STOS BASIC COMPILER INSTRUCTIONS

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                         STOS BASIC COMPILER
                         ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ
                  Complete instructions typed by Gary
                   Brought to you by Sewer Software 

                              CONTENTS
                              ÿÿÿÿÿÿÿÿ
    Introduction/Compilers versus Interpreters....................1
1 : installation
    Backing up the compiler disc..................................2
    Installing STOS v2.4 onto a floppy disc system................3
    Installing STOS v2.4 on a hard disc...........................3
    Auto-loading the compiler.....................................3
    Using the compiler............................................4
      on a 512k ST with one floppy drive..........................4
      on a 512k ST with two floppy drives.........................4
      with a ramdisc..............................................5
      on a hard disc..............................................5
 2: The Compiler accessory........................................6
 3: Compiler tutorial............................................11
 4: Troubleshooting..............................................13
5 : extension commands
      COMPTEST ON / OFF / ALWAYS.................................16
 6: The new floating point routines
      Converting old format files................................17
7 : Technical details
      Garbage collection.........................................18
      The compiler...............................................19
      How the compiler works.....................................19
8 : Utility accessories
      Ramdisc....................................................21
      Format.....................................................21

                     FOREWORD by Francois Lionet
 I  would  like  to take this opportunity to  thank  you  for  your
 continued  support of the STOS Basic package.  I do hope you  like
 this  compiler,  as  I put all my programming knowledge  and  four
 months of my life into it.  Rest assured that JAWX, Mandarin and I
 will  do  the maximum possible to help you with any  questions  or
 difficulties. we 'll  also  keep on developing the STOS  range  to
 increase  its power still further.  So do have fun writing  games,
 compiling them,  and hopefully even selling them.  Finally, please
 go on supporting us, and don't give this compiler to other people.
 MERCI BEAUCOUP,as we say in France.  Try to imagine how you  would
 feel,  if  someone  were to steal your  latest  STOS  masterpiece,
 especially  if  programming was your only source  of  income.  And
 remember,  software  piracy  isn't just a game,  it is  a  genuine
 threat to the software industry.
 I've  only  one other thing to say:  Try compiling  the  compiler!
 Happy compiling.              " Francois "

                            INTRODUCTION
 The  original STOS Basic package set a new standard for  ATARI  ST
 software.  Now,  hot  on the the heels of its phenomenal  success,
 comes  this amazing utility which can transform any existing  STOS
 Basic program into into incredibly fast machine code. The new STOS
 compiler  gives you all the speed of a language like C,  with  the
 ease  of use you have come to expect from STOS Basic.  Unlike  the
 compilers  for  other  Basics,  the STOS  compiler  is  completely
 interactive.  So  you  can compile,  run and  test  your  programs
 directly from STOS Basic.  You can also create standalone programs
 which   can   be   freely  distributed   without   any   copyright
 restrictions.
      It's  important  to  note that the  STOS  Compiler  has  been
 designed especially with the 520ST users in mind.  This means that
 you  can compile full-sized STOS Basic programs on  an  unexpanded
 machine  with absolutely no disc swapping!  Even on  the  smallest
 system,  you will easily be able to compile all the programs  from
 the STOS Games disc.
      This  package is delightfully easy to use:  All the  features
 are controlled directly from the mouse,  using a simple  accessory
 program.  Compared to the complexities of programs like the Sprite
 editor,  or  the Character generator,  the compiler is  remarkably
 uncomplicated.  But don't be deceived- the STOS compiler is a very
 sophisticated program indeed.

                   COMPILERS VERSUS INTERPRETERS
 But what exactly is a compiler?  As you may know,  the ST's  68000
 processor  is only capable of understanding an  internal  language
 known  as machine code.  This means that you cannot  simply  enter
 Basic commands straight into the ST without first translating them
 into machine code using STOS Basic.
      Supposing you were presented with some valuable text  written
 in  an unfamiliar language (say French).  There are  two  possible
 ways this could be translated into English.  One idea might be  to
 take each word in the text, and look it up separately in a French-
 English dictionary.
      This approach is known as interpretation,  and is used by the
 standard STOS Basic.  Whenever a program is run,  each instruction
 is  checked  against  a dictionary stored somewhere  in  the  ST's
 memory, and the appropriate machine code is subsequently executed.
      Another  solution to the above problem might be to  hand  the
 text  over  to a professional translator.  This person  could  now
 rewrite the entire document in English,  which you could then read
 directly. The same idea can also be applied to a Basic program. In
 this  case the translator corresponds to a separate program  known
 as a compiler.  The STOS Basic compiler converts the complete STOS
 Basic program into machine-code, producing a new version which can
 be executed immediately without the need for further translation.
      The main advantages of a compiled program over an interpreted
 one can be summarised like this:
 1   Compiled  programs execute up to three times faster  than  the
 equivalent interpreted program.
 2  Compiled programs can be run directly from the Gem Desktop,  or
 from  an AUTO folder.  They do not need any of the files from  the
 STOS folder in order to run.
 3  Once a program has been compiled, it is impossible to translate
 it back into STOS Basic.  So there is no chance of anyone stealing
 your original code.
 Against this,  there is one single disadvantage- Compiled programs
 are larger than interpreted programs.
      This  statement is actually slightly misleading  because  the
 real  size of an interpreted program is far larger than you  would
 initially expect. Take the game Orbit, for instance. Although this
 is apparently only 60k,  if you were to create a run only  version
 you  would  need  to  include all  the  separate  program  modules
 contained in the STOS folder.  The total size of the program would
 therefore be a surprising 270k.
      Contrast  this with a compiled version of the  same  program.
 The final length of Orbit after compilation is around 130k,  which
 is  over  140k less than the interpreted version!  So  although  a
 compiled  program may look larger than an  interpreted  one.  It's
 often considerably smaller

                            installation
 Before you can use the STOS Basic compiler for the first time, you
 will need to configure it for your ST.  Although the configuration
 process  may  seem  a  little  complicated,  it  can  normally  be
 completed  in under ten minutes,  and only needs to be done  once.
 It's important to emphasise that the compiler itself is incredibly
 easy  to use.  So if you have already mastered the intricacies  of
 the STOS Sprite editor, this package will hold no terrors for you!
 You should begin by making a backup of the system on a fresh disc.
 Once you 've  created  this  disc,  you  should  use  it  for  all
 subsequent  compilation.  You  can  now  hide  the  original  disc
 somewhere safe , secure in the knowledge that you can make another
 copy of the compiler if the backup gets corrupted.
      Backing up the Compiler disc
 1 Slide the write protect tab of the original disc so that you can
 see  through the hole.  This will guard against possible  mistakes
 during copying.
 2 Place a blank disc into drive A and format it in the normal way.
 3  Now put the compiler disc into drive A and drag the  icon  over
 drive B.
 4 Follow the prompts displayed in the Gem dialogue boxes.
      Note  that this package was only designed to run  under  STOS
 Basic version 2.4 or higher.  You don't need to panic if you  have
 an  earlier version,  as an upgrade to 2.4 is included  free  with
 compiler.
 The main improvements incorporated into version 2.4 are:
.Better support for extension files.
.The Floating point arithmetic now uses single precision,  and  is
 much faster.
.A few minor bugs have been fixed. Ninety percent of existing STOS
 Basic  programs will be totally compatible with the  new  version.
 But  any  programs which use floating arithmetic will need  to  be
 converted to STOS 2.4 using the CONVERT.BAS program supplied  with
 this disc. See Chapter 6 for further details.

