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-=*=-=*=-=*=-=*=-=*=-=*=-=*=-=*=-=*=-=*=-=*=-=*=-=*=-=*=-=*=-=*=-
THE DIGITAL CIRCUITRY SIMULATOR VERSION 1.0 SOFTDOCS
WRITTEN BY: THE DRAGON LORD
CALL APPLE MANOR......[716]-654-7663
-=*=-=*=-=*=-=*=-=*=-=*=-=*=-=*=-=*=-=*=-=*=-=*=-=*=-=*=-=*=-=*=-
YOUR DIGITAL CIRCUITRY SIMULATOR DISK CONTAINS THE PROGRAM, ON
THE FRON SIDE AND SOME SAMPLE PROGRAMS ON THE OTHER SIDE (WHICH I
MOVED TO THE FRONT TO MAKE IT ONE SIDE). THE COMPANY SAYS IN THE
MANUAL THAT THE PROGRAM IS ELECTRONICALLY PROTECTED, I COULDN'T
SEE ANYTHING THAT DIDN'T WORK, BUT IF YOU DO LEAVE ME MAIL ON
APPLE MANOR.
OK WHEN IT FIRST BOOTS UP YOU SHOULD GET A PICTURE OF A CIRCUIT
BOARD, IF THIS IS THE FIRST TIME BOOTING IT HIT "6" TO SEE A
LISTING OF ALL THE CIRCUITS SAVED TO DISK, WORK THROUGH SOME OF
THE EXAMPLES, AND LEARN HOW TO MODIFY, TEST, AND CONSTRUCT A CIR-
CUIT. TO LOAD A CIRCUIT HIT "4" THEN TYPE IN THE FILENAME, MAKE
SURE CAPS LOCK IS DOWN. TO SAVE THE CIRCUIT YOU MADE TYPE "5"
THEN TYPE IN A WHAT YOU WANT TO CALL IT. AFTER YOU HAVE LOADED IN
A CIRCUIT AND WANT TO MODIFY IT HIT "1" FOR DESIGN A CIRCUIT. TO
TEST A CIRCUIT HIT "2", AND TO CLEAR THE BOARD HIT "3".
DESIGNING A CIRCUIT
-------------------
TO ACCESS THE HELP SCREEN TYPE "1" FROM THE MAIN MENU THEN "?"
AND THIS SCREEN WILL APPEAR:
[CURSOR MOVES IN 4 DIRECTIONS]
USE I,J,K,M OR ARROWS
[DRAWING A WIRE]
1. MOVE CURSOR OVER A FREE PIN HOLE AND PRESS SPACE BAR TO START
WIRE.
2. MOVE CURSOR OVER ANOTHER PIN HOLE AND PRESS SPACE BAR AGAIN
TO END IT.
[MOVING A CHIP]
1. MOVE CURSOR OVER NOTCH OF CHIP AND PRESS SPACE BAR TO PICK UP
CHIP.
2. MOVE CHIP IN PLACE OVER PLACE OVER BREADBOARD AND PRESS SPACE
BAR TO INSERT CHIP.
[SELECTING A CHIP]
MOVE CURSOR OVER NOTCH IN CHIP ON BENCH:
"A" - ADVANCE TO NECT CHIP
"B" - BACKUP TO PREVIOUS CHIP
"N" - REQUEST CHIP BY NUMBER
[PLACE CURSOR OVER START OF WIRE]
THEN "C" CHANGES ITS COLOUR
"P" PULLS IT OVER ALL OTHER WIRES
"T" TUCKS IT UNDER ALL OTHER WIRES
"X" ERASES IT
[PLACE CURSOR OVER NOTCH IN CHIP]
THEN "X" ERASES CHIP FROM BREADBOARD.
TESTING A CIRCUIT
-----------------
TO ACCESS THE HELP SCREEN TYPE "2" FROM THE MAIN MENU THEN "?"
AND THIS SCREEN WILL APPEAR:
[MOVE THE PROBE IN 4 DIRECTIONS]
IT TURNS ORANGE, WHEN THE PIN HOLE IS POSITIVE. IT TURNS BLUE,
WHEN THE PIN HOLE IS NOT ON. USE I,J,K,M OR ARROWS.
[SWITCHES]
__
TURN SWITCHES ON (II) OR OFF (II) USING THE NUMBERS 1,2,3,4,5,6,
7,8. --
[PUSH BUTTONS]
PRESSING LETTERS "T" OR "Y" WILL TRANSMIT A PULSE TO PUSHBUTTONS
1 OR 2. THE LEFT AND RIGHT SIDES OF EACH PIN HOLE HAVE
COMPLEMENTARY VALUES.
