Oceanic FSD-2 User Manual
...
Oceanic User Manual
Specifications and Main Features
Frequently Asked Questions
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FSD-2
5^r"
FLOPPY
DISK
DRIVE
FOR
COMMODORE
C64
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TABLE
OF
CONTENTS
Page
1.
Introduction
2
2.
Specifications
3
3.
Installation
5
Cable
Connections
5
TurningOnPower
5
Disk
Insertion
5
4.
Using
Programs
6
Using
Prepackaged
Software
6
The Disk
Directory
7
Pattern
Matching
and
Wild
Cards
8
5.
Disk
Commands
••••»
10
Reading
the
Error
Channel
,
13
6.
Sequential
Files
14
7.
Random
Files
16
8.
Relative
Files
20
Using
Relative
Files
21
9.
Programming
the
Disk
Controller
•
25
10.
Changing
the
Device
Number
••....
28
Software
Method
28
Hardware
Method
29
Appendices
A.
DescriptionofError
Messages
30
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1.
Introduction
The
FSD-2
Disk
Drive
isaversatile
and
efficient
disk
drive
built
for
the
Commodore
seriesofpersonal
computers.
This
drive
is
fully
compatible
with
the
Commodore64computer
and
directly
replaces
the
Commodore
1541
Disk
Drive,
giving
much
better
performanceinterms
of
data
loading
and
writing
speed
and
memory
buffer
size*
If
you
are
a
beginner,
the
first
few
chapters
will
help
you
install
and
operate
the
disk
drive.
As
your
skill
and
experience
improves,
you
will
find
more
uses
for
your
disk drive
and
the
more advanced
chapters
will
be
very
helpful.
If
you're
an
experienced
professional,
this
manual
can
give
you
the
information
you
need
to
take
advantageofall
tne
FSD-2
power
and
features.
Regardless
of
the
level
of
your
programming
expertise,
the
FSD-2
will
greatly
increase
the
efficiency
and
capabilityofyour
computer
system.
Pleasebeaware
that
this
manual
is a
reference
guide
to
the
operation
of
the FSD-2
While
it
contains
step
by
step
instructions
and
a
section
to
let
you
easily
use
prepackaged
software,
you
should
become
familiar
with
BASIC
and
the
computer
commands
that
help
you
operate
your
computer
and
its
peripherals.
Remember,
you
don't
need
to
learn
everythinginthis
manual
at
once.
The
first
three
or four
chapters
will
let
you
use
the
disk
drive
for
most
applications,
and
the
following
chapters
tell
you
how
to
set
up
files,
access
any
data,
and
program
the
disk
drive
itselfatthe
machine
language
level.
NOTES:
In
FORMAT
examples,
lower
case
words
need
to
be
replaced
by
an
appropriate
word
or
number
that
you
choose•
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2.
SPECIFICATIONS
FSD-2
FLOPPY
DISK
DRIVE
♦Slim
line
construction
(low
profile)
and
fully
Commodore
compatible.
♦Disk
size:
5-1/4
inch
diameter.
♦Capacity
Per
Disk
174.8
kbytes
Directory
Entries
144/disk
Sector
Arack
17-21
Bytes/Sector
256
Tracks
•
35
♦Average
NTBF
rateof8000
hours.
♦Power
Requirements
Voltage
117
VAC,
220/230
240
VAC
optional
Frequency
50/60
Hertz
Power
Dissipation
24
Watts
♦Mechanical
Dimensions
Height,
width,
depth
47.5
X150X268mm.
Weight
2.8
kgs.
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FSD-2
FLOPPY
DISK
DRIVER
Figure4.1
frant
panel
red-
active
LED
green-
ready
flash-
error
SERIAL
BUS
POWER
ON
Figure
4.2
back
panel
Please9
don't
connect
anything
until
you've
completed
the
following
section9
otherwise
you
will
get
danger
or
take
trouble
in
your
system.
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3.
INSTALLATION
CABLE
CONNECTIONS
First,
plug
the
power
cable
into
the
back
of
the
disk
drive.
It
won't
go.
in
if
you
try
to
put
it in
upside
down.
Next,
plug
the
other
end
into
the
electrical
outlet.
If
the
drive
makes
any
sound
at this
time,
turn
it
off
using
the
switch
on the
back!
Do
not
plug
any
other
cables
into
the
drive
with
the
power
on.
