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elementary OS 8 Available Today

from elementary Blog [alt+shift+b] in programming

We’re proud to announce that elementary OS 8 is available to download later today and shipping on several high-quality computers! With OS 8, we’ve focused in on: Creating a new Secure Session that ensures applications respect your privacy and require your consent A brand new Dock with productive multitasking and window management features Empowering our diverse community through Inclusive Design To get elementary OS 8, head to elementary.io later today for the download—or read on for an overview of what’s new. Privacy, Security & Consent Over the past several years we’ve been building features to improve the trust relationship with your computer by requiring your explicit informed consent and disallowing untrustworthy behavior on a technical level. We’ve done that by embracing Flatpak as the way to install apps on elementary OS and Portals for confining them to a safer sandbox. Now we’re extending that story with both new settings to put you in control of the system features apps can access and a new Secure Session powered by Wayland. In the Secure Session apps need your explicit permission for more things On the lock screen, you’ll now see a gear menu next to the password field that gives you the option of Classic or Secure sessions. If you select the Secure Session, elementary OS will use Wayland, a modern and secure method for apps to draw themselves and accept your input. In the Secure Session, apps will be more restricted and will require your consent for access to system features. When an app wants to listen in the background for your keystrokes, take a screenshot, record the screen, or even pick up the color from a single pixel, you will be asked first to make sure that it’s okay. The Secure Session also comes with other modern features like support for Mixed DPI modes—A hotly requested feature for folks using a HiDPI notebook or tablet with a LoDPI external display—and improved support for multi-touch gestures on touch screens and tablets. You might also...
26th Nov 2024

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More from elementary Blog

Who Monitors The Monitor?

Monitor The first release of Monitor as an elementary OS default app is here! Monitor is an app for monitoring your system resources and running processes, including with optional panel indicators. Since its last release, we’ve completed the port to GTK4, rewrote the settings menu, and a ton more under the hood. Massive thanks to Stanisław, Ryo, and more for their hard work here. Monitor running processes and available resources Monitor should be automatically installed on your next update, but if you for some reason don’t get it, you can install Monitor with the Terminal command sudo apt install io.elementary.monitor. Window Manager & Dock Another massive bug fix release of our Window Manager has landed with 19 fixed issues including improved performance, fixes for HiDPI, and better animations. We’ve fixed issues with dock menus sometimes appearing behind the dock, apps will now launch correctly when you switch between Classic and Secure sessions, and more. Blur effects have landed in the window switcher and are coming to the Dock Plus, this release introduces a new blur effect. You’ll first notice it in the Alt + Tab window switcher, but in future updates we will also blur behind the Dock and Notifications. Big thanks to Leo and Leonhard for their hard work on this release. Icons We landed a highly requested redesign of folder icons thanks to newhoa. The new folder design is more rounded and more closely matches the design of the Files app icon. Folder icons have been redesigned with rounded corners Icons featuring a computer mouse have been slightly redesigned to include a scroll wheel. And, icons featuring a mouse pointer have been updated to match the new pointer design, thanks to William. Mouse and Pointer icons have been updated Plus a number of smaller clean ups including adding missing sizes for certain icons, adjusting lighting, and rounding a few edges. Finally, we now fall back to Adwaita icons when an app is missing a non-standard icon name, thanks to David Lapshin. Code In the symbols sidebar, tooltips for C language symbols are now more information like their Vala counterparts. When you clone a git branch, we now send an unobtrusive toast to let you know cloning has completed. Global searches now respect your search case sensitivity settings. Opening a second window no longer results in duplicate project entries in the project chooser. And the “Open Folder” keyboard shortcut has been fixed. Shoutouts Jeremy for his hard work on Code. Files Jeremy also fixed a number of small issues with Files including expanding trashed folders in the list view, refreshing views properly when files are deleted, and preventing a potential freeze when the Templates folder contains too many files and subfolders. Plus, Files now shows a setting for Date & Time format. And More In Power settings we now show a small warning about increased energy usage with certain options. The Sound menu now uses a toggle icon like Quick Settings instead of a switch to quickly mute. And media keys for volume now work on the Lock Screen thanks to Leo. Get These Updates As always, pop open System Settings → System on elementary OS 8 and hit “Update All” to get these updates plus your regular security, bug fix, and translation updates. Or set up automatic updates and get a notification when updates are ready to install! Early Access We’re laser focused on preparing to release OS 8.1 so big new features will almost exclusively be targeted to OS 9 from now on. We don’t have OS 9 builds available yet for you to try, but we are working on them already! We’ll let sponsors know first when OS 9 builds are available in Early Access to test. But for now, we have just one more thing. 64-bit Universal ARM builds from the stable updates channel are now available on our Builds website. These builds replace the old device-specific builds for platforms like Raspberry Pi and Pinebook, plus they add support for other ARM devices supported by Linux. This is thanks to the hard work of NN708 who has been dedicated to seeing this project through over the several months it took to complete. Sponsors At the moment we’re at 24% of our monthly funding goal and 324 Sponsors on GitHub! Shoutouts to everyone helping us reach our goals here. Your monthly sponsorship funds development and makes sure we have the resources we need to give you the best version of elementary OS we can! Monthly release candidate builds and daily Early Access builds are available to GitHub Sponsors from any tier! Beware that Early Access builds are not considered stable and you will encounter fresh issues when you run them. We’d really appreciate reporting any problems you encounter with the Feedback app or directly on GitHub.

5th Nov 2025 • 11 votes
More Apps, More Features, More Cowbell!

Hot off the release of OS 8.0.2, we’ve got a great new batch of feature updates for you as we get closer to the release of elementary OS 8.1! Maps The first stable release of elementary Maps is now available for download on any Linux OS. For now we’ve focused on some of the basics like showing your current location, searching for locations, and handling geo:// uri links. You may recall that Maps evolved from the Atlas code base originally written by Steffen Schuhmann for elementary OS. Ryo has worked hard to maintain the code and update it for the latest platform libraries like GTK4. Since the rename, we’ve updated the app to match the latest elementary styles and design conventions. We’ve also added an illustrated view switcher between Explore and Transit maps and when you search you’ll see color coded place type icons next to search results. Keyboard navigation,screen reader accessibility, and performance should also be slightly improved. Plus we have a modernized app icon, shoutouts to Micah for providing art direction. Get Maps on AppCenter AppCenter On the Home page, the “Updates & installed apps” button is now properly labeled for screen readers. We’ve fixed a minor visual bug with banner shadows. And the “Education” category now has an icon. In app info views, we now show a simple percentage-based app rating when ratings are available from ODRS—the same ratings server used by apps like GNOME Software. Expect future versions of AppCenter to expand our support for ratings and reviews, but for now we have some groundwork laid out. App info views also now show content warnings with a more compact layout. Italo updated our “End of Life” warnings to contain more accurate language, and licensing information now shows more detail and a simplified summary. Plus, we now show when a game supports playing with controllers. Leonhard added support for app addons, and we’ve simplified the “What’s New” section to show just the latest release, with the option to view more releases in a separate version history window. Apps now show ratings, controller support, simplified release notes, and license summaries Leonhard did a ton of work in this release to make app updates faster and more reliable. The code has been massively streamlined and we’ve resolved reported crashes that some folks were experiencing while checking for updates. Plus we’re now using GTK 4’s FilterListModels for improved performance. The “Last checked” time is now updated every minute while the updates view is open and the gear menu can now be opened with the keyboard shortcut F10. We’ve made a few changes to the way installed apps are shown to make it easier to keep up with what’s new when you have automatic app updates turned on. Installed apps are now sorted by release date instead of alphabetically. The Releases dialog got a slight redesign and you can now see recent releases for all installed apps. And we’ve adjusted where the version number and store origin labels appear to clean up their layout. You can check past release notes for all installed apps. Occasionally, app icons can take a little longer to load; When this happens they’ll now fall back to a nicer placeholder and cross fade into their proper icons once available, thanks to Italo. We’ve changed the label of the action button for free apps from “Free” to “Install”, according to your feedback. “Recent” apps in Category views should feature a more up-to-date selection and be a bit faster to load. And Search Results will now show in two columns when enough space is available so that you can see more results at once. Dock When we ran our desktop survey 75% of you told us that you expected to see background apps in the Dock, so we now have Background Portal support in the Dock thanks to Leonhard! Here you can see a list of apps running the background without a window, their supplied reason for running the background, and you have the ability to force them to quit. You can always further manage app permissions in System Settings → Applications and choose which apps are allowed to run in the background. Background apps now show in the Dock New contributor Sebastian fixed issues with the placement of app name tooltips, added a shake animation when you try to open a new window on a single-window app with middle-click, and fixed an issue where re-arranging app icons in the dock could cause them to shake indefinitely. Leonhard fixed an issue where maximized windows would be behind a portion of the dock when hiding is turned off. And William improved the color of the indicator dot for apps which are active on another workspace. Panel & Settings In Quick Settings, we’ll now show a message when you try to turn on the onscreen keyboard in a Secure Session since it’s currently only available in a Classic session. And we’ve added a couple of nice animations when you toggle Dark Mode or Rotation Lock. Some toggles—like Rotation Lock—are now animated Vishal fixed a potential crash when using the network indicator on the Lock Screen. And we’ve improved Airplane Mode: it will now only disable networking radios, not Bluetooth or wired networks. Plus you can now jump to System Settings when middle-clicking networking toggle buttons. Application settings now has a setting to select your default Maps app, and you can start typing to search apps right away instead of having to select the search icon first. Login & Lock Screen Leo put a ton of effort into this latest release of the Login ∓ Lock Screen, including support for the automatic accent color and Dark mode! We now also sync more of your settings like panel transparency and power settings. We’ve improved keyboard navigation, and will automatically select the Classic session if accessibility features are used, for example, during Initial Setup. We’ll also do a better job of remembering your last selected user card and their session type. And More Jeremy also pushed another round of maintenance updates for our developer tools!. Files now does a better job when drag-n-dropping files into other apps, and Properties windows now show a more precise date and time for file modification. Code’s terminal pane now does a better job syncing with your Terminal app settings, and he fixed an issue where exiting a shell would break the terminal pane. In the Terminal app, he improved unsafe paste warning detection for commands that contain newlines, and the search bar now takes up a more appropriate amount of space. Get These Updates As always, pop open System Settings → System on elementary OS 8 and hit “Update All” to get these updates plus your regular security, bug fix, and translation updates. Or set up automatic updates and get a notification when updates are ready to install! Early Access We landed blur-behind in a couple of more places in Early Access! The Dock is now slightly more transparent and things behind it will be blurred. This improves legibility when for example busy text is behind the dock. And we’ve also merged some updates styles for Notifications including slight transparency, blur-behind, more rounded corners, and softer shadows. Plus Leo cleaned up Notification close animations. If you’re not a fan of transparency and blur effects, you can always turn off “Panel Transparency” in System Settings → Dock & Panel. The Dock and Notifications now have transparency and blur-behind effects Subhadeep has merged in initial support for fingerprint enrollment in User settings. We’re still working out the experience for fingerprint authentication dialogs for example, but if you have a compatible fingerprint reader you should be able to start testing support and send us feedback about what is and isn’t working. Initial support for enrolling fingerprints was merged Plus, daily and release candidate quality builds will now use the Secure Session by default. We’ve received a ton of feedback that since the updates we’ve made since the release of OS 8 have made the experience of using the Secure session much better than the Classic session for most people, including improved performance and fewer bugs encountered. So we’re really excited to make it the default experience going forward. Sponsors At the moment we’re at 24% of our monthly funding goal and 321 Sponsors on GitHub! Shoutouts to everyone helping us reach our goals here. Your monthly sponsorship funds development and makes sure we have the resources we need to give you the best version of elementary OS we can! Monthly release candidate builds and daily Early Access builds are available to GitHub Sponsors from any tier! Beware that Early Access builds are not considered stable and you will encounter fresh issues when you run them. We’d really appreciate reporting any problems you encounter with the Feedback app or directly on GitHub.

