The Electron Plus 1 User Guide

Part no 419100 Issue no 1. Date: March 1984


Contents

1. Introduction

The different typefaces used

2. Setting up

Installing the Electron Plus 1
Using a printer
Using games paddles or joysticks
Using cartridges
Using tape cassettes with the Plus 1
Disconnecting the Plus 1

3. The analogue interface

Connecting to the 'analogue in' socket
Choosing a games paddle
Choosing a joystick
Choosing other analogue peripherals
Using the analogue interface from BASIC
Using the analogue interface from assembly language

4. Using a printer

Choosing a printer
Connecting a printer
Setting printer characteristics
Printing from BASIC
The internal printer buffer
Printing from assembly language

5. Using cartridges

Games and applications: ROM file cartridges
Languages: paged ROM cartridges

6. Dealing with problems

Improving processing speed
Problems which may not be faults
Electron malfunctioning
Peripherals malfunctioning

Appendix A

Summary of new and changed *FX commands and OSBYTE calls
*FX3,X
*FX5,X
*FX6,X
*FX16,X
*FX17,X
*FX21,X
*FX140,X
*FX163,128,X
*FX225,X
*FX226,X
*FX227,X
*FX229,X
*FX230,X
From assembly language only


1. Introduction

The Acorn Electron Plus 1 adds the following capabilities to your Acorn Electron computer:

The different typefaces used

You will notice that some letters, words and phrases in this manual have been printed differently from the rest of the text. This is to help you tell the difference between explanatory text, words which appear on the screen and certain keys on the computer keyboard.

Ordinary text appears like this, or like this for emphasis.

Text typed in at the computer or displayed on the screen appears like this.

Words like RETURN mean that you press the key marked RETURN rather than actually type the letters R E T U R N.


2. Setting up

Installing the Electron Plus 1

Unplug your Electron computer from the mains (turn off the mains socket, remove the mains plug and then the power cable from the side of the Electron). You may also find it convenient to unplug any other cables (to the television or cassette drive) from your Electron, to make installation easier.

Warning: Never install or remove the Electron Plus 1 with the power to the Electron turned on.

Turn the Electron upside down with the expansion connector (at the rear of the computer) towards you and remove the plastic cover from the connector, to expose the edge connector fingers.

Take the Electron Plus 1 out of its packaging and check that the threaded ends of the two large screws are not protruding through the base of the Plus 1; if they are, press them down so that the threaded ends are flush with the base. Turn the Plus 1 upside down and locate the Electron's expansion connector in the mouth of the edge connector socket on the Plus 1, and push them together firmly.

Figure 1. Fitting the Plus 1 to the Electron

Using a small coin or screwdriver, screw the two large screws in the Plus 1 into the Electron. Do not overtighten. If the screws do not engage in the threads in the base of the Electron, try reseating the Plus 1 on the Electron's expansion connector.

The Plus 1 should now be firmly attached to your Electron. Turn the Electron over and plug the power supply (and any other cables you may have removed) into the Electron and turn it on. Check that the Electron still works normally, by loading and running a small program which you know has run successfully before. If all is not well, refer to chapter 6.

Now you have fitted the Plus 1 to the Electron and checked that the system works, you can connect your printer, joysticks, games paddles or cartridges.

Using a printer

To connect a printer, you will need an extra mains socket (or an adapter) to power the printer and an interface cable to connect the printer to the Plus 1. You should be able to obtain a suitable cable from your dealer.

Put the printer on a stable, flat surface near enough to your Electron so that the interface cable can reach. Turn both the Electron and the printer off. Connect the printer cable to the printer as instructed in the printer manual, then connect the other end of the cable to the Plus 1 as follows:

You are now ready to use the printer for simple printing tasks. To turn printing on, type CTRL B or execute VDU2 in a program; all output displayed on the screen will then be sent to the printer as well. To turn printing off, type CTRL C or execute VDU3 in a program. For full details of using a printer, see chapter 4.

