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<ul class="crumbs"><li><a href="../index.html">Home</a></li><li><a href="../extensions.html">Kits</a></li><li><a href="index.html">Architecture16Kit</a></li><li><b>Capabilities Template</b></li></ul></div>
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<p class="purpose">Miscellaneous capabilities of the 16-bit architecture.</p>
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<ul class="toc"><li><a href="S-cpb.html#SP1">§1. Summary</a></li><li><a href="S-cpb.html#SP2">§2. Header layout</a></li><li><a href="S-cpb.html#SP3">§3. Release Number</a></li><li><a href="S-cpb.html#SP4">§4. RNG</a></li><li><a href="S-cpb.html#SP5">§5. Memory Allocation</a></li><li><a href="S-cpb.html#SP6">§6. Memcpy</a></li><li><a href="S-cpb.html#SP8">§8. Audiovisual Resources</a></li><li><a href="S-cpb.html#SP9">§9. Typography</a></li></ul><hr class="tocbar">
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<p class="commentary firstcommentary"><a id="SP1" class="paragraph-anchor"></a><b>§1. Summary. </b>The 16-bit architecture is for very limited virtual machines, and is closely
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modelled on Infocom's Z-machine, originally developed between 1979 and 1986,
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but still sometimes used into the modern age. Its input-output model is
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almost entirely textual, and it has an idiosyncratic character set.
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</p>
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<p class="commentary firstcommentary"><a id="SP2" class="paragraph-anchor"></a><b>§2. Header layout. </b>The Z-machine contains certain special constants and variables at fixed
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position in its "header"; the addresses of these are given below. See
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The Z-Machine Standards Document, version 1.0, for details.
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</p>
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<pre class="displayed-code all-displayed-code code-font">
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<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_ZCODEVERSION</span><span class="plain-syntax"> = </span><span class="constant-syntax">$00</span><span class="plain-syntax">; </span><span class="comment-syntax">byte</span>
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<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_TERPFLAGS</span><span class="plain-syntax"> = </span><span class="constant-syntax">$01</span><span class="plain-syntax">; </span><span class="comment-syntax">byte</span>
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<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_GAMERELEASE</span><span class="plain-syntax"> = </span><span class="constant-syntax">$02</span><span class="plain-syntax">; </span><span class="comment-syntax">word</span>
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<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_HIGHMEMORY</span><span class="plain-syntax"> = </span><span class="constant-syntax">$04</span><span class="plain-syntax">; </span><span class="comment-syntax">word</span>
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<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_INITIALPC</span><span class="plain-syntax"> = </span><span class="constant-syntax">$06</span><span class="plain-syntax">; </span><span class="comment-syntax">word</span>
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<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_DICTIONARY</span><span class="plain-syntax"> = </span><span class="constant-syntax">$08</span><span class="plain-syntax">; </span><span class="comment-syntax">word</span>
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<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_OBJECTS</span><span class="plain-syntax"> = </span><span class="constant-syntax">$0A</span><span class="plain-syntax">; </span><span class="comment-syntax">word</span>
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<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_GLOBALS</span><span class="plain-syntax"> = </span><span class="constant-syntax">$0C</span><span class="plain-syntax">; </span><span class="comment-syntax">word</span>
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<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_STATICMEMORY</span><span class="plain-syntax"> = </span><span class="constant-syntax">$0E</span><span class="plain-syntax">; </span><span class="comment-syntax">word</span>
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<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_GAMEFLAGS</span><span class="plain-syntax"> = </span><span class="constant-syntax">$10</span><span class="plain-syntax">; </span><span class="comment-syntax">word</span>
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<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_GAMESERIAL</span><span class="plain-syntax"> = </span><span class="constant-syntax">$12</span><span class="plain-syntax">; </span><span class="comment-syntax">six ASCII characters</span>
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<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_ABBREVIATIONS</span><span class="plain-syntax"> = </span><span class="constant-syntax">$18</span><span class="plain-syntax">; </span><span class="comment-syntax">word</span>
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<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_FILELENGTH</span><span class="plain-syntax"> = </span><span class="constant-syntax">$1A</span><span class="plain-syntax">; </span><span class="comment-syntax">word</span>
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<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_CHECKSUM</span><span class="plain-syntax"> = </span><span class="constant-syntax">$1C</span><span class="plain-syntax">; </span><span class="comment-syntax">word</span>
