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GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
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Preamble
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How to Apply These Terms to Your New Programs
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{one line to give the program's name and a brief idea of what it does.}
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Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
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This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
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The hypothetical commands `show w' and `show c' should show the appropriate
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For more information on this, and how to apply and follow the GNU GPL, see
<http://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<http://www.gnu.org/philosophy/why-not-lgpl.html>.

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# Z80 Assembler MOOC
A Massive Online Open Course on Z80 Assembly Language for 8bit computers.
This course is thought to teach people how to program in Z80 assembly language in a funny way. The course will be guided by practical exercises, instead of theory. Theoretical videos will also be created, but they will be accessed through links on practical videos. The idea is to let students reach theory as they need it: otherwise, theory is not perceived as useful until practical problems arise. Therefore, theory is not learnt well, and is often not funny. This course will try to overcome this problem.
Original intention is to create a course for everyone wanting to learn Assembler, even if they have not programmed before. Therefore, course content should be modularized to let attendants follow their own path, depending on their skills and desires. In fact, this course should be useful as a primer in computer programming, in order to let attendants develop low-level machine knowledge and skills. This knowledge and skills will be their basis to become really good programmers in their future.

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# esxDOS config file
# AutoBoot mode (loads /SYS/AUTOBOOT.BAS)
# 0=Disabled
# 1=Load only on Cold boot
# 2=Load only on Warm boot
# 3=Load always (Cold and Warm boot)
AutoBoot=0

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# esxDOS TR-DOS Emulator config file
# LoadMode can be 0 for STANDARD and 1 for STEALTH mode
# STEALTH mode loads more software but requires stable bus (always $ff).
LoadMode=1
# Read/WriteDelay should be set according to your system to approximate real TR-DOS speed. Zero means no delay.
ReadDelay=32
WriteDelay=0
# AutoIM2 handles automatic TR-DOS snapshot interrupt mode detection: 0=disable, 1=enable. AutoIM2 patch by Velesoft
AutoIM2=1
# SafeCallBAS should be set to 1 if you get RBOD (Red Border Of Death) in IM2 loaders (but it might affect the loading of some other software)
SafeCallBAS=0
# AlwaysBoot should be set to 1 if you want to load a custom Boot file (/SYS/TRDBOOT.BIN) when there is no Boot present in the disk.
AlwaysBoot=1
# Beta48 should be set to 1 to enable Beta 48 compatibility (BETA128 software should work as normal in most cases)
Beta48=0

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hd0:/GAMES/GAME.TRD

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========================================================================
== INTRODUCCIÓN Y FILOSOFÍA DEL CURSO
========================================================================
- Aprender haciendo (programar desde el minuto 0)
- Contenidos teóricos de varios niveles, bajo demanda del alumno
- La teoría debe ser siempre ayuda a la solución de problemas
- Entender mejor para ir más allá en lo que se pretende
- Foco importante en la creatividad
- Intentar hacer cosas por uno mismo
- Mezclar, integrar, probar, experimentar: crear nuevas cosas
========================================================================
== CONTENIDOS TEÓRICOS (Sin ordenar ni clasificar)
========================================================================
- Representación de información
- Sistemas de numeración (binario, octal, hexadecimal, decimal)
- Little Endian vs Big Endian
- Complementos a 1 y a 2 y números con signo
- El código ASCII
- Números en coma fija (representación manual)
- Números en coma flotante (Mantisa - Exponente)
- Funcionamiento básico de un ordenador
- Arquitectura del procesador
- Fetch - Decode - Execute?
- El tamaño de palabra (los bits del procesador)
- Qué es el código máquina
- El formato de instrucción (Opcode - Operands, 1byte to 4byte instructions)
- Qué es el lenguaje ensamblador
- Instrucciones del procesador
- Directivas de programa
- Constantes y Macros
- Inserción directa de Bytes y Palabras en memoria
- Compilado y linkado
- Máquina a utilizar para la parte práctica (El Amstrad CPC 464)
- Características técnicas de la máquina
- Interrupciones en el Z80
- Enmascarable y no enmascarable (Modos de interrupción)
- La Pila de Programa
- Los registros del procesador y sus usos
- Las instrucciones del Z80 una por una
- Operaciones aritméticas
- Manipulación de bits
- Operaciones Lógicas
- Saltos y llamadas
- Programación Modular
- Llamadas y retornos (funcionamiento gracias a la pila)
- Variables locales (almacenamiento temporal)
- Múltiples retornos y recursividad.
