added ZX Spectrum 48k

This commit is contained in:
Steven Hugg 2020-07-02 12:33:22 -05:00
parent 5a0634ff0d
commit 921d2b2253
13 changed files with 899 additions and 8 deletions

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@ -41,7 +41,7 @@ unless otherwise licensed.
## Dependencies
Many of these use custom forks found at https://github.com/sehugg?tab=repositories
The IDE uses custom forks for many of these, found at https://github.com/sehugg?tab=repositories
### Emulators

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@ -184,10 +184,11 @@ if (window.location.host.endsWith('8bitworkshop.com')) {
<li class="dropdown dropdown-submenu">
<a tabindex="-1" href="#">Computers</a>
<ul class="dropdown-menu">
<li><a class="dropdown-item" href="?platform=apple2">Apple ][+</a></li>
<li><a class="dropdown-item" href="?platform=c64">Commodore 64</a></li>
<li><a class="dropdown-item" href="?platform=msx">MSX (BIOS)</a></li>
<li><a class="dropdown-item" href="?platform=msx-libcv">MSX (libCV)</a></li>
<li><a class="dropdown-item" href="?platform=apple2">Apple ][+</a></li>
<li><a class="dropdown-item" href="?platform=zx">ZX Spectrum</a></li>
</ul>
</li>
<li class="dropdown dropdown-submenu">

68
presets/zx/bios.c Normal file
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@ -0,0 +1,68 @@
#include <stdio.h>
#ifdef __MAIN__
void main(void);
void startup(void) __naked {
__asm
jp _main
__endasm;
}
#endif
// http://www.users.globalnet.co.uk/~jg27paw4/pourri/rom-routines.txt
void init_stdio(void) {
__asm
ld a,#2
call 0x1601
__endasm;
}
int putchar(int ch) {
if (ch == 10) ch = 13; // newline -> CR
__asm
ld a,4 (ix)
rst 0x10
__endasm;
}
void beep(int divisor, int duration) {
divisor;
duration;
__asm
ld l,4 (ix)
ld h,5 (ix)
ld e,6 (ix)
ld d,7 (ix)
call 0x3b5
__endasm;
}
int keyscan(void) {
__asm
call 0x028e
ld l,e
ld h,d
__endasm;
}
#ifdef __MAIN__
void main() {
init_stdio();
printf("HELLO WORLD!\r");
beep(1000,20);
beep(750,20);
beep(500,20);
while (1) {
int key = keyscan();
if (key != -1) printf("%04x", key);
}
while (1);
}
#endif

10
presets/zx/bios.h Normal file
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@ -0,0 +1,10 @@
// FONT FUNCTIONS
#define LOCHAR 0x20 // lowest character value in font
#define HICHAR 0x7f // highest character value in font
unsigned char __at(0x3d00) font8x8[HICHAR-LOCHAR+1][8];
void init_stdio(void);
int putchar(int ch);
void beep(int divisor, int duration);
int keyscan(void);

