This program is a collection of one-liners written by various authors. That is, each sub-program in this program originally started out as a one-line program. They have been collected together into a single program so that you can experience them all for yourself without having to load each one up separately.
There are a total of 14 different one-liners. Most one-liners run in infinite (or near-infinite) loops. A few of the programs originally exited to the READY prompt; those are handled here by letting them fall into infinite loops inserted between one-liners. At any time, you can hit Shift-Clear to leave a one-liner and return to the initial menu. To exit the program, press Enter at the initial menu — i.e. without providing any input.
Note: it is recommended that you do not exit the program simply by pressing Break. If this does happen, you should press Shift-Clear and then Enter to exit cleanly before returning to the DOS or loading a new Basic program. Otherwise, sooner or later the machine will probably hang.
All the one-liners, except for the last two, were originally published in Softside magazine. They usually appeared as filler material, occupying the space of a small advertisement. My high-school computer programming teacher had a small hoard of various TRS-80 magazines, including numerous Softsides, and this is how I first became acquainted with the challenge of writing one-liners. I immediately fell in love with the idea. (After all, the one-liner mindset was little more than my normal programming mindset, back then, taken to its logical conclusion.) I carefully paged through all of my teacher's Softsides in order to find all the TRS-80 one-liners. Inevitably I eventually decided that I needed to collect them all together into a single program.
In order to provide a way to access each one-liner as a separate program, I needed to add two things: a way for the user to select which one-liner to run, and a way to cleanly exit a one-liner without using Break, which would exit the whole program.
The former problem was solved with a simple one-liner, line 1 of the program. All it does is reset some of the shared state of the Basic interpreter and then displays a prompt. It is notable only for the fact that the prompt is tailored to remind users of the opening prompt of the Scott Adams Adventure Collections.
The latter problem was a bit trickier, and I eventually solved it by writing a short assembly-language routine to hook into the keyboard handler. The hook code simply looks for the Shift-Clear key combination, and when it sees it it forces the Basic interpreter to jump back to line 1 of the program. Providing and installing the machine-language code is done in line 0 of the program. The machine-language bytes are embedded in a REM statement. I didn't want to use the standard USR interface for invoking the code, however, out of concern that it might somehow interfere with a future one-liner, so instead I hijacked the little-used NAME command. If you're curious to understand how it works, I've included a detailed explanation at the end of the page.
Here is a list of the available one-liners:
|1||A one-line adventure game [author: Phillip Case]|
|2||Installing and running an assembly program|
|3||A personalized Christmas greeting|
|4||Using control characters to make hidden messages|
|5||A one-line dodging game|
|6||Lunar lander (enter your x-velocity at start)|
|7||Symmetrical line patterns (press R to clear screen)|
|8||Another foray into TRS-80 art in one line|
|9||A one-line driving game|
|A||Random kaleidoscope patterns|
|B||Simple shooting gallery (use Space to fire)|
|C||An excursion in non-orthogonal random lines|
|D||Guess my number [authors: Brian Raiter, Rex Wheeler]|
|E||A hex-to-decimal converter [author: Brian Raiter]|
(My personal favorites are numbers 1, 6, and 7.)
The following is a listing, or really a representation of the listing, of the complete program. It is provided for reference only; it's much less effort to use the provided link at the top of the page to obtain a usable copy of the program. Manually entering one-liners is often not a straightforward matter: The interpreter will only accept 255 bytes in a single line of Basic, so occasionally one has to omit the last few characters when entering a line, and then append the remainder via the EDIT command after the interpreter has had a chance to parse the input. (EDIT is also used to embed line breaks and other special characters in string literals.) And of course, the bytes of the machine-language routine in line 0 has to be created by entering filler characters and then modifying them afterwards via POKE.
