DogAndPanda: vicexpansion.htm

vicexpansion.htm

Instructions For
cardco, inc. 313 Mathewson • Wichita, Ks 67214
CB3S/F (183) • VIC-20 is a registered trademark of Commodore, International
C ARDB0ARD/3S'- - INSTRUCTIONS
GUARANTEE
For as long as this product is owned by it's original owner, CARDCO, Inc. will repair or replace any defective parts or the entire unit i-f it should become inoperative due to a de-fect in manufacture or materials, pro­viding the unit is returned to CARDCO, Inc. in undamaged condition with proo-f o-f pur­chase (purchase receipt).
This product was developed bys
CARDCO, Inc.
313 Mathewson
Wichita, Ks.
67214
(316) 267-6525
THIS WARRANTY IS LIMITED TO LIABILITY FDR THE PRODUCT ONLY, AND CARDCO, INC. WILL NOT BE RESPONSIBLE FOR DAMAGE TO OR LOSS OF ANY ASSOCIATED HARDWARE OR SOFTWARE CAUSED BY THE USE AND/OR MISUSE OF THIS PRODUCT.
PAGE 1
CARDB0ARD/3S" - INSTRUCTIONS
WARNING # 1 ***********
NEVER ATTEMPT TO INSTALL OR REMOVE    THE
"CARDB0ARD/3S", OR CARTRIDGES FROM/TO    THE
"CARDB0ARD/3S", WITHOUT FIRST TURNING    OFF THE VIC-20 POWER SWITCH.
WARNING # 2 ***********
THIS UNIT IS DESIGNED TO USE ONLY COMMODORE APPROVED CARTRIDGES. CARDCO, INC., WILL NOT BE RESPONSIBLE FOR ANY DAMAGE OR PROBLEMS CAUSED BY THE USE OF NON-APPROVED DEVICES.
PAGE 2
"CARDB0ARD/3S" - INSTRUCTIONS
TABLE OF CONTENTS
*****************
INITIAL HOOKUP                                PASE 4
THE RESET BUTTON                            PAGE 7
MINI-MEMORY-MAP                              PAGE 10 SCREEN LOCATION INFORMATION PAGE 12
DIP SWITCH FUNCTIONS                    PAGE 16
DICTIONARY                                        PAGE 22
APPENDIX                                            PAGE Al
THE "CARDB0ARD/3S" IS A PRODUCT OF: CARDCO INC. OF WICHITA, KS.
PAGE 3
"CARDB0ARD/3S" - INSTRUCTIONS
O
SCREW |^>
FIGURE # 1 ***********
PAGE 4
"CARDBOARD/3s■ - INSTRUCTIONS
Well, you bought it! What do you do with it?
********************************************
First install the board supports which are attached to the board (as shown in fig­ure #1). If you have any difficulty please -feel -free to call on our technical staff -for help- Call (316) 267-6525 between 10 A.M. and 3 P.M. Monday thru Friday.
To start you off in the right direc­tion, turn o-ff your VIC-20 and plug the connector in the back of your VIC into the same place you would normally plug a game cartridge. This may be a bit tricky. Be sure you have the connector side up when you plug it in. Center the card care-fully then firmly push it into position.
The next thing you will probably want to do is plug in all those cartridges you have been saving. D.K! Go for it. Don't
worry about what goes where -------------
the "CARDBOARD^s" doesn't care. Now turn all of the dip switches off and read on.
WARNING: There are two cartridges that won't work on the board at the same time. The 3k RAM (VIC-1210) and the SUPER EXPANDER (VIC-1211A). If you have both of these sell the 3k to someone else because you won't be needing it.
PAGE 5
CARDB0ARD/3SM - INSTRUCTIONS
IDEA. It might be a good idea to write the name o-f the cartridge on top o-f the car­tridge on a piece of tape, so you don't forget what is where.
NDTEs If you have more than one 8k RAM (VIC-1110) or 16k RAM (VIC-1111) be sure none of the internal dip switches are set to the same position. (For instructions on how to set the internal dip switches, please read the sheet of information that came in the box with your 8 or 16k RAM.)
