Difference between revisions of "Z80"

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https://www.chibiakumas.com/z80/CheatSheet.pdf
 
https://www.chibiakumas.com/z80/CheatSheet.pdf
  
 
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== Z80 Plaforms ==
== ZX Spectrum  ==
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*'''[[ZX Spectrum]]''' - ZX Spectrum Sizecoding information
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.
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*'''[[Amstrad CPC]]''' - Amstrad CPC Sizecoding information
 
 
=== Setting up ===
 
Setting up your development platform for the ZX Spectrum is quite easy, first get the following tools:
 
 
 
* [https://github.com/z00m128/sjasmplus/releases/latest 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).
 
* Pasmo - for the .TAP create. Available at : http://pasmo.speccy.org
 
* Emulator(s): I Found [https://www.zophar.net/sinclair/zx-spin.html ZX Sping], [https://sourceforge.net/projects/fuse-emulator/ FUSE], [https://sourceforge.net/projects/unrealspeccyp/ UnrealSpeccy] and [https://www.aptanet.org/eightyone/ EightyOne] to work best for my usecase. Most emulators can read TAP, SNA and TRD files out of the box.
 
 
 
=== Start values ===
 
Upon startup (when called from basic), the following values can assumed:
 
 
 
* The alternate HL register is set to 0x2758
 
* BC = start address
 
* A = C
 
 
 
=== Video display ===
 
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
 
 
 
==== Adding Color ====
 
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.
 
 
 
==== 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>
 
 
 
=== 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
 
<syntaxhighlight lang="z80">
 
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
 
</syntaxhighlight>
 
 
 
$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
 
 
 
==== Getting something on screen ====
 
Now to get something on screen, lets fill our colorram with a simple AND pattern, like so:
 
<syntaxhighlight lang="z80">
 
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
 
</syntaxhighlight>
 
 
 
==== 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:
 
 
 
<syntaxhighlight lang="z80">
 
halt              ; synchronize
 
ld hl,BACKBUFFER 
 
ld de,5800h
 
ld bc,768
 
ldir
 
</syntaxhighlight>
 
 
 
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:
 
<syntaxhighlight lang="z80">
 
; 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
 
</syntaxhighlight>
 
 
 
==== Overlaying simple 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.
 
<syntaxhighlight lang="z80">
 
  ld a,0x55  ; 01010101 pattern
 
  ld bc,0x1800
 
copyloop:
 
  ld (de),a
 
  inc de
 
  dec c
 
jr nz,copyloop
 
djnz copyloop
 
</syntaxhighlight>
 
 
 
Alternatively you could generate a pattern using logic operations or random noise/data.
 
==== Useful routines ====
 
 
 
<syntaxhighlight lang="z80">
 
;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
 
</syntaxhighlight>
 
 
 
<syntaxhighlight lang="z80">
 
;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
 
</syntaxhighlight>
 
 
 
<syntaxhighlight lang="z80">
 
;write pixel
 
CALL  8933 ; C=X(0..255),B=Y(0..175),5C7D=COORDS
 
</syntaxhighlight>
 
 
 
<syntaxhighlight lang="z80">
 
;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
 
</syntaxhighlight>
 
 
 
<syntaxhighlight lang="z80">
 
;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
 
</syntaxhighlight>
 
 
 
or alter version
 
<syntaxhighlight lang="z80">
 
;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
 
</syntaxhighlight>
 
 
 
calculate Pixel coordinate
 
<syntaxhighlight lang="z80">
 
;IN: A=X coordinate,C=L=Y coordinate
 
;OUT: HL=screen address,A=bit value
 
call #22B0
 
</syntaxhighlight>
 
 
 
=== 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).
 
 
 
==== Make some noise - AY ====
 
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
 
 
 
=== 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
 
 
 
=== 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
 
* 128byte/256 byte zx spectrum productions by goblinish https://www.pouet.net/groups.php?which=11696&order=type
 
* 128byte/256 byte zx spectrum productions by gasman https://www.pouet.net/groups.php?which=1218&order=type
 
* 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/
 

Latest revision as of 10:41, 8 April 2022

Introduction

Wanting to start sizecoding on a Z80 platform in this day and age can be tough.

So here is a bit of help to get you started:

Registers

The Z80 can be seen as the little 8-bit brother of X86 chipsets, with many similarities. If you are coming from a X86 background, this might help you get a bit more grip on the Z80. These are the register pairs of the Z80, as seen from a X86 programmers perspective.

  • AF = AL + Flags
  • HL = Can be seen as BX (H=BH,L=BL) or SI in a (HL) setting, like BX also used for addressing.
  • BC = Can be seen as CX (B=CH,C=CL), often used for loops
  • DE = Can be seen as DX (D=DH,E=DL) or DI in a (DE) setting
  • IX = 16 bit Index Register X, can also be accessed with IXH,IXL
  • IY = 16 bit Index Register Y, can also be accessed with IYH,IYL

For each of the main registers there also exists a shadow register. These cannot be accessed directly, but must be swapped in and out with the main register set. The shadow registers are usually denoted by the ' symbol. They can be swapped with the following commands:

  • EX AF,AF' = Swaps AF with AF'
  • EXX = Swaps BC, DE and HL with BC', DE' and HL'

There are no shadow registers for the index registers.

Note: For a lot of operations, you can only use the A(8bit) and HL(16bit) registers. The Sjasmplus assembler has extra syntax and fake-instructions support which may produce unexpected results when source contains other than official Zilog syntax (but the parser can be configured to work in more relaxed way allowing more variations in syntax).

Instructions

Here is a rough translation for some of the Z80 instructions:

  • BIT = TEST
  • CP = CMP (although the Z80 has many other handy compare functionality)
  • DJNZ = LOOP (decreases B and checks not zero)
  • EXE = Exchange all registers with Shadow registers, can be used a bit like PUSHA/POPA
  • EX = XCHG
  • HALT = HLT
  • JP = JMP
  • JR = JMP NEAR (Jump Relative)
  • LD = MOV
  • LDI = MOVSB (tmp=(HL),(DE)=tmp, DE++, HL++)
  • LDIR = REP MOVSB (tmp=(HL),(DE)=tmp, DE++, HL++, BC--)


Learning Z80 Assembler

There are many Z80 tutorials available online, but one i found very simple and clear is at this 1996 styled webpage ;-)

There is no proper index-page for this, which is why i linked all the lessons above, but you can continue to the next lesson by clicking at the next lesson at the bottom of the page.

Also, here is a compact 'cheat sheet' with some basics for various Z80 systems: https://www.chibiakumas.com/z80/CheatSheet.pdf

Z80 Plaforms