Showing posts with label Programming. Show all posts
Showing posts with label Programming. Show all posts

Saturday, August 22, 2026

Cronosoft Releases: Zevious 7 on Cassette

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Zevious 7 Cassette Inlay

Out Now on Cassette: Zevious 7 Gets the Physical Cronosoft Treatment

The classic cassette format is getting another essential addition to its 16K library. Retro publishing house Cronosoft have officially released the physical tape edition of Zevious 7, bringing the impossible vertical shoot-'em-up to physical media.

Launch a Copy of Zevious

ZX81 Versions



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Sunday, June 28, 2026

Zevious Seven: Getting a Bit More From the ZX81 Display

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In the launch post, I briefly went over the making of Zevious Seven. In this follow-up, we'll take a slightly deeper look at how I put together a ZX81 shoot-'em-up, focusing on the acrobatics required to handle graphics, shadow files, and display file manipulation on a machine never built for action.


From "Box a Drop"to Writing a ZX81 Xevious-Like

There have been quite a number of modern and classic ZX81 games that push the expected boundaries of Sinclair's diminutive computer, but as far as I know (opinions and undiscovered facts may vary), there hadn't really been a true vertical SHMUP; one with a continuously scrolling background and uninterrupted game play. 

I'd been mucking around with the ZX81 DFILE and experimenting with shadow files earlier in 2026, to see how quickly you could update screens and flip between them, with the view to possibly making an at least a playable action game. I ended up with were some boxes scrolling onto the screen, and crashing into some water at the bottom. This happened at quite a respectable frame rate.

That got me wondering, wondering about Xevious. Why? Because. 

The Box Drop demo was basic, but combined with some experiences in writing ZX81 games, it did clue me in to exactly what was going to be required to make a scrolling game look fluid:

  • Compact Level Storage: A Optimised layout to compress vertical maps.
  • Graphics: Efficient handling of tile sets.
  • Speedy Display Updates: Rendering routines fast enough to handle ZX81 slowness. Like damn speedy.

Compact Level Storage: A level in a byte (a bit more that really)

Task one was to get a map, or at least the working idea for a map, up and running. For this, I wanted to be able to store a single line of map data into one byte. Or rather, a single byte should be able to store the minimum required to build a line of map data.

To achieve this, we'll be relying on two key things:
  1. The ZX81's screen dimensions.
  2. Run-Length Encoding (RLE).
The text-mode screen of the ZX81 is 32 characters wide. Storing a standard map linearly, where every single character on every single row gets its own byte, means a modest map of 256 rows would instantly devour 8KB of RAM. All rather expensive on a 16KB system.

However, a tile with a defined width of 4 characters combined with RLE, well, that's going to give us some possibilities.

The Maths of the 4-Character Tile

By making each background tile exactly 4 characters wide, a single horizontal screen row of 32 characters is comprised of exactly 8 tile slots (32 / 4 = 8). When we pair this with a 5/3 byte split, we can fit 32 unique tile types alongside a repeat counter of up to 8 total.

Bit:  7     6     5     4     3     2     1     0
   +-----+-----+-----+-----+-----+-----+-----+-----+
   |  V  |  V  |  V  |  V  |  V  |  V  |  V  |  V  |
   +-----+-----+-----+-----+-----+-----+-----+-----+
   \___________ 5 Bits __________/\____ 3 Bits ____/
                  |                       |
           High: 0–31 Tile          Low: 0–7 Repeat

That covers the background perfectly. But if we shrink the active play area by 4 characters to add a nice border around the playfield, it leaves an active play area 28 characters wide which only requires a maximum of 7 tiles to span a row.

As a background tile now never needs to repeat 8 times, we can completely repurpose that eighth repeat state (where the lower 3 bits equal 7) to act as an inline enemy spawn indicator. This frees up the top 5 bits to select from 31 distinct enemy types, spawning them at that exact position in the level map.

That now gets us down to a minimum of 1 byte per line.


Graphics: Tile Sets and Such

There are two tiles sets, one for the background an one for sprites. Background sprites are 4x3 with the Character / Enemy sprites set at 3x3.

The Background: Writing to the Shadow File

As the background tiles are 3 characters high, a new row of terrain data only needs to be processed once every 3 vertical scrolls, meaning we only read a single line from the map data.

Instead of writing directly to the active display, the game updates a shadow file area (33x23) reserved entirely for background data. The rest of the time, the engine simply shifts the existing buffer down within this shadow file, serving as a clean terrain master template. Each scroll cycle, we copy the bottom 19 rows from this shadow area to one of two D-FILEs.

The Sprites: Height Alignment and Visual Character

The choice of a 3x3 character grid for active elements provides us with a one-part technical solution and one-part artistic requirement. By making the moving sprites exactly three characters high, they align with the vertical dimension of the 4x3 landscape tiles, keeping map handling and coordinate tracking clean.

Fortuitously, this 3x3 footprint provides just enough definition to afford each element a unique appearance, while remaining small enough to not complicate handling or steal CPU cycles when tracking later.

The underlying sprite assets are actually stored as 3x6 blocks. Either the top three or bottom three lines are drawn depending on which specific D-FILE is being synced to at that moment, providing a brilliant built-in mechanism for generating character animations.

While the initial trigger to build and position a sprite is read directly from the compressed map data, the map itself does not store the full behavioural or visual definition of the entity. Instead, the map byte simply passes a selection index over to the main enemy or character structure. This tracking structure dictates an agent's real-time coordinate variables, firing states, and movement paths, ultimately determining exactly which specific 3x6 character template is extracted from the assets table to manifest that particular threat on screen.

Speedy Display Updates: Double-Buffering the D-FILE

The ZX81’s architecture leaves a painfully small window for game logic while rendering the TV signal. To maintain a fluid frame rate, the game engine abandons drawing and erasing characters within the main system-defined D-FILE.

Instead, a double-buffering strategy utilises two distinct D-FILEs. While one is actively viewed, the rendering loop composites the scrolling landscape from the map shadow file discussed earlier and the active 3x3 sprites into a hidden D-FILE. Once assembled, the engine swaps the active D-FILE pointer, timing the flip with the system variable FRAMES to instantly shift the background to the live display.

By focusing entirely on direct memory layout, custom shadow files, and raw pointer flipping, Zevious Seven achieves a continuous vertical scroll and animated sprites on hardware that was never built for real-time graphics. It's a testament to just how much performance you can squeeze out of a 16KB Sinclair machine when you stop fighting the architecture and start working with it.


Launch a Copy of Zevious

ZX81 Versions




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Tuesday, May 12, 2020

TuT-TuT on the Jupiter Ace: Part 2

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Welcome to the second and final article on Porting the ZX81 and ZX Spectrum Game Tut-Tut to the Jupiter Ace:  This time George Beckett takes us through the gritty details of programming in Forth, leaving few treasures undiscovered in the process.

If you missed Part 1, be sure to read up before continuing below.

Jupiter Ace Game: TuT-TuT
Archaeology is just as fun in the Jupiter Ace version of TuT-TuT

The Forth Tut-Tut is Ace

Previously, I told you a little about what motivated me to port Tut-tut to the Ace and promised to describe how the game is written. However, before we get on to the game, I should explain a bit about the Forth language, which was developed in the late 1960s for the control system of a telescope. Since then, its scope has grown, being used for a range of scientific and other serious applications in the 1980s and 90s. Even today, Forth lives on and can be found at the heart of various embedded systems.

The basis of any Forth system is a dictionary of words that encapsulate the functions of the machine. There are simple words for manipulating data (bytes of memory) or performing rudimentary arithmetic, as well as more complex words for printing on the screen, making sound, and saving or loading files. The programmer combines these words together to make new words, continuing to build up the functionality until the final program is represented by one top-level word. In that way, writing a Forth program is a bottom-up process, starting at the lowest-level elements and working up. In contrast, the design of a Forth program is a top-down process. You iteratively break the program’s function down into smaller and smaller elements until you reach the level of the built-in words.

The overall structure of Tut-tut is relatively simple, with the player completing a sequence of levels, which involves collecting objects, unlocking doors, dodging mummies and finding the exit. The bulk of the logic is in how each level plays: how the player navigates the maze, collects objects and is chased by the mummies.

In Rabbit Run, the core of the game was a loop in which the player first had the opportunity to make their move and then each possible outcome was tested for—in that case, eating carrots, falling down mole holes, or being caught by a fox. At the end of the loop, the fox made their move and it was back to the beginning.  The same game loop could be used for Tut-tut, though replacing foxes by mummies, carrots by gems, and so on.

For both Rabbit Run and Tut-tut, the game state is held in the display buffer. For example, to check the location the player wants to move to, you look up what is there in the display buffer. This is useful for saving both memory and time. In Tut-tut (and Rabbit Run) on the ZX Spectrum, objects are distinguished by colour. This makes it very fast to check what an object is by looking up its colour using the ATTRIB function (or PEEK-ing the right location in the display buffer). The Ace has a monochrome display, so this approach does not carry over immediately. However, the Ace display is very simple, formed from a two-dimensional array of characters, just like the attributes on the Spectrum is as two-dimensional array of colour values, and so it should be just as quick to look up the character code in the Ace’s screen memory as it is to look up a colour on the Spectrum. Thus, a crucial word to define in the Forth version of Tut-tut is SCREEN, which retrieves the character at a particular location in the level:

    : SCREEN ( X Y -- CHAR )
        SWAP 32 * + ( 32 CHARS PER ROW )
        9216 +  ( START OF SCREEN MEMORY )
        C@
    ;


For player movement, I decided to use the Rabbit Run core as the starting point for Tut-tut, though there were some differences. Surprisingly, Ace Forth does not include a CASE statement (which would allow a number of different program paths to be followed depending on the value of an input field—such as, a key-press or the object at a location). For example:

    ( X Y -- NEW_X NEW_Y )
    INKEY
    CASE
        ASCII P OF 1+ ENDOF            ( RIGHT )
        ASCII O OF 1- ENDOF            ( LEFT )
        ASCII A OF SWAP 1+ SWAP ENDOF  ( DOWN )
        ASCII Q OF SWAP 1- SWAP ENDOF  ( UP )
    ENDCASE


Sadly, there is no CASE word in Ace Forth, so the above code would not work. I investigated options to implement a CASE structure (a big selling point of Forth is the ability to add your own commands). However, while I found a few candidates on the Internet and in 1980’s magazines, none of them proved to be very effective nor reliable. I therefore decided to use brute force, writing multiple IF statements. This is an ugly approach though has proved adequate for Tut-tut.

Another weakness of FORTH (and, to a lesser extent, BASIC) is that it is difficult to define large input datasets—in this case, I was thinking about how to get the data for game levels into the game. In the BASIC version, David used DATA statements, RESTORE-ing to the correct line and then READ-ing the data for each level. However, FORTH does not have a DATA statement and the method for entering data described in the Ace manual is very laborious. In the end, I decided to bypass FORTH and to define the level data in binary code blocks to be loaded into memory inside suitable ALLOT’ed arrays. For example:

Tut-tut UDGs and character codes on the Ace.
    ( RESERVES 4,000 BYTES FOR LEVEL DATA )
    CREATE GAMELEVELS 4000 ALLOT
    GAMELEVELS 4000 BLOAD tut-tut.lev


There is a reasonable amount of logic involved in drawing each level in Tut-tut, as a level is stored in a compressed form to save memory. In the original ZX Spectrum version, a technique based on trios of character cells was use to reduce the memory requirements of a level by a factor of three. However, since finishing the BASIC version, David updated the compression strategy to one inspired by the GIF image format and described on his website [link]. This gives better compression and has been used in the ZX81 version to allow more levels to be added. Given that David planned to back-port his new compression algorithm to the ZX Spectrum, I decided to adopt the GIF-inspired approach for the Ace.

On the Ace version of Tut-tut, the logic for drawing a level is encoded in a word called DRAWLEVEL. Using Forth is an advantage here, as it excels at integer arithmetic, which is fundamental to how the encoding works. The only complication, for the Ace version, comes because I needed to remap the character values encoded in the (ZX81) level data onto the correct Ace character codes. For example, in David’s level encoding, the four sliding walls are represented by values 5, 6, 7, and 8. For the Ace version, I need to map these onto inverse-video ASCII characters 177, 178, 179, and 180. The same is true for the keys, gems, bracelets, and so on. This remapping of the character encoding represents the majority of the work of DRAWLEVEL, as you can see if you look at the source code.

As well as level data, Tut-tut also contains a reasonable amount of text for the instructions and splash screen, plus user-defined graphics. I also encoded these into two other binary code blocks, called MESSAGES and CHARSET, respectively.  CHARSET includes two sets of graphics. There are stylised versions of capital letters that overwrite the default bitmaps for these letters, the same as on the ZX Spectrum version, and a set of objects, held in character code 1—14 (except character 13, which is reserved for carriage return).

Otherwise, the port to Ace Forth was relatively straightforward (accepting I needed to brush up on my Forth skills). I tried to follow good Forth programming practice and to keep the most important game data (the position of the player plus temporary variables) on the stack.  This, and the fact that the state of the level is kept in the display memory, means there are relatively few variables needed: for score, air, keys, mummy locations, and a couple of useful flags to help in quickly exiting from the depths of program loops.

Some words involve a fair amount of stack acrobatics, which is a common trait of Forth programs. A particularly complex stack is required for the word CHECKLOCK (which moves a sliding wall, if possible). At one point, CHECKLOCK has a stack depth of 14 numbers, to hold the various permutations of player moving a sliding wall, not having the right key, and/ or a sliding wall being unable to move because of a blocking object behind it.

The word MOVEMUMMY also descends into some scary stack manipulation when the mummy needs to change direction. What was a relatively simple logic in the BASIC version, to make the mummy follow the player, proved particularly challenging in Forth, because I tried to avoid using variables as much as possible. MOVEMUMMY is the element of the program that I most struggled with, spending a good few hours debugging mummies that wandered off the screen or worse still teleported into other parts of the Ace’s memory, typically causing it to crash.

