NABU Nth Pong Wars Blog

I'm trying to write an improved version of Pong Wars for the NABU as a project to become familiar with NABU programming. Then maybe I can do a fancy Miniputt golf game.

[Screen shot of Pong Wars, Koen van Gilst version]

Pong Wars is a game with a board of width by height squares and two balls of different colours (black and white usually). Conveniently, the NABU video display is 32 "characters" wide by 24 rows tall, and if we use a square rather than a letter in the font, that can be our board. It's also easily controlled in that mode (rather than fiddling with pixels and VDP bandwidth limits) and we can do the balls as sprites.

The balls move, controlled by inertia until they hit a square of a colour that doesn't match the ball's colour. In that case, the square changes to the ball's colour and the ball's trajectory reflects (bounces) off the square. The balls also bounce off the walls as you would expect.

I'd like to add a ball on ball collision explosion to the game, as they sometimes get stuck when near each other under the standard rules. Also, user input via joystick to accelerate the balls in a selected direction (other games added paddles but that seems less fun, and for precision really needs paddle controls rather than joysticks). And sound effects. And up to 8 balls (thus the N in the title, for N up to 8 :-). And network play with other versions of the program, possibly running on different types of computer.

2024.02.07

After spending an hour last week investigating emulating the NABU personal computer in hopes of writing something for it, I've decided to keep notes in this blog. So that I can remember what happened, and other people can start NABU development too.

First of course, I was reading some online web site documentation. Of note are:

Then I spent some time reading the source code of the various implementations of Pong Wars from the list on Github. The bugs and feature requests list for Koen's version also suggest a few ideas and improvements. Odd that they all iterate over the whole array of squares to draw the screen repeatedly, rather than just doing changed squares. A sign of having too much CPU power!

Setting up a Development Environment

I'm using Fedora 39 Linux. Fortunately a lot of the needed tools have already been packaged.

Install MAME

So to install MAME (an emulator which handles the NABU, currently version 0.262):
dnf install mame mame-data-software-lists mame-doc mame-tools

Note that stock MAME 0.270 is the last working version in Fedora 41 Linux, versions 0.271 and 0.272 don't work (serial port connection to the NABU fake server doesn't go through).

C Compiler

And for the C compiler and assembler:
dnf install z88dk
(actually, that doesn't work, no NABU subsystem, see later on for a source code based install)

Network Simulator

For the NABU Network Adapter server (simulates the NABU network distributing files to NABU computers), I'm starting with the one from Nabu.ca:

  1. Download the appropriate one (Linux x86 for me) from https://nabu.ca/downloads-nabu-internet-adapter
  2. Unzip it and move the files to ~/bin/ or somewhere in your path.
  3. Add a link named ~/bin/libdl.so that points to the actual location and file of that dynamic loader library. Using the command "locate libdl", I found it at /usr/lib64/libdl.so.2, thus the command is: ln -s /usr/lib64/libdl.so.2 ~/bin/libdl.so
  4. Test it by typing NABU-Internet-Adapter-84 in a Terminal window. It should draw a nice text mode user interface (make Terminal window bigger to see more). Arrow keys, tab and Enter let you navigate around the menus. It seems to save files in ~/NABU Internet Adapter/

And that's as far as I have gotten. Hope to run MAME next and see the stock NABU boot screen.


2024.02.12

MAME Not Working

I started MAME setup by copying some of the files from GTAMPs "nabu-mame.zip" for Windows into a new MAME directory in my user account. I was looking for configuration and other similar files, which weren't specific to the Windows OS MAME that the .zip file includes. I also converted the nabu.cmd batch file into a NabuStart.sh bash script file.

Boots, but doesn't run the network - RetroNet adapter says it got FF rather than some start sequence. Later on I found it was due to a low baud rate setting on the simulated serial port that the NABU talks to the NABU network adapter.