- Entrada y salida de información
- Interfaz con periféricos (Mapeado en memoria, Polling, tipos de transferencia de datos)
- Dispositivos programables y otros chips
- CRTC, AY-8912, 8255A PPI
- Depuración de programas
- Las matemáticas y la informática son lo mismo
- Programa procesa (modifica) información
- La información es abstracta
- Las matemáticas estudian las propiedades de la información y sus transformaciones
- Optimización
- Timings de instrucciones en Z80
- Timings específicos del CPC y explicación
- Conceptos avanzados de acceso a memoria
- Ciclos y memoria compartida
- DMA
- Refrescado de memoria dinámica (el registro R)
- Técnicas específicas
- Look-up tables
- Alineamiento de memoria
========================================================================
== CONTENIDOS PRÁCTICOS
========================================================================
- Programas de ejemplo sobre los que empezar a trabajar
- Uso de un emulador de Amstrad CPC 464
- Cómo es la máquina real (y el emulador)
- La interfaz básica con BASIC (cargar algún programa)
- Algún programa sencillo en BASIC y su funcionamiento
- Tecnicas básicas de programación
- Almacenamiento y uso de datos (variables)
- Manipulación de información (operaciones)
- Repetición y cuenta (loops)
- Indexación (punteros)
- Ejecución condicional (jumps)
- Introducir código máquina en la memoria
- A Mano directamente en la memoria
- Utilizando POKES en BASIC
- Utilizando lenguaje ensamblador en el emulador
- Utilizando CPCtelera para crear programas
- Construir un programa en código máquina
- Pintar un carácter en pantalla
- Pintar un píxel
- Usando funciones
- A mano
- Cambiar el modo gráfico
- Leer el teclado
- Copiar información
- Borrar la pantalla
- Dibujar patrones en pantalla
- Sprites básicos
- Sprites genéricos
- Ejercicios de programas con errores o incompletos
- Corrección de programas
- Modificación de programas
- Completado

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;;===================================================================================
;; EJEMPLO
;;
;; Pintar de colores los 4 primeros píxeles de la pantalla
;;
;;
;; CÓDIGO MAQUINA
;;
;; 4000 - 3E 88 32 00 C0 18 FE
;;
;;
;;
;; ### EJERCICIO 1:
;;
;; 1 - Abrir Winape
;; 2 - [F7] Abrir el depurador, analizador de memoria
;; 3 - Ampliar la zona de volcado de memoria
;; 4 - Buscar la dirección &4000
;; 5 - Escribir código máquina en la dirección 4000
;; 6 - Modificar el registro PC=4000
;; 7 - Cerrar depurador y observar ejecución
;;
;; Resultado: Se pinta de rojo el primer píxel de la pantalla
;;
;;
;;
;; ### EJERCICIO 2:
;;
;; 1 - [Ctrl + F9] Reiniciar el CPC
;; 2 - Repetir los pasos del ejercicio 1, pero modificar
;; el 2º byte (88) por (11)
;; 3 - Repetir pasos 1 y 2 para los valores (44) y (22)
;;
;; * Observar que 88 es 10001000 en binario
;; * Observar que 44 es 01000100 en binario
;; * Observar que 22 es 00100010 en binario
;; * Observar que 11 es 00010001 en binario
;;
;; Resultado: Se pintan de rojo los pixeles del 2º al 4º
;;
;;
;;
;; ### EJERCICIO 3:
;;
;; 1 - Repetir los pasos del ejercicio 2 8 veces, para
;; probar las 8 combinaciones de 1 bit a 1 y los otros 7 a cero.
;; (10000000, 01000000, 00100000, 00010000,....).
;;
;; * Observar los valores binarios y hexadecimales
;;
;; Resultado: Los 4 primeros píxeles se pintan primero de color
;; cian, y luego de color amarillo.
