Full Width [alt+shift+f] Shortcuts [alt+shift+k]
Sign Up [alt+shift+s] Log In [alt+shift+l]
95

Reflecting on 2024, preparing for 2025

from ntietz.com blog - technically a blog [alt+shift+b] in programming

If you do things a few times, they're a tradition. This is the third time I'm writing one of these, so I guess it's an annual tradition now! This is where I reflect on the year that's been, and talk some about my hopes and goals for the next year. Reflecting on 2024 This year has been a lot, and there are a few months of it that just feel like a black hole to me. That's because I got sick in the middle of it. I'm really proud of how much I got done in spite of being the sickest I've ever been. And I'm excited to see what I can do next year, now that I'm nearly fully recovered. Professional I spoke at a conference! This year marked my first ever conference talk. Technically, my first one was at SIGBOVIK 2024, but I'm really talking about !!con. I've submitted talks to conferences before and this is the first one I've ever had accepted. You can watch the recording. That link takes you to the playlist of all !!con talks from this (final) year, so please enjoy them all! It was an incredible experience. The whole conference felt like I was with old friends who I just hadn't met yet. It made me remember the power of connecting with other nerds in physical space. And it reminded me of the joy of being on a stage. More on that in the personal section. I wrote even more than last year. My goal for this year was to continue my status quo: publish at least one blog post each week. I overshot this again, with 60 blog posts over 90,000 words. The most important thing for me has been consistency. By writing every week, I've been able to continue to use this momentum to stretch my creative practice. This even held during my illness this summer, and it was something for me to hold on to when I could do little else. I got paid for my writing. This is the first time I have been paid explicitly to write. I was sponsored to write a post about an open-source product (and the contract even requires that I misuse it, on purpose, since that's what I pitched). The overall experience was...
30th Dec 2024

Stay updated

Get a weekly newsletter with the top 5 articles worth reading every week.

More from ntietz.com blog - technically a blog

Where I've been, and the future of this blog

Recently, I got an email from a reader who noted that I hadn't published anything in a little while, and he said he hopes I'm doing well. The truth is, some days I am and some days I'm not. I want to share a little bit about what's been going on, and what the future looks like. This is a pretty vulnerable post, so here's the deal. I'm going to tell you this, but it's just between you and me, okay? And there's one condition: you don't reach out to me to say "I'm so sorry!" When people share stories like this, it's often met with pitying responses. These often serve to make the sender feel better, not the recipient, and it feels bad to receive. I much prefer genuine connection from people who've had or seen similar experiences, or understand what I went through, or are facing something similar. I usually write my posts to educate, entertain, or a mixture of the two. This one is different. I'm not writing it to ask for pity or sympathy, but it's also not educational, and it probably won't be entertaining in a "this is fun to read" sense. The main thing I'm looking for here is connection, and maybe giving someone else on a similar journey something to hold onto. So here I am. I'm alive, and I'm writing this post. It's the first post I've written in over four months. That's the longest break I've taken from writing blog posts since I started writing regularly in 2022. What happened? what happened? enter: pain I've had nerve pain and tingling on-and-off since 2022. It was in my hands and forearms, and it was really sharp and really strong. If I type on a regular keyboard, this comes back with a vengeance. Instead, I started using Talon Voice for all my writing and coding, and eventually got a Keyboardio Model 100 which helps me mitigate the pain. The pain would only come on when it was triggered by certain conditions. A physical therapist eventually figured out some shoulder positions were contributing. I knew my keyboard was contributing. If I did something the wrong way, I'd be in pain for days afterwards, but if I did everything just right, I'd go months without any pain. The pain was with me when I started blogging regularly. The first posts in my weekly cadence were all written using my voice, not my hands. I committed code at work, pair programmed, wrote design docs, and was a very effective software engineer and leader. The pain was a little distracting, but it was not debilitating as long as I took care of my body. Accessibility tech saved my career, truly, and reduced my pain dramatically. I could not have gotten through the last four years of gainful employment without Talon, my keyboard, and the portable ergonomic setup I designed. I settled into a comfortable existence in my life: I had this oddball setup, it made me quirky but in a fun way. But then things got much worse. neurology, part 1 A year ago, I started to notice some other symptoms. They were tolerable and not very distressing. But since they were a change in something that was stable, and pointed to different potential causes than the presumed diagnosis, I wanted to get checked out to be cautious. I got a referral to neurology, and went to one of the best neurology departments in my area. We ran a lot of tests, and didn't find anything wrong. This was supposed to be relief, because it meant nothing was progressive: I shouldn't expect it to get worse, certainly not quickly. (Is this foreshadowing? It sure is!) It was also a little frustrating, because it meant we still didn't know why I had these weird sensations and pain. Three years in, no diagnosis. My doctor told me to follow up with her in a few months, and we'll keep monitoring this. I didn't follow up, because I was recovering from a planned surgery, and I was feeling pretty good. That didn't last. business ramps up A few months after my surgery, I left my job of 8 years and started my business! This was a milestone I was working toward for a while, and I was excited to dive in. I loaded up my calendar with chats. Work came in from one client, developing some software in an industry that is very privacy and security conscious. Other friends and acquaintances were happy to chat with me, and some promising leads came up. Some clients came in asking for coaching, too. Things looked so good and promising for me and my business. more tests At the same time my business was starting to ramp up, so were my nerve issues. The pain started to ramp up, and so did some unsettling sensations in my peripheral nerves. This time was different. Instead of something that I could manage and mitigate on my own, it would take over my life. But I didn't know that just yet. At this point in the story, it just felt annoying. I got an appointment with my neurologist, and went back in. She ordered more tests, and we discussed medication to manage the symptoms. Yet again, the tests said everything is normal, when my doctor and I could both clearly see that it was very much not normal. Meanwhile, the pain got worse. A month after that appointment, I was constantly at 6 or 7 on the pain scale[1]. I couldn't feel temperature in my hands, and my fingers were a little numb. My feet were burning most of the time. And I had so much brain fog that I wasn't sure if I could code a hello world example. I wasn't capable of working even one hour in a week. And we didn't know why, or what was happening to me. The only thing we could do was monitor symptoms more, and cover them up. And so I started medication. It helped, a little bit, maybe. I started using a TENS unit. It helped, for the time it was on. I started physical therapy. It helped, being forced to exercise. I worked with a dietitian nutritionist. It helped resolve other symptoms, improved quality of life. I landed a bigger client, and ramped up my work hours. I'd go through times when I worked too many hours, landing myself back on bed rest for a couple of days after. Six hours was too many. Three was maybe doable. My life felt like it was over, in a lot of ways. But we kept working on it, and adjusted my medication. Eventually, I felt mostly okay again. stable With the right medication, dietary changes, physical therapy, and (attempts at) relaxation, I got to what felt like a stable point. (Again with that foreshadowing!) I was able to take on more clients, and work more hours. That's where I am today, mostly. I say mostly because, well, today I'm actually in pain again. I've had the weird nerve symptom precursors on and off a lot recently. My fatigue is at the gate, held off for now but waiting to storm the keep. I'm writing this post with pain in my arms, but I'm typing, and that doesn't seem to make it worse. Neurology and I continue to be besties, working on our mutual hobby of debugging the weird things my body decides to do. I finally had some blood tests which were out of band one way, then the other way. I am having new symptoms, which gives us more leads to pull on. I'm still in pain, sometimes, but it's bearable and not constant. I am able to do more work every day than I have since the middle of last year. But it feels a little bit precarious. That's the life of having a chronic illness and chronic pain, especially when you don't have a diagnosis and you don't know the triggers. I have a really good life. Business is going well enough that I'm able to comfortably support my family. (That said: please do give me more business!) My personal life is also going well. And I'm making some beautiful poetry and music. I cherish this life. I'm drinking in every minute I can. I don't know if I have one more year of playing my saxophone, or sixty more. So I'm going to enjoy it and be in the now, and worry about tomorrow, tomorrow. what's next on the blog? It's probably clear that I'm not coming back to weekly blog posts. Or that if I do, it's not going to be something I can rely on doing for the long haul. But I'm finally well enough that I do have the urge to write again. The urge to dive deep into tech and do weird things with it, just to horrify you all. I'm honestly not sure what's next. I have a few ideas I want to work on, but my time is limited. My business is taking a lot of my energy, as are my personal life and some medical needs. I might end up writing more things like this. Essays that wind through a personal topic. Dives into things like Lyme disease tests and the ways in which they're broken. Explainers about all the different pain scales. And I might end up writing tech posts. Explain something that I learned recently. Make a silly, terrible idea come to life, and subject you to it share it with you. Expound on leadership topics and the human side of tech. But when will it happen? I really don't know. I had quietly launched a Patreon page this year, and I've shut that down, since I can't keep that up with all of *gestures at her body's shenanigans* this. A dream I had, and still have, is to be able to make a living from my creative endeavors. That dream seems like it will remain just a dream, but things can always change. * * * And yet. And yet, I'm happy. Dreams are great, but they can't hold a candle to life itself. Life's pretty rad. In the last few months, I've written more poetry than ever before in my life. Better poetry. Meaningful poetry, silly poetry, poems about booty calls and poems about grief. My music has taken on more expression and more meaning. I've been able to write instrumental pieces that authentically communicate an arc I had through trauma and recovery. Connections with people have formed, and deepened. New people have entered my life, enriching it more than I could ever have imagined. Old friends have shown me so much love and support through my hardest moments. This isn't what I thought my life would look like. It's both harder and better than I'd ever dared to wish for. If you're wondering, I think this one from Alberta Health Services is the clearest, most useful pain scale. ↩