0 B=PEEK(16548)+256*PEEK(16549)+124:FORX=0TO2:POKEB+79+X*2,PEEK( 16782+X):NEXT:POKE16782,195:POKE16783,BAND255:POKE16784,B/256:NA ME:REM * One-liner key hook *▪@▪χ §K@χqχpχ"@ χ χ"█Aβζ??▪♠: 8▪>α χ*▪@▪ ^ V S@>???2▟A S█A 1 CLEAR50:CLS:RANDOM:POKE16412,0:POKE16419,95:INPUT"Press SHIFT- CLEAR to return here. Which One-liner (1-Z)";L1$:IFL1$="",NAME:ENDELSEONASC(L1$)-48GOT O2,4,5,6,8,9,11,12,13,1,1,1,1,1,1,1,15,16,17,18,19:GOTO1:REM * O ne-liner menu 2 CLS:PRINT"Adventure Visible Items: Trees Obvious Exits: EAST WEST "STRING$(30,45):INPUT"Tell me";A$:IFA$<>"E",2ELSEPRINT@0,"I'm in a cave."@79,"Nothing";:PRINT@143,"None",;:PRINT@263,"";:INPUTA$ :IFASC(A$)=72ANDMID$(A$,4)="P",PRINT"You win!!"ELSE2 3 GOTO3 4 CLEAR22:A$=STRING$(22,32):J=VARPTR(A$):I=PEEK(J+1)+256*PEEK(J+ 2):I=I+65536*(I>32767):FORK=ITOI+21:READZ:POKEK,Z:NEXT:DEFUSR=I: FORX=1TO2:POKEI+10,RND(63)+128:L=USR(0):X=1:NEXT:DATA33,0,60,17, 1,60,1,255,3,54,0,237,176,6,5,33,0,0,43,124,181,201 5 INPUT"ENTER YOUR NAME";A$:A$=A$+" ":L=LEN(A$):P=30:CLS:PRINT@P +1,"**":FORI=1TOL:PRINT@P-I+64*I,"* ";:PRINTMID$(A$,1,I);:PRINTM ID$(A$,1,I)+" *":NEXT:PRINTTAB(P)"MERRY":PRINTTAB(P);"XMAS!":FOR T=1TO5000:NEXT:PRINTTAB(P-11)"FROM SOFTSIDE PUBLICATIONS":RUN5 6 CLEAR999:CLS:PRINT"M A G I C C O D E":PRINT"E N T E R M S G":INPUTA$:PRINTCHR$(28):PRINTCHR$(31):X=LEN(A$):FORY=1TOX:B$=B$ +MID$(A$,Y,1):C$=CHR$(RND(58)+31):B$=B$+C$:NEXT:PRINT"E N T E R" :INPUTD$:PRINTB$:PRINT:PRINT"E N T E R":INPUTD$:PRINTCHR$(23) 7 GOTO7 8 P=28:C$="V":FORT=1TO9E9:Q=RND(12):IFT/4=INT(T/4)PRINT@916+Q,"O ":NEXTELSEA$="I I":PRINT@P,C$@980,A$@1023,:IFPEEK(154 24+P)=79ORP>32ORP<21PRINT@P,"BOOM";:FORW=1TO9:NEXT:RUN8ELSEK=PEE K(14400):IFK=32P=P-1:NEXTELSEIFK=64P=P+1:NEXTELSENEXT 9 INPUTH:CLS:G=42:FORT=0TO127:G=G+RND(3+(G=47))-2:FORD=GTO47:SET (T,D):NEXTD,T:FORF=0TO99-H*5:P=PEEK(14400):H=H+(P=32)/2-(P=64)/2 :V=V+.25+(P=8)/2:RESET(X,Y):X=X+H:Y=Y+V:IFPOINT(X,Y)IFV>1ORHRESE T(X,Y):RUN9ELSESET(X,Y-1):PRINT@349,"Landed"ELSESET(X,Y):NEXT 10 GOTO10 11 CLS:DEFINTA-Z:RANDOM:X=32:Y=12:FORK=1TO2STEP0:IFINKEY$="R"THE N11ELSEL=RND(25):XD=RND(3)-2:YD=RND(3)-2:FORA=1TOL:SET(X,Y):SET( 127-X,Y):SET(127-X,47-Y):SET(X,47-Y):X=X+XD:Y=Y+YD:X=X-128*INT(X /128):Y=Y-48*INT(Y/48):NEXTA,K:REM "R"=RESTART 12 CLS:PRINT@402,"C O M P U T E R A R T ! !":PRINT:DEFINTA-Z:R ANDOM:FORT=1TO1000:NEXTT:CLS:FORT=1TO10:A=RND(62)-1:B=RND(62)+61 :C=RND(22)-1:D=RND(22)+21:FORX=ATOB:SET(X,D):SET(X,C):NEXTX:FORY =CTOD:SET(B,Y):SET(A,Y):NEXTY,T:FORT=1TO3000:NEXTT:GOTO12 13 CLS:J=27:P=15391:FORM=1TO9E9:T=RND(99):FORL=RND(T)TOTSTEPRND( 9)/9:J=50-ABS(ABS(J+SIN(L))-50):A=PEEK(14400)/32:P=P-((AAND1)-(A /2AND1))*(PEEK(14464)+1):PRINTTAB(J)"!!! . !!!":IFPEEK(P)=33 PRINT"SCORE:"SELSEPOKEP,191:S=S+1:NEXTL,M 14 GOTO14 15 CLS:PRINT"Hit space bar to see a new pattern":FORX=1TO700:NEX TX:FORT=1TO5000:CLS:FORZ=1TO1160:X=RND(64)-1:Y=RND(24)-1:SET(X,Y ):SET(X,47-Y):SET(127-X,47-Y):SET(127-X,Y):IFINKEY$=""THENNEXTZ, T:GOTO15ELSENEXTT:GOTO15 16 CLS:CLEAR99:C=RND(62)+33:PRINTSTRING$(63,C):FORX=0TO1E9:IFINK EY$="",NEXTELSEFORH=0TO1E9:R=RND(63)-1:IFPEEK(15360+R)<>C,NEXTEL SEFORL=960+RTORSTEP-64:PRINT@L,"!";:PRINT@L," ";:NEXT:FORL=0TO9: PRINT@R,CHR$(RND(159)+32);:NEXT:PRINT@R," ";:NEXTXELSENEXTX 17 CLS:DEFINTA-Z:X=RND(127):Y=RND(47):FORA=0TO10+RND(60):I=RND(7 )-4:J=RND(5)-3:FORB=0TORND(30):SET(X,Y):I=I+2*I*((I+X>127)OR(I+X <0)):X=X+I:J=J+J*2*((J+Y>47)OR(J+Y<0)):Y=Y+J:NEXT:NEXT:FORI=0TO9 99:NEXT:RUN17 18 CLS:RANDOM:A=1:B=1E3:Q=RND(1E3):FORX=1TO8E9:PRINTA"-"B:INPUT" Guess";C:IFC<AORC>B,X=X-1:NEXTELSEIFC<QPRINT"Too low":A=C+1:NEX TELSEIFC>QPRINT"Too high":B=C-1:NEXTELSEPRINTC"is right!! It took you"X"tries. ":X=9E9:NEXT:FORX=0TO0:X=INKEY$="":NEXT:RUN18 19 PRINT"Hex: --"STRING$(2,24);:FORA=1TO0STEP-1:FORQ=0TO0:A$=INK EY$:Q=A$="":NEXT:B(A)=ASC(A$):IFB(A)>47ANDB(A)<58ORB(A)>64ANDB(A )<71THENPRINTCHR$(B(A));:NEXT:FORA=0TO1:H=H+((-B(A)+55)*(B(A)>64 )+VAL(CHR$(B(A))))*16[A:NEXT:PRINT" Dec"H:RUN19ELSEA=A+1:NEXT
Once again, to be clear: I am not the author of the majority of this program. I am merely the anthologist. The original authors and/or copyright holders continue to own and reserve all rights to this code. Being the callow youth that I was at the time, I neglected to write down the authors' names (though I think Softside also often neglected to provide them). In any case, I welcome information from anyone who can indicate where credit is due. Contact me at firstname.lastname@example.org.