627
presets/zx/cosmic.c Normal file
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@ -0,0 +1,627 @@
/*
* A ZX Spectrum port of the Cosmic Impalas game
* described in the book
* "Making 8-bit Arcade Games in C"
*/
#include <string.h>
#include "bios.h"
//#link "bios.c"
void main(void);
void startup(void) __naked {
__asm
; copy initialized data
LD BC, #l__INITIALIZER
LD A, B
LD DE, #s__INITIALIZED
LD HL, #s__INITIALIZER
LDIR
; disable interrupts
DI
; start main routine
jp _main
__endasm;
}
// type aliases for byte/signed byte/unsigned 16-bit
typedef unsigned char byte;
typedef signed char sbyte;
typedef unsigned short word;
// speaker click
__sfr __at (0xfe) portfe;
static byte spkr;
#define CLICK portfe = spkr ^= 0x10;
#define VHEIGHT 192 // number of scanlines
#define VBWIDTH 32 // number of bytes per scanline
#define PIXWIDTH 256 // 8 pixels per byte
// swap bits of address for ZX screen layout
// http://www.breakintoprogram.co.uk/computers/zx-spectrum/screen-memory-layout
// lookup table, starting address of each scanline (0 .. 191)
static byte* const vidmem[VHEIGHT] = {
0x4000, 0x4100, 0x4200, 0x4300
, 0x4400, 0x4500, 0x4600, 0x4700
, 0x4020, 0x4120, 0x4220, 0x4320
, 0x4420, 0x4520, 0x4620, 0x4720
, 0x4040, 0x4140, 0x4240, 0x4340
, 0x4440, 0x4540, 0x4640, 0x4740
, 0x4060, 0x4160, 0x4260, 0x4360
, 0x4460, 0x4560, 0x4660, 0x4760
, 0x4080, 0x4180, 0x4280, 0x4380
, 0x4480, 0x4580, 0x4680, 0x4780
, 0x40A0, 0x41A0, 0x42A0, 0x43A0
, 0x44A0, 0x45A0, 0x46A0, 0x47A0
, 0x40C0, 0x41C0, 0x42C0, 0x43C0
, 0x44C0, 0x45C0, 0x46C0, 0x47C0
, 0x40E0, 0x41E0, 0x42E0, 0x43E0
, 0x44E0, 0x45E0, 0x46E0, 0x47E0
, 0x4800, 0x4900, 0x4A00, 0x4B00
, 0x4C00, 0x4D00, 0x4E00, 0x4F00
, 0x4820, 0x4920, 0x4A20, 0x4B20
, 0x4C20, 0x4D20, 0x4E20, 0x4F20
, 0x4840, 0x4940, 0x4A40, 0x4B40
, 0x4C40, 0x4D40, 0x4E40, 0x4F40
, 0x4860, 0x4960, 0x4A60, 0x4B60
, 0x4C60, 0x4D60, 0x4E60, 0x4F60
, 0x4880, 0x4980, 0x4A80, 0x4B80
, 0x4C80, 0x4D80, 0x4E80, 0x4F80
, 0x48A0, 0x49A0, 0x4AA0, 0x4BA0
, 0x4CA0, 0x4DA0, 0x4EA0, 0x4FA0
, 0x48C0, 0x49C0, 0x4AC0, 0x4BC0
, 0x4CC0, 0x4DC0, 0x4EC0, 0x4FC0
, 0x48E0, 0x49E0, 0x4AE0, 0x4BE0
, 0x4CE0, 0x4DE0, 0x4EE0, 0x4FE0
, 0x5000, 0x5100, 0x5200, 0x5300
, 0x5400, 0x5500, 0x5600, 0x5700
, 0x5020, 0x5120, 0x5220, 0x5320
, 0x5420, 0x5520, 0x5620, 0x5720
, 0x5040, 0x5140, 0x5240, 0x5340
, 0x5440, 0x5540, 0x5640, 0x5740
, 0x5060, 0x5160, 0x5260, 0x5360
, 0x5460, 0x5560, 0x5660, 0x5760
, 0x5080, 0x5180, 0x5280, 0x5380
, 0x5480, 0x5580, 0x5680, 0x5780
, 0x50A0, 0x51A0, 0x52A0, 0x53A0
, 0x54A0, 0x55A0, 0x56A0, 0x57A0
, 0x50C0, 0x51C0, 0x52C0, 0x53C0
, 0x54C0, 0x55C0, 0x56C0, 0x57C0
, 0x50E0, 0x51E0, 0x52E0, 0x53E0
, 0x54E0, 0x55E0, 0x56E0, 0x57E0
};
// attribute table