Using games paddles or joysticks

Only use games paddles or joysticks which are compatible with the Plus 1 (ask your dealer or see chapter 3). Turn the Electron off and plug the cable into the Plus 1 'analogue in' socket, which is the smaller socket at the rear to the left of the printer socket. The plug and socket are shaped so they will only fit together one way up. Turn the Electron on again and the joysticks or games paddles are now ready for use with suitable games or can be read from BASIC- see chapter 3 for further details.

Using cartridges

To use a cartridge produced by Acorn for the Plus 1, you must first plug it into either of the two shuttered slots in the top of the Plus 1. Insert the cartridge with its label towards you (i.e. facing the keyboard), pushing it into the slot so that the right-hand end makes contact first, then pressing it home until you hear it click into place. The cartridges are designed so that it is very difficult to insert them the wrong way round.

With a cartridge inserted correctly, either press BREAK (if the Electron was turned on) or turn the Electron on. Instructions in the use of the cartridges vary; full details will be supplied with any cartridge you purchase.

Using tape cassettes with the Plus 1

Whenever you use LOAD, SAVE, CHAIN, *LOAD, *RUN or *EXEC, the Plus 1 printer port and analogue interface are automatically disabled for the duration of that command. If you are using the BPUT #, BGET #, INPUT # or PRINT # commands in a program, you should use the *FX163, 128, 1 command to explicitly disable the printer port and analogue interface before using the tape, and re-enable them afterwards using *FX163, 128, 0.

Disconnecting the Plus 1

If you should need to disconnect the Plus 1 for any reason, be careful to turn off the Electron first, then reverse the sequence of actions used to attach it. Note that the Plus 1 should not be disconnected and reconnected repeatedly, as this will cause wear of the expansion connector contacts.

Figure 2. A typical expanded Acorn Electron system


3. The analogue interface

The analogue interface is used to measure smoothly varying voltages (analogue inputs) produced outside the computer, converting them into numbers (digital information) which the Electron can then use like any other numerical input.

This conversion is performed by a circuit known as an 'analogue to digital converter', or ADC. The analogue inputs are connected via the 'analogue in' socket which is the left-hand socket when viewed from the rear of the Plus 1. This socket also allows you to detect the position of two two-way switches, normally connected as the 'fire' buttons on joysticks or games paddles.

Although the analogue interface is most often used for connecting games paddles or joysticks, it may also be used to measure voltages from other devices such as light-sensitive or heat-sensitive transducers, as long as they are electrically compatible (see 'Choosing other analogue peripherals', below). The analogue interface has a resolution of 8 bits (i.e. 1 in 256), but generates numbers in the range 0 to 65280 for compatibility with BBC BASIC.

The Plus 1 can continuously measure up to four voltages, allowing the use of up to four games paddles, two joysticks, or four separate external voltages at a time. Wherever the analogue inputs originate, they are treated exactly the same by the analogue interface and computer.

Connecting to the 'analogue in' socket

Analogue peripherals which have been manufactured by Acorn for the Electron may simply be plugged into the 'analogue in' socket. Before connecting other peripherals, check that they are electrically compatible (dealt with separately for each type, below) and that the cable used is wired correctly, ending in a 15-way D-type connector, wired as follows:

Figure 3. The 'analogue in' socket (viewed from outside case)

Pin number Signal name Description
1 +5V 5 volt power for digital circuit
2 0V 0 volt power for digital circuit
3 0V 0 volt power for digital circuit
4 CH3 Analogue input 3
5 Analogue Gnd 0 volt for analogue circuit
6 0V 0 volt power for digital circuit
7 CH1 Analogue input 1
8 Analogue Gnd 0 volt for analogue circuit
9 Not connected  
10 PB1 Pushbutton 1 (digital input)
11 VREF Voltage reference for analogue circuit (1.8V)
12 CH2 Analogue input 2
13 PB0 Pushbutton 0 (digital input)
14 VREF Voltage reference for analogue circuit (1.8V)
15 CH0 Analogue input 0

Choosing a games paddle

Games paddles usually consist of a small box with a single rotating knob, providing the computer with a voltage indicating how far the knob has been rotated. A games paddle can therefore only provide a single dimension of information to a game, such as a position in the horizontal or vertical axis of the screen. The games paddle may also have a small pushbutton switch or 'fire button', providing the computer with a digital 'pressed/not pressed' signal The games paddle should have an impedance of at least 10k ohms to match the analogue circuitry of the Plus 1 and be wired as described above (see 'Connecting to the 'analogue in' socket').

