INTRODUCTION
Features and Contols,
The Microprocessor
wiring
Binary LEDS Lighting Check
HEX. LED Lighting Check
(CPU Check
Binary LEDs
HEX. LEDs
Speaker Amp
LET'S COUNT IN COMPUTER.
The Binary System
Binary to Decimal Conversion
‘Adsing Binary Numbers
Subtracting in Binary
‘The Hexadecimal System
Decimal to Hex Conversion
MICRO GAMES
No.1 Electronic Organ
No.2. Automatic Tunes
Keying in the Tune
‘TABLE OF CONTENTS
10
10
4"
2
2
2
13
“4
14
18
”
7
18
18
(Checng the data
‘Starting Automate lay
Error Covection
‘Stopping and Restarting the Tune
{changing the Speed
Stopping After One Pertrmance
Lengths of Notes and Rests
\Weiting in Your Own Tune
Silent Nght
‘Yankee Doodle
‘No.3 Musical Guesing Game
No.4 "Rat Basing
No.8 Tennis Game.
No.6 Timer
No, 7 Morse Code
PROGRAMMING THE MICROCOMPUTER/GROUP 1 COMMANDS.
No.8 Use of TIA and AO to turn an the HEX. LED
No.9 Use of CH and JUMP to display 0 ad 1 alternately
No. 10 Use of KA to trator data from keyboard to display
11 Use of AIA to add numbers together
12 Dislay hex oumbers in ascending order
FFF
18 Display odd hex numbers in aranding ore
No, 14 Display even hex numbers in scanding order, anc only
No, 15 Display decimal numbers in ascending order, once only
19
20
2
2
2
2
2
22
2428
26~27
gees
32-33
*
8
36~28
39~40
arma
anes
45
46
a7No. 16 Display ode decimal numbers, once only + one digit = two digs 175,
No. 17 Repeated dspay of even decimal numbers, No. 39 Hex multilicstion—one digit x ane digit = two digit... ..76~77
in ascending order « No 40. Decimal multiplication 78-79
No. 18 Repeated display of decimal numbers in detconding order. 50 No. 41 Decimal subtraction one digit minus one digit 80
No. 19 Display hex numbers in descending order, once only... .g1~59 Vo. 42 Division one digit vided by one digit, aimee
No, 20 Electronic Diee~stops whan Key in releases 53
No. 21 Elgetronic Diee—stops when key is pressed 54 GROUP 3 COMMANDS oo
Yo. 43 Use of CIY and CAL SETR a
‘Group 2 comManos 55 No. 44 Use of CAL STR -
No. 22 Use of TIY, ALY, and AM to store dats in memory 6~57 Yo. 45 Use of CAL SHTS. 2
No. 23. Use of MA to display memory contents sa Yo. 46 Use of CAL RSTO ars
No. 26 Use of M¥ toad t deplayed numbers 50 No. 47 Use of CAL DSPR 29
No. 25. Use of M- to reduce a displayed vaive bes No. 48 Use of CAL CMPL. a
No. 26 Use of CAL TIMR ot No. 49 Use of CIA =a
No. 27 Losd 2e0 into memory 6 No. 60 Use of CY ot
No. 28 Load OF into memory 6 No, 61 Turn on binary LEDs from right to left ~
No. 28 Loid F-into memory 64 No. $2 Turn on alternate binary LEDs from right to left a
No. 20 Decimal counting in ascending order 6 No. $3 Turn on alternate binary LEDs from left ight a
No. 31, Decimal counting in descending order 0 No. 54 Tutn on binary LEDs one ata time from lft tight «gg
No. 32 Hex addition (1}—one digit + one digit = one agit 67 No. 85 Tutn on binary LEDs one ata time in both directions (1). - 49100
No. 33. Hex ation (21—one digit + one digit = to digits 68~69 No. 56 Tum on binary LEDs one ata time in both erections (2). -- 49y
No, 34 Hex to decimal conversion (AF) 70 No. 57 Turn on binary LEDs in both dicetions at one
No. 35. Hex to decimal convertion 0-F) n starting at the center 102
No, 36 Decimal addition one digit + one digit ~ two cits 2 No. 68 Turn on binary LEDs in both dicetion at one
No. 37 Hex subwaction with decimal conversion—one digit starting at he outside 103~108
minus one digit 3 No. 69 Transfer contents of address 5057 to 58.5F 108
No. 38 Hex adation with decimal conversion one digit No. 60 Count frequency of number es than 6 storedIn memory 108 No, 85 Guessing game: larg or smal? war
No. 61 Accumulate and display total contents of 50:50 107 No. 88 Guet-thenumber some 148
No. 62 Display he average of numbers held in memory 08-109 No. 87 Reflex ester tage
No, 63 Hex addition: 2egits +2 iis tromitt No.8 “Blackie” card ste oe
No. 64 Hex subtraction: 2 eis ~2 dis 112-119 No. 89 "Make. Mate” game 153
No, 85 Hex multipization: 2s x1 dit 1ra~115 No. 90 Guesrevandom:-number game 154
No. 66 Hex division: 2agits* 1 digit 116-117_No. 81 Guessthe-number in 60 game 155~156
No. 92 Sharpshooter ame oe
GROUP 4 COMMANDS. 18 No. 99 Speed counting in hex aie
No. 67 Use of CAL SUND na No. 94 Gunfaht game vate
No. 68 Use of CAL EARS. 19 No. 95 “Slot machine” game 16o~164
No. 69 Use of CAL LONS 120 No. 96 Memory tester ‘aetee
No, 70 Use of CAL SIFT 121 No. 97 Store random number (08 in memory ‘ores
No. 71 Use of CAL DEM + and CAL ENDS. 22-129 No. 98 Guessing musica notes 169~170
No. 72 Use of CAL DEM ~ y24~125 No.9 Store endom numbers for musical notes in memory... «171172,
No, 73. Use of CAL CHNG 126~127 No. 100 "Ret Bashing” ame was
