Z88dk Bank Switching Part 6: Object file

This is the fourth part of a multi-part series of using Z88dk to create a 128k program with Bank Switching. The code is available from https://github.com/andydansby/zx-spectrum-128k-screen-paging-sccz80

Z88dk Bank Switching Part 6: Object file

An object file is the real output of the compiling phase which is mainly assembler but has symbols and information within it that a linker uses to build the final output. Building an object file is important to make a 128k TAP to output each section to a separate binary, which happens during the linking stage. The linking stage will be covered in another blog post, today I’m just covering the object file(s).
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Z88dk Bank Switching– Notes for the ZX Next machine

This blog usually only covers classic ZX Spectrums, the standard 48k, and 128k variety. However, due to the popularity of the upcoming ZX Spectrum Next machines, I want to place some notes from Allen Albright about Bank switching for the ZX Spectrum Next

These notes are posted with permission, to preserve them.
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Z88dk Bank Switching Part 5: SECTIONS

This is the fifth part of a multi-part series of using Z88dk to create a 128k program with Bank Switching. The code is available from https://github.com/andydansby/zx-spectrum-128k-screen-paging-sccz80

Z88dk Bank Switching Part 5: SECTIONS

Today, let’s take a look at sections which is a mechanism that Z88dk uses to place bits of code and data within a certain section of memory. This allows Z88dk to manage your memory and automatically make adjustments without having to manually link via code data and code blocks. This is what we need for bank switching.

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Z88dk Bank Switching Part 4: Data Compression

This is the fourth part of a multi-part series of using Z88dk to create a 128k program with Bank Switching. The code is available from https://github.com/andydansby/zx-spectrum-128k-screen-paging-sccz80

Data Compression

Our data, i.e. images, sound files, etc need to be compressed if we are going to fit our game within such limited space.

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Z88dk Bank Switching Part 3: Bank Switch Loader

This is the third part of a multi-part series of using Z88dk to create a 128k program with Bank Switching. The code is available from https://github.com/andydansby/zx-spectrum-128k-screen-paging-sccz80

BANK SWITCH LOADER

I cannot take any credit for this little assembler program as it was found in a post by Ast A Moore at http://spectrumcomputing.co.uk.

It’s quick and fast and works like a charm. Thanks, Mr. Moore.
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Z88dk Bank Switching Part 2: Basic loader

11-21-2019

This is the second part of a multi-part series of using Z88dk to create a 128k program with Bank Switching. The code is available from https://github.com/andydansby/zx-spectrum-128k-screen-paging-sccz80

BASIC LOADER

Just about every program written for the ZX Spectrum uses a BASIC loader to perform all the small little steps required to load your game, our program is no different. We have to load our main binary, perform a bank switch and load each of the banks separately. Continue reading “Z88dk Bank Switching Part 2: Basic loader”

Z88DK Bank Switching Part 1 : Overview

This is the first part of a multi-part series of using Z88dk to create a 128k program with Bank Switching.  The code is available from https://github.com/andydansby/zx-spectrum-128k-screen-paging-sccz80

Preface:
ZX Spectrum 128K bank-switching outside of the Mojon Twins engine has eluded me for months. The Mojon Twins game engines MK1, MK2 are based on an old version of Z88dk and not only did I want to get away from the old version of Z88dk, but I also wanted to start playing with a different game engine.
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