Talking about debugging, this was one of my bugbears with Ace Forth. The programming environment on the Ace is not typical for Forth. Most contemporary versions of Forth required the programmer to enter program source code into screens, which correspond to space reservation on disk (or tape). Manipulating screens was often a clumsy process, though it did mean the programmer could access and change any part of the program at any time.

Instead, on the Ace, you interactively develop the dictionary using : (colon), EDIT, and REDEFINE, creating the new words that make up your program in the active dictionary. If you need to fix a bug or change a word, you must first EDIT the word, which creates a second copy of the word at the top of the dictionary. Then, to get rid of the old version of the word and update any references to the old definition, you must remember to REDEFINE the word, otherwise you can quickly end up with confused dictionaries with multiple versions of a word in use. Because the dictionary is a stack of words, if you forget to REDEFINE a word after changing it, and then define further words, you end up trapped in a situation where you cannot remove the out-of-date version of the word nor can you update the definition of any other words that link to that out-of-date version. The only work around is to FORGET everything that you did afterwards and then re-enter the lost words. On my first attempt at Tut-tut, I fell into this trap on several occasions, and ended up with a hopelessly corrupted dictionary with stale links that made the game unstable.

Eventually, it became clear I needed to start again, from scratch. This was not all bad, as it gave me the opportunity to fix some wrong decisions I had made in that first attempt. I suspect that when writing a program on the Ace, this was a relatively common requirement. Unless you have a very thorough design, the first attempt at a program was likely to end up as a prototype, because once you had moved on from a word definition, you could not go back.

Debugging is not a strong point for Ace Forth (nor Forth, in general). The common trick from the 1980s (because no one does that now!) of adding print statements at key points in a program is slightly more tricky in Forth, as you have to make sure not to affect the state of the stack. The Ace User Guide has a useful word, named .S, which prints out a full copy of the stack without affecting it. I took .S and extended it a little, so that the stack is printed on the first line of the display (a line that is not used in Tut-tut):

: .S ( -- ) ( PRINT STACK )
  15419 @ HERE 12 + ( FIND THE TOP AND BOTTOM OF THE STACK )
  OVER OVER – ( IF TOP = BOTTOM, WE ARE DONE )
  IF
    DO
      I @ . 2
    +LOOP
  ELSE
    DROP DROP
  THEN
;

: .T ( PRINT STACK ON ROW 0 )
  0 0 AT 32 SPACES ( CLEAR ANY PREVIOUS TEXT )
  0 0 AT .S
;


Otherwise, debugging typically meant studying the source code and manually tracking the changes to the state of the stack after each line. It was sometimes quite laborious; though I noticed, as the game developed, I tended to make fewer mistakes, so suspect my Forth competence was growing. I also found useful tips by looking at other people’s code, especially some of the old magazine listings archived on www.jupiter-ace.co.uk, as well as the Ace ROM disassembly [link].

The full listing of Tut-tut is available on GitHub [link]. There are four files. The main file, called ‘tut-tut.fs’, is the Forth source for all of the words, including constants, arrays, and a small amount of machine code. The other three files contain the level data ‘tut-tut_levels.asm’, the help text ‘tut-tut_messages.asm’, and the user-defined graphics ‘tut-tut_charset.asm’. These need to be assembled using a Z80 assembler, such as Z80ASM [https://savannah.nongnu.org/projects/z80asm], to create binary files that can then be inserted into the memory on an Ace emulator, such as EightyOne; into arrays called GAMELEVELS, MESSAGES, and CHARSET, respectively, which have been pre-allocated appropriately.

The process for inserting the binary blocks is a little involved, so I outline it here for GAMELEVELS.

1. First, assemble the source file ‘tut-tut_levels.asm’ and make sure to write a label file, so you can work out how big the binary block is. Using Z80ASM, the following command would do the trick:

z80asm –L –o tut-tut_levels.bin tut-tut_levels.asm

The block is assembled to address 0x0000, though this is not significant. If you print the labels, you should see a label END, which is used to work out the length of the block. At the time of writing, my test version has three levels and END is reported as 0x017D (or, decimal 381).

2. In your Ace emulator, with your in-progress Tut-tut dictionary loaded, create some space for the game levels, with:

CREATE GAMELEVELS 381 ALLOT

—substituting the right value for the length of the block.

3. Check where GAMELEVELS is located in memory, using

GAMELEVELS .

—and use the address returned as the start point to which you load the block—for example, using [File] [Load Memory Block] on EightyOne.

4.    If necessary, remember to:

REDEFINE GAMELEVELS

—if you have a previous version of the array earlier in the dictionary.

I hope you will agree that the Ace version of Tut-tut is a reasonable tribute to David Stephenson’s original and that you will consider attempting to type in the game. I never found a way to automatically output the program from EightOne, so tut-tut.fs has been transcribed by hand. This means I have almost certainly made some mistakes—just like back in the 1980s!

Having written the game, I have come to like Forth a little more, and I have developed a fondness for the Jupiter Ace. Richard and Steven were right that a micro powered by Forth is better able to run software without the need for machine code and I suspect I would indeed have produced more useful programs if I had discovered Forth in the 1980s. I like to think I would have been happy had I owned a Jupiter Ace rather than a ZX Spectrum, when I was younger. However, I suspect I would have been envious of my Commodore- and Spectrum-owning friends and would have missed classic games like Jet Pac and Manic Miner too much.


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Tuesday, May 05, 2020

TuT-TuT on the Jupiter Ace: Part 1

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Exciting news this week as Tut-Tut launches on the Jupiter Ace: As a special treat to celebrate, guest blogger George Beckett takes us through his journey in porting the game to the Forth Language an onto the Jupiter Ace.

George has spent the last few months converting the original BASIC source listings and some of the latter adaptations made for the ZX81 and 2020 Spectrum versions of the game.

Join us for a new series of articles as we dig up an ancient micro treasure and explore the depths of game conversion.


Evolution of Tut-Tut: ZX Spectrum BASIC, ZX81, ZX Spectrum 2020 Edition, Jupiter Ace.

Porting TuT-TuT to the ACE

Towards the end of August (2019), David Stephenson (a.k.a. zx81adventures) started posting screenshots, on Twitter, from a new ZX Spectrum game that he was working on. The previews showed an arcade, maze game with bright, clear graphics and an Ancient Egyptian theme. What made the game stand out was that David was using Sinclair BASIC to write the entire game: it was to be a type-in game, harking back to the 1980’s home computing scene, when it was not uncommon to invest many hours into typing in, debugging, and playing such games. Given Sinclair BASIC’s sluggish performance and appetite for consuming memory, David needed to employ some careful tuning and compression tricks to achieve reasonable speed from, and to fit the game into, the rubber-keyed 48k Spectrum.

Very Early BASIC version of Tut-Tut on the ZX Spectrum.
The game, called Tut-tut, was finally published in the online retro-computing magazine Paleotronic in early November [link], along with a YouTube review and taster from Villordsutch [link]. Those who did not want to type in the game could download a copy from Paleotronic’s website. However, the download included a subtle warning that it was not quite complete: If you wanted to be sure of having the full game, you needed to invest the time to type it in yourself.

Tut-tut had some similarities to a very rudimentary game I had made, called Rabbit Run, as part of a series of articles I had written on programming for the Spectrum Show Magazine (issues 16—26) [link]. I had produced a few different versions, including several BASIC versions, a machine-code version, and—a little more unusually—a version written in Forth. The Forth version of Rabbit Run worked surprisingly well, being similar in speed and size to the machine code version, though being much quicker to write.

I started to think about revisiting my Forth version of Rabbit Run and using it as the basis for a port of Tut-tut. However, rather than write it for the ZX Spectrum, I decided I would try to write it for the Jupiter Ace, a less well-known British micro from the early 1980s that was unusual in that it had Forth as its built-in language, rather than the ubiquitous BASIC.

The Ace was developed by Richard Altwasser and Steven Vickers, who had been designers at Sinclair Research until they left to form their own company called Jupiter Cantab. The Ace was their first (and only) computer, and was launched in 1983. The Ace had much in common with the ZX81, which almost certainly inspired it but, by using Forth instead of BASIC, the limited RAM (2 kilobytes, built-in, usable) was much less of a constraint than had been the case for the ZX81.

Source - https://k1.spdns.de/Vintage/Sinclair/80/Jupiter%20Ace/Advertisements/
Sadly, while Forth was compact and efficient, its more primitive functionality and idiosyncratic syntax (based on Reverse Polish notation [link]) put people off, and the machine only ever sold a few thousand units. Also, the arrival, soon after, of Sinclair’s next micro, the ZX Spectrum, which for similar money gave you 16kb of RAM and full-colour, high-resolution graphics would have made the Ace look a poor proposition.

The demise of the Ace signalled a change in the way people viewed home computers. The hobbyists and electronics tinkerers of the 1970s had been replaced by a new breed of users who wanted to play arcade-like games and do useful things such as organise their accounts or run small businesses. The Ace, which was billed as “the programmer’s computer”, arrived on the scene too late, after most micro hobbyists had moved on.

I missed out on the Ace, in the early 1980s, instead being lured by the pull of the ZX Spectrum. However, I probably spent at least as much time trying to program my Spectrum as I did playing games. I soon outgrew BASIC, so spent much of my time wrestling with machine code and crashing my computer. Perhaps if I had started out with an Ace rather than the Spectrum, my programming would have been more fulfilling (if a little less colourful). In an attempt to find out if this was the case, I downloaded an Ace emulator (EightyOne), purchased a copy of the 35th-anniversary Ace User Guide, and set to work on a new version of Tut-tut.

