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Bebop BYTES Back
(An Unconventional Guide to Computers)
By Clive "Max" Maxfield and Alvin Brown

Now out of print, but there is a CD Version available 
(email for more details)

870 pages,   ISBN: 0965193403

FREE CD ROM Comes with FREE CD-ROM (for Windows 95) containing the Beboputer Computer Simulator, along with over 200 megabytes of mega-cool multimedia.
This follow-on to Bebop to the Boolean Boogie is a multimedia extravaganza of information
about how computers work. It picks up where the first Bebop left off, guiding you through the
fascinating world of computer design ...... and you'll have a few chuckles, if not belly laughs,
along the way. In addition to over 200 megabytes of mega-cool multimedia, the accompanying
CD-ROM (for Windows 95 machines only) contains a virtual microcomputer, which simulates the
way a real computer works in an extremely realistic manner. In addition to a wealth of technical
information, myriad nuggets of trivia, and hundreds of carefully drawn illustrations, the book
contains a set of lab experiments for the virtual microcomputer. If you're the slightest bit
interested in the inner workings of computers, then you don't dare to miss this little beauty!
"For content alone I give this book a rating of 5 Geeks for "Geekness. The book also gets 5 Geeks for readability. You would almost have to have a degree in computer engineering to be bored by this book. In short, Bebop BYTES Back is a unique book that I think should be read by anyone who has ever wondered how his or her computer really works." "A 'Must Have' for anyone from 14 to 99, Bebop BYTES Back, with its 870 pages and dazzling visuals (including hundreds of 3D graphics), shows how and why computers function the way they do. Even for the jaded, this blockbuster publication will hold many surprises."
UGEEK Online Magazine Computer Game Entertainment Magazine
Table of Contents
Chapter 0: What is a Beboputer?
Chapter 1: What is a Computer?
Chapter 2: Roaming Around a Computer
Chapter 3: The Switch and Display Panels
Chapter 4: Paper Tapes and Punched Cards
Chapter 5: Seven Segment Displays
Chapter 6: Primitive Logic Gates
Chapter 7: Binary Arithmetic
Chapter 8: Rampaging Around a CPU
Chapter 9: The Hex Keypad
Chapter 10: The QWERTY Keyboard
Chapter 11: The Memory-Mapped Display
Chapter 12: Assembly Language and Stuff
Chapter 13: Burning a Character EPROM
Chapter 14: Calculator Sign-Off Project
Chapter 15: A Sort of History of Computers

Appendix A: Installing Your Beboputer
Appendix B: File Formats and Stuff
Appendix C: Addressing Modes and Instruction Set
Appendix D: Interrupts and Interrupt Handling
Appendix E: ASCII and EPCDIC Character Sets
Appendix F: The Beboputer's Assembly Language
Appendix G: Assembly Language Subroutines
Appendix H: Answers to "Quick Quiz" Questions
Appendix I: Solution for Calculator Sign-Off Project
Appendix J: The Best Clam Chowder in the World
Appendix K: Lexicon

Index
Copyright & Contact Info

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