Dec 072017
PC-Dragon II emulator for the 6809 based Dragon 32, Dragon 64 and Tandy CoCo II home computers. Emulates kbd, casst, cart, printer, joyst, interrupts, text and 56 graphics modes, R/W cassettes with Soundblaster or paralell

Full Description of File

+ "PC-Dragon" Dragon32/64/Tandy CoCo II Emulator & Debugger V2.00 +
* Unregistered version for IBM PC (C) 1994 by PAUL BURGIN *
+ [email protected] +

File PCDGN200.ZIP from The Programmer’s Corner in
Category Assembly Language
PC-Dragon II emulator for the 6809 based Dragon 32, Dragon 64 and Tandy CoCo II home computers. Emulates kbd, casst, cart, printer, joyst, interrupts, text and 56 graphics modes, R/W cassettes with Soundblaster or paralell
File Name File Size Zip Size Zip Type
CARTRIGE 0 0 stored
ROM_STUB.DGN 16 16 stored
CASSETTE 0 0 stored
ARCHIVE 0 0 stored
GAMES 0 0 stored
DOCS 0 0 stored
PCDRAGON.PS 883650 137344 deflated
PCDRAGON.TXT 109600 29934 deflated
DRAGON.EXE 161616 83558 deflated
FILE_ID.DIZ 355 165 deflated
PCDRAGON.ICO 766 208 deflated
SNAPSHOT 0 0 stored
BOOTSNAP.CCO 1363 576 deflated
BOOTSNAP.D32 1035 502 deflated
BOOTSNAP.D64 1288 506 deflated
DIAGRAM.CCO 2648 1405 deflated
DIAGRAM.D32 2336 1344 deflated
DIAGRAM.D64 2590 1352 deflated
SHANGHAI.D32 19796 12743 deflated
SHANGHAI.D64 20050 12779 deflated
TETRAS.D32 19098 8998 deflated
TETRAS.D64 19356 9043 deflated
TOOLS 0 0 stored
COPYCAS.EXE 13904 8639 deflated
DC.EXE 34080 17227 deflated
READVOC.COM 2821 2041 deflated
WHATIS.EXE 64704 24183 deflated
TPCREAD.ME 199 165 deflated

Download File PCDGN200.ZIP Here

Contents of the PCDRAGON.TXT file




Version 2.00

Reference Manual

Copyright 1994


Table Of Contents














2.4.1 KEYBOARD 10

2.4.2 VIDEO 12






2.5.1 HELP SCREEN 14
















2.7.3 SNAPSHOTS 22


2.7.5 SWAPPING 23




























1.1 Emulator Overview

Welcome to PC-Dragon version 2. This program is a Dragon 32,
Dragon 64 and Tandy CoCo II emulator for IBM PCs and compatibles.
It emulates the base 6809 microprocessor and many associated
peripherals, enabling you to use Dragon and CoCo software on your

PC-Dragon emulates all documented 6809 features and in addition a
few undocumented characteristics are supported. Also emulated are
the interrupt mechanism, the VDG refresh signal, the Dragon or
CoCo keyboard, and printer, cassette and joystick ports. Text mode
is emulated using the PC 40 column text mode, and all 56 graphics
modes are implemented. Optional emulation of artifacted colours is
available in monochrome graphics modes.

The emulator also features a powerful built-in disassembler and
debugger, and integrated support for the freeware Motorola 6809
assembler. There is an auto-repeat buffer and many emulation
options. These include configurable text and graphics colours,
variable interrupt rates, and programmable function keys. A range
of `services' allow a Dragon programmer to access the emulator
environment and options from within BASIC or machine code

The emulator supports a number of file types for transferring
information to and from the emulated machine. There are snapshot
facilities fully compatible with Jeff Vavasour's CoCo2 emulator
versions 1.2 to 1.4, as well as facilities to use files in
cassette, cartridge, screenshot, ROM, and Motorola S-record
format. By making use of the Dragon Convert utility, files in Q-
Basic, Dragon-DOS, digital audio and raw binary format may also be
converted to PC-Dragon compatible files. This enables you to
transfer cassette software to the PC if you have a SoundBlaster
Pro card (or equivalent). A utility is also included which can
read Dragon cassettes via the PC parallel port (this requires a
special cable).

To use PC-Dragon you must supply a valid ROM image file taken from
a genuine Dragon or Tandy CoCo. The emulator will then detect
which of the supported architectures to emulate and provide a PC
implementation of that machine. If you have more than one ROM
image you may also choose a specific architecture using the
available command line switches (/32, /64 or /T).

If you have obtained PC-Dragon from a bulletin board or FTP server
then you should not have received a ROM image with this package
(for reasons of copyright). However, a number of methods for
transferring the ROM from your real machine to your PC are
suggested in section 3.6 of this reference manual.

This documentation refers in general to the `Dragon' to mean
either of Dragon 32, Dragon 64 or Tandy CoCo II. It explicitly
mentions a machine where the architectural differences are

1.2 Files In The Archive

The emulator archive consists of the following files:

DRAGON.EXE PC-Dragon emulator.
PCDRAGON.ICO Icon file for use with Windows 3.x.
FILE_ID.DIZ A short archive description used by bulletin

DC.EXE Multi-purpose file conversion utility.
COPYCAS.EXE A utility to make renamed copies of cassette
WHATIS.EXE A utility to recognise and extract information
from various files.
READVOC.COM A utility to sample cassettes via the PC
parallel port.

ROM_STUB.DGN A header file for raw ROM images.

PCDRAGON.PS PC-Dragon reference manual in postscript (40
PCDRAGON.TXT Reference manual converted to plain text

The following example snapshot files are also included:

BOOTSNAP.*** These files allow the emulator to initialise
DIAGRAM.*** Circuit diagram for the parallel cassette
interface cable.
TETRAS.*** Previously unreleased Dragon 32/64 arcade game.
SHANGHAI.*** Dragon 32/64 oriental patience game.

The source code for the emulator can be found in the SOURCE
directory (registered version only).

READVOC.COM and the DIAGRAM files are included with permission
from Gerton Lunter. All other programs, including the example
files, are the sole work of the author. The unrestricted
distribution status applies to all programs in the archive,
however this status is only granted as a collective package.
Please remember that if you like PC-Dragon and use it regularly
then you are encouraged to register. All proceeds from
registrations are donated to charity; please see section 4.3 for
registration details.

1.3 Operational Requirements

PC-Dragon runs on any PC with EGA graphics and MS-DOS 3.0 (or
above). However, at least a 40MHz 386 is recommended because the
emulator is not very fast (expect only 40% of the real speed when
using a 486DX-33). The emulator can be run full screen under MS-
Windows 3.x or in a DOS box if Dragon graphics modes are not
required. Similarly, non-EGA video cards may be used if graphics
modes are not required.

The emulator requires up to 310K of base memory, and may also swap
memory to disk for selected operations. It is possible to run PC-
Dragon from either floppy or hard disk but initialisation is
considerably slower from floppy disk. The TextView pager is also
very slow when used with slow drives, because it operates on the
text entirely from disk.

A Microsoft or Mouse Systems compatible mouse may be used for
joystick emulation and mouse support services. A PC joystick may
also be used to emulate the Dragon joysticks.

To read and write Dragon cassette programs using the Dragon
Convert utility, sampling software and a SoundBlaster Pro sound
card (or equivalent) are required. A sound card is not required to
read Dragon cassettes using ReadVoc, but a special cable must be
constructed (the circuit diagram for this cable is included).

The freeware Motorola 6809 assembler AS9.EXE is required to use
the Integrated Development Environment (IDE) features of the
emulator. This assembler is available from several FTP sites
including SimTel and its mirror sites (eg. Look
for filename `' in the `crossasm' directory.

PC-Dragon can be run under the Acorn Archimedes 80188 PC emulator
but execution is very slow indeed. The Amiga PC-Task emulator is
not compatible with PC-Dragon.

2 PC-Dragon Emulator

2.1 Basic Operation

The emulator should be run by typing `DRAGON' together with any
command line options that you require. You can also give the names
of up to two snapshot or cartridge files which you wish to have
installed upon start-up of the emulator. If you add your PC-Dragon
directory to your PATH environment variable then you will not need
to change into the correct directory before running PC-Dragon.

If all is well then the title screen for the emulator will be
displayed. Press a key and the Dragon will begin its boot
sequence. Once the emulator is running any keys that you press
will be input to the Dragon rather than the PC, but pressing F1 to
F10 will access menus which control the emulator (so long as there
are no outstanding key presses in the keyboard buffer). At any
time you can press keys CTRL-ALT to activate to the control menu,
and CTRL-Q or CTRL-X to exit from the emulator. This will
immediately return you to MS-DOS.