O.K. What da I do next? ************************
What to do next depends on what you want to use the "CARDB0ARD/3s" for. And before you can decide that, you are going to have to learn a little bit about your VIC.
Now it's time for a little tech-talk, but I will try to make it as painless as possible.
The "CARDB0ARD/3s" provides three exact duplicates of the memory expansion port in the back of your VIC. For the most part, you will only be interested in making use of the reset line and the memory select lines. The rest of the lines will take care of themselves. (For those of you who "must know", I would suggest reading the VIC Pro­grammer's Reference Guide (VM-110).) The "CARDB0ARD/3s" allows it's user increased access to some of the VIC-20's memory se­lect, data, i/o and interrupt lines.
PAGE 6
CARDB0ARD/3s" - INSTRUCTIONB
THE RESET BUTTON ****************
Let's start easy, with the reset line. If you have set the "CARDB0ARD/3s" up as we mentioned earlier, look for the square push button toward the left front of the board. (Yes, Matilda, it is the only push button on the board.) This is the RESET button. It is connected to the reset line (that makes sense). The RESET button will have almost the same effect as turning your VIC off and then on again. It will unlock your computer if it is locked up, or it will get you to the initial start up prompts if you want to start all over. It will also reset all pointers to the user basic area (this kind of erases any basic programs in memory) so USE IT WITH CAUTION!!! Programs not in the user basic area will remain intact as will any machine language programs (ie. BLK #5, or deselected BLKs 1, 2 or 3.) If you are using the BUTI ROM (from UMI) you can re­cover even the basic programs by using the un-new statement.
The reset        button is a very potent-
feature of the "C8RBBQ8RD/3s*f but remember to USE IT NITH CGUTIOHfff
PAGE 7
"CARDBQARD/3s" - INSTRUCTIDNS
Using the RESET will save a lot of wear and tear on not only your VIC, but also on your TV set. The reset also has one very nice use when you are playing a game on a plug-in cartridge. It will cancel a game in progress and restart the game. (My favorite use for this feature is when I'm playing Avenger, and my first laser base gets blasted before I knock out the first group of Invaders. Why waste time on a lost cause? This action is similar to conceding a chess game, after the early loss of one's Queen, by dumping over the chess board.)
RANDOM ACCESS MEMORY.....(RAM)
The most valuable feature of the "CARDB0ARD/3s" (in our opinion) is it's ability to switch select memory address lines. Great, but what does that mean?
Random access memory (RAM for short) is the type of memory that you will use to store your programs. It is "volatile'1, which means it can be erased. It can be changed or altered, as you wish. For ex­ample, if you poke a RAM location (POKE 4099,117), then peek at it (? PEEK (4099)), you will get back what you put in. But if you turn power off and on again, your number will be gone. So RAM changes as you in­struct it to store your programs and data.
PAGE B
CARDBDARD/3S " - INSTRUCTIONS
There are seven blocks or areas o-f memory that are not used by the internal workings o-f your VIC-20. These blacks are made available to the user through the memory expansion port (remember, the place where you plug in games, etc.). The MCARDBQARD/3s" i s an extension o-f that ex­pansion port.
The seven memory blocks ares
RAM 1) These three blocks are usually
RAM 2) treated as one unit. Each is Ik in
RAM 3) size and they are located below the
internal 5k o-f RAM that is included
with the VIC-20.
BLK 1)     This is the -first 8k expansion area.
BLK 2)     This is the 2nd Sk expansion aream
BLK 3)     This is the 3rd 8k expansion area.
BLK 5)     This is the last 8k expansion area.
NOTE: Re-fer to mini-memory-map, -figure #2.