byte __at(0x5800) vidattrs[24][32];
// bitmask table
const byte BIT8[8] = { 0x80, 0x40, 0x20, 0x10, 0x08, 0x04, 0x02, 0x01 };
/// SOUND FUNCTIONS
void tone(byte period, byte dur, sbyte mod) {
word i;
while (dur--) {
for (i=0; i<period; i++) ;
CLICK;
period += mod;
}
}
/// GRAPHICS FUNCTIONS
// draw (xor) vertical line
void xor_vline(byte x, byte y1, byte y2) {
byte xb = x>>3; // divide x by 8
byte mask = BIT8[x&7]; // lookup bitmask for remainder
byte y;
for (y=y1; y<=y2; y++) {
byte* dest = &vidmem[y][xb]; // lookup dest. address
*dest ^= mask; // XOR mask with destination
}
}
// clear screen and set graphics mode
void clrscr() {
memset(vidmem[0], 0, 0x1800); // clear page 1
memset(vidattrs, 0x4, 0x300); // set attributes
}
// draw (xor) a pixel
void xor_pixel(byte x, byte y) {
xor_vline(x, y, y); // draw line with 1-pixel height
}
typedef enum {
OP_DRAW, OP_XOR, OP_ERASE
} GraphicsOperation;
// render a sprite with the given graphics operation
byte render_sprite(const byte* src, byte x, byte y, byte op) {
byte i,j;
byte w = *src++; // get width from 1st byte of sprite
byte h = *src++; // get height from 2nd byte of sprite
byte xb = x>>3; // xb = x DIV 8
byte xs = x&7; // xs = x MOD 8
byte result = 0; // result (used only with XOR)
for (j=0; j<h; j++) {
byte* dest = &vidmem[y++][xb]; // lookup video address
byte rest = 0; // rest = leftover bits
for (i=0; i<w; i++) {
byte data = *src++; // get next sprite byte
byte next = (data >> xs) | rest; // shift and OR with leftover
// compute graphics operation, write to dest
switch (op) {
case OP_DRAW: *dest++ = next; break;
case OP_XOR: result |= (*dest++ ^= next); break;
case OP_ERASE: *dest++ &= ~next; break;
}
rest = data << (7-xs); // save leftover bits
}
// compute final byte operation
switch (op) {
case OP_DRAW: *dest = rest; break;
case OP_XOR: result |= (*dest ^= rest); break;
case OP_ERASE: *dest &= ~rest; break;
}
}
return result;
}
void draw_sprite(const byte* src, byte x, byte y) {
render_sprite(src, x, y, OP_DRAW);
}
// XOR returns non-zero if any pixels were overlapped
byte xor_sprite(const byte* src, byte x, byte y) {
return render_sprite(src, x, y, OP_XOR);
}
void erase_sprite(const byte* src, byte x, byte y) {
render_sprite(src, x, y, OP_ERASE);
}
// clear just sets all bytes to 0, and is fast
void clear_sprite(const byte* src, byte x, byte y) {
byte i,j;
byte w = *src++;
byte h = *src++;
byte xb = x>>3;
for (j=0; j<h; j++) {
byte* dest = &vidmem[y++][xb];
for (i=0; i<=w; i++) {
dest[i] = 0;
}
}
}
// draw character from column 0..39, row 0..23
void draw_char(char ch, byte col, byte row) {
byte i;
const byte* src = &font8x8[(ch-LOCHAR)][0];
byte y = row*8;
for (i=0; i<8; i++) {
byte* dest = &vidmem[y++][col];
*dest = *src;