;;
;;
;;
;; RETOS
;;
;; 1. Pinta los 4 primeros píxeles de rojo a la vez
;; 2. Ahora los 4 píxeles de color amarillo y cian
;; 3. Pinta los 4 primeros píxeles uno de cada color
;; (fondo, amarillo, cian y rojo)
;; 4. Amplía el programa para que pinte los 8 primeros píxeles
;; (4 rojos y 4 amarillos)
;;
;; RETOS CREATIVOS
;;
;; 1. Amplía el programa para que pinte los 16 primeros píxeles
;; formando una bandera
;;
;;
;;
;; EXPLICACIONES EN ESTE VÍDEO
;;
;; * Abrir WinAPE, introducir código y ejecutar
;; * Depurar código paso a paso (instrucción por instrucción)
;;
;; EXPLICACIONES EN OTROS VÍDEOS
;;
;; * Entendiendo binario y hexadecimal
;; * Ciclo de ejecución del procesador
;; * Instrucciones LOAD (LD), registros y memoria
;; * La instrucción de salto relativo JR
;; * Números negativos: complemento a 2
;; * La memoria de vídeo: Funcionamiento
;; * La memoria de vídeo: Codificación de los píxeles (modo 1)
;; * Direcciones de memoria: Little endian y Big Endian
;;
;;===================================================================================

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;;===================================================================================
;; EJEMPLO
;;
;; Dibujar 8 píxeles en una posición seleccionable de la memoria
;;
;;
;; CÓDIGO MAQUINA
;;
;; 4000 - 2A 20 40 3A 22 40 77 23 77 18 FE
;; 4020 - 20 C0 CA
;;
;; ### EJERCICIO 1:
;;
;; 1 - Abrir Winape
;; 2 - [F7] Abrir el depurador, analizador de memoria
;; 3 - Ampliar la zona de volcado de memoria
;; 4 - Buscar la dirección &4000
;; 5 - Escribir código máquina en 4000 y 4020
;; 6 - Modificar el registro PC=4000
;; 7 - Cerrar depurador y observar ejecución
;;
;; Resultado: Pinta 8 píxeles de colores rojo, amarillo, azul y fondo
;; en la mitad de la primera línea de la pantalla
;;
;; * Observar que CA 11001010 en binario
;; * Recordar el funcionamiento de los colores
;;
;;
;; ### EJERCICIO 2:
;;
;; Trazar paso a paso el ejercicio 1
;;
;; 1 - Repetir pasos 1 al 6 del ejercicio 1
;; 2 - Buscar la dirección &4000 en la zona de desensamblado
;; 3 - [F8] Ejecutar la primera instrucción (2A 00 40 LD HL, (4020))
;; 4 - Observar que el registro HL vale ahora &C020
;; 5 - [F8] Ejecutar la segunda instrucción (3A 02 40 LD A, (4022))
;; 6 - Observar que el registro A vale ahora &CA
;; 7 - Buscar la dirección &C020 en la zona de volcado de memoria
;; 8 - [F8] Ejecutar la tercera instrucción (77 LD (HL), A)
;; 9 - Observar que la dirección de memoria &C020 (HL)
;; ahora contine &CA (A)
;; 10 - [F8] Ejecutar la cuarta instrucción (23 INC HL)
;; 11 - Observar que HL ahora contiene &C021 (siguiente posición)
;; 12 - [F8] Ejecutar la cuarta instrucción (77 LD (HL), A)
;; 13 - Observar que la dirección de memoria &C021 (HL)
;; ahora contine &CA (A)
;;
;; ### EJERCICIO 3:
;;
;; 1 - Cambiar los bytes en &4020 (20 C0 CA) por (20 C8 F0)
;; 2 - Modificar el registro PC=4000
;; 3 - Cerrar el depurador y observar el cambio
;;
;; * Observar que F0 11110000 en binario
;; * Observar que CA 11001010 en binario
;; * Recordar el funcionamiento de los colores
;;
;; Resultado: Se pintan de amarillo los 4 píxeles que están justo
;; debajo de los píxeles dibujados antes
;;
;;
;; ### EJERCICIO 4:
;;
;; 1 - Repetir el ejercicio 3 pero cambiando los bytes por:
;; * 20 D0 0F
;; * 20 D8 CC
;; * 20 E0 FF
;; * 20 E8 AA
;;
;; Resultado: Aparece un dibujo de 6x4 píxeles con distintos colores
;;
;;
;;
;; RETOS
;;
;; 1. Consigue que los 8 píxeles se dibujen al final de la primera
;; fila de la pantalla
;; 2. Amplía el programa para que en lugar de 8 píxeles dibuje 16
;; 3. Consigue que los 16 píxeles se dibujen al principio de la