PAGE 9
"CARDB0ARD/3S" - INSTRUCTIONS
MINI MEMORY MAP
DECIMAL
HEX
INTERNAL VIC
ACCESSED VIA
ADDRESS
ADDRESS
MEMORY RAM/ROM
MEMORY EXPANSION
LOCATIONS
PORT
mo
$0000-
ZERO PA6E
9928
$0338
& WORKING RAN
0928
$033C
CASSETTE
1023
$03FF
BUFFER
1024
$0400
3K EXPANSION RAM
4095
. *0FFF
RAMI, RAM»2, RAMI3
4096
$1000
INTERNAL USER
8191
$1FFF
RAN & SCREEN RAN
B192
$2000
SK EXPANSION RAM
16383
$3FFF
BLK ft 1
16384
$4000
8K EXPANSION RAM
2.4575
$5FFF
BLK # 2
24576
$6900
8K EXPANSION RAM
32767
$7FFF
BLK # 3
32768
$8000
CHARACTER
36863
$8FFF
6ENERAT0R RON
36864
$9000
VIC CHIP, I/O
40959
$9FFF
& COLOR RAN
40960
$A000
8K EXPANSION RAH
49151
$BFFF
BLK « 5
49152
$C000
KERNAL ROUTINE
65535
$FFFF
AND BASIC
INTERPRETER ROM.
FIGURE # 2 ***********
PAGE 10
."CARDB0ARD/3s" - INSTRUCTIONS
As you may have noticed, the Sk Blocks are numbered 1, 2, 3, 5. What happened to #4 ??? Well, Commodore decided to use that location -for some internal workings, and thereby made it unavailable for us to use. This also puts BLK 5 in an awkward position, because basic only "sees" memory that is in a continuous string; BLK 5 cannot be used -for basic programming, because it is sepa­rated -from the rest o-f the RAM blocks by BLK 4. But not to worry, i-f you put an Sk RAM cartridge there, it is still useable as a storage area for machine language programs and data. When stuff is stored up there, it is very safe, because basic cannot overwrite it. In fact, the only way to get at it is with a "SYS" command or a "PEEK" or "POKE". More on that later.
If you have an 8k RAM in BLK 1 and a 3k or or super expander in RAM 1, RAM 2, and RAM 3 memory areas, these RAM blocks also become unuseable for basic programming be­cause it is separated from the rest of basic ram by the screen ram (the area of ram the VIC-20 uses to store the information on the screen). And it, just like BLK #5, becomes useable for machine language programming only.
Have I got you confused yet?
PAGE 11
CARDB0ARD/3S" - INSTRUCTIONS
THE MYSTERIOUS MOVING SCREEN ft***************************
Now is the time to tell you about "THE MYSTERIOUS MOVING SCREEN"! You may have been warned by some (tape-based) software sup­pliers that "THIS PROGRAM WILL ONLY RUN ON VIC-20's WITH NO ADDITIONAL MEMORY INSTALLED", or you may have tried to load a program from a tape when you had your 8k RAM cartridge in place and found it didn't work, or had some really weird goings-on happening on the screen. The reason is that when you put thev8k RAM in the VIC-20's BLK 1 loca­tion and turned on the VIC, the screen RAM is moved to a new position. (Refer to fig­ure # 3 to see what happens.>
A well written program will not be af­fected by the amount of memory you have, but for those of you who own some poorly written programs, and for those of you who want to write good programs we offer these solutions to the problem.
PAGE 12
CARDB0ARD/3S" - INSTRUCTIONS
THE MYSTICAL MOVING SCREEN VIC-20 VIDEO RAM MEMORY MAP
MEMORY LOC WITH LESS THAN HEX DEC 8K OF RAM
WITH 8K OR MORE OF RAM ADDED
$0400 1024 START OF BASIC WITH 3K EXP RAM
$1000
4096
START OF BASIC
START OF
W/O 3K EXP RAM
SCREEN MEMORY
$1200
4608
START BASIC
$1E00
7680
START OF SCREEN
$1FFF
8191
END OF MEMORY
$2000
8192
BLK 1 EXP RAM
$4000
16384
BLK 2 EXP RAM
$6000
24576
BLK 3 EXP RAM
$7FFF
32767
END BASIC RAM
$9400
37888
START COLOR RAM
$9600 38400 START COLOR RAM
FIGURE # 3
***********
PAGE 13
CARDBDARD/3S" - INSTRUCTIONS
SOLUTION #1. Locate the dip switch group at the front of the "CARDB0ARD/3s" (refer to figure # 4). The seventh switch controls the VIC'S access to RAM BLK 1- If the VIC "sees" RAM in this location, it will auto­matically move the screen. If you have one or more Bk RAM's on the MCARDB0ARD/3s", and the seventh switch is up (on), the VIC will "see" that RAM and move the screen. If, however, the switch is down (off), the VIC will power—up and not move the screen. The drawback to this solution is that you only have the original 3583 bytes of memory (6655 or a little less with the 3k or super ex­pander) to work with. (NOTE: when using the super expander or 3k RAM it may be necessary to * POKE 44,16' for some programs) But this is the only way some poorly written programs will run.
