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Passing the reins on Panfrost

from Alyssa Rosenzweig [alt+shift+b] in programming

Today is my last day at Collabora and my last day leading the Panfrost driver. It’s been a wild ride. In 2017, I began work on the chai driver for Mali T (Midgard). chai would later be merged into Lyude Paul’s and Connor Abbott’s BiOpenly project for Mali G (Bifrost) to form Panfrost. In 2019, I joined Collabora to accelerate work on the driver stack. The initial goal was to run GNOME on a Mali-T860 Chromebook. Huge success. Today, Panfrost supports a broad spectrum of Mali GPUs, conformant to the OpenGL ES 3.1 specification on Mali-G52 and Mali-G57. It’s hard to overstate how far we’ve come. I’ve had the thrills of architecting several backend shader compilers as well as the Gallium-based OpenGL driver, while my dear colleague Boris Brezillon has put together a proof-of-concept Vulkan driver which I think you’ll hear more about soon. Lately, my focus has been ensuring the project can stand on its own four legs. I have every confidence in other Collaborans hacking on Panfrost, including Boris and Italo Nicola. The project has a bright future. It’s time for me to pass the reins. I’m still alive. I plan to continue working on Mesa drivers for a long time, including the common infrastructure upon which Panfrost relies. And I’ll still send the odd Panfrost patch now and then. That said, my focus will shift. I’m not ready to announce what’s in store yet… but maybe you can read between the lines!
10th Apr 2023

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More from Alyssa Rosenzweig

Plan du réseau du métro de Toronto

La plus grande ville d’un pays bilingue mérite le transport en commun bilingue. Vu l’intérêt prolongé pour la francisation de la ville reine, voici enfin un plan du réseau traduit. Il y a plusieurs ans, un internaut traduisit le plan du réseau de la Société de transport de Montréal. La règle est simple : traduire le nom de chaque station, soit de français en anglais, soit d’anglais en français. Puisque le plan original mélange nos langues nationales, tout traduire le rend aussi bilingue qu’Ô Canada. Étant donné la popularité de ce plan montréalais, je me demandais pourquoi personne n’a fait pareil à notre place. Bien que les francophones soient en position minoritaire à Toronto, je suis certaine que ce plan répondra aux besoins de dizaines d’amateurs de trains franco-torontois, dont la plupart je connais déjà. Ce plan est une œuvre dérivée du plan anglais par Transportfan70 et Craftwerker, disponible selon les termes de la licence Creative Commons Attribution 3.0 Non Transposé. Si vous voudriez corriger mes fautes, voici le SVG modifié. Merci de soutenir le bilinguisme canadien et le meilleur système de transport en commun en Amerique du Nord. Si vous avez besoin de moi, je serai en train d’attendre un train qui ne viendra jamais grâce à une panne demain.