Check the paddle for ease of use and comfort, ideally by connecting it to an Electron in the shop and using it with the type of game or other program that you will want to use at home.

Choosing a joystick

Joysticks usually consist of a small box with a lever protruding from the top, which is free to move up to approximately 30 degrees in any direction about a pivot at its base. This position of the joystick lever is translated into two voltages (one for front/back, one for left/right), so that a joystick provides two dimensions of information to the software that is using it. Joysticks will usually also have a small pushbutton switch or 'fire button', providing the computer with a digital 'pressed/not pressed' signal.

To make the best use of the analogue interface, you should buy a high resolution joystick with an impedance of at least 10k ohms, wired as described above (see 'Connecting to the 'analogue in' socket').

Check the joystick for ease of use and comfort, ideally by connecting it to an Electron in the shop and using it with the type of game or other program that you will want to use at home. You will probably find a self-centering design more suitable for games playing, but less convenient for general purpose use.

The model ANH01 joysticks provided by Acorn are ideally suited for use with the Electron Plus 1.

Choosing other analogue peripherals

Devices other than joysticks and games paddles may be connected to the analogue interface, provided that they are electrically compatible with it and are wired as described above (see 'Connecting to the 'analogue in' socket'). The peripheral may either generate a DC voltage in the correct range itself which is proportional to the measurement, or may take the reference voltage (VREF) from the interface and return a fraction of it which is proportional to the measurement (i.e. may act as a potential divider).

If the peripheral uses the reference voltage from the interface:
Minimum impedance of 10k ohms

If the peripheral generates its own voltage:
DC voltage: 0 to 1.8 volts
Current drive: 1 milliamp minimum

The maximum resolution of the analogue to digital conversion is 8 bits (i.e. the analogue input will be converted into one of 256 different numbers, depending on the input voltage).

If you wish to measure absolute voltages, you must first calibrate the system against a reliable voltage reference.

Using the analogue interface from BASIC

The four analogue voltages being read by the Electron are assigned 'channel numbers' in the range 1 to 4: to read the voltage on a channel, use the BASIC function ADVAL (minimum abbreviation AD. , token = &96). For example

horizontal = ADVAL(1); vertical = ADVAL(2)

The variables horizontal and vertical will now contain integers in the range 0 to 65280, proportional to the voltages measured on channels 1 and 2, with 0V being read as approximately 0 and 1.8V as approximately 65280. The number returned by ADVAL increases by steps of 256 rather than by 1 (i.e. 0, 256, 512 . . . 65280), to allow for future expansion in the resolution of the conversion process.

To determine whether the fire buttons on the paddles/joysticks are being pressed, use ADVAL with a channel number of 0, for example

buttons = ADVAL(0) AND 3

The value of the variable buttons then tells you which buttons are being pressed as follows:

buttons = 0 means no buttons are being pressed
buttons = 1 means that push button 0 is being pressed
buttons = 2 means that push button 1 is being pressed
buttons = 3 means both push buttons are being pressed

Each analogue input is sampled in turn and converted to the digital result returned by ADVAL, in order of decreasing channel number. The conversion process takes 10 milliseconds (i.e. one hundredth of a second) per active channel, so with all four channels operating, there will be a delay of 40 milliseconds between changes in the readings. To reduce this delay, you should turn off channels you are not using, with the *FX16 command, as follows:

*FX16,0 turns all the analogue channels off
*FX16,1 turns channel 1 on and channels 2 to 4 off
*FX16,2 turns channels 1 and 2 on and channels 3 and 4 off
*FX16,3 turns channels 1 to 3 on and channel 4 off
*FX16,4 turns all four channels on

To force a particular channel to be sampled and converted next, use *FX17, <channel>, as follows:

2010 *FX17,3
2015 REM force sampling and conversion for channel 3
2020 REPEAT : UNTIL ADVAL(0) DIV 256 = 3 : REM wait till finished channel 3
2030 reading = ADVAL(3) : REM get reading from channel 3

Note that the *FX17 command forces sampling and conversion for all channels from that specified down to 1, even if they have been turned off with *FX16.

