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#volksforth — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #volksforth, aggregated by home.social.

  1. I wanted to be able to run #VolksForth for the #Commodore64 from a .CRT image so that it becomes immediately available at power on (just like you can do with #DurexForth ).

    So I found this nice little #Python script below which converts your *.PRG file to a *.CRT file and adds a bootloder to it.

    Some of you probably know this already, but I was very happy to find it - works with #Python3 as well:

    frank-buss.de/c64/prg2crt/inde

    #prg2crt
    #EasyFlash
    #Tool

  2. I wanted to be able to run #VolksForth for the #Commodore64 from a .CRT image so that it becomes immediately available at power on (just like you can do with #DurexForth ).

    So I found this nice little #Python script below which converts your *.PRG file to a *.CRT file and adds a bootloder to it.

    Some of you probably know this already, but I was very happy to find it - works with #Python3 as well:

    frank-buss.de/c64/prg2crt/inde

    #prg2crt
    #EasyFlash
    #Tool

  3. I wanted to be able to run #VolksForth for the #Commodore64 from a .CRT image so that it becomes immediately available at power on (just like you can do with #DurexForth ).

    So I found this nice little #Python script below which converts your *.PRG file to a *.CRT file and adds a bootloder to it.

    Some of you probably know this already, but I was very happy to find it - works with #Python3 as well:

    frank-buss.de/c64/prg2crt/inde

    #prg2crt
    #EasyFlash
    #Tool

  4. I wanted to be able to run #VolksForth for the #Commodore64 from a .CRT image so that it becomes immediately available at power on (just like you can do with #DurexForth ).

    So I found this nice little #Python script below which converts your *.PRG file to a *.CRT file and adds a bootloder to it.

    Some of you probably know this already, but I was very happy to find it - works with #Python3 as well:

    frank-buss.de/c64/prg2crt/inde

    #prg2crt
    #EasyFlash
    #Tool

  5. I wanted to be able to run #VolksForth for the #Commodore64 from a .CRT image so that it becomes immediately available at power on (just like you can do with #DurexForth ).

    So I found this nice little #Python script below which converts your *.PRG file to a *.CRT file and adds a bootloder to it.

    Some of you probably know this already, but I was very happy to find it - works with #Python3 as well:

    frank-buss.de/c64/prg2crt/inde

    #prg2crt
    #EasyFlash
    #Tool

  6. Having some free time, I spend a few hours trying to do something more or less productive.

    So I finally got the #VolksForth "Sprite" #demo #code to load on the #Commodore64. I vaguely remembered that it used to load and run decades ago. But with the current disk images, it doesn't.

    Turns out that it just required a little fix in screen #10 on the first disk and the demo loads. There, it says "3 L" which, according to a comment, should list the contents of screen 3. I suppose that "L" was once used as a shortcut for "LIST" but for some reason this is no longer the case. So I just wrote out the full word.

    EDIT: the problem being that the Editor isn't loaded by the demo loader and it is also not part of the default VolksForth binary. But the "L" word is part of the Editor code.

    And with that "fix" in place, you can now load screen 5 on disk #1 which contains the demo loader.

    But: you need to issue a "3 BUFFERS" before loading, to reduce the number of buffers to 3 and free more space for the dictionary in turn.

    During load, you'll need to switch disks a few times. Once everything is loaded and you are back at the "Ok" prompt, type "DEMONSTRATION" and enjoy ...

    #Forth

  7. Having some free time, I spend a few hours trying to do something more or less productive.

    So I finally got the #VolksForth "Sprite" #demo #code to load on the #Commodore64. I vaguely remembered that it used to load and run decades ago. But with the current disk images, it doesn't.

    Turns out that it just required a little fix in screen #10 on the first disk and the demo loads. There, it says "3 L" which, according to a comment, should list the contents of screen 3. I suppose that "L" was once used as a shortcut for "LIST" but for some reason this is no longer the case. So I just wrote out the full word.