10th Mar 2026 • 1 votes
Dissecting the Apple M1 GPU, the end

In 2020, Apple released the M1 with a custom GPU. We got to work reverse-engineering the hardware and porting Linux. Today, you can run Linux on a range of M1 and M2 Macs, with almost all hardware working: wireless, audio, and full graphics acceleration. Our story begins in December 2020, when Hector Martin kicked off Asahi Linux. I was working for Collabora working on Panfrost, the open source Mesa3D driver for Arm Mali GPUs. Hector put out a public call for guidance from upstream open source maintainers, and I bit. I just intended to give some quick pointers. Instead, I bought myself a Christmas present and got to work. In between my university coursework and Collabora work, I poked at the shader instruction set. One thing led to another. Within a few weeks, I drew a triangle. In 3D graphics, once you can draw a triangle, you can do anything. Pretty soon, I started work on a shader compiler. After my final exams that semester, I took a few days off from Collabora to bring up an OpenGL driver capable of spinning gears with my new compiler. Over the next year, I kept reverse-engineering and improving the driver until it could run 3D games on macOS. Meanwhile, Asahi Lina wrote a kernel driver for the Apple GPU. My userspace OpenGL driver ran on macOS, leaving her kernel driver as the missing piece for an open source graphics stack. In December 2022, we shipped graphics acceleration in Asahi Linux. In January 2023, I started my final semester in my Computer Science program at the University of Toronto. For years I juggled my courses with my part-time job and my hobby driver. I faced the same question as my peers: what will I do after graduation? Maybe Panfrost? I started reverse-engineering of the Mali Midgard GPU back in 2017, when I was still in high school. That led to an internship at Collabora in 2019 once I graduated, turning into my job throughout four years of university. During that time, Panfrost grew from a kid’s pet project based on blackbox reverse-engineering, to a professional driver engineered by a team with Arm’s backing and hardware documentation. I did what I set out to do, and the project succeeded beyond my dreams. It was time to move on. What did I want to do next? Finish what I started with the M1. Ship a great driver. Bring full, conformant OpenGL drivers to the M1. Apple’s drivers are not conformant, but we should strive for the industry standard. Bring full, conformant Vulkan to Apple platforms, disproving the myth that Vulkan isn’t suitable for Apple hardware. Bring Proton gaming to Asahi Linux. Thanks to Valve’s work for the Steam Deck, Windows games can run better on Linux than even on Windows. Why not reap those benefits on the M1? Panfrost was my challenge until we “won”. My next challenge? Gaming on Linux on M1. Once I finished my coursework, I started full-time on gaming on Linux. Within a month, we shipped OpenGL 3.1 on Asahi Linux. A few weeks later, we passed official conformance for OpenGL ES 3.1. That put us at feature parity with Panfrost. I wanted to go further. OpenGL (ES) 3.2 requires geometry shaders, a legacy feature not supported by either Arm or Apple hardware. The proprietary OpenGL drivers emulate geometry shaders with compute, but there was no open source prior art to borrow. Even though multiple Mesa drivers need geometry/tessellation emulation, nobody did the work to get there. My early progress on OpenGL was fast thanks to the mature common code in Mesa. It was time to pay it forward. Over the rest of the year, I implemented geometry/tessellation shader emulation. And also the rest of the owl. In January 2024, I passed conformance for the full OpenGL 4.6 specification, finishing up OpenGL. Vulkan wasn’t too bad, either. I polished the OpenGL driver for a few months, but once I started typing a Vulkan driver, I passed 1.3 conformance in a few weeks. What remained was wiring up the geometry/tessellation emulation to my shiny new Vulkan driver, since those are required for Direct3D. Et voilà, Proton games. Along the way, Karol Herbst passed OpenCL 3.0 conformance on the M1, running my compiler atop his “rusticl” frontend. Meanwhile, when the Vulkan 1.4 specification was published, we were ready and shipped a conformant implementation on the same day. After that, I implemented sparse texture support, unlocking Direct3D 12 via Proton. …Now what? Ship a great driver? Check. Conformant OpenGL 4.6, OpenGL ES 3.2, and OpenCL 3.0? Check. Conformant Vulkan 1.4? Check. Proton gaming? Check. That’s a wrap. We’ve succeeded beyond my dreams. The challenges I chased, I have tackled. The drivers are fully upstream in Mesa. Performance isn’t too bad. With the Vulkan on Apple myth busted, conformant Vulkan is now coming to macOS via LunarG’s KosmicKrisp project building on my work. Satisfied, I am now stepping away from the Apple ecosystem. My friends in the Asahi Linux orbit will carry the torch from here. As for me? Onto the next challenge!

26th Aug 2025 • 1 votes
Vulkan 1.4 sur Asahi Linux

English version follows. Aujourd’hui, Khronos Group a sorti la spécification 1.4 de l’API graphique standard Vulkan. Le projet Asahi Linux est fier d’annoncer le premier pilote Vulkan 1.4 pour le matériel d’Apple. En effet, notre pilote graphique Honeykrisp est reconnu par Khronos comme conforme à cette nouvelle version dès aujourd’hui. Ce pilote est déjà disponible dans nos dépôts officiels. Après avoir installé Fedora Asahi Remix, executez dnf upgrade --refresh pour obtenir la dernière version du pilote. Vulkan 1.4 standardise plusieurs fonctionnalités importantes, y compris les horodatages et la lecture locale avec le rendu dynamique. L’industrie suppose que ces fonctionnalités devront être plus courantes, et nous y sommes préparés. Sortir un pilote conforme reflète notre engagement en faveur des standards graphiques et du logiciel libre. Asahi Linux est aussi compatible avec OpenGL 4.6, OpenGL ES 3.2, et OpenCL 3.0, tous conformes aux spécifications pertinentes. D’ailleurs, les nôtres sont les seuls pilotes conformes pour le materiel d’Apple de n’importe quel standard graphique. Même si le pilote est sorti, il faut encore compiler une version expérimentale de Vulkan-Loader pour utiliser la nouvelle version de Vulkan. Toutes les nouvelles fonctionnalités sont néanmoins disponibles comme extensions à notre pilote Vulkan 1.3 pour en profiter tout de suite. Pour plus d’informations, consultez l’article du blog de Khronos. Today, the Khronos Group released the 1.4 specification of Vulkan, the standard graphics API. The Asahi Linux project is proud to announce the first Vulkan 1.4 driver for Apple hardware. Our Honeykrisp driver is Khronos-recognized as conformant to the new version since day one. That driver is already available in our official repositories. After installing Fedora Asahi Remix, run dnf upgrade --refresh to get the latest drivers. Vulkan 1.4 standardizes several important features, including timestamps and dynamic rendering local read. The industry expects that these features will become more common, and we are prepared. Releasing a conformant driver reflects our commitment to graphics standards and software freedom. Asahi Linux is also compatible with OpenGL 4.6, OpenGL ES 3.2, and OpenCL 3.0, all conformant to the relevant specifications. For that matter, ours are the only conformant drivers on Apple hardware for any graphics standard. Although the driver is released, you still need to build an experimental version of Vulkan-Loader to access the new Vulkan version. Nevertheless, you can immediately use all the new features as extensions in our Vulkan 1.3 driver. For more information, see the Khronos blog post.