Second,
plug
the
serial
bus
cable
into
either
one
of
the
serial
bus
sockets
on
the
back
of
the
drive.
Turn
off
the
computer
and
plug
the
other
end
of
the
cable
into
the
back
of
the
computer.
You're
ready
to
go!
If
you
haveaprinter
or
another
disk
drive,
attach
its
cable
to
the
remaining
serial
bus
socket
to
"daisy
chain"
the
devices.
If
it'sadisk
drive,
you
will
need
to
change
one
of
the
drives
device
numbers.
TURNING
ON
THE
POWER
When
all
the
devices
are
hooked
together,
the
power
may
be
turned
on.
It is
importanttoturn
them
on
in
the
correct
order:
the
computerisalways
last.
Also:
make
sure
there
are
no
disks
in
the
disk
drive
when
you
turn
on
the
power.
DISK
INSERTION
To
insert
a
disk,
simply
turn
the
lever
to
a
horizontal
position,
slide
the
disk
in
gently
till
it
stops,
and
turn
the
lever
down.
The
disk
goes
in
face
up,
with
the
large
opening
going
in
first
and
the
write-protect
notch
(a
small
square
cutout
in
the
disk)
on
the
left.
Never
remove
a
disk
when
the
drive
light
is
on
i
And
remember,
always
remove
the
Disk
before
the
drive
is
turned
on
or
off!
Data
c^n
be
destroyed
by
the
drive
at
this
time!
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4.
USING
PROGRAMS
USING
PREPACKAGED
PROGRAMS
If
you
want
to
useaprogram
already
writtenona
disk,
such
asavideo
game,
here's
all
you
have
to
do.
Turn
the
lever
up and
insert
the
preprogrammed
disk
so
the
label
on
the
disk
is
facing
up and
closest
to you.
There
should
be,alittle
notch
on
the
disk
(maybe
covered
with
tape)
that
should
be
on
the
left.
Turn
the
lever
down.
Now,
type
in
LOAD
"program
name"
and
hit
the
RETURN
key.
The
disk
will
make
noise
and
your
screen
will
say:
SEARCHING
FOR
PROGRAM
NAME
LOADING
READY
When
the
screen
says
READY,
just type
in
RUN
and
hit
the
RETURN
key-
your
program-isready
to
use!
LOAD
COMMAND
PURPOSE:
To
transferaprogram
from
the
disk
to
the
computer's
current
memory.
FORMAT:
LOAD"program
,ameM,
device
#,
command
#
The
program
name
is
a
character
string,
that
is,
either
a
name
in
quotes
or
the
contents
of
a
given
string
variable.
The
device
numberispreset
on the
disk
drive's
circuit
board
to
be
8.
If
you
have
more
than
one
drive,
read
the
chapteronchanging
the
device
number.
This
manual
assumes
you're
using8as
the
device
number
for
the
disk
drive.
The
command
numberisoptional.
If
not
given,
or
zero,
the
program
is
loaded
normally,
into
the
start
of
your
computer's
available
memory
for
BASIC
programs.
If
the
number
is
1,
the
program
will
be
loaded
into
exactly
the
same
memory
locations
from
which
it
cane.
The
command
number
1
is
used
mainly
for
machine
language,
character
sets,
and
other
memory
dependant
functions,
EXAMPLES:
LOAD
"TEST",8
LOAD
"Program
#1M,8
LOAD
"Mach
Lang",8,1
LOAD
A$,J,K
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CAUTION:
Besides
putting
your
program
into
the
computer's
current
memory,
LOAD
wipes
out any
previous
program
there!
NOTE:
As
in
the
last
example,
you
can
use
variables
to
represent
strings,
device
numbers,
and
command
numbers;
just
be
sure
they
are
all
previously
defined
in
your
program*
Also,
see
the
note
on
file names
on
page
9*
THE
DISK
DIRECTORY
Your
disk
drive
is
a
random
access
device.
This
means
the
read/write
head
of
the
drive
can
go
to
any
spot
on
the
disk
and
accessasingle
block
of
data,
which
hold
up
to
256
bytes
of
information.
There
are
683
blocksona
disk.
Fortunately,
you
don't
have
to
worry
about
individual
blocks
of
data
(check
chapter5if
you
do).
There
isaprograminthe
disk
drive
called
the
Disk
Operating
System,orDOS,
that
keeps
track
of
the
blocks
for
you.