src += 1;
}
}
// draw string starting at row/col (vert 1 = draw vertical)
void draw_string(const char* str, byte col, byte row, byte vert) {
do {
byte ch = *str++;
if (!ch) break;
draw_char(ch, col, row);
if (vert) row++; else col++;
} while (1);
}
// draw 4-digit BCD word
void draw_bcd_word(word bcd, byte col, byte row, byte vert) {
byte j;
if (vert) row+=3; else col+=3; // move to rightmost digit
for (j=0; j<4; j++) {
draw_char('0'+(bcd&0xf), col, row);
if (vert) row--; else col--;
bcd >>= 4;
}
}
// add two 16-bit BCD values
word bcd_add(word a, word b) __naked {
a; b; // to avoid warning
__asm
push ix
ld ix,#0
add ix,sp
ld a,4 (ix)
add a, 6 (ix)
daa
ld c,a
ld a,5 (ix)
adc a, 7 (ix)
daa
ld b,a
ld l, c
ld h, b
pop ix
ret
__endasm;
}
//
// GAME GRAPHICS
//
const byte player_bitmap[] =
{3,16,/*{w:24,h:16,bpp:1,brev:1}*/0x00,0x00,0x00,0x00,0x18,0x00,0x00,0x3C,0x00,0x04,0x18,0x20,0x04,0x18,0x20,0x0E,0x3C,0x70,0x1D,0x3C,0xB8,0x2C,0xE7,0x34,0x2E,0x66,0x74,0x25,0xE7,0xA4,0x34,0xDB,0x2C,0x2E,0x5A,0x74,0x2D,0xE7,0xB4,0x1C,0x3C,0x38,0x0D,0xDB,0xB0,0x07,0x18,0xE0};
const byte bomb_bitmap[] =
{1,5,/*{w:8,h:5,bpp:1,brev:1}*/0x88,0x55,0x77,0x55,0x88};
const byte bullet_bitmap[] =
{1,5,/*{w:8,h:5,bpp:1,brev:1}*/0x14,0x28,0x14,0x14,0x28};
const byte enemy1_bitmap[] =
{2,16,/*{w:16,h:16,bpp:1,brev:1}*/0x00,0x00,0x7F,0xF8,0xF8,0x7C,0x8C,0xC4,0xAC,0xD4,0x8C,0xC4,0xFC,0xFC,0xF8,0x7C,0xF0,0x3C,0x8B,0x44,0xF3,0x3C,0xF3,0x3C,0xD3,0x2C,0x8C,0xC4,0x48,0x48,0x80,0x04};
const byte enemy2_bitmap[] =
{2,16,/*{w:16,h:16,bpp:1,brev:1}*/0x00,0x00,0x30,0x0C,0x14,0x28,0x2F,0xF4,0x08,0x10,0x22,0x44,0xE0,0x07,0xD0,0x0B,0xB0,0x0D,0xB2,0x4D,0x19,0x98,0x8E,0x71,0x82,0x41,0xB1,0x8D,0x59,0x9A,0x4A,0x52};
const byte enemy3_bitmap[] =
{2,16,/*{w:16,h:16,bpp:1,brev:1}*/0x00,0x00,0x00,0x00,0x04,0x20,0x05,0xA0,0x05,0xA0,0x25,0xA4,0xA7,0xE5,0xF7,0xEF,0xF7,0xEF,0xFE,0x7F,0xFC,0x3F,0xBC,0x3D,0x64,0x26,0x20,0x04,0x00,0x00,0x00,0x00};
const byte enemy4_bitmap[] =
{2,16,/*{w:16,h:16,bpp:1,brev:1}*/0x00,0x00,0x00,0x00,0x37,0xEC,0x78,0x1E,0x5A,0x5A,0xFA,0x5F,0xF8,0x1F,0xF8,0x1F,0xF1,0x8F,0xA8,0x15,0xCC,0x33,0xE8,0x17,0x66,0x66,0x33,0xCC,0x0D,0xB0,0x00,0x00};
const byte* const enemy_bitmaps[4] = {
enemy1_bitmap,
enemy2_bitmap,
enemy3_bitmap,
enemy4_bitmap
};
//
// GAME CODE
//
byte attract;
word score;
byte lives;
#define MAXLIVES 5
byte player_x;
byte bullet_x;
byte bullet_y;
byte bomb_x;
byte bomb_y;
typedef struct {
byte x,y;
const byte* shape; // need const here
} Enemy;
#define MAX_ENEMIES 28
Enemy enemies[MAX_ENEMIES];
byte enemy_index;
byte num_enemies;
typedef struct {
int right:1;
int down:1;
} MarchMode;
MarchMode this_mode, next_mode;
void draw_lives() {
byte i;
byte n = lives;
byte y = 18;
byte x = VBWIDTH-1;
for (i=0; i<MAXLIVES; i++) {
draw_char(i<n?'*':' ', x, y++);
}
}
void draw_score() {
byte x = VBWIDTH-1;
byte y = 10;
draw_bcd_word(score, x, y, 1);
}
void draw_bunker(byte x, byte y, byte y2, byte h, byte w) {
byte i,a,b;
a=0; b=0;
for (i=0; i<h; i++) {
a = y-y2-i*2;
b = y-i;
xor_vline(x+i, a, b);
xor_vline(x+h*2+w-i-1, a, b);
}
for (i=0; i<w; i++) {
xor_vline(x+h+i, a, b);
}
}
void draw_playfield() {
byte i;
clrscr();
draw_string("PLAYER 1", VBWIDTH-1, 0, 1);
draw_score();
draw_lives();
for (i=0; i<VBWIDTH-2; i++)
vidmem[191][i] = 0x55;
draw_bunker(20, 165, 15, 15, 20);
draw_bunker(160, 165, 15, 15, 20);
}
void add_score(word pts) {
if (attract) return;
score = bcd_add(score, pts);
draw_score();
}
void xor_player_derez() {
byte i,j;
byte x = player_x+13;
byte y = 190;
byte* rand = (byte*) &clrscr; // use code as random #'s
for (j=1; j<=0x1f; j++) {
for (i=0; i<50; i++) {
signed char xx = x + (*rand++ & 0x1f) - 15;
signed char yy = y - (*rand++ & j);
xor_pixel(xx, yy);
if ((xx & 0x1f) > j) { CLICK; }
}
}
}
void destroy_player() {
xor_player_derez(); // xor derez pattern
xor_sprite(player_bitmap, player_x, VHEIGHT-17); // erase ship via xor
xor_player_derez(); // xor 2x to erase derez pattern
player_x = 0xff;
lives--;
}
void init_enemies() {
byte i,x,y,bm;
x=0;
y=10;
bm=0;
for (i=0; i<MAX_ENEMIES; i++) {
Enemy* e = &enemies[i];
e->x = x;
e->y = y;
e->shape = enemy_bitmaps[bm];
x += 29;
if (x >= 200) {
x = 0;
y += 20;
bm++;
}
}
enemy_index = 0;
num_enemies = MAX_ENEMIES;
this_mode.right = 1;
this_mode.down = 0;
next_mode.right = 1;
next_mode.down = 0;
}
void delete_enemy(Enemy* e) {
clear_sprite(e->shape, e->x, e->y);
memmove(e, e+1, sizeof(Enemy)*(enemies-e+MAX_ENEMIES-1));
num_enemies--; // update_next_enemy() will check enemy_index
tone(1,10,10);
}
void update_next_enemy() {
Enemy* e;
if (enemy_index >= num_enemies) {
enemy_index = 0;
memcpy(&this_mode, &next_mode, sizeof(this_mode));
tone(220+num_enemies,3,1);
}
e = &enemies[enemy_index];
clear_sprite(e->shape, e->x, e->y);
if (this_mode.down) {
e->y += 4;
// if too close to ground, end game
if (e->y > 170) {
destroy_player();
lives = 0;
}
next_mode.down = 0;
} else {
if (this_mode.right) {
e->x += 2;
if (e->x >= 255-32) {
next_mode.down = 1;
next_mode.right = 0;
}
} else {
e->x -= 2;
if (e->x == 0) {
next_mode.down = 1;
next_mode.right = 1;
}
}
}
draw_sprite(e->shape, e->x, e->y);
enemy_index++;
}
char in_rect(Enemy* e, byte x, byte y, byte w, byte h) {
byte ew = e->shape[0]*8;
byte eh = e->shape[1];
return (x >= e->x-w && x <= e->x+ew+w && y >= e->y-h && y <= e->y+eh+h);
}
Enemy* find_enemy_at(byte x, byte y) {
byte i;
for (i=0; i<num_enemies; i++) {
Enemy* e = &enemies[i];
if (in_rect(e, x, y, 4, 4)) {