Try nabud instead:

Add "nabu" user and group.
useradd --create-home --comment "NABU Network Server" nabu

Add to dialout group, in case we ever have a real serial port.
gpasswd --add nabu dialout

Add a password.
passwd nabu

Log in as nabu user. Get the source code:
git clone https://github.com/thorpej/nabud.git
Then run "./configure", "make", and as root "make install" in the nabud directory.

After all that, "man nabud" should give you the documentation, and there's a README on the GitHub page. https://github.com/thorpej/nabud

Install Linux systemd settings for nabud by doing:
cp -v /usr/local/share/nabud/systemd/nabud.service /etc/systemd/system/
Put a configuration file nabud.conf in /usr/local/etc/nabud.conf (trimmed down from one of the examples).
Then you can "systemctl status nabud", and use the enable and stop/restart commands as desired.

Then I tried it again, and get "Got unexpected message 0xff". Same problem as with Nabu.ca Network Adapter. Maybe MAME needs a newer version or different ROMS or settings (actually was serial port speed).

2024.02.20

Look for ROMs and config files for MAME

Known working config for MAME found in https://forums.nabu.ca/viewtopic.php?t=17.

ROMs in the Quiver at Nabu.ca are the same as in the GTAMPs "nabu-mame.zip" But there's a mention in the Nabu.ca forums that ROM version 14 is a hacked up version, possibly adding to the communication protocols? Discussion found at https://forums.nabu.ca/viewtopic.php?p=951. Turns out to be the same as the GTAMP nabupc-u53-ver14-2732.bin file.

Noticed that in the other .cmd files from GTAMP, some start MAME with a -bios ver14 argument, or ver17.

2024.02.21

Serial Port Settings?

From a post on the Vintage Computer Federation https://forum.vcfed.org/index.php?threads/nabu-pc-emulation-under-mame.1241092/page-16 they mentioned setting the baud rate in the emulator to 111900, and that the Scroll Lock key followed by Tab can bring up the MAME menu when running (so that you can change the serial port speed). Mine was at 9600 baud. And of course there's no scroll lock key on my laptop keyboard, so I had to dig up a USB keyboard just to press that button.

How about the other serial port settings? https://forums.bannister.org/ubbthreads.php?ubb=showflat&Number=122002 says 111900 baud in both directions, 8 bits, no parity, 1 stop bit, no flow control. Still didn't work.

Start Over!

I wiped out my MAME directory and restored it from GTAMP's .zip file. MAME complained about not finding a keyboard rom; I just had to move the nabukeyboard*.bin files out from the roms/nabu_kb directory into roms/nabupc. MAME stopped complaining about missing ROMs and it started working! If it finds no ROMs at all, you may also need to add a path to the ROMs using the MAME settings menu, since the default paths are to /usr/share. Using the -bios option to pick a rom was apparently causing problems, I just needed to use the defaults. Argh!

This command line works (after you get to the MAME menu via the scroll-lock and tab key, and fix the serial port settings, and have one of the Nabu Network simulators running in the background on TCP port 5816). By the way, you can make the window dimensions larger or smaller as you wish for readability:
mame nabupc -window -resolution 1024x768 -hcca null_modem -bitb socket.127.0.0.1:5816

It even worked with both Network Adapter simulators, nabud and the Nabu.ca NABU Internet Adapter.

Later note - some versions of MAME are broken, like 0.271 not talking to the Nabu Internet Adapter (0.270 works, around November 2024).

Next up, try compiling an example program and get it running.

2024.02.27

How to Compile?

After a bit of reading and then trying out CP/M (manual and reference card PDFs exist) in a simulated NABU computer running in MAME, I'm ready to start programming. I'm looking at https://github.com/DJSures/NABU-LIB which documents how to set up a development environment and how to compile programs for the NABU. Looks like the best way to run the game is under CP/M, rather than on bare hardware. That way you can save games to disk, there's library code for running the hardware (text, graphics, sound, joysticks, serial data, interrupts, disk access, network access). Hopefully that will make it easier to get started with writing the game.