The emulator will automatically locate and use any ROM files which
are found in your PC-Dragon directory or CARTRIGE sub directory.
However if no ROM files can be found or your command line options
cannot be fulfilled then the emulator will report an error message
and fail to start.

There are many command line options which may be used with PC-
Dragon to configure the behaviour of the emulator. Any that you
use regularly may be placed in the file PCDRAGON.CFG in the same
directory as DRAGON.EXE and will then be used as defaults upon
start-up of the emulator. You can still override the new defaults
by typing appropriate options on the command line when you start
the emulator or by using the on-screen menus.

2.2 Dialogue Boxes

2.2.1 General Functionality

PC-Dragon features a number of dialogue boxes which are used to
configure and manage the emulator. Each appears with yellow text
against a red window and generally operates in a consistent
manner. All boxes accept CTRL-Q or CTRL-X to quit the emulator
immediately, and ESC to dismiss the dialogue box without making a

RETURN, SPACE, END and F1 to F10 may also be used to dismiss
dialogue boxes if these keys are available. However, at other
times RETURN will accept changes, F1 to F10 cannot be used from
the F7 menu, END cannot be used from input boxes, and SPACE or
RETURN are used to access the next page when there is more than
one page of information.

2.2.2 Menus And Option Menus

To select items from the menus and option menus simply press the
number key as listed against the item that you require.

For the File menu (F3) you can also use `L' to load snapshots and
`S' to save snapshots. For the function key menu (F7) press either
F1 to F10, `1' to `9' (same as F1 to F9), `0' (same as F10), `#'
(for F6) or `A' to `Z' to select which key you wish to re-
configure. Do not hold down the ALT key when you do this.

2.2.3 Input Boxes

Input boxes appear when the emulator requires you to enter a text
string. For example, to instruct the emulator which filename to
use for loading a snapshot, or to assign a new string to a
programmable function key. When the input box appears the current
value will be highlighted in the box, enabling you to accept this
as the new value by pressing RETURN or replace it by simply
overtyping it. You can also press END (or UP/DOWN/RIGHT) to append
to the old value or DEL to remove characters from it. At any time
you can press HOME to delete all of the input, RETURN to accept
the input, or ESC to abandon the operation.

All input boxes are intended to input only one string at a time
and therefore translate SPACE characters to underscores. This is
also essential for the input of function key strings, which
translate underscores back to spaces at the time that they are

2.2.4 Numeric Input Boxes

Numeric input boxes behave in the same way as textual input boxes
but have additional features useful for the input of numeric

By default numeric input boxes require that new values are given
in hexadecimal. But you can type a decimal value by preceding the
value with a `#' character or an octal value by preceding the
value with `o' or `O'. Hexadecimal numbers may be qualified
explicitly by typing `$'.

You can also type the names of 16-bit registers `PC', `X', `Y',
`U' or `S' into any numeric input box to represent the current
values of these registers.

2.3 Filename Entry

A number of emulator functions prompt for a filename to be
entered. In all cases you can type the full drive and path name to
your file. Or if you give just the filename and no directory then
the emulator will look in the current directory (plus any other
default sub directories). Filename extensions are optional - the
emulator will append a default extension if you do not give one.
Note, however, that to specify the name of a file which does not
have an extension you should terminate the name with a period and
a null extension. This prevents the emulator from adding the
default extension to the name that you give.

When opening files for output the emulator will not overwrite
existing files without confirmation.

The following are the default extensions and optional sub
directories used by PC-Dragon:

File Type Default Extension Sub Directory




SCREENSHOT Derived from current -
display mode.



2.4 Emulation Of Hardware And Peripherals

2.4.1 Keyboard

There are two modes of keyboard emulation available with PC-
Dragon. These are `Real Mode' and `PC Mode'. `PC Mode' is the
default. It is also used internally by the emulator when dialogue
boxes are displayed.

In `PC Mode' keyboard input is passed from the emulator to the
emulated machine by breakpointing the installed operating system
ROM and returning the character code equivalent to the PC key
pressed. This method works well for most BASIC software and some
machine code software, and also allows the PC to buffer input
before it is required by the Dragon. This facilitates the
provision of the repeat buffer and the programmable function keys.

However, there are some programs, particularly games software,
which access the keyboard at the hardware level rather than
through the operating system. For these programs the emulator
provides the `Real Mode' keyboard emulation. In `Real Mode' PC
keys are directly equated with keys on the Dragon keyboard - you
will therefore notice that some key combinations produce
unexpected results on the screen since the PC and Dragon keyboards
are labelled differently.

You can switch between keyboard modes either from the general
options menu (F4, 1) or by typing /K on the command line when you
start PC-Dragon. If a program requests keyboard data at the
hardware level and you do not have `Real Mode' selected then the
emulator will still attempt to provide `Real Mode' information to
the program, however this pseudo `Real Mode' information is less
compatible than true `Real Mode'. Therefore you may still
experience problems, particularly when using programs which
require keys to be pressed continually.

The following PC keys are used to emulate special Dragon keys:

PG UP Pause (SHIFT + @ key).
PG DN Continue (ENTER key).
INS, DEL `I' and `D' keys (as used by EDIT).
CURSOR KEYS Dragon cursor keys.
CAPS LOCK Dragon caps lock (SHIFT + 0 key).

The following keys apply only to `PC Mode':

SHIFT + F1 to F4 SHIFT + Dragon cursor keys (also `_', `]',
CTRL-U and `[` keys).
SHIFT + TAB ESC key (as used by EDIT).

The following keys apply only to `Real Mode':

ALT + CURSOR KEYS SHIFT + Dragon cursor keys.
ALT + ESC ESC key (as used by EDIT).
`[` and `]' Brackets `(` and `)'.

There are also additional facilities which are available only in
`PC Mode'. These are:

Freeze Mode Engage SCROLL LOCK to inhibit changes to the
video mode.

Repeat Buffer At any prompt press CTRL-RETURN to repeat
every key typed between the two most recent
presses of the RETURN key.

Function Keys The keys F6 and ALT-F1 to F10 can be
programmed to perform any sequences of key
presses. Press F7 to change the current

BASIC Keywords The keys ALT-A to Z can be programmed to
perform sequences of key presses in the same
way as above. The default assignments for
ALT-A to Z keys are shortcuts for BASIC
keywords. For example `GOTO' for ALT-G,
`NEXT' for ALT-N and `RUN ` for ALT-

Please note that these features are implemented at the lowest
level of keyboard handling performed by the emulator - all keys
can be simulated whether they represent printable characters
passed to the Dragon or function keys handled by the emulator.

2.4.2 Video

The emulator uses the PC 40 column text mode to emulate the Dragon
text mode, with IBM approximations to Dragon graphics blocks used
to simulate low resolution graphics. Graphics modes are emulated
using EGA 16 colour graphics, with all 56 of the Dragon graphics
modes fully implemented. A 2-bit encoding scheme is used for all
modes, with separately configurable colours for bit pairs 00, 01
(LHS), 01 (RHS), 10 (LHS), 10 (RHS), and 11.

Semi-graphics modes are not supported and will merely switch the
emulator into a 4 colour graphics mode of similar resolution.

Software which uses fast mode switching techniques to achieve
special effects (such as parts of Rommels Revenge, Space Wrek and
Zaxxon) will not be displayed very smoothly by the emulator. This
is because PC-Dragon cannot refresh the graphic screen fast
enough. For such games engage SCROLL LOCK to defeat the effect.
This fixes the display into a single video mode.

2.4.3 Cassette Port

The cassette port is emulated by intercepting operating system
requests for reading and writing to cassette and redirecting these
to operate on DOS files. These files thus contain images of the
data which would be contained on a cassette and are given the
extension CAS.

To use cassette files simply type the Dragon commands exactly as
you would from a real machine (eg. `CSAVE', `OPEN', `CLOADM'). A
dialogue box will then appear prompting you to enter the name of
the cassette file to use. After you have entered a valid name the
cassette will remain accessible until the end is reached, until
the Dragon attempts to open the stream in a different I/O mode, or
until the cassette port is reset by pressing F3, 1 (this is useful
if you encounter an IO ERROR?).

Filename prompting may also be disabled using the general options
menu or the /NN command line option. The default name will then be
used unless an error is encountered.