It
organizes
them
intoaBlock
Availibility
Nap,
or
BAM,
andadirectory. The
BAN
is
simply
a
checklistofthe
blocks,
and
is
updated
every
timeaprogram
is
SAVEd
oradata
file
OPENed.
The
directory
is
a
list
of
all
programs
and
other
files
stored
on
the
disk*
There
are
144
entries
available,
consisting
of
information
like
file
name
and
type,alist
of
blocks
used,
and
the
starting
block.
Like
the
BAN,
the
directoryisupdated
each
timeaprogramisSAVEd
or
a
file
OPENed.
However,
the
BAN
isn't
updated
until
the
file
is
CLOSEd.
If
not
CLOSEd
properly,
all
data
in
that
file
will
be
lost.
Nore
on
this
later.
The
directory
can
be
LOADed
into
your
computer
memory
just
likeaBASIC
program.
Put
the
disk
in
the
drive
and
type:
L0AD"$",8
The
computer will
say:
SEARCHING
FOR
$
FOUND
$
LOADING
READY
Now
the
directoryisin
current memory,
and
if
you
type
LIST
it
will
be
displayed
on
the
screen.
To
examine
the
directory
from
insideaBASIC
program,
see
chapter6concerning
the
GET#
statement.
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PATTERN
MATCHING
AND WILD
CARDS
To
make
LOADing
easier,
pattern
matching
lets
you
specify
certain
letters
in
the
program
name
so
the
first
program
in
the
disk
that
matches
your
patternisthe
one
loaded.
EXAMPLES:
LOAD
"*",8
(LOADs
first
file
on
disk)
LOAD
"TE*",8
(LOADs
first
file
that
starts
with
TE)
LOAD
"TE??",8
(LOADs
first
file
that
has
four
letters
and
begins
with
TE)
LOAD
"T?NT",8
(LOADs
first
file
that
has
four
letters
but
could
be
TINT, TENT,
et
cetera)
The
asterisk
(*)
tells
the
computer
not
to
worry about
the
rest
of
the
name
while
the
question
mark
(?)
acts
asawild
card.
The
above
can
also
be
used
when
LOADing
the
directory
into
current
memory.
This
allows
checking
for
a
list
of
specific
programs.
The
procedure
is
the
same
as
above
except
for
the
additionofa
"$:"
:
EXAMPLE: LOAD
"$:T?ST*",8
(LOADs
all
file
names
in
the
directory
that
have
the
correct
first,
third,
and
fourth
letters)
SAVE
PURPOSE:
Transferaprogram
in
current
memory
onto
the
disk
for
later
use.
FORMAT:
SAVE"program
name",
device
#,
command
#
As
before,
the
command
number
is
optional.
If
there
is
alreadyaprogram
or file
by
the
same
name
on
the
disk
or
there
isn't
enough
room
on
the
disk,
an
error
signal
will
be
generated.
If
there
isn't
enough
room,
other
programs
will
have
to
be
erased
or
useadifferent
disk.
EXAMPLE:
SAVE
"HOMEWORK",8
SAVE
AND
REPLACE
PURPOSE:
Replaceanalready
existing
file
witharevised
version.
FORMAT:
SAVE"§0:program
name",8
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If
you
edit
an
existing
program
and
want
to
save,itunder
the
same
name,
SAVE
AND
REPLACE
does
so
automatically.
If
you
want
to
keep
the
old
version,
save
the
new
version
underadifferent
name*
EXAMPLE:
SAVE"@0:HOMEWORK",8
VERIFY
PURPOSE:
Checks
current
program
with
one
on
the
disk.
FORMAT:
VERIFY"program
name",
device#,command
#
VERIFY
doesabyte
by
byte
comparison
of
the
program
in
current
memory
with
one
on
the
disk,
as
specifiedinthe
VERIFY
command.
EXAMPLE:
VERIFY"OLD
VERSION",8
NOTE
ABOUT
FILE
NAMES:
File
names
must
begin
with
a
letter
notanumber.
Spaces
are
permitted.
While
there
is
no
restrictiononthe
length
of
a
file
name,
all
commands
must
be
58
or
fewer
charactersinlength.
For
example,inthe
above
VERIFY
command,
there
are
10
characters
besides
the
actual
program
name,
so
the
maximum
name
length,inthis
case,
is
48
characters.
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