SOLUTION #2. There is a program at the end of this booklet which will put the screen back at its original position and relocate basic to start above the screen RAM area. This will allow you to use up to 24k of RAM for basic programming with these poorly written programs; and it has the side bene­fit of protecting the RAM area below the screen from being overrun by basic, and that is the area where you store the special characters you design for your own games. Or you can store machine language sub­routines there without fear of destruction or using any of basic's memory area.
PAGE 14
CARDB0ARD/3s" - INSTRUCTIONS
SOLUTION #3. Additionally, there is a set of statements that will allow you to pre-program any programs that you write to run in any VIC memory configurations
Make this one of your first program lines:
S - 4 * (PEEK (36866) AND 128) + 64 * (PEEK(36869) AND 112) I C « 37888 + 4 * (PEEK (36866) AND 128)
You can now peek or poke to the screen (no matter where it is) by using the variable S as the start of the screen memory locations and C as the start of the color memory lo­cations. For example the third character location on the third line would be S+68.
If you plan to use a special character set several more steps will be necessary. This information is contained in the VIC-20 programmer's reference guide section on the "VIC" chip (pp 215).
Armed with all of this ammunition, you should be able to run just about any program on any memory configuration of a VIC-20. Remember, practice makes perfect. Try out a few of the programs you have. See which method works best for each program.
PAGE 15
CARDBQARD/3s" - INSTRUCTIONS
SEVEN DIP SWITCHES EXAMINED ***************************
It's time to deal with all those dip switches.There are seven dip switches (refer to figure #4). We have already discussed the add seventh switch, so on to the re­maining six.
But first, more tech-talk. We have de­scribed the 8k memory blocks as RAM areas 1, 2, .3 and 5. Any of these blocks can also
accommodate ROM memory......................
Wait a jiffy, what is this ROM memory stuff?
READ ONLY MEMORY (ROM)
**********************
Read Only Memory, (ROM for short), is the opposite of RAM in that it cannot be erased or modified by you and your VIC. ROM is used to store pre-programmed games and utilities. For example, there are ROMs in­side your VIC-2© that contain the entire basic language you use for programming. Other programs like the VIC "PROGRAMMERS AID" cartridge come to you on ROMs. Any program that comes in a plug-in cartridge format will be in ROM. These ROMs will take up space in your VIC's available memory. For example, a ROM might be assigned by its designer to work in BLK 5. If you have any­thing in that block, it will have to go.
PAGE 16
"CARDB0ARD/3s" - INSTRUCTIONS
DIP SWITCH ASSIGNMENTS
X X XXX j|\ XXX JC XXX J|C XXX j|( XXX X
SLOT 1
, BLOCK 5
SLOT 1, BLOCK 3
SLOT 2, BLOCK 5
SLOT 2, BLOCK 3
i
SLOT 3, BLOCK 5
SLOT 3, BLOCK 3
1 1 1
ODDDDDD
THIS SWITCH CONTROLS BLOCKS 1 & 2 FOR ALL THREE SLOTS
FIGURE # 4 ***********
PAGE 17
CARDBOARD/3s" - INSTRUCTIONS
It is a law of nature that you cannot have two things in the same place at the same time. This is also true of memory in the VIC-20. You cannot have two things in the same BLK at the same time. But wait, how can I have three games plugged into the HCARDB0ARD/3s" at the same time?