Tut-Tut on Jupiter Ace.
The finished product is available from GitHub [link] as either a TAP file to be used in an emulator, such as EightyOne, or a source code that you can type in and modify, consisting of a Forth program occupying around 4kb once compiled and three assembly language files, which hold various game data to be assembled and loaded into the Forth program as binary code blocks.

While based on David’s Sinclair BASIC version, the Ace version uses the newer levels from the ZX81 version and, thanks to some help from David, includes the extra features such as bracelets, amulets, and a hidden treasury for the final level.

The game requires roughly 12kb of memory, so if you are lucky enough to own a real Jupiter Ace, you will also need a 16kb RAM pack as well. Alternatively, you could buy and build a Minstrel 4th [link], a modern day Z80 microcomputer that is compatible with the Ace and can run Tut-tut without any problems.

In the next blog post, I will provide some insight into how the game is written in the hope it will encourage some to have a go at typing in the game rather than loading it from a tape file. However, for now, I suggest you power up your Ace (or Minstrel 4th), or install an Ace emulator, and get on with some Egyptian-themed adventuring.



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Sunday, November 19, 2017

The Sinclair ZX–Micro Computer: System Variables Comparison Chart

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Sometimes when you've written an application for the ZX81 or ZX Spectrum you wish to port it to the other, or even back to the ZX80. Sometimes you've used a system variables and you need an easy reference chart to look up correct system address on the target system and move on. But you say, there is no chart, or there was no chart until now.

I got tired of looking through the manuals every time I need to check some System Variable values and decided to just put them all in a chart. Hopefully you might find it similarly useful. A PNG graphic is available below, and if preferred a PDF version can be downloaded.

If anybody notices some glaring or even slightly disturbing error, let me know and I get them ironed out and fixed up.


One final thought, It's quite interesting to see just how many changes were made to the ZX line of computers in the space of 3 or 4 years. There are the obvious physical differences of course, then there are changes witnessed in the System Variables above.

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Friday, October 27, 2017

RetroChallenge 2017/10: Part 7

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Developing Software on the NEC PC-8401?


Just a bit of fun for this entry. After experimenting with some software development last post, it quickly became apparent that writing software directly on the PC-8401 is a little inconvenient (at least without a memory expansion). This lead to the use of Z88dk for external development and a little cross-compiling to CPM to suite our purposes.

I couldn't help thinking that although the outcome was successful, it seemed a little like cheating. So lets cheat a tiny bit less.

As we know, the PC-8401 comes with a very capable Vt100 compatible Terminal program, one that's perfect for interfacing with LINUX. Now with minimal imagination required  lets pretend it's 1985 and we're developing on some extremely expensive time sharing remote platform tended by white coat wearing professionals.

There are many ways to configure serial / rs232 terminal sessions within LINIX, so here's one way, and one that's really simple although not a permanent on boot ready option.

First, we need to find the correct Serial Port. I'm using a USB to serial adaptor and need to know which exact device to target.

From the command line in LINUX issue: dmesg | grep USB

This yields a load of messages, but I'm looking for something as below.

[   22.444199] usbserial: USB Serial support registered for pl2303
[   22.444774] usb 1-10: pl2303 converter now attached to ttyUSB1


Now knowing knowing which USB device is the serial converter, it's an easy matter to setup a terminal console.

sudo stty -F /dev/ttyUSB1 cols 80 rows 15 1200
TERM=vt100 ksh </dev/ttyUSB1 > /dev/ttyUSB1 2>&1 &


Once that's all done, I can start up the PC-8401s Terminal program, configure it to 1200 baud 1 stop bit, no parity and 8 bit word length and I'm up and running a LINUX remote console. From there it's time to start up a text editor, VI, Emacs or Nano and get developing.

NEC-PC8401 with and open LINUX console running nano and editing code

Once some very impressive software has been developed, it'll need to be transferred to the PC-8401 to be executed in all it's glory, and LINUX provides a couple of easy to use xmodem commands to do just that.

To send files from LINUX via Xmodem:
sx my_file.com

To receive files from the PC-8401
rx my_file.com

Now there is absolutely no excuse, not in the slightest to use a 27 inch widescreen monitor to interact with a high powered modern PC to write applications.

Finally, thanks to Mike Spooner for indirectly generating the idea behind this post.

See RetroChallenge IntroPart 1Part_2Part 3Part 4, Part 5Part 6Part 7Part 8
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Wednesday, October 25, 2017

RetroChallenge 2017/10: Part 6

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Writting New Software for an NEC PC-8401


As noted previously, the PC-8401 came sans BASIC interpreter, which was quite an anathema in the day. This lack of BASIC presents no real impediment in producing new software for the machine today, even back in the 80s a CPM targeted variety of BASIC could be sourced for the machine (if not a specific PC-8401 version). 30 years on, being equipt with a Z80A processor and the CPM 2.2 operating systems puts this laptop a good position for some software development.


