Difference between revisions of "Mastering Machine Code on your Amstrad"

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[[Image:419px-Mastering Machine Code on Your Amstrad.jpg|right|thumb|250px|Frontpage]]
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[[Image:Mastering Machine Code on your Amstrad (Interface Publications) Front Coverbook.jpg|right|thumb|250px|Frontpage]]
  
  
 
== Information ==
 
== Information ==
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{|{{Prettytable|width: 700px; font-size: 2em;}}
 
{|{{Prettytable|width: 700px; font-size: 2em;}}
  
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|Authors:|| Clive Gifford - Scott Vincent
 
|Authors:|| Clive Gifford - Scott Vincent
 
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|Publiser:|| Interface Publications
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|Publisher:|| [[Interface Publications]]
 
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|Year:|| 1986
 
|Year:|| 1986
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|Pages:|| 263
 
|Pages:|| 263
 
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|ISBN:|| '''0-907563-91-0'''
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|ISBN:|| ISBN 0-907563-91-0
 
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|-
 
|}
 
|}
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== Covers ==
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<gallery caption="Mastering Machine Code on your Amstrad">
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Image:Mastering Machine Code on your Amstrad (Interface Publications) Back Coverbook.jpg|Back Cover
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Image:Mastering Machine Code on your Amstrad (Interface Publications) Left Coverbook.jpg|Left Cover
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Image:Mastering Machine Code on your Amstrad (Interface Publications) Front Coverbook.jpg|Front Cover
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</gallery>
  
 
== Contents ==
 
== Contents ==

Latest revision as of 12:46, 15 September 2016

Frontpage


Information

Title: Mastering Machine Code on your Amstrad
Authors: Clive Gifford - Scott Vincent
Publisher: Interface Publications
Year: 1986
Pages: 263
ISBN: ISBN 0-907563-91-0

Covers

Contents


01. What is machine code?
02. Number systems and assembly language.
03. Using machine code on the Amstrad.
04. Your first machine code program.
05. Passing parameters.
06. Simple arithmetic.
07. Stacking and jumping.
08. A dictionary of machine code terms.
09. Logical operators and manipulating bits.
10. Screen and ROM routines.

Pre-packaged machine code routines :

01. Read acharacter.
02. Rotate left.
03. Rotate right.
04. Big print.
05. Massive print.
06. Screen fill.
07. Headerless load/save.
08. Interrupt-driven music.
09. Machine code monitor.
10. Box scrolls.
11. RSX chords.
12. Screen compactors.
13. DEEK and DOKE.
14. Games writing package.

Appendices :

A - Memory map.
B - Z80 Op codes.
C - Hexadecimal to Decimal conversion.