return e;
}
}
return NULL;
}
void check_bullet_hit(byte x, byte y) {
Enemy* e = find_enemy_at(x,y);
if (e) {
delete_enemy(e);
add_score(0x25);
}
}
void fire_bullet() {
bullet_x = player_x + 13;
bullet_y = VHEIGHT-22;
xor_sprite(bullet_bitmap, bullet_x, bullet_y); // draw
}
void move_bullet() {
byte leftover = xor_sprite(bullet_bitmap, bullet_x, bullet_y); // erase
if (leftover || bullet_y < 10) {
clear_sprite(bullet_bitmap, bullet_x, bullet_y);
check_bullet_hit(bullet_x, bullet_y+2);
bullet_y = 0;
} else {
bullet_y -= 4;
tone(bullet_y,3,0);
xor_sprite(bullet_bitmap, bullet_x, bullet_y); // draw
}
}
void drop_bomb() {
Enemy* e = &enemies[enemy_index];
bomb_x = e->x + 7;
bomb_y = e->y + 16;
xor_sprite(bomb_bitmap, bomb_x, bomb_y);
}
void move_bomb() {
byte leftover = xor_sprite(bomb_bitmap, bomb_x, bomb_y); // erase
if (bomb_y > VHEIGHT-12) {
bomb_y = 0;
} else if (leftover & 0x7f) { // don't count hi bit
erase_sprite(bomb_bitmap, bomb_x, bomb_y); // erase bunker
if (bomb_y > VHEIGHT-23) {
// player was hit (probably)
destroy_player();
}
bomb_y = 0;
} else {
bomb_y += 3;
xor_sprite(bomb_bitmap, bomb_x, bomb_y);
}
}
byte frame;
signed char player_dir = 0;
void move_player() {
if (attract) {
if (bullet_y == 0) fire_bullet();
player_dir = 0;
} else {
char key = keyscan();
// handle keyboard
if (key != 0xff) {
switch (key) {
case 0x04: // left arrow
player_dir = -2;
break;
case 0x13: // right arrow
player_dir = 2;
break;
case ' ': // space
if (bullet_y == 0) {
fire_bullet();
}
break;
}
} else {
player_dir = 0;
}
}
// move player
if (player_dir < 0 && player_x > 0)
player_x += player_dir;
else if (player_dir > 0 && player_x < 255-40)
player_x += player_dir;
draw_sprite(player_bitmap, player_x, VHEIGHT-17);
}
void play_round() {
draw_playfield();
player_x = VHEIGHT/2-8;
bullet_y = 0;
bomb_y = 0;
frame = 0;
while (player_x != 0xff && num_enemies) {
move_player();
if (bullet_y) {
move_bullet();
}
update_next_enemy();
if (frame & 1) {
if (bomb_y == 0) {
drop_bomb();
} else {
move_bomb();
}
}
frame++;
}
}
void init_game() {
score = 0;
lives = 5;
}
void game_over_msg() {
byte i;
byte x=8;
byte y=10;
for (i=0; i<50; i++) {
draw_string(" *************** ", x, y+0, 0);
draw_string("*** ***", x, y+1, 0);
draw_string("** GAME OVER **", x, y+2, 0);
draw_string("*** ***", x, y+3, 0);
draw_string(" *************** ", x, y+4, 0);
}
}
void play_game() {
attract = 0;
init_game();
init_enemies();
while (lives) {
play_round();
if (num_enemies == 0) {
init_enemies();
}
}
game_over_msg();
}
void attract_mode() {
attract = 1;
while (1) {
init_enemies();
play_round();
}
}
void main() {
// NOTE: initializers don't get run, so we init here
while (1) {
//attract_mode();
play_game();
}
}

