujiNet BIOS experiment is happening. It takes COM and FUJICOM and attempts to implement a BIOS dispatching interface for a couple of example commands.

TEST.COM is a DEBUG written program that sends a GET ADAPTER CONFIG command to FujiBios and tells it to place its buffer at offset 0120 in the program segment.

READY.COM is another DEBUG program written to test command 0. It’s in flux.

BIOSTEST.C and TEST3.C were C programs intended to test the BIOS call interface and debug what is happening.

When I call the BIOS functions that use FUJICOM/COM, I can transmit just fine, receiving suddenly becomes an issue, bytes don’t show up, and sometimes the FIFO just hangs with no bytes available (when there should be)

Anyone who can help, I could appreciate some eyes on this.

Building Hardware

The Hardware for the FujiNet RS-232-C device is in the fujinet-hardware repo, if you want to build a device to help hack on this: https://github.com/FujiNetWIFI/fujinet-hardware/tree/master/RS232

If you want to help, please stop by the Discord!