           INSTALLING STOS V2.4 ONTO A FLOPPY DISC SYSTEM
 1 Boot up STOS Basic as normal.
 2 Place the compiler disc into drive A
 3 Enter the line:
      RUN "stosv204.bas"
 4  Select the current drive using the A and B keys,  and hit G  to
 load the new STOS files into the ST's memory.  You can now place a
 disc  containing  STOS  Basic  into  the  appropriate  drive.   We
 recommend  that you update ALL your copies of STOS to version  2.4
 as  this will avoid any potential mix ups with the  compiler.  But
 don't  update your original copy of the STOS language  disc  until
 AFTER you have successfully copied one of your backups, and tested
 it  carefully.  Otherwise a single corrupted file on the  compiler
 disc could accidentally destroy all of your copies of STOS in  one
 fell swoop!
 5 Repeat step 4 for all your working copies of STOS Basic.
                INSTALLING STOS V2.4 ON A HARD DISC
 1 Create a floppy version of STOS V2.4 using the above procedure.
 2  Copy  the  STOS  folder  onto the  hard  disc  along  with  the
 BASIC204.PRG file.

                     AUTO-LOADING THE COMPILER
 The  action  of the compiler is controlled through  the  accessory
 program COMPILER.ACB. This can be loaded automatically by changing
 the the EDITOR.ENV file on the STOS boot disc.
      Insert  the original STOS language disc into drive A and  run
 the configuration program CONFIG by typing:  RUN"CONFIG.BAS"
 When the main menu appears,  click on the NEXT PAGE icon.  You can
 now  add  COMPILER.ACB to the list of accessories  which  will  be
 loaded on start-up. Click the mouse on the first free space of the
 accessory list and enter the line: COMPILER.ACB
      It's   a  good  idea  to  add  the  following  function   key
 definitions to the standard list.  This will simplify the  process
 of loading and saving compiled programs considerably.
      F14(shift-F4) fload"*.CMP"
      F15(shift-F5) fsave"*.CMP"
      You can now save the new configuration file onto your working
 copy of STOS Basic using the "SAVE ON DISC" command. Then copy the
 COMPILER.ACB  file onto the language disc so that STOS  Basic  can
 pick it up off the root directory as it boots up.

                         USING THE COMPILER
      The  compiler accessory can be executed at any time  directly
 from the <HELP> menu. In order for the compiler to work, the files
 contained  in the COMPILER folder should always be available  from
 the current drive.  This reduces the amount of memory used by  the
 compiler to a mere 25k, and allows you to compile acceptably large
 STOS Basic programs on a 520 ST.
      The optimum strategy for using this package varies  depending
 on your precise system configuration.  Here is a full  explanation
 of  how  the  package can be set up for use with  most  common  ST
 systems.

       USING THE COMPILER ON A 512K ST WITH ONE FLOPPY DRIVE
 If  you are intending to compile large programs on  an  unexpanded
 machine,  it's wise to keep a copy of the COMPILER folder on every
 disc you will be using for your programs.  This will allow you  to
 compile large programs directly onto the disc, without the risk of
 running  out  of  memory.  A special  program  called  COMCOPY  is
 supplied  for  this  purpose,   which  automatically  copies   the
 appropriate files onto your discs.  Insert the compiler disc  into
 drive A and type:
      ACCLOAD "COMCOPY"
 Press  HELP and select COMCOPY with the appropriate function  key.
 Now  press  G to load the entire contents of the folder  into  the
 ST's  memory.  You will then be prompted for a blank  disc,  which
 should  be  placed into drive A,  and the compiler files  will  be
 copied onto your new disc.
      Depending on the format of your drive,  you will be left with
 either  200k  or 480k on each disc.  This should prove  more  than
 adequate for all but the largest STOS programs. Despite this, it's
 still possible that you will occasionally run out of  memory.  See
 the troubleshooting section at the end of this chapter if you have
 any problems.
      Incidentally,  the  STOS compiler does NOT allow you to  swap
 discs  during the compilation process.  So don't try to compile  a
 program  from  drive A to drive B if you are limited to  a  single
 drive.
       USING THE COMPILER ON A 512K ST WITH TWO FLOPPY DRIVES
 When  you use the compiler,  place a disc containing the  COMPILER
 folder into drive A,  and your program disc in drive B.  This will
 provide you with plenty of disc space to compile even the  largest
 STOS programs.
        USING THE COMPILER WITH A RAMDISC (1040ST OR HIGHER)
 You   can   increase  the  speed  of  the  STOS   Basic   compiler
 significantly by copying the contents of the COMPILER folder  onto
 a  ramdisc.  We have therefore included a special STOS  compatible
 ramdisc  along with the compiler.  This can be created  using  the
 STOSRAM.ACB accessory from the disc.
 1 Load STOSRAM from the compiler disc with the line:
ACCNEW: ACCLOAD "stosram.acb"
 Enter the accessory by pressing <HELP> and then <F1>
 2  Choose  the  size of your ramdisc by pressing  the  S  key  and
 entering  the  number  of kilobytes you  require.  Note  that  the
 minimum space required to hold the entire contents of the compiler
 folder is 150k, and this is why the default setting is 150k.
 3 You must now set the full path name of the folder which will  be
 loaded from the disc during initialisation.  This can be done with
 the C option.  We have set the default to A:\COMPILER but you  can
 set it to any other name you require.
 4  Finally,  insert  a disc containing both STOS  Basic,  and  the
 COMPILER  folder into drive A.  Now hit G to add a ramdisc to  the
 existing  AUTO folder.  This ramdisc will subsequently be  created
 whenever STOS Basic is loaded.  On start-up the entire contents of
 the  compiler  folder  will be automatically  copied  to  the  new
 ramdisc.
      The  speed increase to be gained from using the  compiler  in
 this way is literally staggering.  Typical compilation speeds  are
 an amazing 10k per second. This means that the BULLET program from
 the STOS GAME disc can be compiled in well under 15  seconds!  For
 further details of the STOSRAM accessory see chapter 5.
      For  users  with  a single density drive  it's  important  to
 realise that the STOS language disc and the COMPILER folder  won't
 both  fit on a 320k disc.  To solve this,  copy the STOS  language
 disc  first  and  remove one of the picture files  from  the  STOS
 folder.  If you're using a colour monitor then remove the  PIC.PI3
 file otherwise remove the PIC.PI1 picture.  This will ensure  that
 enough space is available for copying the COMPILER folder.
                USING THE COMPILER WITH A HARD DISC
 The default path name for the COMPILER folder is normally set from
 the first line of the compiler accessory.  This can be changed  to
 any directory you wish by editing the accessory like so:
      load "COMPILER.ACB"
10 COMPATH$ = "D:\STOS\UTILITY": REM example path name
      SAVE "COMPILER.ACB"
 You  can  now  copy over the COMPILER  folder  into  the  required
 directory of your hard disc.  Note that if the COMPTEST string  is
 empty (default), the accessory uses the following strategy to find
 the COMPILER folder.
 1 The current directory is searched
 2 The accessory checks the root directory of the present drive.
 3  The root directories of any available drives from C upward  are
 examined.