6th Oct 2025 • 15 votes
elementary OS 8.0.2 Available Now

It’s been about 6 months since our last minor release and the team has been busy! For all of the details about what’s new since OS 8.0.1, make sure to check out our posts from May until now. In this post I’ll just be covering our progress over the last month up until the release of OS 8.0.2. OS 8.1 is due to be released before year end and that post will be The Big One™ that wraps up every change since OS 8.0. So without further delay, let’s dive into what we did last month that made it in OS 8.0.2! Installer & Initial Setup The latest Installer incorporates fixes for a number of issues raised during accessibility testing. The “Before Installing”, “Try or Install”, “Choose a Disk”, and “Encryption” views should all have much improved accessible labels, things like password quality feedback will now be read aloud by the screen reader, and we fixed a couple instances where the screen reader would announce text style markup. Plus, Leo added a few more safety checks for the custom install view that should prevent crashes with certain complex partition layouts, and the Installer should now always appear centered on screen. Initial Setup also includes the same password quality feedback improvements for screen readers and it will always appear centered on screen. Plus trailing hyphens and underscores are now allowed in usernames and we use a more reliable source of information for keyboard layouts, thanks to Ryo. Music The latest release of Music includes a number of important new features for managing the queue, including performance improvements for large queues. You can now remove individual track from a track’s context menu or clear the entire queue thanks to Oowoosh0. Jeremy and Leonhard implemented searching by track name. The queue and the last played track will be saved and restored thanks to Stella, and she added the keyboard shortcut Ctrl+O to add new files. Ryan added the Ctrl+Q shortcut to quit, and album art will now show in media controls in the panel and elsewhere. Plus Oowoosh0 fixed a couple of issues with long artists names or when using large system fonts. Terminal Leo Fixed an issue that caused keyboard focus to not be inside the first tab when opening a new window, and he fixed an issue where dropping in text that contain # would be cut off. Jeremy also fixed an issue with incorrect line breaks when pasting or dropping text while a process is running, made sure to always clear process finished icons when a tab is selected, and removed an old misfeature that would cause window sizes to be odd on certain display sizes. Hardware Enablement OS 8.0.2 includes the latest long-term support Hardware Enablement stack from Ubuntu, including Linux 6.14. This new version of the Linux kernel brings improved performance—especially while gaming, reduced power consumption for certain AMD and Intel chipsets and GPUs, new security features, and support for more gamepads, wifi devices, microphones, and more. And More Main menus are now properly marked in Camera, and Videos and can be opened with the keyboard shortcut F10. In Calculator, Alain replaced the “Del” button with an icon, and the “New Window” action now shows in icon in places like keyboard shortcut settings. Trevor fixed a crash with screenshots which are much taller than they are wide and Ryo fixed an issue that caused screenshots not to be saved to custom locations. Get elementary OS 8.0.2 elementary OS 8.0.2 is available as a pay-what-you-can purchase at elementary.io today. Localized direct downloads and a torrent magnet link are provided. OS 8 FAQ Download elementary OS 8.0.2 Sponsors have been able to download OS 8.0.2 release candidates since the beginning of the month, so if getting things before anyone else is important to you, consider sponsoring us on GitHub And Even More Expect another blog post soon detailing all of the new features that have been released since OS 8.0.2 was built and what’s available to test in Early Access—there are a number of big ones!

22nd Sep 2025 • 11 votes
Developer Tools, Hardware Enablement, and Multitasking Futures

Your monthly updates post is here! This month we have a couple of releases for our developer tools, plus plenty of improvements to Bluetooth, as well as a hardware enablement boost from Ubuntu and plenty to talk about in Early Access. Let’s dive in! System Settings The previously mentioned redesign of Bluetooth Settings has arrived! This redesign not only brings a bit more visual separation between paired devices and nearby devices, but also improves the keyboard navigation and screen reader experience. Plus, you can now double click rows to activate them. We resolved an issue where sometimes devices would be duplicated in the list and fixed issues when a pairing request requires entering passcodes—like with some keyboards. You’ll now also see fewer unnamed devices when discovering, enabling and disabling Bluetooth on devices that have been hardware locked should now work reliably, and to top it all off performance when listing lots of devices has also been improved. Bluetooth settings has a new design Leonhard and Ryo fixed a couple of issues with sidebar selections when navigating directly to a setting from search. Ryo fixed an issue where Sharing Settings lost its window controls when a network was not connected. And there’s now an action to jump directly to the System Updates page from the context menu in the Dock or Applications Menu or via search. Code Working with Git projects continues to get better thanks to Jeremy! There’s now a new feature to clone git repositories directly from inside Code via the projects menu in the sidebar. The item for opening project folders has moved there as well, so managing your open projects now happens all in one place no matter where they come from. You can now clone Git projects in Code He also fixed an issue with blank tooltips appearing in empty sidebar folders, a crash when deleting selected text while using the “Highlight Selection” plugin, and a freeze when editing lists with the “Markdown” plugin. Plus, the Symbols sidebar now shows a loading spinner when searching symbols takes longer than usual, and filters have been fixed for C symbols. Terminal Terminal will now warn about pasted commands that include options to skip confirmation like -y, --interactive=never, and --force. Plus we now make sure to show all found warnings about a pasted command, not just the first one found. For example, if a command like sudo apt update && sudo apt install -y fuse is pasted, we will warn about use of admin privileges, multiple commands, and that it skips confirmations, not just that it uses admin privileges. Terminal warns about more potentially dangerous commands Corentin fixed an issue where long commands could resize windows. Jeremy fixed an issue where tab labels didn’t properly update when using screen or ssh. And he made sure we properly close tabs when using the exit command. And More A few small bug fixes for our Window Manager: Corentin resolved a potential crasher, Leo improved dock hide animations, and Leonhard fixed an issue with revealing the panel over fullscreen apps. A new Hardware Enablement stack has arrived thanks to Ubuntu! This includes Linux 6.14 and Mesa 25 which brings support for newer hardware as well as some big performance gains and potential battery life improvements. OMG! Ubuntu! breaks down all the nerdy details here Get These Updates As always, pop open System Settings → System on elementary OS 8 and hit “Update All” to get these updates plus your regular security, bug fix, and translation updates. Or set up automatic updates and get a notification when updates are ready to install! Early Access Maps Last month, Ryo made the last release of Atlas on AppCenter because we’ll soon be shipping it by default in elementary OS as Maps! As part of our work to improve the experience on computers you take with you—like notebooks and tablets—we’ve been working on features that use your location, and shipping a Maps app is part of that work. An in-development version of the new Maps Our hope with Maps is to improve support for mapping and location features in our platform libraries and to improve experiences in other apps like Tasks and Calendar as well as 3rd party apps in AppCenter. We’ve also already made a tiny improvement to the wider Freedesktop ecosystem by documenting a standard location icon used across desktops and in Portals. We’re really looking forward to getting your feedback and learning how we can improve experiences for apps that use your location in elementary OS. Window Manager & Dock First up is some new eye candy. We’ve heard requests for transparency and blur over the years and I’m happy to report we’re now experimenting with some new effects in shell elements like the alt + tab Window Switcher. We want to make sure to carefully balance shiny effects with performance and legibility, so be sure to send in your feedback. We’re also on track to apply some blur behind the Dock soon, so watch out for that. Blur effects have landed in the window switcher and are coming to the Dock Speaking of the Dock, you may have noticed that it’s now sticking around when in Multitasking View! We’ve replaced the old workspace switcher and you can now launch apps from the Dock directly into different workspaces to quickly get things set up exactly how you like. We’ve also merged in a new feature to monitor background apps that use the cross-platform Background Portal. Here you can not only manage background apps, but also see an explanation of what exactly they’re doing while running. With these features, we’re seeing years of design and development work come together: an improved way to multitask on elementary OS whether you use a mouse at your desktop, multitouch gestures on your laptop or tablet, or rely on keyboard shortcuts to get the job done. I’m extremely proud of what the team has done here and look forward from hearing more from you about it! Background apps now show in the Dock And that’s not all. Building on the previously mentioned Gesture Controller, the new Touchpad backend for multitouch gestures has also landed. This replaces Touchégg in the Secure Session as the way to track multitouch gestures, fixes bugs, and enables new features like two-dimensional swiping between workspaces and the full Multitasking View. So if you are a fan of gestures on your notebook, we’d love for you to try it out and report back before we ship it for everyone. Hardware Support Last but not least, we’re now building Universal EFI install images for ARM64 processors. This means instead of building unique ARM images for every hardware platform, we can build a single universal image for platforms like Pinebook, Raspberry Pi, and M-series Macs. These builds are still experimental and come with a few bugs, but we’d love folks to give them a spin in a virtual machine or on a spare computer and report back. If everything looks good, we may be able to offer stable ARM64 downloads starting with OS 8.1 later this year. Sponsors I want to give special thanks this month to Ryan Prior for his extremely generous one-time sponsorship! Ryan noted that this sponsorship was dedicated to the hard work of Renato who has been translating elementary OS into Brazilian Portuguese. Thanks a ton for your work Renato! At the moment we’re at 22% of our monthly funding goal and 332 Sponsors on GitHub! Shoutouts to everyone helping us reach our goals here. Your monthly sponsorship funds development and makes sure we have the resources we need to give you the best version of elementary OS we can! Monthly release candidate builds and daily Early Access builds are available to GitHub Sponsors from any tier! Beware that Early Access builds are not considered stable and you will encounter fresh issues when you run them. We’d really appreciate reporting any problems you encounter with the Feedback app or directly on GitHub.

11th Aug 2025 • 33 votes
Supporting Disability Is Our Social Responsibility

July is Disability Pride Month, an opportunity for us to consider how we’re serving our disabled community and work on breaking down barriers to access. Last year we had the pleasure of being introduced to Florian—a fully blind cybersecurity enthusiast—and thanks to his feedback we completely rewrote navigation in Onboarding to be more keyboard and screen reader friendly, as well as took another look at Installation and Initial Setup to vastly improve our entire first run experience for blind folks. Plus, we implemented the screen reader interface in the Alt + Tab window switcher. Thanks to this feedback, elementary OS 8 can be installed and set up completely blind, an important win for maintaining your independence as a person with vision disabilities. Danielle Foré Founder & CEO Wed, Jul 3, 2024 7 min read Since the release of OS 8 we’ve been working on things like improving contrast, support for Dark Mode screenshots and brand colors in AppCenter, turning on or snoozing Dark Mode without canceling your schedule, expanding the scope of the “Reduce Motion” setting, and adding more options to reduce distracting notification bubbles. Plus, thanks to feedback from Aaron who you may know from his blog series on Linux accessibility, Notifications and the Shortcut Overlay both got releases that add screen reader support. As a community that includes folks with a range of disabilities ourselves, we’re deeply invested in improving access to Open Source software. We succeed at our mission when we build open computing experiences that are available regardless of ability and fail when accessibility is considered an afterthought or a nice-to-have. This month and always, Inclusive Design is at the core of what we do and we will continue to strive towards that ideal. If you want to follow along or help us address accessibility issues in elementary OS, we’d love your help! We’re tracking issues in this GitHub project. If you discover a new issue—accessibility related or otherwise—we’d love to get your feedback and we have a handy contributor guide to help you file a report here. Code A big new release of Code is here, thanks primarily to Jeremy. This release closes 19 reported issues including a couple of crashers. The “Open in…” menu is now sorted and includes an option for the Terminal pane. Plus the Terminal pane now follows Natural Copy/Paste settings from the Terminal app. The Vala symbols pane now shows a lot more information about symbols in their tooltips. Numbered lists are now handled correctly by the Markdown plugin. The Highlight Word Selection plugin now works with selections of more than one word. Several enhancements were made to managing git branches including sorting branch names alphabetically, the ability to switch to remote branches, and you’ll now be asked how to handle uncommitted changes when switching branches. You can now create edit marks by clicking in the source view gutter. They can be jumped between via the context menu or with the keyboard shortcuts Alt + ← / →. If you’re using the Flatpak version of Code on another OS, the “Open in…” menu is no longer empty and operations that require a network should now work. Plus performance was improved in several cases. Window Manager & Dock This month Leonhard and Leo closed another 19 issue reports in our window manager, including several issues related to multi-monitor, the Multitasking View, and Dock behavior. A crash that could occur when closing LibreOffice windows was fixed. Picture-in-picture will now select the correctly window when its area selection is drawn over an app’s shadow. Non-flatpak apps that don’t correctly match their launchers can now sometimes be matched by the Dock anyways. If you have “activate hotcorners in fullscreen” turned on, you can also now access the Applications Menu with Super while playing a fullscreen game, for example. Plus we made some performance improvements to drawing shadows. System Settings In Keyboard → Shortcuts → Custom you can now choose from a list of installed apps and their actions—in addition to being able to execute custom commands—thanks to Leo. This makes it super straightforward to add a keyboard shortcut for your most common workflows like composing a new email or adding a new Calendar event. You can now create custom keyboard shortcuts for apps and their actions System Settings will also now warn you if your desired keyboard shortcut conflicts with a common system shortcut like “Copy”, “Paste”, or “New Tab”. Plus we fixed an issue that would prevent certain Housekeeping configurations from running, and the “Automatic” accent color option now works more reliably. And More The Screencast Portal now features an improved design for selecting which display or window should be captured, as well as respecting options for capturing the pointer. Plus we fixed issues that prevented screenshots from including window shadows in some cases, and screenshot notifications now open the Image Viewer when clicked. Screencasts portal has a new design Jeremy fixed a number of issues in the latest release of Files including issues related to file renaming, drag-and-drop, ejecting removable drives, and an issue activating context menus from certain parts of the sidebar. And he also fixed an issue preventing bluetooth file sharing from working. Plus, Leo made sure that panel transparency and orientation lock settings get synced to the Login & Lock screen. Get These Updates As always, pop open System Settings → System on elementary OS 8 and hit “Update All” to get these updates plus your regular security, bug fix, and translation updates. Or set up automatic updates and get a notification when updates are ready to install! Early Access Bluetooth Settings got a redesign and a reworking of its list sorting logic that should improve performance, reliability, and its screen reader experience. Especially of note, we now sort out more bluetooth devices so the list of nearby devices should be more concise and useful. Plus we fixed a few issues related to devices that require a passcode to pair, like some keyboards. This includes some fairly large changes so we could really use help testing for regressions before releasing this update for everyone. Bluetooth settings has a new design We’re also now building daily ARM64 Native images thanks to new contributer NN708. This is a universal ARM UEFI image, which means it should be a single image that runs on platforms like Raspberry Pi, Pinebook Pro, and Apple M-series Macs. This makes it a lot simpler for us to support ARM processors in future releasses of elementary OS. Please test these images on your ARM devices and report back! We now include additional processor architecture options in our issue report template to track any problems you experience. Download ARM64 Builds Sponsors At the moment we’re at 23% of our monthly funding goal and 322 Sponsors on GitHub! Shoutouts to everyone helping us reach our goals here. Your monthly sponsorship funds development and makes sure we have the resources we need to give you the best version of elementary OS we can! Monthly release candidate builds and daily Early Access builds are available to GitHub Sponsors from any tier! Beware that Early Access builds are not considered stable and you will encounter fresh issues when you run them. We’d really appreciate reporting any problems you encounter with the Feedback app or directly on GitHub.

2nd Jul 2025 • 47 votes

More in programming

Writing a Demoscene Intro for the ZX Spectrum

Download Now View on pouet.net Intro In the late 80s, I spent an embarrassing number of hours hunched over my ZX Spectrum, typing in Sinclair BASIC programs and rudimentary assembler routines copied from magazines, trying to re-create the Amiga crack intros I’d seen round at a friend’s house. Obviously, they never came even slightly close - but now, many decades later, I’ve finally managed it! I’m now the proud author of a hand-rolled retro demoscene intro that runs on a stock 128Kb Spectrum. It features all those late 80s tropes: A smooth scrolltext (with ‘leet custom fonts!), a three-channel AY soundtrack, bouncing VU meters and the essential parallax starfield. It’s currently 10287 bytes of code, or 19552 bytes as a complete tape image - which, given I’ve been working on this since December 13th last year, means my average rate of code-production is a paltry ~ 455 bytes per week! This blog post is a technical overview of how I got there, some cool tricks I picked up, and everything I had to learn (and re-learn) about the Speccy and Z80 assembly along the way. It simultaneously rates as one of my favourite side-projects ever, and also the one that most often nearly triggered a foot put through my monitor in frustration. I’ll reflect on all that at the end, but for now if you just want to see the finished product, the download button is at the top of the article and the included .tap cassette tape image should load into any emulator. There’s also a YouTube capture, links to the production on pouet.net, and you can run it from within a web browser by visiting my TNFS site portal - check option 4 for recent uploads. Be Kind, Rewind But let’s skip back briefly to the late 80s. Coming from the world of an 8-bit, cassette tape loading computer, seeing an Amiga for the first time was like encountering something from outer space. Like everyone who saw one back in the day, I was blown away by the amazing graphics and sound on display, not to mention the library of ground-breaking games. But I found myself even more captivated by the mysterious (and totally badass) “intros” displayed at the beginning of pirated games. Created by the software piracy groups that had cracked the copy protection and distributed the floppy-disk based games, they were mini works of art in their own right - music, graphics and usually some cool-looking effect to show off the group’s prowess. There’s a great collection of these intros (or “cracktros”) archived on YouTube. Watch a few of those videos and you’ll quickly notice the “design” tropes that almost every cracktro shares: a cool, edgy logo at the top of the screen (bonus points if it’s dripping blood or in any way “metal”), some boastful text displayed on top of an effect of some sort - usually a scrolling parallax starfield, or rotating 3d object - and a further scroll-text full of shout outs, greetings to fellow pseudonymous crackers and adverts for illegal BBS systems galore. Needless to say, to a kid in the 80s/early 90s this was possibly the coolest thing ever. I thought this one was the absolute bomb when I first saw it. Sine-scroller, pirate BBS adverts, cool logo with a sword - and of course, a starfield. There’s something for everyone here. The music from this is burned into my brain. I think pretty much everyone of my classmates knew this intro given the popularity of Lemmings in the early 90s. Skid Row as a group are still active to this day and this is probably the quintessential Amiga cracktro of the period. Endless Piracy. Edgy. Another cool logo, sine-wave scroller, starfield and boasting text. The classics never go out of style. Another great combination of all the essential ingredients. Cool logo, even cooler text font, scrolling starfield and a scroll-text running along the bottom. Vintage stuff. Logo. Text. Scroller. But no starfield - otherwise a solid effort from Anthrox here :) The demoscene grew out of these intros. The cracking eventually faded into the background, and coders, “graphicians” and musicians all contributed to feature-length productions that showcased their abilities, competed with other groups and pushed the machine to its limits. In amazing feats of ingenuity and pure “code as an art form”, the scene lives on today, with groups producing breathtaking productions like this and this - bear in mind, both of those are running on a 7Mhz home computer equipped with a floppy disk, 1Mb of memory and a sound chip from 1985. But much as I admire the sheer skill and dedication that takes, it’s the early “single screen” scrolly-text-and-starfield cracktros I’ve always found captivating. They took on a sort of mystical quality for me, hinting at a scene and a culture I could only ever experience from the outside - which is exactly why I spent all those hours in Sinclair BASIC, trying in vain to re-create them, and dreaming of the day I’d eventually have an Amiga of my own. The Jump Back I eventually did trade up to a range of Amiga systems, joined a few “scene” groups myself and threw myself into a variety of activities until exams and the end of my teenage years beckoned. I dabbled with Z80 code back then, and at one point knew enough 68k assembly to bluff my way through - partly from the Amiga’s heyday, partly from a few “embedded systems” modules at University where I had to program a set of traffic lights or lift-controllers. Given there’s not much call for that sort of thing at my $DAYJOB, though, it had all pretty much faded from my memory. I have kept working on a bunch of projects in my spare time, and one of my favourites is my TNFS site - sort of an old-school BBS system or interactive “website” for the Spectrum, which grew out of a fun experiment to see how far I could push Sinclair BASIC. It relies on a modern network card fitted to the Spectrum, which is how I came to be chatting to “Desertkun”, another TNFS-protocol enthusiast. He’s now producing a great new WiFi network card for the Speccy, and was kind enough to send me a few of the prototypes to test out for him. I was massively inspired by his hardware and low-level coding chops, and during one of our video calls where we’d been comparing our development setups, he asked why I didn’t write any Z80 assembly myself. A throw-away comment, but the challenge was set! Now, I couldn’t face re-writing the whole site in asm, but I figured I could produce a self-contained intro to promote it in the style of the early “BBStros”, and finally be one of the cool kids with a scene production of my own :) I mean, how hard could it be ? (ooooh - foreshadowing!) Dev Environment My development environment through this was pretty straightforward, and is the same stack I use for developing my TNFS site. I just used a Makefile-driven build system which ran my code through the Pasmo assembler, my fork of zmakebas to build BASIC files, and the FUSE emulator for testing. For final testing on the real hardware, I uploaded my .tap files to my local TNFS server where I could run them on my +3. A few additional tools I have to call out because they ended up making a big difference - one is the amazing web-based “asm-editor” I discovered while looking up Z80 instructions. Not only does this site have a great reference of all the Z80 instructions, but it also has an editor where you can run example code and see how the memory and/or various registers change state. Take for example, the djnz instruction - you can build it and step through the example loop construct one instruction at a time. Or try my example of an add instruction in the screenshot to see how the carry flag works when a bit gets shifted out of a register. Although it uses a slightly different syntax to Pasmo (so I couldn’t drop my code directly in it), it massively helped when manually stepping through things. And lastly, probably the most significant debugging tools I used on this project - a notepad and pen, and my two dogs (say “Hi!” to Biscuit & Pebble…) I’ll write some more about this in the wrap-up, but this really was a highly unusual project for me, coming from decades of much higher-level languages and constructs. Most of my z80 code I only ever really understood after drawing out the bytes and bitmasks, keeping a table of register flags and drawing chunks of screen memory out by hand. And I found my evening walks with the two dogs provided ideal rubber duck exercises, although I’m not sure what they both made of my protracted mutterings about the hl register pair. Either way, debugging-by-dog is highly recommended! The Starting Point So, let’s get started. I followed a great “Hello, world!” example from futurice.com to validate my build environment. Beyond that, the first thing I wanted to do was load in my logo and background image I’d use as a “stage” for the remainder of the planned intro. I wasn’t really sure what I was going to do at this point, just that I wanted my logo at the top, and a scrolltext along the bottom row of the screen. As my TNFS site header already looked kinda demoscene-y, I made a quick edit putting in place two blue guide-bars inside which I’d put further content. Memory map courtesy of breakintoprogram.co.uk A Spectrum SCREEN$ file (usually displayed as loading screens) is just a dump of screen memory, starting from byte 16384, and running for 6912 bytes. The weird layout of this is very relevant later, but in order to display it all you need to do is load your file into that memory location. After a few hour’s work of reviewing Speccy internals and following various guides, I had a very simple starting point for my demo that served as the basis for everything else that came after. org $8000 screen EQU $4000 ; address of the first byte of screen memory, 16384 in dec scrlen EQU 6912 ; total length of the screen memory inc. attributes ula EQU $FE ; I/O port for the ULA to control the border black EQU 0 ; Spectrum colour number, the exact same ones BASIC uses start: ld a,black ; Set the border colour to black using the ULA out (ula),a ; Copy my logo header picture to screen memory ld hl,header ; HL = location of my screen file in this code ld de,screen ; DE = start of screen memory ld bc,scrlen ; BC = 6912 bytes to copy ldir ; block copy, see https://jnz.dk/z80/ldir.html ; busy loop - rest of intro goes here :P hold: halt ; sleep until the next interrupt (1/50 second) jr hold ; then jump back and sleep again, for ever header: incbin "assets/header.scr" ; my logo header/background end start Not much to look at now, but this simple starting point introduced me to important concepts like interfacing with the Spectrum’s hardware (ULA chip to start with, and AY sound chip later) via the out instruction, how to pull in binary files using Pasmo’s INCBIN directive, using the Z80’s block copy ldir instruction, the use of register pairs for 16-bit addressing, and simple branching to labels. Hello World The next step was to print something on the screen and explore some of the Speccy’s built-in ROM routines, which are somewhat analagous to syscalls on modern operating systems. There are plenty of disassemblies