120 REM EXIT PR SPEED= <CTRL-0x08> DEL h`8 <CTRL-0x1f><UNKNOWN TOKEN> GOSUB <CTRL-0x02> HGR2 <CTRL-0x01>` IF ^ TAB( IF ) TAB( <CTRL-0x09> PLOT ) TAB( `8 <CTRL-0x1f><UNKNOWN TOKEN> GOSUB <CTRL-0x02> HGR2 <CTRL-0x01>` IF _ TAB( IF ) TAB( ) SIN PLOT ) TAB( `"
19465 MID$ <CTRL-0x09>L SAVE <CTRL-0x0a>Lo<CTRL-0x0a>L GR <CTRL-0x0a>L -<CTRL-0x0a>L<UNKNOWN TOKEN><CTRL-0x0a>L8<CTRL-0x0b> ONERR <UNKNOWN TOKEN> TO <UNKNOWN TOKEN> RUN GET <CTRL-0x09> RETURN ( - COLOR= = <CTRL-0x08> + ^ NEW <CTRL-0x09><UNKNOWN TOKEN>g0<UNKNOWN TOKEN> RUN GET <CTRL-0x09> RETURN ( SCALE= FN <CTRL-0x09> - TAN HGR2 <CTRL-0x07> -<UNKNOWN TOKEN> GOSUB <CTRL-0x03>8 RIGHT$ TAN)? HGR ( + ^ NEW <CTRL-0x09> = ASC IF <CTRL-0x10> TAB( RESTORE
61576 0 TAN XDRAW <UNKNOWN TOKEN>, TAN PR# <UNKNOWN TOKEN>( TAN IN# <UNKNOWN TOKEN>$ TAN PLOT <UNKNOWN TOKEN><CTRL-0x0e> TAN TRACE <UNKNOWN TOKEN><CTRL-0x02> = LEN SPEED=
4336 = ONERR RUN GET <CTRL-0x09> POKE FN <CTRL-0x09> HGR ( + ^ NEW <CTRL-0x09> = <UNKNOWN TOKEN> IF <CTRL-0x10> TAB( ` RUN GET <CTRL-0x09> POKE FN <CTRL-0x09> HGR ( + ^ NEW <CTRL-0x09> = <UNKNOWN TOKEN> ONERR <UNKNOWN TOKEN> TAN XDRAW <UNKNOWN TOKEN><CTRL-0x14> TAN PR# <UNKNOWN TOKEN><CTRL-0x10> AND TAB( <CTRL-0x09> = <CTRL-0x07> IF TO <CTRL-0x09> DEL <UNKNOWN TOKEN> = + NOT <UNKNOWN TOKEN><CTRL-0x10> THEN AND TO <CTRL-0x09> = <CTRL-0x07> IF TAB( <CTRL-0x09> DEL <UNKNOWN TOKEN><CTRL-0x10><CTRL-0x02> ASC<UNKNOWN TOKEN>L<CTRL-0x18><CTRL-0x09><CTRL-0x05>"<CTRL-0x07><CTRL-0x11>
58820 LEN COLOR= <UNKNOWN TOKEN><UNKNOWN TOKEN> COLOR= + VAL<UNKNOWN TOKEN> RUN COLOR= FN <UNKNOWN TOKEN><UNKNOWN TOKEN> VAL<UNKNOWN TOKEN> RUN COLOR= RESUME COLOR= FN RIGHT$<UNKNOWN TOKEN> ATN<UNKNOWN TOKEN><UNKNOWN TOKEN> COLOR= SAVE
65005 SPEED= <CTRL-0x0d> PLOT <CTRL-0x01><CTRL-0x02> GET COS LEN SIN l EXP DEL DEL INPUT DIM SPEED=
3490 RIGHT$ LEN SHLOAD SQR` o<UNKNOWN TOKEN> LEFT$ SPEED= <CTRL-0x0d> NORMAL
43483 DEL <UNKNOWN TOKEN> SPEED= <CTRL-0x04> STORE <UNKNOWN TOKEN> PLOT 0 TAB( SPEED= $ STORE <UNKNOWN TOKEN> PLOT 0 TAB( NOT <UNKNOWN TOKEN> = <UNKNOWN TOKEN>` IN# <CTRL-0x0a> COLOR= ` HCOLOR= <CTRL-0x0a> COLOR= P INPUT <UNKNOWN TOKEN> SPEED= <CTRL-0x16> DEL <UNKNOWN TOKEN> VTAB < SPEED=
53450 <CTRL-0x05>,0 TAB( VTAB < GR = <CTRL-0x05>,0 TAB( LOMEM: <UNKNOWN TOKEN> NOT <UNKNOWN TOKEN> = <UNKNOWN TOKEN> NOT <UNKNOWN TOKEN> = LEFT$` ROT= H LOMEM: <CTRL-0x1e> ONERR <UNKNOWN TOKEN> STORE <UNKNOWN TOKEN> IF 0 TAB( GR = <UNKNOWN TOKEN>h STORE ` IF STOP <UNKNOWN TOKEN> - MID$ = <CTRL-0x1f> IF <CTRL-0x1e><UNKNOWN TOKEN> - IF = <CTRL-0x18> IF TAB( <UNKNOWN TOKEN> - MID$ = <CTRL-0x11> IF NEW <UNKNOWN TOKEN> - MID$ = <CTRL-0x0a> SPEED= <UNKNOWN TOKEN> PLOT 0 GET SPEED= <CTRL-0x0a> PLOT 1 GET ` - ATN HGR2 <CTRL-0x06> -<UNKNOWN TOKEN> GOSUB <CTRL-0x02>) SINL<UNKNOWN TOKEN><UNKNOWN TOKEN> SPEED= <CTRL-0x04> DEL % SPEED=