[CLOCK]
PRESS "C" TO CHANGE THE SPEED OF THE CLOCK. THE LEFT AND RIGHT
HAND SIDES OF THE CLOCK HAVE COMPLEMENTARY VALUES.
A SUMMARY OF CURSOR MOVEMENTS
-----------------------------
1. CIRCUIT DESIGN
--------------
THERE ARE THREE CURSORS IN THIS PART OF THE PROGRAM. THEY MOVE IN
THE FOUR MAIN DIRECTIONS BY MEANS OF THE ARROWS (APPLE //E) OR:
I
J K
M
[ESC] - ALLOES ONE TO RETURN TO THE MENU
[?] - FOR HELP
[1.1 FREE CURSOR]
THE CURSOR IS RECTANGULAR AND CONTAINS ONE BYTE. IT OBEYS THE
FOLLOWING COMMANDS:
1.1.1 [SPACE BAR]
IF THE CURSOR IS OVER THE NOTCH OF THE CHIP THAT IS ON THE
BREADBOARD, THEN "SPACE BAR" LIFTS THE CHIP FROM THE BOARD
AND DISCONNECTS THE PINS. THE CHIP AND CURSOR DISAPPEAR,
AND THE CURSOR APPEARS AGAIN IN "CARRYING CHIP" MODE (SEE
1.2).
1.1.2 [SPACE BAR]
IF THE CURSOR IS OVER THE NOTCH OF THE CHIP THAT IS ON THE
BENCH, THEN "SPACE BAR" LIFTS THE CHIP FROM THE BENCH, AND
THE CURSOR DISAPPEARS. IT CHANGES INTO "CARRYING CHIP" MODE
BUT THE CHIP ITSELF STAYS ON THE BENCH AND DOES NOT DISAP-
PEAR (SEE 1.2).
1.1.3 [SPACE BAR]
IF THE CURSOR IS OVER A FREE PINHOLE, THEN "SPACE BAR"
STARTS WIRING; THE CURSOR CHANGES TO THE "CARRYING WIRE"
MODE (SEE 1.3).
1.1.4 [X]
IF THE CURSOR IS OVER THE NOTCH OF A CHIP THAT IS ON THE
BREADBOARD, THEN "X" WILL ERASE THAT CHIP.
1.1.5 [X]
IF THE CURSOR IS OVER THE START OF A WIRE, THEN "X" WILL
ERASE THAT WIRE.
1.1.6 [C]
THIS WILL CHANGE THE COLOUR OF THE CURSOR.
1.1.7 [C]
IF THE CURSOR IS OVER THE START OF A WIRE, THEN "C" WILL
CHANGE THE COLOUR OF THE WIRE.
1.1.8 [A]
IF THE CURSOR IS OVER THE NOTCH OF A CHIP THAT IS ON THE
BENCH, THEN "A" WILL ADVANCE THROUGH THE LIST OF CHIPS.
WHEN THIS KEY IS PRESSED SEVERAL TIMES, A DIFFERENT CHIP
WILL COME INTO VIEW EACH TIME.
1.1.9 [B]
IF THE CURSOR IS OVER THE NOTCH OF A CHIP THAT IS ON THE
BENCH, THEN "B" BACKS UP THROUGH THE LIST OF IF THE CHIPS.
1.1.10 [N]
IF THE CURSOR IS OVER THE NOTCH OF A CHIP THAT IS ON THE
BENCH, THEN "N" WILL ALLOW ONE TO SELECT A CHIP BY NUMBER.
1.1.11 [P]
IF THE CURSOR IS OVER THE START OF A WIRE, THEN "P" WILL
WILL PULL THAT WIRE OUT FROM UNDER ALL THE OTHER WIRES.
1.1.12 [T]
IF THE CURSOR IS OVER THE START OF A WIRE, THEN "T" WILL
TUCK THAT WIRE UNDER ALL THE OTHER WIRES.
[1.2 CARRYING CHIP CURSOR MODE]
THIS CUSOR HAS THE FORM OF THE REGULAR CHIP BUT IN FLASHING MODE
AND PURPLE.
1.2.1 [SPACE BAR]
IF EVERY PIN IS OVER A FREE HOLE AND THE CHIP STRADDLES THE
GAP IN THE BREADBOARD, THEN "SPACE BAR" PUSHES THE CHIP
INTO THE BOARD. THE REGULAR CHIP APPEARS WHERE THE CURSOR
USED TO BE. THE CURSOR CHANGES BACK TO "FREE CURSOR" MODE
(SEE 1.1)
1.2.2 [X]
THIS WILL CANCEL THE CHIP AND RETURN TO "FREE CURSOR" MODE
(SEE 1.1).
[1.3 CARRYING WIRE CURSOR MODE]
WHEN THIS CURSOR MOVES ABOUT, IT LEAVES A TRAIL OF WIRE THAT HAS
THE COLOUR OF THE CURSOR IN ITS PATH.