Remember this line: "The most valuable feature of the "CARDB0ARD/3sn (in our opin­ion) is its ability to switch select memory address lines"?
When you, through your VIC-20, call up a ROM program, a group of address lines are turned on. This is how the VIC gets the information from a memory location. In the "CARDB0ARD/3s" we are able to re-route these lines manually, by the use of the seven dip switches; and that allows us to select one of several ROMs, or even RAMs, that would be assigned to the same location in the VIC's memory system without any conflict. Be­cause, when the manually operated switch turns an address line off for a particular slot, the VIC can't "see" it, and, there­fore, can't use it. So there is no conflict.
PAGE 18
CARDB0ARD/3S M - INSTRUCTIONS
O.K. SO WHAT DO ALL THOSE SWITCHES DO
All plug-in cartridge programs that start automatically (i.e., games and utili­ties like the super expander, that you are not required to do anything special to use -in other words, "if it starts automatically when you turn on the VIC") must be in BLK 5, because that is the only place the VIC-20 looks for them. So, to allow you to switch between several of these games, all we need to do is allow you to turn on or off the address select line for BLK 5 to each slot on the "CARDBOARD/35".
The first, third and fifth switches on the seven switch dip switch group do just that. Each switch feeds the BLK 5 address line to its respective slot 1, 2 or 3.
NOTE' Some- pi ag- in games re qui re that the switch to the right of the BLK 5 switch he turned on also- Soy if a game doesn't work right, try turning on that switch ?too m
Remember: "you can only have ONE of those three switches on at any ONE time." Now is a good time to try out your new-found expertise!
PAGE 19
" CARDBQARD/3s "■ - 1NSTRUCTIONS
Let us try a short exercise, you will need two or more game cartridges, or one game cartridge and the super expander (in all cases the super expander will be treated just like a game):
1)   Turn off VIC.
2)  Plug in as many of those auto-start type games as you have.
(If you have more than three, refer to the section on daisy chaining several "Cardboards".)
3)  Turn all of the dip switches off.
4)   Turn on VIC (you should get a XXXX BYTES FREE).
5)  Select a game to play. Turn on its BLK 5 line by turning on the appropriate dip switch (1, 3 or 5
6)   Push the RESET button on the "CARDB0ARD/3S".
7)  Play the game.
B) Select a different game by turning off the switch now on - then turning on a switch that corresponds to the new game.
9) Go to step #6.
The BLK 5 select switches can also be used to place RAM memory in BLK 5. But as we described earlier, this memory block is not useable for basic programming.
PAGE 20
CARDBDARD/3S" - INSTRUCTIONS
WHAT ABOUT THE OTHER DIP SWITCHES?
The rest of dip switches control the BLK 3 address lines. As before, you can have only one of these switches on at a time.
Generally, the cartridges available at this time that utilize BLK 3 a^re utility programs like the Programmer's Aid cartridge or VIC-mon, the machine language monitor cartridge. If you are using one of these cartridges, you will be limited to using only two 8k or one 16k RAM cartridge. This will limit your basic programming area to 19xxx bytes free, because the next higher RAM would occupy the same memory location as the utility you are using in BLK 3.
That should give you enough information to start really getting more out of your VIC-20.
PAGE 21
CARDBOARD/3s" - INSTRUCTIDNS
DICTIONARY **********
DIP SWITCH:
Dual Inline Pin switch assembly - A switch or group of switches in a package of standardized size designed to be mounted directly on a printed circuit board.
MEMORY ADDRESS LINE:
The VIC-20 uses 16 Memory Address Lines to select which memory location it is ac­cessing. Each line will be either on < 1 ) or off ( 0 ). This provides a binary number in the range o-f 0000000000000000 to 1111111111111111 or, in decimal, © to 65535- For example, the binary number 0111000000000000 will access the first byte o-f information in the character generator ROM at location 32768. But 0110000000000000 will access the first byte of information in RAM BLK #3 at location 24576.