The emulator will optionally use sub directories CASSETTE,
directory. If the GAMES and ARCHIVE sub directories are used then
the files that they contain are treated as read-only.

Cassette port emulation is implemented using special I/O opcodes
which are installed into the ROM image(s) upon start-up of the
emulator. This enables the breakpoints to remain active even if
the Dragon 64 is switched into map mode 1 and the alternative ROM
image is used.

Similar I/O opcodes are also used for the implementation of
joystick and keyboard breakpoints. All of these may be disabled by
using the /NB option upon start-up. This gives `pure' emulation of
the base machine but makes cassette facilities unavailable.

2.4.4 Printer Port

A printer may be connected to a communications port of the PC and
used directly from within PC-Dragon. Either parallel or serial
ports may be selected for output irrespective of the machine being
emulated. The required conversion of data is performed
automatically by the emulator.

There are a number of printer options, which can be selected using
either the printer menu (F4, 3) or the command line options.

To configure the port used for printer output specify /LPT1,
/LPT2, /COM1 or /COM2 when you start PC-Dragon. Alternatively
printer output may be redirected to the file PRINTER.OUT by
specifying /F or /FILE instead of a port name. By default port
LPT1 is used if it is present, otherwise COM1 will be used or
printing to a file will be enabled. For serial ports the baud rate
may also be specified as /B1200, /B2400, /B4800 or /B9600 (the
default is 2400bps). In all cases the data is transmitted as 8
bits with 1 stop bit and no parity.

Two modes of support for character output are available. In the
default `basic' mode characters are simply transmitted to the port
on request from the Dragon (provided that the printer is ready).
In `advanced' mode (/P option) the first character sent to a
printer causes the configuration or initialisation sequence to be
issued to the printer. Following this the emulator will pause for
5 seconds for the printer to return on-line and subsequently (for
parallel printers) the emulator will poll the printer to enquire
whether it is ready to receive characters before sending data. If
the printer is not ready then PC-Dragon will wait for up to 20
seconds if necessary.

For printers which require both and codes as line
terminators the emulator may be instructed to automatically
translate codes into . To do this specify /CRLF on
the command line or use the printer menu. This feature is useful
for text output only and is disabled by default.

Note that because Dragon software often outputs garbage to
printers as a side effect of generating sound, it is not
recommended that advanced printer spooling be enabled unless
printing facilities are actually required. Moreover, it is usually
desirable to turn off any connected printer whilst running
programs which do not use the printer. Networked users may wish to
disable printer support completely by giving the /NP option.

For Tandy CoCo emulation the time which elapses between each bit
sent to the serial port must be no greater than 10 seconds in
order for the bits to be assembled into parallel data. If more
than 10 seconds elapses then the current byte is assumed lost and
is discarded.

2.4.5 Joystick Port

PC-Dragon performs emulation of the Dragon joysticks using either
the keyboard, mouse or PC joystick. By default a Microsoft or
Mouse Systems compatible mouse is used, but the joystick menu (F4,
4) or /JOY option may be used to select the PC joystick (note that
this causes a reduction in performance). Swirl the joystick at the
start of play to configure the available range.

You can also choose either analogue or digital emulation. Analogue
is the default mode, with /G used to choose digital emulation. If
`Real Mode' keyboard emulation is selected then the keyboard may
additionally be used to simulate the joysticks. The cursor or
keypad arrow keys perform digital movement, with keypad `5'
providing the fire buttons. Keypad `1' and `3' may be used for
left and right fire buttons separately.

When software reads the joystick positions directly through the
Dragon hardware a sampling rate is used by the emulator to reduce
the number of unnecessary updates that it performs. By default 28
hardware reads are accepted before the stick positions are
updated. To change this use the joystick menu or /Rr to change the
value (r must be in the range 0 to 255).

2.4.6 Cartridge Port

Machine code cassette files may be converted to the DGN format and
used with the emulator as cartridge images. Use the Dragon Convert
utility to do this. Cartridge files may then be installed prior to
start-up of the emulator by typing their name on the command line.
They can also be installed later by using the F3 menu.

Cartridges which are loaded from the command line or PCDRAGON.CFG
file should automatically execute if they are designed to do so.
However, the use of a bootup snapshot (these are introduced in
section 2.7.4) will prevent the operating system from recognising
bootable cartridges and therefore if necessary you can type /SB to
prevent the emulator from loading bootup snapshots.

The ROM_STUB.DGN file can be used in conjunction with the MS-DOS
`COPY' command to make cartridge files of any cartridges that you
have transferred to your PC as a raw image (eg. by uploading the
data from an EPROM programmer). See section 3.6 for further
information on using this header file.

Cartridges can be copied to cassette and transferred to PC format
by using a sound card and Dragon Convert (see section 3.2). In
most cases you should save either 4K or 8K of data starting at
address $C000. For example, to capture the Alldream cartridge use:


Cartridges which automatically execute may be captured using a
technique which is described in the documentation for CoCo2.

2.5 Emulator Options And Menus

2.5.1 Help Screen

Press F1 to access the help screen. Then press SPACE or RETURN to
page through a summary of the available special keys. Press ESC to
dismiss the help screen.

2.5.2 Text Viewer Menu

Press F2 to access the text viewer menu. Using this menu you can
invoke the built-in text viewer to display this manual or the
contents of local sub directories.

2.5.3 File Management Menu

Press F3 to perform file management. You can then press `1' to
reset the cassette port (useful if you encounter an IO ERROR?) or
`2' to `7' to load or save various types of files.

Press `2' or `L' to load a snapshot, or `3' or `S' to save. See
section 2.7.3 for more information about snapshot files.

Pressing `4' or `5' allows you to load or save screenshots. These
are unformatted files containing the contents of the currently
displayed Dragon screen. The default extension given to the save
filename will depend on the current video mode. It will be DTX for
text mode or D## in graphics mode, where ## is a number `00' to
`15' representing the current resolution.

The final two features on the file management menu allow you to
load programs in cartridge (DGN) or Motorola S-record (S19) format
into memory. These file type do not automatically execute upon

2.5.4 Options Menu

Press F4 to access the options menu. From here you can select
further menus to change the current PC-Dragon configuration.

All options accessible from these menus may also be changed by
using the command line when you start the emulator, using PC-
Dragon programmer services, or chosen as default by placing the
command line text in file PCDRAGON.CFG. A summary of the available
command line equivalents may be obtained by typing `DRAGON /?' or
`DRAGON /H'. You can also use the UNIX style `-' rather than `/'

to specify options.

Press `1' to configure the keyboard mode, enable or disable the
cassette filename prompt, instruct the emulator to ignore or pause
in the event that it encounters illegal opcodes, change the level
of swapping, or configure the IRQ rate.

Press `2' to turn lower case text on or off, turn the PC cursor on
or off, or change the current artifacting mode.

Press `3' to change the printer port and serial baud rate, enable
or disable to translation, or change the printer
interfacing mode.

Press `4' to configure the joystick emulation device, type, and
rate of update for hardware access.

Press `5' to select the format used for loading and saving
snapshots, enable or disable compression of saved snapshot data,
change the save length for snapshots, and to allow or inhibit the
loading of emulator options, the debugger state, and PC-Dragon

Press `6' to change the emulator colours. You should then choose
either text mode colours, monochrome graphics colours, or 4 colour
graphics mode colours. Following this select the palette (as
determined by the SCREEN command) and choose foreground/background
or pixels/border options as required. If you wish to change pixel
colours a menu will appear from which you should select which
colour number you wish to change the appearance of. Note that
whether you are changing monochrome or 4 colour mode colours the
pixel colours are configured based on a 2-bit colour scheme (see
section 2.4.2).

Once the item that you wish to change has been selected a window
will appear which shows the available colours. The current colour
is indicated using `*' symbols. Select a new colour by pressing
`1' to `9' or `A' to `F', or press ESC, RETURN or SPACE to leave
the colour unchanged.

2.5.5 Video Mode Menu

Press F5 to change the current Dragon video mode. You can then
alter the number of available colours, the palette number in use,
the width of pixels in graphics mode, the number of bytes of RAM
used for video memory (together with the pixel width this
determines the resolution of graphic modes), and the base address
of video memory.

A number of short-cut keys are also available. You can switch
immediately to PMODEs 1 to 4 by pressing CTRL-F1 to F4, and to
text mode by pressing CTRL-F8. To toggle the palette, number of
colours, and pixel width, press CTRL-F5, CTRL-F6 and CTRL-F7

2.5.6 Function Key Configuration

Press F7 to change the assignment of `PC Mode' function keys.
Change the text string simply by pressing the key that you wish to
change (without ALT) and then enter the new text string. To change
the F6 key press `#', but if you do so then you will need to press
`6' if you later wish to reassign ALT-F6.