20
presets/zx/hello.asm Normal file
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@ -0,0 +1,20 @@
CHAN_OPEN equ 5633
PRINT equ 8252
org 0x5ccb
loop
ld a, 2 ; 3E 02
call CHAN_OPEN ; CD 01 16
ld de, text ; 11 0E 7F
ld bc, textend-text ; 01 0E 00
call PRINT ; C3 3C 20
jmp loop
text defb 'Hello, World!' ; 48 65 6C 6C 6F 2C 20 57
; 6F 72 6C 64 21
defb 13 ; 0D
textend
org 0xff57
defb 00h

BIN
res/zx.bios Executable file

Binary file not shown.

BIN
res/zx.wasm Executable file

Binary file not shown.

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@ -899,6 +899,7 @@ export abstract class BaseMAMEPlatform {
*/
}
//TODO: how to get stack_end?
export function dumpStackToString(platform:Platform, mem:Uint8Array|number[], start:number, end:number, sp:number, jsrop:number) : string {
var s = "";
var nraw = 0;
@ -1288,6 +1289,7 @@ export abstract class BaseWASMMachine {
}
}
}
// TODO: tick might advance 1 instruction
advanceFrameClock(trap, cpf:number) : number {
var i : number;
if (trap) {

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@ -1620,6 +1620,7 @@ function setupReplaySlider() {
if (stateRecorder.loadFrame(frame)) {
updateFrameNo(frame);
projectWindows.tick();
showDebugInfo(platform.saveState());
}
};
var setFrameTo = (frame:number) => {
@ -1628,7 +1629,7 @@ function setupReplaySlider() {
replayslider.val(frame);
updateFrameNo(frame);
projectWindows.tick();
console.log('seek to frame',frame);
showDebugInfo(platform.saveState());
}
};
stateRecorder.callbackStateChanged = () => {
@ -1636,6 +1637,7 @@ function setupReplaySlider() {
replayslider.attr('max', stateRecorder.numFrames());
replayslider.val(stateRecorder.currentFrame());
updateFrameNo(stateRecorder.currentFrame());
showDebugInfo(platform.saveState());
};
replayslider.on('input', sliderChanged);
replayslider.on('change', sliderChanged);

121
src/machine/zx.ts Normal file
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@ -0,0 +1,121 @@
import { MOS6502, MOS6502State } from "../common/cpu/MOS6502";
import { BasicMachine, RasterFrameBased, Bus, ProbeAll } from "../common/devices";
import { KeyFlags, newAddressDecoder, padBytes, Keys, makeKeycodeMap, newKeyboardHandler, EmuHalt, dumpRAM } from "../common/emu";
import { lzgmini, stringToByteArray, hex, rgb2bgr } from "../common/util";
//// WASM Machine
import { Machine, BaseWASMMachine } from "../common/baseplatform";
import { TrapCondition } from "../common/devices";
export class ZX_WASMMachine extends BaseWASMMachine implements Machine {
joymask0 = 0;
reset() {
super.reset();
// advance bios
this.exports.machine_exec(this.sys, 500000); // TODO?
// load rom (Z80 header: https://worldofspectrum.org/faq/reference/z80format.htm)
if (this.romptr && this.romlen) {
// TODO
this.exports.machine_load_rom(this.sys, this.romptr, this.romlen);
/*
var romstart = 0x5ccb;
for (var i=0; i<this.romlen; i++) {
this.exports.machine_mem_write(this.sys, romstart+i, this.romarr[i]);
}
*/
}
// clear keyboard
for (var ch=0; ch<128; ch++) {
this.setKeyInput(ch, 0, KeyFlags.KeyUp);
}
}
advanceFrame(trap: TrapCondition) : number {
return super.advanceFrameClock(trap, Math.floor(1000000 / 50)); // TODO: use ticks, not msec
}
/*
z80_tick_t tick_cb; // 0
uint64_t bc_de_hl_fa; // 8
uint64_t bc_de_hl_fa_; // 16
uint64_t wz_ix_iy_sp; // 24
uint64_t im_ir_pc_bits; // 32
uint64_t pins; // 48
void* user_data;
z80_trap_t trap_cb;
void* trap_user_data;
int trap_id;
*/
getCPUState() {
this.exports.machine_save_cpu_state(this.sys, this.cpustateptr);
var s = this.cpustatearr;
var af = s[9] + (s[8]<<8); // not FA
var hl = s[10] + (s[11]<<8);
var de = s[12] + (s[13]<<8);
var bc = s[14] + (s[15]<<8);
var sp = s[24] + (s[25]<<8);
var iy = s[26] + (s[27]<<8);
var ix = s[28] + (s[29]<<8);
var pc = s[34] + (s[35]<<8);
var ir = s[36] + (s[37]<<8);
return {
PC:pc,
SP:sp,
AF:af,
BC:bc,
DE:de,
HL:hl,
IX:ix,
IY:iy,
IR:ir,
o:this.readConst(pc),
}
}
saveState() {
this.exports.machine_save_state(this.sys, this.stateptr);
return {
c:this.getCPUState(),
state:this.statearr.slice(0),
};
}
loadState(state) : void {
this.statearr.set(state.state);
this.exports.machine_load_state(this.sys, this.stateptr);
}
getVideoParams() {
return {width:320, height:256, overscan:true, videoFrequency:50};
}
setKeyInput(key: number, code: number, flags: number): void {
// TODO: handle shifted keys
if (key == 16 || key == 17 || key == 18 || key == 224) return; // meta keys
//console.log(key, code, flags);
//if (flags & KeyFlags.Shift) { key += 64; }
// convert to c64 (TODO: zx)
var mask = 0;
var mask2 = 0;
if (key == 37) { key = 0x8; mask = 0x4; } // LEFT
if (key == 38) { key = 0xb; mask = 0x1; } // UP
if (key == 39) { key = 0x9; mask = 0x8; } // RIGHT
if (key == 40) { key = 0xa; mask = 0x2; } // DOWN
if (key == 32) { mask = 0x10; } // FIRE
if (key == 65) { key = 65; mask2 = 0x4; } // LEFT
if (key == 87) { key = 87; mask2 = 0x1; } // UP
if (key == 68) { key = 68; mask2 = 0x8; } // RIGHT
if (key == 83) { key = 83; mask2 = 0x2; } // DOWN
if (key == 69) { mask2 = 0x10; } // FIRE
if (key == 113) { key = 0xf1; } // F2
if (key == 115) { key = 0xf3; } // F4
if (key == 119) { key = 0xf5; } // F8
if (key == 121) { key = 0xf7; } // F10
if (flags & KeyFlags.KeyDown) {
this.exports.machine_key_down(this.sys, key);
this.joymask0 |= mask;
} else if (flags & KeyFlags.KeyUp) {
this.exports.machine_key_up(this.sys, key);
this.joymask0 &= ~mask;
}
this.exports.zx_joystick(this.sys, this.joymask0, 0);
}
}

