This compiles on CP/M and results in a com file. Does it have to be converted into a nabu file?
How much of the operating system calls are used? I'm assuming they are not present in cloudcpm for example.
I'm quite interested in the task manager stuff. It would be neat to see how that's done in assembly. I can see how you're integrating with it, but I wanna peek under the hood.
I wonder what it would take to port pacman over to the Z80-Retro and if I should even bother trying. That OS dependency is the tricky but I think.
Re: NABU PAC-MAN Source Code discussion thread
Posted: Fri May 26, 2023 12:32 am
by LeoBinkowski
You can use the CABUILD.COM from the z80 example to make a NABU loadable PAK file.
CABUILD PACMAN.COM 110
is what I used. See the example in the version 7 video:
Yeah, but I was wondering if there is a way to build the game so it runs on cpm.
Re: NABU PAC-MAN Source Code discussion thread
Posted: Fri May 26, 2023 1:48 pm
by LeoBinkowski
Sadly, I only know the NABU IOS building way.
We used to be able to test CP/M COM files directly using MCP 1.8, which was a version of CP/M that included the IOS hooks. After we changed to used NABU PCs and CP/M, we would only test them exclusively using CABUILD, because that made it an exact representation of software that ran on the cycle.
After documenting all this crap, I'll take a peek a how to build and debug stuff in new environments.
Re: NABU PAC-MAN Source Code discussion thread
Posted: Fri May 26, 2023 5:03 pm
by LeoBinkowski
I took your suggestion on the youtube post, Dave:
Re: NABU PAC-MAN Source Code discussion thread
Posted: Fri May 26, 2023 7:38 pm
by productiondave
Nice. I love this one.
Re: NABU PAC-MAN Source Code discussion thread
Posted: Fri May 26, 2023 11:46 pm
by DJ Sures
Lol!!!! I almost spit out my beer. That’s hilarious