10144 POKE <CTRL-0x11><CTRL-0x0b> <UNKNOWN TOKEN><UNKNOWN TOKEN> GR = <UNKNOWN TOKEN>` COLOR= NOSDRAHCIR .R LLIJ 8891 )C( THGIRYPOC ONERR %H ONERR $H GET COS <UNKNOWN TOKEN> ASC PR# H GET COS <UNKNOWN TOKEN> ASC PR# STORE hH LET ONERR %H J<UNKNOWN TOKEN>h GR <UNKNOWN TOKEN><CTRL-0x17> LET LEFT$ TAN<CTRL-0x18> HGR2 <CTRL-0x02> VTAB
8736 <UNKNOWN TOKEN>h LET hH DEL $ PR# H = SINhh DEL $h DEL % "<UNKNOWN TOKEN>`GIRYPOC ONERR %H ONERR $H GET COS <UNKNOWN TOKEN> ASC PR# H GET COS <UNKNOWN TOKEN> ASC PR# STORE hH LET ONERR %H J<UNKNOWN TOKEN>h GR <UNKNOWN TOKEN><CTRL-0x17> LET LEFT$ TAN<CTRL-0x18> HGR2 <CTRL-0x02> VTAB
8736 <UNKNOWN TOKEN>h LET hH DEL $ PR# H = SINhh DEL $h DEL % "<UNKNOWN TOKEN>`33333
790 FOR I = 0 TO 9: READ MG$(I): NEXT : FOR I = 1 TO 5: READ NG$(I): NEXT : FOR I = 1 TO 5: READ OG$(I): NEXT : FOR I = 0 TO 8: READ MO$(I): NEXT
800 FOR I = 0 TO 8: READ EM$(I): NEXT : DIM DH$(15): DIM BN$(15): FOR I = 0 TO 15: READ DH$(I): NEXT : FOR I = 0 TO 15: READ BN$(I): NEXT : FOR I = 1 TO 3: READ J: READ K: POKE J,K: NEXT
830 J = 1: FOR I = 8 TO 18 STEP 2: VTAB I: PRINT MG$(J): IF J = 6 THEN NEXT : VTAB 19: PRINT MO$(8): PRINT : PRINT MG$(7): PRINT : PRINT MG$(8);: GOTO 380
840 VTAB I +1: PRINT MO$(0):J = J +1: NEXT
850 DATA " Copyright (C) 1989 Jill R. Richardson"," Dec to Hex, Bytes, & Binary "," Hex to Dec, Bytes, & Binary "," Bytes to Dec, Hex, & Binary "," Binary to Dec, Hex, & Bytes "
860 DATA " Convert Minus Address "," Go back to Softdisk "," Use Arrow Keys to highlight choice,"," then press [RETURN] to select","<><><><><>= NUMBER CONVERTER =<><><><><>"
880 DATA " "," Dec to Hex, Bytes, & Binary"," Hex to Dec, Bytes, & Binary"," Bytes to Dec, Hex, & Binary"," Binary to Dec, Hex, & Bytes"
890 DATA " Convert Minus Address"," Go back to Softdisk"
900 DATA "========================================","________________________________________"
910 DATA "= Enter 0 to 255 only =","= ENTER 0 TO 255 ONLY =","= Enter 0's and 1's only =","(Do NOT type the minus sign)","= Do not exceed 65535 =", "= DO NOT EXCEED 65535 ="
920 DATA "_____________________________","Enter 1 to 4 numbers (0-9, A-F)","_________________________"
930 DATA "0","1","2","3","4","5","6","7","8","9","A","B","C","D","E","F"
940 DATA "0000","0001","0010","0011","0100","0101","0110","0111","1000","1001","1010","1011","1100","1101","1110","1111"