                       THE COMPILER ACCESSORY
      If  you found the installation procedure  rather  cumbersome,
 you  will  be delighted to hear that the  compilation  process  is
 simplicity  itself.  You begin by booting up STOS Basic using  the
 new configuration file.  This will automatically load the COMPILER
 accessory into the ST's memory during initialisation.
      Alternatively  you can also load the accessory directly  from
 the compiler disc using the line:
      ACCLOAD "COMPILER"
 You  can now enter the compiler accessory from the <help> menu  in
 the normal way,  The control panel will then be displayed on  your
 screen. The main features of the compiler are controlled through a
 set of five "buttons". These can be activated by simply moving the
 mouse  pointer over the appropriate area and clicking once on  the
 left mouse key.
  | SOURCE |
 ?????????? The SOURCE button is used to determine whether a program
 is to be compiled either from memory or the current disc. Clicking
 on the box underneath toggles between the two possibilities:
 MEMORY---This  informs the compiler that you wish to  compile  the
 program  you  are  currently editing.  Any  of  the  four  program
 segments  may  be  compiled independently  without  affecting  the
 contents of the others. Compiling from memory is VERY fast, but it
 does consume a large amount of memory.
 DISC---Some programs are simply too large to be compiled  directly
 from memory.  In these circumstances it's convenient to compile  a
 program from a file on the disc. Obviously this is slower than the
 memory option, but most STOS programs can still easily be compiled
 within a matter of minutes. Before using this feature, remember to
 ensure  that  the COMPILER folder is accessible from  the  current
 drive.   Also   note  that  the  DISC  option  will  be   selected
 automatically whenever memory is running short.
  |DEST|
 ??????
      The  DEST  button selects the eventual  destination  of  the
 compiled  program.  Programs may be compiled either to  memory  or
 directly into a file on the disc.
 MEMORY---This option compiles the program into memory.  Note  that
 the  memory used by this feature is completely separate from  your
 original  program.  So  you  can subsequently  save  the  compiled
 program  onto  the disc without erasing your  current  STOS  Basic
 program.
 DISC---If you choose the DISC as the destination, the code will be
 compiled straight into a file without taking any valuable  memory.
 Since It's much slower than the MEMORY directive, it's only really
 suitable for compiling particularly large STOS Basic programs.
  |COMPILE|
 ?????????
 The  compilation process is started when you click on the  COMPILE
 button with the mouse.  As your program is compiled,  a horizontal
 bar grows across the screen.  When this completes its journey, the
 compilation  has been successfully concluded.  But if an error  is
 detected,  the compiler will terminate and you will be returned to
 the STOS Basic editor.
      Occasionally,  errors will be generated from supposedly  bug-
 free programs like Zoltar. The reason for these errors is that the
 interpreter  is  only capable of detecting an error  in  the  line
 which is currently being run.  So if an error exists in a  section
 of code which is rarely executed,  it can easily be missed.  Since
 the compiler tests the whole program, rather than just the current
 line, it is able to discover all the syntax errors in your program
 at once.
  |QUIT|
 ??????
 Exits from the compiler accessory and returns you to the editor.
  |DISC|
 ??????
 This button allows you to chose whether the compiled program is to
 be run either from STOS Basic, or directly from the Gem Desktop.

 BASIC
 This  is the default,  and generates a compiled program which  can
 only be run within the STOS Basic system. Files produced with this
 option have the extension ".CMP"

 Gem
 The GEM directive allows you to create a program which can be  run
 independently  of the STOS Basic system.  These programs have  the
 extension ".PRG",  and can only be executed from the Gem  Desktop.
 Furthermore,  since  the consist entirely of  machine  code,  they
 cannot  be  listed or amended from STOS Basic.  Programs  in  this
 format can be sold or distributed in any way you  like.  Depending
 on  the  facilities used,  the Gem run version of a file  will  be
 between 40 and 80k larger than the equivalent STOS run program.

                              options
      Whenever they compiler is loaded,  a number of  configuration
 settings are read from a special OPTIONS.INF file in the  compiler
 folder.  These settings provide you with the ability to fine  tune
 the eventual program to your particular needs. They can be changed
 at  any  time by simply clicking on the OPTIONS  button  from  the
 compiler menu which displays the following options:-
 COMPILER tests
 This  option  is  used to set the frequency  of  certain  internal
 checks.  Although  the  coordinates of a STOS sprite  are  updated
 using interrupts,  the sprites on the screen are only moved  prior
 to the execution of a Basic instruction.  While this is happening,
 STOS  also checks for CONTROL+C,  and tests whether the  pull-down
 menus have been accessed by the user.
      COMPILER TEST OFF: This completely removes the tests from the
      compiled  code.  The  result  is that  the  compiled  program
      ignores CONTROL+C,  refuses to open your menus,  and does not
      automatically  update your sprites when they are  moved.  Set
      against this,  however,  is the fact that the final code will
      be around 10% faster.

      COMPILER  TEST  NORMAL:  A check is  performed  before  every
      branch such as GOTO,NEXT,REPEAT,WEND,ELSE and THEN. Tests are
      also  carried  out prior to slow instructions such  as  PRINT
      and INPUT. This setting is used as the default.