2nd Dec 2024 • 1 votes
AAA gaming on Asahi Linux

Gaming on Linux on M1 is here! We’re thrilled to release our Asahi game playing toolkit, which integrates our Vulkan 1.3 drivers with x86 emulation and Windows compatibility. Plus a bonus: conformant OpenCL 3.0. Asahi Linux now ships the only conformant OpenGL®, OpenCL™, and Vulkan® drivers for this hardware. As for gaming… while today’s release is an alpha, Control runs well! Installation First, install Fedora Asahi Remix. Once installed, get the latest drivers with dnf upgrade --refresh && reboot. Then just dnf install steam and play. While all M1/M2-series systems work, most games require 16GB of memory due to emulation overhead. The stack Games are typically x86 Windows binaries rendering with DirectX, while our target is Arm Linux with Vulkan. We need to handle each difference: FEX emulates x86 on Arm. Wine translates Windows to Linux. DXVK and vkd3d-proton translate DirectX to Vulkan. There’s one curveball: page size. Operating systems allocate memory in fixed size “pages”. If an application expects smaller pages than the system uses, they will break due to insufficient alignment of allocations. That’s a problem: x86 expects 4K pages but Apple systems use 16K pages. While Linux can’t mix page sizes between processes, it can virtualize another Arm Linux kernel with a different page size. So we run games inside a tiny virtual machine using muvm, passing through devices like the GPU and game controllers. The hardware is happy because the system is 16K, the game is happy because the virtual machine is 4K, and you’re happy because you can play Fallout 4. Vulkan The final piece is an adult-level Vulkan driver, since translating DirectX requires Vulkan 1.3 with many extensions. Back in April, I wrote Honeykrisp, the only Vulkan 1.3 driver for Apple hardware. I’ve since added DXVK support. Let’s look at some new features. Tessellation Tessellation enables games like The Witcher 3 to generate geometry. The M1 has hardware tessellation, but it is too limited for DirectX, Vulkan, or OpenGL. We must instead tessellate with arcane compute shaders, as detailed in today’s talk at XDC2024. Geometry shaders Geometry shaders are an older, cruder method to generate geometry. Like tessellation, the M1 lacks geometry shader hardware so we emulate with compute. Is that fast? No, but geometry shaders are slow even on desktop GPUs. They don’t need to be fast – just fast enough for games like Ghostrunner. Enhanced robustness “Robustness” permits an application’s shaders to access buffers out-of-bounds without crashing the hardware. In OpenGL and Vulkan, out-of-bounds loads may return arbitrary elements, and out-of-bounds stores may corrupt the buffer. Our OpenGL driver exploits this definition for efficient robustness on the M1. Some games require stronger guarantees. In DirectX, out-of-bounds loads return zero, and out-of-bounds stores are ignored. DXVK therefore requires VK_EXT_robustness2, a Vulkan extension strengthening robustness. Like before, we implement robustness with compare-and-select instructions. A naïve implementation would compare a loaded index with the buffer size and select a zero result if out-of-bounds. However, our GPU loads are vector while arithmetic is scalar. Even if we disabled page faults, we would need up to four compare-and-selects per load. load R, buffer, index * 16 ulesel R[0], index, size, R[0], 0 ulesel R[1], index, size, R[1], 0 ulesel R[2], index, size, R[2], 0 ulesel R[3], index, size, R[3], 0 There’s a trick: reserve 64 gigabytes of zeroes using virtual memory voodoo. Since every 32-bit index multiplied by 16 fits in 64 gigabytes, any index into this region loads zeroes. For out-of-bounds loads, we simply replace the buffer address with the reserved address while preserving the index. Replacing a 64-bit address costs just two 32-bit compare-and-selects. ulesel buffer.lo, index, size, buffer.lo, RESERVED.lo ulesel buffer.hi, index, size, buffer.hi, RESERVED.hi load R, buffer, index * 16 Two instructions, not four. Next steps Sparse texturing is next for Honeykrisp, which will unlock more DX12 games. The alpha already runs DX12 games that don’t require sparse, like Cyberpunk 2077. While many games are playable, newer AAA titles don’t hit 60fps yet. Correctness comes first. Performance improves next. Indie games like Hollow Knight do run full speed. Beyond gaming, we’re adding general purpose x86 emulation based on this stack. For more information, see the FAQ. Today’s alpha is a taste of what’s to come. Not the final form, but enough to enjoy Portal 2 while we work towards “1.0”. Acknowledgements This work has been years in the making with major contributions from… Alyssa Rosenzweig Asahi Lina chaos_princess Davide Cavalca Dougall Johnson Ella Stanforth Faith Ekstrand Janne Grunau Karol Herbst marcan Mary Guillemard Neal Gompa Sergio López TellowKrinkle Teoh Han Hui Rob Clark Ryan Houdek … Plus hundreds of developers whose work we build upon, spanning the Linux, Mesa, Wine, and FEX projects. Today’s release is thanks to the magic of open source. We hope you enjoy the magic. Happy gaming.

