#cpm80 — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #cpm80, aggregated by home.social.
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@LeilahLilienruh Viel lustiger ist, wenn der Dozent (meiner Schwester) nur *glaubt*, dass das auf einer Schreibmaschine geschrieben ist, weil er unfähig ist, den draft-Ausdruck eines 9-Nadel-Druckers als solchen zu erkennen.
Also macht er sich die Mühe auf jeder einzelnen Seite etwas anzustreichen und dann meine Schwester zu fragen: "Und bis wann können Sie die Korrektor bringen?" und meine Schwester fragt: "Ist Morgen in Ordnung"?
#Wordstar #cpm80 #z80 #ZilogZ80 -
Springtime is knocking at the door, so we did some very early spring-cleaning 🧹
RC-BOX BBS, the world's first (and currently only) Bulletin Board System to run on real RC2014 hardware (Z80 based Homebrew Kit) utilizing oldie-but-goldie CP/M 2.2 has seen a minor update:
- new "read latest bulletin" prompt after login, skip the bulletin if you don't want to read it / already read it
- fixed total line count at message output
- raised max lines per message from 48 to 64 (at 64 columns per message line)
- added some essential software to the file base (for those brave enough to try x/ymodem downloads).
Visit us using your favourite terminal program. Heck, we have no ANSI so even a teletype will do!
connect to: rc2014.ddns.net on TCP port: 2014
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Initially, I was just fooling around, creating code snippets to see how it all may fit together. Quick, dirty hacks you know.
But somehow things got more and more refined and today I was able to test my little two-word #textadventure #game #parser by walking between two rooms.
Written using #gforth but also works with #dxforth on #cpm80
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Initially, I was just fooling around, creating code snippets to see how it all may fit together. Quick, dirty hacks you know.
But somehow things got more and more refined and today I was able to test my little two-word #textadventure #game #parser by walking between two rooms.
Written using #gforth but also works with #dxforth on #cpm80
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Initially, I was just fooling around, creating code snippets to see how it all may fit together. Quick, dirty hacks you know.
But somehow things got more and more refined and today I was able to test my little two-word #textadventure #game #parser by walking between two rooms.
Written using #gforth but also works with #dxforth on #cpm80
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Initially, I was just fooling around, creating code snippets to see how it all may fit together. Quick, dirty hacks you know.
But somehow things got more and more refined and today I was able to test my little two-word #textadventure #game #parser by walking between two rooms.
Written using #gforth but also works with #dxforth on #cpm80
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Initially, I was just fooling around, creating code snippets to see how it all may fit together. Quick, dirty hacks you know.
But somehow things got more and more refined and today I was able to test my little two-word #textadventure #game #parser by walking between two rooms.
Written using #gforth but also works with #dxforth on #cpm80
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@shieladixon @edbrindley Oh, wow. That's not bad for a "firsty".
And here we have yet another sound card which could be made to work with your #midi interface ... imagine how cool it must be to have the SID, AY and OPL3 perform together ...
Also, it's so cool to see #rc2014 and the #opl3 work together so well. #Z80 and #CPM80 ... made to last ...
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Finished implementing a very simple line editor for DX-BBS. Sure, there's much room for improvement but at least the core functionality is now in there and works.
Time for a cuppa ... 🫖
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It sounds simple but I had to tackle a very annoying and naughty bug. But hey:
A)bort L)ist S)ave now works after entering the message
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It sounds simple but I had to tackle a very annoying and naughty bug. But hey:
A)bort L)ist S)ave now works after entering the message
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It sounds simple but I had to tackle a very annoying and naughty bug. But hey:
A)bort L)ist S)ave now works after entering the message
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It sounds simple but I had to tackle a very annoying and naughty bug. But hey:
A)bort L)ist S)ave now works after entering the message
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It sounds simple but I had to tackle a very annoying and naughty bug. But hey:
A)bort L)ist S)ave now works after entering the message
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... went back to my #DXBBS codebase today after taking a longer break from my hobbyist #coding activities. I updated the code for displaying text (ASCII) files which is now less bloated.
I also started to format and add comments to the code. I already did that long before and it helped big time when coming back to it today.
Convinced myself that my custom message base implementation isn't too bad at all but needs formatting and comments for the sake of sanity (and readability).
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After much testing and code comparison, the new Feb 2025 Release of #Vezza - my #z80 high speed #zmachine is ready! Took way longer than expected to synchronize across all of the code bases, particularly making sure that all optimizations made it across all platforms - TRS-80 model 1, TRS-80 model 3, TRS-80 model 4, the CP/M versions (~18 platforms), the embedded versions (Spectrum tape, TEC-1G), and slowly pushing into the Agon Light version (which has even more updates still in progress). Lots of individual tweaks, and some major rethinks and rewrites have come together to accelerate game play.