      COMPILER  TEST ALWAYS:  Adds a test before every  STOS  Basic
      instruction, leading to particularly smooth sprite movements.
      As  you  would  expect,  programs compiled in  this  way  are
      slightly slower than with NORMAL or OFF settings.  Note  that     
 these  settings  can  also be changed directly  from  within  your
      STOS Basic programs. See chapter 5 for further details.

                          GEM-RUN OPTIONS
      These options allow you to tailor the default environment  of
 a compiled program which is to be run from the Desktop.  They have
 no effect on any programs compiled for use within STOS Basic.

      RESOLUTION MODE:  This directive allows you to select between
      low  or medium resolution when your program is executed  from
      the Desktop using a colour monitor.  To change the resolution
      simply  click  on the appropriate icon.  Note  that  if  your
      program  is subsequently run on a  monochrome  monitor,  this
      option is completely ignored.
         BLACK  AND WHITE ENVIRONMENT:  Chooses between  normal  or 
      inverse  graphics  when a Gem-run program is  executed  on  a
      monochrome monitor.
      NORMAL Uses white text on a black background.
      INVERSE Produces a "paper white" display.

      DEFAULT PALETTE:  This allows you to assign the colours which
      will be initially used for your graphics.
      The  first icons select one of the 16 possible colours to  be
      set (4 in medium resolution).
            I   ++   I CLICK ON THIS BOX TO INCREMENT THE COLOUR BY ONE
      ??????????
      I COLOUR I
      I   0    I
      ??????????
      I   --   I CLICK HERE TO DECREMENT THE COLOUR BY ONE
      ??????????

      The rightmost icon buttons set the exact hue of this colour.
      :???????: CLICK ON A "+" TO ADD ONE TO THE RED,GREEN OR BLUE
      : + + + : COMPONENT TO THE COLOUR RESPECTIVELY.
      :???????:
      : R G B :
      : 0 0 0 :
      :???????:
      :       :
      For speed you can quickly step through the values by pressing
      the  right mousebutton,  but for subtle single steps use  the
      left button.  This applies for any other option that uses the
      "+" and "-" icons.

      FUNCTION  KEYS:  The  window used for the STOS  function  key
      assignments  will normally be drawn on the screen during  the
      initialisation process.  This adds a slightly  unprofessional
      feel  to  your finished program.  You can avoid  this  effect
      using the following directive from the compiler menu.
      ON    The function key window is automatically drawn  at  the
           top of the screen during initialisation.
      OFF  The function key window is omitted.
      
      CURSOR:  Activates  or deactivates the text cursor  when  the
      program is initialised. This setting can be changed at any
      time from within your compiled program using the CURS  ON/OFF
      commands.
      
      MOUSE:  The  MOUSE  option allows you to decide  whether  the
      mouse  will be turned on or off as a default.  As  you  might
      expect,  you  can  reactivate the mouse within  your  program
      using the STOS Basic SHOW instruction.
       LANGUAGE:  Toggles the language used for any system messages
      between English AND FRENCH.
      
      MAIN MENU: Returns you to the main compiler menu.

      NEXT PAGE: Displays the next page of options.(See below)

      LOAD  OPTIONS:  Loads  an  existing set of  options  from  an
                    OPTIONS.INF file from the disc.

      SAVE OPTIONS:  Saves the current options to an OPTIONS.INF in
                    the compiler directory.

      LOADED CHARACTER SETS: The compiled program normally includes
 all  three of the STOS character sets.  But if you only intend  to
 run your program in a single resolution,  the character sets  used
 by  the  remaining  modes will waste  valuable  memory.  The  STOS
 compiler therefore lets you select precisely which character  sets
 are to be loaded.
 WARNING!  ANY ATTEMPT TO RUN YOUR PROGRAM IN THE WRONG  RESOLUTION
 AFTER THIS OPTION HAS BEEN SET WILL CRASH THE ST COMPLETELY.

      LOADED MOUSE POINTERS:  As with the character sets,  you  can
 use this option to omit the data used by the mouse pointers in the
 resolutions  your program will not be using.  But be  careful,  as
 improper use of this command ca crash the ST!
      
      WINDOW BUFFER SIZE:  The windowing system used by STOS Basic,
 normally  keeps a copy of the entire contents of all  the  windows
 which  your  program  has defined.  If your  program  doesn't  use
 windows,  then this memory will be completely wasted.  The default
 setting is 32k. This can be altered in 1k steps by clicking on the
 "++" and "--" boxes.  You can calculate the memory needed by  your
 windows using the following simple rules:
      Each  character  position takes up two bytes  in  medium/high
 resolution and four bytes in low resolution. In low resolution the
 main  STOS screen holds 1000 characters,  so the memory  taken  by
 this screen is 1000*4 or 4000 bytes.
      If you change this setting,  don't forget about the  function
 key window, and the file selector! These use about 8k of memory.

 SPRITE BUFFER SIZE:  Before a STOS sprite is copied to the screen,
 it is first drawn into a separate memory buffer. If you are really
 pressed for space and you are only using the smallest sprites, you
 can  reduce  this buffer to around 1k.  WARNING!  This  option  is
 extremely dangerous.  DO NOT use it unless you know precisely what
 you are doing, or the ST will almost certainly crash!

