TRAP #0	TO_CHARIN	Returns 7-bit char in D1.B
TRAP #1	TO_CHAROUT	XMT char in D1.B
TRAP #2	TO_CRLF		Send out CR and LF
TRAP #3	TO_PRTMSG	prints a message pointed to by A3. The message must end in a NULL.
TRAP #4	TO_PRT_BYT	Takes a byte in D2.B, converts to 2 ASCII characters
			and puts them on screen.
TRAP #5	TO_PRT_WRD	Takes a word in D2.W, converts to 4 ASCII characters
			and puts them on screen.
TRAP #6	TO_PRT_LON	Takes a long word in D2.L, converts to 8
			ASCII characters and puts them on screen.
TRAP #7	TO_GET_BYT	It first fills INPBUF with chars until a CR occurs.
			The chars are then examined.
			If 1st char is CR then it sets D2.B and quits.
			Else it resets D2.B and proceeds to change
			valid hex digits to ASCII numbers.
TRAP #8	TO_GETADR	Gets keyboard input and transforms it into a longword into D2.
			If only a CR was typed then D6.B contains $FF, else it's 0.
TRAP #9	TRP_9		return to command/monitor
TRAP #10 TRP_10		executed when a breakpoint is encountered
TRAP #11 TRP_11		goto $8000
TRAP #12 TRP_12		goto $8000+4
TRAP #13 TRP_13		goto $8000+8
TRAP #14 TRP_14		goto $8000+12
TRAP #15 TRP_15		goto $8000+16
