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#21 | |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,708
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Quote:
https://www.instructables.com/68k-mb...-Other-8080-C/ Can you possibly make an ADF with Zork ? ![]() |
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#22 | |
Amiga user
Join Date: Nov 2008
Location: Sofia / Bulgaria
Posts: 477
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Quote:
Working games ADF is the attachment. I didn't manage to find out how to make autoexec.bat for this CP/M version (PROFILE.SUB seems is ignored), so you have to start the game by yourself, after CP/M is booted: > com zork1.com For Zork > com zork2.com > com zork3.com > com advent.com For Zork 2, Zork 3 and Colossal Cave Adventure. There are interpreters for these games, but here they run natively on Amiga and CP/M. If there are difference, or if they work as intended. Edit: You can omit the .com from the game names, i.e. com zork1 com zork2 com zork3 com advent will work as well... Last edited by drHirudo; 13 June 2024 at 15:29. Reason: more info.. |
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#23 |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,708
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#24 | |
Registered User
Join Date: Feb 2017
Location: Denmark
Posts: 1,302
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Quote:
For the bell sound, CP/M pauses until it has been played, right? And what is the duration roughly? If you have a particular sample you think would be appropriate, share it and I can add that as well (otherwise I'll just add some generic square wave). |
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#25 |
Moderator
Join Date: Nov 2004
Location: Eksjö / Sweden
Posts: 5,755
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CP/M was the first proper microcomputer DOS. There were some clones and limited implementations per-brand like Apple, Tandy, Commodore, MSX. ("DISK BASIC", just few commands added, no standardized protocols or file formats, not an OS.)
We had a bunch of networked Microbee computers early, and they did serious things like word processing, spreadsheets etc as well as (still monochrome) graphics in 512x256 IIRC. I did a Pac-man like game with some scroller in asm, and I remember a game with a frog jumping on waterlilies. Years later they were swapped for monochrome Compis computers, then for monochrome PC computers - not much of an improvement, really. Same word processors and spreadsheet, the odd game with dire gfx and beepy sound. I did 'Fetris' for the Compis in Pascal+asm, with a network high score list. It got played a lot at breaks, even by non-computer-interested ppl (lamers). ![]() There should be a multitasking CP/M version, I forget the name. That could be interesting to get running ![]() C128 did CP/M, but it was almost a decade too late. I had one with CP/M disks but sold it. I have Spectravideo and MSX computers, actually with CP/M and 80-column card. Definitely good for serious use. You can even do a mail merge! ![]() But it's all very clunky and old with this text only + draw graphs era. It would be interesting to learn of a modern-GUI computer or workstation based on CP/M, like Unix/Linux but on a parallel path! There should be one? |
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#26 | ||
Amiga user
Join Date: Nov 2008
Location: Sofia / Bulgaria
Posts: 477
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Quote:
Quote:
Once the OS/game is WHDLoaded, there are many enhancements and improvements that can be made. For example Joystick support (emulating keys). Configurable colors - background and foreground colors are defined in the code at these lines in bios.asm: 63 COLOR0 = $180 ; Color 0 64 COLOR1 = $182 ; Color 1 182 move.w #$ccc,COLOR0(a6) ; color0: light gray 183 move.w #$000,COLOR1(a6) ; color1: black Or even colorful copperlist backgrounds (borrowing rainbows or turrican backgrounds). Of course these improvements can be added to the bios.asm so any game/software can benefit. |
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#27 |
Registered User
Join Date: Feb 2017
Location: Denmark
Posts: 1,302
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Yeah, I know CP/M is not multitasking, but maybe the sound would be play asynchronously. IIRC it doesn't in MS-DOS, but it's been a while
![]() Attached is new slave that plays bell sound (at ~11025 mono on channel 0) and allows generic slowdown (whdload CPM.slave CUSTOM1=number) "number" is generic slowdown factor (number of raster lines waited each frame) that you need to tweak according to the speed of your machine. Not perfect, but maybe it's OK. |
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#28 | ||
Amiga user
Join Date: Nov 2008
Location: Sofia / Bulgaria
Posts: 477
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![]() Quote:
> ladder to start the game. It's preconfigured for VT-52 terminal, Sound, Messages and I,J,K,L as control keys. SPACE for Jump. SturmBIOS is claimed to support both ADM-3A and VT-52 terminal emulation, but Ladder didn't work well when selected to ADM-3A, so I left it as VT-52. Recommended for A500 users is to set the Level to 5, because 1 is slower than usual. Shall I compile a list of the missing features of the CP/M-68K discussed above and send them to juollila? if he has the time to implement, if he is not reading this thread already. So far some of them can be accomplished with CP/M-68K software (patches) like the colour and the autoboot, but for the more complex ones like sound, Joystick and Copperlist, the bios.asm will need to be patched. The current implementation is okay. With the use of the 8080 emulator I managed to get working lbr unarchiver and some other software. There is a huge library of CP/M software, now thanks to the CP/M-68K port to Amiga, it can be ran even on A1000 machines with 256 KB RAM (I have one of these at home). One of the beast 68K machines of the early 1980-ies - the SAGE had CP/M-68? and according to the SAGE Wiki - https://en.wikipedia.org/wiki/Sage_Computer_Technology Quote:
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#29 |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,708
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Tried the ladder and the new slave with beep - working very nicely on pistorm32 with Emucontrol ICNT=1 CCRD=0 and NOCACHE parameter for WHDLoad
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#30 | |
Registered User
Join Date: Mar 2007
Location: Stasin/Poland
Posts: 47
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Quote:
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