3 : COMPILER TUTORIAL
 I'll now go through the process of using the compiler in a  little
 more detail.  You start off by loading the compiler accessory into
 memory with a line like:
      ACCLOAD "COMPILER.ACB"
 Now enter the following STOS program into your computer:
      10 TIMER=0:FOR I=1 TO 100000:NEXT I
20 PRINT "LOOP TOOK "; TIMER / 50!; " SECONDS"
 This  program will take approximately seven seconds to  run  using
 interpreted  STOS  Basic.  Insert a disc containing  the  compiler
 folder  in drive A,  and enter the accessory menu with the  <HELP>
 key.  The  compiler can now be accessed by selecting the  COMPILER
 accessory.  Move the pointer over the COMPILE button and click  on
 the  mouse.  The  disc  will now whir for a  few  seconds  as  the
 required  compiler libraries are accessed from the  disc.  As  the
 program is translated, the progress of the compiler is represented
 by a horizontal bar. When this reaches the edge of the screen, the
 compilation process has been successfully completed.  You will now
 be  presented with the option to grab your finished  program  into
 one of the available program segments.
      Position  the mouse pointer over the first free  segment  and
 click on the left button.  Note that selecting SAVE from this menu
 displays  a standard STOS file selector which can be used to  save
 your compiled program straight to the disc.  The compiler will now
 GRAB the compiled program into the free program area selected.
      Compiled programs are executed using the familiar RUN command
 from STOS Basic,  so just type RUN<RETURN> This performs in around
 three  seconds  which is over twice the speed of  the  interpreted
 version.
      Incidentally,  since  the  program has  been  converted  into
 machine code,  any attempt to generate a listing will produce  the
response:
              ******************************
              *     COMPILED PROGRAM       *
              *  Don't change line 65535!  *
              ******************************
 Line  65535  contains  a special instruction  which  executes  the
 compiled  program stored in the ST's memory.  Removing  this  line
 will effectively destroy your compiled program. It's theoretically
 possible  to incorporate separate lines of interpreted Basic  into
 the compiled program.  This practice is NOT however,  recommended.
 Note that compiled programs can also be accessed using the  normal
 LOAD  and  SAVE instructions,  if you wanted to save  you  current
 program, you could therefore type something like:
      SAVE "LOOP.CMP"
 One unique feature of the STOS compiler, is that you can keep your
 interpreted program in memory while you are debugging the compiled
 version.  Whenever  a bug is detected,  you can then  effortlessly
 flick  back to the Basic code,  and make the appropriate  changes.
 This code can be subsequently re-compiled in a matter of  seconds,
 without having to leave the STOS Basic environment at all.
      The  previous example was relatively trivial.  I'll now  show
 you how a full-sized game can be compiled with this system.  Place
 the STOS games disc into drive A and type:
DIR: REM UPDATE CURRENT DISC DIRECTORY
      DIR$ = "\BULLET": REM ENTER BULLET DIRECTORY
      load "BULLET.BAS": REM LOAD BULLET
 Now  insert a copy of the compiler disc into drive  A.  If  you're
 using  an unexpanded 520 ST,  this disc should have  been  created
 previously using the COMCOPY program I mentioned earlier.
      First call the COMPILER accessory from the <HELP> menu in the
 normal  way.  When the main screen appears,  click on  the  button
 immediately below DEST. This will force the compiled program to be
 generated  directly onto the disc,  and may be omitted if you  are
 using a 1040 ST.  Now choose the COMPILE option and click once  on
 the left mouse button,  you will then be presented with a standard
 STOS file selector which prompts you for the name of your compiled
 program, Enter a name like "BULLET.CMP".
      After  a  few  minutes,   the  compilation  process  will  be
 completed,  and you will be returned to the compiler screen.  Exit
 from the accessory using the QUIT option and type:
      ACCNEW:REM REMOVE ALL ACCESSORIES (ONLY NEEDED FOR 520's)
      load "BULLET.CMP"
 Now place a copy of the STOS Games disc and enter the lines:
      DIR:REM UPDATE DIRECTORY
      DIR$ = "\BULLET"
      RUN
 Your  newly compiled version of Bullet Train will now  execute  in
 the usual way.  As you can see,  compiled programs are much faster
 than interpreted ones!
 So far, I 've only shown you how to create a compiled program  for
 use  within STOS Basic.  But the ability to generate  Gem  runable
 programs  is much more exciting as it enables to  distribute  your
 work with none of the protection problems encountered with a  run-
 only interpreted program.
      I'll  begin with a small example which displays  a  Neochrome
 picture on the ST's screen. Type in the following program:
      5 mode 0:flash off
      10 F$=file select$("*.NEO","Display a NEOCHROME screen")
      20 if F$="" or len(F$)<5 then end
30 IF RIGHT$(F$, 4) <> ".NEO" THEN boom: GOTO 10
40 hide: load F$, back: REM load screen
      50 wait key:show
 Put  your working copy of the compiler disc into drive A and  call
 up the compiler from the <HELP> menu.  Now click on the box marked
 BASIC. The title of this box should immediately change to GEM. You
 can  now  start the compilation process with the  COMPILE  button.
 After a short while,  you will be prompted for a filename for your
 new  program.  This file will then be written to the disc and  the
 compilation process will be concluded.
      If you wish to test this program, you will need to leave STOS
 completely  and execute it from the Gem Desktop.  Don't forget  to
 save your original program first!
      On  average,  Gem-run programs are about 40k larger than  the
 equivalent compiled program.  The reason for the increase in  size
 is  that Gem-run programs have to be completely  self  sufficient.
 This   requires  them  to  incorporate  large  segments   of   the
 appropriate compiler libraries.
      Gem-run  programs can be run directly from the  Desktop  like
 any  other  program.  They do not need any support from  the  STOS
 system. Note that once you have compiled a program in this format,
 it cannot be subsequently executed from the STOS Basic system. You
 should  therefore  ALWAYS  retain a copy of your  program  in  its
 original interpreted form.
      Finally, I'll provide you with a full-sized example of a Gem-
 run  program.  Place a disc containing the sprite  editor  definer
 into drive A and load it with:
      DIR:REM UPDATE CURRENT DIRECTORY
      load "SPRITE.ACB"
 Enter a disc containing the compiler libraries into drive A. Since
 this  is  a  very large program there won't  be  enough  space  to
 compile  it  directly into memory on a 520 ST.  In this  case  you
 should specify compilation from memory to disc by clicking on  the
 button  below DEST.  Now toggle the BASIC icon to GEM  and  select
 COMPILE . The disc will be accessed for a couple of minutes as the
 sprite editor is compiled onto the disc.
      You  have now produced a complete stand-alone version of  the
 sprite  editor which can be run independently of the STOS  system.
 this  might well prove extremely useful,  especially when you  are
 importing  graphics  directly  from  neochrome  or  degas  drawing
 packages.

4 : TROUBLESHOOTING
 Although  you are unlikely to encounter any major  problems  when
 using  the  compiler,   it's  still  possible  that  an  unforeseen
 difficulty  could occur at one time or  another,  We've  therefore
 provided you with a comprehensive troubleshooting guide which will
 help you through most of the more common errors.

 THE COMPILER GENERATES AN OUT OF MEMORY ERROR
 This  can  happen  if you are trying to compile  a  large  (100k+)
 program  on an unexpanded 520 ST.  the compiler provides you  with
 four different options which can be used to conserve memory.  Here
 is  a  list of the various possibilities in  descending  order  of
speed:

 SOURCE   DESTINATION                COMMENTS

 MEMORY   MEMORY        VERY FAST - USES MAXIMUM AMOUNT OF MEMORY.

 DISC     MEMORY        SLOWER BUT USES CONSIDERABLY LESS MEMORY.

