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Mz-80a Softwaremanual

This document provides summaries and instructions for programs contained on four cassette tapes: Education, Games, Home Finance, and BASIC Tutorial. The Education tape contains Hangman, Geography, and Arithmetic programs to aid learning. The Games tape includes Lunar Lander, Ten-pin Bowling, Spacefighter, and other games. The Home Finance tape covers budgeting, loans, and investments. Finally, the BASIC Tutorial tape includes lessons to learn the BASIC programming language.

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0% found this document useful (0 votes)
97 views23 pages

Mz-80a Softwaremanual

This document provides summaries and instructions for programs contained on four cassette tapes: Education, Games, Home Finance, and BASIC Tutorial. The Education tape contains Hangman, Geography, and Arithmetic programs to aid learning. The Games tape includes Lunar Lander, Ten-pin Bowling, Spacefighter, and other games. The Home Finance tape covers budgeting, loans, and investments. Finally, the BASIC Tutorial tape includes lessons to learn the BASIC programming language.

Uploaded by

Ovi Pantea
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 23

HIZ-CBODA

Software Manual

The world of

where great ideas come to life.


1

CONTENTS mmmmmmmmmmmrnmm

Page

Where to find the programs 2


Loading the tapes 3
Education programs 4
Hangman
Geography
Arithmetic
Games
Lunar Lander 5
Ten-pin Bowling 5
Spacefighter 5
Identi-kit 5
Clever Cribber 6
D-Day 6
Breakout 6
Startrek 7
Scramble 8
Space Invaders 8

Home Finance
Home Budget 9
Bank Reconciliation 12
Bank Loan 14
Mortgage/Investment Calculations 15

BASIC Tutorial 16
Some useful tricks 17

POKE’S, PEEK’S and USR’s 18

Memory Map 19

_
Issue No. 2 August 1982.
J
2

WHERE TO FIND THE PROGRAMS

This software pack is supplied with 4 tapes labelled Education,


Games, Home Finance and BASIC Tutorial. Each of these contains a
number of programs The instructions for loading them are to be found on
page 3 of this booklet.
Below is a list of tho programs on each tape together with the tape
counter setting where they begin.

Tape name Program name Tape counter setting

Education Hangman 0
Geography 32
Arithmetic 106

Games Lunar Lander 0


Ten-pin Bowling 29
Spacefighter 58
Identi-kit 84
Clever Cribber 104
D-Day 160
Breakout 181
Startrek 198
Scramble 245
Space Invaders 273

Home Finance Home Budget 0


Bank Reconcil 50
Bank Loan 92
Mortgage 115

BASIC Tutorial BASIC Tutorial 1 0


BASIC Tutorial 2 70
BASIC Tutorial 3 143
BASIC Tutorial 4 220

V
3

LOADING THE TAPES


On the tapes supplied are a number of programs covering a range of
topics for your use, education or amusement!
With one exception, that of SPACE INVADERS which will be
explained later, all programs are loaded into the computer in the same
way. This procedure is straightforward if you observe the following steps:-
(1) Make sure that the BASIC interpreter SA-5510 is loaded. If you haven’t
done this or are not sure how to, then refer to page 5 of the owner’s
manual.
(2) Select the tape you wish to use and place it in the cassette deck. Make
sure it is fully rewound. This is important!
Then set the tape counter to 0.
(3) Using the list on page 2 , select the program you want to load and note
the tape counter number.
(4) By use of the FFWD and STOP controls on the tape deck, move the
tape counter to the selected program.
(5) Then key in LOAD followed by the program name that you have
selected from page 2 of this booklet.
For example, if you want to run the Home Budget program then key:-
LOAD “Home Budget” [CR|
If you are using the name of the program then use the format exactly as
stated, including any spaces and/or upper/lower case characters.
If you are confident that you have found the correct place on the tape then
type:-
LOAD fc§
(6) The computer will then ask you to press the PLAY button and it will
begin to load the program, displaying:-
Found “Filename”
Loading “Filename”
(7) When the computer has successfully loaded the program it will
display:-
READY
The program is now ready for running and this can be achieved by typing:-
RUN |CR]
(8) The program should now be running and so it’s over to you!
*The procedure to load SPACE INVADERS -or any machine code routine
- is as follows:-
(a) Return to the monitor. This is the condition that the machine is in when it
is first switched on. If you are in BASIC then you can return to the monitor
by keying MON (CR] , or pressing the RESET button on the back of the
machine.
(b) Place the cassette in the unit and locate the place where the program
should be by using the tape counter.
(c) Type L (CR] and the computer will load the program.
(d) In the case of SPACE INVADERS, the program, once loaded, will start
automatically.
V J
4

