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Found 19 results

  1. Today I came across a really nice Z80 Reference app on the iOS App Store of all places. It includes a complete guide to the Z80 instruction set and even includes some sample code for each instruction. All for the low price of $0.00. 🙂 Thought it might be useful to some folks here. Z80 Reference app for iOS
  2. To everyone who codes with z80 assembly I would like to point to this incredible project https://github.com/santiontanon/mdlz80optimizer The java program above analyze your z80 sources suggesting improvements able to save bytes and/or cycles It supports many assemblers natively and it is able to recognize hundreds of patterns to optimize....
  3. DOWNLOAD ColecoVision SlideShow Sample in 5 formats: SLIDESHOW SAMPLE.ZIP README.TXT Hello everyone, My name is NewColeco and I'm gonna tell you what I've been worked on during the last 3 years. Not everyone is aware that graphics are very difficult to add in our beloved homebrew games, especially within the standard 32K cartridge size. To make things worse, some graphics cannot be compressed at all to keep the action fluid and fast. In order to add great looking bitmap screens and tilesets into our projects, we use data compression. I've been working very hard on lossless data compression for our graphics data. My new compressed formats are named DAN1, DAN2, and DAN3; they work especially well for big graphics like charset and bitmap screens. They are, technically speaking, LZ77 variants and developed based on our graphics need. The ZIP file in the download section contains 5 files of the exact same slideshow sample, the only difference is the data compression format used in each one of them. Information about the Slideshow ROM files: in Pletter - ROM size 27730 bytes. in ZX7 - ROM size 27665 bytes. in DAN1 - ROM size 27094 bytes. in DAN1 without RLE support - ROM size 27078 bytes. in DAN3 - ROM size 26999 bytes. For this slideshow sample, saving about 700 bytes is a big deal; should be enough to add an extra picture without going over 32K. Now you know what I've been working on lately. Question? Thanks for reading!
  4. Hello, I have a few vintage 8-bit systems from the 80s that were built in Japan for sale. National CF-2000 MSX Computer (aka Panasonic, Very clean inside) https://www.ebay.com/itm/263405997196 Toshiba Pasopia 7 Computer (Was extremely hard to get a hold of) https://www.ebay.com/itm/263406023908 NEC PC-6001 Computer (akak NEC Trel in America) Like the Aussie VZ line, aka Z80 plus Motorola 6847 (ala Color Computer) https://www.ebay.com/itm/263398288115 Epson PC286C - PC Club (286 machine dubbed as 'Amiga killer' ) https://www.ebay.com/itm/263394723135 Should also mention I have some old 80s Japanese manuals as well. NEC PC-8001 N-BASIC Programming Manual & Reference Book https://www.ebay.com/itm/263405784970 101 TRS-80 Color Computer Programming Tips and Tricks (Radio Shack CoCo) https://www.ebay.com/itm/263405958562 Epson-PC286-Disk-BASIC-Reference-Manual-PC-Club-NEC-PC98-Japanese https://www.ebay.com/itm/263405686054 Epson PC286 Disk BASIC User Manual (PC Club, NEC PC98, Japanese) https://www.ebay.com/itm/263405678212 Last but not least, I have LOTs of MSX computer platform games from the 80s. https://www.ebay.com/sch/colorcomputerstore/m.html?_nkw=&_armrs=1&_ipg=&_from=
  5. Some of you may have heard of the P112 single board computer kit and have been wondering when more will be available. If you don't know what the P112 is, it's a single board computer that uses the Zilog Z180 microprocessor to run CP/M and similar operating system. There's a flavor of Unix for it called UZI-180. This is a kit, that is, you solder it together yourself. I've started a Kickstarter project to finance a new run of PCBs and parts. See http://661.org/p112/ to read about the P112 and download the user manual. A kit is $100 with $12 extra for shipping outside the US. This gets you the board with surface-mount parts soldered on, a boot ROM, two CDs full of stuff, and two serial port pigtails. I didn't want to make complete kits this time round because my costs for doing so have gone way up. Instead I have prepared a shared project on Mouser.com with most of what you'll need. Two parts need to be obtained from Digikey instead. The Kickstarter.com page is http://www.kickstart...rd-computer-kit. Feel free to email me with any questions.
  6. Now that I have a working disk manager, I want to start doing some Coleco ADAM Z80 Assembler for EOS. I've found an online IDE that looks perfect. Does anyone have an INC file that defines all of the entry points to the EOS public functions? Remember, sharing is caring. And BTW, this would be put on the ADAM Wiki for posterities' sake.
