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SINCLAIR ZX SPECTRUM — BASIC Programming

By Steven Vickers

Edited by Robin Bradbeer

Original edition published in 1982-83

by Sinclair Research Limited

This version published in 1995

by Chris Owen on behalf of Amstrad plc

Cover illustration by

John Harris of Young Artists


© Amstrad plc 1995 - all rights reserved

This manual is freely distributable but may

not be distributed without this notice.

Converted to e-text in various forms:

  • Chris Owen (ASCII)
  • Pete (HTML)
  • Albert Stuurman, Istvan Novak (MarkDown)

TABLE OF CONTENTS

Chapter 1: Introduction

A guide to the ZX Spectrum keyboard and a description of the display.

Chapter 2: Basic programming concepts

Programs, line numbers, editing programs using ↑ ,↓ and EDIT, RUN, LIST, GO TO, CONTINUE, INPUT, NEW, REM, PRINT, STOP in INPUT data, BREAK.

Chapter 3: Decisions

IF, STOP, =, <, >, <=, >=, <>.

Chapter 4: Looping

FOR, NEXT, TO, STEP. Introducing FOR-NEXT loops

Chapter 5: Subroutines

GO SUB, RETURN.

Chapter 6: READ, DATA, RESTORE

Chapter 7: Expressions

Mathematical expressions using +, -, *, /, scientific notation and variable names.

Chapter 8: Strings

Handling strings and slicing.

Chapter 9: Functions

User-definable functions and others readily available on the ZX Spectrum using. DEF, LEN, STR$, VAL, SGN, ABS, INT, SQR, FN.

Chapter 10: Mathematical functions

Including simple trigonometry: ­↑, PI, EXP, LN, SIN*, COS, TAN, ASN, ACS, ATN.

Chapter 11: Random numbers

Using RANDOMIZE and RND.

Chapter 12: Arrays

Strings and numeric arrays - DIM.

Chapter 13: Conditions

Logical expressions, AND, OR, NOT.

Chapter 14: The character set

A look at the ZX character set including graphics and how to construct your own graphic characters: CODE, CHR$, POKE, PEEK, USR, BIN.

Chapter 15: More about PRINT and INPUT

Some more complicated uses of these commands using separators: : , ; ‘ , TAB, AT, LINE and CLS.

Chapter 16: Colours

INK, PAPER, FLASH, BRIGHT, INVERSE, OVER, BORDER.

Chapter 17: Graphics

PLOT, DRAW, CIRCLE, POINT.

Chapter 18: Motion

Animated graphics using PAUSE, INKEY$ and PEEK.

Chapter 19: BEEP

The sound capabilities of the ZX Spectrum using BEEP.

Chapter 20: Tape Storage

How to store your programs on cassette tape: SAVE, LOAD, VERIFY, MERGE.

Chapter 21: The ZX Printer

LLIST, LPRINT, COPY.

Chapter 22: Other equipment

Connecting the ZX Spectrum to other machines and devices.

Chapter 23: IN and OUT

Input/Output ports and their uses: IN, OUT.

Chapter 24: The memory

A look at the internal workings of the ZX Spectrum: CLEAR.

Chapter 25: The system variables

Chapter 26: Using machine code

Introducing USR with a numeric argument.

APPENDIX A: The character set

APPENDIX B: Reports

APPENDIX C (Part 1): A description of the ZX Spectrum for reference

APPENDIX C (Part 2): The BASIC

APPENDIX D: Example programs

APPENDIX E: Binary and hexadecimal