EDUCATION PROGRAMS
HANGMAN
This program is intended as an aid to spelling where you must
complete the word to prevent a hanging!
Enter the letters one at a time and the correct ones will be used to
make up a word. Any incorrect letters put the victim in grave danger.
The words used are defined in the program but you could change
them to make them more difficult or even easier, but this requires a little
care and an understanding of the use of READ and DATA statements.
So, don’t attempt to alter this program unless you are quite confident
that you have mastery of these statements and their use.
If in doubt, study page 91 of the owner’s manual before attempting
any alterations.
Be careful when amending the data that the number of words in the
data statements from line 1 0000 onwards is the same as the value of the
variable on line 40 of the program. The value of this in the program as
supplied is 50.
GEOGRAPHY
This program is to help you increase your knowledge of world
geography. As well as a section reviewing the capital, population and land
mass for most countries in the world there is a quiz section to test your
knowledge.
The quiz section has five types of question:-
(1) Name the capital where the name of the country is given.
(2) Name the country given the capital.
(3) Name the continent given the country.
(4) Choose which of two countries has the larger population.
(5) Choose which of two countries has the larger land mass.
In the quiz section of the program, the program will generate the
questions randomly, keeping both an overall score of the total number of
questions asked, as well as the percentage of these you have answered
correctly.
You can “escape" from a section by pressing [CR] to return to the
main menu.
The information used in this program was obtained from JUNIOR
PEARS Encyclopaedia - 20th Edition, 1 980 published by Pelham Books
Ltd. whose help we gratefully acknowledge.

ARITHMETIC
This program is an arithmetic tutorial to teach you the fundamentals
of addition, subtraction, multiplication and division.
The concept of hundreds, tens and units will be explained in order to
give a firm foundation for the concepts involved in arithmetic.
You will be asked to complete certain tests in the course of the tutorial
and if your responses are not satisfactory then the program will return you
to a previous section to revise.
The instructions for operation are contained in the program itself.
V
5

GAMES
LUNAR LANDER
Your aim is to land the lunar module safely on the moon. At the start of
the game you are given the height of the lunar module and the amount of
fuel on board.
You then control the speed of descent by firing the engine with a
throttle setting in the rangel -9, the higher the throttle setting the more
the rate of descent is slowed down. Use 0 (zero) to stop the engine for free
fall.
When approaching the surface of the moon use the Z and C keys to
move left and right respectively in order to select a suitable landing point.
Be careful to avoid any wreckage on the surface left from previous
unsuccessful attempts to land.
TEN-PIN BOWLING
This game is a simulation of ten-pin bowling where, by controlling the
bowling position and type of bowl you have to knock down as many pins as
possible.
The bowling position is in the range 1 -7 and the type of bowl is in the
range 1-3 where:-
1 - slice (ie to the right)
2 - straight bowl
3 - hook (ie to the left)
As in a normal game, the bowl does not always go where intended!

SPACEFIGHTER
In this game the screen is filled with stars (ÿ) and photons (•), the
aim being to blow up as many as possible in three minutes. A star scores
10 points and a photon scores 100 points. Blowing up a photon also results
in everything adjacent being blown up (including you!!). If you are blown up
you lose 3000 points.
The keys to use are:-
Direction
Up

Left[T] f61Right
a
Down
Space bar to fire, S key to start
IDENTI-KIT
You are assumed to have witnessed a murder, and you will be shown
a picture of the face of the murderer for a short period of time.
You then have to build up an Identi-kit picture of the murderer by
specifying the type of face, length of hair, eyes, eyebrows, nose and mouth

\ _
from the selection provided on the screen.
/
6

GAMES
CLEVER CRIBBER
In this game you are a teacher, invigilating an examination and you
have to find the pupils that are cheating.
All the instructions are given in the program, but the following
information will be of use when playing the game.
The pupils are displayed on the screen as black faces. When the face
changes, this indicates that that particular pupil is cheating and you should
move to that pupil using the keys indicated below:-
Direction
Up
I8I
Left I 4 6 | Right
121
Down

Move
[O] ta
Slow Fast
If you challenge a pupil who is not cheating then you will lose points.