and guides to the Spectrum ROM available on the internet, one of the best commented and linked one is at https://skoolkid.github.io/rom/. Using this as a reference alongside the various “Hello, world!” tutorials showed me how this sort of thing is built up: at EQU 22 ; "at" control character used to position the cursor row EQU 11 ; coordinates where to print the message col EQU 9 prstring EQU $203C ; where the pr_string routine lives in ROM ld de,msg ; DE = address of the first character ld bc,msglen ; BC = how many characters to print call prstring ; print the lot ; busy loop is the same... msg: db at,row,col ; equivalent of "PRINT AT 11,9" in BASIC db "Hello, world!" msglen EQU $-msg ; 16 bytes in all, pasmo shortcut, $=program counter I ended up mostly not using the ROM routines in my code as they dragged in all sorts of things I didn’t need, but it was massively useful to understand how they worked as they introduced me to yet more commonly-used constructs. For example, the PR_STRING routine defined here shows how you can build a loop over each character. If you’re just starting out, I highly recommend going over the 8 lines in that routine with a notepad and pen, working out the contents of the registers and following the loop constructs. I also made a version of it in asm-editor you can try. If you click that link, you’ll see a version of the code loaded into the web editor. Click “Build”, and then step through the code using the “Step” button - although no text will be actually displayed (I skipped over the call to the Spectrum ROM “restart” vector that does this), you’ll see the various states of the registers and for example the BC register counting down as each byte of the string is processed. Adding Some Style Problem is, the Speccy’s built-in font is not exactly dripping with demoscene credibility. I wanted to use some stylish fonts and this turned out to be super easy - a quick search turned up Jim Blimey’s awesome font collection, which included a ready-to-use set of assembler files and some instructions which soon led me to these additions in my code: ; CHARS is the address the ROM's printing routine reads to find the font. ; Picking our own font is simply a matter of over-writing this chars EQU $5C36 ; from Jim's docs - POKE 23607=5C36 in hex ld hl,myfont-256 ; HL = font address - 256 as per docs ld (chars),hl ; from now on the ROM draws with it! ; rest of code is the same myfont: include "textfont.asm" ; "Cartoon" font from jimblimey.com There we go! Now that’s looking a little more elite. Sorry, I mean 31337. Strap in folks, we’re leaving lamer city… So at this point, a month or so in to my dabblings and I’d started to get a reasonable understanding of common idioms and was starting to feel like this was a project that might actually go somewhere. The problem started when I moved on to trying to implement actual demo effects: It became very apparent, very quickly, just how much I didn’t know about how this all worked. Not to mention the fact that at this level, you’re really closely exposed to the physical hardware intricacies, including the design decisions and trade-offs that the hardware designers had to make when working with the extremely limited specs of the early 1980s. Cursed Screen Layout The first such problem - and the cause of probably 90% of my pain - is the Speccy’s extremely weird screen layout. Rather than standard bitmapped display you might expect on more modern hardware, it is instead split into 3 sections, each with a set of interleaved rows (so if you keep adding 1 to a screen address, eventually instead of reaching the next row, you’ll instead end up 8 rows down, and so on until you hit the bottom of the section and then loop back to the row underneath where you started!) followed by a block of “attribute” bytes which determine the colours of each 8x8 block. The attribute blocks are the reason why each 8x8 character cell can only have two colours (a PAPER and INK attribute) which led to the garish “colour-clash” of spectrum games and distinctive style where artists try to keep inside 8x8 blocks as much as possible. But it was the layout of the bitmap portion that is such a mind twister. Download the video You can see this illustrated whenever a game reads in a loading screen from tape. You can see each section built up with the interleaved rows one at a time, and then finally the colour and other attributes (like flashing ). There’s a lot of detail at the fantastic Break Into Program site. In the defense of the designers, they were working with extremely limited hardware and I don’t think the Speccy was ever imagined as a games machine. When you start shuffling bytes around, you realise that this approach is really optimised for displaying text which is neatly arranged into 8x8 character boundaries. For example, using this “scrambled” bit order, if you have a screen address in the hl register pair, you can quickly get to the next pixel line of a given address by simply incrementing the “high” byte. There’s a bunch of other “cheap moves” you can make by simply shifting bits around: Move Instruction Right 8 pixels inc l Left 8 pixels dec l Down 1 pixel line inc h Up 1 pixel line dec h Down 1 character row add 32 to l It was a reasonable choice for a machine that would probably spend a lot of it’s time displaying BASIC program listings - it’s only when you start trying to write demo or sprite routines that it starts to feel really weird. This also means you’ll pretty quickly need a routine to convert X,Y addresses to the relevant memory addresses. Again, L Break Into Program has a useful routine and if you disassemble more or less any spectrum game or demo, you’ll find a version of this procedure somewhere. And yes, this all became horribly relevant later on… The Scroller Download the video Admittedly, not the most interesting demonstration - but this was the first time I had made something move on the Spectrum’s screen with assembly! I watched this with pride more times than I care to admit :) I had a snazzy logo and “Hello World” text, but that doesn’t make for a very interesting intro! The first effect I wanted was the scrolltext - without that, it’s not really an intro. Now, the Amiga had all kinds of hardware sprites, blitter operations, custom chips but the Spectrum had none of that. I was going to have to work out how to do things the hard way - “banging on the metal”, literally by shifting bits around the screen memory by hand and having the CPU do all the work. This is where understanding the Speccy’s weird screen and character cell layout is so important. It turns out there’s a neat trick as long as I stay inside one character row - there’s a RL instruction, which takes a byte and “rotates” it left. It inserts whatever is in the carry flag into the rightmost bit, and whatever gets shifted out ends up in the carry bit again. That means if you string a bunch of them together, you can move a set of pixels across the screen - the moment they “fall off” one character cell, they end up in the carry flag and then the next rl instruction inserts them at the beginning of the next character cell to the left. Repeat 32 times, and you’ve just moved a pixel (or set of pixels) across a line of the screen: linestart EQU $4880 ; leftmost byte of the line 12 rows down lineend EQU linestart+31 ; rightmost byte column ($489F) linelen EQU 32 ; one whole line is 32 bytes (character cells) across dot EQU %00000001 ; the dot "shape", just one pixel lit at the far right end newdot: ld a,dot ; load the dot shape (only rightmost pixel lit) into a ld (lineend),a ; store it in the rightmost byte of the line, pixel is now lit frame: halt ; wait for the next frame, otherwise it whizzes across too fast to see ld hl,lineend ; hl = last (rightmost) byte of the line ld b,linelen ; loop counter, 32 bytes to work through or a ; trick to clear the carry flag, or against itself leaves a register ; unchanged but clears various bits including the carry flag ; see https://jnz.dk/z80/or_r.html shift: rl (hl) ; rotate this byte left (00000001 -> 00000010) dec hl ; point hl at the next byte to the left djnz shift ; loop construct: b=b-1 and then jump back to shift label until b=0 jr c,newdot ; now we've shifted the whole line, so if the carry flag is set now it means ; the dot has just left the screen, so we jump back to the start jr frame ; otherwise it is still somewhere on the screen, so keep shifting! Download the video Hell yeah. It’s almost a proper scrolltext now! Wrapping this in another loop that increments h each time (remember - that gets us moving down a scanline) gets us moving an entire character cell. Here you can see it moving an entire row of my “Hello world” message. There was however a lot more work needed to make a proper scrolltext, with each letter appearing smoothly. I started off by just printing an entire character at a time on the right-hand edge of the screen - it worked, but was pretty ugly as you saw each new character appear at once in the right-hand side of the screen, scrolling 8 pixels over and then the next character flashed up. Instead, I wanted to make each character appear pixel by pixel and that required a bit more bit juggling. The routine I ended up with effectively streams each character in, line by line, pixel by pixel using the font data directly instead of calling the ROM print character routine. It does this by looking up the ASCII code for a character, and then fetching the corresponding font representation into a 8-byte buffer, one byte for each line of data. The font data starts with the space character (character code 32), so a lookup is simply font code base address + (ascii code - 32) * 8 to get to the bits for that letter. Arranged into an 8x8 grid, the bits for the letter H in the font data look like this. For each row of bits, I shift the line left using a neat trick. The byte is loaded into the a register, and then by adding itself to itself - add a,a we shift the value left (in binary, multiplying by 2 moves everything over one bit) so that the pixel I want to draw ends up dropping into the carry flag. This is an idiomatic way of doing it in Z80 code as it’s faster and smaller than the sla instruction. And every cycle quickly adds up when you’re re-drawing 256 bytes every frame! The character buffer then looks like this, with the top line shifted. Now, with the hl register pair pointing at the correct location on the screen, I can then use the rl trick discussed above. This shifts a scanline from the bottom character row of the screen left by one pixel and draws my pixel in the rightmost position by moving it in from the carry flag. Looping 32 times over this moves the entire row by 1 pixel with my new pixel inserted at the right. I then repeat this step again using inc h to move down one scan line until the entire character column has been drawn. At this point, the character buffer looks like this, and all 8 lines of the bottom screen row have all been shifted left by one bit by looping over all 32 character columns. The whole thing then repeats another 7 times until the entire character has been smoothly