ADVAL(0) DIV 256 returns the number of the last channel to complete sampling and conversion, or 0 if no channel has yet completed conversion since the last *FX16 or *FX17 command.

Using the analogue interface from assembly language

The functions of the ADVAL keyword in BASIC are provided by calling OSBYTE with A = &80 (128 decimal) and X = a number in the range 0 to 4, which determines the function performed as follows:

X = 0: on exit Y will contain the number of the last channel sampled and converted, or 0 if no conversion has yet completed (since the last *FX16 or *FX17 call).

X = 1 to 4: on exit X and Y will contain the last value sampled and converted for the channel number specified in X; X contains the least significant eight bits and Y contains the most significant eight bits. The range and significance of this 16-bit integer is as for the value returned by ADVAL (see 'Using the analogue interface from BASIC').

*FX commands can be performed in assembly language in the usual way, by a call to OSBYTE (&FFF4). Thus, to set the number of analogue input channels, instead of using *FX16, <number>, load A with &10 and X with the number, then call OSBYTE; to force a channel to be sampled and converted (*FX17,<channel>), load A with &11 and X with the channel number, then call OSBYTE.

Each time the sampling and conversion of an analogue signal is completed, an 'event' is generated. If you wish to detect and act on this event, you must first place the address of the code to handle it (and any other events you are going to enable) at location &220 and then enable the event using *FX14,3 or the equivalent assembly language code (LDA#&E: LDX#3: JSR OSBYTE ). The event code passed to your routine for this event (in A) is 3. For further information, refer to 'Events' in chapter 29 of the Electron User Guide. To disable handling of this event, use *FX13,3 or the equivalent assembly language code (LDA#&D: LDX#3: JSR OSBYTE ).

Choosing a printer

The Electron Plus 1 will work with a wide range of printers using a Centronics-compatible parallel interface. If in doubt about the suitability of a particular printer, consult your dealer.

A helpful and impartial booklet on choosing printers, entitled 'USPEC 32a' is available free from the Council for Educational Technology, 3 Devonshire Street, London W1N 2BA.

Connecting a printer

To connect a parallel printer to the Plus 1 you will need a suitable cable. These are available from your dealer as Acorn part number ANGO4. The connections in the cable are as follows:

Signal name 36-way plug pin number 26-way plug pin number
!Strobe 1 1
Data0 2 3
Data1 3 5
Data2 4 7
Data3 5 9
Data4 6 11
Data5 7 13
Data6 8 15
Data7 9 17
!Acknowledge 10 19
Ground 19 to 31 Even numbers 2 to 24

Turn the printer and Electron off and connect the printer to the printer socket (the right-hand socket when viewed from the rear of the Plus 1), being careful to insert it the right way up (with the arrow head on the plug facing upwards). Turn the printer and Electron on and you are now ready to start printing - see 'Setting printer characteristics', below.

Figure 4. The completed printer cable

Setting printer characteristics

Whenever you switch the Electron on, it will return to its default printer characteristics, which may be changed as follows:

Output for the printer is sent to it by software known as a printer driver, which handles tasks such as queuing text for printing and checking that the printer is ready for another character before sending it. When you first switch on, the standard printer driver is selected, which sends output for printing to the printer port. You may switch between using this driver and another known as the 'printer sink', with the *FX5 command as below:

*FX5,0 selects the 'printer sink', which causes output for the printer to be ignored - this is useful when printed output is not required or a printer is not connected.

*FX5,1 selects the standard printer driver.

The printer driver will ignore the line feed at the end of text lines and just send a carriage return to the printer port, If your printer requires a line feed at the end of each line, you can restore it by using *FX6,0. The *FX6 command actually sets the 'printer ignore character', i.e. *FX6, <ASCII code> can be used to stop that single character being sent to the printer. If output to both printer and screen is selected (see 'Printing from BASIC'), you can get a 'printer ignore character' out to the printer by sending it immediately after executing a VDU1 command or typing CTRL A.