D-DAY
In this game you are in command of an aircraft and your mission is to
stop the enemy landing on the beach thus liberating the beach from your
control.
You have a fuel reserve of 3000 litres, of which 1 litre is used for every
aircraft movement and 50 litres are used for every bomb dropped. Fuel
reserves are increased every time you sink a ship.
Points are scored as follows:-
Hit ship moving left - 200 points
Hit ship moving right -100 points
Hitman - 50 points
You lose 20 points every time an enemy lands on the beach.
The direction of the bombs can be controlled as follows:-

Bombs left -4 key


Bombs right -6 key
Bombs straight -5 key
BREAKOUT
This is a game where you have to knock bricks out of a wall to build up
as high a score as possible.
You have eight balls and to keep a ball in play you must move the
paddle left and right so that the ball bounces off the paddle.
The paddle is moved using the H and K keys.
Left |T] [j] Right
Vv.
7

GAMES
STARTREK
In this game, based on the well-known TV series, you have control of
the Starship Enterprise, and your mission is to find and destroy all the
Klingon spaceships in the specified time period.
There are six commands:-
1 - Warp Engines
2 - Short Range Sensors
3 - Long Range Sensors
4 -Fire Phasers
5 - Fire Photon Torpedoes
6 -Galactic Map
Here is an explanation of these commands:-
1 - Warp Engines
Using this command enables you to move the Enterprise through the
galaxy. It is necessary to specify the direction (in the range 1-8.9).
A reference chart is displayed on the screen when using this command.
It is also necessary to specify the warp speed (in the range
0.125-12). A warp speed of 1 will move the Enterprise 1 sector in the
specified direction.
2 - Short Range Sensors
This command gives the current location, and the details stored in
the “library computer”, including energy remaining, number of unused
Photon Torpedoes etc.
3 - Long Range Sensors
This gives a display of one sector in each direction around the
Enterprise. Each box contains a three digit number. The significance of
these numbers is as follows:-
1st digit - number of Klingons in sector
2nd digit - number of Starbases in sector
3rd digit - number of stars in sector
4 - Fire Phasers
Phasers fire in a 360 degree circle, so all that is needed is to specify
the mount of energy to be directed into the Phasers. If you do not destroy
the Klingon(s) using the Phasers, they will fire back!
5 - Fire Photon Torpedoes
Unlike Phasers, Photon Torpedoes are fired in a specific direction (in
the range 1-8.9). The track of the Photon Torpedo will be displayed on the
screen. It should be remembered that you only have a limited number of
Photon Torpedoes.
6 - Galactic Map
This displays the sectors of the galaxy in the same form as described
under Long Range Sensors. Your position is indicated by the flashing box.
It is possible to replenish your energy and stock of Photon Torpedoes
by docking to a Starbase. This is done by moving the Enterprise to the
exact location of the Starbase.
You may also encounter Space Storms that can damage the
Enterprise, but if this happens you will be informed of the fact and of the
damage sustained.
V J
8

GAMES
SCRAMBLE
This game contains some elements of flight simulation combined
with the need to attack and destroy invading UFO’s.
To begin, you have to start the engines and take off on reaching a
speed of 600km/h. You then have to climb to an altitude of 500m, when
you will be given radar information on the UFO’s. Gain further height, and
locate and destroy the UFO’s. If you fire at a UFO and miss, the UFO may
fire back and could destroy an engine.
You may give up at any time and return to land. On approaching the
airfield, the runway will appear on the screen at a distance of 8000m.
Continue descent and line up the runway in the middle of the screen.
When you are within 4000m of the runway standby to land. On landing,
stop the aircraft and turn off the engines.
If you run out of fuel, or miss the runway you can eject from the
aircraft, but your parachute will not open below 100m.
The keys used to control the aircraft etc are as follows:-
Direction
Up
CB
Left [4] nnflight
m
Down