See section 2.7.6 for more information on function key

2.5.7 Control Menu

Press F8 to access the control menu. You can also access the
control menu by pressing the key combination CTRL-ALT. Note,
however, that CTRL-ALT will work at any time whereas F8 will only
work when the keyboard buffer is empty (this only applies when `PC
Mode' keyboard emulation is selected, but applies to all emulator
control keys).

From the control menu you can perform warm or cold restarts
(equivalent to a real machines RESET button and OFF/ON switch
respectively). You can also run an MS-DOS shell or switch to the

Accessing the control menu discards any key presses in the
keyboard buffer.

2.5.8 Assembler Menu

The assembler menu is accessed by pressing F9. This menu provides
facilities which integrate the emulator to an assembler. It is
discussed in detail in section 2.6.1.

Alternatively, pressing CTRL-F9 jumps directly to the editor and
then returns to the assembler menu when editing is complete.

2.5.9 Information And Configuration Screen

Press CTRL-F10 to display the information and configuration
screen. The screen displays a summary of the current PC-Dragon
configuration and additional transient information such as a
description of the current video mode.

The information screen also shows the performance of the emulator
relative to a real Dragon. This calculation is based on the time
taken to execute instructions equivalent to two seconds on a real
machine (i.e. normally this is 100 counts of the TIMER function).
The speed is only measured when required, and is not updated
unless the emulator was executing continuously during the two
emulated seconds prior to CTRL-F10 being pressed.

Press ESC to return to the emulator.

2.6 Program Development Tools

2.6.1 Integration Of The Emulator With An Assembler

PC-Dragon includes integrated support for the freeware Motorola
assembler AS9.EXE. To use the assembler activate the assembler
menu by pressing F9 and then press `1' to edit your source file.
Pressing CTRL-F9 also has the same effect. PC-Dragon then starts
your text editor and returns to the assembler menu when you exit.
You can now press `2' to call the assembler.

If the assembly completes successfully then PC-Dragon will display
the message `Assembled with no errors!' and load the program image
into memory. If unsuccessful then a TextView window will open to
allow you to review the assembler output. To edit the source again
press `1' as above.

At a later time you can return to the assembler menu and press `3'
to reload the program image (this also exits the menu) or `4' to
view the assembler output again.

To change the 6809 source filename used press `5' and enter the
new filename. By default `SOURCE' is used and the extension `A09'
is appended. The source filename may also be specified on the
command line when you start PC-Dragon by preceding it with an `@'

To configure the paths for the assembler and your favourite editor
use the /IA and /IE command line options. These should followed by
the path name. Eg.


Please be warned that AS9.EXE seems to implement memory allocation
in a way which is incompatible with PC-Dragon. You may experience
crashes after calling the assembler, particularly if you try to
run an MS-DOS shell.

2.6.2 Built-In Debugger

PC-Dragon includes a powerful built-in debugger and disassembler.
The debugger tracks recently executed instructions, allows
modifications to registers, flags and memory, and supports a wide
range of break conditions.

To switch to the debugger press F10 or select the debugger from
the control menu. The debugging screen will then be displayed.

The screen contains three windows. On the left hand side is a
window which may display the current Dragon text screen, help
pages for the debugger, or a memory dump.

At the bottom of the screen is a small window in which status and
informational messages appear.

The right hand half of the screen is used for the main debugger
window. This contains a disassembly section, a section showing the
contents at the top of the user and system stacks, a section
displaying the current register and flag values, and a section
displaying the current global breakpoints.

The disassembly section of the main window shows the four most
recent instructions executed (if known), the current instruction
(highlighted in blue), and the next four instructions to be
executed (assuming that execution proceeds linearly).

The disassembly section also contains a cursor denoted by `>` and
`<`. The cursor is used to mark lines on a temporary basis and may
be moved up and down the display using the cursor keys, or
returned to the address of the program counter by pressing HOME.
If you move the cursor beyond the bottom of the display then the
disassembly will scroll to the next instruction.

The functions of the debugger are accessed using the following

1 Set breakpoint 1 address. Keys `2' to `6' similarly
set the addresses for breakpoints 2 to 6. These
breakpoints are global, remaining active in addition
to any other break conditions which are selected.

A Display the effective address associated with the
current instruction.

B Set temporary a breakpoint and continue execution.

D Switch to disassembler. Enter the required start
address at the prompt.

E Quick edit memory - does not prompt for a new

F Toggle CPU flags. Press keys appropriate to the
flags that you wish to toggle.

G Continue execution until a global breakpoint is

H Display main help page. Press `H' again for the
secondary help page.

I Fill memory with a constant value. Enter the
required boundary addresses and the fill value.
Memory will then be filled inclusive of the
addresses given.

M Dump or edit memory. Enter the required address at
the prompt. Then change the values as required,
scroll up and down using the cursor keys, or press
TAB to switch between the hexadecimal and ASCII
sections of the display.

N This key causes the conditional jump at the current
address to be evaluated. Program execution then
continues until evaluation of the condition gives a
different result and a different execution path is

O Continue execution until a specific opcode is
reached. Enter the required opcode at the prompt.

Q Continue execution until an RTS instruction is

R Change register values. Press a key to indicate
which register you wish to change and then enter the
new value. If you assign a value larger than 255 to
the A or B registers then the value will be assigned
to D.

S Step to the next instruction.

T Display the current Dragon text screen in the left
hand window (this use of the window is selected by

V Continue execution until a register has been
assigned a specific value. Press a key to select
which register is to be monitored and then enter the
value on which execution should halt. You can also
enter the current value of the register to instead
break on a change in the value of that register.

X Continue execution with a new program counter value.
Enter the required new program counter value at the

SPACE Step over to the next instruction. This command is
equivalent to the `S' command except when the
current instruction is a JSR, BSR or LBSR
instruction. After stepping over a jump instruction
the disassembly continues to display the
instructions stepped over rather than those most
recently executed.

RETURN Set temporary breakpoint at the current cursor
address and continue execution.

TAB Set or remove a global breakpoint at the current
cursor address (LEFT and RIGHT cursor keys also have
the same function).

To quit from the debugger press either ESC or END. Once you have
quit all execution tracing and break conditions are suspended.
This gives the fastest possible execution speed. If you dismiss
the debugger screen with commands such as `B', `G' or `X' then the
debugger will still be active and the performance of the emulator
will be reduced.

2.6.3 Emulator Services

PC-Dragon provides a range of services to allow the emulated
Dragon to access the emulator environment and configuration

The services are accessed by the use of special write-only memory
in the region $FFEC to $FFEF and may be used from both BASIC and
machine code. Upon start-up of the emulator the services are
disabled in order to maintain software compatibility.

To enable the services simply write $50 to address $FFEE and $43
to address $FFEF. They may then accessed by reading from address
$FFEE or $FFEF. If $FFEE is read then the 6809 registers A, B, X,
Y and U are used to pass any required parameters to the services
and to receive the results. If $FFEF is read then memory is used
instead. Memory locations $FFEC and $FFED should point to the
address of the parameters, which must be formatted as a register
dump in the order A, B, X, Y and U. On start-up of the emulator
the contents of $FFEC and $FFED are initialised to point at $FFE0;
enabling the services also makes $FFE0 to $FFEB available as RAM.

The services available in this version of PC-Dragon are listed in
Appendix A. In all cases the B register is used to indicate the
required service number. All registers not explicitly specified in
the table are not affected, and all services return 0 upon
success, 255 if the requested service is not supported, or an
error code as specified. Appendix B lists the colour values used
by the colour configuration services.

An example code fragment to initially detect PC-Dragon is given

LDD #$5043 ; Enable PC services.
LDX #0 ; Set X <> signature.
CLRB ; Service 0: installation check.
TST $FFEE ; Call emulator service.
CMPX #$5043 ; Check for PC-Dragon signature.

The following will change the default text screen colours to BLUE
on BUFF:

LDD #$5043 ; Enable PC services.
LDD #5 ; Service 5: set text colours.
LDX #$1706 ; Setup new colours.
TST $FFEE ; Call emulator service.

To turn on the PC cursor from BASIC:

POKE &HFFEE,ASC("P") `Enable PC services.
POKE &HFFE1,2 `Service 2: cursor control.
POKE &HFFE0,1 `New state is solid.
I=PEEK(&HFFEF) `Call service.