17th Jun 2026 • 1 votes
You can't always fix it

I have some weird hobbies, and one of those is opening up the network tab on just about anything I'm using. Sometimes, I find egregious problems. Usually, this is something that can be fixed, when responsibly reported. But over time, I learned a bitter lesson: sometimes, you can't get it fixed. Tracking my package Recently, I was waiting for a time-sensitive delivery of medication. It used a courier company which focused on just delivering prescription medications. I opened up the tracking page on my computer, and saw the information I wanted: the medication would probably arrive around 6 PM. But... what if there's more? And what are they doing with my data? Can anyone else see it? So I peeked at the network tools, and was disappointed by what I saw. The first time this happened, I was surprised. By now, I expect to see this. And what I saw was every customer's address along the delivery route. I also saw how much the courier would get paid per stop, what their hourly rate was, and the driver's GPS coordinates (though these were sometimes missing). After the package was delivered, the tracking page changed and displayed a feedback form, my signature, and a picture of my porch. The JSON payload no longer included the entire route, but it included my address, and the payload from an easily guessable related endpoint did still contain the entire route. And that route? It included other recipients' ids, which can be used to find their home addresses, names, contents of the package (sometimes), a photo of their porch, and a copy of their signature. Um. This is bad, right? Resposibly disclosing the vulnerability I've actually found approximately this vulnerability in two separate couriers' tracking pages (and they're using different software). One of them was even worse for them, it included their Stripe private key, I suppose as a bug bounty for people without ethics. And each time I find it, I try to report it. And I fail. They don't let me report it. These companies don't list security contacts. The staff I can find on LinkedIn or their website don't have email addresses that I can find or guess. Mail sent to the addresses I do find listed has all bounced. I tried going through back channels. I messaged the pharmacy which was using this courier. I talked to my prescriber, who was shocked at this issue. And the next time I got a delivery, it came via UPS instead (they do not have a leaky sieve for a tracking page, but they did "lose" my prescription once). But I don't know if they just did that for me, the miscreant who looks at her network tools? Or did they switch everyone over to a different courier? Either way, at least my data was safe now, right? It was, until I started using a different pharmacy, and this one is back to using the leaky couriers again. Sigh. It's not my responsibility to fix this (and I can't) I got pretty upset about this at one point. There's a security issue! Data is being leaked, I must get this fixed! And someone told me something really wise: "it's not your responsibility to fix this, and you've done everything you can (and more than you had to)." And ultimately, she was right. I was getting myself worked up about it, but it's not my responsibility to fix. Sometimes there will be things like this that are bad, that I cannot fix, and that I have to accept. So, where do I go from here? I could probably publicly name-and-shame the couriers, but it would not do anything productive. It would not get their attention to fix it, and it wouldn't be seen by the folks who need to know (pharmacists and prescribers). So I'm not going to disclose the specific company, because the main thing it would do is risk me getting in legal trouble, for dubious benefit. I've already notified the pharmacists and prescribers that I know; it's on them, if they want to let anyone else know.