The hardest part of rewriting in this update involved rewriting the dictionary search code. I ended up going back to the original jzip interpreter, written in C for Unix waaay back when. Jzip provided much of the logic that went into ZXZVM, which provided the base for #M4ZVM #M3ZVM and #Vezza. Going back to Jzip made sense as Jzip has an even longer history; and is highly tested and stable and still maintained. This research gave me the confidence that the streamlining and changes I was making to such a fundamental part of the game would work, making all inputted dictionary searching more efficient.
To work around how CP/M stores executable files I spent a lot of time re-organising the memory map to make the executable smaller. This involved rearranging where the initialization code was stored inside the increasingly complex layout. Support across multiple versions means I needed to break up variable sized code and strings to sit inside variable sized gaps, while still compiling all the CP/M versions from the same interconnected set of source files. It needed quite a few manual checks to ensure that it all worked.
What this all means is that your favourite #infocom #punyinform and other text adventures will all play on your favourite z80 #retrocomputing platforms even faster than before!
More details in the devlog and downloads can be found at:
#TRS80 versions https://sijnstra.itch.io/m4zvm
#CPM #CPM80 versions https://sijnstra.itch.io/vezza -
After much testing and code comparison, the new Feb 2025 Release of #Vezza - my #z80 high speed #zmachine is ready! Took way longer than expected to synchronize across all of the code bases, particularly making sure that all optimizations made it across all platforms - TRS-80 model 1, TRS-80 model 3, TRS-80 model 4, the CP/M versions (~18 platforms), the embedded versions (Spectrum tape, TEC-1G), and slowly pushing into the Agon Light version (which has even more updates still in progress). Lots of individual tweaks, and some major rethinks and rewrites have come together to accelerate game play.
The hardest part of rewriting in this update involved rewriting the dictionary search code. I ended up going back to the original jzip interpreter, written in C for Unix waaay back when. Jzip provided much of the logic that went into ZXZVM, which provided the base for #M4ZVM #M3ZVM and #Vezza. Going back to Jzip made sense as Jzip has an even longer history; and is highly tested and stable and still maintained. This research gave me the confidence that the streamlining and changes I was making to such a fundamental part of the game would work, making all inputted dictionary searching more efficient.
To work around how CP/M stores executable files I spent a lot of time re-organising the memory map to make the executable smaller. This involved rearranging where the initialization code was stored inside the increasingly complex layout. Support across multiple versions means I needed to break up variable sized code and strings to sit inside variable sized gaps, while still compiling all the CP/M versions from the same interconnected set of source files. It needed quite a few manual checks to ensure that it all worked.
What this all means is that your favourite #infocom #punyinform and other text adventures will all play on your favourite z80 #retrocomputing platforms even faster than before!
More details in the devlog and downloads can be found at:
#TRS80 versions https://sijnstra.itch.io/m4zvm
#CPM #CPM80 versions https://sijnstra.itch.io/vezza -
After much testing and code comparison, the new Feb 2025 Release of #Vezza - my #z80 high speed #zmachine is ready! Took way longer than expected to synchronize across all of the code bases, particularly making sure that all optimizations made it across all platforms - TRS-80 model 1, TRS-80 model 3, TRS-80 model 4, the CP/M versions (~18 platforms), the embedded versions (Spectrum tape, TEC-1G), and slowly pushing into the Agon Light version (which has even more updates still in progress). Lots of individual tweaks, and some major rethinks and rewrites have come together to accelerate game play.
The hardest part of rewriting in this update involved rewriting the dictionary search code. I ended up going back to the original jzip interpreter, written in C for Unix waaay back when. Jzip provided much of the logic that went into ZXZVM, which provided the base for #M4ZVM #M3ZVM and #Vezza. Going back to Jzip made sense as Jzip has an even longer history; and is highly tested and stable and still maintained. This research gave me the confidence that the streamlining and changes I was making to such a fundamental part of the game would work, making all inputted dictionary searching more efficient.
To work around how CP/M stores executable files I spent a lot of time re-organising the memory map to make the executable smaller. This involved rearranging where the initialization code was stored inside the increasingly complex layout. Support across multiple versions means I needed to break up variable sized code and strings to sit inside variable sized gaps, while still compiling all the CP/M versions from the same interconnected set of source files. It needed quite a few manual checks to ensure that it all worked.
