Difference between revisions of "Z80"

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So here is a bit of help to get you started:
 
So here is a bit of help to get you started:
  
=== Z80 for X86 programmers  ===
+
=== Registers ===
Z80 can be seen as the little 8bit brother of X86 chipsets, with many similarities.
+
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.
 
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 adressing.
 +
* 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 register, there also exists a shadow register that can be swapped out by using the EX instruction.
  
=== ZX Spectrum  ===
+
Note: For a lot of operations, you can only use the A(8bit) and HL(16bit) registers.
 +
The Sjasmplus assembler doesn't really do proper syntax checking for this so beware.
 +
 
 +
=== 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 ;-) 
 +
 
 +
* http://www.z80.info/lesson1.htm
 +
* http://www.z80.info/lesson2.htm
 +
* http://www.z80.info/lesson3.htm
 +
* http://www.z80.info/lesson4.htm
 +
* http://www.z80.info/lesson5.htm
 +
 
 +
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
 +
 
 +
 
 +
== ZX Spectrum  ==
 
The ZX Spectrum consists of a Z80A @ 3.5 MHz CPU with either 16k, 48k or 128K of RAM.
 
The ZX Spectrum consists of a Z80A @ 3.5 MHz CPU with either 16k, 48k or 128K of RAM.
  
== Setting up ==
+
=== Setting up ===
 
Setting up your development platform for the ZX Spectrum is quite easy, first get the following tools:
 
Setting up your development platform for the ZX Spectrum is quite easy, first get the following tools:
  
 
* Assembler: SJASMPLUS -This assembler has nice macros for creating Binaries and SNA snapshot files out of the box. You can download it at https://sourceforge.net/projects/sjasmplus/
 
* Assembler: SJASMPLUS -This assembler has nice macros for creating Binaries and SNA snapshot files out of the box. You can download it at https://sourceforge.net/projects/sjasmplus/
* Emulator(s): I Found FUSE, UnrealSpeccy and EightyOne to work best for my usecase. Most emulators can read TAP, SNA and TRD files out of the box.
+
* 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 diplay ==
+
=== 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.  
 
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.
 
It is ordened a bit strange in 3 sections of 256x64 pixels, then character rows, then subrows.
  
ScreenPosition = (page<<11) + (character row<<8) + (subrow<<5)
+
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)
 +
 
  
 +
==== 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.
 
It has has 8 colors (INK and PAPER) with 2 brightness settings that can be set like this.
  
 
color = brightness(64) | (PAPER<<3) | INK
 
color = brightness(64) | (PAPER<<3) | INK
 
  
== Getting something on screen ==
+
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.
Video display on the  
+
 
 +
==== Border Color ====
 +
You can set the border color to any of the 8 colors with:
 +
 
 +
<syntaxhighlight lang="z80">
 +
out (254),color
 +
</syntaxhighlight>
 +
 
 +
==== 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>
 +
 
 +
==== 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.
  
== Sound ==
+
=== Sound ===
 
The original Spectrum has only a 1 bit sound capability (BEEP) through its internal speaker.
 
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.
 
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>
 +
 +
==== Make some noise - AY ====
 +
You can access the AY soundchip be 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
 +
 +
=== 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
 +
* Blogpost on ZX Spectrum coding from a X86 coder's perspectove on superogue's sizecdoing blog (soon)
 +
* 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
 +
 +
== Amstrad CPC ==
 +
The Amstrad consists of a Z80A @ 3.5 MHz CPU
 +
 +
=== Setting up ===
 +
Setting up..
 +
 +
* Assembler: -
 +
* Emulator(s): -
 +
 +
=== Video Display ===
 +
No information yet
 +
 +
=== Sound ===
 +
No information yet
 +
 +
=== Additional Resources ===
 +
No information yet

Revision as of 03:03, 6 August 2020

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 adressing.
  • 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 register, there also exists a shadow register that can be swapped out by using the EX instruction.

Note: For a lot of operations, you can only use the A(8bit) and HL(16bit) registers. The Sjasmplus assembler doesn't really do proper syntax checking for this so beware.

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


ZX Spectrum

The ZX Spectrum consists of a Z80A @ 3.5 MHz CPU with either 16k, 48k or 128K of RAM.

Setting up

Setting up your development platform for the ZX Spectrum is quite easy, first get the following tools:

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)


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:

out (254),color

Getting something on screen

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

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.

   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 logic operations or random noise/data.

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

Make some noise - AY

You can access the AY soundchip be 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

Additional Resources

I found resources on ZX Spectrum sizecoding to be sparse.

Amstrad CPC

The Amstrad consists of a Z80A @ 3.5 MHz CPU

Setting up

Setting up..

  • Assembler: -
  • Emulator(s): -

Video Display

No information yet

Sound

No information yet

Additional Resources

No information yet