Printing from BASIC

When you first switch on, all output will be sent to the screen; to get printed output, type CTRL B or execute the command VDU2 to send the output to the current printer driver as well. To stop sending output to the printer driver, either type CTRL C (outside a program) or execute the command VDU3. To alter the way that output is routed, use the *FX3 command as follows:

  Output to
current printer
Output to
screen
*FX3,0 Y Y
*FX3,10 Y N
*FX3,4 N Y
*FX3,6 N N

With the printer only selected (after *FX3, 10), all output will be sent to the printer and CTRL B and CTRL C will have no effect.

With both screen and printer selected (after switching on or using *FX3, 0), a single character can be sent to the printer but not to the screen by preceding it with CTRL A or VDU 1 (in a program). Use this method to send the 'printer ignore character' or any codes that might have unwanted effects if sent to the screen - it is probably simplest to use CTRL A or VDU 1 before any ASCII code in the range 0 to 31.

The internal printer buffer

Text sent to the printer is first stored in an area of computer memory known as the internal printer buffer, and only sent on to the printer when the printer can handle it, usually a line or a character at a time. If you wish to remove all remaining text from the buffer, you can usually either press ESCAPE (which empties all the buffers on the system) or use the command *FX21,3 (which empties the printer buffer only). You can disable the emptying of all buffers on pressing ESCAPE with the command *FX230,1 and enable it again by *FX230,0.

Your printer may also have its own printer buffer so that printing may continue for a short while after using ESCAPE.

Printing from assembly language

The *FX commands given above may be accessed from assembly language in the usual way, i.e. by loading A with the command number and X with the number following the comma, then calling OSBYTE (&FFF4), e.g. to flush the printer input buffer ( *FX21,3):

LDA#&15
LDX#3
JSR &FFF4

Text is printed by selecting printed output (with the assembly language equivalents of *FX3,0 or *FX3,10) and then sending the characters to be printed, one at a time, by loading the accumulator with the ASCII code and calling OSWRCH (&FFEE) for each character in turn. If output to screen and printer is selected (*FX3,0), the text to be printed must be preceded by ASCII 2 (CTRL B) and followed by ASCII 3 (CTRL C) as when using BASIC.


5. Using cartridges

The Plus 1 has two sockets in its upper surface into which a variety of cartridges can be plugged. These cartridges can provide games, languages, utilities, application programs or other facilities. Contact your local dealer for a list of cartridges currently available.

Full instructions in the use of these cartridges will be provided with the individual cartridges.

Cartridges should not be installed or removed with the Electron switched on. If you remove or install a cartridge with the computer turned on, you will need to press BREAK or CTRL BREAK to restore normal operation.

Games and applications cartridges will usually behave quite differently from language cartridges, so they are described separately below.

Games and applications: ROM file cartridges

These cartridges are usually designed to load and run the software they contain automatically, taking over operation of the Electron when it is turned on or after pressing CTRL BREAK, so that the Electron behaves as a machine dedicated to running that program while the cartridge is plugged in. To defeat this mechanism, you should press CTRL BREAK, wait about one second, and then press ESCAPE.

If you have two games/applications cartridges plugged in, the one at the front (nearest the keyboard) will be the one that 'takes over' the Electron.

The programs and data used by these cartridges are contained in ROMs, accessed by a filing system similar to the cassette tape filing system you are used to, but much faster and restricted to reading information only. This is called the ROM filing system.

When you break out of a game, the ROM filing system will be active instead of the cassette filing system. The commands available are *CAT, LOAD and CHAIN, which have identical functions to their cassette equivalents, but work with the ROM files.

To use the cassette filing system, select it by typing *TAPE; to use the ROM filing system again, type *ROM.

With two ROM file cartridges plugged in, to use the software in the cartridge further from the keyboard, list the files in the ROMs using *CAT and try CHAINing the file listed after !BOOT for that cartridge.