2024.03.03

Try to get the compiler working. Of course, it doesn't, get warnings about #warning statements in the library's header file. Hours of frustration ensue.

Try a Hello World simple C program. Can't find zpragma command. Try again, with zcc environment variables set to /usr/share/z88dk/... can't find nabu.cfg. But can find cpm.cfg. Look at arguments, turn off "-vn" which hides what zcc is doing!

cp /usr/share/z88dk/lib/config/../..//lib/cpm_crt0.opt /tmp/tmpXXxzT5zg.opt
cp /tmp/tmpXXxzT5zg.opt /tmp/tmpXXxzT5zg.asm
zcpp -I. -DZ80 -DCPM -D__CPM__  -DZ88DK_USES_SDCC=1 -I/usr/share/z88dk/lib/config/../..//include  main.c /tmp/tmpXXFsyuOI.i2
zpragma  < /tmp/tmpXXFsyuOI.i2 > /tmp/tmpXXFsyuOI.i
sh: line 1: zpragma: command not found

Looks like it does really need a zpragma command, and none exists. Deinstall ZCC with dnf remove z88dk and then download the source and build zcc and sdcc. Instructions at https://github.com/z88dk/z88dk/wiki/installation. I just did a home directory install (not a system-wide install) of the March 3 2024 version (plenty of older versions are around and there's a Git repository too for easier reversions, might want to use 2.3 from 20.12.2023 which was before a SDCC compiler change, though I see a NABU change in February 2024).

git clone --recursive https://github.com/z88dk/z88dk.git
dnf install gcc g++ gdb make bison flex libxml2-devel subversion zlib-devel m4 ragel re2c dos2unix texinfo texi2html curl perl cpanminus ccache boost boost-devel boost-graph perl-Modern-Perl perl-YAML-LibYAML perl-local-lib perl-Capture-Tiny perl-Path-Tiny perl-Text-Table perl-Data-HexDump perl-Regexp-Common perl-Clone perl-File-Slurp pkg-config gmp-devel

Then continue on with the rest of the instructions, installing Perl modules (as root do cpan App::Prove CPU::Z80::Assembler Data::Dump Data::HexDump File::Path List::Uniq Modern::Perl Object::Tiny::RW Regexp::Common Test::Harness Text::Diff Text::Table YAML::Tiny), running the z88dk compiler build, and then adding environment variables (ZCCCFG) to your .bashrc so ZCC is runnable. Finally try compiling a NABU CP/M Hello World from NABU-LIB.

The tools to make a hard drive disk image for remote access are Windows versions, so instead copy the .COM file to NABU Internet Adapter/Store/D/0 and see if it shows up in Cloud CP/M on drive D user 0. Need to use the "CPMDRIVE B" command within the NABU emulation, then it appears (there's an option in later NABU Network Adapters to automatically do this).

Yay! After 4 hours, got my Hello world test working. Whew. That's enough for today. Next, try compiling NABU hardware library stuff and see if the example games work.

2024.03.04

Regressing Z88DK to Compile NABU-LIB and DJ's Examples

I tried compiling Brick Battle, but lots of errors appear in the NABU-LIB code; you see this many times:

main.c:742: warning 283: function declarator with no prototype
main.c:855: error: syntax error
  ^---- ld ( 0xff00 ), hl
      ^---- ldh(0),hl

The forums https://forums.nabu.ca/viewtopic.php?t=207 say something broke in Z88DK in May 2023. A hint: the left over listings of working code examples in NABU-LIB use version 4.2 of the SDCC compiler.

So first try compiling z88dk release 2.3 (December 20 2023), from this particular commit: https://github.com/z88dk/z88dk/commit/51889e53005df1258e1a437bc68e6c4f33b63786 and see what version of the compiler it has. 4.3.0 is the version, too new, and it doesn't work just as before.