    EDIT: the problem being that the Editor isn't loaded by the demo loader and it is also not part of the default VolksForth binary. But the "L" word is part of the Editor code.

    And with that "fix" in place, you can now load screen 5 on disk #1 which contains the demo loader.

    But: you need to issue a "3 BUFFERS" before loading, to reduce the number of buffers to 3 and free more space for the dictionary in turn.

    During load, you'll need to switch disks a few times. Once everything is loaded and you are back at the "Ok" prompt, type "DEMONSTRATION" and enjoy ...

    #Forth

  8. Having some free time, I spend a few hours trying to do something more or less productive.

    So I finally got the #VolksForth "Sprite" #demo #code to load on the #Commodore64. I vaguely remembered that it used to load and run decades ago. But with the current disk images, it doesn't.

    Turns out that it just required a little fix in screen #10 on the first disk and the demo loads. There, it says "3 L" which, according to a comment, should list the contents of screen 3. I suppose that "L" was once used as a shortcut for "LIST" but for some reason this is no longer the case. So I just wrote out the full word.

    EDIT: the problem being that the Editor isn't loaded by the demo loader and it is also not part of the default VolksForth binary. But the "L" word is part of the Editor code.

    And with that "fix" in place, you can now load screen 5 on disk #1 which contains the demo loader.

    But: you need to issue a "3 BUFFERS" before loading, to reduce the number of buffers to 3 and free more space for the dictionary in turn.

    During load, you'll need to switch disks a few times. Once everything is loaded and you are back at the "Ok" prompt, type "DEMONSTRATION" and enjoy ...

    #Forth

  9. Having some free time, I spend a few hours trying to do something more or less productive.

    So I finally got the #VolksForth "Sprite" #demo #code to load on the #Commodore64. I vaguely remembered that it used to load and run decades ago. But with the current disk images, it doesn't.

    Turns out that it just required a little fix in screen #10 on the first disk and the demo loads. There, it says "3 L" which, according to a comment, should list the contents of screen 3. I suppose that "L" was once used as a shortcut for "LIST" but for some reason this is no longer the case. So I just wrote out the full word.

    EDIT: the problem being that the Editor isn't loaded by the demo loader and it is also not part of the default VolksForth binary. But the "L" word is part of the Editor code.

    And with that "fix" in place, you can now load screen 5 on disk #1 which contains the demo loader.

    But: you need to issue a "3 BUFFERS" before loading, to reduce the number of buffers to 3 and free more space for the dictionary in turn.

    During load, you'll need to switch disks a few times. Once everything is loaded and you are back at the "Ok" prompt, type "DEMONSTRATION" and enjoy ...

    #Forth

  10. Having some free time, I spend a few hours trying to do something more or less productive.

    So I finally got the #VolksForth "Sprite" #demo #code to load on the #Commodore64. I vaguely remembered that it used to load and run decades ago. But with the current disk images, it doesn't.

    Turns out that it just required a little fix in screen #10 on the first disk and the demo loads. There, it says "3 L" which, according to a comment, should list the contents of screen 3. I suppose that "L" was once used as a shortcut for "LIST" but for some reason this is no longer the case. So I just wrote out the full word.

    EDIT: the problem being that the Editor isn't loaded by the demo loader and it is also not part of the default VolksForth binary. But the "L" word is part of the Editor code.

    And with that "fix" in place, you can now load screen 5 on disk #1 which contains the demo loader.

    But: you need to issue a "3 BUFFERS" before loading, to reduce the number of buffers to 3 and free more space for the dictionary in turn.

    During load, you'll need to switch disks a few times. Once everything is loaded and you are back at the "Ok" prompt, type "DEMONSTRATION" and enjoy ...

    #Forth

  11. I've successfully built the recent version of #VolksForth for the #Commodore64 and have created a #d64 #disk #image which also contains all relevant sources as text files (in SEQ format) so they can be loaded and compiled using the new INCLUDE word because VolksForth 3.9.x supports text files and clasic blk storage.