2nd Mar 2026 • 1 votes
Some good English word datasets

I'm working on a silly word game right now, which means I need a list of words for it. I can't rely on the system word list, since this is for a web project. I'd also like, ideally, multiple lists of words with different criteria: most common words, all words, some subsets. It's not really clear how many words there are, because what is a word[1]? And how do you find what words are in use? Or decide that something's used enough that it merits being put in a list, rather than just being a misspelling or something used once or twice? You probably don't want every mashing of keys that someone's done in there, or adjklfalkjsdfaklsd and variations are going to take up some considerable space. So that results in a lot of different word lists being available! With that in mind, here are the two best word list sources I found and some of their properties. WordNet: a while back, researchers at Princeton put together WordNet, a database of relations between words. This includes definitions and synonyms and things like that. It's no longer maintained by Princeton, but was forked and maintained with a release 1 month ago. There are libraries to load it. Wortschatz Leipzig frequency lists: A project under Leipzig University, this is a collection of word frequency lists from various sources. The English downloads page has datasets drawn from news, the web, or Wikipedia. And there are two honorable mentions, which I want to call some attention to. These are useful, but not useful for this project. /usr/share/dict/words: Unix systems come with word lists installed, which is handy for things like spellcheckers. On my system, this file contains about 480k words. This is accessible through various libraries, too. Mine does contain things like "1080", so I want something a little cleaner. It's nice to have available! Licensing isn't super clear to me, but it can be figured out and the word list could (with appropriate licensing) then be distributed with the application. Wikitionary: It's available under permissive license terms! There's a page documenting different frequency word lists, which can be used to get the top words from different contexts, like the most common words on wikipedia, in TV scripts, or in contemporary poetry! It doesn't make the cut for me since the data is prepared for human consumption rather than being machine readable. The WordNet data and Leipzig frequency lists both need to be loaded and processed, but the formats are documented and can be implemented pretty easily, especially if you have a specific subset of the data you need. I'll be using the Leipzig data most likely for my silly little word game. I might combine it with WordNet to be able to pull up definitions, but we'll see! Someday I'd like to pull some of the Wikitionary data, because it's really cool and has a lot of different frequency lists. Like the one with the 2000 most common words in contemporary English poetry. That might not make the cut for this project, but that's just crying to be used for something else. For example, I maintain that "apple tree" is a word. "Tall tree" is two: "tall" is an adjective that's used to modify "tree" which is a noun. But that's not true with "apple tree" since, "apple" isn't an adjective, it's another noun. We use "apple tree" as one singular word, and it has its own dictionary entry. I'm only slightly joking. ↩

