LEADER 04201nam 22004693 450 001 9910823907203321 005 20231110225409.0 010 $a1-78982-802-3 035 $a(CKB)5460000000198133 035 $a(MiAaPQ)EBC6957059 035 $a(Au-PeEL)EBL6957059 035 $a(BIP)084948972 035 $a(OCoLC)1314615988 035 $a(EXLCZ)995460000000198133 100 $a20220503d2022 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aDragon Machine Language for the Absolute Beginner 210 1$aLuton, Bedfordshire :$cAndrews UK Ltd.,$d2022. 210 4$dİ2022. 215 $a1 online resource (262 pages) 225 1 $aRetro Reproductions ;$vv.19 311 $a1-78982-939-9 327 $aCover -- Contents -- Front Matter -- Title Page -- Title, Author, and Publisher -- Publisher Information -- Dragon Machine Language for the Absolute Beginner -- Chapter 1: The Beginning -- Chapter 2: What is a Micro-Computer? -- Chapter 3: Computers and Numbers -- Binary -- Negative Numbers -- Exponential Numbers -- Hexadecimal Numbers -- Binary Coded Decimal -- Decimal-Hexadecimal-Binary-Conversion Program -- Chapter 4: What is Machine Language? -- Chapter 5: What is Assembly Language? -- Chapter 6: The Dragon -- Chapter 7: The 6809 -- Registers -- Modes -- Chapter 8: Easy -- Chapter 9: Handy -- Chapter 10: Let's Get Logical -- Chapter 11: Condition Codes -- Decisions, Decisions -- Loops -- Chapter 12: Stacks and Subroutines -- Chapter 13: The 6809 Instruction Set -- Chapter 14: Demonstration Programs -- Introduction -- A) The No OPeration Instruction -- B) The Complete Byte and Register Handlers -- C) The Arithmetic Instructions -- D) The Logical Instructions -- E) Comparisons -- F) The Branch and Jump Instructions -- G) The Rotate Instructions -- H) The Stack Handling Instructions -- I) The Interrupt Instructions -- Chapter 15: Programming Your Dragon -- Planning Your Machine Language Programs -- Entering and Running Machine Language Programs -- Monitor Program -- Chapter 16: Sample Programs -- Introduction -- The PIA (Peripheral Interface Adaptor) -- Screen Memory -- The Hardware -- The Use of the Direct Page -- Program: PIA Keys -- Program: Score -- Program: Explode -- Program: Music -- Program: Demo -- Back Matter -- Appendices -- Appendix A: Colour Set Table -- Appendix B: Graphics Modes -- Appendix C: Handy Memory Locations in the Dragon -- Appendix D: Handy ROM Routines -- Appendix E: ASCII Codes for Keys -- Appendix F: Character Codes -- Appendix G: Base Conversions -- Appendix H: 6809 Instruction Set Summary -- Also Available. 330 $aFirst published in 1983, this easy-to-follow guide to using machine language on the Dragon 32 gave users an excellent insight into the acclaimed machine that many considered well ahead of its time. Though it was more powerful and quicker than many of its competitors, the Dragon 32 never gained the success of other 8-bit computers of the day such as the Commodore 64 or the ZX Spectrum. Despite this, the classic machine still retains a dedicated following to this day. Not only is this remastered version perfect for hobbyists and collectors, it is also a highly useful resource for those interested in programming retro games and utilities.* * *As the original publisher Melbourne House wrote:Write faster, more powerful space saving programs for your Dragon.Written exclusively for Dragon users, Dragon Machine Language for the Absolute Beginner offers a complete instruction course in 6809 Machine Language, with particular reference to the Dragon 32.Even with no previous experien. 410 0$aRetro Reproductions 606 $aAssembly languages (Electronic computers) 606 $aDragon 32 (Computer) 615 0$aAssembly languages (Electronic computers). 615 0$aDragon 32 (Computer). 676 $a001.64/24 700 $aReyden$b John$01627861 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910823907203321 996 $aDragon Machine Language for the Absolute Beginner$93964654 997 $aUNINA