;; última fila de la pantalla
;;
;;
;; RETOS CREATIVOS
;;
;; 1. Siguiendo las instrucciones del ejercicio 4, consigue
;; dibujar la inicial de tu nombre en pantalla en &C370
;;
;;
;; RETOS AVANZADOS
;;
;; 1. Amplía el programa para que dibuje la inicial de tu nombre
;; en una sola ejecución, en la posición &C370
;;
;;
;; EXPLICACIONES EN ESTE VÍDEO
;;
;; * Abrir WinAPE, introducir código y ejecutar
;; * Depurar código paso a paso (instrucción por instrucción)
;; * Registro HL e instruccion LD
;; * Instrucciones de incremento INC
;; * Acceso a memoria por posición (punteros básicos)
;;
;; EXPLICACIONES EN OTROS VÍDEOS
;;
;; * La memoria de vídeo: Disposición
;; * Separación entre código y datos
;; * Sprites en videojuegos
;;
;;===================================================================================

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;;===================================================================================
;; EJEMPLO
;;
;; Hacer dibujos pintando píxeles en una matriz de 8x4
;;
;;
;; CÓDIGO MAQUINA
;;
;; 4000 - 21 F0 F0 22 00 C0 21 0F 0F 22 00 C8 21 00 00 22
;; 4010 - 00 D0 21 FF FF 22 00 D8 18 FE
;;
;;
;;
;; ### EJERCICIO 1:
;;
;; 1 - Abrir Winape
;; 2 - [F7] Abrir el depurador, analizador de memoria
;; 3 - Ampliar la zona de volcado de memoria
;; 4 - Buscar la dirección &4000
;; 5 - Escribir código máquina en la dirección 4000
;; 6 - Modificar el registro PC=4000
;; 7 - Cerrar depurador y observar ejecución
;;
;; Resultado: Se pinta un mini sprite de colores amarillo,
;; cian, azul y rojo, en vertical, 8x4 píxeles.
;;
;;
;;
;; ### EJERCICIO 2:
;;
;; Trazar paso a paso el ejercicio 1
;;
;; 1 - Repetir pasos 1 al 6 del ejercicio 1
;; 2 - Buscar la dirección &C000 en la zona de volcado de memoria
;; 3 - Buscar la dirección &4000 en la zona de desensamblado
;; 4 - [F8] Ejecutar la primera instrucción (21 F0 F0 LD HL, F0F0)
;; 5 - Observar que el registro HL vale ahora &F0F0
;; 6 - [F8] Ejecutar la segunda instrucción (22 00 0C LD (C000),HL)
;; 7 - Observar que los 2 bytes en C000 y C001 ahora valen F0 F0
;; 8 - Buscar la dirección &C800 en la zona de volcado de memoria
;; 9 - Repetir pasos 4 a 6 y observar los valores
;; 10 - Buscar la dirección &D000 en la zona de volcado de memoria
;; 11 - Repetir pasos 4 a 6 y observar los valores
;; 12 - Buscar la dirección &D800 en la zona de volcado de memoria
;; 13 - Repetir pasos 4 a 6 y observar los valores
;; 14 - Observar que la ejecución de 18 FE deja la máquina parada
;;
;;
;;
;; ### EJERCICIO 3:
;;
;; 1 - Cambiar los 3 primeros bytes (21 F0 F0) por (21 FF FF)
;; 2 - Modificar el registro PC=4000
;; 3 - Cerrar el depurador y observar el cambio
;;
;; * Observar que F0 F0 es 11110000 11110000 en binario
;; * Observar que FF FF es 11111111 11111111 en binario
;; * Recordar el funcionamiento de los colores
;;
;; Resultado: La primera fila del sprite pasa de amarilla a roja
;;
;;
;;
;; ### EJERCICIO 4:
;;
;; 1 - Modificar las 4 parejas de bytes que hay tras las
;; instrucciones 21 (F0 F0, 0F 0F, 00 00, FF FF) por
;; (FF F0, F0 FF, FF F0, F0 FF)
;; 2 - Modificar el registro PC=4000
;; 3 - Cerrar el depurador y observar el resultado
;;
;; Resultado: Aparece un patrón rojo y amarillo parecido a un mantel
;;
;;
;;
;; RETOS
;;
;; 1. Dibuja un símbolo de = de color amarillo
;; 2. Dibuja 2 franjas verticales de colores amarillo y cian
;; 3. Dibuja una reja vertical de color rojo
;;
;;
;; RETOS CREATIVOS
;;
;; 1. Dibuja una cara y compártela
;; 2. Haz un dibujo original y compártelo
;;
;;
;; RETOS AVANZADOS
;;
;; 1. Amplía el programa para que el dibujo sea de 16x16 píxeles
;; y aparezca en el centro de la pantalla.