Go back in Git history and get Z88DK from May. Actually, it looks like the switch to SDCC 4.3.0 was done on February 6 2023, so try the change just before it, from February 3rd git checkout -b NABU-LIB-Compatible --recurse-submodules 492cb971987d88f91d2b046ce99d5bd34f6fadea. The build process fetches http://nightly.z88dk.org/zsdcc/zsdcc_r13131_src.tar.gz (hmmm, actual version number is slightly earlier). And when compiled, it compiles without silly errors! The listing says:
Version 4.2.0 #13081 (Linux)

Now does it run? I see that it loads the title screen picture off the Nabu.ca network (it's in a subdirectory too). And music is included as compiled data. Yay! Music and title screen. Plays with sound effects and everything in MAME, and exits nicely to CP/M too. Okay, we're finally in business after yet another long afternoon trying to get the build system working. Whew!

Shortcut to build the right version of Z88DK in one shot (after installing the software the builder needs) under Linux:
git clone https://github.com/z88dk/z88dk.git ; cd z88dk ; git checkout -b NABU-LIB-Compatible 492cb971987d88f91d2b046ce99d5bd34f6fadea ; git submodule update --init --recursive ; export BUILD_SDCC=1 ; export BUILD_SDCC_HTTP=1 ; ./build.sh ; cd ..

2024.03.05

Look at the later NABU bug fix in 2859b2b64b5797f2eb4bf944785423a801b40e0c, but that seems to use a whole mostly new runtime system to do graphics, paddles, vt-100 terminal emulation etc, overlapping with NABU-LIB quite a lot. So either use the old Z88DK and NABU-LIB or use the newer Z88DK runtime without NABU-LIB.

Compile Brick Battle, read the game code, look at compiler output (array access gets simpler if player array structures are 8 bytes rather than 5 bytes), hack it up a bit.

2024.03.11

NABU-LIB Functionality?

Read source code for NABU-LIB and see what functionality it provides:

2024.03.17

Continue reading NABU-LIB.h at line 344, VDP Variables.

2024.03.20

Continue reading NABU-LIB.h at line 1077, VDP functions. Finished .h, and then read NABU-LIB.c, with a side trip to check out how RetroNET-FileStore.* works (writes and reads codes over the HCCA serial port to the server to open files, etc, on the server and use a handle number to refer to them on the NABU). Overall, several copy and paste documentation errors, works as expected and not super optimised so it's understandable.

2024.03.29

Z88DK NABU Support?

Want to look at the zcc compiler NABU support. Start by getting latest zcc source and compiling the compiler. It uses zsdcc_r14648_src.tar.gz for the underlying compiler. Then search for files with "nabu" in them. See z88dk/include/arch/nabu.h and directory z88dk/include/arch/nabu/.

2024.04.07

So, best bet for portability and future compilation is to use Z88DK NABU support and the newer compiler. But keep an eye on NABU-LIB for useful code.

Game Design

Next up - game design. What do I want in the game?

Code Design

Possible ways of implementing the game design.

2024.04.14

Yet more game design, and code design, they're kind of a continuum of design and not really separate. Stealing lots of ideas, and coming up with a few new variations.

2024.04.16

Wonder how well you can do 16 bit fixed point integers on the Z80, what does the generated code look like?

Write some test code, we have a 6 bit fraction and 10 bit integer part, adding works by just using signed 16 bit integers, but we need to divide by 64 to get the integer portion.

2024.04.21

Continue with fixed point speed tests, trying to get the compiler to not optimise everything out by putting the code in a subroutine with arguments, rather than in-line with constants.

Ugh, divide a 16 bit integer by 64 is sra d; rr e; repeated 6 times, totalling 24 bytes of opcodes. Floating point is even worse, with lots of code to just put the 4 byte arguments on the stack to set up a library call.

