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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 a7 No. 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 stored In 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

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