2nd Feb 2026 • 1 votes
Reflecting on 2025, preparing for 2026

As I do every year, it's that time to reflect on the year that's been, and talk about some of my hopes and goals for the next year! I'll be honest, this one is harder to write than last year's. It was an emotionally intense year in a lot of ways. Here's to a good 2026! Reflecting on 2025 Where last year I got sick and had time black holes from that, this year I lost time to various planned surgeries. I didn't get nearly as much done, because it was also hard to stay focused with all the attacks on trans rights happening. Without further ado, what'd I get up to? Professional I helped coaching clients land job and improve their lives at work and beyond. I started coaching informally in 2024, and in 2025 I took on some clients formally. During the year, I helped clients improve their skills, build their confidence, and land great new jobs. I also helped clients learn how to balance their work and home life, how to be more productive and focused, and how to navigate a changing industry. This was one of the most rewarding things I did all year. I hope to do more of it this coming year! If you want to explore working together, email me or schedule an intro. I solved interesting problems at work. This reflection is mostly private, because it's so intertwined with work that's confidential. I learned a lot, and also got to see team members blossom into their own leadership roles. It is really fun watching people grow over time. I took on some consulting work. I had some small engagements to consult with clients, and those were really fun. Most of the work was focused on performance-sensitive web apps and networked code, using (naturally) Rust. This is something I'll be expanding this year! I've left my day job and am spinning up my consulting business again. More on that soon, but for now, email me if you want help with software engineering (especially web app performance) or need a principal engineer to step in and provide some engineering leadership. I wrote some good blog posts. This year, my writing output dropped to about 1/3 of what it was last year. Despite the reduction, I wrote some pretty good posts that I'm really happy with! I took a break intentionally to spend some time dealing with everything going on around me, and that helped a lot. I didn't get back to consistent weekly posts, but I intend to in 2026. Personal My hernias were fixed. During previous medical adventures, some hernias were found. I go those fixed[1]! Recovering from hernia repair isn't fun, but wasn't too bad in the long run. It resolved some pain I'd had for a while, which I hadn't realized was unusual pain. (Story of my life, honestly.) Long-awaited surgery! In addition to the hernia repair, I had another planned surgery done. The recovery was long, and is still ongoing. My medical leave was 12 weeks, and I'm going to continue recovering for about the first year in various forms. This has brought me so much deep relief, I can't even put it in words. Performed a 30-minute set at West Philly Porchfest. I did a solo set in West Philly Porchfest! All the arrangements were done by me, and I performed all the parts live (well, one part used a pre-sequenced arpeggiator). I played my wind synth as my main instrument, layering parts over top of myself with a looper, and I also played the drum parts. You can watch a few of the pieces in a YouTube playlist. Wrote and recorded two pieces of original music. This was one of my goals from 2024, and I'm very proud that I got it done. The first piece of music, Anticipation, came from an exercise a music therapist had me do. I took the little vignette and expanded it into a full piece, but more importantly, the exercise gave me an approach to composition. I'd like to rerecord Anticipation sometime, since I've grown as a musician significantly across the year. My second piece I'm even happier with. It's called Little Joys, and I'm just tickled that I was able to write this. I played it on my alto sax (piped through a pedal board) and programmed the other parts using a sequencer. One of my poems was published! I've written a lot more poetry this year. One of my close friends told me that I should get one of them published to have more people read it. They thought it was a good and important poem. That gave me the confidence to submit some poems, and one of them was accepted! (The one they told me to submit was not yet accepted anywhere, but fingers crossed.) You can read my poem, "my voice", in the December issue of Lavender Review. Last year's goals Every year when I write this, I realize I got a lot done. This year was a lot, filled with way more creative output than previous years. How does it stack up against what I wanted to do last year? ❓ Once again, I wanted to keep my rights. It's a perennial goal, and I did keep my rights in the state/community I live in. I'm awarding this one a question mark since my rights were under assault, and there are now many more places I cannot safely travel to. That means it's not a full miss, but not a win either. ✅ No personal-time side projects went into production! Yet another year that I toyed with the idea and again talked myself out of it. I'm taking it off the list for 2026, since the urge wasn't really even there this time. ✅ Maintained relationships with friends and family. I've had regular, scheduled calls with some people close to me. I've visited people, supported them when they needed me, and asked for support when I needed it. ❓ I did a little consulting and coaching, but didn't explore many ways to make this (playful exploration like I do on here) my living. I'm giving this the question mark of dubiousity, since I don't think I got much information from the year toward the questions I wanted to answer. ✅ Kept my mental health strong! There were certainly some challenges. What I'm proud of most is that I recognized those challenges and made space for myself. That's why I stopped blogging regularly: I needed the space to get through things with intact mental health. ❓ Did some ridiculous fun projects with code, but not as much as I wanted. The main project was making it so I can type using my keyboard (you know, like a piano, not the thing with letters on it). I had aspired to do more, and I'm glad I let myself relax on this. ✅ Wrote some original music! ✅ Also recorded that original music! It's on my bandcamp page. I am really proud of how much I did on my goals. I might be unhappy with my slipping on if it were a "normal" year where the government isn't trying to strip my rights, but you know what? I'll take it. Especially since I prioritized my health and happiness. Hopes and goals for 2026 So, what would I like to get out of this new year, 2026? These aren't my predictions for what will happen, nor are they concrete goals. They're more of a reflection on what I'd like this coming year to be. This is what I'm dreaming 2026 will be like for me. Keep my rights (and maybe regain ground). A perennial goal, I'd like to be able to stay where I am and have access to, I don't know, doctors and bathrooms. We've held a lot of ground this year. Hopefully some of what was lost can be regained. I'm going to keep doing what I can, and that includes living my best life and being positive representation for all others who are under attack. Maintain relationships with friends and family. I want to keep up with my friends and family and continue having regular chats with those I care about. We're a social species, and we rely on each other for support. I'm going to keep being there for the people I care about when they need me, and keep accepting their help as well when I need them. Spin up my business. I'm going out on my own, and I'm going to be offering my software engineering services again. By the end of the year, this will hopefully be thrumming along to support me and my family. Publish weekly blog posts (sustainably). I'm back in the saddle! This is the first post of 2026, and they're going to hopefully keep coming regularly. To make it sustainable, I'm going to explore if Patreon is a viable option to offset some of the time it takes to make the blog worth reading. Record a short album. I have a track in progress, and I have four more track ideas planned. I accidentally started writing an EP, I think??? This year I would love to actually finish that and release it. Publish more poetry. Writing poetry this year was very meaningful, and it's deeply important to me. I want to get more of it published so that I can share it with people who will also be able to get deep importance from it. * * * That's it! Wow, the year was a lot. I've put a lot of myself in this post. If you've read this far, thank you so much for reading. If you've not read this far, then how're you reading this sentence anyway? 2025 had a lot in it. There were some very good things I am very grateful for. There were some very scary and bad things that I wish had never happened. All told, it's been a long few years jammed into one calendar year. I hope that 2026 will be a little calmer, with less of the bad. Maybe it can feel like just one year. Regardless, I'm going to hold as much joy in the world this year as I can. Please join me in that. Let's fill 2026 with as much joy as we can, and make the world shine in spite of everything. The surgeon really meshed me up! ↩