The Basic part of line 0 is straightforward. The first statement:
initializes B with the address of the Basic program, plus 124 bytes, which is the offset of the machine-language routine within the REM. Next comes a short loop:B=PEEK(16548)+256*PEEK(16549)+124
which copies the existing NAME vector to a safe place inside the machine-language routines (in the bytes containing question marks below). Once these bytes have been saved, the program can then replace them:FORX=0TO2:POKEB+79+X*2,PEEK(16782+X):NEXT
with a vector that jumps to the machine-language routine. With this in place, the Basic program can then use the statement:POKE16782,195:POKE16783,BAND255:POKE16784,B/256
to jump to the machine-language routine.NAME
The machine-language code, besides being necessary to hook the keyboard, also allows much more functionality to be packed into a small number of bytes. Turning to the original assembly, the machine language routine at offset 124 (007CH) from the start of the Basic program is as follows:
4016H contains the address of the current keyboard handling routine. The SETUP routine retrieves that address and stores it inside the HOOK routine, which immediately follows this one. It then replaces that value with the address of the start of the HOOK routine, thus installing the keyboard hook. It also modifies the value of the NAME vector, so that instead of pointing to this routine, it will point to REMOVE (described below). After this, a subsequent NAME statement will call REMOVE instead of SETUP.; The hook installer routine 007C DD2AA440 SETUP: LD IX,(40A4H) ; IX=line 0 pos 0080 119D01 LD DE,0100H+HOOK ; DE=offset of 0083 15 DEC D ; hook rtn 0084 DD19 ADD IX,DE ; advance IX 0086 ED4B1640 LD BC,(4016H) ; BC=keybd rtn 008A DD7101 LD (IX+1),C ; store in CALL 008D DD7002 LD (IX+2),B ; instruction 0090 DD221640 LD (4016H),IX ; replace w/IX 0094 1E19 LD E,REMOVE-HOOK ; change NAME 0096 DD19 ADD IX,DE ; vector to 0098 DD228F41 LD (418FH),IX ; remove rtn 009C C9 RET ; setup is done
The keyboard hook routine is as follows:
The address of the original keyboard routine is stored as part of the CALL instruction at top, replacing the original value of 3F3FH (or "??" in ASCII). Thus the hook routine first invokes the normal keyboard handler. When it returns, the accumulator holds the decoded character. ASCII 31 represents the Clear key, so if the accumulator holds some other value, the routine returns directly. Otherwise the byte at 3880H is examined, and if it is nonzero then a Shift key is currently down. If so, the HL register is altered to point to the second line of the current Basic program, and the hook routine jumps directly back to the Basic interpreter instead of returning.; The keyboard hook 009D CD3F3F HOOK: CALL 3F3FH ; keybd handler 00A0 FE1F CP 31 ; Clear key? 00A2 C0 RET NZ ; no, let pass 00A3 3A8038 LD A,(3880H) ; a shift key 00A6 B7 OR A ; pressed? 00A7 3E1F LD A,31 ; (restore acc) 00A9 C8 RET Z ; no, let pass 00AA E1 POP HL ; yes, grab it 00AB 2AA440 LD HL,(40A4H) ; HL=line 0 pos 00AE 01D801 LD BC,0100H+NEXT ; advance HL to 00B1 05 DEC B ; next line 00B2 09 ADD HL,BC ; of program 00B3 C31E1D JP 1D1EH ; back to Basic
Finally, the REMOVE routine, invoked when a second NAME statement is encountered, is as follows:
This routine simply restores the values that 4016H and 418EH originally had. The original value for 4016H is stored as part of the CALL instruction at the top of the HOOK routine, while the origianl vector value for 418EH was stored inside this routine directly, replacing the ASCII question mark bytes, as part of the SETUP routine. This routine is invoked in line 1 of the Basic program, in the case when the user inputs an empty string, just before the final END statement.; The hook uninstaller routine 00B6 DD2AA440 REMOVE: LD IX,(40A4H) ; IX=line 0 pos 00BA 119D01 LD DE,0100H+HOOK ; DE=offset of 00BD 15 DEC D ; hook rtn 00BE DD19 ADD IX,DE ; advance IX 00C0 DD5E01 LD E,(IX+1) ; get original 00C3 DD5602 LD D,(IX+2) ; keybd rtn 00C6 ED531640 LD (4016H),DE ; restore it 00CA 3E3F LD A,'?' ; restore the 00CC 1E3F LD E,'?' ; original 00CE 163F LD D,'?' ; NAME vector 00D0 328E41 LD (418EH),A ; put here by 00D3 ED538F41 LD (418FH),DE ; Basic prog 00D7 C9 RET ; we're done NEXT: