Difference between revisions of "ZX Spectrum"
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* The alternate HL register is set to 0x2758 | * The alternate HL register is set to 0x2758 | ||
| + | * IY = 0x5c3a | ||
* BC = start address | * BC = start address | ||
* A = C | * A = C | ||
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=== Memory Configuration === | === Memory Configuration === | ||
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See also : https://worldofspectrum.org/faq/reference/128kreference.htm | See also : https://worldofspectrum.org/faq/reference/128kreference.htm | ||
| − | ==== | + | === Graphics === |
| + | Video display on the ZX Spectrum is mostly CPU based with little hardware features. No hardware sprites, no specific text or video modes, only a 256x192 byte screenbuffer with 1bit pixeldata located at $4000 in memory. | ||
| + | It is ordened a bit strange in 3 sections of 256x64 pixels, then character rows then subrows. | ||
| + | |||
| + | Address = 010RRLLL RRRCCCCC | ||
| + | |||
| + | * where RRRRR is the row number (0..23) | ||
| + | * CCCCC is the column number (0..31) | ||
| + | * LLL is the line number within the cell (0..7) | ||
| + | |||
| + | Calculating a screen address from XY coordinates is complicated due to the weird screen layout. In a larger demo you would generate a lookup table - it's usually best to avoid such calculations in small demos, but it can be done in under 30 bytes, eg: http://www.breakintoprogram.co.uk/computers/zx-spectrum/screen-memory-layout | ||
| + | |||
| + | ==== Border Color ==== | ||
| + | You can set the border color to any of the 8 colors with: | ||
| + | |||
| + | <syntaxhighlight lang="z80"> | ||
| + | ld a,0 ; bottom three bits of a contain the color | ||
| + | out (254),a | ||
| + | </syntaxhighlight> | ||
| + | |||
| + | ==== Color RAM ==== | ||
| + | The ZX Spectrum has a 32x24 colormap located at $5800 where you can write color information for each 8x8 tile. | ||
| + | It has has 8 colors (INK and PAPER) with 2 brightness settings that can be set like this. | ||
| + | |||
| + | color = brightness(64) | (PAPER<<3) | INK | ||
| + | |||
| + | Because updating pixel memory can be slow, especially when you are grasping for bytes, some of the tiny intros on the zx spectrum prefer to use the colorram for the effect, sometimes in combination with an overlaying pattern. | ||
| + | |||
| + | ==== Example of using Color RAM ==== | ||
Now to get something on screen, lets fill our colorram with a simple AND pattern, like so: | Now to get something on screen, lets fill our colorram with a simple AND pattern, like so: | ||
<syntaxhighlight lang="z80"> | <syntaxhighlight lang="z80"> | ||
| Line 124: | Line 125: | ||
</syntaxhighlight> | </syntaxhighlight> | ||
| − | ==== Overlaying simple graphics ==== | + | ==== Overlaying simple character/pixel graphics ==== |
If you don't want to use a solid color/tile for. | If you don't want to use a solid color/tile for. | ||
You could copy a single tile across the screen at startup for some flair. | You could copy a single tile across the screen at startup for some flair. | ||
| Line 138: | Line 139: | ||
</syntaxhighlight> | </syntaxhighlight> | ||
| − | Alternatively you could generate a pattern using logic operations or random noise/data. | + | Alternatively you could generate a pattern using predefined data, logic operations or random noise/data. |
| − | ==== Useful routines | + | |
| + | ==== General pixel plot routine ==== | ||
| + | Here is a generalised pixel-plot routine provided by Baze: | ||
| + | |||
| + | <syntaxhighlight lang="z80"> | ||
| + | ld h,TAB | ||
| + | ld l,b ; L = Y | ||
| + | ld d,(hl) ; pick 0 1 0 y7 y6 y2 y1 y0 | ||
| + | inc h | ||
| + | ld h,(hl) ; depending on y5 y4 y3, pick one of eight sub-tables | ||
| + | ld l,c ; L = X | ||
| + | ld e,(hl) ; pick y5 y4 y3 x7 x6 x5 x4 x3 | ||
| + | inc h | ||
| + | ld a,(de) | ||
| + | or (hl) ; pixel mask 0b1000000 >> (X & 7) | ||
| + | ld (de),a | ||
| + | </syntaxhighlight> | ||
| + | |||
| + | === ROM Routines === | ||
| + | Alternatively you can use the built-in, but very slow, ROM routines to plot pixels and some other primitives: | ||
| + | |||
| + | ==== Calculate Pixel coordinate: ==== | ||
| + | <syntaxhighlight lang="z80"> | ||
| + | ;IN: A=X coordinate,C=L=Y coordinate | ||
| + | ;OUT: HL=screen address,A=bit value | ||
| + | call #22B0 | ||
| + | </syntaxhighlight> | ||
| + | |||
| + | ==== Plot Pixel: ==== | ||
| + | <syntaxhighlight lang="z80"> | ||
| + | ;write pixel | ||
| + | CALL 8933 ; C=X(0..255),B=Y(0..175),5C7D=COORDS | ||
| + | </syntaxhighlight> | ||
| + | Note: This routine will only work if you supply it values withing the provided limits above! | ||
| + | |||
| + | === Sound === | ||
| + | The original Spectrum has only a 1 bit sound capability (BEEP) through its internal speaker. | ||
| + | Later models included the AY-3-8910 Soundchip which provides 3 channels of PSG sound. | ||
| + | |||
| + | ==== Make some noise - Beeper ==== | ||
| + | Setting/toggling bit 4 of port 254 will enable the beeper speaker. | ||
| + | |||
| + | <syntaxhighlight lang="z80"> | ||
| + | ld a,$10 ;Bit 4 set | ||
| + | beeploop: xor $10 ;toggle Bit 4 | ||
| + | out (254),a | ||
| + | ld b,90 ;wait | ||
| + | djnz $ | ||
| + | jp beeploop | ||
| + | </syntaxhighlight> | ||
| + | Note that the bottom three bits of port 254 also set the border color (see above). | ||
| + | |||
| + | ==== AY Sound: Make some noise ==== | ||
| + | You can access the AY soundchip by outputting to the following ports: | ||
| + | |||
| + | <syntaxhighlight lang="z80"> | ||
| + | ld bc,0xfffd | ||
| + | ld a, ay register number | ||
| + | out (c),a | ||
| + | ld b,0xbf | ||
| + | ld a, data byte | ||
| + | out (c),a | ||
| + | </syntaxhighlight> | ||
| + | |||
| + | For more information about the soundchip, check out: | ||
| + | https://www.atarimagazines.com/v4n7/stsound.html | ||
| + | |||
| + | === Other Useful routines === | ||
<syntaxhighlight lang="z80"> | <syntaxhighlight lang="z80"> | ||
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LD H,A | LD H,A | ||
ret | ret | ||
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</syntaxhighlight> | </syntaxhighlight> | ||
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ld l,a | ld l,a | ||
</syntaxhighlight> | </syntaxhighlight> | ||
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=== Additional Resources === | === Additional Resources === | ||
Latest revision as of 06:09, 15 December 2025
Contents
ZX Spectrum
The ZX Spectrum consists of a Z80A @ 3.5 MHz CPU with either 16k, 48k or 128K of RAM. Most demos are targeted at the Spectrum 128 because it includes more memory, a shadow screen buffer and an AY soundchip. The different models have slightly different timings - this will cause issues if you are doing cycle-exact effects like multi-color.
Setting up
Setting up your development platform for the ZX Spectrum is quite easy, first get the following tools:
- SjASMPlus (z00m's fork) - cross-platform open source assembler with nice macros for creating Binaries, TAP, TRD and SNA snapshot files out of the box, embedded Lua scripting and support for similar CPUs (Z80/R800/Z80N/i8080/LR35902).
- Rasm - extremely fast cross-platform Z80 assembler with many features
- Pasmo - for the .TAP create. Available at : http://pasmo.speccy.org
- Emulator(s): I Found ZX Sping, FUSE, UnrealSpeccy and EightyOne to work best for my usecase. Most emulators can read TAP, SNA and TRD files out of the box.
Alternatively, you can use the online Bazematic tool to do a lot of the early development at bazematic.demozoo.org
Start values
Upon startup (when called from basic), the following values can assumed:
- The alternate HL register is set to 0x2758
- IY = 0x5c3a
- BC = start address
- A = C
Memory Configuration
128K separated to 8 pages (16384 bytes size) Default configuration is:
- page 5: $4000-$7fff
- page 2: $8000-$Bfff
- page 0: $C000-$Ffff
There are two screens - page 7 and page 5. port $7FFD allow to control memory and screens:
- bits 0-2 - page number mapped to memory at $C0000
- bit 3 - Select page 5(0) or page 7(1) to be displayed.
- bit 4 - ROM Select. 0-128K,1-48K
Example of use
loop: ei
halt
pg: ld a,$17
ld bc,$7ffd
out (c),a
xor $0A
ld (pg+1),a
... do something with $C000-$DB00
jp loop
$17 is use 48K, map page 7 After xor $0A we'll get value $1D(use 48K ROM, display screen at page 7 and map page5 at $C000).This is so-called "double buffering". See also : https://worldofspectrum.org/faq/reference/128kreference.htm
Graphics
Video display on the ZX Spectrum is mostly CPU based with little hardware features. No hardware sprites, no specific text or video modes, only a 256x192 byte screenbuffer with 1bit pixeldata located at $4000 in memory. It is ordened a bit strange in 3 sections of 256x64 pixels, then character rows then subrows.
Address = 010RRLLL RRRCCCCC
- where RRRRR is the row number (0..23)
- CCCCC is the column number (0..31)
- LLL is the line number within the cell (0..7)
Calculating a screen address from XY coordinates is complicated due to the weird screen layout. In a larger demo you would generate a lookup table - it's usually best to avoid such calculations in small demos, but it can be done in under 30 bytes, eg: http://www.breakintoprogram.co.uk/computers/zx-spectrum/screen-memory-layout
Border Color
You can set the border color to any of the 8 colors with:
ld a,0 ; bottom three bits of a contain the color
out (254),a
Color RAM
The ZX Spectrum has a 32x24 colormap located at $5800 where you can write color information for each 8x8 tile. It has has 8 colors (INK and PAPER) with 2 brightness settings that can be set like this.
color = brightness(64) | (PAPER<<3) | INK
Because updating pixel memory can be slow, especially when you are grasping for bytes, some of the tiny intros on the zx spectrum prefer to use the colorram for the effect, sometimes in combination with an overlaying pattern.
Example of using Color RAM
Now to get something on screen, lets fill our colorram with a simple AND pattern, like so:
ld de,5800h
ld b,24
yloop:
ld c,32
xloop:
ld a,c
and b
and 7 ; make sure range is 0..7
ld (de),a
inc de
dec c
jr nz,xloop
djnz yloop
Using a Backbuffer
While the above code will run fine, you might want to consider using a backbuffer for more complex stuff. You can then simply write to another adress define by BACKBUFFER (for example A000) and copy the buffer to colorram like so:
halt ; synchronize
ld hl,BACKBUFFER
ld de,5800h
ld bc,768
ldir
Another alternative method is to use the 128's memory paging, which provides a second screen buffer. This buffer is located at a different memeory location, but otherwise it is the same:
; main loop starts here
ld a,00010111b ; set up memory banks and screen here
mainloop
halt ; sync
xor 00001010b ; flip screens
out ($fd),a
push af
; render code goes here
; screen buffer is location at 0xC000 instead of 0x4000
pop af
jr mainloop
Overlaying simple character/pixel graphics
If you don't want to use a solid color/tile for. You could copy a single tile across the screen at startup for some flair.
ld a,0x55 ; 01010101 pattern
ld bc,0x1800
copyloop:
ld (de),a
inc de
dec c
jr nz,copyloop
djnz copyloop
Alternatively you could generate a pattern using predefined data, logic operations or random noise/data.
General pixel plot routine
Here is a generalised pixel-plot routine provided by Baze:
ld h,TAB
ld l,b ; L = Y
ld d,(hl) ; pick 0 1 0 y7 y6 y2 y1 y0
inc h
ld h,(hl) ; depending on y5 y4 y3, pick one of eight sub-tables
ld l,c ; L = X
ld e,(hl) ; pick y5 y4 y3 x7 x6 x5 x4 x3
inc h
ld a,(de)
or (hl) ; pixel mask 0b1000000 >> (X & 7)
ld (de),a
ROM Routines
Alternatively you can use the built-in, but very slow, ROM routines to plot pixels and some other primitives:
Calculate Pixel coordinate:
;IN: A=X coordinate,C=L=Y coordinate
;OUT: HL=screen address,A=bit value
call #22B0
Plot Pixel:
;write pixel
CALL 8933 ; C=X(0..255),B=Y(0..175),5C7D=COORDS
Note: This routine will only work if you supply it values withing the provided limits above!