Getting into BASIC


To start we'll need to copy BASIC interpreters onto the PC-8401. AS with all software, BASIC will be taking up valuable chunks of the 32k reserved as drive space. Our own BASIC text files will then need to fit in whatever space remains. Ideally we'd have a RAM extension, either a PC-8406A 32K RAM pack or a PC-8407A 128K pack, in order to program something of a reasonable size. Still even without a RAM pack we can at least try out a number of BASIC flavors.

Both the versions of BASIC mentioned below are available from Gary J. Webes' excellent NEC PC-8201 support site WEB8201, where he holds a selection of software for the NEC PC-8401. NEC PC-8401. Check out the NEC 8401A / 8500 File Collection portion of the File Downloads page.

Microsoft BASIC


In the stakes to use the greatest amount of memory possible, Microsoft BASIC wins hands down. The last CPM version 5.29 will take up huge 23.4k of 'disk space' and when executed leaves a little over 1k of active memory on the PC-8401 to play around with. On the plus side, it's the version of BASIC that's the most familiar, and baring some commands unavailable in the CPM version, there are a wealth of examples laying around to learn from.

Unfortunately the size of MS BASIC makes it a non stater, it's more of a curiosity than something of practical usage. There are compilers available for MS BASIC, though a you still require libraries on the disk to run complied applications. Due to lack of disk space, compilation would need to be run on a host computer before moving the end product over to the PC-8401.


ZBAS


Luckily there are other options, ZBAS is quite a usable option only requiring 16.4k, leaving us with some room to write programs interactively, and some space to save these applications to disk.

Interestingly and extra fortunately when saving files, ZBAS tokenises BASIC Commands, much like on a 128k ZX Spectrum. Thus allowing for some larger than expected applications to be saved on our rather limited 'solid' state storage.

If your going to leave BASIC laying around on the System, then ZBAS is clearly the one to have.


Moving to Modern 'C' Developement


While there are plenty of period development platforms and languages available for CPM, including 'C's and Pascals, you'll need to run these in a emulated environment as there is no room on the PC-8401 for such niceties. A load of CPM software and utilities are available on the retroarchive, although none of these programs are specific to the PC-8401.



Z88DK


Perhaps the easiest way to pursue software development for a CPM machine and the PC-8401 today is via the use of Z88dk. Z88dk is a 'C' compiler targeting TRS80s, Commodore 128s, Sinclair ZX81s and just about any machine containing a Z80 processor. Specifically for out purposes there is a dedicated CPM library.

In order to test Z88DK out with the PC-8401 I borrowed from an older ZX81 program I wrote up some time ago, "ZX Roman Numeral-Izer". The program is a simple roman numeral format checker, it takes Roman numerals as an argument and then correctly formats them to the agreed standards (Standards that even the Romans didn't always adhere to). After a couple of minor changes to remove some specific ZX81 extensions and put in some specific PC-8401-isations the project compiled perfectly.




If you're interested then the full source is below, bit of a rush and there will be better ways to achieve the same result I'm sure, still proof of concept proven.


NEC PC-8401 Roman Numeral-iser Listing

// To Compile for CPM do as below.
// zcc +cpm -lm -o rome.com rome.c
#include <stdio.h>
#include <stdlib.h>
#include <string.h>

typedef enum { true = 0, false = !true } bool;

static short isaNumArab[7] = {1, 5, 10,50,100,500,1000};
static char csaNumRome[8] = "ivxlcdm";

// Function Get Arabic value of Roman Numeral
short GetArabValue(char csMyNumerals[15]){

 char csMyNumeral[2];
 char csNumRome[2];

 short iNumberNow = 0;
 short iNumberLast = 0;
 short iNumberTotal = 0;

 short iCount1 = 0;
 short iCount2 = 0;

 bool bTest = false;
 bool bNegative = false;