1.3.1 [B]
THIS WILL BACK UP AND CANCEL THE LAST MOVE.
1.3.2 [SPACE BAR]
WHEN THE CURSOR IS OVER A FREE PINHOLE, THEN "SPACE BAR"
PUSHESTHE WIRE IN, CONNECTING THE TWO PARTS OF THE
BREADBOARD. THE CURSOR RETURNS TO "FREE CURSOR" MODE (SEE
1.1).
1.3.3 [C]
THIS WILL CAUSE BOTH THE CURSOR AND THE WIRE TO CHANGE
COLOUR.
1.3.4 [X]
THIS WILL CANCEL THE WIRE. THE CURSOR RETURNS TO "FREE CUR-
SOR" MODE (SEE 1.1).
2. CIRCUIT TESTING
---------------
THE CIRCUIT THAT HAS BEEN DESIGNED IN PART 1 OR THAT JAS BEEN RE-
CALLED FROM THE DISK MAY BE TESTED. AS SOON AS THE TESTING STAGE
IS SELECTED, THE CIRCUIT IS ACTIVE (I.E. THE POWER IS ON). THE
SWITCHES ARE OFF BY DEFAULT, AND THE CLOCK IS SET TO "SLOW." THE
LEDS ARE ON OR OFF, DEPENDING ON THE CIRCUIT.
THE FOLLOWING CONTROLS ARE AVAILABLE:
2.1 [SWITCH SETTINGS]
EACH OF THE EIGHT SWITCHES MAY BE TURNED ON OR OFF BY
PRESSING THE NUMBERS 1,2,3,4,5,6,7,8. THE CIRCUIT WILL
REACT IN AN APPROPRIATE WAY.
2.2 [PUSH BUTTONS]
THERE ARE TWO PUSH BUTTONS, PB1 AND PB2. EACH HAS TWO
REGULAR PINHOLES (ON THE LEFT) AND TWO COMPLEMENTARY PIN-
HOLES (ON THE RIGHT).
2.2.1 [T]
THIS FEEDS ONE STROBE TO PB1. IN COMBINATION WITH THE REPT
KEY OR SIMPLY BY HOLDING DOWN THE KEY (APPLE //E), A CONT-
INUOUS SIGNAL WILL BE FED TO PB1.
2.2.2 [Y]
THIS FEEDS ONE STROBE TO PB2. A CONTINUOUS SIGNAL IS
EQUALLY POSSIBLE.
2.3 [C]
PRESSING "C" CAUSES THE CLOCK PULSES TO BE FAST OR SLOW,
CHANGING THE SETTING FROM WHAT IT WAS BEFORE. THE LEFT AND
RIGHT HAND ENTRY HOLES ON THE DISPLAY HAVE COMPLEMENTARY
VALUES.
2.4 [I,J,K,M]
THE BLUE CURSOR, WHICH IN ITS STARTING POSITION IS VISIBLE
IN THE MIDDLE OF THE BENCH, IS THE PROBE. THE PROBE IS
UNDER THE CONTROL OF THE FOUR ARROW (APPLE //E) OR THE I,J,
K,M CURSOR MOVEMENTS. WHEN THE PROBE IS OVER A PINHOLE THAT
HAS VALUE 1, THEN IT WILL BE THE COLOUR ORANGE. IF THE PIN-
HOLE HAS A VALUE 0, IT WILL BE BLUE.
A LISTING AND DESCRIPTION OF THE CHIPS
--------------------------------------
THERE ARE 24 CHIPS NUMBERED 1 THROUGH 24 AVAILABLE IN THIS
SECTION.
1-11 LOGIC CHIPS
12-14 DECODERS
15-16 DATA SELECTORS
17-19 FLIP-FLOPS
20-21 COUNTERS
22 SHIFT REGISTER
23 RAM MEMORY
24 FULL ADDER
THE CHIPS ARE ACCURATE IMITATIONS OF CURRENTLY AVAILABLE TTL
CHIPS. THE VCC AND GND, FOR EXAMPLE, MUST BE CONNECTED CORRECTLY
FOR THE CHIP TO WORK.
THERE ARE, HOWEVER, NO DEFAULT (POSITIVE) INPUTS; ANY INPUT MUST
BE CONNECTED TO EITHER 1 OR 0.
ANY ARRANGEMENT OF CHIPS IN THE DISPLAY ACTS AS A SYNCHRONOUS
UNIT. EXPERIMENTS WHICH DEPEND ON INTERNAL DELAYS BETWEEN INDIV-
IDUAL CHIPS DO NOT WORK.
COURTESY OF: [THE DRAGON LORD-THE DIGITAL GANG]