Thursday, April 1, 2021

Z80 Programming Sample II

In the previous post, we checked out Z80 Programming Sample for the Sega Master System: an 8-bit video game console based on the Z80 chip. Here we used WLA-DX assembler for our development environment.

Here, we analyzed existing Indie game projects and disassembled classic 8-bit commercial games to better understand the Z80 development process. For completeness, we would now like to better understand this relationship between source code written in C using the devkitSMS and the underlying Z80 assembly code.

Let's check it out!

Software
Follow all instructions from the previous post: this documents how to setup all the pre-requisite software. Note: ensure you have downloaded and installed WLA-DX assembler + Visual Studio Code cross platform.

Process
Build small demo project in C using the devkitSMS. Follow the numerous posts from devkitSMS category to completion. Next, disassemble the output. Refactor the underlying Z80 assembly code using this process:

Step #1
Create Temp01 folder | copy output.sms. Launch Emulicious | open output.sms. Tools | Debugger | Ctrl + A select all disassembled Z80 assembly code | Save Temp01.asm. Follow instructions from previous post using Binary-File-Write utility replace all instances of ".incbin ..." to refer to binary data files in the data folder.

Step #2
Create Temp02 folder | copy output.sms + output.map. Launch Emulicious | open output.sms. In Debugger | Ctrl + A to select all disassembled Z80 assembly code that now has devkitSMS symbols | Save Temp02.asm.

Step #3
Create asm folder. Copy .vscode folder from above with launch.json and tasks.json. Copy build.bat and build.sh. Don't forget to grant execute permission chmod +x build.sh command. Copy data folder above.

Step #4
Merge Temp01.asm with Temp02.asm! That is keep the structure of Temp01.asm but replace all generic auto-generated labels from Temp01 with specific labels and code from Temp02.asm. Save result file as main.asm.

Step #5
Launch Visual Studio Code. Open Temp03 foder. Create sub-folders that replicate the original C source code structure e.g. banks, devkit, engine, object, screen. Start from the top of main.asm and refactor as follows:

.sdsctag
Begin with the .sdsctag which includes the ROM build major . minor version, author, name and description:
.sdsctag 1.0,"Van Halen","Van Halen Record Covers for the SMS Power! 2021 Competition","StevePro Studios"

memory_manager.inc
Create memory_manager.inc beneath devkit folder. Add .include to file. Move all memory map code in here.

enum_manager.inc
Create enum_manager.inc beneath devkit folder. Add .include to file. Move all .enum exports here. Rename RAM enum references to actual variables used throughout the codebase. Ensure RAM addresses are correct.

define_manager.inc
Create define_manager.inc beneath devkit folder. Add .include to this file. Move all .define definitions here.
.define VDPControl $bf
.define VDPData $be
.define VRAMWrite $4000
.define CRAMWrite $c000

out.inc
Create content folder. Create out.inc beneath content folder. Add .include to file after the LABEL_70_ block. Extract three OUT sections OUT128, OUT64 and OUT32 into out.inc. Set the .ORG address at each section.

psg_manager.inc
Create psg_manager.inc beneath devkit folder. Add .include to file after the main loop block. Extract all PSG functions from PSGStop to PSGSFXFrame into psg_manager.inc. Ensure RAM references replaced by enums.

devkit_manager.inc
Create devkit_manager.inc beneath devkit folder. Add .include to file. Extract all functions from SMS_init to SFX_CHANNELS2AND3 into devkit_manager.inc. Ensure all RAM references replaced by enums as above.

engine
Create the following *_manager.inc files beneath engine folder: asm, audio, content, cursor, font, input, record, screen, scroll, storage, timer. Extract all code from main.asm to each corresponding engine file.

object
Create the following *_object.inc files beneath object folder: cursor, record. Extract all code from main.asm to each corresponding object file. Don't forget to add the corresponding .include statements in main.asm.

screen
Create the following *_screen.inc files beneath screen folder: none, splash, title, scroll, select and record. Extract all code from main.asm to each corresponding screen file. Add corresponding .include statements.

content
Create gfx.inc and psg.inc files beneath content folder. Extract all code from main.asm to each content file.

sms_manager.inc
Create sms_manager.inc beneath devkit folder. Add .include to file after all div functions. Extract all functions from UNSAFE_SMS_copySpritestoSAT to SMS_loadPSGaidencompressedTiles into the sms_manager.inc file.

bank_manager.inc
Create bank_manager.inc beneath engine folder. Add .include to file as last line of main.asm. Remove auto-generated data for SDSC and .incbin. In banks_manager.inc update labels + set .incbin to banks resources.

Sections
Finally, wrap logical blocks of code as .section free and hardcoded address code as .section force for example $0000, $0038 and $0066. Wrap banked code as .section free or superfree + ensure all BANK # has SLOT 2.

Opcodes
Manually disassemble code using the full Z80 Opcode list or Opcodes sorted by value. Any byte data can be converted using the Hex to ASCII text converter. Finally, here is a list of common opcodes regularly found:
 Opcode Mnemonic  Opcode Mnemonic  Opcode Mnemonic
 $00 nop  $C1 pop bc  $18 nn ld a, nn
 $C9 ret  $D1 pop de  $3E nn ld a, nn
 $3C inc a  $E1 pop hl  $DD $39 add ix, sp
 $3D dec a  $F1 pop af  $DD $E1 pop ix
 $A7 and a  $C5 push bc  $DD $E5 push ix
 $AF xor a  $D5 push de  $DD $F9 ld sp, ix
 $B7 or a  $E5 push hl  $C3 nnnn jp &nnnn
 $BF cp a  $F5 push af  $CD nnnn call &nnnn
IMPORTANT: nn represents a one byte operand in table above whereas nnnn represents two bytes operand.

Troubleshooting
Ensure that labels do not begin with an underscore otherwise you may receive FIX_REFERENCES error when assembling Z80 code with WLA-DX. Also, ensure all disassembled labels, esp. labels with "$" are removed. Otherwise when you debug step through Z80 source code breakpoints may skipped via disassembled code.

Download code sample here.

Summary
Although Z80 programming for the Sega Master System may be very niche development style, it still attracts interest on coding medium / large sized games using WLA-DX with further options for Z80 IDEs using Eclipse and other information on Visual Studio Code for SMS Development including sample SMS Framework to test.

Now that we have setup a productive Z80 assembler development environment and better understand this relationship between source code written in C using the devkitSMS and the underlying Z80 assembly code, we are now finally in a great spot to build our own Z80 projects from scratch for the Sega Master System!

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