Comparing against 2 byte integers, it looks like 4 byte integers take twice as long, and 4 byte floating point numbers take 8 times longer. Since it's kind of non-standard to use 16 bit fixed point other than 8.8 bits (we want 10.6 for pixel coordinates), 32 bit integers in a 16.16 fixed point format would be safer and easier for the computer to shift to get the integer or fraction portion. 32 bit integers will give us enough numeric range and be well supported on all computers.

But how fast is math on the Z80? 2 seconds for 50000 calls to a subroutine that adds two 16 bit ints, 4 seconds for 32 bit ints, 15 seconds for 32 bit floats. Yes, there is some loop and subroutine call overhead, but that's close enough for estimates.

So, how much math do we need? Most is collision detection, finding the tiles inside a circle around a ball. The biggest ball is 32 pixels in diameter, so 4x4 tiles or 16 tiles (well, maybe 5x5 for half tiles around the edge). Distance from a tile to ball would be an (X, Y) vector, so 2 subtractions to calculate it. Can use a table to go from X (varies from 0 to ball radius plus tile radius = 20) to X squared (whew, expensive multiplication avoided), one more addition to add X^2 + Y^2 to get distance squared (avoid doing square root, work with squared pixel length) and a subtraction to do the comparison (draw tiles as circles to match the math and look better - in-joke: have a spherical cow Easter egg). So 4 add/subtracts per tile, 16 times, totalling 64 additions per ball. 4 balls, so 256 additions. 60 frames per second, so 15360 additions per second just for tile collisions. And we can do 25000 additions per second for 16 bit math, or 12500 for 32 bit integers. Looks like we should use 16 bit integers to be safe, or use 32 and run at 30 frames per second.

So start with 32 bit fixed point math and allow for the possibility of rewriting as 16 bit if we don't have enough speed.

2024.04.25

Looked at ncurses, seems like it could show the tile field quite easily for Linux and BeOS in terminal mode, since it renders an array of characters to a screen. Also has support for menus and windows. Should be easier to debug in a terminal in a modern OS rather than on a NABU screen. Nobody uses ncurses on Z88DK since the library is several kilobytes large.

Spent a while trying to get ncurses to do anything, turns out you need to read a character else it doesn't draw anything (or it draws and erases it too quickly to see it). Also, can do colour, which will be good for the game!

2024.05.01

Bouncing Ball using Fixed Point Math

Code just a ball bouncing off the walls, to get started. Uses ncurses for output, keyboard for input, should compile in Linux and then BeOS.

Yeah! It works. The 16.16 bit fixed point math seems to work correctly, and I got ncurses running in real time (specified as 20 frames per second) and in colour.

[Screen shot of Pong Wars test by Alexander G. M. Smith, May 1, 2024, showing working fixed point math and ncurses input and output]

You can also see the source code in C for this version.

Next up, design the main data structures for the balls and tiles. And algorithms for evenly advancing positions of multiple balls moving faster than one tile per frame. Hmmm, might also need a sorted tree of tile updates to find runs of changes for faster NABU VDP video chip writes and better network data compression.

2024.07.21

I'm back, after a Fringe Theatre Festival and cottage maintenance kept me busy. I moved the fixed point math to a header file, and then redid it as function calls, so that later we can use 3 byte integers in assembler code on the Z80.

Today I'm trying to make a Z80 version of the ncurses simple ball bouncing around test, trying to use the Z88DK libraries first (freshly updated Z88DK) and directly accessing the video memory. Got as far as getting the fixed point math to compile on both Z80 and Linux.

2024.07.21

Switching to NABU-LIB libraries, since they're a bit richer in the NABU functionality, and they now compile with the latest Z88DK compiler (though with lots of "function declarator with no prototype" warnings).