 MEMORY   DISC          SLIGHTLY SLOWER THAN DISC TO MEMORY BUT THE
                        MEMORY USAGE CAN OCCASIONALLY BE LESS.

 DISC     DISC          USES VERY LITTLE MEMORY.
  
 The  only  limit  to the size of your programs is  the  amount  of
 available disc space.  This is quite slow on a single floppy. When
 you get an out of memory error,  you should try each of the  above
 options  in turn.  If you still get an out of memory  error,  you
 will need to reduce the size of your program in some way.
      The  easiest solution is to get rid of the  permanent  memory
 banks which are used by the program.  These can be defined  during
 program  initialisation  using  the  RESERVE  command  and  loaded
 separately from the disc.  Your programs initialisation phase will
 now include the following steps.

 1 Define each screen bank with RESERVE AS SCREEN.

 2 Load these screens from the disc with LOAD.

 3 Define any DATA banks in the original program as WORK banks. Use
 the RESERVE AS WORK command for this purpose.

 4 Load the external data from the disc.

 Since  a large percentage of the space used by many STOS  programs
 is  taken  up  by the memory banks,  this technique  can  lead  to
 dramatic  reductions  in size,  without noticeably  affecting  the
 programs performance.
      Another idea is to split your program into several parts, and
 load these into memory with RUN when required.  This technique  is
 know  as overlay programming,  and is commonly used in  commercial
 games.If  you do use this approach,  you will need to remember  to
 compile  each  program module separately.  Don't  try  to  combine
 interpreted  modules  with compiled modules or your  program  will
 fail when run from the desktop.

 THE  COMPILER  RETURNS AN UNDIMENSIONED ARRAY ERROR FOR  AN  ARRAY
 WHICH HAS APPARENTLY BEEN CORRECTLY DIMENSIONED.

 The  compiler requires the DIM statement to occur in  the  listing
 BEFORE the arrays are used. Take the following example.
      10 GOSUB 1000
      20 A(10)=50
      30 END
1000 DIM a(100): RETURN

 This causes an error because when the compiler checks line 20,  it
 has yet to encounter the DIM statement at line 1000.  It therefore
 generates an erroneous error message. The solution to this problem
 is simply to dimension all arrays at the start of the program.  So
 you can fix the above routine by replacing line 10 with:

      10 dim a(100)

 YOU GET A SYNTAX ERROR AT AN ON...GOTO OR ON...GOSUB STATEMENT

 In order to optimise the speed of the compiler,  the line  numbers
 used by on goto and on gosub are required to use constants  rather
 than variables. So a line like:
      ON A GOTO 1000,10000+A*5,500
 will produce a syntax error. This should be replaced by:
      ON a GOTO 1000, 10010, 500

 A  PREVIOUSLY  ERROR-FREE  PROGRAM RETURNS  A  SYNTAX  ERROR  WHEN
 compiled

 This  happens  quite  often,  and is simply a  reflection  of  the
 improved  sensitivity  of the compiler to genuine  syntax  errors.
 Take the following program:
      
      10 print "hi there"
      20 goto 10
      30 prunt "This is an error"

 If  you try to run this program using the  interpreter,  then  the
 spelling  mistake  at line 30 will be missed,  since it  is  never
 actually executed. But if you compile it, the compiler will detect
 the error immediately and ask you to correct it.

 PROBLEMS  OCCUR  WHEN YOU TRY TO COMPILE A PROGRAM  USING  CERTAIN
 extension commands

 Any  extensions which are to be compiled need to have  a  separate
 extension  file for the compiler.  This has the  extension  ".ECN"
 where N is the identifier of the extension file.  The  appropriate
 file  will  normally be included along with  the  extensions,  and
 should always be placed in the COMPILER folder.

 THE   COLOURS  OF  A  GEM-RUN  PROGRAM  ARE  DIFFERENT  FROM   THE
 INTERPRETED version.

 This  problem  can  occur if you have been  altering  the  default
 colour settings using the options menu.  Remember that when  these
 are saved to disc,they affect all subsequent compilation.  Correct
 by  simply  restoring  the  standard  options  from  the  original
 COMPILER disc.

 A  PROGRAM WHICH RESERVES A MEMORY BANK WITHIN A  FOR...NEXT  LOOP
 CRASHES INEXPLICABLY.

 A  program  which creates a memory bank within a  FOR...NEXT  loop
 will behave unpredictably if the bank number is held in an  array.
 This  could lead to a total crash of the STOS  Basic  system.  The
 reasons  for these problems are complex,  but the sort of code  to
 watch out for is:

      10 dim b(15)
      20 for b(3)=1 to 10
      30 reserve as screen b(3)
      40 next b(3)

 The difficulty can be avoided by either using a simple variable as
 the   index,   or  defining  the  banks  explicitly  outside   the
 FOR...NEXT. For example:

      20 for i=1 to 10
      30 reserve as screen i
      40 next i

 5: COMPILER EXTENSION COMMANDS
 The compiler adds three extended commands to the normal STOS Basic
 system.  These commands are only used in a compiled program,  They
 have  no  effect whatsoever when the code  is  interpreted.  In  a
 normal  STOS  Basic program the following tests are  performed  at
 regular intervals.
      .Sprite updates.
      .Menu checks.
      .Control+ C tests.
 The  COMPTEST instructions provide you with the fine control  over
 the testing process.

 COMPTEST ON
 Checks  are only carried out before jump instructions  such  as
 GOTO and WHILE,  and especially slow commands like PRINT or  WAIT.
 Note  that COMPTEST ON is the default setting used by  interpreted
 programs.

 COMPTEST OFF
 The COMPTEST OFF command stops the testing  completely,  improving
 the speed of the program by up to 10%. This allows you to optimise
 time critical sections of a compiled program.  It is  particularly
 useful for routines which have to perform large numbers of complex
 calculations in a relatively short space of time. Typical examples
 of  such  programs  include  3D  graphics  packages  and   fractal
 generators.  One dangerous side effect of this command is that  it
 is impossible to interrupt a program until the compiler tests  are
 restored.  So  try  to get into the habit of saving  your  current
 program before calling this function.  Otherwise, an infinite loop
 could lock up the system completely,  losing all of your  valuable
 data. example:

      10 dim a(10000),b(10000)
      20 for i=0 to 10000:a(i)=i:next i:rem load an array
      30 comptest off:timer=0:print "Compiler test off"
      40for i=0 to 10000:b(i)=a(i):next i
50 PRINT "loop executed in "; TIMER / 50!; " seconds"
      60 comptest on:timer=0:print "Compiler test on"
70 FOR I = 0 TO 10000: b(I) = a(I): NEXT I
80 PRINT "Loop executed in "; TIMER / 50!; " seconds"

 Try  stopping the program with Control+C after the compiler  tests
 have been switched off. The program will terminate around line 60,
 since  this  is  the  first  time  the  Control+C  test  has  been
 performed.