  7. probably some people here know about this: recently i started to target arcade machines using Boriel's ZX-Basic Compiler - http://www.boriel.com/wiki/en/index.php/ZX_BASIC:Released_Programs#Arcade_Systems - for now, there are only tests there - 10 machines supported up to now, and the idea is to support more 75 - this is part of an experimental research to find out which machines are better appropriate for coding games, experimental stuff, "interactive poetry", etc.
  8. Hi all, first post so my apologies if this is covered else where but I could't find it. Having recieved my childhood Aquarius from my parents attic I would like to get in to programming some games/stuff for it but have been struggling to get a nice tool chain to compile, link, deploy anything. What I am trying to do. I would like to be able to do the following: Compile my assembler code with an assembler to an object file Compile my c code to an object file Use a linker to link the files together Finally produce a binary file from the resulting linker files Also I would like to dump the machine code the compiler has generated from my code for debugging/learning purposes. Something like objdump provided in gcc. What I have tried I have tried several compilers including sd88k, sdcc but (and this may be due to lack of knowledge) have been unable to get these to do that. The sdcc does have a seperate assembler and c compiler however the assembler is also a linker, it produces .lst files which I assume are the generated assembly instructions from the compiler after any optomisation but it doesn't look right - again could just be me. Finally I have the PDF from Zilog describing the instruction set but can not find out any information about the sections that the assembler should be producing the sdcc produces some but I can not find out any information about them. This is what I have been messing around with at the moment bootstrap.s .module bootstrap .optsdcc -mz80 .area HOME (abs) .org #0x8000 .globl _main .globl _notmain ;-------------------------------------------------------- ; Home ;-------------------------------------------------------- .area _HOME .area _HOME ;-------------------------------------------------------- ; code ;-------------------------------------------------------- .area _CODE _main: .db 98, 97, 114, 114 .db 121, 156, 106, 176 .db 111, 108, 110, 100 .db 101, 168, 199, 112 jr _notmain hang: jr hang notmain.c unsigned int x(unsigned int x); void notmain(void) { unsigned int n = 0; n = x(1); while(1) { } } x.c unsigned int x(unsigned int x) { unsigned int y; unsigned int n = 5; y = x - n; return y + 2; } Batch file for building @echo off rem set the current working directory to the same location as the batch file pushd "%~dp0" cd ../ call sdcc_paths.bat rem set the current working directory to the same location as the batch file pushd "%~dp0" rem build stuff rem .rel are .o files sdasz80 -l -o out/bootstrap.rel bootstrap.s sdcc -mz80 -c -o out/notmain.rel notmain.c sdcc -mz80 -c -o out/x.rel x.c sdcc -o out/helloworld.ihx out/bootstrap.rel out/notmain.rel out/x.rel packihx out/helloworld.ihx > out/helloworld.hex hex2bin -p 00 -l 4000 out/helloworld.ihx The reason I have random methods in different files was to test linking. Anyway, when trying to run that it doesn't work, it correctly jumps to main but then the address to jump to the method x is incorrect and it jumps to far in memory (using Z80 Simulator IDE)
  9. Not sure if anyone here has the knowledge to have a discussion on a technical level concerning the MSX standard. But I have a few questions concerning the various slot signals. 1) I see very few references to the SW1 & SW2 signals, other than they should be connected together on the cartridge pcb. However, no mention of where they go, or what they do. I'm assuming that there is some bit in some register set or reset. But I can't find any reference to it. Anyone have any idea? 2) As far as CS1, CS2, and CS12, I am assuming that these three select lines function independent of individual slots? I.e., they should be active on all slots at the same time, and not gated to specific slots? 3) SLTSL seems fairly easy to generate. My understanding is that the register A8h provides the 2-bit slot number for pages 0-3 of the 64k of memory. So I should be able to use a 1-to-4 decode on A15 & A14 to create my page select lines, and then just gate them properly with the A8h register to have the possible outcomes. (Been working on a truth table, but it going to be fairly extensive. This could probably be implemented with a fairly fast EEPROM for the logic). I understand how the decode works I think. I just want to verify I am not missing anything here. Any traps for noobs? If you're wanting more information as to the scope of what I'm doing, I am designing an expansion adapter for my MSX1 to open up Slots 2 & 3, possibly decoding one to the 4 secondary slots.
