There are ZX Spectrum emulators around but my experience with Sinclair machines is that they are little bit too peculiar to my taste - I'm afraid that the learning curve in things like keyboard input and general hardware architecture would push learning the actual machine language to sort of side track.
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Therefor, I would prefer a more generic sandbox to play in. How about Commodore - there is VICE emulator and I might even consider purchasing and using the real hardware - would that be a good idea? Or maybe some other emulator? Apart from the ZX I don't have any previous experience from the Z80 world so I'm open to all ideas.
The other thing: I've been looking for a good tutorial and I've found a couple; however it seems that most of them are either for Spectrum or for TI calculators. With my basic understanding of assembly as such and my rather limited experience in machine language I think they are quite OK for my purposes.
But if there are others that you can recommend please do! Hope this is the correct section for this You're trying to learn machine language or assembly? They're not the same thing. If it's machine language, I'd start with a subset The Z80 is more or less just an enhanced with a couple of added registers and instructions. I think the , with its smaller instruction set and kludges to fit in the extra instructions is probably the best place to start.
An emulator is a fine way to start and it's not a cheat--in fact, before silicon is complete on many designs, an emulator was used. I don't seem able to put things exactly - rather bad thing when trying to write working programs :sarcasm: I'm aiming at assembly, with mnemonics and hex addresses. The machine code ones and zeros I'm basically looking at only out of curiosity. But thanks for your advice, Chuck G! I'll take the opposite position from Chuck and say that Z80 is like with the shackles off - certainly I didn't find it more confusing for having more features.
As for a platform, I'd suggest the MSX, via an emulator - blueMSX performs pretty well and has a nice integrated debugger, and the MSX is a pretty nice simple architecture that's fairly easy to drop right into. CJ, from a perspective of pure simplicity, the set is so regular, that I can probably tell you the hex opcode for just about any instruction a couple elude my memory, such as PCHL.
I've done a lot of commercial work in both, so things like that sort of stick in your head. Now, as an implementation architecture, I'd rather have the Z80 instruction set, of course. I would actually advise AGAINST the "generic sandbox" as it's often hard in those environments to think of a project that actually involves getting 'down into the hardware' enough to make you want to do anything in machine language or ASM.
The quirky specific platforms usually CREATE problems you have to solve, giving you something to do and making you a better programmer in the long run through the development of problem solving skills. Both are well documented, have lots of active users and there are good emulators for both.
If you ultimately want to get real hardware, you'll probably find the CPCs more available in your area. Excellent points, thank you everybody. While I definitely agree with deathshadow in that challenge promotes learning, I still find fiddling with ZX-style keyboard counterproductive - at least in an emulator, where the keys are re-mapped in a more or less arbitrary way and the correct keytop labels are not there.
Recommendations and opinions are still welcome, of course. Planning is half the fun! The Game Boy isn't quite Z80, though - it's missing some of the features that the Z80 adds to the instruction set. I must of had a rare Gameboy then, with Z80A Inside then. Gameboys do have a Z80A, but this depend on their revision. This section describes, using text and the attached tables, and figures, how the various parts of the EZ80 operate.
This description is presented from the processor outward to the peripherals. The Appendix includes additional information about a specific EZ80 configuration with additional components. The EZ80 is an 8-bit microprocessor that performs certain or bit operations. In both data sizes, the processor includes an accumulator. Register A is the accumulator for 8-bit operations, and the HL register pair is the accumulator for and bit operations. Flag register F completes the basic register bank.
Two of these basic register banks are included in all Z80 and Z processors. High-speed exchange between these banks can be used by a program internally, or one bank can be allocated to the mainline program and the other to interrupt service routines. IX and IY are not included in the register banks on the Z80 and Z ; there is only one copy of each. In addition to the data-oriented registers described above, the EZ80 processor includes several other control registers.
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This or bit register tracks program execution by the processor, which automatically increments PC while fetching instructions. PC resets to Further, software can add or subtract the value in SP to or from another register, and can increment or decrement SP. Finally, software can exchange the or bit value in memory, to which SP currently points, with the contents of a or bit register. SP resets to Certain flags are automatically updated as part of executing certain instructions. In this Native Z80 state, the programming model includes bit registers and addresses, and a 64K byte memory space at the start of the EZ80's potential 16M byte memory space.
In this mode, several tasks can each have their own Z80 partition.
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The model includes bit registers and a 64K byte logical memory addressing space, but the MMU translates these logical addresses to bit physical addresses. The 64K byte logical address space can be divided into one to three areas, two of which can be relocated anywhere within the first 1 M bytes of the EZ80's potential 16M byte memory space.
In this mode, several tasks can each have their own Z partition. When the processor fetches an instruction that includes a bit address or immediate datum in the other modes, it automatically fetches a bit address or datum.
Thus, code that operates in ADL mode must be generated by an EZcompatible compiler or assembler that generates such instructions. Applications that operate only in Native Z80 mode, ADL mode, or Native Z mode with Common Bank 0 always enabled, are relatively simple with respect to interrupts and traps.
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In these modes, memory always starts at the start of the EZ80's potential 16M byte memory space, and the interrupt and trap locations are never mapped. The contents of this register are used as the eight high-order address bits, when the processor fetches the address of an interrupt service routine from memory, for an interrupt from the INT1 or INT2 pin, or from an on-chip peripheral. The I register points at a table of interrupt service routine addresses, that starts at a byte boundary in the 65K-byte logical address space.
On the Z80 18x family processors this register contains a count of executed fetch cycles. Like most processors, the defined instruction set for the Zx family does not fully cover all possible sequences of binary values. The op code maps shown in the Tables include numerous blank cells.
These represent op code sequences for which no operation is defined, and are commonly called illegal instructions. When a EZ80 or other Zx processor fetches one of these sequences, it performs a Trap sequence as follows:. If it detected the condition while fetching the third byte, it sets UFO. This address points to the last byte of the illegal op code sequence.
The code at logical address can optionally store the value of SP in memory, and then set SP to an area of memory dedicated to its private stack. A general-purpose routine will store all of these registers, those in the alternate set, the value of I and the state of the Interrupt Enable flag. Next, the Trap-handling code must distinguish among the four events that can bring execution to address a Reset, a Trap, a RST 0 instruction, and a program error such as a JUMP to a null pointer. If this bit is 1, a Trap has occurred, and the code should handle it as follows:.
If the UFO bit is 0, decrement the PC value by 1, else decrement it by 2, so that it points to the start of the illegal instruction. The next action of the trap handling routine depends on the application and its stage of development. Core software can use illegal instructions as extensions to the Zx instruction set. To do this, the trap handler must fetch and examine each illegal instruction. If an illegal instruction is an extension, the trap handler performs the extended operation that the instruction indicates.
It then advances the stacked PC value over the instruction, restores the saved register values, and returns to the next instruction. In the latter case, software may log the event for future readout, using an external storage medium or just in memory.
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The EZ80 includes aspects of both families' interrupt characteristics. These bits are internal to the processor and can only be affected and manipulated by certain specific events:. The EZ80 uses the contents of this register as A of the logical address for fetching interrupt service routine addresses from memory, and in response to interrupt requests from internal peripherals. For most interrupts, this is the address of the instruction the processor would have executed next, if no interrupt had occurred.
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