Sound
The original Spectrum has only a 1 bit sound capability (BEEP) through its internal speaker. Later models included the AY-3-8910 Soundchip which provides 3 channels of PSG sound.
Make some noise - Beeper
Setting/toggling bit 4 of port 254 will enable the beeper speaker.
ld a,$10 ;Bit 4 set
beeploop: xor $10 ;toggle Bit 4
out (254),a
ld b,90 ;wait
djnz $
jp beeploop
Note that the bottom three bits of port 254 also set the border color (see above).
AY Sound: Make some noise
You can access the AY soundchip by outputting to the following ports:
ld bc,0xfffd
ld a, ay register number
out (c),a
ld b,0xbf
ld a, data byte
out (c),a
For more information about the soundchip, check out: https://www.atarimagazines.com/v4n7/stsound.html
Other Useful routines
;calculate address of next line,HL=address
down_hl:
INC h
LD A,h
AND 7
RET NZ
LD A,L
ADD A,#20
LD L,A
RET C
LD A,H
SUB 8
LD H,A
RET
;move up at screen, HL=address
up_hl
LD A,H
DEC H
AND 7
ret nz
LD A,L
SUB 32
LD L,A
ret c
LD A,H
ADD A,8
LD H,A
ret
;Calculate vertical line screen Address, IN : A=Y coordinate, OUT : HL=address
py2saddr:
ld l,a
; ld a,l
and $07
ld h,a
ld a,l
and $c0
rra
inc a
rrca
rrca
or h
ld h,a
ld a,l
add a
add a
and $e0
ld l,a
;Calculate Attribute address, IB: reg D=Y,reg E=X, OUT: HL=address, destroys DE
ld l,d
add hl,hl
add hl,hl
ld h,$11
add hl,hl
add hl,hl
add hl,hl
ld d,0
add hl,de
or alter version
;H=Y coordinate,L=X coordinate
ld a,h
rrca
rrca
rrca
push af
and 3
add a,$58
ld h,a
pop af
and %11100000
add a,l
ld l,a
Additional Resources
I found resources on ZX Spectrum sizecoding to be sparse.
- All kinds of Z80 Information http://www.z80.info/index.htm
- Another source for good Z80 Information http://z80-heaven.wikidot.com
- Assembler subforum on world of spectrum https://worldofspectrum.org/forums/categories/assembler
- Development subforum on Spectrum Computing https://spectrumcomputing.co.uk/forums/viewforum.php?f=6
- Blogpost on ZX Spectrum coding from a X86 coder's perspective on superogue's sizecdoing blog http://marquee.revival-studios.com/blog/blog_fluxus.html
- Easy to read list of all Z80 instructions (including undocumented ones) with size and timing information https://clrhome.org/table/
- Detailed information on the screen layout http://www.overtakenbyevents.com/lets-talk-about-the-zx-specrum-screen-layout/ http://www.overtakenbyevents.com/lets-talk-about-the-zx-specrum-screen-layout-part-two/ and http://www.overtakenbyevents.com/lets-talk-about-the-zx-specrum-screen-layout-part-three/
Small demos with documented source code
- Ceci N'est Pas Un Cube by Ate Bit https://www.pouet.net/prod.php?which=29691
- Zxwister by Ate Bit https://www.pouet.net/prod.php?which=44123
- Muse by Ate Bit https://www.pouet.net/prod.php?which=62880
- Starlet Guitarlet by HOOY-PROGRAM https://www.pouet.net/prod.php?which=52553
- Clangers On The Dancefloor by HOOY-PROGRAM https://www.pouet.net/prod.php?which=29696
- Chessington World Of Adventure by HOOY-PROGRAM https://www.pouet.net/prod.php?which=76074
- Roll Me Gently by Joker https://www.pouet.net/prod.php?which=86338