  10. DAN2 Lossless Compression by Daniel Bienvenu aka NewColeco A variant of DAN1 Compression Format Based on LZ77 data compression, multiple offset sizes, unary code and elias gamma. The project started after Alekmaul remarks and test data during December 2016. Technical information Three (3) differences compared to DAN1: The set of 4 different sizes to encode offset values becomes { 1, 4, 8, max } where max value is set by the user. The capability to store sequences of literal bytes is removed. The END OF DATA code is 17 bits long instead of 18. The data format changed a little, making it incompatible with the original DAN1 format. The first bits is an unary code to set the maximum of bits for offset values ( 0 = 10 bits, 10 = 11 bits, 110 = 12 bits, etc.) The second byte is the first raw byte to copy as literal. The rest of the data format follows similar to DAN1 specifications, except there is no sequences of literals (RLE) and also the END code is shorter by 1 bit. Comparing DAN1 and DAN2 In term of speed, the compression and decompression are virtually the same speed as DAN1. In term of size, the decompression routine is slightly bigger than DAN1, +7 bytes according to my z80 data compression library. The expected improvement in compression ratio is only due to the possibility to adjust the maximum number of bits to encode offsets. Test samples from Exomizer test1.bin (audio wave file) Original: 202762 ZX7: 223933 DAN1: 204208 (sequences of raw bytes help to not blow up in size) DAN2 -m 16: 216898 Pletter: 221245 MegaLZ: 221136 Aplib aka APPACK: 219793 PUCrunch: N/A test2.bin (text file filled only with the letter q) Original: 196608 ZX7: 19 DAN1: 18 DAN2 -f -m 10: 18 Pletter: N/A *error during compression* MegaLZ: 2510 Aplib aka APPACK: 19 PUCrunch: N/A test3.bin (formatted text file with fields such as name and date) Original: 111261 ZX7: 52035 DAN1: 48103 DAN2 -m 16: 37048 Pletter: 44563 MegaLZ: 47052 Aplib aka APPACK: 37094 PUCrunch: N/A Test samples from Alekmaul Robee Blaster Title (Pattern, Color, and Name version) Original: 2024, 2024 and 768. Total 4816 ZX7: 970, 790 and 383. Total 2143 DAN1: 965, 793 and 385. Total 2143 DAN2 m -10: 947, 784 and 385. Total 2116 Pletter: 957, 787 and 385. Total 2129 MegaLZ: 972, 806 and 384. Total 2162 Aplib aka APPACK: 986, 806 and 384. Total 2176 PUCrunch -d -c0 -s: 940, 772 and 373. Total 2085 Robee Blaster Title (Pattern and Color only version) Original: 6144 and 6144. Total 12288 ZX7: 1257 and 793. Total 2049 DAN1: 1248 and 799. Total 2047 DAN2 -m 11: 1233 and 791. Total 2024 Pletter: 1259 and 795. Total 2054 MegaLZ: 1269 and 832. Total 2101 Aplib ka APPACK: 1273 and 825. Total 2098 PUCrunch -d -c0 -s: 1235 and 770. Total 2005 Test Sample Bitmap Graphic II Download DAN2 (EXE, SRC, ASM) version BETA-20170106 : dan2-beta-20170106.zip Change Log for version BETA-20170106: increased up to 16 bits max offset size value fixed bug with default max bits fixed bug occurring with test2.bin sample DAN2 (EXE, SRC, ASM) version BETA-20170101 : dan2-beta-20170101.zip * BUG FOUND , PLEASE DOWNLOAD NEWER VERSION *
  11. I've aquired a extra boxed VG5000. This is slightly less common Schneider version (white instead of Philips black model) boxed with power supply and controller interface. I have a video cable I can throw in as well but its flaky. (A new cable is only like $15 on eBay) To use this in the US you'll need a 220v to 110v converter and a Scart to HDMI adapter. I also have a couple loose game tapes I'll send along. You can use any Cassette deck just needs a MSX compatible cable. $100 + shipping
  12. I have several Japanese computers for sale. All tested and working and shipping from America. TOSHIBA HX-10D 64KB MSX Z80 + games & joysticks https://www.ebay.com/itm/263514903668 MSX Computer - Casio MX-101 (Z80, TMS-9118) https://www.ebay.com/itm/263520519629 MSX Computer - Sanyo PHC RED (Z80, TMS-9118) https://www.ebay.com/itm/263520549571 Books Epson PC286 Disk BASIC User Manual (NEC PC98, PC9801) - Bought for $50, now $12! https://www.ebay.com/itm/263509383885 Epson PC286 Disk BASIC Reference Manual (NEC PC98, PC9801) - Bought for $50, now $12! https://www.ebay.com/itm/263509443913 NEC PC-8001 N-BASIC vintage computer Programming Manual & Reference Book https://www.ebay.com/itm/263509473047 Games For SEGA SC-3000 8bit Computer SEGA Champion Soccer (SC-3000, SG-1000, Cartridge, Japan, import, futbol) https://www.ebay.com/itm/263509440511 SEGA Champion Golf (SC-3000, SG-1000, Cartridge, Japan, import) https://www.ebay.com/itm/263509445170
  13. Hi there! From the information i'm finding at http://www.vdsteenoven.com/aquarius/keyboard.html and http://www.vdsteenoven.com/aquarius/iomap.html , it looks like the 14bit information from the keymap is all stored in AF 16bit register? i can't get the bits between 8 and 13, and the B register seems to have no value at all I'm really struggling a lot on understanding it... What would look like in a z80 assembly routine snippet, that you can read all keys pressed? from the $FF i only can read the colscan (A is a 8bit register, i think), so when i press "w", the same happens when i press "t", "i", "e", "y", etc. - How can i distinguish between "w", "t", "i", "e" and "y"? Thanks!