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<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_TERPNUMBER</span><span class="plain-syntax"> = </span><span class="constant-syntax">$1E</span><span class="plain-syntax">; </span><span class="comment-syntax">byte</span>
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<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_TERPVERSION</span><span class="plain-syntax"> = </span><span class="constant-syntax">$1F</span><span class="plain-syntax">; </span><span class="comment-syntax">byte</span>
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<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_SCREENHLINES</span><span class="plain-syntax"> = </span><span class="constant-syntax">$20</span><span class="plain-syntax">; </span><span class="comment-syntax">byte</span>
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<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_SCREENWCHARS</span><span class="plain-syntax"> = </span><span class="constant-syntax">$21</span><span class="plain-syntax">; </span><span class="comment-syntax">byte</span>
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<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_SCREENWUNITS</span><span class="plain-syntax"> = </span><span class="constant-syntax">$22</span><span class="plain-syntax">; </span><span class="comment-syntax">word</span>
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<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_SCREENHUNITS</span><span class="plain-syntax"> = </span><span class="constant-syntax">$24</span><span class="plain-syntax">; </span><span class="comment-syntax">word</span>
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<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_FONTWUNITS</span><span class="plain-syntax"> = </span><span class="constant-syntax">$26</span><span class="plain-syntax">; </span><span class="comment-syntax">byte</span>
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<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_FONTHUNITS</span><span class="plain-syntax"> = </span><span class="constant-syntax">$27</span><span class="plain-syntax">; </span><span class="comment-syntax">byte</span>
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<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_ROUTINEOFFSET</span><span class="plain-syntax"> = </span><span class="constant-syntax">$28</span><span class="plain-syntax">; </span><span class="comment-syntax">word</span>
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<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_STRINGOFFSET</span><span class="plain-syntax"> = </span><span class="constant-syntax">$2A</span><span class="plain-syntax">; </span><span class="comment-syntax">word</span>
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<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_BGCOLOUR</span><span class="plain-syntax"> = </span><span class="constant-syntax">$2C</span><span class="plain-syntax">; </span><span class="comment-syntax">byte</span>
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<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_FGCOLOUR</span><span class="plain-syntax"> = </span><span class="constant-syntax">$2D</span><span class="plain-syntax">; </span><span class="comment-syntax">byte</span>
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<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_TERMCHARS</span><span class="plain-syntax"> = </span><span class="constant-syntax">$2E</span><span class="plain-syntax">; </span><span class="comment-syntax">word</span>
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<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_PIXELSTO3</span><span class="plain-syntax"> = </span><span class="constant-syntax">$30</span><span class="plain-syntax">; </span><span class="comment-syntax">word</span>
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<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_TERPSTANDARD</span><span class="plain-syntax"> = </span><span class="constant-syntax">$32</span><span class="plain-syntax">; </span><span class="comment-syntax">two bytes</span>
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<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_ALPHABET</span><span class="plain-syntax"> = </span><span class="constant-syntax">$34</span><span class="plain-syntax">; </span><span class="comment-syntax">word</span>
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<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_EXTENSION</span><span class="plain-syntax"> = </span><span class="constant-syntax">$36</span><span class="plain-syntax">; </span><span class="comment-syntax">word</span>
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<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_UNUSED</span><span class="plain-syntax"> = </span><span class="constant-syntax">$38</span><span class="plain-syntax">; </span><span class="comment-syntax">two words</span>
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<span class="reserved-syntax">Constant</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_INFORMVERSION</span><span class="plain-syntax"> = </span><span class="constant-syntax">$3C</span><span class="plain-syntax">; </span><span class="comment-syntax">four ASCII characters</span>
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</pre>
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<p class="commentary firstcommentary"><a id="SP3" class="paragraph-anchor"></a><b>§3. Release Number. </b>Our programs will have both a release number and a serial code, which are
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in each case stored in the header memory of the virtual machine.
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</p>
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<p class="commentary"><span class="extract"><span class="extract-syntax">VM_Describe_Release()</span></span> has been removed and replaced with functions returning
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the release number, a non-negative integer, and the serial code, a byte array
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expected to be 6 digit characters wide.
