
Dragon 32 Programmer's Reference Guide
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Content
- Cover
- Contents
- Contents
- Title Page
- Publisher Info
- Dragon 32 Programmer's Reference Guide
- Introduction
- What's Included
- How to use this guide
- Chapter 1
- BASIC
- Constants
- Variables
- Arrays
- Conversion
- Lines
- BASIC Commands
- BASIC Functions
- Errors in BASIC
- Chapter 2
- Graphics
- Pixels and Resolution
- Modes
- Video Memory
- Low Resolution Graphics
- CLS
- Set/Reset
- Graphics using Strings
- High Resolution Graphics
- Initialising Commands
- Producing Graphics
- Assembler/Machine Code Graphics
- Graphics Modes
- Chapter 3
- Sound
- Example Programs
- Chapter 4
- Machine Code
- What is machine code
- The CPU
- Registers
- Addressing Modes
- Using Machine Language Programs on the Dragon
- Handy ROM Routines
- Handy Memory Locations
- How BASIC stores variables
- String stack
- How numerics are stored in the variable stack
- How to access BASIC variables from machine language programs
- Chapter 5
- PERIPHERALS
- Joysticks
- Printer
- Cassette
- Monitor/TV
- Edge Connector
- Chapter 6
- Handy routines and tips
- Speeding things up
- Disable/Enable break key
- Auto key repeat
- Reading two keys at once
- Recovering a program after a new command
- Merge
- Redefing basic keywords
- Page swapping
- Various circles
- Lines
- Scrolls
- Appendix A- Tables
- Basic Keywords
- Basic Symbols
- Appendix B- Error messages
- Appendix C- Memory map
- Appendix D- Colour Codes
- Colour set-table
- Appendix E- Character codes
- Appendix F- Print @ Grid
- Appendix G- ASCII Codes for keys
- Appendix H- Character codes
- Appendix I- Base Conversions
- Appendix J- 6809 Instruction Set
- Back Matter
- Also Available
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