No. 74 Sort contents of 505E in aconding order 128~120
No. 75 Decimal mitiication: 2aaits x1 dit 130~131 APPENDIX 5
No. 76 Decimal division using DEM ~: 2 digit *1 digit 132~133
No.7. tgethec decimal value in memory 1a6~195 CREATE YOUR OWN PROGRAMS we
No. 78 Calelate decimal averages in memory 136~137
No, 79 Transmit Mocs code from data stored in memory... 138-199
No, 80 Countdown timer max. 7 mins. 59) 140~141
No. 81 Turn on binary LEDs with accompanying muses nots. 142~143,
No, 82 Morse code input controller 148 :
No. 83 Metronome 145
No. 84 Gussing game: oddfven numbers 148.INTRODUCTION
On the kitchen table, next to a stack of bills and a pot of
coffee, sits @ computer. A colo-ful pie chart divided into
Uneven sections of the household budget, covers the screen.
The printer, alongside the computer, whirs away at your
mother awaits the printout,
In the den, down the hall, your father is busily sending a
‘memo via telephone on his portable briefease size computer.
‘And you are standing in the doorway of your bedroom, cary:
ing your Microcomputer Trainer Kit, and trying to decide
where would be the best spot for it. Appropriately you set it
‘on your desk next to a stack of Buck Rogers comic books
and a pile of video arcade machine tokens.
Yours is the typical Computer Age household. People all
‘over the world are using home computers to 1) aid ther in
business matters, 2) organize the home, and 3) provide an
enjoyable diversion. And everyone in the family can get
involved.
‘So now it’s your tum. You have your Microcomputer Kit and
you're ready to tell it to do somsthing. (Remember a com:
puter doesn’t think; it only does what you program it to do.)
Burt first let's get to know your Computer.Features and Controls
‘Audio speaker
‘output
1) BINARY LEDs
These seven Light Emitting Diodes (LEDs) ight up in different
combinations to correspond to the binary numbering system,
The binary numbering system uses only two digits, 1 and 0.
‘Computers carry out all operations in binary,
2) HEX. LED
This LED displays the characters 0.9 and A-F, "Hex" is short
for hexadecimal, a numbering system based on 16 digits (0,1
2,3,4,8,6,7,8,9, A,B, C,D,E, and F)
3) 09, AF Keys
These Keys let you enter hex numbers into the computer
4) ADDRESS (ADAS) SET Key
The memory of the microcomputer is divided into "addresses."
Each address holds one character of data or information,
When you press two number/ietier keys and then ADRS SET.
the binary LEDs corresponding to those two numbers will
Tight. The HEX. LED will show the contents of that address,
5) INCREMENT (INCA Key
This key loads data into the memory address and tells the
computer to display the contants of the next address."
6) RUN Key
This key executes a program,
7) RESET Key
To reset and display the contents of address 00 on the HEX,
LED, press this key.‘The Microprocestor
The heart of this Microcomputer Trainer Kit is its micro-
processor or Central Processing Unit, @ tiny package located
in the center of the kit. It measures about one inch by nearly
half an inch and is made up of tens of thousands of transistors
‘Think of the microprocessor as the control center of “brains”
of your computer.
‘Most computers, including your trainer kit, are made up of @
‘microprocessor, some input and output circuits, and some
mentor,
MeMoRY
I
MICROPROCESSOR
INPUT
oureur
Figue 1
The memory sections of your computer consists of two parts
=the RAM and the ROM, RAM (for randam access memory)
is the memory area where you may “write” and “read”
information. The information ean be anything from numbers
and words to programs and instructions, RAM memory is
lost whenever you turn power off. For this reason RAM is,
also called “volatile” memary, meaning not-permanent,
ROM memory (or read only memory}, on the other hand. is
permanently written into the computer. There is no posible
\way to alter this information, Your Microcomputer Trainer
Kit contains various game programs and monitoring programs
{that help you to read, write, and excute other programs)
The information in the ROM is written in atthe time of manu:
facture. Nothing you do {short of melting down your com:
puter) can erase information from the ROM area,
Inside your microprocessor are a variety of subsections and
Fogisters. (A register is @ temporary memory.) All around it
are inputs, Information comes in through these inputs and
is stored or processed in the subsections, Sometimes informa-
tion is output. Figure 2 shows your micro chip in detail
Each input and subsection is explained below.
® ° 6
RA FO FM Ap We Voc sca 0560 So0iGe
Ce}
@
3
2
HERE fa Sho RT RE Ge Toten oh dade dads
oe @ 6
Fewe2