2024.07.25

Initialising Graphics Mode and Fast Loops

Got some test code working with NABU-LIB for the first time. It initialises things in graphics mode 2, including loading the font in 3 parts (video memory is triplicated to get the extra graphics resolution, with font tile patterns and colours repeated for each third of the screen). I had it load garbage into the first 32 non-printing characters, thus the cleared screen around the printed text looks blobby.

[Screen shot of NABU Graphics Mode 2 First Working Version]

Also had a look at generated code and was able to rewrite a nested for loop pair into a zero based do-while, which is faster and shorter. There's no re-loading the loop variable and comparing it to a constant, also you can use an 8 bit counter rather than 16 to cover all 256 numbers in a do-while.

    for (uint8_t i = 0; i < 3; i++) {
      for (uint16_t j = 0; j < 256; j++) {
        IO_VDPDATA = j;
      }
    }

becomes 22 bytes of opcodes...

  7983  29b4  0e00              	ld	c,0x00
  7984                          l_main_00115:
  7985  29b6  79                	ld	a, c
  7986  29b7  d603              	sub	a,0x03
  7987  29b9  3011              	jr	NC,l_main_00102
  7988  29bb  110000            	ld	de,0x0000
  7989                          l_main_00112:
  7990  29be  7a                	ld	a, d
  7991  29bf  d601              	sub	a,0x01
  7992  29c1  3006              	jr	NC,l_main_00116
  7993  29c3  7b                	ld	a, e
  7994  29c4  d3a0              	out	(_IO_VDPDATA), a
  7995  29c6  13                	inc	de
  7996  29c7  18f5              	jr	l_main_00112
  7997                          l_main_00116:
  7998  29c9  0c                	inc	c
  7999  29ca  18ea              	jr	l_main_00115
  8000                          l_main_00102:

and the do-while version

    uint8_t i = 3;
    do {
      uint8_t j = 0;
      do {
        IO_VDPDATA = j;
      } while (--j != 0);
    } while (--i != 0);

becomes 11 bytes of opcodes...

  8005  29d4  0e03              	ld	c,0x03
  8006                          l_main_00130:
  8007  29d6  af                	xor	a, a
  8008                          l_main_00103:
  8009  29d7  d3a0              	out	(_IO_VDPDATA), a
  8010  29d9  3d                	dec	a
  8011  29da  20fb              	jr	NZ,l_main_00103
  8012  29dc  0d                	dec	c
  8013  29dd  20f7              	jr	NZ,l_main_00130

2024.07.30

Draw a blue frame around the screen. Find out that using printf() to print stuff to the CP/M output trashes video memory (likely because it thinks it is in text mode and overwrites some of our data, such as fonts).

2024.10.08

Finally have some time to work on putting in the headers for the main tile datatype; it's currently raining so cottage window seam sanding and caulking have to take a pause.

2024.11.01

Editing Graphics

Cottage season is over, so there's less time taken up by maintenance. Headers are coming along, and I need to start coding, with an eye to visual feedback. Thus I need to make some sprites.

I decided on 16x16 pixel mode. Unfortunately if you set a mode (8x8, 16x16 or doubled), it applies to all sprites, so you can't have a mixture of ones that are smaller and larger. Instead, I'll use the highest resolution mode for better detail and make a smaller ball inside it. Though 16x16 limits it to a total of 64 frames of animation in video memory. The space around the ball will show power-up animations (such as faster speed, larger ball). And we may have a darker shadow sprite under the ball to show height above ground and a sparkle sprite to add extra colour to the power-up animations and ball.

So what tools are there to make sprites? Looking at the Quiver I settled on ICVGM, from 2005, runs on Windows. It also does font and screen editing, as well as sprites. No docs included, but I found the author and a document with a chapter on ICVGM, search for "ICVGM Daniel Bienvenu" to find everything related to it.

[Screen shot of ICVGM editing font and sprites]

I added colourful font characters to show the score for each player and started on some sprites, with a bit of animation, so I'm forced to add animation to the game code :-). As you can tell, I've picked colours for each player, ones which are distinctive and also have a couple of shades so we can do a shadow and sparkle too. There weren't too many choices; the palette is so limited!