scrolled onto the screen. So just to re-state this because I think it’s worth the emphasis - just to scroll a message across the bottom of the screen, we’re having to loop over and re-draw 256 pixels every frame! It shows how much faster assembly is than the BASIC interpreter built into the spectrum’s ROM. I found it amazing to see my code finally working and imagining all the bits flying around and registers flapping away. It really makes me appreciate just how much effort went into creating the games I played back then. Music The original Amiga module I converted. A proper 1980s ear-worm! Of course, any good intro needs some music. On the Amiga, the standard was the “tracker” module format, which has a long and involved history of different forks, versions and tweaks. A song is built up from a series of patterns, each made up of rows of instructions. Each instruction usually includes note or pitch information, which sample to play and various parameters such as volume, effects - or in the case of some instructions, which position in the song to jump to. In many ways, it’s almost like a programming language for music. Using ProTracker as an example, a typical note cell is 4 bytes, shown on-screen as something like C-2 01 C20. That breaks down into three fields: the note and octave (C-2), the sample number (01), and the effect and its parameter (C20 - in this case, “set the volume to $20”, which is half of the maximum $40). A close-up of Protracker playing a tune. Note the VUmeters - another classic demo effect I would pinch later on! For an impressive demonstration of what’s possible with a tracker and to see what the note data looks like on-screen, check out the work of h0ffman, and in particular his winning “Professional Tracker” entry from the Revision 2014 competition. He’s an undisputed master of the science (or art!) of tracking, and his “Secrets of Protracker” talk gives a great overview of what’s possible. The Amiga’s sound hardware far eclipsed anything else on the market at the time, and the ZX Spectrum is paltry by comparison. The original 48K models only offered a rudimentary “beeper”, but the later 128K models included a 3-channel AY-3-8912 sound chip. This was very popular in 8-bit micros of the time, and a more-or-less identical variant was also used in the Atari ST. While it only offers basic waveforms and sound processing, it does enable multi-channel “chip music”, and so it became the mainstay of the ZX Spectrum demoscene. It also spawned a variety of SoundTracker clones on the Spectrum itself, although most musicians these days prefer to work in modern tools like Vortex Tracker II, which runs natively under Windows. The Conversion Pex looking back on his demos - this starts at the point where he features my letter and plays a bit of my cover version! For my intro, I wanted to port an Amiga module - and I had the perfect one in mind. One of my favourite Amiga music disks was “Sounds Of Gnome”, released in 1989 by the Swedish duo “Mahoney & Kaktus”. Mahoney also wrote NoiseTracker, one of the first really widely used trackers on the Amiga, and the program that served as my teenage introduction to making computer music of my own. Back in 2018 I made a rock cover of one of the other tunes on that disk, and wrote to Mahoney (real name “Pex”) about it. He ended up showing my “music video” at a demo conference, which I am eternally grateful for! So it seemed only fitting that I mangle another song from that collection with a Spectrum conversion… Sorry, guys! I picked the track “Milkman” which was written by “Glue Master”, an associate of Mahoney’s who had a few of his tracks featured on the compilation. It’s an ideal track for converting: It’s short (only 7 patterns in total), most of those patterns share the same chord sequence, and it looked fairly easy to squeeze the original 4 channels down into the Spectrum’s 3. Plus, it’s an incredibly catchy tune and I knew it well - I’ve been listening to it for 35+ years and often jam along to it on guitar or bass. The conversion started off pretty easily: all I really had to do was copy the patterns note-for-note from the Amiga mod, which I had open in OpenMPT as my Windows tracker. Below is a session with both trackers open on the same pattern - the original Amiga mod on the left, and my 3-channel Spectrum conversion on the right. Note the 11.7 in the 3rd channel of the Spectrum version. This is a “pitch slide down” effect in Vortex Tracker syntax, which drops the pitch by about a quarter-tone. It’s repeated on the next line, so the overall effect is a slide down from the A# that leads in to the next bass note. The original Amiga mod does the same thing using its own syntax - those are the 202s you can see on the same notes, at the bottom of the 4th track. Using just a single “beep” sound for everything was enough to check everything was working, and after a few weeks of hacking on it and re-arranging things in the evenings, I had a basic version which sounded surprisingly good for a first draft: Download the MP3 instead. I have to give a special mention to this forum post which was a massive help getting me started. It’s probably the best introduction to Vortex Tracker I’ve found - many, many thanks to the original author for taking the time to write it all up! The real challenge was making it sound as close to the original as possible. That meant building up a library of better-sounding samples for the different parts, and making extensive use of Vortex Tracker’s “ornaments”. Vortex Tracker comes with a great selection of sounds, and fortunately I’m also a weirdo who likes to listen to chiptunes in the background while I work! So whenever I found something particularly enticing, I filed it away for later pilfering inspiration. A Vortex Tracker sample isn’t really a “sample” in the Amiga sense of a recorded sound - it’s a definition of how a note sounds, one line per frame. Each line can mix in a tone or the white noise generator (useful for snare effects and suchlike), along with various other parameters. Ornaments, on the other hand, give you extra control over what pitch a note plays - and this enables really useful tricks like “arpeggio chords”. For example, an ornament of 0,4 makes the channel switch rapidly (25 times a second) between the note being played and the one 4 semitones above it. It happens so quickly that it sounds much like two notes played at the same time, which means you can build up full-sounding triad chords using only two channels. Take the opening chord in my fully converted version, Cm: It plays C in the first channel and the minor 3rd (D#) in the second, then I apply an ornament to the second channel to bring it up 4 semitones to the 5th (G). That gives all three notes of the chord, while keeping the 3rd channel free for other parts. As well as making much more efficient use of the limited 3 channels, this also gives Spectrum music that characteristic “warbling” sound, which I find really appealing in a retro kind of way! Between tricks like this and samples that mix tones with white noise (to make a combined “bass-snare” sound, for example), I managed to condense the full track down to 3 channels. Many months later, I have to say I’m really pleased with the final result. Playback The original site that was home to Vortex Tracker, documentation and other resources appears to be offline at the moment. I managed to grab a copy of everything I needed from archive.org - you’ll want the PTxTools.7z file for the playback routines discussed here. The playback was simple in theory: As this overview notes, you basically just pull in the player routine, include your module file and call the playback routine once per frame in your main loop. The catch is, none of the source code versions supplied in the archive worked with my Pasmo assembler. Fortunately, there is a pre-compiled binary object shipped alongside the source (VTII10bG in the PTxTools/PT3Play directory). This just has to be loaded in at address $C000 - this cannot be changed, as it has lots of absolute addresses baked in. My code to handle module playback now looks something like this, with the binary module loaded in place: ; Define the start address of the player routine and functions we need player EQU $C000 ; hard-coded org address of binary player plinit EQU player+3 ; init function in docs, module address in hl plplay EQU player+5 ; play and move on one frame ; from the docs - this "analyzes PT3 module header and prepares ; corresponding note and volume tables" ld hl,moduleimg call plinit ; main loop hold: halt call plplay call scroll ; other effects / routines go here... jr hold moduleimg: incbin "assets/music.pt3" Starfield Download the video Well, that didn’t work as hoped. TNFStro - tortoise edition. This brings me to the main event. No self-respecting cracktro is complete without a starfield! My first, naive approach to the classic starfield effect was to scatter random stars across the screen, then move down each scan-line applying the same rl trick I’d used for the scroll-text. I figured I could get parallax by shifting each row a different amount: One pixel for the first row, two for the second, three for the third, then back to one again, all the way down the screen to give the impression of several “fields” of stars moving at different speeds. It turned out there were two major problems with that approach. Firstly, shifting an entire row smeared whatever else was on it along with the stars - which I’d expected, and had filed away as a problem for future me. The bigger issue was speed: by the time I’d finished the first three rows I’d already performed hundreds of shift operations, and it was nowhere near fast enough to fit inside a single frame. Everything crawled across the screen, and the music playback slowed down so much that you could actually hear the arpeggio ornaments warbling away as separate notes. Clearly I was going to have to keep track of the individual stars instead. I found this routine, which was more-or-less what I had in mind and started me off with the idea of a structure to hold the state of each star. It also uses a screen address lookup much like the one from “Break Into Program”. Download the video Dammit. Back with another funeral dirge rendition :( That got things moving, but the co-ordinate lookup and tracking proved expensive to do (it has to run for every star, every frame as well as keep track of the old position for erasing) and I’d been ignoring the bigger question how to display stuff on top of the starfield. My original idea was simply to draw the stars and then paint text over them each frame, which blew the frame budget just as comprehensively as my first attempt. If I wanted something more interesting than an empty starfield, I’d have to keep track of which cells were occupied by text and avoid drawing stars in them in the first place, rather than over-painting them every time. After lots of scribbling in my notepad and visualising rows of bits, I eventually solved both challenges by “cheating” fairly liberally. So now, I don’t generate a random starfield at all. Instead, I built a table of pre-calculated Y and X position pairs: stdata: defb 109, 25, 88,182, 42, 96, 155,226 defb 59,254, 137,169, 160, 84, 125,193 ; ... and so on, for 32 stars ... This saves faffing about with an RNG, and once I have a layout that looks good I know it’ll always look good. I can also “fudge” things and ensure no two stars share the same y co-ordinate which sidesteps a whole class of problems like stars sharing a scanline, and having to deal with them overtaking each other. The “random” layout is generated by a simple Ruby script: #!