
Mastering Machine Code On Your Commodore 64
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Content
- Cover
- Contents
- Front Matter
- Title Page
- Dedication
- Publisher Information
- Acknowledgements
- Preface
- Introduction
- Mastering Machine Code On Your Commodore 64
- Section 1
- Supermon
- Summary of Supermon Commands
- Numbering Systems
- 6510 Assembly Language Tutorial
- 6510 Instruction Set
- Section 2
- Scrolling
- 1: Character Scroll Up
- 2: Character Scroll Down
- 3: Character Scroll Left
- 4: Character Scroll Right
- Pixel Scrolling
- 5: Pixel Scrolling Up
- 6: Pixel Scrolling Down
- 7: Pixel Scrolling Left
- 8: Pixel Scrolling Right
- Sprites
- 9: Sprite Player Movement Routine (Sprite 0)
- 10: Mcode Sprite/Character Detection Routine
- Music
- 11: Playing a Scale (One Channel)
- 12: Playing a Tune (One Channel)
- 13: Playing a Scale (Three Channel)
- 14: Playing a Tune (Three Channel)
- Interrupts
- 15: Routine to Increment the Border Colour
- 16: Routine to Program the Function Keys
- 17: Routine to Simulate the Spectrum Keyboard (One Key Entry)
- 18: Routine to Play a Tune
- 19: Routine to Turn the Keyboard into a Musical Organ
- 20: Routine to Allow Listings to be Printed to a Specified Width
- Rasters
- 21: Routine to Colour the Screen With Two Different Border and Screen Colours
- 22: Routine To Put a Text and a High Resolution Screen on the Screen at the Same Time
- 23: Routine To Put a Text, Hi-Res and Text Screen on the Screen at Once - With a Demo Program To Demonstrate This Raster
- 24: Routine To Do the Impossible. Put Three Different Screen and Border Colours, Normal Text, Multicolour Text, Extended Colour Mode Text and 24 Sprites on the Screen at the Same Time Without Any Flicker
- High Resolution
- 25: GRAPH... Turn On High Resolution Screen
- 26: NRM. Turn Off High Resolution Screen and Turn On Text
- 27: FILL. Fill Areas With a Byte
- 28: CLG. Clear High Resolution Screen
- 29: COLOUR. Set Colorus of Screen, Border, mult1, 2 and Text
- 30: PLOT. Plot a Point on the High Resolution Screen
- 31: CHAR. Put an Eight by Eight Character Onto the High Resolution Screen
- 32: UNPLOT. Remove a Point From the High Resolution Screen
- 33: INVERT. Invert an Area on the High Resolution Screen or Memory
- Adding Commands to BASIC
- 34: BASIC Patch... To Insert the Commands into BASIC
- 35: GRAPH
- 36: NRM
- 37: CLG
- 38: FILL
- 39: CHAR
- 40: COLOUR
- 41: PLOT
- 42: UNPLOT
- 43: APND
- 44: PROG
- 45: OFF
- 46: OLD
- 47: MSAVE
- 48: MLOAD
- 49: MVERIFY
- 50: INVERT
- Section 3
- ROM Routines and the KERNAL
- The BASIC ROM
- The Operating System ROM
- KERNAL Jump Table
- Back Matter
- Appendices
- A: BASIC Keyword Abbreviations
- B: Screen Codes
- C: ASCII Values for Characters and Control Codes
- D: Character and Colour RAM Locations
- E: Musical Note Values
- VIC II Chip and Bit Functions
- G: C64 BASIC Mathematical Function Equivalents
- C64 Pin-Out Information
- I: C64 Error Messages
- J: 6510 Microprocessor Chip Specifications
- K: 6510 Chip Timing Values
- L: C64 Memory Map, I/O Assignments, and Bit Functions
- Also Available
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