MEMORY BLK:
Or Memory Block, is a group   of memory
locations. For our usage in this     text, we
will refer to a BLK as a group of     8k ( 8k ■ 8192 ) memory locations.
PASE 22
CARDB0ARD/3S" - INSTRUCTIONS
PORT:
A point at which the internal workings of a computer can send information to or receive information from the outside world. The VIC-20 has several "PORTS" including the USER PORT, the GAME PORT and the MEMORY EXPANSION PORT. (also see slot)
RAM:
Random Access Memory - Memory used to store and retrieve information. Information stored in RAM can be altered and/or erased. (See text for more information).
ROM:
Read Only Memory - Permanent informa­tion storage. Information stored in ROM cannot be altered or erased by the VIC-20.
SLOT:
In normal use a slot is the equivalnt of a port. For our use in this manual we will intend a slot to mean one of the three female connectors (where you plug in a car— tridge) on the "CARDB0ARD/3s". These are the electrical equivalent of the "MEMORY EXPANSION PORT" in the rear of your VIC-20
PAGE 23
"CARDB0ARD/3s" - INSTRUCTIONS APPENDIX
APPENDIX OF USEFUL INFORMATION
******************************
PROGRAM TO RELOCATE THE SCREEN
By: E.J. Lippert II
1© POKE 8192,00
20 POKE 44,32
30 CLR
40 POKE 648,30
50 POKE 36866,150
60 POKE 36869,240
70 PRINT "CLEAR/HOME"
80 NEW
NOTE: This program must standi alone; it cannot be part o-f another program.
PAGE Al
"CARDBDARD/3S" - INSTRUCTIONS APPENDIX
V
THE USE DF RAM MEMORY IN BLK 5
Even if BLK 5 cannot be accessed by basic for programming, it can be a very useful warehouse for data. For example, you can peek at each location of the screen RAM and poke the entire screen into BLK 5 for safekeeping and recall it at any time. You cam do this with the screen color RAM, too! There is enough room in BLK 5 to store 16 complete screens, or 8 screens with color information. This can be done with simple basic programming. However, if you used a machine language sub-routine to store and recall the screen, it would happen so fast that you wouldn't even see it change. This is how some arcade games achieve animation.
BLK 5 can be used to store any kind of data. In a program I wrote recently, which was to be used as a message center, each message was stored in BLK 5 and then retrieved as it was requested by the program. The messages could then be changed at will without alteration to the basic program. This also allowed over 8000 bytes of message storage without using any of the VIC-20*s valuable basic programming area.
PABE A2
^
11C ARDBDARD/3S " - INSTRUCTIONS APPENDIX
But remember... the only access to BLK 5 is through the basic PEEK/POKE commands, or machine language programming. In fact, the entire 8k can be used to store machine language programs and/or sub-routines. And that is exactly what the VIC Super Expander cartridge is...it is a bunch of machine language sub-routines (on ROM) stored in BLK 5.
The following program will demonstrate the use of BLK 5 RAM to swap and store two screens of information. Set up requires one Sk RAM assigned to BLK 5 (internal dip switch #1 on). Use the MCARDB0ARD/3s" to select the RAM on. All switches should be off except the one you are using to select the BLK 5 RAM.
Press reset, enter and save the program as shown. Load and run the program. Type in something then press the "f-1" function key. The screen will show garbage, clear the screen. And type in some more information. Now press the "f-1" key again, and you will see what you typed in on the first screen. The "f-l" key is now a switch to go from one screen to another. This system can be used for as many as 16 screens using just BLK 5. And if you are a real perfectionist you can use the same process to store the color information from it's location at 37SBS.
