Contenido
- Before you start
- A little history: a processor in your pocket
- Lesson 1. The A register and the ALU: a calculator on toggles
- Lesson 2. The program counter and the ROM: running lights from a program
- Lesson 3. Memory, ST and screen memory: digits on the LCD from a program
- Lesson 4. Flags and jumps: a 0–9 counter in a program
- Lesson 5. Subroutines, ports and the "second" flag: a watch as a program
- Lesson 6. The game as a program: "Star Harvest" on the processor
- Lesson 7. First programs: learning to write in assembly
- 7.1. The assembler window
- 7.2. How to think: a program is a recipe
- 7.3. Task 1. Your own time on the clock
- 7.4. Task 2. Repeating: counting forever
- 7.5. Task 3. Deciding: up to nine and again
- 7.6. Task 4. Waiting for a button
- 7.7. Task 5. A subroutine: score with carry
- 7.8. Task 6. Two things at once: a stopwatch and a button
- 7.9. What the assembler does
- 7.10. If something's wrong
- Lesson 8. Write the game yourself
- Summary
- All the parts