10th Oct 2024 • 1 votes
Vulkan 1.3 on the M1 in 1 month

u{text-decoration-thickness:0.09em;text-decoration-color:skyblue} Finally, conformant Vulkan for the M1! The new “Honeykrisp” driver is the first conformant Vulkan® for Apple hardware on any operating system, implementing the full 1.3 spec without “portability” waivers. Honeykrisp is not yet released for end users. We’re continuing to add features, improve performance, and port to more hardware. Source code is available for developers. HoloCure running on Honeykrisp ft. DXVK, FEX, and Proton. Honeykrisp is not based on prior M1 Vulkan efforts, but rather Faith Ekstrand’s open source NVK driver for NVIDIA GPUs. In her words: All Vulkan drivers in Mesa trace their lineage to the Intel Vulkan driver and started by copying+pasting from it. My hope is that NVK will eventually become the driver that everyone copies and pastes from. To that end, I’m building NVK with all the best practices we’ve developed for Vulkan drivers over the last 7.5 years and trying to keep the code-base clean and well-organized. Why spend years implementing features from scratch when we can reuse NVK? There will be friction starting out, given NVIDIA’s desktop architecture differs from the M1’s mobile roots. In exchange, we get a modern driver designed for desktop games. We’ll need to pass a half-million tests ensuring correctness, submit the results, and then we’ll become conformant after 30 days of industry review. Starting from NVK and our OpenGL 4.6 driver… can we write a driver passing the Vulkan 1.3 conformance test suite faster than the 30 day review period? It’s unprecedented… Challenge accepted. April 2 It begins with a text. Faith… I think I want to write a Vulkan driver. Her advice? Just start typing. There’s no copy-pasting yet – we just add M1 code to NVK and remove NVIDIA as we go. Since the kernel mediates our access to the hardware, we begin connecting “NVK” to Asahi Lina’s kernel driver using code shared with OpenGL. Then we plug in our shader compiler and hit the hay. April 3 To access resources, GPUs use “descriptors” containing the address, format, and size of a resource. Vulkan bundles descriptors into “sets” per the application’s “descriptor set layout”. When compiling shaders, the driver lowers descriptor accesses to marry the set layout with the hardware’s data structures. As our descriptors differ from NVIDIA’s, our next task is adapting NVK’s descriptor set lowering. We start with a simple but correct approach, deleting far more code than we add. April 4 With working descriptors, we can compile compute shaders. Now we program the fixed-function hardware to dispatch compute. We first add bookkeeping to map Vulkan command buffers to lists of M1 “control streams”, then we generate a compute control stream. We copy that code from our OpenGL driver, translate the GL into Vulkan, and compute works. That’s enough to move on to “copies” of buffers and images. We implement Vulkan’s copies with compute shaders, internally dispatched with Vulkan commands as if we were the application. The first copy test passes. April 5 Fleshing out yesterday’s code, all copy tests pass. April 6 We’re ready to tackle graphics. The novelty is handling graphics state like depth/stencil. That’s straightforward, but there’s a lot of state to handle. Faith’s code collects all “dynamic state” into a single structure, which we translate into hardware control words. As usual, we grab that translation from our OpenGL driver, blend with NVK, and move on. April 7 What makes state “dynamic”? Dynamic state can change without recompiling shaders. By contrast, static state is baked into shader binaries called “pipelines”. If games create all their pipelines during a loading screen, there is no compiler “stutter” during gameplay. The idea hasn’t quite panned out: many game developers don’t know their state ahead-of-time so cannot create pipelines early. In response, Vulkan has made ever more state dynamic, punctuated with the EXT_shader_object extension that makes pipelines optional. We want full dynamic state and shader objects. Unfortunately, the M1 bakes random state into shaders: vertex attributes, fragment outputs, blending, even linked interpolation qualifiers. Like most of the industry in the 2010s, the M1’s designers bet on pipelines. Faced with this hardware, a reasonable driver developer would double-down on pipelines. DXVK would stutter, but we’d pass conformance. I am not reasonable. To eliminate stuttering in OpenGL, we make state dynamic with four strategies: Conditional code. Precompiled variants. Indirection. Prologs and epilogs. Wait, what-a-logs? AMD also bakes state into shaders… with a twist. They divide the hardware binary into three parts: a prolog, the shader, and an epilog. Confining dynamic state to the periphery eliminates shader variants. They compile prologs and epilogs on the fly, but that’s fast and doesn’t stutter. Linking shader parts is a quick concatenation, or long jumps avoid linking altogether. This strategy works for the M1, too. For Honeykrisp, let’s follow NVK’s lead and treat all state as dynamic. No other Vulkan driver has implemented full dynamic state and shader objects this early on, but it avoids refactoring later. Today we add the code to build, compile, and cache prologs and epilogs. Putting it together, we get a (dynamic) triangle: April 8 Guided by the list of failing tests, we wire up the little bits missed along the way, like translating border colours. /* Translate an American VkBorderColor into a Canadian agx_border_colour */ enum agx_border_colour translate_border_color(VkBorderColor color) { switch (color) { case VK_BORDER_COLOR_INT_TRANSPARENT_BLACK: return AGX_BORDER_COLOUR_TRANSPARENT_BLACK; ... } } Test results are getting there. Pass: 149770, Fail: 7741, Crash: 2396 That’s good enough for vkQuake. April 9 Lots of little fixes bring us to a 99.6% pass rate… for Vulkan 1.1. Why stop there? NVK is 1.3 conformant, so let’s claim 1.3 and skip to the finish line. Pass: 255209, Fail: 3818, Crash: 599 98.3% pass rate for 1.3 on our 1 week anniversary. Not bad. April 10 SuperTuxKart has a Vulkan renderer. April 11 Zink works too. April 12 I tracked down some fails to a test bug, where an arbitrary verification threshold was