PAGE A3
"CARDB0ARD/3S" - INSTRUCTIONS APPENDIX
MACHINE LANGUAGE SCREEN SWAP PROGRAM
10 REM E.J. LIPPERT II
20 X=4SS96
30 READ As IF A=300 THEN GOTO 50
40 POKE X,A : X=X+1: GOTO30
50 POKE 36879,110:PRINT "CLR/HOME
CTRL/WHITE" 60 Get A*: IF A* = " " THEN 60
70 IF A* <> CHR* (133) THEN PRINT A*;:GOTO60 80 IF P=l THEN P=0: SYS 48936: GOTO 60 90 P=l: SYS 48896: GOTO 60
100 DATA   162,0,189,0,30,157,0,161,232,208
110 DATA  247,189,0,31,157,0,162,232,20B,247
120 DATA   189.0,163,157,0,30,232,208,247.189
130 DATA  0,164,157,0,31,232,208,247,96,234
140 DATA   162,0,189,0,30,157,0,163,232,208
150 DATA   247,189,0,31,157,0,164,232,208,247
160 DATA   189,0,161,157,0,30,232,208,247,189
170 DATA  0,162,157,0,3i,232,208,247,96,300
NOTE: This program can be modified to swap more than two screens and it also can be made to swap screens under program control using a -for/next timing loop to provide real animation effects. You have our permission to use this program (or any of the programs in this booklet) and reproduce all or any part of it.
PAGE A4
"CARDB0ARD/3s" - INSTRUCTIONS APPENDIX
DAISY CHAINING TO A "CARDBOARDS"
^U ulf \kp ^> ^lf dU ^f ^* ^^ ^p ^U <^r >Jr i^r ii- ^U t^ ^Lr ^ir ^Lr ^* d^ Op ^Lp Of1 ^ iJp ^r ^^ ^ Jp ^* sfr
It is possible to link together two or more expansion units such as one "CARDB0ARD/3s" and one "CARDBOARD/6".
This very simple process can add a 1ot of -flexibility to your system, and should be seriously considered if you -find yourself swapping cartridges a lot because you have too many cartridges and not enough places to put them. The addition of a MCARDBDARD/6M will increase your slot count to eight available slots, adding a second "CARDBOARDS" wi 11 up it to thirteen slots available.
Daisy Chaining is accomplished by plugging a "CARDB0ARD/6M into the end slot on the "CARDB0ARD/3s", then turn on the BLK 3 and BLK 5 switches that control the last slot and turn on switch 7 on the added board.
Daisy chaining is limited only by the ability of the VIC-ZO's power supply to keep up with the growing demand for power (see figure #5). But we have found that two "CARDBOARD/6"*s are well in range.
PAGE A3
"CARDB0ARD/3s" - INSTRUCTIONS APPENDIX
r~\
VIC-20 MEMORY EXPANSION POWER REQUIREMENTS
ft*******************************************
CARTRIDGE TYPE
REQUIREMENT
CARDB0ARD/3S 3K RAM BK RAMs GAME ROMs
0 MILLIAMPS
MILLIAMPS
MILLIAMPS 30 MILLIAMPS
(standby) 50 MILLIAMPS
(working) 50 MilLIAMPS
UTILITY ROMs
According to the book "THE VIC REVEALED" published by Nick Hampshire Pubs., 750 MILLIAMPS is available at the port.
The power requirements listed above were determined by our own lab testing
WARNING: THESE FIGURES ARE FOR COMMODORE APPROVED DEVICES ONLY. OTHER NON-STANDARD DEVICES MAY VARY SIGNIFICANTLY AND CAUTION SHOULD BE EXERCISED
FIGURE #5
J% Jfi <T- ^ ^ *^ * *r *r
PAGE A6
CARDB0ARD/3S" - INSTRUCTIONS APPENDIX
TO THE BEST OF OUR KNOWLEDGE WHAT GOES WHERE ********************************************
ANY CARTRIDGE WILL WORK IN ANY SLOT ON THE "CARDBOARD/35".
THIS SECTION IS DESIGNED TO TELL YOU WHAT ADDRESS LINES MUST BE TURNED ON TO ACCESS A PARTICULAR CARTRIDGE AND WHERE THE VIC-20 EXPECTS TO FIND IT.
3K RAM EXPANSION:
Goes in RAM 1, RAM 2, & RAM 3. No special requirements; its access is automatic. But, remember...it and the Super Expander cannot both be on "CARDB0ARD/3s"
SUPER EXPANDER:
Same as 3k RAM, but you must also turn on the BLK 5 switch if you wish to make use of the special commands.