 //Go through sMyNumerals input string backwards for easier rule matching
 for (iCount1=strlen (csMyNumerals)-1; iCount1>=0; iCount1--){
  strncpy(csMyNumeral, csMyNumerals+(iCount1*1), 1);
  csMyNumeral[1]='\0';

  for (iCount2=0; iCount2<=strlen(csaNumRome)-1; iCount2++){
   strncpy(csNumRome, csaNumRome+(iCount2*1), 1);
   csNumRome[1]='\0';
   bTest = strnicmp(csMyNumeral, csNumRome,1);

   if (bTest == true){
    iNumberNow = isaNumArab[iCount2];

    if ((iNumberNow > iNumberLast) || ((iNumberNow == iNumberLast) && (bNegative == false))){
     iNumberTotal = iNumberTotal + iNumberNow;
     bNegative = false;
    } else {
     iNumberTotal = iNumberTotal - iNumberNow;
     bNegative = true;
    }
   }
   iNumberLast = iNumberNow;
  }
 }

 return iNumberTotal;
}

// Function Get Roman value of Arabic Numeral
void PrintRomeNumerals(int iMyNumberArab){
 char csNumRome[16];
 char csMyNumerals[16];
 char csMyNumeral[2];

 short iTemp[16];

 short iNumberNow;

 short iCount1 = 0;
 short iCount2 = 0;
 short iCount3 = 15;

 memset(csNumRome,0,strlen(csNumRome));

 memset(iTemp, 0, sizeof(iTemp));

 if(iMyNumberArab>=4000){
  strcpy(csNumRome,"Max Value 3999");
 } else {

  itoa(iMyNumberArab,csMyNumerals,10);
  //csMyNumerals[15]='\0';
  //Go through sMyNumerals input string backwards for easier rule matching

  for (iCount1=strlen(csMyNumerals)-1; iCount1>=0; iCount1--){

   strncpy(csMyNumeral, csMyNumerals+(iCount1*1), 1);
   iNumberNow = atoi(csMyNumeral);

   switch (iNumberNow) {
    case 1: case 2: case 3:
     for (iCount2=0;iCount2<iNumberNow;iCount2++){

      iTemp[iCount3] = csaNumRome[(strlen(csMyNumerals)-1)*2-iCount1*2];

      iCount3--;
     }

    break;

    case 4:

      iTemp[iCount3] = csaNumRome[(strlen(csMyNumerals)-1)*2-iCount1*2+1];
      iTemp[iCount3-1] = csaNumRome[(strlen(csMyNumerals)-1)*2-iCount1*2];
      iCount3=iCount3-2;
    break;

    case 5: case 6: case 7: case 8:

     for (iCount2=0;iCount2<iNumberNow-5;iCount2++){

      iTemp[iCount3] = csaNumRome[(strlen(csMyNumerals)-1)*2-iCount1*2];
      iCount3--;
     }
     iTemp[iCount3] = csaNumRome[(strlen(csMyNumerals)-1)*2-iCount1*2+1];
     iCount3--;
    break;

    case 9:

     iTemp[iCount3] = csaNumRome[(strlen(csMyNumerals)-1)*2-iCount1*2+2];
     iTemp[iCount3-1] = csaNumRome[(strlen(csMyNumerals)-1)*2-iCount1*2];
     iCount3=iCount3-2;
    break;
   }

  }
 }

 printf("\n Correct Format: ");
 for (iCount2=0;iCount2<16;iCount2++){
  if(iTemp[iCount2]!=0){
   printf("%c",iTemp[iCount2]);
  }

 }
 printf("\n");

 return;
}


void BannerLine(short iLength, char cCharter){
 short iCount1 = 0;
 for (iCount1=0; iCount1<iLength; iCount1++){
   printf("%c",cCharter);
 }
}


void BannerSet(void){
 short iCount1 = 0;
 printf("\n");
 BannerLine(32,149);
 printf( "\n PC-8401 Roman Numeral-iser\n" );
 BannerLine(32,149);

 for(iCount1=0;iCount1<=strlen(csaNumRome)-1;iCount1++){

  printf("\n Numeral: %c = Numeric: %d",csaNumRome[iCount1],isaNumArab[iCount1]);
  if(iCount1 == strlen(csaNumRome)-1){
   printf("\n");
  }
 }

 BannerLine(32,149);

 printf("\n Roman Numeral Format Check\n");

 BannerLine(32,149);

}


short PressAnyKey(void){

 char chr;

 BannerLine(32,149);
 printf("\n Input Another Numeral? Y/N: ");
 chr = getchar();

 if(chr == 'n' || chr == 'N'){
  return 1;
 } else {
  return 0;
 }
}


main(void)
{

 char csMyNumerals[15];

 bool PressKey = true;

 char csMyNumberRome[15];
 int iMyNumberArab = 0;

 while( PressKey != false ) {

  BannerSet();

  printf("\n Roman Numerals: ");
  fgets(csMyNumerals,15,stdin);
  iMyNumberArab = GetArabValue(csMyNumerals);
  printf(" Numeric  Value: %d",iMyNumberArab);

  PrintRomeNumerals(iMyNumberArab);

  memset(csMyNumerals,0,strlen(csMyNumerals));
  memset(csMyNumberRome,0,strlen(csMyNumberRome));

  PressKey = PressAnyKey();

 }
}

See RetroChallenge IntroPart 1Part_2Part 3Part 4, Part 5Part 6Part 7Part 8
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