Languages: paged ROM cartridges

Language cartridges contain alternative programming languages (e.g. LISP) or other utilities which the Electron can use instead of the more familiar BASIC language. These ROMs are called 'paged' ROMs, and are switched by the Electron into the same address range (&8000 to &C000) as the BASIC ROM they are replacing. This is a very effective way of increasing the power of your Electron system without using up more RAM memory space.

When you first switch on, if there are no games or applications cartridges plugged in, any language ROM will be selected in preference to BASIC; if there are two languages, the one nearer the keyboard will take priority.

To switch between language cartridges and BASIC, use the language name preceded by an asterisk, e.g. *BASIC or *LISP.


6. Dealing with problems

The following is a brief guide to diagnosing problems that may occur when using the expansion interface, and details of solutions which can be reached without technical assistance or voiding the warranty. Do not open the Electron computer or Plus 1 cases, as any modifications you make to this equipment may void the warranty. If in doubt, consult your dealer.

Improving processing speed

With the Plus 1 attached, the Electron has considerable extra processing to do, supervising the extra facilities. This will usually not be noticeable, but the following steps may be useful to minimise the speed decrease:

Problems which may not be faults

Tape filing system commands aren't working- you must switch to the tape filing system (*TAPE RETURN) after using cartridges (see chapter 5).

Tape loading error - to reduce data errors, avoid using MODEs 0 to 3 while loading and saving to tape. If you are using the tape for data storage (PRINT#, INPUT#, BPUT#, BGET#), try the suggestions for improving processing speed given above, for the duration of the tape operations.

Cannot return to BASIC from a cartridge - some cartridges are protected against piracy by disabling the BREAK key. To use BASIC, remove the cartridge and then press BREAK. See chapter 5 for further details.

Programs that cannot run with the Plus 1, but work without it - try the suggestions for improving processing speed, above.

Electron malfunctioning

Disconnect the Plus 1. If the computer still does not work, check the power, then take the Electron and the Plus 1 to your dealer. If the computer works, continue reading.

Clean the edge connector fingers at the rear of the Electron using a non-abrasive rubber and a soft cloth, then try reconnecting the expansion interface with all the peripherals disconnected. If the computer still does not work, take the Plus 1 to your dealer, otherwise continue reading.

Reconnect each peripheral (including cartridges) in turn until the original fault returns, cleaning any contacts that seem dirty or tarnished. If the fault does not return, you have probably removed it by cleaning and reconnecting the connectors; if the fault does return, continue reading.

Check the offending peripheral for obvious faults- bent pins in the connector, breaks in cables, bad seating in the sockets. Try the suggestions under 'Peripherals malfunctioning', below. Return the item to your dealer with a description of the fault.

Peripherals malfunctioning

Check the orientation and seating of the connectors.

If the peripheral has worked before, check if it still works in that situation (e.g. with the same software) - if not, try cleaning and reseating the connectors. If the peripheral does work in the original situation, check the things that are different in the fault situation.

If the peripheral has not worked before, check that you have connected and initialised it correctly. Try swapping it with another borrowed from a friend or dealer and try it with other software. If other peripherals work, yours is probably incompatible or faulty (return to dealer); if other software works with your peripheral, change your software; if changing peripherals and software does not work, try cleaning the connectors as described above ('Electron malfunctioning'). Perhaps your peripheral requires special software before it will work correctly, such as a printer driver.


Appendix A

Summary of new and changed *FX commands and OSBYTE calls

This Appendix provides a summary of the *FX commands available to users of the Electron with an expansion unit fitted which either are not documented in the Electron User Guide, or are documented incompletely. These commands may also be used in assembly language by a call to OSBYTE; commands which can only be used from assembly language are summarised at the end of this Appendix.

*FX3,X

Selects the device to which printed output is sent, as follows:

*FX3,0 - To screen and printer
*FX3,10 - To printer only
*FX3,4 - To screen only
*FX3,6 - To neither device

*FX5,X

Selects the printer driver, as follows:

*FX5,0 - To 'printer dump'
*FX5,1 - To printer port

*FX6,X

Selects the 'printer ignore character', specified by the ASCII code X.