Finally, the following is a short program which will allow the
mouse to draw on a PMODE3 graphics screen. The normal drawing
colour will be yellow. Hold down the left mouse button for blue,
the right mouse button for red, or both to erase.

20 POKE &HFFEE,ASC("P") `Enable PC services.
40 POKE &HFFE1,8 `Service 8: get mouse status
50 IF PEEK(&HFFEF) THEN STOP `Call service, check return.
60 COLOR (PEEK(&HFFE0)+2) AND 7 `Set colour from button info.
70 LINE-(PEEK(65507),PEEK(65509)),PSET `Draw line to cursor.
80 GOTO 50

2.7 Additional Information

2.7.1 Video Refresh Interrupt

The video refresh IRQ is emulated by PC-Dragon, and occurs
relative to the emulated machine speed (every 17,800 emulated
clock cycles). However, since the emulator does not run at real
speed, the frequency of the interrupt does not match the 50Hz
signal of the real machine. On a 486DX-33 the frequency is
approximately 20Hz.

To mask this deficiency the interrupt rate may be artificially
increased if required. Simply use the general options menu or the
/Q option to alter the number of cycles between interrupts. This
allows some programs which use the IRQ interrupt for timing
purposes to run faster (eg. Chuckie Egg), as well as reducing the
pauses during sound effects in some software.

PC-Dragon does not emulate the horizontal retrace signal.

2.7.2 Illegal And Undocumented Instructions

PC-Dragon includes emulation of the undocumented RESET opcode, and
also treats undocumented `illegal' register transfers and
exchanges in the same way as a real 6809.

In order to maximise speed no action is taken for illegal indexed
mode postbytes. Eg. STA (,U+) does not officially exist but will
be executed correctly by PC-Dragon due to the symmetry of the
instruction set.

When other unknown opcodes are encountered the emulator will pause
and display a window describing the problem. The message invites
you to choose an action for handling the opcode. You may ignore
the opcode, ignore all future illegal opcodes (this choice may
also be selected as default using the general options menu or /II
command line option), or you can switch to the control menu. The
debugger may be accessed from the control menu if required.

2.7.3 Snapshots

Snapshots are frozen images of the current state of the emulated
machine together with the current emulator configuration options.
They may be saved at any time and loaded back later to restore the
emulator and emulated machine to the exact same state.

By default the emulator will use a snapshot format which is fully
compatible with the CoCo2 emulator, although you must use the
snapshot options to configure which version of CoCo2 you have (the
default is V1.4).

There are also snapshot options to disable the loading of optional
information from snapshots. The saved length of snapshots may be
changed (but not the start address), and Run Length Encoded
compression may be used when snapshots are saved. Compression can
significantly reduce the disk space required for storing snapshots
but you should be aware that if you choose to use compression then
saved snapshots will no longer be compatible with CoCo2. The PC-
Dragon implementation of RLE compression automatically optimises
the substitution codes for each snapshot but the performance
achieved is still much less than that available using more complex

All snapshots saved by PC-Dragon also contain additional
information which is not used by CoCo2. These `extensions' contain
a description of the current debugger state (current breakpoints,
last edit address, active break conditions, etc.), additional
machine state information, and additional user options. However,
the `extensions' are incorporated into the snapshot format in a
way which does not affect compatibility with CoCo2.

When a snapshot is loaded by PC-Dragon it will automatically
detect and use the `extensions' if they are present. Note however
that if you manually edit a snapshot or load one into CoCo2 are re-
save it then the `extensions' will be destroyed. This will rarely
cause problems but it is possible to reduce the usefulness of a
snapshot in this way. For example, because the original format
does not contain all of necessary PIA data, many snapshots saved
by CoCo2 cannot be loaded from the command line without finding
that the keyboard is unusable in `Real Mode' (using a BOOTSNAP
file can usually correct this problem).

By default PC-Dragon uses the PAK extension when saving a
snapshot. PAK is also used when loading but in addition to this
the emulator will look for snapshots with extensions D32, D64 or
CCO as appropriate to the architecture being emulated.

When loading a compressed snapshot file you do not need to specify
that the snapshot is compressed or set the correct snapshot format
version. The emulator will automatically detect the snapshot
format used and uncompress the data.

To configure the snapshot options from the command line use /SV
followed by the version of CoCo2 that you have (2, 3 or 4), /SC to
enable or disable compression, /SL followed by a number in the
range 1 to 65280 to set the snapshot save length, /SO to inhibit
the retrieval of emulator options when snapshots are loaded, /SD
to inhibit the restoration of the debugger state, and /SX to
inhibit PC-Dragon `extensions'.

If you have the NDUG release of CoCo2 V1.2 then you should select
V1.2 format snapshots. For the Internet releases of CoCo2 V1.2 and
CoCo2 V1.3 you should select V1.3 format, and for CoCo2 V1.4
select V1.4 format.

2.7.4 Bootup Snapshots

At start-up PC-Dragon attempts to speed up initialisation by
loading a snapshot which has been prepared with an image of a
fully booted up machine. If such a snapshot if found then the
snapshot is executed immediately rather than you having to wait
whilst the emulated machine performs a cold reboot and self-test.

Bootup snapshots must be in compressed format and named BOOTSNAP
(with extension D32, D64 or CCO as appropriate). They are always
loaded with PC-Dragon `extensions' enabled and emulator options
and debugger state ignored.

Working bootup snapshots are included with this distribution of PC-
Dragon but may be replaced if required. If you wish to do this you
should ensure that you use the emulator with `Real Mode' keyboard
emulation selected when booting the Dragon to prepare your
snapshot. If you forget to do this then the bootup snapshot will
not contain the PIA information necessary to use `Real Mode'
keyboard emulation in the future.

The command line /SB option may be used to disable the loading of
bootup snapshots.

2.7.5 Swapping

PC-Dragon is able to swap memory to disk prior to functions which
require auxiliary programs to be called. This makes more base
memory available to these programs.

With no swapping PC-Dragon may use up to 310K of base memory, but
with swapping enabled PC-Dragon can reduce it's usage to 190K.

The default swapping option causes memory to be swapped out to
disk only when you call an MS-DOS shell. The swapping level may be
increased so that swapping is also enabled for calls to your
editor or prior to all calls to auxiliary programs. To change the
swapping level use either the general options menu or /IS (and a
number from 0 to 3) from the command line.

2.7.6 Function Key Assignments

With `PC Mode' keyboard emulation selected the keys F6, ALT-F1 to
F10, and ALT-A to Z may be programmed to simulate other key
presses. The function keys may be programmed with up to 64
characters each and the letter keys with up to 10 characters each.
To change the assignments use the /F option, the emulator
services, or the F7 key. The default assignments are listed in
Appendix C.

The new strings should normally be given in lower case. This is
because the strings represent key presses rather than formatted
input and will be translated to upper case at the time that they
are passed to the Dragon operating system. Note also that
underscore should be used instead of the SPACE character since
SPACE is interpreted as an option separator by MS-DOS.

From the command line /F should be followed by the name of the key
to change and the new text string. For the key identities give `#'
for F6, `1' to `10' for ALT-F1 to F10, and `A' to `Z' for ALT-A to
Z. The text string may be delimited by any valid character. Eg.
`DRAGON /FCXcloadmX' is an acceptable string assigning the BASIC
keyword CLOADM to ALT-C and using the `X' character as a

The text strings may contain control sequences in addition to
ordinary characters. To specify a control character simply use the
`^' notation. Eg. `DRAGON /F#!^Q!' programs F6 to quit the
emulator. The `^' character is also used as an escape character,
so that `^^' represents the UP key. The sequence `^@' may be used
for the null character, thereby enabling extended ASCII codes to
be simulated. For example `^@B' represents the F8 key.

2.7.7 Changing Emulator Colours From The Command Line

To change the emulator colours from the command line the /O option
is used. This should be followed by `T' for text colours, `G' for
graphics colours or `B' for border colours. Then `0' or `1' for
the SCREEN value, and (except for text mode) `0' or `1' for PMODE0
(monochrome) or PMODE1 (4 colour mode) colours.

After these items you should give the new colour as a hexadecimal
string. For text mode the required hexadecimal string is two
characters. The first of these represents the foreground colour
and the second the background colour. These are in the range 0 to
15, using the standard PC text mode colour mapping (see Appendix

For graphics mode colours a string of six EGA colour values is
required; one byte for each of the 2-bit values in the scheme
described in section 2.4.2. For border colours a single EGA colour
value is required.