too strict to pass on some devices. I filed a bug report, and it’s resolved within a few weeks. April 16 The tests for “descriptor indexing” revealed a compiler bug affecting subgroup shuffles in non-uniform control flow. The M1’s shuffle instruction is quirky, but it’s easy to workaround. Fixing that fixes the descriptor indexing tests. April 17 A few tests crash inside our register allocator. Their shaders contain a peculiar construction: if (condition) { while (true) { } } condition is always false, but the compiler doesn’t know that. Infinite loops are nominally invalid since shaders must terminate in finite time, but this shader is syntactically valid. “All loops contain a break” seems obvious for a shader, but it’s false. It’s straightforward to fix register allocation, but what a doozy. April 18 Remember copies? They’re slow, and every frame currently requires a copy to get on screen. For “zero copy” rendering, we need enough Linux window system integration to negotiate an efficient surface layout across process boundaries. Linux uses “modifiers” for this purpose, so we implement the EXT_image_drm_format_modifier extension. And by implement, I mean copy. Copies to avoid copies. April 20 “I’d like a 4K x86 Windows Direct3D PC game on a 16K arm64 Linux Vulkan Mac.” … “Ma’am, this is a Wendy’s.” April 22 As bug fixing slows down, we step back and check our driver architecture. Since we treat all state as dynamic, we don’t pre-pack control words during pipeline creation. That adds theoretical CPU overhead. Is that a problem? After some optimization, vkoverhead says we’re pushing 100 million draws per second. I think we’re okay. April 24 Time to light up YCbCr. If we don’t use special YCbCr hardware, this feature is “software-only”. However, it touches a lot of code. It touches so much code that Mohamed Ahmed spent an entire summer adding it to NVK. Which means he spent a summer adding it to Honeykrisp. Thanks, Mohamed ;-) April 25 Query copies are next. In Vulkan, the application can query the number of samples rendered, writing the result into an opaque “query pool”. The result can be copied from the query pool on the CPU or GPU. For the CPU, the driver maps the pool’s internal data structure and copies the result. This may require nontrivial repacking. For the GPU, we need to repack in a compute shader. That’s harder, because we can’t just run C code on the GPU, right? …Actually, we can. A little witchcraft makes GPU query copies as easy as C. void copy_query(struct params *p, int i) { uintptr_t dst = p->dest + i * p->stride; int query = p->first + i; if (p->available[query] || p->partial) { int q = p->index[query]; write_result(dst, p->_64, p->results[q]); } ... } April 26 The final boss: border colours, hard mode. Direct3D lets the application choose an arbitrary border colour when creating a sampler. By contrast, Vulkan only requires three border colours: (0, 0, 0, 0) – transparent black (0, 0, 0, 1) – opaque black (1, 1, 1, 1) – opaque white We handled these on April 8. Unfortunately, there are two problems. First, we need custom border colours for Direct3D compatibility. Both DXVK and vkd3d-proton require the EXT_custom_border_color extension. Second, there’s a subtle problem with our hardware, causing dozens of fails even without custom border colours. To understand the issue, let’s revisit texture descriptors, which contain a pixel format and a component reordering swizzle. Some formats are implicitly reordered. Common “BGRA” formats swap red and blue for historical reasons. The M1 does not directly support these formats. Instead, the driver composes the swizzle with the format’s reordering. If the application uses a BARB swizzle with a BGRA format, the driver uses an RABR swizzle with an RGBA format. There’s a catch: swizzles apply to the border colour, but formats do not. We need to undo the format reordering when programming the border colour for correct results after the hardware applies the composed swizzle. Our OpenGL driver implements border colours this way, because it knows the texture format when creating the sampler. Unfortunately, Vulkan doesn’t give us that information. Without custom border colour support, we “should” be okay. Swapping red and blue doesn’t change anything if the colour is white or black. There’s an even subtler catch. Vulkan mandates support for a packed 16-bit format with 4-bit components. The M1 supports a similar format… but with reversed “endianness”, swapping red and alpha. That still seems okay. For transparent black (all zero) and opaque white (all one), swapping components doesn’t change the result. The problem is opaque black: (0, 0, 0, 1). Swapping red and alpha gives (1, 0, 0, 0). Transparent red? Uh-oh. We’re stuck. No known hardware configuration implements correct Vulkan semantics. Is hope lost? Do we give up? A reasonable person would. I am not reasonable. Let’s jump into the deep end. If we implement custom border colours, opaque black becomes a special case. But how? The M1’s custom border colours entangle the texture format with the sampler. A reasonable person would skip Direct3D support. As you know, I am not reasonable. Although the hardware is unsuitable, we control software. Whenever a shader samples a texture, we’ll inject code to fix up the border colour. This emulation is simple, correct, and slow. We’ll use dirty driver tricks to speed it up later. For now, we eat the cost, advertise full custom border colours, and pass the opaque black tests. April 27 All that’s left is some last minute bug fixing, and… Pass: 686930, Fail: 0 Success. The future The next task is implementing everything that DXVK and vkd3d-proton require to layer Direct3D. That includes esoteric extensions like transform feedback. Then Wine and an open source x86 emulator will run Windows games on Asahi Linux. That’s getting ahead of ourselves. In the mean time, enjoy Linux games with our conformant OpenGL 4.6 drivers… and stay tuned. Baby Storm running on Honeykrisp ft. DXVK, FEX, and Proton.

5th Jun 2024 • 1 votes

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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.”

14 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
📚 BoredReading

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