Pioneer LD-V8000 User Manual
Pioneer LD-V8000 User Manual

Pioneer LD-V8000 User Manual

Level ii
Hide thumbs Also See for LD-V8000:
Table of Contents

Advertisement

Quick Links

Advertisement

Table of Contents
loading

Summary of Contents for Pioneer LD-V8000

  • Page 2 Please fill out the Registration Form on the next page and return it to us to insure that you receive updated versions of the Level II Manual for the LD-V8000, and related support materials as they become available. Also, comments, observations, and/or corrections regarding this document would be appreciated.
  • Page 3 LD-V8000 Level II • Table of Contents LD-V8000 Level II DOCUMENTATION for Internal Program Control CONTENTS Note to Users User Registration Form 1. Introduction .................. 1 - 1 1.1 Level II and the LD-V8000 ..........1 - 1 1.2 Chapter Highlights .............
  • Page 4: Table Of Contents

    Table of Contents • LD-V8000 Level II 3. Entering Level II Program Code into RAM ....3 - 1 3.1 Entering Level II Code with the RCU ......3 - 1 3.1.1 Entering Programming Mode ........3 - 1 3.1.2 Screen Display ............
  • Page 5 LD-V8000 Level II • Table of Contents 4.2.3 Video Control Commands (cont.) 14) DISPLAY (Display Control) ........ 4 - 17 15) SUD (Set User Display) ........4 - 19 16) CLD (Clear Display) ..........4 - 19 17) BLINK (Blinking ON) ..........
  • Page 6 Table of Contents • LD-V8000 Level II 4.2.6 Register Commands (cont.) 50) ARG (Argument) ..........4 - 40 51) COMPARE ............... 4 - 41 52) DECREG (Decrement Register) ......4 - 42 53) DROP (Drop Low Order Digit) ......4 - 43...
  • Page 7 LD-V8000 Level II • Table of Contents Appendices: Appendix A: Comparison of Level II Commands Available on Different Pioneer Players Appendix B: Alphabetical Listing of Level II Commands Available on the LD-V8000 Appendix C: Hex Code Matrix of Level II Commands...
  • Page 8 1. Introduction 1.1 Level II and the LD-V8000 1.2 Chapter Highlights CHAPTER LD-V8000 LEVEL II USER’S MANUAL Programmer’s Reference Guide Pioneer LD-V8000 Level II User’s Manual TP 114 v. 1.1 • 8/92...
  • Page 9: Introduction

    Level II programs, even if they do not require a Level II disc. When a Level II videodisc is spun-up on the LD-V8000, its Level II program can be automatically loaded into the player’s memory. When executed, the program will tell the player what audio and video to present, and how to respond to user inputs.
  • Page 10: Chapter Highlights

    This manual is divided into chapters providing the following information: Chapter One Introduction — This chapter provides an overview of Level II videodiscs and the Pioneer LD-V8000 videodisc player. It also includes a summary of what information is included in each chapter. Chapter Two Level II Basics —...
  • Page 11 Pioneer programmable players: the LD-V8000, the LD-V6000A, the LD-V6000, the LD-V3000, and the PR7820-3. For a complete alphabetical listing of the Level II commands available for the LD-V8000, see Appendix B. Also, refer to the LD-V8000 Level I & III User’s Manual/Programmer’s Reference Guide,...
  • Page 12: What I Level Ii?

    2.4.1 Active Memory 2.4.2 Program Area 2.4.3 Registers 2.5 Program Format 2.5.1 Arguments 2.5.2 Commands 2.5.3 Program Structure 2.5.4 Execution Speed CHAPTER LD-V8000 LEVEL II USER’S MANUAL Programmer’s Reference Guide Pioneer LD-V8000 Level II User’s Manual TP 114 v. 1.1 • 8/92...
  • Page 13 LD-V8000 Level II • Chapter Two 2 Level II Basics This chapter is intended to familiarize Pioneer LD-V8000 users with basic concepts, terms, and procedures associated with developing and delivering Level II program applications. A Level II program consists of a series of commands that, when stored in the player’s RAM and interpreted by the microprocessor, cause the...
  • Page 14 When a Level II encoded videodisc spins-up on the LD-8000, program code on Audio Channel 2 of the disc can be automatically loaded or “dumped” into the LD-V8000’s 7K of RAM. The program information is written into one of seven “pages”, where each page can contain 1022 bytes of information.
  • Page 15 Then, the On-Screen Function Switch Settings of the LD-V8000 can be set to automatically load a Level II program from a videodisc into the player’s memory. The program read from disc is executed to control the player.
  • Page 16 The Level II program remains in the player’s RAM indefinitely, until it is overwritten. The LD-V8000 contains a lithium battery so that a Level II program can be held in memory up to 5 years, even when the player is not plugged in.
  • Page 17 Level II developers must be aware of both hardware and Level II language command differences between the LD-V8000 and the LD-V6000A. It is advised that any Level II program be prepared, tested, and then used with specific players. Programs can be carefully written to work “properly”...
  • Page 18 Note: The Level II Transmit Register commands available on earlier player models have been eliminated, along with a number of the Transmit Status commands. Since RF Output and Antenna Input are not available on the LD-V8000, the Antenna Input Enable and Disable commands have been eliminated. Since CX control is automatic, the CX Enable and CX Disable commands have also been eliminated.
  • Page 19 LD-V8000 Level II • Chapter Two 2.4 Random Access Memory The LD-V8000 includes a 8086 microprocessor, two EPROMs that contain the basic operating system of the player, and seven kilobytes of Random Access Memory (RAM), of which 7156 bytes are available for Level II programming. The RAM holds program codes, the registers, and other data.
  • Page 20 Chapter Two • LD-V8000 Level II Active Memory Size Memory Locations Pages Bytes Range Hi Byte Reg N Low Byte Reg N 1024 0-1023 1022 - 2*N 1023 - 2*N 2046 0-2045 2044 - 2*N 2045 - 2*N 3068 0-3067...
  • Page 21 4-byte argument and the one-byte SC command, represented in memory by the following five bytes of Hex code: 0F, AF, 4F, 6F, and F7. See Chapter 4, Level II Commands the LD-V8000 for an explanation of specific program commands and Appendix B, Alphabetical Listing of Level II Commands Available on the LD-V8000.
  • Page 22 Chapter Two • LD-V8000 Level II 2.4.3 Registers All or part of any page in active memory can be used to hold register data. Each register occupies two bytes (two memory locations). The most significant byte of a register is at an even program address, the least significant byte is at the next higher location (odd address).
  • Page 23 LD-V8000 Level II • Chapter Two The whole RAM memory area is shown below. Page Number Memory Address Address 0 Page #0 (1022 bytes) Address 1022 Page #1 (1022 bytes) Address 2044 Page #2 (1022 bytes) Address 3066 Page #3...
  • Page 24 Chapter Two • LD-V8000 Level II The relationship between program addresses, register numbers, and memory addresses is shown in the following figures, for one, two, and all seven pages active. One page active (by using the 0 PAG command): Page Allocation...
  • Page 25 LD-V8000 Level II • Chapter Two Seven pages active (by using the 6 PAG command): Page Allocation Program Address Register Numbers Memory Addresses R 3577 Page #0 (1022 Bytes) R 3067 1021 1021 R 3066 1022 1022 Page #1 (1022 Bytes)
  • Page 26 The following is a brief description of the two parts of a Level II instruction used to control the LD-V8000 videodisc player — the arguments and the command. Also included is an overview of Level II program code structure and of command execution speed.
  • Page 27 LD-V8000, for a description of each Level II comma Refer also to Appendix B, Alphabetical Listing of Level II Commands Available on the LD-V8000. Many commands can be executed directly by the player or entered into RAM from the RCU with a single button press. All codes and any data byte can be entered into RAM as a hexadecimal code, with three button presses on the RCU.
  • Page 28 Downloading Level II Codes 3.2.2 Reading Level II Codes 3.3 Level II Programs Encoded on Videodiscs 3.4 Player Initialization CHAPTER LD-V8000 LEVEL II USER’S MANUAL Programmer’s Reference Guide Pioneer LD-V8000 Level II User’s Manual TP 114 v. 1.1 • 8/92...
  • Page 29: Entering Level Ii Code With The Rcu

