STOS MAIN LOOKUP TABLE

From Atari Wiki
Jump to navigation Jump to search

I created the table after reading the STOS source code, and also creating test .BAS files and looking at them in an hex editor.

Token Command
0x80 to
0x81 step
0x82 next
0x83 wend
0x84 until
0x85 dim
0x86 poke
0x87 doke
0x88 loke
0x89 read
0x8a rem
0x8a '
0x8b return
0x8c pop
0x8d resume next
0x8e resume
0x8f on error
0x90 screen copy
0x91 swap
0x92 plot
0x93 pie
0x94 draw
0x95 polyline
0x96 polymark
0x98 goto
0x99 gosub
0x9a then
0x9b else
0x9c restore
0x9d for
0x9e while
0x9f repeat
0xa1 print
0xa1 ?
0xa2 if
0xa3 update
0xa4 sprite
0xa5 freeze
0xa6 off
0xa7 on
0xa9 locate
0xaa paper
0xab pen
0xac home
0xad .b
0xae .w
0xaf .l
0xb0 cup
0xb1 cdown
0xb2 cleft
0xb3 cright
0xb4 cls
0xb5 inc
0xb6 dec
0xb7 screen swap
0xb9 psg
0xba scrn
0xbb dreg
0xbc areg
0xbd point
0xbe drive$
0xbf dir$
0xc1 abs
0xc2 colour
0xc3 fkey
0xc4 sin
0xc5 cos
0xc6 drive
0xc7 timer
0xc8 logic
0xc9 fn
0xca not
0xcb rnd
0xcc val
0xcd asc
0xce chr$
0xcf inkey$
0xd0 scancode
0xd1 mid$
0xd2 right$
0xd3 left$
0xd4 length
0xd5 start
0xd6 len
0xd7 pi
0xd8 peek
0xd9 deek
0xda leek
0xdb zone
0xdc x sprite
0xdd y sprite
0xde x mouse
0xdf y mouse
0xe0 mouse key
0xe1 physic
0xe2 back
0xe3 log
0xe4 pof
0xe5 mode
0xe6 time$
0xe7 date$
0xe8 screen$
0xe9 default
0xeb xor
0xec or
0xed and
0xee <>
0xee ><
0xef <=
0xef =<
0xf0 >=
0xf0 =>
0xf1 =
0xf2 <
0xf3 >
0xf4 +
0xf5 -
0xf6 mod
0xf7 *
0xf8 /
0xf9 ^

--Darklight 22:11, 2 September 2007 (EDT)