/usr/bin/env ruby PAIRS = 32 PER_LINE = 4 # pairs per line Y_RANGE = 40..175 # exclude rows taken up by my logo & bars X_RANGE = 0..255 raise "y range too small" if Y_RANGE.size < PAIRS # no duplicate y values ys = Y_RANGE.to_a.sample(PAIRS) pairs = ys.map { |y| [y, rand(X_RANGE)] } pairs.each_slice(PER_LINE) do |row| body = row.map { |y, x| format('%3d,%3d,', y, x) }.join(' ') puts "defb #{body.chomp(',')}" end When the routine initialises, I convert those co-ordinate pairs into a table that tracks the state of each star. So rather than storing a position and translating it to a screen address every frame, each of my star records now looks like this (offsets from the base address): STSCR EQU 0 ; screen address of the byte the star is in, e.g. $4123 STOCC EQU 2 ; a pointer to the "occupancy check" table cell STMASK EQU 4 ; the star's bit pattern, e.g. %00010000 STSTEP EQU 5 ; "speed" - num. of pixels this star travels per frame The key thing is that there are no X/Y co-ordinates at all. For each star I store the screen byte it sits in and the bit mask within that byte, so it’s already in the form the screen writes need. That means no address conversion per frame, just simple bit shifting and rotation. Moving a star is then dead simple. I rotate its mask left with rlca, and when the bit rotates out of bit 7, it lands back in bit 0 with the carry flag set. That’s the signal I need to move the star one character cell to the left, which is one of the “cheap moves” from earlier. Because I’m tracking which cell each star is in, the collision check comes almost for free. That’s what the second pointer is for: STOCC (Star Occupancy) moves in step with STSCR through a table holding one byte per character cell. The “typewriter” routine sets a byte to 1 for every cell containing a text character or the cursor, so checking whether a star is hidden behind text is a single or instruction. If the cell is occupied, I skip drawing the star but carry on rotating and stepping it along until it reaches a cell where it can be displayed: ld l,(ix+STOCC) ld h,(ix+STOCC+1) ld a,(hl) ; A = the occupancy check for this cell or a ; test A against zero jr nz,stmove ; it's occupied, so leave the screen alone Parallax is still handled by moving each star a different number of pixels per frame, but the cost is a lot lower this time as I’m only touching the cells the stars actually occupy, rather than every byte of every row. Download the video That’s looking more like it! The typewriter routine is a simple copy of the font data from memory, and is very cheap as we can use the “cheap moves” to quickly fetch the 8x8 block. I also skip drawing any space character so it leaves the “occupancy cell” unmarked. This means the stars keep drifting through the gaps in the text - you can see here the odd star passing in between the words. I switched to ALL CAPS writing for the final version which helps the effect even more as the font is quite blocky, so you don’t really notice stars skipping the spaces inside a glyph at all. Misc Notes A few odds and ends that didn’t warrant a section of their own… VU Meters Some sort of graphic display bouncing along with the audio playback was another common early demo trope. I did originally consider a real-time graphic equaliser, but that would have been far too complex, probably in terms of spare cycles per frame, and definitely in terms of my limited mental capacity at this point! So I settled for a simple set of bouncing meter bars instead. It’s worth a mention mostly because it gives me an excuse to link to the awesome chibiakumas website! I just love the late 90s web design on display - one can argue that readability and accessibility take a hit, but it’s just so much fun to encounter a site that still looks like this. It’s a clear labour of love and there’s a wealth of content there as well, if your eyeballs are up to it. Their guide on Making Sound with the AY-3-8910 was what showed me how to get the data I needed to draw the meter bars. The examples write a register number to $FFFD to select a register, and I realised that once a register is selected, I could use the in instruction to read its value back out instead of writing a new one. As the page says, R8, R9 and R10 hold the channel amplitudes, so they feed nicely into the height parameter for drawing a bar. Getting the amplitude for channel A is then as simple as: ld a,8 ; Channel A register call ayread ; ... rest of code here ... ayread: ld bc,$FFFD ; Register select port out (c),a in a,(c) ret Twinkle, Twinkle, Little Star This is a simple effect that makes the header logo a little more interesting. I’m not sure where I originally got the idea - I’ve definitely seen something like it on a few late 80s/early 90s demos, though. All I wanted was to pick random star dots in the logo background and animate them. Here’s the header image loaded in ZXPaintbrush with the character cell grid showing. By happy chance, there are four stars which each sit neatly inside a single character cell with enough surrounding space, so they can be used to give an animated “twinkle” effect by drawing a cross out from the centre point and back in again. These dots map to the following co-ordinates, which target the top scanline of each fully-grown star (two pixels up from the centre): twkdata: defb 1,5 ; char row 0, col 5, centre y=3 ink 5 defb 1,20 ; char row 0, col 20, centre y=3 ink 1 bright defb 26,7 ; char row 3, col 7, centre y=4 ink 4 defb 25,22 ; char row 3, col 22, centre y=3 ink 6 bright The “twinkle” routine itself is simple enough: it adds a pixel on either axis to grow the star, waits a few frames, then shrinks it back down again. The interesting bit was how I made the twinkle order pseudo-random. Remember that my starfield was entirely pre-calculated from a data table generated by a Ruby script, which meant I’d never actually needed a random number generator in assembly. From Jonathan Cauldwell’s “How To Write Spectrum Games” e-book, I found another great “hack” which simply walks through the start of the Spectrum’s ROM, picking out random-looking bytes as it goes. As he says, he uses it in most of his games, and it does the job in a really simple way - as long as you stay below the block of structured, repeating data that sits 8Kb into the ROM. twkrand: push hl ld hl,(twkseed) ld a,h and 31 ; keep it within the first 8k of ROM ld h,a ld a,(hl) ; the "random" byte inc hl ld (twkseed),hl pop hl ret Out Of Space About halfway through writing the intro, I hit a fairly predictable problem: I had run out of memory. In an attempt to keep everything self-contained in one block of code, I was pulling all of the assets (the screen background, the player binary, the music file etc.) into the program itself, and then using the ldir block copy instruction to move each one into its correct location. Since that meant effectively storing every block twice, and the player routine had a hard-coded start address of $C000, I quickly ran out of room and my code started crashing into the playback routine. The simplest option was to split things out into separate code blocks, load each one directly to the address it needed to live at, and wrap the lot in a multi-stage BASIC tape loader: 10 CLEAR 32767 20 BORDER 0: PAPER 0: INK 0: CLS 30 LOAD "" CODE 40 LOAD "" CODE 50 LOAD "" CODE 60 RANDOMIZE USR 32768 This loads the main program, then the player routine directly into $C000, and finally the background screen straight into screen memory. It does mean the background starts appearing before the demo has fully loaded, but as I imagine most people will be seeing this running in an emulator or on my TNFS site, it doesn’t really matter. Plus, at this point I was in danger of disappearing down yet more rabbit holes (I still really want to work out how to do multi-colour border effects!) and I’d never have got this thing released. The Zen Of Z80 This whole project is a really weird one to look back at. On the one hand, I’ve fulfilled a childhood ambition and have something I’m very proud of. It’s also pretty unusual these days to end up with a binary where you can say pretty much what every single byte is doing and the story of how it got there. But on the other hand - I now have an answer for why I don’t code in assembly: It’s because I value (what’s left) of my sanity! The thing is, in order to write code like this you have to start thinking like the machine itself. You have to visualise the registers and the status flags flapping away, graphics as lines of bits slotted into strange orders, loops and conditionals as binary logic and so on. Getting this close to the hardware definitely brought about a greater sense of attachment to the hardware of my childhood, and it’s easy to see why assembly coders and sceners get so passionate about it. That said, I’m in no hurry to start re-writing my body of work in assembly! The projects I really enjoy are those that give me an excuse to learn something for the sheer hell of it, and to slow down a little from the ever-increasing velocity and demands of the modern work world. Going back to Z80 code is probably about the furthest I could have taken this, short of going into hardware hacking. I found it at times an intriguing puzzle, often a frustrating exercise that nearly had me throwing in the towel at several stages. This project has certainly taken the longest to go from the “idea” stage of any given feature to any kind of meaningful output. True, I didn’t spend every day of the last year working on it - my actual coding time was probably only a few hours over a couple of evenings a week. But I’ve certainly been thinking about it and pondering it most days (as my dogs will attest). The biggest breakthroughs and “aha!” moments usually didn’t come from behind the keyboard; they came from scribbles in my notebook and thinking about processor states while doing something unrelated. It has however given me massive appreciation and respect for the coders who pull this stuff off and make it look easy. And that goes double for those kids and bedroom coding superstars who managed all of this back in the 80s, and had to work it all out by experiment themselves. I only managed to get this far because of numerous books, online tutorials, GitHub repositories with sample code, YouTube videos… I can’t imagine how much longer this would have all taken me if the only resources I had were my Spectrum, a cassette tape recorder and a notepad. So, as I draw a line under this project - for now! - I raise a glass, and in the words of h0ffman: “Shout out to the hackers, graphicians and protrackers.”