    I've also included #vi65 which is a clone of the #vi editor for the C64 (and other #Commodore and #Atari #8bit machines). It comes in versions with 40, 53, 64 and 80 column support. I have provided all of them but recommend the 64 column version for various reasons.

    (I'll upload the final image to csdb.dk once I'm happy with it)

    #RetroCoding
    #Forth

  12. I've successfully built the recent version of #VolksForth for the #Commodore64 and have created a #d64 #disk #image which also contains all relevant sources as text files (in SEQ format) so they can be loaded and compiled using the new INCLUDE word because VolksForth 3.9.x supports text files and clasic blk storage.

    I've also included #vi65 which is a clone of the #vi editor for the C64 (and other #Commodore and #Atari #8bit machines). It comes in versions with 40, 53, 64 and 80 column support. I have provided all of them but recommend the 64 column version for various reasons.

    (I'll upload the final image to csdb.dk once I'm happy with it)

    #RetroCoding
    #Forth

  13. I've successfully built the recent version of #VolksForth for the #Commodore64 and have created a #d64 #disk #image which also contains all relevant sources as text files (in SEQ format) so they can be loaded and compiled using the new INCLUDE word because VolksForth 3.9.x supports text files and clasic blk storage.

    I've also included #vi65 which is a clone of the #vi editor for the C64 (and other #Commodore and #Atari #8bit machines). It comes in versions with 40, 53, 64 and 80 column support. I have provided all of them but recommend the 64 column version for various reasons.

    (I'll upload the final image to csdb.dk once I'm happy with it)

    #RetroCoding
    #Forth

  14. I've successfully built the recent version of #VolksForth for the #Commodore64 and have created a #d64 #disk #image which also contains all relevant sources as text files (in SEQ format) so they can be loaded and compiled using the new INCLUDE word because VolksForth 3.9.x supports text files and clasic blk storage.

    I've also included #vi65 which is a clone of the #vi editor for the C64 (and other #Commodore and #Atari #8bit machines). It comes in versions with 40, 53, 64 and 80 column support. I have provided all of them but recommend the 64 column version for various reasons.

    (I'll upload the final image to csdb.dk once I'm happy with it)

    #RetroCoding
    #Forth

  15. I've successfully built the recent version of #VolksForth for the #Commodore64 and have created a #d64 #disk #image which also contains all relevant sources as text files (in SEQ format) so they can be loaded and compiled using the new INCLUDE word because VolksForth 3.9.x supports text files and clasic blk storage.

    I've also included #vi65 which is a clone of the #vi editor for the C64 (and other #Commodore and #Atari #8bit machines). It comes in versions with 40, 53, 64 and 80 column support. I have provided all of them but recommend the 64 column version for various reasons.

    (I'll upload the final image to csdb.dk once I'm happy with it)

    #RetroCoding
    #Forth

  16. @cstrotm Hallo nochmal, angeregt durch unseren letzten Austausch habe ich mir mal wieder #volksForth auf meinem #rc2014 aber auch auf meinem #C64 installiert.

    Bei letzterem ist mir aufegfallen das die auf Diskette 4 enthaltene Grafik Demo ein paar Syntaxfehler enthält (vielleicht ist das aber schon bekannt?!):

    Zum einen wird in screen &150 in der Definition von "RING" ein Wort "VIELECK" aufgerufen, es muss aber POLYGON heissen damit der Code lädt und funktioniert.

    In screen &152 verwendet die Definition von "WORM" das wort "SCHNECKE", es muss aber "COIL" heissen. Zudem wird COIL hier erst nach dem Wort WORM definiert, was zu einem "Henne-Ei-Problem" führt. Ein Ändern der Reihenfolge der Definitionen in diesem Screen hat das Problem gelöst.

    In screen &154 wird das Wort "HOUSEROW" verwendet, es muss aber "ROWOFHOUSES" heissen.