    Level II programs into the player’s memory. Complete Level II applications (usually short) are sometimes entered with the RCU and retained in the LD-V8000’s memory by it’s 5-year battery. However, the RCU is most often used for interactive input, examining variables, or patching and examining code during the testing of larger programs.
  • Page 30: Screen Display

    Chapter Three • LD-V8000 Level II programming will begin at address 0. If an argument is used, programming will begin at the specified program address. 3.1.2 Screen Display When the player is in Programming Mode, the monitor displays a four digit (decimal) program address at the upper left of the screen.
  • Page 31: Entering And Changing Program Code

    Figure 3-B For descriptions of specific buttons on the RU-V6000T for Level I control, please see the LD-V8000 Level I & III User’s Manual/Programmer’s Reference Guide. Pioneer LD-V8000 Level II User’s Manual TP 114 v. 1.1 •...
  • Page 32 Chapter Three • LD-V8000 Level II Level II code can be entered into the player’s RAM with the RCU by using either the Direct Code Entry method or the Hex Code Entry method, as described below: • Direct Code Entry:...
  • Page 33 LD-V8000 Level II • Chapter Three • Hex Code Entry: Commands not represented by an RCU button and most data codes must be entered using a three-button press method. Any and all code values (0 - 255, or 00 to FF) can be entered using this method.
  • Page 34: Exiting Programming Mode

    Chapter Three • LD-V8000 Level II In the previous example, when the 300 RUN command is given, the player will execute the Level II program (Automatic Mode), repeating the video sequence over and over because of the 300 BRANCH command. To stop the program execution, press the CLEAR/HALT button (the HALT command) on the RCU.
  • Page 35 LD-V8000 Level II • Chapter Three • 2. Download data Specify a data length (the number of code bytes to be sent to the player) and then send the data. This is a two-step Level III command. Step 1: Use the *W command to specify a maximum number of data bytes to be written into the player's memory by the next step.
  • Page 36 Chapter Three • LD-V8000 Level II Set the data length to 11 bytes: > 11*W<CR> < R<CR> Send the Hex codes for the 11 bytes: > 0F3F3F3FF70F8F3F3FF3BF<CR> < R<CR> (The memory location pointer will now be 131.) When downloading Level II code into the player’s memory, the code can be written to any byte of any page, even if the page is not active.
  • Page 37: Reading Level Ii Codes

    LD-V8000 Level II • Chapter Three 3.2.2 Reading Level II Codes Program codes can be read from the player’s memory by an external computer in a manner similar to that used to send them to the player. First, set the memory location pointer with the *S command just as you would for sending code to the player.
  • Page 38: Level Ii Programs Encoded On Videodiscs

    Programmers might develop their own compilers and other utilities or use commercially available authoring support tools. You may contact Pioneer New Media Technologies, Inc., Engineering Support for more information. The West Coast number is (310) 952-2111; the East Coast number is (201) 327-6400.
  • Page 39 90 frames on Audio Channel 2 Figure 3-C When a Level II videodisc is spun up on the LD-V8000 and the Level II Auto Start On-Screen Function Switch Setting is set to Load from Disc, the player searches to frame 1, squelches the video and audio, and looks for Level II leader tone on the disc's Audio Channel 2.
  • Page 40: Player Initialization