4 hours ago • 1 votes
CalVer 26.0: 10th Anniversary Edition

A decade ago, a little bit of history was made. I didn't realize it, but a colleague made a great point, one of those real mind-changing points that seem too obvious to admit same-day. But, the next day, calver.org was born. At the time my team maintained the Python infrastructure for eBay and PayPal, and we were stuck deciding whether we were really ready for a "major" 1.0 release. Semantic Versioning was the only game in town and "major" means "big", right?! Thankfully, a wiser colleague mentioned: Ubuntu and Twisted don't struggle with version number debates. They slap a date on it and keep shipping. In fact, their date-based versions were even better because you always knew where it stood, in terms of updatedness and support. The only problem is that no one really knew about it. Somehow, this problem solving versioning alternative, arguably as old as history itself, had gone nameless for millenia, conspiring to make me feel foolish in an office meeting. Never again! Ten years of adoption Fast forward 10 years, we've seen CalVer adopted by Apple, Nvidia, JetBrains, and countless others. (We have a timeline!) The site may have more inbound links than any other project of mine. Apple made the biggest jump, at WWDC 2025: iOS went from 18 to 26 macOS from 15 to 26 watchOS from 11 to 26 and visionOS from 2 to 26 All landing on one, consistent number like a car's model year. I still remember the texts from the Venn diagram fanbase of my friends who love Apple and reasonable versioning. No such texts from when NVIDIA announced calendar versions across the GPU Operator, RAPIDS, and its monthly NGC containers, but still very cool. Open source, too: Home Assistant, pip, CockroachDB, and yt-dlp all ship on dates, with plenty more on the users page. The conversation even reached the language core; PEP 2026 proposed versioning CPython as 3.YY, and it almost happened, too. And it's never too late, time marches on! Fixing the notation But I don't think I got every detail right from day 1. That's the main motivator for CalVer 26. It's high time to start righting a couple idiosyncratic token design choices, starting with some additions: Meaning Before 26.0 26.0 Full year YYYY YYYY Short year (6, 16) YY YY Zero-padded year (06, 16) 0Y 0Y Short month (1 ... 12) MM M Zero-padded month (01 ... 12) 0M 0M Short week (1 ... 52) WW W Zero-padded week (01 ... 52) 0W 0W Short day (1 ... 31) DD D Zero-padded day (01 ... 31) 0D 0D Seeing double First, the doubled letters. From the first version (16.6), MM and DD meant the unpadded month and day, which reads backwards to anyone who knows date formats (ISO 8601's YYYY-MM-DD, Java, moment.js, day.js), as some community members correctly pointed out. I was ready to flip them, until I checked what people actually use: most projects with a YY.MM.MICRO badge (conda, Twisted, Ansible's tooling) don't pad, and more than a dozen other version management tools (like bumpver and bump-my-version) implement the old meaning. So, it's too late to flip MM's meaning. Instead, 26.0 deprecates it and offers a more explicit and hopefully clearer option: M is the short month, 0M the padded one, and MM is a technically-retired synonym for M. In case you're wondering, the explicit 0M was me being overinspired by Ubuntu's approach, perhaps: 6.06 pads its month but not its year, and YY.0M says exactly that. To pad or not to pad I think it's worth a detour into why padding is even a thing anyways. It's become important now that new ecosystems have emerged that enforced SemVer formatting semantics, and I wanted clear guidance about on the spec site. SemVer forbids leading zeros outright, so Cargo rejects 26.04.0 and Go modules reject v26.04.0. Even Python's packaging spec normalizes leading zeros away, so you can tag 2026.08.19 if you want, but PyPI will still show 2026.8.19. NVIDIA's GPU Operator docs put it this way: "Zero padding is omitted for month to be still compatible with semantic versioning." CalVer was always intended to drop in where SemVer was used. So 26.0 recommends unpadded (YYYY.M.D) as a sane "pure" default for software libraries. But libraries are not the only objects of versioning schemes. The exception is a version that becomes a filename, an image tag, or an object-store key that gets listed lexically. There, padding keeps 26.10 sorted after 26.09, which is why Ubuntu, NixOS, and NVIDIA's own NGC containers pad. More evidence of teams designing their versions. We love to see it. Our FAQ has a longer discussion of the padding issue, as well. Optional segments There was never any rule against them, but 26.0 makes optional trailing segments more explicit with square brackets. Now, yt-dlp's scheme can finally be written down: YYYY.0M.0D[.MICRO]. For the CalVer badges I could find on GitHub, they all stay valid for now. I've got a note on the deprecated spellings and a new copy-paste badge section for new ones. What else is new? It's always a great time to add more citations to the site. A spec changelog; the spec now versions itself: 16.6, 19.7, 26.0. A FAQ: breaking changes, same-day releases, and padding. The users page, rebuilt by category, with past users of note (schemes change; that's fine) and tooling. Case studies: Apple and NVIDIA in, yt-dlp replacing youtube-dl. Much of the thinking behind these changes happened in the GitHub issue tracker over the years, and 19 or so issues close with this release. That's where ideas for CalVer should go, so by all means, open an issue, and we'll get it sorted! In due time, of course. In closing, I can't believe I still love belaboring these numbers so much. Thanks to all (but especially Mark, Glyph, Hugo, issue reporters, translators, and maintainers) for the discussion, and ultimately making the most timely versioning system a timeless classic. See also 2016 announcement Designing a version My Yap on Why CalVer beats Semver

yesterday • 1 votes
"You didn't do it right"

Four sincere attempts at OKRs, four failures, and every time: "you didn't do it right." Maybe the framework doesn't fit you -- so how do you find one that does?

yesterday • 1 votes
We solved SQLite's single-writer limitation

Multiple concurrent writers. Multiple processes. Same SQLite. No modifications.

3 days ago • 1 votes
If your team is happy, are you doing a good job?

Brilliant jerks, ZIRP-era managers, and how psychological safety lost the plot. Part 3 of my conversation with Dr. Cat Hicks.

4 days ago • 1 votes
📚 BoredReading

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