2.7.8 Cassette Files

The CAS file type used by the emulator is simply a raw bit stream
of cassette data. Because of this it is simple to append one
cassette onto the end of another by using the MS-DOS `COPY'
command (the /B switch must be given so that a binary copy is
performed). For example, the following command will add the
cassette EXTRA.CAS onto the end of the cassette FIRST.CAS:


Since the emulator does not need to start and stop a cassette
recorder it does not need a motor delay when writing data. File
headers are also optional. You can therefore speed up PC-Dragon
writes to cassette (and save on disk space) by issuing the
following POKEs before you type `CSAVE', `CSAVEM' or `OPEN'

For Dragon ROM:

POKE 144,0 : POKE 145,1 `Reduce number of leader

POKE 149,0 `Reduce cassette motor
For Tandy CoCo ROM:

POKE 146,0 : POKE 147,1 `Reduce number of leader

`Cannot reduce Tandy CoCo
motor delay.

If you are planning to use Dragon Convert to transfer files back
to a real Dragon then you should save the file with sufficient
leader bytes for the real Dragon to detect. For example, you could

For Dragon ROM:

POKE 144,3 `Greatly increase number of
leader bytes.
For Tandy CoCo ROM:

POKE 146,3 `Greatly increase number of
leader bytes.

Cassette files containing machine code programs can be used with
either Dragon or Tandy CoCo emulation but are unlikely to execute
correctly on both platforms due to the differences between the
ROMs of the machines. BASIC programs, however, can be used and
executed on either of the machines so long as they are saved in
ASCII format. Eg.


will save a BASIC program in a cassette file which can be used
with either Dragon or Tandy CoCo emulation. More disk space is
required when files are saved in this format and the time taken to
load and save is also greatly increased.

3 File Transfer

3.1 Overview

PC-Dragon includes additional utilities to support the transfer of
Dragon cassette and disk software to the PC. To transfer cassette
software you will need either a SoundBlaster Pro sound card or a
special cable which connects the PC parallel port to a cassette
recorder. Either method works reliably so long as cassettes are of
reasonable quality. To transfer disk software you will need
additional Dragon-DOS disk reading software such as Compusense's
Dragon Convert.

The documentation for CoCo2 also describes methods for
transferring software using a serial cable (Dragon 64 and Tandy
CoCo only), and for transferring cartridges to the PC.

After transferring software to the emulator you should be aware
that it may not function correctly in the following cases:

1) Software which uses semigraphics display modes or fast
mode switching will not be displayed correctly.

2) Any software that plays music or sound effects will
suffer from long pauses.

In any event you should expect the software to run no faster than
40% of the correct speed, and even slower if your program makes
use of high resolution graphics or your PC is below the
recommended specification.

The following sections describe the included utilities. These
translate PC files in various formats to or from the formats used
by the emulator.

3.2 Dragon Convert

Dragon Convert is a multi-purpose utility to convert various file
types to the virtual cassette format used by PC-Dragon. It can
convert sampled Dragon cassettes in digital audio format (WAV and
VOC files), Dragon-DOS files (BIN and BAS), PC-Dragon cartridge
files (DGN), QBasic (BAS) and pure binary files. In can also be
used to convert files from virtual cassette format into cartridge
(DGN) or QBasic (BAS) format.

The filename of the file to be converted should be given as the
last argument to Dragon Convert (`DRAGON' is otherwise used as the
default). If no extension is given then the program will look for
a file with extension WAV, VOC, BIN, BAS, DGN or CAS.

The different methods of operation of Dragon Convert are described
below. A summary of the available command line options may be
obtained by typing `DC' with no arguments.

3.2.1 Extracting Files From Sampled Cassettes

Where the input to Dragon Convert is a WAV or VOC file the audio
information is scanned for Dragon cassette data and converted to a
virtual cassette file. The output filename is derived from the
Dragon filename rather than the input filename.

During conversion Dragon Convert displays a counter to show the
progress in converting the files. If the cassette programs conform
to the conventional Dragon cassette format then the filenames and
load/execution addresses of binary files are listed as the
programs are encountered. All of the files contained in a single
input file will be placed in a single output file.

If Dragon Convert detects a loading error in the WAV or VOC file
then you are given the option to abort the conversion, retry a
block, or proceed with the conversion ignoring the error. If you
choose to ignore errors then the converted file is unlikely to be
usable, although several programs do exist which deliberately
contain errors.

If you choose to retry a block then the current conversion
parameters (see below) appear so that different parameters may be
entered. Type the new values at the prompt or press RETURN to
leave a parameter unchanged. Dragon Convert then attempts to load
the block using the new parameter values. There is, of course, no
advantage to be gained by retrying a block without adjusting
either of the parameters.

Dragon Convert will normally assume that the sampled file begins
with a leader, and will initially seek the leader to synchronise
with the data. In cases where a leader is not present this may
cause data to be missed. To avoid this give the /L option on the
command line to disable the feature.

Although Dragon Convert is designed to work with data in the
conventional Dragon cassette format it may also be used with
cassettes which use a proprietary format. For such programs
specify /R on the command line and Dragon Convert will scan the
input as a raw bit stream. This results in a file called
CASSETTE.CAS. When Dragon Convert is used with this option the
display shows only the number of bytes converted and loading
errors cannot be reported.

The following actions may be taken if you suffer from loading

* Use the highest available sampling rate for your sound
card. At least 22KHz is required.

* The amplitude of the input data should comfortably span
the available range. Increase the input volume if

* It is a good idea to clean up the wave form before
presenting it for conversion. Try cutting any white
space before the first program block and omitting any
noisy parts of the leaders.

* MS-Windows software (Eg. Creative Wave Studio) usually
produces better results than MS-DOS based software.

* The wavelength amplitude threshold may be specified on
the command line using the /Wn option. For a 44KHz
sample a threshold of 29 to 31 is usually correct. For
22KHz files the value of n should be in the range 12 to

* The relative volume of the wave form may be specified
using the /Sn command line option, where 0 < n < 126.

You can abort the operation of Dragon Convert in the middle of a
conversion by pressing the CTRL key.

3.2.2 Converting Other File Types

Dragon Convert can be used to add the required cassette formatting
data to several file types so that they may be loaded into the
emulator using the virtual cassette system. To do this simply
specify the filename of the input file on the command line.

When used to convert cartridge (DGN) files to cassette format the
output filename is taken from the header of the cartridge file. In
all other cases the output filename is derived from the input
filename. Output is always to the current directory.

For Dragon-DOS and cartridge files the header information held in
the file is retained by the cassette file. For other binary files
the cassette file is given a load address of $600 and an execution
address of $167.

When an ASCII file is converted it is assumed to be a QBasic file
and is converted to a gapped ASCII BASIC cassette file. Dragon
Convert automatically reformats the carriage returns and line
feeds in the file to Dragon format and ensures that the line
numbers have appropriate spacing. You must save your QBasic files
in ASCII format to use this facility.

An ASCII input file may instead be converted to a cassette file in
binary format by giving the /B option on the command line. This
also inhibits the reformatting of the data.

3.2.3 Converting Files From Cassette Format

A secondary use of Dragon Convert is to convert cassette files
back to digital audio format so that they can be written to
cassette and loaded into a real machine. When converting to audio
format the cassette file is not examined thereby enabling any file
type or proprietary format to be converted. To use Dragon Convert
for this purpose simply specify the filename of a cassette file
when you start the program.

By default a 44KHz WAV file will result. This gives very high
quality playback but requires more than 8Mb of hard disk space for
a 32K Dragon file. You can therefore optionally specify /2 on the
command line to request a 22KHz output file.

Dragon Convert can also be used to convert cassette files to two
other formats. Machine code or tokenised BASIC cassette files may
be converted to PC-Dragon cartridge files, and ASCII BASIC
cassette files may be converted to QBasic files.

Specify the /D option to perform these conversions. If the input
file is found to contain errors then Dragon Convert will exit
immediately. Bit stream cassette files are also rejected.

3.3 CopyCas Utility

CopyCas is a utility to make renamed copies of cassette files. It
will choose an appropriate new DOS filename and copy the data held
in the cassette file renaming the first Dragon file at the same

The syntax for CopyCas is as follows:

COPYCAS [/C] dragonsource dragondest

The filenames that are required are the Dragon filenames rather
than names of the equivalent DOS files. They are not case
sensitive unless the /C option is given.

CopyCas will fail if the first block in the cassette file is not a
header block, if the block is not aligned with byte boundaries in
the file, if an ?IO ERROR is encountered in the first block, or if
the Dragon source and destination filenames translate to the same
DOS file.

Please note that both CopyCas and Dragon Convert will overwrite
existing files without warning.

3.4 WhatIs Utility

WhatIs is a general purpose utility which uses simple heuristic
rules to recognise and extract information from various types of
file. It can probe cassette, snapshot and cartridge files and
describe their contents in some detail. Specify the name of the
file to be examined when you run WhatIs.

WhatIs has two modes of operation. By default it will simply print
a sentence or two describing the contents of the input file. For a
full description of the input file run WhatIs in verbose mode by
giving the /V option on the command line. It will then decode as
much of the information in the file as it is able to recognise.

When used in verbose mode with a cassette file, for example,
WhatIs will print a breakdown of the names and cassette blocks for
all of the Dragon programs in the file. When used with a snapshot
file it will describe the machine state which is encapsulated in
the snapshot and the emulator options which are required.

WhatIs also attempts to classify approximately 50 other common
file types, in a similar manner to the `FILE' command of UNIX. All
decisions are based on the contents of the file and not the
filename or extension.

3.5 ReadVoc Utility

ReadVoc is a utility which can read Dragon cassettes via the PC
parallel port. It requires a special cable to be constructed but
this is a simple and inexpensive process. The circuit diagram for
the cable is included with the emulator - to view it start PC-
Dragon by typing `DRAGON DIAGRAM'. If you choose to construct the
cable then you would be advised to also obtain `' and
utilise the test and calibration programs supplied with this

Once you have the cable connected and your cassette set up you can
sample cassettes into PC files by typing `READVOC' and the name of
the required output file. The resultant VOC file may then be
converted to the PC-Dragon virtual cassette format using Dragon
Convert as described above.

READVOC.COM and the DIAGRAM files are the work and copyright of
Gerton Lunter. To obtain a command summary for ReadVoc start the
program with no command line arguments.

3.6 How To Transfer Your ROM

There are several ways to transfer your ROM for use with PC-
Dragon. The method suggested here is to use the included Dragon
Convert utility to transfer the ROM in the same way as cassettes.
Alternatively you could transfer the ROM on disk, use a serial
cable, or use the same ROM file as you use with the CoCo2
emulator. If you have access to Internet FTP then you may be able
to download a copy of the ROM from an anonymous FTP site (one such
site is as the file

The procedure for transfer via cassette and the Dragon Convert
utility is as follows:

1) Boot up your Dragon 32, Dragon 64 or Tandy CoCo.

2) Ready your tape recorder for recording and commit the
ROM to cassette by typing:


If you have a Tandy CoCo you may optionally use the name

3) Boot up your PC and SoundBlaster Pro wave form editor
software. Sample the cassette recorded in step 2 into a
file. Alternatively, use the parallel cable and the
READVOC utility. A large output file should result.

4) Now use Dragon Convert to extract the cassette data.


Please don't expect the conversion to work on the first
attempt. You are likely to need to adjust the command
line switches until you find a combination which is
suited to your hardware. If you still have no success
then you may wish to try repeating step 3. Upon
successful conversion the file DRAGROM.CAS will be

5) Now use Dragon Convert again to convert the cassette
data to a cartridge file. Type:


This should produce the file DRAGROM.DGN in the current

6) If you have a Dragon 64 then you may optionally also
wish to transfer the 64K version of the Dragon ROM. This
will enable you to use the emulator in 64K BASIC mode.
The procedure to transfer this second ROM is much as
before. Boot up your Dragon 64 and switch to 64K mode by
typing `EXEC 48000'. Now commit the second ROM to
cassette by typing:

CSAVEM "D64ROM2", &HC000, &HFEFF, 0

Transfer this file to your PC by using the procedure
described before in steps 3 to 5. This time the result
should be the file D64ROM2.DGN, which should be saved in
your PC-Dragon directory or CARTRIGE sub directory.

If you already have your ROM image(s) in DOS format then you can
create the required DGN files from such raw images by using the
included header file ROM_STUB.DGN. You might, for instance, wish
to transfer the ROM from your Dragon to your PC on a floppy disk
if you are a disk user. To do this use a program such as
Compusense's Dragon Convert to transfer the ROM image as a BIN

Raw images can be converted to DGN files using the MS-DOS `COPY'
command. Type:


This method also works for D64ROM2.DGN, which may be either $3F00
bytes or the full $4000 bytes.

Another alternative is to transfer the ROM using a `bit banger'
serial link (for Tandy CoCo or Dragon 64 owners). This method is
described in the documentation for CoCo2. If you have a ROM image
suitable for use with the CoCo2 emulator then you can use that ROM
file with PC-Dragon without modification. To do this just copy the
file into your PC-Dragon directory or CARTRIGE sub directory.

Please be aware that the ROM software is copyrighted by Microsoft
and therefore must not be distributed.

4 Epilogue

4.1 Standard Disclaimer

This program is released as freely distributable charityware. The
software is supplied `as is' with no guarantee of correctness or
fitness for purpose either explicit or implied. The author hereby
disclaims all responsibility for losses incurred through the use
of this program and the advice given in this manual. By using the
program you are deemed to have accepted these conditions of use.

You may copy and distribute the program freely so long as the
software and documentation remain unchanged. There is no fee
payable for using the unregistered version of the software. If the
program is obtained from a distribution service then no additional
charge may be made for PC-Dragon. Software vendors are not
permitted to sell PC-Dragon except by mail-order or as part of a
CD-ROM archive. If you use PC-Dragon to develop or demonstrate
software then please acknowledge this in your credits or

Special restrictions apply to the included source code. Please
read the README.TXT file in the SOURCE directory if you have the
registered version of PC-Dragon.

4.2 How To Contact The Author

I welcome all comments and bug reports concerning PC-Dragon.
Please contact me by electronic mail at address
[email protected] If this is impossible then please contact
me by post at the following address:

Paul Burgin
49 Keats Avenue

4.3 How And Why You Should Register

If you like PC-Dragon and use it regularly then please show your
support by registering. The registration charge is only 10, $20
or 30DM, from which all proceeds are donated to Oxfam (except for
a contribution towards postage for overseas orders).

To register simply send your payment (UK cheque, international
money order, or cash by registered post) together with your name
and address to the postal address given above. In return you will
receive a disk containing the latest version of the emulator
together with the complete C source code for the emulator (315K,
suitable for Turbo/Borland C++). Please state the disk size that
you require.

The terms and prices for all disk offers may be revised or
withdrawn at any time. Please check the document date and write
first to confirm details if in doubt. I am no longer supplying
unregistered versions of PC-Dragon by mail order so for these
please contact NDUG or an FTP site or bulletin board which carries
the updates.

4.4 The CoCo2 Emulator

CoCo2 is an excellent freeware Dragon and Tandy CoCo II emulator
written by Jeff Vavasour. It emulates a different range of
features to PC-Dragon and also executes programs much faster. If
you do not already have it then look for `' or `coco2-' at your favourite BBS or SimTel mirror FTP site. Version
1.4 is not available at the time of writing but is expected to be
released soon.

A version of CoCo2 has also been licensed by the author for non-
profit distribution by the National Dragon Users Group.

4.5 The National Dragon Users Group

The National Dragon Users Group is an active user group for users
and enthusiasts of Dragon and Tandy CoCo computers. It is based in
the UK but has members from all over the world and new members are
always welcome.

If you're enthusiastic towards the Dragon or Tandy CoCo then why
not keep in touch with other users and help to keep the group
alive and by joining NDUG? As a member you could purchase the
latest commercial, group and members programs, gain access to a
panel of expert volunteers on the help line, and read all the
latest news, views and reviews in the bi-monthly newsletter.
Perhaps you would even like to write some newsletter articles

A years membership is still only 8 for the UK, which represents
excellent value for money. Please drop me a line if you would like
further details. NDUG is also the official distributor for the
unregistered version of PC-Dragon.

4.6 Dragon E-Mail List

The Dragon e-mail list has been running for nearly a year and now
has more than 20 subscribers. If you would like to be added to the
distribution list please contact me at the address given above.

There is also a mailing list for Tandy CoCo users. To be added to
the list send the message `subscribe coco' to
[email protected]

4.7 Acknowledgements

I would like to thank Jeff Vavasour, Graham Kinns, Keiran Anscomb,
David Linsley and everyone else who has provided information and
feedback during the development of PC-Dragon. Special thanks also
to Gerton Lunter for the READVOC utility and the circuit diagram
for the parallel interface cable. Thanks to Lee Hamel for the
keyboard interrupt code.

