NABU Computer Support

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dom
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Joined: Sun Jul 15, 2007 10:01 pm

Re: NABU Computer Support

Post by dom »

Yes, we completely bypass the BDOS for reading the keyboard - it was really causing a whole bunch of issues that weren't great when screen modes were changed:

- Screen spam when a key was pressed
- The VDP interrupt was hooked to flash the cursor which isn't that useful when you want to use the whole screen area
DJ Sures
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Posts: 67
Joined: Sun Dec 11, 2022 12:41 pm

Re: NABU Computer Support

Post by DJ Sures »

RobertK wrote: Tue Jan 24, 2023 8:18 pm Here is the Dstar sample game for NABU CP/M. I've noticed that the current NABU network version crashes at the start.
I have added screen mode switching in the dstar.c file, I'm using mode 2 for gameplay, and with that it's working.
Use QAOP and Space.
I updated the cloud cp/m user area 4 with DSTAR.COM for ya! :D
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dom
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Re: NABU Computer Support

Post by dom »

Following a bit of testing, it looks like the issues we experienced with the floppy based CP/M are resolved in Cloud CP/M. As a result I've rearranged the libraries a little.

The interrupt code has been separated out into a separate nabu_int.lib. This is used by default for the +nabu target since we can own the whole machine. It can optionally be used for floppy based CP/M but I'd recommend targeting cloud CP/M instead.

The CP/M subtype=nabubdos has been removed since it's no longer of use. Instead we have -subtype=nabu which generates floppy images and -subtype=naburn which generates hard disc images used by Cloud CP/M (which doesn't seem to support floppy images).

Both CP/M subtypes support z88dk graphics (including generic console, ansiterminal), AY trackers, joysticks so the Nabu is now looking like a regular machine.

In summary, the recommended compilation modes for the Nabu are:

* zcc +nabu ... - For bootable/full hardware support
* zcc +cpm -subtype=naburn - For working within Cloud CP/M
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