5th Jan 2026 • 1 votes
A new system for organizing my writing and projects

Keeping up with regular blog posts is a challenge. To do it, I've churned through a few different organizational systems. Sometimes I have to change them due to actual life circumstances changing; other times, due to the old one just wearing off[1]. Well, my life circumstances have changed again. I'm on medical leave right now recovering from surgery[2], and I have been writing less this year anyway. So it's that time again: new system, baby. This post isn't a how-to. It's not a prescription for your own organizational system. Rather, let it be an invitation to examine your own systems, and decide whether they're serving you or not. Out with the old So what am I replacing? Before this change, my system involved Obsidian and LunaTask: Obsidian for recording ideas LunaTask for keeping track of works in progress and things that have a due date When I get an intrusive thought about how I definitely need to try to make a transistor at home in my garage[3], I put that in my list of ideas. This list of ideas contains some ridiculously bad ideas, and some very good ideas. But the thing is, I can't tell which is which when I have the idea! The ideas have to sit and marinate, and then eventually one sticks in my head long enough that it turns itself into a blog post. With most of the already completed ideas removed, that file is over 150 lines long right now. LunaTask is used to get these ideas from my brain over the finish line. I have a project called "Writing" which is kanban style. Each blog post I earnestly intend to write gets added into it, and then I keep track of which ones are waiting, in progress, and completed. This is mostly useful for posts which require code to go along with them, or which require research[4]. Posts like this one that are all prose without research go pretty fast and never enter LunaTask. The thing is, this has been showing cracks. I've stopped recording blog post ideas all that much this year, because I've been stressed from "global events" (I'm a trans woman, my wife is an immigrant, etc.) and preparing for multiple surgeries. And tracking things in LunaTask is just not working for me at all, because it's disconnected from idea tracking but ends up being its own idea tracking, since I just really want to write all the posts. To be honest, I'm not 100% sure why LunaTask isn't working for me right now for this. It might just be that I need to perturb the system a bit to make a change. But no matter what the cause, it's time to change it. In with the new The new system is simpler than the old, because I'm removing a tool. I'm taking LunaTask out of my blog toolkit, and switching to tracking everything in Obsidian. The new system is going to be smaller: an ideas page in Obsidian a works-in-progress page a task tracker for recurring blog tasks I'm using a task tracking plugin in Obsidian for the recurring tasks, because there are some things I need to do on a regular schedule. If I want to publish on Monday, that means that the post needs to be written before the weekend and edited before Monday. I'm not using task tracking for actual posts because I know from personal experience that it ends up similar to my ideas page but with structure. I'm also not using Obsidian's Bases for this, because a raw text file is just the lowest friction way I've found to do what I need. A raw text file lets me move things around freely, add notes however and wherever I want, and do freeform brain dumps. Structure is a little tyrant that kills my motivation at certain phases, so bye bye structure, we're doing a coup here. * * * So far, so good with the new system. I'm sure I'll be onto another one eventually. The most important thing, I've found, is to remain mindful of whether or not the systems are working for you. Change them once they stop working. There's this phenomenon where self-help productivity books almost always help you when you adopt a new system. But the help doesn't last forever! It seems that changing your system helps in some way, perhaps from the increased awareness and mindfulness, or maybe from new dopamine. ↩ It was a planned gender affirming surgery. The recovery is long and challenging, but I'm recovering very well. I'm very thankful for the support I have from my friends, family, and community. ↩ How hard can it be? The hubris of a software engineer knows no bounds, except for that refactor you know you should do but that you think is just a little too hard. (And yes, making a transistor would be very hard, and no, I'm not going to do it. Probably. The thoughts are still here.) ↩ I have a partially written post on Lyme disease which I do intend to complete, but it's a topic that I really want to be careful around. And so it languishes. ↩

1st Dec 2025 • 3 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.”

13 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

You seem to be enjoying this.

Join free to unlock everything.

Create free account

Already have an account? Sign in