    Chapter Three • LD-V8000 Level II 3.4 Player Initialization Since different videodisc players might initialize their internal parameters to different settings, it is best to write programs that do not expect specific settings. When possible, force the settings that you want. Make sure to test any that you expect.
  • Page 41 4. Level II Commands for the LD-V8000 4.1 Format Used to Describe Commands 4.2 Level II Command Descriptions 4.2. 1 Program Load Control Commands 4.2. 2 Audio Control Commands 4.2. 3 Video Control Commands 4.2. 4 Player Control Commands 4.2. 5 Program Exectuion Commands 4.2.
  • Page 42: Format Used To Describe Commands

    • Transmit Commands • Video Buffer Control Commands (See Appendix B for an Alphabetical Listing of Level II Commands for the LD-V8000. This list also includes page numbers where detailed command descriptions are found.) The command descriptions are accompanied by a header in the corner of each page to aid in locating the commands.
  • Page 43: Tables

    • 3) The Mnemonic The command mnemonic produced is displayed on the screen by the LD-V8000 in Programming Mode when Level II commands are sent from the RCU. As a shorthand in examples or in programming, a command is sometimes referred to by it's mnemonic rather than it's full name.
  • Page 44: Examples

    LD-V8000 Level II • Chapter Four 4.1.5 Examples A program example is often shown as an aid in understanding the use of the command in a programming sequence. The example usually includes a short statement of the program's intended function and a chart containing program address, argument, command, Hex code for the command, and a comment for each command used.
  • Page 45: Level Ii Command Descriptions

    Program Load Control Commands — PAGE 4.2 Level II Command Descriptions The following are descriptions of the Level II commands available on the LD-V8000. 4.2.1 Program Load Control Commands The PAGE command is used to set the size of active memory. The other four commands described in this section are used to load program dumps from a Level II videodisc.
  • Page 46 LD-V8000 Level II • Chapter Four LOAD Number of Active Number of Specified Active Pages Memory Size Registers Command 1024 Bytes POWER ON (1022 bytes, and (511 Regs and Reg 0) 0 PAGE 2 bytes for Reg 0) 2046 1023...
  • Page 47 1022-byte "page" of data. Information regarding the recommended positioning and spacing of multiple program dumps may be obtained from Pioneer Video Manufacturing, Inc. Also, refer to Section 3.3, Level II Programs Encoded on Videodisc on page 3-10 of this manual.
  • Page 48 LD-V8000 Level II • Chapter Four MLOAD (cont.) Explanation: One or several dumps can be loaded while a motion sequence is playing. In effect, loading the program is hidden under a motion segment, providing an “invisible load”. Like LOAD, the MLOAD command loads a 1022-byte program dump from the videodisc.
  • Page 49 Play, 0, C Explanation: The command gives the ability to pass more data from one overlay of Page 0 to the next. Since the LD-V8000 has multiple pages of memory, this command is rarely used in programming the LD-V8000. Like the LOAD command, the PLOAD command loads program data from the videodisc into program memory Page 0, an argument is not allowed, and there are no prohibited byte values.
  • Page 50 Explanation: This command loads a partial page of information into the indicated active page. Since the LD-V8000 has multiple pages of memory, this command is rarely used in programming the LD-V8000. However, the command might possibly be used to load small amounts of data quickly.
  • Page 51 Chapter Four • LD-V8000 Level II MPLOAD (cont.) Example #1: Load a "604-byte" partial dump at frame 2500 into Page 2. Address Argument Command Hex Code Comment Place 420 into Register 0 VOFF Turn Video OFF and Audios OFF 2500...
  • Page 52: Audio Control Commands

    LD-V8000 Level II • Chapter Four Audio Control Commands AUDIO 1 & AUDIO 2 — 4.2.2 Audio Control Commands The audio control commands set the switches and status registers that pass or block the disc’s audio information. 6 & 7) AUDIO 1 and AUDIO 2 Function: These commands can be used to control the Audio Channel Select switches.
  • Page 53 Chapter Four • LD-V8000 Level II AUDIO 1 & AUDIO 2 (cont.) Example: Play from frame 1000 to 3000 with Audio 1 OFF and Audio 2 ON. Play from frame 3000 to 5000 with Audio 1 ON and Audio 2 OFF.*...
  • Page 54 LD-V8000 Level II • Chapter Four 8) AXX (Audio Channel Select) Function: These single-byte commands can be used to efficiently control the Audio Channel Select switches. Argument Hex Code Mnemonic Audio Ch 1/L Audio Ch 2/R (Ignored) (Ignored) (Ignored) (Ignored)
  • Page 55 Chapter Four • LD-V8000 Level II (cont.); Example: Frames 1000 to 1200 are played with both AUDIO 1 and AUDIO 2 ON. Frames 1200 to 1400 are played with AUDIO 1 ON and AUDIO 2 OFF. Frames 1400 to 1600 are played with AUDIO 1 OFF and AUDIO 2 ON. Frames 1600 to 1800 are played with both AUDIO 1 and AUDIO 2 OFF.
  • Page 56: Video Control Commands

    LD-V8000 Level II • Chapter Four Video Control Commands (cont.); videodisc). Switch 7 is just toggled if there is no argument. However, if the videodisc does not have Digital Audio, then Analog Audio is output regardless of the attempt to select Digital Audio with the DAD command.
  • Page 57: Voff (Video Off)

    Chapter Four • LD-V8000 Level II VOFF, VON 10) VOFF (Video Off) Function: The player's Video Output is squelched to Blue or Black. Argument Hex Code Mnemonic RCU Buttons [Ignored] Play, 1, C Explanation: This command substitutes the player's internally generated video Blue (or Black) background for the normal video output (from the Video Buffer).
  • Page 58: Display (Display Control)

    LD-V8000 Level II • Chapter Four CGE, CDG & DISPLAY 12 & 13) CGE and CGD (Character Generator Enable and Disable) Function: These commands enable or disable the overlay of character generator output on the player's Video Output signal. Argument...
  • Page 59 Chapter Four • LD-V8000 Level II DISPLAY (cont.) An argument of 0 turns OFF the generation of the Disc Location display. An argument of 1 turns ON the generator. If there is no argument, DISPLAY simply toggles the On/Off state of the Disc Location display generator. At program RUN, the Disc Location display generator is forced OFF.
  • Page 60: Sud (Set User Display)

