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This page was created on 15-Aug-2017 16:14 by Roland B. Wassenberg

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16 03-May-2018 18:12 9 KB Maury Markowitz to previous | to last ACTION ==> Action
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1 15-Aug-2017 16:14 648 bytes Roland B. Wassenberg to last PL65

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At line 1 changed 2 lines
!!!PL65 Copyright (C) 1987 Noahsoft
Here's a working disk image of PL65 for anyone who wants to try what must be the rarest of Atari 8-bit languages. To use it, boot with SpartaDOS (an X cart image in one of the emulators is a good development environment) then run PL65.COM and choose from the various menu options. SAMPLE.PRG is a useful example program to figure out some of the finer points of the language (there's no manual on the disk) and S.OBJ is the compiled source. Little or no third-party documentation exists and I don't have a manual. I have one in-depth magazine article (in 8:16, BaPAUG's magazine, written by Simon Trew). The package consists of a compiler, editor, library and a sample game.
!!!PL65
Copyright (C) 1987 Noahsoft
At line 4 added 9 lines
!Background
PL65, like the better-known [Action], is a high-level ALGOL-derived language intended to produce high-performance code in a more readable format than [assembler]. The two languages share overall terms, syntax, and structure. The main difference is that PL65 includes a STRING type, something Action! lacked, but like Action!, PL65 also lacks a FLOAT type.
One unique feature of PL65 is that it includes two full-screen editors. The main editor is KED. It includes modern features like indentation support, search and replace, and block copy/paste. A second editor, the "micro editor", is included in the compiler program, allowing you to make minor changes without having to switch programs.
PL65 allows libraries to be referenced in a program using the INCLUDE directive, in a fashion largely identical to C's #include. However, it also includes the LINK command, normally placed at the end of a file, which allows several files to be stitched together into one larger file. The difference is that INCLUDE begins compiling the referenced file when it is seen in the code, whereas LINK occurs only when the current file is completely compiled, even if the LINK is placed higher in the code.
Here's a working disk image of PL65 for anyone who wants to try what must be the rarest of Atari 8-bit languages. To use it, boot with SpartaDOS (an X cart image in one of the emulators is a good development environment), run PL65.COM and choose from the various menu options. SAMPLE.PRG is a useful example program to figure out some of the finer points of the language (there's no manual on the disk) and S.OBJ is the compiled source. Little or no third-party documentation exists and I don't have a manual. I have one in-depth magazine article (in 8:16, BaPAUG's magazine, written by Simon Trew). The package consists of a compiler, editor, library and a sample game.
At line 10 changed one line
* [pl65src.zip] ; Thank you DanBoris from AtariAge for giving us this partial commented disassembly of the PL65 sample program along with some plain ascii versions of the source file and libraries. We really appreciate your help! :-)))
* [pl65src.zip] ; Thank you DanBoris from AtariAge for giving us this partially commented disassembly of the PL65 sample program along with some plain ASCII versions of the source file and libraries. We really appreciate your help! :-)))
At line 13 changed one line
* [PL65-Manual.pdf] ; size: 6.8 MB ; Thank you so much spookt from AtariAge for your help in this case and MrFish for the post processing. :-)
* [PL65-Manual.pdf] ; size: 6.8 MB ; Thank you so much spookt from AtariAge for your help in this case and MrFish for the post-processing. :-)
* [PL65-Manual.m.pdf] ; size: 485 kB ; Mobile-friendly version from 2016-08-27 by Petr Antos