 COMPTEST ALWAYS
 This adds a test before each and every STOS Basic instruction.  It
 results  in slightly smoother sprite movement,  and finer  control
 over the menus.  The precise effect of this command will  entirely
 depend  on the mixture of instructions in your  program.  If  your
 program  makes  heavy  use  of  instructions  such  as  GOTO   and
 FOR...NEXT,  the difference will be barely noticeable. But if your
 routine will be performing extensive calculations while also using
 the sprite commands, this instruction could prove invaluable.

 6: THE NEW FLOATING POINT ROUTINES.
 When  STOS  Basic  was first designed,  it used  the  latest  IEEE
 standard for its floating point numbers. This allowed your program
 to use numbers between -1.797692 E+308 and +1.797693 E+307.  These
 numbers were accurate to 16 decimal digits.
      However  it  was  quickly discovered that  few  users  really
 needed this level of accuracy.  The vast majority of arcade  games
 don't use real numbers at all,  and restrict themselves to integer
 arithmetic for the maximum speed.  Furthermore, any programs which
 do  need  floating  point operations usually  require  the  to  be
 performed extremely quickly.  This is especially true of  programs
 which generate 3D graphic effects.
      After much thought,  we have therefore decided to replace the
 existing format with the faster single precision.  The new  system
 allows  a floating point number to range between 1E-14  to  1E+15,
 and  precision  is now limited to  seven  significant  digits.  This
 should be more than adequate for the vast majority of programmers.
      The speed improvement when using the new format is  extremely
 impressive.  All floating point operations are approximately three
 times faster,  with trigonometric functions like SIN and COS being
 performed at more than 30 times their earlier speed!  This applies
 equally well to both interpreted and compiled programs.
      Note that this compiler is currently ONLY compatible with the
 new system.  So unless you genuinely need to use double  precision
 arithmetic in your programs, you should upgrade all your copies of
 STOS Basic to version 2.4 immediately.  See the installation guide
 for further details of this process.
      Incidentally,  if  you  try  to list  any  of  your  existing
 programs  which  use  real numbers,  the following  text  will  be
 displayed on the screen.

                           BAD FLOAT TRAP

 In order to allow you to run these programs from STOS v2.4 we have
 included a useful little utility called CONVERT.BAS which  will 
 automatically transform your programs into the correct format.
      You can call this program from the compiler disc by typing:

 RUN "CONVERT.BAS"

 You  will  now  be prompted for one of your  STOS  V2.3  programs.
 Insert  the  appropriate disc in drive A and select  your  program
 using  the STOS file selector.  This program will then be  quickly
 converted  into STOS V2.4 format,  and will be copied back to  the
 original file. It's a good idea to perform this conversion process
 for every one of your STOS Basic programs which use real  numbers.
 This will avoid the risk of confusion in the future.

 7: TECHNICAL DETAILS
 In  this section we will be discussing a large range  of  advanced
 topics  which will be especially relevant to those with  a  little
 programming experience.

 IMPROVED GARBAGE COLLECTION
 The  problem of "garbage collection" arises in any language  which
 allows   the   user  to  manipulate   variable-sized   pieces   of
 information.  The  classic example of this problem in  STOS  Basic
 occurs with strings. Take the following small Basic program:

      10 input a$:rem input string
      20 a$=a$+a$:rem double the length of the string
      30 b$=a$-" ":rem subtract all spaces from the string
      40 c$=left$(a$,3)
      50 print a$
60 GOTO 40

 The  above program may look extremely simple,  but underlying  all
 this   casual  string  manipulation,   the  STOS  interpreter   is
 performing a frantic amount of activity.
      Like  all variables,  the characters in a string need  to  be
 stored  somewhere  specific in the Atari  ST's  memory.  But  what
 actually  happens  if you increase the size  of  the  string?  The
 system can't just tack the extra characters on at the end as  this
 will  overwrite  any other variables which  have  been  positioned
 immediately after it.
      One solution would be to move the entire list of variables so
 as  to  create  the correct number of spaces at  the  end  of  the
 string. In practice however, this would prove incredibly slow.
      It's much easier to simply define a new string with the  same
 name,  and  then insert it at the next free  memory  location.  Of
 course,  the  characters making up the old string are now  totally
 useless,  and taking up valuable memory space.  Another source  of
 potential   waste  are  the  intermediate  results  generated   by
 operations   such   as   "+","-"  and   SPACE$.   As   time   goes
 by,  this  "garbage"  will  start to clutter up  the  ST's  entire
 memory.  Eventually,  the  STOS system will be forced  to  totally
 reorganize  the ST's memory to recover the unused space  for  your
 program. This process is known as garbage collection.
      Since It's impossible to predict when the memory will finally
 run  out,  garbage  collection can occur at  wildly  unpredictable
 intervals.  Furthermore, in extreme cases, the process can take up
 to several whole minutes to complete.  This can lead to sudden and
 inexplicable  delays in the execution of your program.  The  worst
 problems  occur  with  programs which perform a  large  amount  of
 string manipulation such as adventure games. Fortunately, the STOS
 compiler  provides you with the perfect solution to this  problem.
 Enter the following program:

      10 dim a$(5000)
      20 for x=0 to 5000
      30 a$(x)=space$(3)+"a"+space$(2):rem this generates a lot  of
         garbage
      40 home:print x
      50 next x
      100 timer=0
110 PRINT free: REM force a garbage collection
120 PRINT TIMER / 50!

 If  you  run  this  program using  STOS  Basic  v2.3  the  garbage
 collection will take several minutes.
      Now  try  it on STOS Basic v2.4.  You will  be  delighted  to
 discover  that the entire process occurs  almost  instantaneously.
 This  is because,  when Francois Lionet created the  compiler,  he
 cleverly optimised all the garbage collection routines for maximum
 speed. So garbage collection will never be a potential problem for
 one of your compiled programs.

 The COMPILER
 The  STOS Basic compiler was designed to use as little  memory  as
 possible.  In  fact,  most of the memory needed by the  system  is
 borrowed from the sprite background screen.  That's why the  mouse
 disappears while the compiler is executing.

 HOW THE COMPILER WORKS
 The compiler first reserves some memory in the current  background
 screen,  it then looks into the COMPILER folder and opens the main
 Basic library (BASIC204.LIB). The addresses of all the appropriate
 library  routines are now loaded into the ST's  memory.  The  next
 action,  is to check for the existence of an extension file ending
 in .EC.  These contain all the information required to compile the
 BASIC  commands added by the extension.  Whenever an extension  is
 discovered,  a full catalogue of additional routines is then added
 to the current list.  The execution of the compiler is split  into
 three separate phases which are known as passes.

 PASS  0......The  first  pass checks the STOS  Basic  program  for
 possible syntax errors, and makes an initial attempt at converting
 the program into machine code.  while it does this,  it produces a
 full list of all the library routines which will be called by  the
 program.  Note  that no actual code is actually generated by  this
 pass as the intention is merely to estimate the final size of  the
 compiled program.  The compiler can now safely reserve the precise
 amount  of space which will be needed,  without  wasting  valuable
 memory.

 PASS  1......Analyses  the Basic program using  exactly  the  same
 method as pass 0.  It then converts the entire STOS Basic  program
 into  machine code,  and copies this data to either memory or  the
 disc.  At  the  same  time  it also creates  a  number  of  tables
 including the relocation table.
      The compiler now incorporates any library routines which  are
 accessed from the compiled program.  It is important to note  that
 only  the routines which are actually used by the program will  be
 included in the final code.  This reduces the size of the compiled
 program  to  the absolute minimum.  The following steps  are  then
 performed by the compiler in quick succession:

 1 If an extension command is used in the program,  the  extension
   libraries are searched and the appropriate routines are written
   into the compiled program.
 2 The relocation table is copied into the program. This allows the
   compiled program to be executed anywhere in the ST's memory.
 3 The table used to hold the address of the program lines is  then
   added.
 4 Any string constants which are used are tagged onto the end  of
   The program.
 5 If  the  program is to be run from  Gem,  the  compiler  copies
   over  the  various library routines  needed  by  the  sprites,
   windows, menus, music and floating point arithmetic. These  add
   approximately 40k to the length of the program.
  
 PASS 2......This pass simply explores the relocation table created
 in  pass  1,  and  sets the required  addresses  in  the  compiled
 program.  The  compiler now closes all the open  disc  files,  and
 transfers the program to the current program segment if required.
      Note  that  the eventual size of a compiled  program  depends
 entirely  on the precise mix of STOS instructions which are  used.
 there's no real relationship between the complexity of the program
 and the size of the code.  In practice, some of the simplest Basic
 instructions  proved to be the hardest to actually write.  A  good
 example of this is the STOS file selector,  which involves over 4k
 of  machine code.  You can see below the machine code produced  by
 the compiler from a simple plot command.
 The basic listing:

      PLOT 320, 100, 1

 THE COMPILED PROGRAM:

      move.l #1,-(a6)
      move.l #100,-(a6)
      move,l #320,-(a6)
      jsr PLOT
 The subroutine  'plot' is a library routine which will  be  merged
 into the compiled program.

 STOS-RUN
 STOS-run programs have the standard Basic header and fake line  at
 65535 with a single instruction which calls the compiled  program.
 The memory banks are handled by the editor in exactly the same way
 as for a normal interpreted program.  This means you can BGRAB  or
 SAVE them in the usual way.  Incidentally,  it's also possible  to
 execute  a compiled program as a STOS accessory.  In order  to  do
 this,  load  them into memory and resave them with  the  extension
 ".ACB".

 GEM-RUN
 Gem-run programs have the same header format as TOS  files.  There
 is,  however,  NO  RELOCATABLE TABLE for TOS,  and the  relocation
 address points to an empty table.  Instead of this,  the beginning
 of  the program is written in PC relative code.  This  contains  a
 small  routine  which relocates the main program  using  the  STOS
 relocation table.
      The  first thing a GEM-run program does is to initialise  the
 memory  banks which are normally chained to the compiled  program.
 It  starts  by  finding the address of the  top  of  memory  using
 location $42E, it then subtracts 64k for the screens and moves the
 memory banks (if present) to the end of memory.  This provides the
 compiled program with plenty of free space to work with,  situated
 between  the  end of the program and the beginning of  the  memory
 banks.
      The  program then sets up the standard STOS  environment.  It
 first initialises all the Trap routines (sprites, windows, music).
 Then  it  activates  the  normal STOS  interrupts  and  kills  the
 interrupts used by GEM.
      Finally it erases the screen, activates the mouse pointer and
 starts executing the compiled program.

 8: UTILITY PROGRAMS
 This  package  includes a number of small accessory  programs  for
 your use.

 THE RAMDISC ACCESSORY
 The STOSRAM program allows you to create a ramdisc of any size for
 up to the maximum available ram.  It is especially useful for 1040
 users  who can copy the COMPILER folder into memory,  speeding  up
 the  compilation  process  significantly.   See  the  section   in
 installation for more details.
 The  action  of  the accessory is to add  a  separate  STOSRAM.PRG
 program to your current AUTO folder.  This will be executed  every
 time  STOS Basic is subsequently run,  and will  be  automatically
 loaded with the contents of any folder on the current  disc.  Here
 is a list of the possible options.
      <a>  or <b> Sets the drive on which the ramdisc program  will
                  be installed.

      <s>         Chooses the size of the ramdisc. The default is
                  150k, which is just right for the contents of the
                  COMPILER folder. When this option is selected you
                  will  be requested to input the  ramdisc's  size.
                  This number should be entered in units of K'bytes.

      <c>         Selects the path name for the folder which is  to
                  be loaded into the ramdisc on start-up.  If  this
                  string is empty, or the folder you have requested
                  cannot be found,  then the ramdisc will be  left
                  vacant.  Note that only the individual files  in
                  the  directory can  be  copied,  NOT  the  entire
                  folders.

      <g>         Creates a new ramdisc using the options you  have
                  previously set.  The STOSRAM.PRG program is  now
                  copied  into the AUTO folder on the disc.  If  an
                  AUTO  folder doesn't currently  exist,  then  one
                  will be created.  An important point to  remember
                  is that the ramdisc won't be removed from  memory
                  by resetting the computer- it must be  completely
                  turned off. If you reset and boot up STOS another
                  ramdisc will be created.

 THE DISC FORMATTER ACCESSORY
 The  FORMAT accessory enables you to format a disc  directly  from
 STOS Basic. Discs can be formatted using the following options:

      <a> or <b> Selects the current drive.

      <1> or <2> This toggles between 360k single sided  (1)  and
                 720k double sided format (2).

      <G>        Formats the disc in the current drive.

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Well, that concludes yet another huge doc brought to you by Sewer 
Software. Thanks again to Gary for typing the entire manual in for 
us.