    Explanation: When enabled, the character generator overlays its lines of text on the output video. Each line (lines 0 - 11 in the LD-V8000 player) contains twenty "ASCII" characters. An argument of 0 through 11 is used to specify the line to be loaded. The SUD command reads and loads the 20 bytes of data starting at the program address stored in the Active Register.
  • Page 61: Blink (Blinking On)

    Chapter Four • LD-V8000 Level II BLINK, CLB 17) BLINK Function: All the characters on the selected line start to blink. Argument RCU Buttons Hex Code Mnemonic [Line Number] Play, 2, D Explanation: The character generator is directed to begin blinking all of the characters on a line (0 - 11) specified by the argument.
  • Page 62: Sbc (Set Background Color)

    LD-V8000 Level II • Chapter Four 19) SBC (Set Background Color) Function: This command selects the color for the video squelch generator. Argument Hex Code Mnemonic RCU Buttons [Integer] Play, 8, 8 Explanation: This command selects Blue or Black as the "background" color used for the output video signal when the normal video is “squelched”.
  • Page 63: 4.2.4 Player Control Commands

    Chapter Four • LD-V8000 Level II Player Control Commands — REJECT, PLAY 4.2.4 Player Control Commands These commands control video playback by specifying how the player accesses the information on the videodisc. 20) REJECT Function: REJECT stops disc rotation and returns the player to the PARK position.
  • Page 64 LD-V8000 Level II • Chapter Four PLAY AUTOSTOP (cont.); Example: Play from Frame 1000 forward at normal speed with AUDIO 1 and 2 ON for five seconds. With AUDIO 2 OFF, continue playing for five more seconds. Finally, play backward to Frame 1000.
  • Page 65 Chapter Four • LD-V8000 Level II AUTOSTOP SEARCH Example: Play frames 2000 to 3000, delay five seconds, and play the next 1500 frames. Assume: R50 = 2000 and R51 = 3000. Address Argument Command Hex Code Comment 0010 RECALL Activate Register 50...
  • Page 66 LD-V8000 Level II • Chapter Four SEARCH WAIT (cont.); Example: Assume Register 20 contains the value 1500. Search to Frame 1500 three different ways. (First enter the following code: 20 RECALL 1500 STORE END CLEAR) Address Argument Command Hex Code...
  • Page 67: Slow (Slow Speed)

    Chapter Four • LD-V8000 Level II PAUSE SLOW 25) PAUSE Function: The PAUSE command just delays program execution for a period of time. Argument Hex Code Mnemonic RCU Buttons [Integer] Play, 0, D Explanation: The command tells the player to wait for the designated time before executing the next instruction.
  • Page 68 LD-V8000 Level II • Chapter Four SLOW FAST (cont.); The relationship between the SLOW argument and the selected speed is shown below: Argument Speed Fr / Sec Argument Speed Fr / Sec 1/2 x 1/4 x 1/3 x 1/6 x...
  • Page 69: Msf (Multi-Speed Forward)

    Chapter Four • LD-V8000 Level II MSF & MSR 28 & 29) MSF and MSR (Multi-Speed Forward and Multi-Speed Reverse) Function: Forward or Reverse silent motion video is produced, at a selected speed. The player enters Still Mode when the "target" disc location is reached.
  • Page 70: Step F (Step Forward)

    LD-V8000 Level II • Chapter Four STEP F & STEP R Example: Play Frame 100 to Frame 500 at twice normal speed. Address Argument Command Hex Code Comment 0000 FAST Select two times normal speed 0002 SEARCH Search to Frame 100...
  • Page 71: Sfm (Set Frame Mode)

    Chapter Four • LD-V8000 Level II STEP F & STEP R SFM, STM (cont.); Example #2: Beginning at the current frame, display the next ten frames as a series of 8-second stills, then return to a menu at frame 2000. (First enter: 20 RECALL, 10 STORE END CLEAR.)
  • Page 72: Scm (Set Chapter Mode)

    LD-V8000 Level II • Chapter Four 34) SCM (Set Chapter Mode) Function: If Chapter Numbers are encoded on the disc, the player enters Chapter Mode. Argument Hex Code Mnemonic RCU Buttons [Ignored] Play, 8, C Explanation: If the disc has chapter numbers, any argument representing a Disc Location is treated as a Chapter Number.
  • Page 73: Ssm (Set Still Mode)

    "quickly" to the new disc location. After the jump, the player continues in its previous operating mode.. Note: Instead of jumping actual "tracks", the LD-V8000 probably jumps "frames". On a 2- 2 pulldown CAV disc there is one frame per track, but 3-2 pulldown and other disc configurations are possible.
  • Page 74 LD-V8000 Level II • Chapter Four Program Execution Control Commands — BRANCH 4.2.5 Program Execution Control Commands These commands modify the normal sequence of program instruction execution. Usually, after one instruction has finished execution, the next sequential instruction is fetched and executed.
  • Page 75 Chapter Four • LD-V8000 Level II BRF; JUMP 39) BRF (Branch on Failure) Function: The program branches only if the most recent “failure-reporting” command failed in its execution. Argument Hex Code Mnemonic RCU Buttons [Program Address] Play, 0, 7 Explanation: Some commands, such as SEARCH, AUTOSTOP, MSF and MSR, and the MLoad commands, set the player’s “Success / Fail”...
  • Page 76: Ne (No Entry)

    LD-V8000 Level II • Chapter Four Jump HALT; NE (cont.); Example: Call subroutine “A” (at 60) which calls subroutine “B” (at 200). Notice the different code implementing the two types of subroutine return. Address Argument Command Hex Code Comment 0010 JUMP To subroutine “A”, and R1 <-- 13...
  • Page 77: 4.2.6 Register Commands