What this all means is that your favourite #infocom #punyinform and other text adventures will all play on your favourite z80 #retrocomputing platforms even faster than before!
More details in the devlog and downloads can be found at:
#TRS80 versions https://sijnstra.itch.io/m4zvm
#CPM #CPM80 versions https://sijnstra.itch.io/vezza -
After much testing and code comparison, the new Feb 2025 Release of #Vezza - my #z80 high speed #zmachine is ready! Took way longer than expected to synchronize across all of the code bases, particularly making sure that all optimizations made it across all platforms - TRS-80 model 1, TRS-80 model 3, TRS-80 model 4, the CP/M versions (~18 platforms), the embedded versions (Spectrum tape, TEC-1G), and slowly pushing into the Agon Light version (which has even more updates still in progress). Lots of individual tweaks, and some major rethinks and rewrites have come together to accelerate game play.
The hardest part of rewriting in this update involved rewriting the dictionary search code. I ended up going back to the original jzip interpreter, written in C for Unix waaay back when. Jzip provided much of the logic that went into ZXZVM, which provided the base for #M4ZVM #M3ZVM and #Vezza. Going back to Jzip made sense as Jzip has an even longer history; and is highly tested and stable and still maintained. This research gave me the confidence that the streamlining and changes I was making to such a fundamental part of the game would work, making all inputted dictionary searching more efficient.
To work around how CP/M stores executable files I spent a lot of time re-organising the memory map to make the executable smaller. This involved rearranging where the initialization code was stored inside the increasingly complex layout. Support across multiple versions means I needed to break up variable sized code and strings to sit inside variable sized gaps, while still compiling all the CP/M versions from the same interconnected set of source files. It needed quite a few manual checks to ensure that it all worked.
What this all means is that your favourite #infocom #punyinform and other text adventures will all play on your favourite z80 #retrocomputing platforms even faster than before!
More details in the devlog and downloads can be found at:
#TRS80 versions https://sijnstra.itch.io/m4zvm
#CPM #CPM80 versions https://sijnstra.itch.io/vezza -
After much testing and code comparison, the new Feb 2025 Release of #Vezza - my #z80 high speed #zmachine is ready! Took way longer than expected to synchronize across all of the code bases, particularly making sure that all optimizations made it across all platforms - TRS-80 model 1, TRS-80 model 3, TRS-80 model 4, the CP/M versions (~18 platforms), the embedded versions (Spectrum tape, TEC-1G), and slowly pushing into the Agon Light version (which has even more updates still in progress). Lots of individual tweaks, and some major rethinks and rewrites have come together to accelerate game play.
The hardest part of rewriting in this update involved rewriting the dictionary search code. I ended up going back to the original jzip interpreter, written in C for Unix waaay back when. Jzip provided much of the logic that went into ZXZVM, which provided the base for #M4ZVM #M3ZVM and #Vezza. Going back to Jzip made sense as Jzip has an even longer history; and is highly tested and stable and still maintained. This research gave me the confidence that the streamlining and changes I was making to such a fundamental part of the game would work, making all inputted dictionary searching more efficient.
To work around how CP/M stores executable files I spent a lot of time re-organising the memory map to make the executable smaller. This involved rearranging where the initialization code was stored inside the increasingly complex layout. Support across multiple versions means I needed to break up variable sized code and strings to sit inside variable sized gaps, while still compiling all the CP/M versions from the same interconnected set of source files. It needed quite a few manual checks to ensure that it all worked.
What this all means is that your favourite #infocom #punyinform and other text adventures will all play on your favourite z80 #retrocomputing platforms even faster than before!
More details in the devlog and downloads can be found at:
#TRS80 versions https://sijnstra.itch.io/m4zvm
#CPM #CPM80 versions https://sijnstra.itch.io/vezza -
+++ Important information for all DX Forth users +++
There is a #new #release v4.60 available for CP/M and DOS since january 7th, 2025 !!
Get it here:
https://drive.google.com/drive/folders/1kh2WcPUc3hQpLcz7TQ-YQiowrozvxfGw
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+++ Important information for all DX Forth users +++
There is a #new #release v4.60 available for CP/M and DOS since january 7th, 2025 !!
Get it here:
https://drive.google.com/drive/folders/1kh2WcPUc3hQpLcz7TQ-YQiowrozvxfGw
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+++ Important information for all DX Forth users +++
There is a #new #release v4.60 available for CP/M and DOS since january 7th, 2025 !!