I should add some tiles to the character set, one for each player colour. Maybe an embossed set to show tiles starting to expire or for some other special effect? Or a gradient, since each scan line can have a different colour. Nope, that looks bad (evolves to little squares in a square), try a square with a bigger border, which looks more solid than the square with a single pixel border. Yeah, that could work.

2024.11.02

Full Screen Pictures

I side tracked today to look at doing full screen bitmap pictures. There's a .SC2 file format which is basically a dump of the 7 VDP registers followed by a dump of all of video memory, so it can set up fonts, screen contents and sprites. But how to make that, and how to load it?

So how do you make a picture, with dithering and colour choices to approximate a higher quality image on the NABU TMS9918A video processor? The Convert9918 project in the Quiver looked good (several different colour matching choices and dithering algorithm choices), but it needs a recent Windows to run, and I don't want to reboot my workstation just to use it. The Quiver also mentioned 8BitWorkshop's Dithertron which is a web browser tool that similarly dithers and tweaks to get a photo looking good. Let's try that.

Dithertron outputs a binary file with just the pattern and colour data. I adapted DJ Sures' Brick Battle LoadImage() function to work with that format (and added error checking). It uses RetroNET-FileStore.h and files in a directory of the server computer, which should be faster to download rather than going through CP/M, and they don't get mangled by the Z88DK CP/M/stdio glue code that tries to interpret binary as text. After a few syntax errors, and upside down shredded pictures, I got it to work!

[Original test picture for converting to NABU] [Converted picture on the NABU in MAME]

2024.11.03

Malloc Memory Allocation - need a Heap!

I did another image loader for ICVGM's screen dump files. They're ASCII assembler hex data statements, which we just convert to binary on the fly. One complication is that it's for mode 1 graphics, which needs the tile font and colours to be triplicated from 2K to 6K for mode 2. For efficiency, I want to read in that 2K of binary data into a buffer then write it to video memory three times (rather than rewinding and processing the source file 3 times). But I don't want to have a static 2K buffer sitting around unused most of the time.

So I'll allocate a 2K buffer from general memory, using malloc() and then free() (from malloc.h) it when done. However, that requires a heap to be initialised, specifying all memory between the end of the program and the start of the operating system code as usable by the heap. Turns out you can manually do it by setting up a global "_heap" variable, but there are a bunch of Z88DK special statements to do it different ways. I settled on #pragma define CRT_STACK_SIZE=1024 which leaves the specified amount of memory available to the stack (and thus local variables inside function calls), and uses the rest for the heap. Hmmm, only 21K free, why is the program already so big? Oh, right, I already have static arrays for tile data.

2024.12.11

Tiles now Displayed!

After a couple of full days of coding, I got tiles to display, with animation!

There's an array of tiles, with information about each one - such as what kind of tile it is (which player owns it, or is it a power-up tile), animation state and some cached data (VDP address it uses, dirty flag, and play-area coordinates for physics calculations). The tile area can be bigger than the screen - there's a scrollable window to display a smaller area of tiles.

As part of the update, all tiles have their animation recalculated (currently just cycles through a string of letters or special characters in the font), which means a pair of loops going through all tiles then finding the character to display for each one. Then for the Video Display Processor update (triggered by an interrupt), just the changed tiles are copied to the video memory. Again it's a loop over all tiles to find the ones marked dirty.

I get the idea that we can't loop over all tiles. So I'll have to mark dirty ones by keeping a separate small list of tiles which need updating (and another list of ones which have animations), and only update those ones. The CPU is so slow that I suspect I'll have to have at most a dozen in that list! So, fast moving balls changing lots of tiles may be difficult.