;;
;;
;; EXPLICACIONES EN ESTE VÍDEO
;;
;; * Abrir WinAPE, introducir código y ejecutar
;; * Depurar código paso a paso (instrucción por instrucción)
;; * Registro HL e instruccion LD
;;
;; EXPLICACIONES EN OTROS VÍDEOS
;;
;; * La memoria de vídeo: Disposición
;; * Sprites en videojuegos
;;
;;===================================================================================

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;;===================================================================================
;; EJEMPLO
;;
;; Cambiar colores de la paleta y el borde de pantalla
;;
;;
;; CÓDIGO MAQUINA
;;
;; 4000 - 3E 00 06 09 0E 09 CD 38 BC 18 FE
;;
;;
;;
;; ### EJERCICIO 1:
;;
;; 1 - Abrir Winape
;; 2 - [F7] Abrir el depurador, analizador de memoria
;; 3 - Ampliar la zona de volcado de memoria
;; 4 - Buscar la dirección &4000
;; 5 - Escribir código máquina en la dirección 4000
;; 6 - Modificar el registro PC=4000
;; 7 - Cerrar depurador y observar ejecución
;;
;; Resultado: El color del fondo de pantalla (0) cambia a verde
;;
;;
;;
;; ### EJERCICIO 2:
;;
;; 1 - Repetir los pasos del ejercicio 1, pero modificar
;; los bytes 4º y 6º (09) por (0F)
;;
;; Resultado: El color de fondo de pantalla (0) cambia a naranja
;;
;;
;;
;; ### EJERCICIO 3:
;;
;; 1 - [Ctrl + F9] Reiniciar el CPC
;; 2 - Repetir los pasos del ejercicio 1, pero modificar
;; el 2º byte (00) por (01)
;;
;; Resultado: El color del texto (1) cambia a verde
;;
;;
;;
;;
;; RETOS BASE
;;
;; 1. Consigue cambiar a fondo negro y letras blancas
;; 2. Consigue que las letras parpadeen entre azul y magenta
;;
;;
;; RETOS PLUS
;;
;; 3. Amplía el programa para que pinte los 12 primeros píxeles de pantalla,
;; 4 de cada color (1-amarillo, 2-cian, 3-rojo), justo antes de cambiar
;; los colores así:
;; 3.1. Cambia el color 3 (rojo) por negro
;; 3.2. Cambia el color 2 (cian) por gris
;; 3.3. Cambia el color 1 (amarillo) por blanco
;; 3.4. Cambia el color de fondo (azul) por rojo-oscuro
;; 4. Cambia también el color del borde de pantalla a rojo-oscuro.
;; Utiliza la función BC32.
;;
;; RETOS CREATIVOS
;;
;; 5. Haz un programa que dibuje la bandera de Italia.
;;
;;
;; EXPLICACIONES EN ESTE VÍDEO
;;
;; * Abrir WinAPE, introducir código y ejecutar
;; * Depurar código paso a paso (instrucción por instrucción)
;;
;; EXPLICACIONES EN OTROS VÍDEOS
;;
;; * La paleta: qué es
;; * La paleta: funcionamiento
;; * La instrucción Call (CD) y las llamadas
;; * Funciones del Firmware
;; * Las funciones SCR_SET_INK y SCR_SET_BORDER
;;
;;===================================================================================

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@ -1,83 +0,0 @@
;;===================================================================================
;; EJEMPLO
;;
;; Escribir una letra en pantalla usando código máquina
;;
;; PASOS
;;
;; 1 - Abrir Winape
;; 2 - [F7] Abrir el depurador, analizador de memoria
;; 3 - Ampliar la zona de volcado de memoria
;; 4 - Buscar la dirección &4000
;; 5 - Escribir código máquina en la dirección 4000
;; 6 - Cerrar el depurador
;; 7 - Ejecutar el código introducido con CALL &4000
;;
;; CÓDIGO MAQUINA
;;
;; 3E 42 CD 5A BB C9
;;
;; RETOS
;; 1. Consigue que el código pinte la letra C en lugar de la B.