PAGE A7
"CARDB0ARD/3s" - INSTRUCTIONS APPENDIX
SK RAM EXPANSION:
There is an internal dip switch inside the case o-f each o-f these cartridges. Re-fer to the instruction sheet that comes in the cartridge box. This internal switch group can have only one switch on at a time.
**** INTERNAL DIP SWITCH #4: Locates the RAM in memory BLK 1. You must have the MCARDB0ARD/3s" dip switch #7 on to use this BLK. This will give you llxxx BYTES FREE.
**** INTERNAL DIP SWITCH #3: Locates the RAM to memory BLK 2. You must have an 8k RAM already in BLK 1 and the ,,CARDBaARD/3sM dip switch #7 on to make use o-f this BLK. This will give you a "BYTES FREE" o-f 19xxx.
**** INTERNAL DIP SWITCH #2: Locates the RAM to memory BLK 3. You must have Sk RAMs in BLK 1 & BLK 2 and the "CARDB0ARD/3sM dip switch #7 an. AND you must turn an the "CARDBDARD/Ss" dip switch -for BLK 3 (see -figure #4, Page #9) for that slot. This will give you 2Sxxx BYTES FREE.
**** INTERNAL DIP SWITCH #1: Locates the RAM to memory BLK 5. You ar& only required to turn on the nCARDB0ARD/3s" dip switch -for BLK 5 (see -figure #4, Page #9) -for that slot.
PAGE AS
"CARDBOARD/3s" - INSTRUCTIDNS APPENDIX
16k RAM EXPANSION:
This unit -from Commodore probably will not contain any internal dip switches. And you will be required to get out your soldering iron and a sharp knife if you want to use two 16k Commodore RAM cards at the same time. As supplied -from Commodore the 16k RAM is assigned to blocks 1 & 2. It can be reassigned but you should consult your Commodore dealer be-fore attempting this modification to your 16k RAM.
If you have a CARDCO, Inc. "CARDRAM/16" 16k RAM however, you may treat each group of four switches as a separate 8k RAM group and proceed as per instructions for the 8k RAMs.
PLUG-IN GAMES:
All plug-in games that start up automatically will require that the BLK 5 dip switch for the appropriate slot be turned on (see figure #4, Page #9).
* ADDITIONALLY: Some of those games will also require that the BLK 3 dip switch be turned on, as well.
PROGRAMMER'S AID:
This cartridge resides in BLK 3 and will require that the BLK 3 dip switch on the MCARDB0ARD/3s" be turned on (see figure #4, Pg. 9). This will also mean that any other slot using BLK 3 must be turned off.
PAGE A9
CARDBOARD/3s" - INSTRUCTIDNS APPENDIX
VIC-MON MACHINE LANGUAGE MONITOR:
VIC-MON resides in BLK 3, and the same useage requirements that applied to the Programmer's Aid cartridge will apply to VIC-MON.
NOTICE-
This is the most accurate information we have avail able at this time, &s new games and uti1ities become avai1able they may require di fferent memory 1ocations than those listed here. The "C8RBBQQRB/3s" will work with all the above listed cartridges and with some creativity on your part you should be able to utilize it with most of the soon to be introduced VIC-2& equi pment.
PAGE A10
"CARDB0ARD/3S" - INSTRUCTIONS APPENDIX
DON'T FORGET THE RULES:
^k ^k ^p ^p\ ^p> ^k ^L ^w i^i ^p J^> Jt*' 'p- ^^ rfffc ^ /p> ^v jfb ^k .^ ^
TURN OFF YOUR VIC WHEN CHANGING CARTRIDGES. ONLY ONE BLK 3 SWITCH CAN BE ON AT A TIME. ONLY ONE BLK 5 SWITCH CAN BE ON AT A TIME.
(dip switch # 7 is a block # 1 S-: 2 switch), WHEN ALL ELSE FAILS READ THE INSTRUCTIONS.
PAGE All

Have a comment?

Comments