    Chapter Four • LD-V8000 Level II Register Commands — ADD SUBTRACT 4.2.6 Register Commands Each of the following commands affect the contents of at least one of the user registers: ADD, SUBTRACT, MULTIPLY, DIVIDE, GET, PUT, DECREG, STORE, RRS, and CLOCK.
  • Page 78 LD-V8000 Level II • Chapter Four SUBTRACT MULTIPLY DIVIDE (cont.); Example: Assume R0 contains 1200. Subtract 50 from R0 and BRANCH to the calculated program address. Address Argument Command Hex Code Comment 0015 SUBTRACT R0 <-- R0 - 50 0018...
  • Page 79 Chapter Four • LD-V8000 Level II DIVIDE (cont.); Note: An attempt to divide by zero does not change R0 or R3. Example: Assume R0 contains 62. Take Register 0 modulo 12 and use the result times 100 as a frame number for a SEARCH.
  • Page 80: Put (Transfer Value From Register 0)

    LD-V8000 Level II • Chapter Four RECALL 48) PUT Function: This command copies the contents of Register 0 into a specified register. Argument Hex Code Mnemonic RCU Buttons Register Number Play, 0, 9 Explanation: This command copies the contents of Register 0 into the register specified by the argument.
  • Page 81: Arg (Argument)

    Chapter Four • LD-V8000 Level II 50) ARG (Argument) Function: ARG acts as part of an argument. It generates a numerical value which is used as an argument by the command which follows it. Argument RCU Buttons Hex Code Mnemonic...
  • Page 82: Compare

    LD-V8000 Level II • Chapter Four COMPARE 51) COMPARE Function: This command compares R0 to the argument for conditional branching. Argument Hex Code Mnemonic RCU Buttons [Integer] Play, 0, 4 Explanation: The COMPARE command compares the contents of Register 0 to the argument value.
  • Page 83: Decreg (Decrement Register)

    Chapter Four • LD-V8000 Level II DECREG 52) DECREG (Decrement Register) Function: This command tests and decrements a register, usually for loop control. Argument Hex Code Mnemonic RCU Button [Register Number] DEC REG Explanation: If the value in the specified register is greater than zero, the value is decremented by one.
  • Page 84: Drop (Drop Low Order Digit)

    LD-V8000 Level II • Chapter Four DROP 53) DROP Function: The DROP command acts as part of an argument. It "drops" the low-order decimal digit from the argument it receives, passing the result on as an argument value. Argument RCU Buttons...
  • Page 85 Chapter Four • LD-V8000 Level II STORE (cont.); Example: Display frame 1000 or frame 3000. Choose frame 1000 about 30 percent of the time. Address Argument Command Hex Code Comment 0014 Set R0 to a random number 0-255 0016 COMPARE...
  • Page 86 LD-V8000 Level II • Chapter Four STORE (cont.) Example #2: Assume a video segment is being played, but we want to interrupt it to see a "Help" frame (FR 5000) for 3 seconds; then continue playing from the interrupt point.
  • Page 87: Rrs (Read Rear Switch)

    They can be changed using the Step Forward and Step Reverse buttons. Switch 1 is the least significant and Switch 16 is the most significant. See LD-V8000 Level I & III User’s Manual/Programmer’s Reference Guide TP 113 v.2.0 3/91, Section 2.4.
  • Page 88: Input Processing Commands

    LD-V8000 Level II • Chapter Four CLOCK Input Processing Commands 57) CLOCK (Clock Read and Reset) Function: This command reads and then resets the user tenth-second timer. Argument Hex Code Mnemonic RCU Buttons [Ignored] Play, 1, 6 Explanation: This command sets Register 2 to the current value of the tenth-second timer.
  • Page 89: Input (Input From Digit Keys)

    Chapter Four • LD-V8000 Level II INPUT 58) INPUT (Input from Digit Keys) Function: INPUT waits for a 0 - 9 digit code, and then modifies the program execution sequence. Argument Hex Code Mnemonic RCU Button [Integer] INPUT Explanation: INPUT puts the player into Input Mode, where it waits indefinitely for one of the 0 - 9 digit codes.
  • Page 90 LD-V8000 Level II • Chapter Four INPUT (cont.) Example #1: The player waits for numeric button input and execution proceeds in one of four ways, depending upon the input value. Address Argument Command Hex Code Comment 0100 1000 SEARCH Search to Menu Frame (1000)
  • Page 91: Fin (Input With Function Keys)

    Chapter Four • LD-V8000 Level II 59) FIN (Input with Function Keys) Function: FIN waits for a digit or function key code, and then modifies the program execution sequence. Argument Hex Code Mnemonic RCU Buttons [Integer] Play, 1, 8 Explanation: Operation is the same as the INPUT command, except that function key codes are allowed.
  • Page 92: Tin (Input With Timeout)

    LD-V8000 Level II • Chapter Four (cont); Example: The player waits for digit or function key input. Processing continues when Function Key 15 (SLOW FWD) is pressed. Ignore all other inputs Address Argument Command Hex Code Comment 0000 Wait for digit or function key...
  • Page 93: Fti (Input With Function And Timeout)

    Chapter Four • LD-V8000 Level II (cont.); Example: Display Frame 100 and wait for viewer input. If the viewer enters a 1, show Frame 300. If the viewer enters any other numeric digit, or does not respond within 10.2 seconds, show Frame 200.
  • Page 94 LD-V8000 Level II • Chapter Four (cont.) Example #1: Frame 100 is displayed and the player waits for input. A frame number is calculated by multiplying the input’s equivalent “function key number” by 20, then that frame is displayed. Thus, frame 400 is displayed if the 20.1 second timeout occurs.
  • Page 95: Din (Digit Input)