;; 2. Búsca el código ASCII en el manual de Amstrad CPC y modifica el
;; código para dibujar un carácter con el dibujo de un muñequito.
;; 3. Añade más órdenes para que el código escriba "HOLA MUNDO!"
;;
;; EXPLICACIÓN
;;
;; 1 - Tras ejecutar "CALL &4000", el procesador se prepara para ejecutar las
;; órdenes que se encuentren a partir de la posición &4000 (16384 en decimal).
;;
;; 2 - El procesador lee el primer byte (&3E en hexadecimal, 62 en decimal,
;; %00111110 en binario)
;;
;; - &3E es una órden para el procesador que significa "Mete en el registro A,
;; el valor que hay en la siguiente posición de memoria". Abreviadamente,
;; se indica como "LD A, :VALOR:" (Load :VALOR: in A, Cargar :VALOR: en A).
;; :VALOR: se refiere al valor que hay en el siguiente byte de la memoria.
;;
;; 3 - El procesador lee el segundo byte (&42 = 66 = %01000010) y lo guarda en el
;; registro A (Acumulador).
;;
;; 4 - Terminada la primera órden, el procesador lee el tercer byte, que tiene la
;; siguiente órden (&CD = 205 = %11001101)
;;
;; - &CD significa continuar ejecutando órdenes a partir de la posición de
;; memoria indicada en los 2 siguientes bytes. Además, cuando esa ejecución
;; encuentre la órden &C9, volverá aquí para seguir ejecutando las órdenes
;; a partir de la posición siguiente (el primer byte después de la dirección
;; de memoria, después de los 2 siguientes). Esta órden se indica abreviadamente
;; como "CALL :DIRECCIÓN:" (Invocar :DIRECCIÓN:).
;;
;; 5 - El procesador obtiene los 2 siguientes bytes de la memoria, &5A y &BB, y
;; los junta para formar la dirección de memoria* (&BB5A = 47962 = %1011101101011010)
;; A continuación, "salta" a esa dirección: es decir, continúa ejecutando
;; órdenes a partir de la dirección &BB5A.
;;
;; - Las órdenes a partir de la dirección &BB5A lo que hacen es dibujar en
;; pantalla el carácter cuyo número identificador sea el que indica el
;; registro A. En este caso, como A contiene el valor 66, y el 66 es el
;; identificador de la letra "B" en el código ASCII, las órdenes terminan
;; pintando una B en pantalla, después llega la órden &C9 y la ejecución
;; vuelve a este paso, para continuar justo después de los valores &5A &BB,
;; es decir, en la siguiente órden de esta línea de ejecución.
;;
;; 6 - Tras terminar de dibujar la letra B en pantalla y volver de ejecutar
;; código en la dirección &BB5A, el procesador lee el siguiente byte de
;; memoria, que tiene la órden (&C9 = 201 = %11001001)
;;
;; - &C9, como ya hemos dicho antes es la órden para volver al código que
;; nos invocó en primer lugar. Del mismo modo que nosotros hemos invocado
;; el código en &BB5A, otro código habrá invocado el nuestro. Así pues,
;; cuando ya hemos terminado, ponemos esta órden para que la ejecución
;; continúe por donde iba antes de invocarnos.
;;
;; (*) Cuando el procesador Z80 junta valores de varios bytes en memoria para hacer
;; con ellos un único número más grande, siempre lo hace "de derecha a izquierda".
;; A esto se le llama "formato Little Endian" y quiere decir que los valores se
;; guardan en memoria de menor a mayor importancia. En el número &BB5A, el valor &5A
;; tiene menos importancia (vale menos cantidad), que el valor &BB, ya que &BB en
;; realidad vale &BB00 de modo que &BB00 + &5A = &BB5A. Los procesadores Intel usan
;; el mismo formato, pero otros procesadores usan el formato "Big Endian", que tiene
;; el órden contrario.
;;===================================================================================

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@ -1,157 +0,0 @@
;;===================================================================================
;; EJEMPLO
;;
;; Pintar un pixel de color rojo en la pantalla del Amstrad CPC
;; modificando directamente la memoria de vídeo.