Engine
[I] Co]
On Off
Use the [c]key to accelerate
Throttle
E E
On Off
Use the — (minus) key to eject
Use the [CR] key to fire at the UFO's
SPACE INVADERS
Unlike the other programs in this Software Pack which are written in
BASIC, Space Invaders is written in Machine Code and requires a
different loading procedure.
This program does not need the BASIC interpreter to be loaded. If
you have previously been using BASIC type MON and [CRjto return to the
monitor.
When the monitor prompt- ★ - is displayed, type “L” and[CRj to load
the program.
Key Usage
Direction
Left[z] [clRight
. (full stop) to fire
S to start
9

HOME FINANCE
HOME BUDGET
The program maintains a table of values for budgeting. There are up
to 15 headings available and 12 entries for each heading. The 12 entries
are designed to hold values for each month. The names of the headings
are set up by the user and can be changed at will. The values stored can be
changed or updated at will.
t There are a choice of displays:- (i) quarterly by totals, (ii) a histogram
of selected or all headings and (iii) a display formatted by the user. With the
latter, if any fields displayed are updated, the screen is also updated giving
up-to-date values.
Data can be stored on tape and reloaded for further processing or
display.
Functions 1 and 2 Save and load
These two functions should be self explanatory but if you have any
doubts refer to page 11 of the owner’s manual.
If you follow the instructions given by the program there should be no
problems.
A word of warning though!
When saving a file you will be instructed to press RECORD. PLAY.
If you press only PLAY then the MZ-80A will carry on processing with the
result that the cassette remains blank or unchanged.
Function 3 Display
On selecting this function a menu is displayed, giving 5 display
functions. Number 4 is the same as 4 on the main menu and is discussed
later. Function 5 is the return to the main menu.
Display function 1.This displays quarterly and annual totals for each
heading. The quarters are made up as follows:-
1st quarter - months (or data columns) 1 -3
2nd quarter - months 4-6
3rd quarter - months 7-9
4th quarter - months 1 0-12
The bottom line gives the total for all headings forthe quarter and the
bottom right hand gives the grand total of all headings for the whole year.
Display function 2 - Histogram
t On selecting this function the program will ask for the headings to be
included or ALL. This allows you to produce a histogram of a single
heading or an accumulation of headings.
Enter the heading number and (CRj to include a heading. Input is
terminated by entering E [CR] .
The headings selected are displayed at the bottom of the screen . For
example, to produce a histogram of heading number 6 only, enter as
follows:-

V
10

HOME FINANCE
6 m
E m
To produce a histogram of heading number 4 plus heading 9 plus
heading 13, enter as follows:-
4 m
9 @
13 a
E a
The headings can be entered in any sequence, and CAN BE
ENTERED MORE THAN ONCE. If all headings are required enter
ALL(CR]
The"scale to the left of the histogram is variable to suit the maximum
value to be displayed. If any value exceeds the maximum value catered
for, a warning will be given.
Display function 3 - Selectable format
At the start of this function the left of the screen is numbered 1 -15 to
identify the headings.
The screen is now made up of five columns numbered 1-5 left to
right. These columns are called display positions.
As previously mentioned the program holds 12 columns of data,
these are called data column numbers. If you are using the 12 columns to
represent months of the year, January is number 1 etc. In addition there is
a totals column giving the total of data columns 1-12 which is numbered
3- Example: Display January in position 2, February in position 3,
March in position 4 and total column in position 5.
Enter data column number
Enter display position
Enter data column number
etc.
Enter data column number 1 3 M (Totals)
Enter display position 5 [CR]
As previously mentioned, the headings are set by the user and are
updateable. The headings are accessed by entering:-
DATA COLUMN NUMBER = 0
So, to put the heading in the right of the screen continue as follows:-
1
Enter data column number 0 (cl ]
Enter display position 1 [CR]
If this is the first run of the program there will be no headings stored.
This display can be updated at any time. For example, should we
now wish to display September (or data column 9) to the immediate right of
the heading, proceed as follows:-
Enter data column number 9 [cl
Enter display position 2 [CR]
The screen is immediately updated. It should be apparent that any of
the data columns (1-13) or the headings (data column 0) can be displayed
in any of the 5 display positions.
To exit from the display routine simply press [CR] . This will give you a
new menu and leave the display intact.
v. J
11