    Chapter Four • LD-V8000 Level II 62) DIN (Data Input) Function: DIN provides information about the viewer’s response to the last Input-type command (INPUT, FIN, TIN, FTI, or IIN). Argument Hex Code Mnemonic RCU Buttons [Ignored] Play, 1, E Explanation: DIN generates a value to be used as an argument by the command which follows it.
  • Page 96: Bin (Binary Input)

    LD-V8000 Level II • Chapter Four 63) BIN (Binary Input) Function: BIN generates an argument for the following command from any input data. Argument Hex Code Mnemonic RCU Buttons [Ignored] Play, 1, 7 Explanation: The player can receive button-press inputs from the RCU and single-byte inputs from the RS232 port.
  • Page 97: Iin (Interrupt Input)

    Chapter Four • LD-V8000 Level II 64) IIN (Interrupt Input) Function: This command sets up conditions so that certain external inputs will cause the normal sequence of instruction execution to be interrupted. Argument Hex Code Mnemonic RCU Buttons [Integer] Play, 2, 0...
  • Page 98: 4.2.8 Flag Set Commands

    LD-V8000 Level II • Chapter Four Flag Set Commands — RCE & RCD (cont); Example: Frames 1000 through 1600 are played repeatedly while inputs are monitored. If 0 through 11 is pressed, Frame 2000 + DIN is shown for 2 seconds.
  • Page 99: Scs (Special Control Switches)

    Integer Play, 8, A Explanation: All four of the LD-V8000 player's special control switch bits are set to ON (1) or OFF (0) when this command is executed. The low order 4 bits of the argument (bits 0, 1, 2, and 3) are used to set the 4 switches. The power-on value for all 4 bits is OFF (zero).
  • Page 100: 4.2.9 Transmit Commands

    The ITM command increments the Transmit Pointer (+1), then performs like a TM. The DTM command decrements the Transmit Pointer (-1), then performs like a TM. Note: CAUTION: ASCII output mode is not available on the LD-V8000. Binary output mode is the only output mode available. It is the power-on default.
  • Page 101 Chapter Four • LD-V8000 Level II ITP & DTP (cont.); Example: Transmit the 10 bytes at program address 1016 through 1025. Address Argument Command Hex Code Comment 0040 1015 Set Transmit Pointer to 1015 0045 Set a counter to 10 0048 Increment pointer &...
  • Page 102: Video Buffer Control Commands

    Video Buffer Control Commands — SMS 4.2.10 Video Buffer Control Commands Four new commands are available in the LD-V8000 to change the default operation of the player's Video Buffer memory. These commands are available on the LD-V8000 because the player has a full-frame Video Buffer which can be used as two independent one-field buffers.
  • Page 103: Srm (Select Read Memory)

    Chapter Four • LD-V8000 Level II Program Field / Frame Blue / Black ARGUMENT Buffer Control Mode Search-Squelch FRAME FRAME FIELD FIELD FRAME FRAME FIELD FIELD CAUTION: Use only the arguments listed in this table. 75) SRM (Select Read Memory) Function: SRM selects which field buffer to use to produce video output.
  • Page 104: Mwd (Memory Write Disable)

    LD-V8000 Level II • Chapter Four 77) MWD (Memory Write Disable) Function: MWD inhibits disc playback video writing into the selected video buffer. Argument Hex Code Mnemonic RCU Buttons [Integer] PLAY, 8, 7 Explanation: This function disables the writing of disc playback video information into the video buffer.
  • Page 105 Appendix D of the LD-V8000 User’s Manual/Programmer’s Reference Guide for details. 4.3.1 Video Delay Time The LD-V8000 always sends the video signals read from the videodisc through its video buffer before it generates an output video signal. Audio, on the other hand, is processed directly to the audio outputs.
  • Page 106 Appendix A: Comparison of Level II Commands Available on Different Pioneer Industrial LaserDisc Players APPENDIX LD-V8000 LEVEL II USER’S MANUAL Programmer’s Reference Guide Pioneer LD-V8000 Level II User’s Manual TP 114 v. 1.1 • 8/92...
  • Page 107 Level II Command Comparisons by Player A = Available (p) = Performance substantially modified N/A = Not Available (e) = "Eats" argument, for compatibility Changed = Available, but meaning is changed Mnemonic Command LD-V8000 LD-V6000A LD-V6000 LD-V3000 PR7820-3 Mode Control Commands Programming Mode Changed...
  • Page 108 Level II Command Comparisons by Player Mnemonic Command LD-V8000 LD-V6000A LD-V6000 LD-V3000 PR7820-3 Player Control Commands Reject Pause Execution Play Search Multi Speed Forward Multi Speed Reverse Wait (Stop) Wait (Stop and Delay) Step Forward A (p) Step Reverse A (p)
  • Page 109 Level II Command Comparisons by Player Mnemonic Command LD-V8000 LD-V6000A LD-V6000 LD-V3000 PR7820-3 Input Processing Commands Input Input with Function Keys Input with Timeout Input with Function & Timeout Digit Input Binary Input Interrupt Input Program Execution Control Commands Branch...
  • Page 110: Memory Write Disable