;;
;; * Código para cargar y ejecutar en WinAPE
;; * Explicación del ejemplo, uso, ejercicios y retos después del código.
;;===================================================================================
org &4000 ;; Direccion de memoria &4000 (16384)
;; Todo el codigo se guardará a partir de ahi
ld a, %10001000 ;; Poner el valor %10001000 en el registro A (A = %10001000)
;; %10001000 es un número binario equivalente al número 132 decimal
ld (&C000), a ;; Guardar el valor del registro A en la direccion &C000 de memoria
;; Después de esta instrucción, la posición &C000 tendrá almacenado
;; el valor %10001000, que es lo que hay ahora almacenado en A.
ret ;; Devolver el control a quien nos haya invocado
;;===================================================================================
;;
;;;;;;INSTRUCCIONES DE USO
;;
;; * Ejecuta el emulador WinAPE (http://www.winape.net)
;; * Pulsa F3 para abrir el editor de código fuente
;; * Crea un nuevo fichero con File/New y copia el código de este ejemplo
;; - (Alternativamente, abre este fichero con File/Open)
;; * Pulsa F9 para ensamblar el código en la dirección &4000 de memoria
;; * Cierra el editor y teclea CALL &4000 en el Amstrad CPC para ejecutar
;;
;; NOTAS IMPORTANTES:
;;
;; 1. Cada vez que modifiques el código en el editor, deberás pulsar F9
;; para ensamblar. Si no lo haces, tus cambios no se introducirán en
;; la memoria del Amstrad CPC. Presta atención cuando lo hagas porque
;; si has cometido algún error, aparecerá indicado.
;;
;; 2. Cuando llenes la pantalla poniendo CALL &4000 varias veces, las
;; letras se desplazarán hacia arriba. En ese momento, escribe MODE 1
;; para limpiar la pantalla. De lo contrario, la posición de memoria
;; &C000 ya no se referirá a los 4 primeros píxeles de pantalla.
;;
;;;;;;EJERCICIOS
;;
;; 1. Cambia la instrucción "ld a, %10001000" por las siguientes variantes
;; y comprueba lo que sucede con el píxel 0 de pantalla en cada caso.
;;
;; * ld a, %00000000
;; * ld a, %00001000
;; * ld a, %10000000
;; * ld a, %10001000
;;
;; - Presta atención a los 2 únicos bits que se han modificado en el
;; ejercicio anterior. Esos dos bits (el bit 7 y el bit 3) son los que
;; almacenan el color del píxel 0. Sólo hay 4 combinaciones para estos
;; 2 bits: 00, 01, 10, 11. Por tanto, sólo hay 4 colores distintos.
;;
;; 2. Siguiendo la lógica del ejercicio 1, los bits 6 y 2 almacenan el
;; color del píxel 1. Modifica 4 veces el código para conseguir pintar el
;; píxel 1 de los 4 colores posibles, uno cada vez.
;;
;; 3. Haz pruebas y descubre qué 2 bits guardan el color del píxel 2,
;; y qué otros dos guardan el color del píxel 3.
;;
;;;;;;RETOS INICIALES
;;
;; 1. Pinta 2 píxeles, el 0 y el 3, de distinto color. Los píxeles
;; 1 y 2 deben quedar del color del fondo.
;; 2. Pinta una línea de color amarillo con los 4 primeros píxeles
;; de pantalla.
;; 3. Pinta los 4 primeros píxeles de pantalla, uno de cada color.
;;
;;;;;;DIRECTIVAS USADAS
;;
;; - org :DIRECCIÓN: >> Establece el ORiGen: posición de memoria donde
;; el código de este programa se empezará a escribir
;;
;;;;;;INSTRUCCIONES USADAS
;;
;; - LD A, :NÚMERO: >> Introduce un número en el registro A (Acumulador)
;; del procesador.
;;
;; - LD (:DIRECCIÓN:), A >> Guarda el valor del registro A en la :DIRECCIÓN:
;; de memoria indicada.
;;
;; - RET >> Devolver el control al código que nos llamó
;; inicialmente
;;
;;;;;;EXPLICACIÓN
;;
;; Los monitores de Amstrad CPC se refrescan (cambian su contenido)
;; 50 veces por segundo. Cada vez que lo hacen, leen de la memoria del
;; ordenador qué colores deben ser pintados en cada píxel.