HOME FINANCE
Function 4- Update/Input
This function inputs data or updates present values.
Input or update is carried out as follows:-
Enter heading number
Simply enter the number (1-15) of the heading to be updated.
Enter data column number
If a single data column is to be updated enterthat number (0-12). If a range
of column numbers is to be updated enter in the format SS-FF, or SS-, or
-FF, or -, where SS= starting column number and FF= end column
number. Column 0 (heading) cannot be used in ranges. Entry of - only is
the equivalent to columns 1-12.
If data column 0 has been input “ Enter new Name”will appear and
then you enter the new heading name.
Enter value
This can be any positive or negative number. N.B. NEGATIVE NUMBERS
ARE ENTERED AS -NNNN NOT NNNN-.
Enter code
The codes have the following meanings and affects the data column or
columns selected as follows:-
+ the value is added to the current value
- the value is subtracted from the current value
/ the current value is divided by the value input
X the current value is multiplied by the value input
S the current value is replaced by the value input
Example 1 To name heading number 1 as MORTGAGE (only 6 characters
are allowed) enter as follows:- _
Enter heading number 1 0
Enter data column number 0 ICR]
Enter new name MORTG 0
Example 2 To set name of heading number 4 to GAS.
Enter heading number 4 |CR)
Enter data column number 0 [CR]
Enter new name GAS [CR]
Example 3 Set the value of GAS in March to £46.00
Heading number 4 [CR]
Data column 3 [CR]
Value 46 [CR]
Code s 0
Example 4 Set the value of mortgage to £200.00 for the whole year.
Heading number
Data column 1 — 12 [CR] (or [CR] )
Value 200 m
Code s [CR]
Example 5 increase mortgage to £220.00 from August onwards.
Heading number 0
Data column 8 0
*Value 220 [CR]
*Code S 0
12

HOME FINANCE
* or Value (10% increase) 1.1
Code X
* or Value 20 [CR]
Code +
If the updates are carried out after selecting a suitable display, the
effect of any update on data column already displayed is seen immediately
and the screen is updated automatically. In addition, heading totals and
data column (monthly) totals are automatically updated.
After an update, any decimal values present will be ignored on
display. This is because the program only displays a 6 digit integer, this is
more economical on space on a 40 column screen. You must therefore
decide whether you will use round pounds only with a maximum
displayable value of 999999 or whether you will input pence only
(maximum to £9999.99 but no decimal point is displayed).
If any value exceeds 6 characters in length it will not display but
“ERROR” will appear. Should this happen, the best solution is to divide
the value by 1 0 repeatedly until it is short enough to display correctly. You
can then correct the situation. If you need to input very large figures then
use two headings and split the value.
NOTE If you are using the program for personal finance enter any
income as a credit value so salary can be set up on a monthly constant.
BANK RECONCILIATION
This program controls a bank account. Data is saved on, and loaded
from tape. The details of up to 15 standing orders are stored and can be
transferred as debits to the current account at will.
Operating Instructions
Function 1 - Complete the operations as instructed on the screen.
If this function is selected in error, press [CR] to return to menu 1.
Function 2 -Save and Load. Complete the instructions given on the
screen. Take care to press both the PLAY and RECORD buttons. If the
PLAY button is pressed without the RECORD button, the MZ-80A will
continue to operate but will not write a new file. Should you select this
function in error [CR] will return you to menu 1 .
Function 3 - Standing Orders. This function provides a further 5
functions.
Function 3.1 . This function displays the details of the standing orders
stored in the machine.
Function 3.2. Add a standing order to the list.
Enter Order Number?
Select a number in the range 1-15 which is not yet allocated, [CR] with no
input will return the program to menu 1.
Enter Description?
Enter a description of up to 10 characters. This description appears on the
account file when the standing order is paid, [CR] with no input returns the
program to menu 1 .