    Level II Command Comparisons by Player Mnemonic Command LD-V8000 LD-V6000A LD-V6000 LD-V3000 PR7820-3 Transmit Commands (cont.) Transmit F8 In Port B Transmit F8 In Port C Transmit F8 Register Transmit Player ID Set Transmit Register Pointer Transmit Register Increment Transmit Register...
  • Page 111 Appendix B: Alphabetical Listing of Level II Commands Available on the LD-V8000 APPENDIX LD-V8000 LEVEL II USER’S MANUAL Programmer’s Reference Guide Pioneer LD-V8000 Level II User’s Manual TP 114 v. 1.1 • 8/92...
  • Page 112 Alphabetical Listing of Level II Commands for LD-V8000 Note: Some of these commands are specific to the LD-V8000, or a particulat version of the LD-V8000. For example, the Video Buffer commands are specific to the LD-V8000-01 with "later" EPROMS. In some cases, specific EPROM versions may be necessary. PIONEER makes no assurances of compatibility with any particular videodisc player model, past, present, or future.
  • Page 113 Memory Write Disable PLAY, 8, 7 (Integer) 4•63 Memory Write Enable PLAY, 8, 6 (Integer) 4•62 Moving Load PLAY, C, C Page Number 4•6 Alphabetical Listing of Level II Commands for the LD-V8000 Appendix B TP114 v. 1.1 • 8/92...
  • Page 114 Set Special Control Switches PLAY, 8, A Integer 4•58 Set Time Mode PLAY, 8, D — 4•30 Set Transmit Pointer PLAY, E, 8 (Progam Address) 4•59 Appendix B Alphabetical Listing of Level II Commands for the LD-V8000 TP114 v. 1.1 • 8/92...
  • Page 115 PLAY, D, C (Ignored) 4•59 Video Off PLAY, 1, C (Ignored) 4•16 Video On PLAY, 1, B (Ignored) 4•16 Wait WAIT STOP (Integer) 4•25 Alphabetical Listing of Level II Commands for the LD-V8000 Appendix B TP114 v. 1.1 • 8/92...
  • Page 116 Appendix C: Hex Code Matrix of Level II Commands Available on the LD-V8000 APPENDIX LD-V8000 LEVEL II USER’S MANUAL Programmer’s Reference Guide Pioneer LD-V8000 Level II User’s Manual TP 114 v. 1.1 • 8/92...
  • Page 117 NOTE: The High Order Hex Digit is entered first, the Low Order Hex Digit is entered second. For example, the Hex code for SEARCH (SC) is F7. Appendix C LD-V8000 Matrix of Level II Hex Codes TP114 v. 1.1 • 8/92...
  • Page 118 Appendix D: Character Generator: Table of Hex Codes APPENDIX LD-V8000 LEVEL II USER’S MANUAL Programmer’s Reference Guide Pioneer LD-V8000 Level II User’s Manual TP 114 v. 1.1 • 8/92...
  • Page 119 White Block "Black" Block For more information on using the LD-V8000 Character Generator Overlay in Level II programs, see Section 4.2.3, Video Control Commands, in this manual. See the example provided with the CLB command on page 4-20. Also see Appendix F, Example #3, Three selectable motion segments with simple instruction menu, using character overlay.
  • Page 120 Appendix E: Numbers and Their Hex Code Equivalents APPENDIX LD-V8000 LEVEL II USER’S MANUAL Programmer’s Reference Guide Pioneer LD-V8000 Level II User’s Manual TP 114 v. 1.1 • 8/92...
  • Page 121 Hex Code Decimal Value When downloading Level II instructions to the LD-V8000 via the RS-232 port, command argument digits are each sent as a two-character code, the Hex Code shown above. Since the numeric digit buttons on the RCU cause the player to "receive" the hex codes shown above, they can be used directly in Programming Mode to enter digits as part of command arguments.
  • Page 122 Appendix F: Sample Flow Charts & Level II Program Examples — RCU entry APPENDIX LD-V8000 LEVEL II USER’S MANUAL Programmer’s Reference Guide Pioneer LD-V8000 Level II User’s Manual TP 114 v. 1.1 • 8/92...
  • Page 123 Example Flowchart Symbols The symbols below (or similar ones) could be used in a flow chart to aid the design process and to document the interactive aspects of an Audio / Video presentation. The flowchart is a graphic representation of both the order of information presentation and of how the interactive control program responds to viewer inputs.
  • Page 124 For more details about sending program code to the LD-V8000’s RAM, Level II button press code entry or Level II command descriptions please refer to LD-V8000 Level II, User’s Manual, Programmer’s Reference Guide, Pioneer Technical Publication # 114 Ver.
  • Page 125 Sample Level II Program — RCU Entry The buttons “A” through “F” and “Input” are marked on the RU-V6000T keypad, but their equivalent buttons are noted below: Play = * ; Pressing the Play Button prepares player to receive Hex input RCU Button Hex equivalent RCU Button Hex equivalent Autostop...
  • Page 126 Since the commands used here are fairly “simple” commands, this program is fairly easy to understand, even without reading the LD-V8000 Level II User’s Manual/Programmer’s Reference Guide. Here is the program in a format as it might be made by a programmer for a compiler: ;...
  • Page 127 Sample Level II Program — RCU Entry Example #2 Three selectable motion segments. Start up, set frame mode, audio channel 1 on, hold a still frame until RCU button 1, 2 or 3 is pressed to select one of three motion segments. At the end of each selected segment, branch back to introductory still frame.
  • Page 128 Sample Level II Program — RCU Entry Example #2 in “RCU entry” format: Address Arg. Command RCU Input Comments *, 8, E Set Frame Mode Audio1 1, Audio1 Turn on Audio 1 Audio2 0, Audio2 Turn off Audio 2 02113 Search 02113 Search Show Menu Frame...
  • Page 129 Sample Level II Program Example #3 Three selectable motion segments with simple instruction menu, using character overlay. Use same example as above only include this basic instruction menu on a still frame at frame 00765: (Line 3) Select a Topic (Line 4) Frame Store (Line 5)