    EDIT: in screen 147 gibt es einen Typo: das Wort "LINES" wird irrtümlich als "LINIES" definiert.

    Mit den enstprechenden Änderungen lässt sich nun der Code laden und die einzelnen Demos ausführen. Hat halt meinen inneren "Monk" getriggert, das die Demo nicht wollte wie sie sollte ...

    Bei Interesse lasse ich Dir gerne mein D64 Image mit den Änderungen zukommen.

  17. @cstrotm Hallo nochmal, angeregt durch unseren letzten Austausch habe ich mir mal wieder #volksForth auf meinem #rc2014 aber auch auf meinem #C64 installiert.

    Bei letzterem ist mir aufegfallen das die auf Diskette 4 enthaltene Grafik Demo ein paar Syntaxfehler enthält (vielleicht ist das aber schon bekannt?!):

    Zum einen wird in screen &150 in der Definition von "RING" ein Wort "VIELECK" aufgerufen, es muss aber POLYGON heissen damit der Code lädt und funktioniert.

    In screen &152 verwendet die Definition von "WORM" das wort "SCHNECKE", es muss aber "COIL" heissen. Zudem wird COIL hier erst nach dem Wort WORM definiert, was zu einem "Henne-Ei-Problem" führt. Ein Ändern der Reihenfolge der Definitionen in diesem Screen hat das Problem gelöst.

    In screen &154 wird das Wort "HOUSEROW" verwendet, es muss aber "ROWOFHOUSES" heissen.

    EDIT: in screen 147 gibt es einen Typo: das Wort "LINES" wird irrtümlich als "LINIES" definiert.

    Mit den enstprechenden Änderungen lässt sich nun der Code laden und die einzelnen Demos ausführen. Hat halt meinen inneren "Monk" getriggert, das die Demo nicht wollte wie sie sollte ...

    Bei Interesse lasse ich Dir gerne mein D64 Image mit den Änderungen zukommen.

  18. @cstrotm Hallo nochmal, angeregt durch unseren letzten Austausch habe ich mir mal wieder #volksForth auf meinem #rc2014 aber auch auf meinem #C64 installiert.

    Bei letzterem ist mir aufegfallen das die auf Diskette 4 enthaltene Grafik Demo ein paar Syntaxfehler enthält (vielleicht ist das aber schon bekannt?!):

    Zum einen wird in screen &150 in der Definition von "RING" ein Wort "VIELECK" aufgerufen, es muss aber POLYGON heissen damit der Code lädt und funktioniert.

    In screen &152 verwendet die Definition von "WORM" das wort "SCHNECKE", es muss aber "COIL" heissen. Zudem wird COIL hier erst nach dem Wort WORM definiert, was zu einem "Henne-Ei-Problem" führt. Ein Ändern der Reihenfolge der Definitionen in diesem Screen hat das Problem gelöst.

    In screen &154 wird das Wort "HOUSEROW" verwendet, es muss aber "ROWOFHOUSES" heissen.

    EDIT: in screen 147 gibt es einen Typo: das Wort "LINES" wird irrtümlich als "LINIES" definiert.

    Mit den enstprechenden Änderungen lässt sich nun der Code laden und die einzelnen Demos ausführen. Hat halt meinen inneren "Monk" getriggert, das die Demo nicht wollte wie sie sollte ...

    Bei Interesse lasse ich Dir gerne mein D64 Image mit den Änderungen zukommen.

  19. @cstrotm Hallo nochmal, angeregt durch unseren letzten Austausch habe ich mir mal wieder #volksForth auf meinem #rc2014 aber auch auf meinem #C64 installiert.

    Bei letzterem ist mir aufegfallen das die auf Diskette 4 enthaltene Grafik Demo ein paar Syntaxfehler enthält (vielleicht ist das aber schon bekannt?!):

    Zum einen wird in screen &150 in der Definition von "RING" ein Wort "VIELECK" aufgerufen, es muss aber POLYGON heissen damit der Code lädt und funktioniert.