40
src/platform/zx.ts Normal file
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@ -0,0 +1,40 @@
import { ZX_WASMMachine } from "../machine/zx";
import { Platform, BaseZ80MachinePlatform } from "../common/baseplatform";
import { PLATFORMS } from "../common/emu";
const ZX_PRESETS = [
{id:'hello.asm', name:'Hello World (ASM)'},
{id:'bios.c', name:'BIOS Routines (C)'},
{id:'cosmic.c', name:'Cosmic Impalas (C)'},
];
const ZX_MEMORY_MAP = { main:[
{name:'BIOS', start:0x0000, size:0x4000, type:'rom'},
{name:'Screen RAM', start:0x4000, size:0x1800, type:'ram'},
{name:'Color RAM', start:0x5800, size:0x200, type:'ram'},
//{name:'Printer Buffer', start:0x5b00, size:0x100, type:'ram'},
{name:'System RAM', start:0x5c00, size:0xc0, type:'ram'},
{name:'User RAM', start:0x5ccb, size:0xff58-0x5ccb, type:'ram'},
] }
// WASM C64 platform
class ZXWASMPlatform extends BaseZ80MachinePlatform<ZX_WASMMachine> implements Platform {
newMachine() { return new ZX_WASMMachine('zx'); }
async start() {
// TODO: start() needs to block
await this.machine.loadWASM();
super.start();
}
getPresets() { return ZX_PRESETS; }
getDefaultExtension() { return ".asm"; };
readAddress(a) { return this.machine.readConst(a); }
getMemoryMap() { return ZX_MEMORY_MAP; }
showHelp() {
window.open("https://worldofspectrum.org/faq/reference/reference.htm", "_help");
}
}
PLATFORMS['zx'] = ZXWASMPlatform;

View File

@ -262,11 +262,11 @@ var PLATFORM_PARAMS = {
'x86': {
},
'zx': {
code_start: 0x8000,
rom_size: 0xff58-0x8000,
data_start: 0x5d00,
data_size: 0x8000-0x5d00,
stack_end: 0x8000,
code_start: 0x5ccb,
rom_size: 0xff58-0x5ccb,
data_start: 0xf000,
data_size: 0xfe00-0xf000,
stack_end: 0xff58,
},
};