Z80 Assembly 69: Final Project - Building a Simple Game Engine

The Synthesis: Combining All 68 Lessons This final project demonstrates how to structure and link together all the advanced modules developed in this series (Interrupts, Graphics, I/O, and Logic) to create a working, real-time application. The Engine’s Goal: Display a sprite that moves smoothly in response to keyboard input, accelerates due to gravity, and stops when hitting a floor tile. Engine Initialization (The Setup Phase) This phase runs only once, at boot, and relies heavily on your OS and peripheral posts (Parts 52, 62). ...

September 27, 2025

Z80 Assembly 68: Code Portability and the Abstraction Layer

The Challenge of Portability Throughout this series, we encountered system-specific hardware addresses: screen memory (4000H′), keyboard ports (FEH′), and sound chips (`AY-3-8910′). Code written for the ZX Spectrum will not run on an MSX or a CP/M machine without significant modification. Code Portability is the practice of writing code that minimizes these machine-specific differences, allowing the main logic to be compiled for multiple platforms. Method 1: Conditional Assembly The most fundamental technique is Conditional Assembly. The assembler is instructed to include or exclude specific blocks of code based on a platform constant defined at the beginning of the file. ...

September 27, 2025