V
13

HOME FINANCE
Enter value?
Example Salary of £1000.00 is to be entered.
Enter a value in the range £0.01 -£9999.99. If more than two characters of
pence are entered, the extra positions are ignored. If a credit value is to be
entered (eg salary) input as follows:-
£1000.00 “C” “R” (CR] This will appear on the screen as £1000.00 [CR]
Function 3.4 Payment of standing orders
Enter the standing order number. The details of the order are displayed for
verification. To pay the standing order enter the date on which it is paid.
The date is entered as follows:-
11 [CRj
7 (C§
82 [CR]
Enters the date 11/7/82 .
If the details are correct, the transaction is transferred to account file.
Function 4 Reconcile with statements
This function allows you to delete entries from account file once they
have been agreed with an entry on a bank statement. The program will
display 10 entries from the account file and will point to the first entry
displayed. You then have three options:-
(a) Reconcile the entry
(b) Pass to the next entry displayed
(c) Pass to the next 10 entries
To reconcile the entry (a) enter R [CR) . The entry will then be deleted
from the account file.
To pass the entry indicated enter P [CR] . The entry then remains on
the file and the next item displayed is indicated for processing. To
continue to the next 10 entries, enter C [CR]
Function 5 Add transactions to the account file.
Enter date of entry?
The date, days, months and years are entered separately eg:-
23 [CR]
1 [CR]
81 [CR]
Enters the date 23/1/81
Enter Cheque number?
Enter the number of the cheque (or any reference number you choose to
use). This number appears on the account file.
If the entry is a credit (paying in book) instead of entering a number,
press the + (or shifted"?”) key on the keyboard and ]CR] .This entry will then
enter a cheque number as “CREDIT” and will enter the value as a credit.
Enter description?
Enter up to 1 0 characters of description to appear on the account file.
Enter value?
Enter value in the range 9999.99 to .01.
Only two places of pence are recognised by the program.
14

HOME FINANCE
Details correct Y or N?
If the details are correct reply Y. The item will then be added to the account
file. If the response is N the entry is ignored. To return to menu 1 enter [6R]
with no input.
Function 6 Display account file.
This function displays 10 items of the account file at any time. To display
the next 10 items enter C [CR]. TO return to menu 1 enter [CR] with no input.
Function 7 End of program.
If you select this function having updated files and have not saved the file
on tape a warning is given. The option is then offered to either continue to
terminate the program or to return to menu 1 so that the file can be saved.
BANK LOAN
This program allows you to carry out calculations on the interest
charges on a bank loan.
Operating Instructions
Function 1 Calculate repayment
First enter the amount of the loan. This must be greater than 0 and
less than, or equal to 10000, and followed by [CR] .
If you wish to return to the main menu enter [CR] .
Then enter the term, in months of the loan, which must be greater
than 0, or less than or equal to 60, followed by [CR] .
Finally, input the true rate of interest which must be greater than 0, or
less than or equal to 30. Terminate this entry with [CR] .
The program will then calculate and display the monthly repayment.
Function 2 Reduce Loan
The information asked for is the same as the steps described in
function 1 and the same restrictions on the values allowed apply. However,
after calculating and displaying the monthly repayment, the program will
ask you to state the month in which the cash payment is to be made. Be
careful to enter a value which is less than the total term!
The outstanding balance is then displayed and you will be asked to
enter the amount you wish to pay off. Again make sure that this is less than
the outstanding balance, otherwise the program will not accept it.
To return to the main menu press any key.
Function 3 Display Repayments
Enter the value for the loan amount, term and rate of interest as in
functions 1 and 2.
The computer will calculate and display the outstanding balance,
interest paid, repayment amount and the new balance for each month of
the loan.
If there are more entries than can be accommodated on the screen at
any time then the program will ask you to enter “C” to continue to the next
display. Should you not wish to continue then press any key but “C” to
take you to the main menu.
Function 4 End of program
Terminates the program and returns you to BASIC.
J
15

HOME FINANCEl
MORTGAGE/INVESTMENT CALCULATION
Function 1 Calculate Mortgage Repayment
Firstly you will be asked to enter the amount of the loan. You can
choose any number up to 6 digits but it must be greater than 0. Then enter
the term in years which must be of 2 digits, and greater than 0.
Finally, enter the interest rate. This can be up to 5 digits including a
decimal point. For example you could put 25.33 but not 101.36.
The program will then display the monthly repayments and total
interest payable.
Function 2 Calculate maximum mortgage
The first value to be entered is the maximum monthly payment which
can be up to 7 digits including a decimal point.
Next, enter the term in years where the value must be greater than 0,
or equal to or less than 70 years.
Finally, input the interest rate which is maximum of 5 digits including
the decimal point.
The program will then calculate the maximum loan and total interest
payable.
Pressing any key will return you to the main menu.
Function 3 Display mortgage repayments
The first value entered is the amount of the loan which can be up
to 6 digits.
Then enter a monthly repayment of up to 7 digits including a decimal
point and any value can be entered provided it is greater than 1.
Next enter the interest rate which can be a maximum of 5 digits
including a decimal point. A rate of less than 1% will not be accepted.
Function 4 Interest on Fixed Sum
Begin by entering a value of up to 5 digits including the decimal point.
Follow this with a two digit value for the term of the investment.
Then input a 5 digit value including the decimal point for the interest
rate which must not have a value of 0.
The last value to be input is of 2 digits which indicates the number of
times that interest is calculated in 1 year.
The program will then calculate and display the total value of the
investment.
Function 5 Interest on Monthly Investment
Begin by entering 7 digits, including a decimal point for the monthly
investment which must not be 0.
Then enter a two digit term which again must not be 0, followed by 5
digits, including a decimal point, for the interest rate. The latter
must not be 0.
Finally enter a 2 digit value to indicate the number of times interest is
calculated each year.
The program will then calculate and display a final value.
16