*FX16,X

Selects the number of analogue to digital conversion channels, where X is a number in the range 0 (no channels) to 4 (all four channels).

*FX17,X

Forces analogue to digital conversion to restart for channels X to 1.

*FX21,X

Flushes (empties) the buffer specified by the second parameter, as follows:

*FX21,0 - flushes the keyboard buffer
*FX21,3 - flushes the printer output buffer
*FX21,4-7 - flush sound output buffer number 0, 1, 2 or 3

*FX140,X

Selects the cassette filing system, with any value of X.

*FX163,128,X

Enables or disables input/output through the Plus 1:

*FX163,128,0 - enables printer and ADCs
*FX163,128,1 - disables printer and ADCs

*FX225,X

Changes the effect of typing the user-defined function keys as follows:

*FX225,0 - ignores the function keys
*FX225,1 - the function keys will generate the character string defined by the user
*FX225,2-255 - the function keys will generate an ASCII code based on the second parameter:
f1 generates a code one more than the second parameter, f2 a code two more, etc.

*FX226,X

Changes the effect of typing function keys in the range A to P, as follows:

*FX226,0 - ignores function keys in this range
*FX226,1 - function keys in this range will generate the BASIC keywords marked on their keycaps

*FX226,2-255 - function keys in this range will generate an ASCII code based on the second parameter:
FUNC A produces a code the same as the second parameter, FUNC B a code one higher, etc.

*FX227,X

Changes the effect of typing the remaining function keys (A to Z plus : ; , \-. /), as follows:

*FX227,0 - ignores function keys in this range
*FX227,1 - function keys in this range will generate the BASIC keywords marked on their keycaps
*FX227,2-255 - function keys in this range will generate an ASCII code based on the second parameter:
FUNC Q produces a code the same as the second parameter, FUNC R a code one higher, etc

*FX229,X

Alters the effect of pressing the ESCAPE key as follows:

*FX229,0 - pressing ESCAPE will interrupt the BASIC program
*FX229,1 - pressing ESCAPE will not interrupt the BASIC program, but generate ASCII code 27 (decimal)

*FX230,X

Enables or disables the normal action of the ESCAPE key, as follows:

*FX230,0 - enables ESCAPE
*FX230,1 - disables ESCAPE

From assembly language only

The following OSBYTE function is only accessible from assembly language, not as a *FX command:

To read the analogue inputs, call OSBYTE with A = 128 decimal and X = 0 to 4, as follows:

X = 0: returns number of last channel sampled and converted in Y
X = 1-4: returns last reading from channel specified in X, as 16-bit integer in X (low byte) and Y (high byte)


Exposure

Like most electronic equipment, the Electron Plus 1 should not be exposed to direct sunlight or moisture for long periods.

© Copyright Acorn Computers Limited 1984

Neither the whole or any part of the information contained in, or the product descrihed in, this manual may be adapted or reproduced in any material form except with the prior written approval of Acorn Computers Limited (Acorn Computers).

The product described in this manual and products for use with it are subject to continuous development and improvement. All information of a technical nature and particulars of the product and its use (including the information and particulars in this manual) are given by Acorn Computers in good faith. However, it is acknowledged that there may be errors or omissions in this manual. A list of details of any amendments or revisions to this manual can be obtained upon request from Acorn Computers Technical Enquiries. Acorn Computers welcome comments and suggestions relating to the product and this manual.

All correspondence should be addressed to:

Technical Enquiries
Acorn Computers Limited
Fulbourn Road
Cherry Hinton
Cambridge CB1 4JN

All maintenance and service on the product must be carried out by Acorn Computers' authorised dealers. Acorn Computers can accept no liability whatsoever for any loss or damage caused by service or maintenance by unauthorised personnel. This manual is intended only to assist the reader in the use of this product, and therefore Acorn Computers shall not be liable for any loss or damage whatsoever arising from the use of any information or particulars in, or any error or omission in, this manual, or any incorrect use of the product

First published 1984

Published by Acorn Computers Limited,
Fulbourn Road, Cherry Hinton, Cambridge CB1 4JN
Typeset by Bateman Typesetters, Cambridge