  14. Howdy all... recently was gifted a sweet Mattel Aquarius. What a sweet little Z80 computer. Having never used one before I decided to create a video of my using one for the 1st time. Hope you enjoy! https://youtu.be/4yzHlVO2Bzo I look forward to learning more here in the groups. TJ
  15. Howdy, I have some new 8bit systems that I'd like to sell... Tandy Radio Shack TRS-80 Color Computer - 16K Ext BASIC (NEW RF Modulator) https://www.ebay.com/itm/263593550010 TOSHIBA HX-10D 64KB MSX Z80 https://www.ebay.com/itm/263593644655 MSX Computer - Sanyo MPC-10 (Z80) Unit 1: https://www.ebay.com/itm/263593658089 Unit 2: https://www.ebay.com/itm/263593666036 (Both units same model, different serial #)
  16. The Wikipedia page about the 1292 Advanced Programmable Video System claims it was particularly difficult to program: It made me curious. Did nearly every other processor and microcontroller back in the 1970's default to opcode $00 equals NOP? So far I have found the following: Zilog Z80 and Intel 8080: $00 = NOP (No Operation) Intel 8048 : $00 = NOP (No Operation) RCA 1802: $00 = IDL (Idle) So far, so good. But how about the others? MOS 6502: $00 = BRK (Break, causes an interrupt) GI CP-1610: $0000 = HLT (Halt, not sure what it does but likely not NOP) Motorola 6809: $00 = NEG $nn (not entirely sure about this syntax, but at least NEG) Signetics 2650: $00 = Branch to address in immediate register B (per the Wikipedia article) I failed to look up what the TMS-9900 and the Fairchild F8 do with opcode $00 or $0000. It seems that Motorola 6801/03 doesn't define $00 at all. Likely I have missed some relevant processors and microcontrollers of the time, but it seems like the article describes how a programmer used to Intel or Zilog would be confused about the Signetics. Programmers used to MOS, GI or Motorola may have been confused too, but at least not expecting NOP. Now machine code programming has far more interesting challenges than which instruction equals which value when encoded as binary/hex/decimal data, I would think that works out rather quickly, in particular if you were able to have a cross assembler on some mini computer or similar when developing software for the 1292 APVS series.
  17. when using Boriel's ZX-Basic Compiler for coding stuff for ZX-Spectrum or MSX, or even coding directly in assembly on them, i use Halt (z80 operand) for waitvbl (video blank sync) - it seems that we can't do that on Aquarius, and there is no syncronization at all between z80 and the video processor, like happens on GEM-1000/MC-1000? should we use instead a kind of bc decrement delai routine for that?
  18. Looks like vdsteenoven.com went over a bandwidth for his image host. Can someone post the various magazines/books related to the Aquarius? i.e. http://www.vdsteenoven.com/aquarius/pfuser-vol1.php p.s. If you haven't already, join our Aquarius group on Facebook https://www.facebook.com/groups/1816932675303748/ Thanks Carlos
  19. Linky only http://www.cast-inc.com/ip-cores/processors/index.html And it lists 6502, Z80 and 68000, perhaps they should also get into making 6502/z80 and 68000 Custom IC's like vic2/3, sid or pokey/antic/c or gtia and ofcourse paula/agnes and denise, glue and shifter/shifter 2 Could be interesting
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