BASIC TUTORIALI
This tutorial is designed to instruct you how to use SHARP BASIC
SA-5510, although most of its contents apply to Disk BASIC SA-6510.
The tutorial is in four separate parts called BASIC Tutorial 1, 2, 3
and 4. You will be shown how to use each BASIC command and
statement, and also some of the uses of these.
The contents of these tutorials approximately follow the order of the
owner’s manual, so you may find it useful to have the manual with you
when you run through the programs.
All the instructions are given in the opening sequence of Tutorial 1.
When a screen of information has been displayed, the program will
indicate this by playing two notes. Move to the next screen by pressing C
or return to the previous section by pressing R.
If at any stage you cannot understand what is being shown, don’t
continue hoping that all will become clear -it may not! It’s much better to
retrace your steps and revise what you’ve already done so that you have a
firm grasp of the principles.
17

SOME USEFUL TRICKS

PRINT CHR$ (4) Rolls screen up one line.


PRINT CHR$ (5) Rolls screen down one line.
PRINT CHR$ (22) Clear screen.

PRINT CHR* (96) Deletes character to the left of the current cursor
position.

PRINT CHR$ (97) Inserts space at current cursor position.


PRINT CHR$ (98) Returns input to normal mode.

PRINT CHR$ (99) Switches input to graphics mode.

PRINT CHR$(101) A toggle to switch the reverse video on or off


depending on its current state.

V J
18

POKES, PEEKS and USR’s

POKE 4509,0 “Bell” sounded on each key entry.


POKE 4509,255 Turns off “bell” on key entry.

POKE 4495,n Key entry produces lower case, where n is any


value except 0.

POKE 4513,X Sets up note pitch to be used in producing a


POKE 4514, Y continuous tone when used in conjunction with
MSTA (See page 125 of the owner’s manual)
For example, a value of X = 238 and Y = 14 sets
up a middleC.
To sound the note, use USR(68). To turn this off,
use USR(71).

POKE 4465,X These update the cursor position for the X and Y
POKE 4466,Y axes respectively with the following provisos:-
X greater than or equal to 0 but less than or equal
to 40
Y greater than or equal to 0 but less than or equal
to 25

POKE 4464,n Switches the screen graphics mode on/off.


n must not equal 0.

POKE 7017,24 Inhibits BREAK key function.


POKE 7017,32 Returns BREAK key function.

POKE 57346,0 Blanks screen.


POKE 57346,1 Reinstates blanked screen.
USR(62) Sounds bell tone.
USR(68) Sounds note continuously as defined by
contents of locations 4513 and 4514.

USR(71) Turns off continuously generated tone.

USR(21 ,A$) Prints a message on the screen defined by the


contents of A$.
For example, try A$= “THIS IS A MESSAGE”
USR(48,A$) Calls the melody routine and plays the melody
defined by A$.
For example, A$= “CDEFG” will play the first
five notes of the scale of C.

V.
19

MEMORY MAP

Hex Decimal
locations locations
FFFF 65535

F000 DOS bootstrap loader 61440


Memory mapped I/O and screen control 57344
E000

D7FF 55295

D000 Video RAM area 53248


Stack
-*ÿ Program variables
BASIC text
505C source file 20572

BASIC SA-5510
and internal workspace
1200 4608

1000 SA-1510 workspace 4096


Monitor
0000 SA-1 510 0000

J
Theworld of

where great ideas come to life.

Sharp Electronics (UK) Ltd


Share House, Thorp Road, Newton Heath
MANCHESTER M10 9BE

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