    In screen &152 verwendet die Definition von "WORM" das wort "SCHNECKE", es muss aber "COIL" heissen. Zudem wird COIL hier erst nach dem Wort WORM definiert, was zu einem "Henne-Ei-Problem" führt. Ein Ändern der Reihenfolge der Definitionen in diesem Screen hat das Problem gelöst.

    In screen &154 wird das Wort "HOUSEROW" verwendet, es muss aber "ROWOFHOUSES" heissen.

    EDIT: in screen 147 gibt es einen Typo: das Wort "LINES" wird irrtümlich als "LINIES" definiert.

    Mit den enstprechenden Änderungen lässt sich nun der Code laden und die einzelnen Demos ausführen. Hat halt meinen inneren "Monk" getriggert, das die Demo nicht wollte wie sie sollte ...

    Bei Interesse lasse ich Dir gerne mein D64 Image mit den Änderungen zukommen.

  20. @cstrotm Hallo nochmal, angeregt durch unseren letzten Austausch habe ich mir mal wieder #volksForth auf meinem #rc2014 aber auch auf meinem #C64 installiert.

    Bei letzterem ist mir aufegfallen das die auf Diskette 4 enthaltene Grafik Demo ein paar Syntaxfehler enthält (vielleicht ist das aber schon bekannt?!):

    Zum einen wird in screen &150 in der Definition von "RING" ein Wort "VIELECK" aufgerufen, es muss aber POLYGON heissen damit der Code lädt und funktioniert.

    In screen &152 verwendet die Definition von "WORM" das wort "SCHNECKE", es muss aber "COIL" heissen. Zudem wird COIL hier erst nach dem Wort WORM definiert, was zu einem "Henne-Ei-Problem" führt. Ein Ändern der Reihenfolge der Definitionen in diesem Screen hat das Problem gelöst.

    In screen &154 wird das Wort "HOUSEROW" verwendet, es muss aber "ROWOFHOUSES" heissen.

    EDIT: in screen 147 gibt es einen Typo: das Wort "LINES" wird irrtümlich als "LINIES" definiert.

    Mit den enstprechenden Änderungen lässt sich nun der Code laden und die einzelnen Demos ausführen. Hat halt meinen inneren "Monk" getriggert, das die Demo nicht wollte wie sie sollte ...

    Bei Interesse lasse ich Dir gerne mein D64 Image mit den Änderungen zukommen.

  21. @Wintermute_BBS shouldn’t be too hard to adapt to 40 column display, usually just one or two variables. Let me know if you want to work on this.

    Alternatively we can port the 8080 version of #volksforth to the MSX1 :)

  22. @Wintermute_BBS shouldn’t be too hard to adapt to 40 column display, usually just one or two variables. Let me know if you want to work on this.

    Alternatively we can port the 8080 version of #volksforth to the MSX1 :)

  23. @Wintermute_BBS shouldn’t be too hard to adapt to 40 column display, usually just one or two variables. Let me know if you want to work on this.

    Alternatively we can port the 8080 version of #volksforth to the MSX1 :)

  24. @Wintermute_BBS shouldn’t be too hard to adapt to 40 column display, usually just one or two variables. Let me know if you want to work on this.

    Alternatively we can port the 8080 version of #volksforth to the MSX1 :)

  25. @Wintermute_BBS shouldn’t be too hard to adapt to 40 column display, usually just one or two variables. Let me know if you want to work on this.