[Video of Tiles Animating]
NthPongVideoTilesWorkingSlowly20241211.mp4
Script

2024.12.16

Weird Bugs prompt First Assembler Code

I'm getting some oddities happening, and a crash on exit. I was thinking it may be from writing to a NULL pointer, trashing memory at location zero, where the CP/M parameters and a few entry points are. But that didn't seem to be the problem, when the display updates but code like the frame counter doesn't run, and shows a non-changing number rather than counting up from zero. Which makes me wonder if the stack frame has gone past the end of the stack.

So I had to write some assembler to get the stack pointer and see if it was above $FF00 (the small area past the interrupt table that Cloud CP/M uses for the stack) or inside my much larger stack somewhere else in memory.

static uint16_t sStackFramePointer = 0;
static uint16_t sStackPointer = 0;
...
  __asm
  push af;
  push hl;
  ld hl,0
  add hl, sp; /* No actual move sp to hl instruction, but can add it. */
  ld (_sStackPointer), hl;
  ld (_sStackFramePointer), ix;
  pop hl;
  pop af;
  __endasm;
  printf ("Stack pointer is $%X, frame $%X.\n",
    (int) sStackPointer, (int) sStackFramePointer);

Nope, the stack looks fine, though the frame pointer register ix was $FF00, while the stack was $CCD5. But after adding some local variables, the frame pointer was near the stack as it should be.

Maybe the mystery crash was because I had main() returning an int, rather than void? Yes, making main() return void fixed the crash at exit.

More mysteries, printf("$%X $$$$$%X", a, b) loses the $ character (or even more $$$$ ones) before the second %X (for printing hexadecimal numbers in upper case). I had to work around it by doing printf("$%X %c%X", a, '$', b). Was it mangling the stack when doing that?

One other tip, I can use printf to find problems, by redirecting CP/M text output to a telnet server (doesn't mess up the VDP graphics memory when outputting to the serial port + network). It also lets you see stuff that would otherwise scroll off the top of the CP/M screen, and in 80 columns. Uses the STAT CON:=UC1: and STAT RDR:=UR1: commands (in that order) to redirect CP/M output and input to a remote telnet session. On second thought, the system hangs (doesn't switch back to text mode, who knows what input device it is trying to listen to) after the program if you have RDR: redirected, so only use the CON: one. You can set it back to the screen with STAT CON:=CRT:.

2024.12.18

Faster Tiles, Less Crashing

After fixing some bugs and switching to using a cache for updating only tiles which are both on screen and have animation, it's starting to work better. Still have to speed things up more by making a cache listing dirty tiles that need drawing, rather than scanning the whole array of tiles to look for dirty flags.

Along the way, I found out that the most reliable way to exit back to CP/M is with a jump to location zero, assuming you haven't trashed it with a NULL pointer. A plain return at the end of the program only sometimes works.

I also tried the DEBUG_VDP_INT option in NABU_LIB, which flashes the Alert light when you miss a frame. It has a logic bug and leaves the light on all the time! To fix it, add a vdpIsReady = false; right after your call to vdp_waitVDPReadyInt(), because that function forgets to reset the flag after waiting.

2024.12.19

Even Faster Tiles!

Today I implemented the dirty tile cache, so now it only processes tiles that need drawing, until the cache overflows and we go back to the old slow full screen scan technique. It can support up to about 30 animated tiles before running over the 60hz frame update time. Since those will be used for power-ups, we can design it to not have that many of them. Though we'll need CPU time to calculate the ball movements and physics, so the final limit will be smaller. Perhaps aim for 8 power ups active at any time?

[Video of Tiles Animating Fast!]
NthPongVideoTilesWorkingFast20241219.mp4
Video of faster tile animations. The "ding" sound is whenever it doesn't have enough time to complete a full update at a 60 updates per second. The animations are power-ups, spelling out Slow, Fast, Through, Normal. Though in the final game, they'll be iconical graphics rather than letter sequences.

- Alex

Copyright © 2024 by Alexander G. M. Smith.