;;
;; Pintar un píxel es tan sencillo como modificar la zona de memoria
;; donde se guarda el color que debe tener ese píxel. Esta zona depende
;; del MODO de vídeo en que se encuentre el Amstrad CPC. En MODO 1 (el
;; modo por defecto) hay 320x200 píxeles y cada píxel utiliza 2 bits
;; de memoria para almacenarse.
;;
;; La zona de memoria donde se almacenan todos esos colores empieza
;; en la dirección &C000 (49152), y termina en la dirección &FFFF (66535).
;; Cada posición de memoria tiene 8 bits (1 byte) por lo que guarda
;; 4 píxeles (2 bits para cada uno).
;;
;; Por ejemplo, como hemos visto en el ejercicio, el byte de la
;; dirección &C000 guarda los 4 primeros píxeles de pantalla. El byte
;; siguiente (dirección &C001) guardará los 4 siguientes, etcétera.
;;
;; Los bits que corresponden a cada píxel tienen un órden particular,
;; como puede verse en el siguiente diagrama:
;;
;; 1 Byte, 8 bits, 4 píxeles: [########], cada # puede ser un 0 o un 1.
;; 76543210 <- número de bit
;;
;; * Píxel 0, bits 3 y 7: [_###_###]
;; * Píxel 1, bits 2 y 6: [#_###_##]
;; * Píxel 2, bits 1 y 5: [##_###_#]
;; * Píxel 3, bits 0 y 4: [###_###_]
;;
;; Supongamos que guardamos el valor %01011011 en la posición &C000.
;; ¿Qué color tendrá cada píxel?
;;
;; * Píxel 0, bits 3 y 7: [0###1###] = %10 = Color 2
;; * Píxel 1, bits 2 y 6: [#1###0##] = %01 = Color 1
;; * Píxel 2, bits 1 y 5: [##0###1#] = %10 = Color 2
;; * Píxel 3, bits 0 y 4: [###1###1] = %11 = Color 3
;;
;; Es importante indicar que los bits se leen de derecha a izquierda,
;; y por eso [0###1###] corresponde al valor %10 en binario (2 en decimal).
;;
;;;;;;RETOS CREATIVOS
;;
;; 1. Prueba a colorear a tu gusto la primera línea de la pantalla.
;; Necesitarás añadir más código para ir pintando los 160 píxeles
;; que tiene.
;;
;; 2. Prueba a colorear los píxeles siguientes a la primera línea
;; de pantalla y observa en qué línea aparecen.
;;
;; 3. Rellena toda la pantalla de un mismo color (o de varios, a tu
;; gusto). Recuerda que debes rellenar desde &C000 hasta &FFFF.
;; Observa cómo se rellena la memoria cuando ejecutes.
;;
;; 4. Ve rellenando las líneas de pantalla una por una y fíjate
;; en qué posición ocupan. Intenta hacerte un mapa o una tabla
;; para saber qué direcciones usar cuando quieras pintar en una
;; línea concreta de la pantalla.
;;
;; 5. Intenta hacer un pequeño dibujo (de 4x4 píxeles o de 8x8, por
;; ejemplo). Con esto puedes poner a prueba el mapa o tabla que
;; has elaborado en el anterior reto.
;;
;;===================================================================================

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@ -1,55 +0,0 @@
ORG &8000
;; Clear screen
CALL &BB6C ;; TXT_CLEAR_WINDOW
;; Start coordinates and character
LD B, 39
LD C, 10
LOOP:
;; Draw character
LD D, '@'
CALL DRAW
;; Wait
CALL WAIT
;; Remove Character
LD D, ' '
CALL DRAW
;; Move character
DJNZ LOOP
RET
DRAW:
LD H, B
LD L, C
CALL &BB75 ;; TXT_SET_CURSOR
LD A, D
CALL &BB5A ;; TXT_OUTPUT
RET
WAIT:
HALT
HALT
HALT
HALT
HALT
HALT
HALT
HALT
HALT
HALT
HALT
HALT
HALT
HALT
HALT
HALT
HALT
HALT
HALT
HALT
HALT
HALT
HALT
HALT
RET

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@ -4599,7 +4599,7 @@ loadch
wreg flash_cs, 1
ld de, config
ld hl, $0060 ;old $0aa0
ld a, $17
ld a, $1a
ENDIF
; ------------------------