    Alternatively we can port the 8080 version of #volksforth to the MSX1 :)

  26. Another new target for VolksForth 6502: the Cerberus 2100 (6502 "mode”) by #TheByteAttic . First alpha finished during the Forth Summer meeting in Essen yesterday. Plan for next week: file/block interface

    thebyteattic.com/p/cerberus-21

    #Forth #VolksForth

  27. Another new target for VolksForth 6502: the Cerberus 2100 (6502 "mode”) by #TheByteAttic . First alpha finished during the Forth Summer meeting in Essen yesterday. Plan for next week: file/block interface

    thebyteattic.com/p/cerberus-21

    #Forth #VolksForth

  28. Another new target for VolksForth 6502: the Cerberus 2100 (6502 "mode”) by #TheByteAttic . First alpha finished during the Forth Summer meeting in Essen yesterday. Plan for next week: file/block interface

    thebyteattic.com/p/cerberus-21

    #Forth #VolksForth

  29. Another new target for VolksForth 6502: the Cerberus 2100 (6502 "mode”) by #TheByteAttic . First alpha finished during the Forth Summer meeting in Essen yesterday. Plan for next week: file/block interface

    thebyteattic.com/p/cerberus-21

    #Forth #VolksForth

  30. Another new target for VolksForth 6502: the Cerberus 2100 (6502 "mode”) by #TheByteAttic . First alpha finished during the Forth Summer meeting in Essen yesterday. Plan for next week: file/block interface

    thebyteattic.com/p/cerberus-21

    #Forth #VolksForth

  31. So #gForth has been inspired by #VolksForth which is based on #F83 - is this roughly correct?!

    #Forth

  32. So #gForth has been inspired by #VolksForth which is based on #F83 - is this roughly correct?!

    #Forth

  33. So #gForth has been inspired by #VolksForth which is based on #F83 - is this roughly correct?!

    #Forth

  34. So #gForth has been inspired by #VolksForth which is based on #F83 - is this roughly correct?!

    #Forth

  35. So #gForth has been inspired by #VolksForth which is based on #F83 - is this roughly correct?!

    #Forth

  36. Philip has created a new release of VolksForth 6502 for the Commodore 64 and Commander X16

    This release adapts the X16 VolksForth to the R46 ROM. It also adds an X16 binary with added words to invoke the ROM-based X16Edit (XED), to list directories and files (DIR and CAT) and to issue DOS commands and read the error channel (DOS).

    github.com/forth-ev/VolksForth

    #volksforth #forth #6502 #x16 #c64 #retrocomputing

  37. Philip has created a new release of VolksForth 6502 for the Commodore 64 and Commander X16

    This release adapts the X16 VolksForth to the R46 ROM. It also adds an X16 binary with added words to invoke the ROM-based X16Edit (XED), to list directories and files (DIR and CAT) and to issue DOS commands and read the error channel (DOS).

    github.com/forth-ev/VolksForth

    #volksforth #forth #6502 #x16 #c64 #retrocomputing

  38. Philip has created a new release of VolksForth 6502 for the Commodore 64 and Commander X16

    This release adapts the X16 VolksForth to the R46 ROM. It also adds an X16 binary with added words to invoke the ROM-based X16Edit (XED), to list directories and files (DIR and CAT) and to issue DOS commands and read the error channel (DOS).

    github.com/forth-ev/VolksForth

    #volksforth #forth #6502 #x16 #c64 #retrocomputing

  39. Philip has created a new release of VolksForth 6502 for the Commodore 64 and Commander X16

    This release adapts the X16 VolksForth to the R46 ROM. It also adds an X16 binary with added words to invoke the ROM-based X16Edit (XED), to list directories and files (DIR and CAT) and to issue DOS commands and read the error channel (DOS).

    github.com/forth-ev/VolksForth

    #volksforth #forth #6502 #x16 #c64 #retrocomputing

  40. Philip has created a new release of VolksForth 6502 for the Commodore 64 and Commander X16

    This release adapts the X16 VolksForth to the R46 ROM. It also adds an X16 binary with added words to invoke the ROM-based X16Edit (XED), to list directories and files (DIR and CAT) and to issue DOS commands and read the error channel (DOS).

    github.com/forth-ev/VolksForth

    #volksforth #forth #6502 #x16 #c64 #retrocomputing