  • Page 130 Sample Level II Program Example #3 (cont.) It is helpful to understand the format of the INPUT command, the use of CLD (Clear User Display) and SUD (Set User Display) to overlay text on the screen, and the use of RECALL and STORE to manipulate Registers to be able to follow this program.
  • Page 131 Sample Level II Program Example #3 in “RCU entry” format (cont.) : Address Arg. Command RCU Input Comments Input 4 Input Wait for Inputs 0-9 Branch 40 Branch Key 0: Ignore it *, 2, C Clear Character Overlay 04450 Search 04450 Search Key 1: Start Segment #1 05117...
  • Page 132 Sample Level II Program Example #3 in “RCU entry” format (cont.) : Address Arg. Command RCU Input Comments *, 3, 1 Line 4 text (space) *, 2, 0 “1 Frame Store ” (space) *, 2, 0 (space) *, 2, 0 *, 4, 6 *, 7, 2 *, 6, 1...
  • Page 133 Sample Level II Program Example #3 in “RCU entry” format (cont.) : Address Arg. Command RCU Input Comments *, 3, 3 Line 6 text (space) *, 2, 0 “3 Fast Search ” (space) *, 2, 0 (space) *, 2, 0 *, 4, 6 *, 6, 1 *, 7, 3...
  • Page 134 Sample Level II Program Example #4 A selectable continuously repeating Attract Loop with a selectable Main Feature. Set on screen function switches for Load from Memory. Then, when the disc is inserted in the drawer, and PLAY is pressed, the Level II program in memory is automatically executed. The Program starts by setting frame mode and audio channel 1 on, then searches to a still frame 00210, and waits for only one input to start attract loop..Press 0 to start Attract Loop (frame 02113 to 03493).
  • Page 135 Sample Level II Program Example #4 (cont.) Here is the program in a “high level” programming format as it might be made for a compiler: ; Set Frame Mode 1 Aud1 0 Aud2 ; Use Audio 1 only Menu: 210 Search Ignore: 1 Input Attract Branch...
  • Page 136 Sample Level II Program Example #4 in “RCU entry” format: Address Arg. Command RCU Input Comments *, 8, E Set Frame Mode Audio1 1, Audio1 Turn on Audio 1 Audio2 0, Audio2 Turn off Audio 2 00210 Search 00210 Search Wait to Start Frame Input 1 Input...
  • Page 137 Appendix G: Flow Charts and Level II Program Examples — Programming APPENDIX LD-V8000 LEVEL II USER’S MANUAL Programmer’s Reference Guide LD-V8000 Level I & III User’s Manual TP 114 v. 1.1 • 8/92...
  • Page 138 Example Flowchart Symbols The symbols below (or similar ones) could be used in a flow chart to aid the design process and to document the interactive aspects of an Audio / Video presentation. The flowchart is a graphic representation of both the order of information presentation and of how the interactive control program responds to viewer inputs.
  • Page 139 Pioneer videodisc player can run. The input to a symbolic assembler is called the “source code file” and is in a syntax that is easy for a programmer to understand;...
  • Page 140 Sample Level II Program Code Level II Example #1 - Flow Chart For use with LD-V8000 Demo Disc — CAV Side A Repeating Video Segment, preceded by an Introduction. This flowchart details the introductory sequence and the motion segment to be looped.
  • Page 141 Sample Level II Program Code (cont.) Level II Example #2 - Program Code Menu with Timeout selects Video Segments This Level II program uses a menu at frame 1000. The frame number is preloaded by the dump load into Register 10 so that it can be changed easily later. One of five segments is played, and the menu has a 15.6 second timeout to an Attract loop.
  • Page 142 Sample Level II Program Code (cont.) Level II Example #2 - Program Code (CONT.) ATTRACT: ; ATTRACT LOOP 100 - 700 PRESSING: ; WAIT FOR NO KEY PRESS ; GET NUMBER OF LAST KEY PRESSED COMPARE; IF KEY NUMBER IS NOT 255 KEY WAS PRESSED PRESSING PLAY SPIN...
  • Page 143 Sample Level II Program Code (cont.) Level II Example #3 - Program Code Demonstrate menu, sub-menus, interruptable motion, and still-frame sets. Load a second and third dump (not really needed here). Use sub-menus to select the material to be displayed. Show interruptable motion sequences and sets of still frames. RSEQ1 EQU 20 ;...
  • Page 144 Sample Level II Program Code (cont.) Level II Example #3 - Program Code (CONT.) SMENU1: 1010 ; SEARCH SUB-MENU 1 SMENU1 ; GET THE LOCATION OF SMENU1 ; SAVE IT IN REGISTER 3 INPUT ; WAIT FOR KEY PRESS 0..2 MMENU ;...
  • Page 145 Sample Level II Program Code (cont.) Level II Example #3 - Program Code (CONT.) MOTION: ; REG 0 HAS REGISTER # OF START FRAME, END FRAME IS IN NEXT REG ; STOP BUTTON INTERRUPTS MOTION, RETURNS TO ; CALLING MENU ;...
  • Page 146 Sample Level II Program Code (cont.) Level II Example #3 - Program Code (CONT.) STILLS: ; REG 0 HAS REGISTER # OF START FRAME, END FRAME IS IN NEXT REG ; USE STEP FWD AND REV TO NAVIGATE THE STILLS ;...
  • Page 147 Sample Level II Program Code (cont.) Level II Example #3 - Program Code (CONT.) FORWARD: RECALL STORE ; GET THE CURRENT FRAME # 5 ARG COMPARE ; CHECK IF AT END FRAME OF STILLS 3 ARG 3 ARG ; AT OR PAST END, --> SUB-MENU STEPF ;...
  • Page 148 Sample Level II Program Code (cont.) Level II Example #4 - Program Code "Sound-over-Still" selections from a multi-page menu. Use a multi-page menu to select a non-interruptable "sound-over-still" sequence. RSEQ1 EQU 20 ; 1st "sound (1000 - 1200) over still (5010)" sequence, Audio 1 only RSEQ2 EQU 24 ;...
  • Page 149 Sample Level II Program Code (cont.) Level II Example #4 - Program Code (CONT.) MENUB: 7020 ; SEARCH MENUB STILL ; ENABLE FRAME BUFFER WRITE MENUB ; GET MENUB LOCATION AND ; SAVE IT IN REG 3 FINPUT ; WAIT FOR USER KEY PRESS MENUB ;...

Table of Contents