4.8 Legal Bits And Pieces

Dragon, Dragon 32 and Dragon 64 were once trademarks of Dragon
Data Ltd.

Tandy and Tandy CoCo are trademarks of the Tandy Corporation.

Acorn and Archimedes are trademarks of Acorn Computers.

Microsoft, MS-DOS, MS-Windows and QBasic are trademarks of
Microsoft Corp.

IBM is a trademark of International Business Machines Ltd.

SoundBlaster Pro is a trademark of Westpoint Creative Ltd.

Compusense is a trademark of P.S.E. Computers.

Amiga is a trademark of Commodore International.

ReadVoc and the interface cable diagram are the work and copyright
of Gerton Lunter.

Similar trademarks apply in other countries.

5 Appendices

5.1 Appendix A: Table Of Emulator Services

| Return: A = number of last service supported
| X = 5043h signature
| Y = PC-Dragon version (major, minor)
| Params: A b6-b0 = 0 off, 1 on (solid), >1 on (underline)
| A b7 = 0 change, 1 do not change
| Return: A = previous state
| Params: A b0 = 0 disable, 1 enable
| A b1 = 0 do not refresh screen, 1 refresh screen
| A b7 = 0 change, 1 do not change
| Return: A = previous state
| Params: A b6-b0 = 0 analogue, >0 digital
| A b7 = 0 change, 1 do not change
| Return: A = previous state
| Params: A b0 = 0 do not refresh screen, 1 refresh screen
| A b7 = 0 change, 1 do not change
| X b15-b12 = new foreground colour in 'screen 0,0'
| X b11-b8 = new background colour in 'screen 0,0'
| X b7 -b4 = new foreground colour in 'screen 0,1'
| X b3 -b0 = new background colour in 'screen 0,1'
| Return: X = previous values; eg. BLK, GREEN, BLK, BROWN
| Params: A b0 = 0 'pmode 0' colour set, 1 'pmode 1'
| A b1 = 0 'screen 1,0' colour set, 1 'screen 1,1'
| A b2 = 0 do not refresh screen, 1 refresh screen
| A b7 = 0 change, 1 do not change
| U b15-b8 = EGA colour for all of Dragon '00' bit pairs
| X b15-b8 = EGA colour for '0' of Dragon '01' bit pairs
| X b7 -b0 = EGA colour for '1' of Dragon '01' bit pairs
| Y b15-b8 = EGA colour for '1' of Dragon '10' bit pairs
| Y b7 -b0 = EGA colour for '0' of Dragon '10' bit pairs
| U b7 -b0 = EGA colour for all of Dragon '11' bit pairs
| Return: U = previous values for 00 and 11; eg. GREEN, RED
| X = previous values for 01; eg. YELLOW, YELLOW
| Y = previous values for 10; eg. BLUE, BLUE
| Params: A b0 = 0 do not refresh screen, 1 refresh screen
| A b7 = 0 change, 1 do not change
| X b15-b8 = EGA colour for border in 'screen 1,0'
| X b7 -b0 = EGA colour for border in 'screen 1,1'
| Return: X = previous values; eg. GREEN, WHITE
| Return: A b0 = 0 left button not pressed, 1 pressed
| A b1 = 0 right button not pressed, 1 pressed
| A b2 = 0 middle button not pressed, 1 pressed
| X = mouse x position
| (range 0 to 31 in text mode)
| (range 0 to 255 in graphics mode)
| Y = mouse y position
| (range 0 to 15 in text mode)
| (range 0 to 191 in graphics mode)
| ERROR = 1 if no mouse driver found
| NB: $FF00 is added to X or Y if pointer lies beyond screen edge.
| Params: A b6-b0 = 0 pointer off, >0 pointer on
| A b7 = 0 change, 1 do not change
| Return: A = previous state
| ERROR = 1 if no mouse driver found
| NB: Always turn mouse pointer off before changing video mode.
| Return: A = 0 failed, 1 ready, 2 reading, 3 writing
| Return: A = map mode (0 or 1)
| B = emulator resolution (0 to 15)
| X = screen base address
| Y = screen end address
| Return: B = mins
| A = hours
| X = day number
| Y = month
| U = year
| Params: A b6-b0 = 0 pause emulator, >0 ignore
| A b7 = 0 change, 1 do not change
| Return: A = previous state
| Params: A b6-b0 = 0 do not prompt, >0 prompt
| A b7 = 0 change, 1 do not change
| Return: A = previous state
| Params: A b6-b0 = 0 'PC Mode', >0 'Real Mode'
| A b7 = 0 change, 1 do not change
| Return: A = previous state
| Params: A b6-b0 = 0 file, 1 LPT1, 2 LPT2,
| 3 COM1, 4 COM2, >4 disable printer
| A b7 = 0 change, 1 do not change
| Return: A = previous state
| ERROR = 1 if port not available
| Params: A b6-b0 = 0 off, >0 translate
| A b7 = 0 change, 1 do not change
| Return: A = previous state
| Params: A b6-b0 = 0 basic, >0 advanced
| A b7 = 0 change, 1 do not change
| Return: A = previous state
| Params: A b1-b0 = 0 1200bps, 1 2400bps, 2 4800bps, 3 9600bps
| A b7 = 0 change, 1 do not change
| Return: A = previous state
| Params: A b7 = 0 change, 1 do not change
| X = clock cycles per IRQ
| Return: X = previous value
| Params: A b1-b0 = 0 off, 1 blue edge, 2 red edge
| A b7 = 0 change, 1 do not change
| Return: A = previous state
| Params: A b0 = 0 do not refresh screen, 1 refresh screen
| A b7 = 0 change, 1 do not change
| X b15-b8 = EGA colour for monochrome 'screen 1,0'
| X b7 -b0 = EGA colour for monochrome 'screen 1,1'
| Y b15-b8 = EGA colour for 4-colour 'screen 1,0'
| Y b7 -b0 = EGA colour for 4-colour 'screen 1,1'
| Return: X & Y = previous values
| Params: A b6-b0 = 0 mouse, >0 PC joystick
| A b7 = 0 change, 1 do not change
| X = hardware sampling rate (range 0 to 255)
| Return: A = previous state
| X = previous sampling rate
| ERROR = 1 if PC joystick not detected

| Params: A = key to read ('#', 1 to 10, or 'A' to 'Z')
| X = address to write text string
| Return: *X = function key string, null terminated
| ERROR = 1 if key number not valid
| Params: A = key to change ('#', 1 to 10, or 'A' to 'Z')
| X = address of source text string
| Return: ERROR = 1 if key number not valid
| Params: X = frequency, or 0 for off
| Y = length (in milliseconds), or 0 for infinite

b - bit number or bit range

5.2 Appendix B: Table Of Configurable Colours

Text Colours Background Colours Graphics Colours

Black 0 Black 0 Black 00
Green 2 Green 2 Green 02
Yellow E Brown* E Yellow 3E
Blue 1 Blue 1 Blue 01
Red 4 Red 4 Red 04
Buff 7 Buff 7 Buff 07
Cyan 3 Cyan 3 Cyan 03
Magenta 5 Magenta 5 Magenta 3D
Brown 6 Brown 6 Brown 06
Dark Gray 8 Black* 8 Dark Gray 38
Light Green A Green* A Light Green 3A
Light Blue 9 Blue* 9 Light Blue 39
Light Red C Red* C Light Red 3C
White F Buff* F White 3F
Light Cyan B Cyan* B Light Cyan 3B
Pink D Magenta* D Dark Pink 05

*with flashing foreground text

5.3 Appendix C: Default Function Strings

Function Key Command Function Key Command

ALT - F1 cload^m ALT - F6 line(
ALT - F2 csave^m ALT - F7 pset(
ALT - F3 cloadm^m ALT - F8 preset(
ALT - F4 csavem" ALT - F9 left$(
ALT - F5 circle( ALT - F10 right$(

Function Key Command Function Key Command

ALT - A and ALT - N next
ALT - B gosub ALT - O or
ALT - C color ALT - P paint(
ALT - D draw ALT - Q edit
ALT - E else ALT - R run^m
ALT - F for ALT - S step
ALT - G goto ALT - T then
ALT - H hex$( ALT - U return
ALT - I input ALT - V val(
ALT - J joystk( ALT - W screen
ALT - K poke ALT - X exec
ALT - L list^m ALT - Y inkey$
ALT - M pmode ALT - Z peek(

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