Get it here:
https://drive.google.com/drive/folders/1kh2WcPUc3hQpLcz7TQ-YQiowrozvxfGw
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+++ Important information for all DX Forth users +++
There is a #new #release v4.60 available for CP/M and DOS since january 7th, 2025 !!
Get it here:
https://drive.google.com/drive/folders/1kh2WcPUc3hQpLcz7TQ-YQiowrozvxfGw
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+++ Important information for all DX Forth users +++
There is a #new #release v4.60 available for CP/M and DOS since january 7th, 2025 !!
Get it here:
https://drive.google.com/drive/folders/1kh2WcPUc3hQpLcz7TQ-YQiowrozvxfGw
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Season's Greetings - Ho! Ho! Ho!
RC-BBS the world's first and (currently) only RC2014 based Bulletin Board System wishes you happy holidays!
Connection information can be found in the #Alt #Text and on my profile page.
#rcbox
#rc2014bbs
#rc2014
#bbs
#cpm80
#rcbbs
#seasonsgreetings -
Season's Greetings - Ho! Ho! Ho!
RC-BBS the world's first and (currently) only RC2014 based Bulletin Board System wishes you happy holidays!
Connection information can be found in the #Alt #Text and on my profile page.
#rcbox
#rc2014bbs
#rc2014
#bbs
#cpm80
#rcbbs
#seasonsgreetings -
Season's Greetings - Ho! Ho! Ho!
RC-BBS the world's first and (currently) only RC2014 based Bulletin Board System wishes you happy holidays!
Connection information can be found in the #Alt #Text and on my profile page.
#rcbox
#rc2014bbs
#rc2014
#bbs
#cpm80
#rcbbs
#seasonsgreetings -
Season's Greetings - Ho! Ho! Ho!
RC-BBS the world's first and (currently) only RC2014 based Bulletin Board System wishes you happy holidays!
Connection information can be found in the #Alt #Text and on my profile page.
#rcbox
#rc2014bbs
#rc2014
#bbs
#cpm80
#rcbbs
#seasonsgreetings -
Season's Greetings - Ho! Ho! Ho!
RC-BBS the world's first and (currently) only RC2014 based Bulletin Board System wishes you happy holidays!
Connection information can be found in the #Alt #Text and on my profile page.
#rcbox
#rc2014bbs
#rc2014
#bbs
#cpm80
#rcbbs
#seasonsgreetings -
Update on #dxbbs which now allows the user to enter multiple lines of text until enter is pressed on an empty line.
The text is stored in a temporary ASCII file, line by line. This will later allow for additional line editing before saving - at least that is what I plan to do.
The final message is appened to the message base file and a new index record is written as can be seen in the screenshots.
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Update on #dxbbs which now allows the user to enter multiple lines of text until enter is pressed on an empty line.
The text is stored in a temporary ASCII file, line by line. This will later allow for additional line editing before saving - at least that is what I plan to do.
The final message is appened to the message base file and a new index record is written as can be seen in the screenshots.
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Update on #dxbbs which now allows the user to enter multiple lines of text until enter is pressed on an empty line.
The text is stored in a temporary ASCII file, line by line. This will later allow for additional line editing before saving - at least that is what I plan to do.
The final message is appened to the message base file and a new index record is written as can be seen in the screenshots.
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Update on #dxbbs which now allows the user to enter multiple lines of text until enter is pressed on an empty line.
The text is stored in a temporary ASCII file, line by line. This will later allow for additional line editing before saving - at least that is what I plan to do.
The final message is appened to the message base file and a new index record is written as can be seen in the screenshots.
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Update on #dxbbs which now allows the user to enter multiple lines of text until enter is pressed on an empty line.
The text is stored in a temporary ASCII file, line by line. This will later allow for additional line editing before saving - at least that is what I plan to do.
The final message is appened to the message base file and a new index record is written as can be seen in the screenshots.
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Random memory: Some 45-50 years ago, my dad sold and serviced #CPM machines, specifically #GeminiMicrocomputers from the #UK. His customers seemed to be primarily people connected to printing and the press. One guy represented a printing house, which I believe also doubled as a #Buddhist #monastery, and visited my dad's shop quite frequently.
The thing that triggered this memory, was that apart from #Buddhism and printing, my dad's customer - friend if I'm not mistaken - also did a bit of recreational programming. He was in fact the author of a Danish #Pacman clone called "Gufferen" which translates to something along the lines of "the muncher". At the time, it was a breath taking action game in 80x25 character resolution, and I'm absolutely gutted that I will probably never see it again.
Good times.
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