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</p>
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<pre class="displayed-code all-displayed-code code-font">
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<span class="plain-syntax">[ </span><span class="identifier-syntax">VM_ReleaseNumber</span><span class="plain-syntax">;</span>
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<span class="plain-syntax"> </span><span class="reserved-syntax">return</span><span class="plain-syntax"> (</span><span class="identifier-syntax">HDR_GAMERELEASE</span><span class="plain-syntax">-->0) & </span><span class="constant-syntax">$03ff</span><span class="plain-syntax">;</span>
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<span class="plain-syntax">];</span>
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<span class="plain-syntax">[ </span><span class="identifier-syntax">VM_SerialNumber</span><span class="plain-syntax">;</span>
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<span class="plain-syntax"> </span><span class="reserved-syntax">return</span><span class="plain-syntax"> </span><span class="identifier-syntax">HDR_GAMESERIAL</span><span class="plain-syntax">;</span>
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<span class="plain-syntax">];</span>
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</pre>
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<p class="commentary firstcommentary"><a id="SP4" class="paragraph-anchor"></a><b>§4. RNG. </b>No routine is needed for extracting a random number, since I6's built-in
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<span class="extract"><span class="extract-syntax">random</span></span> function does that, but it's useful to abstract the process of
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seeding the RNG so that it produces a repeatable sequence of "random"
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numbers from here on: the necessary opcodes are different for the two VMs.
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</p>
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<pre class="displayed-code all-displayed-code code-font">
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<span class="plain-syntax">[ </span><span class="identifier-syntax">VM_Seed_RNG</span><span class="plain-syntax"> </span><span class="identifier-syntax">n</span><span class="plain-syntax">;</span>
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<span class="plain-syntax"> </span><span class="reserved-syntax">if</span><span class="plain-syntax"> (</span><span class="identifier-syntax">n</span><span class="plain-syntax"> > </span><span class="constant-syntax">0</span><span class="plain-syntax">) </span><span class="identifier-syntax">n</span><span class="plain-syntax"> = -</span><span class="identifier-syntax">n</span><span class="plain-syntax">;</span>
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<span class="plain-syntax"> @</span><span class="reserved-syntax">random</span><span class="plain-syntax"> </span><span class="identifier-syntax">n</span><span class="plain-syntax"> -> </span><span class="identifier-syntax">n</span><span class="plain-syntax">;</span>
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<span class="plain-syntax">];</span>
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</pre>
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<p class="commentary firstcommentary"><a id="SP5" class="paragraph-anchor"></a><b>§5. Memory Allocation. </b>This is dynamic memory allocation: something which is never practicable in
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the Z-machine, because the whole address range is already claimed, but which
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is viable on recent revisions of Glulx.
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</p>
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<pre class="displayed-code all-displayed-code code-font">
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<span class="plain-syntax">[ </span><span class="identifier-syntax">VM_AllocateMemory</span><span class="plain-syntax"> </span><span class="identifier-syntax">amount</span><span class="plain-syntax">;</span>
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<span class="plain-syntax"> </span><span class="reserved-syntax">return</span><span class="plain-syntax"> </span><span class="constant-syntax">0</span><span class="plain-syntax">;</span>
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<span class="plain-syntax">];</span>
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<span class="plain-syntax">[ </span><span class="identifier-syntax">VM_FreeMemory</span><span class="plain-syntax"> </span><span class="identifier-syntax">address</span><span class="plain-syntax">;</span>
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<span class="plain-syntax">];</span>
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</pre>
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<p class="commentary firstcommentary"><a id="SP6" class="paragraph-anchor"></a><b>§6. Memcpy. </b>This is equivalent to C's memcpy function, in good ways and bad.
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</p>
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<pre class="displayed-code all-displayed-code code-font">
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<span class="plain-syntax">[ </span><span class="identifier-syntax">Memcpy</span><span class="plain-syntax"> </span><span class="identifier-syntax">to_addr</span><span class="plain-syntax"> </span><span class="identifier-syntax">from_addr</span><span class="plain-syntax"> </span><span class="identifier-syntax">size</span><span class="plain-syntax"> </span><span class="identifier-syntax">n</span><span class="plain-syntax">;</span>
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<span class="plain-syntax"> </span><span class="reserved-syntax">for</span><span class="plain-syntax"> (</span><span class="identifier-syntax">n</span><span class="plain-syntax"> = </span><span class="identifier-syntax">size</span><span class="plain-syntax">/</span><span class="identifier-syntax">WORDSIZE</span><span class="plain-syntax">: (</span><span class="identifier-syntax">n</span><span class="plain-syntax">--) > </span><span class="constant-syntax">0</span><span class="plain-syntax">: ) </span><span class="identifier-syntax">to_addr</span><span class="plain-syntax">--></span><span class="identifier-syntax">n</span><span class="plain-syntax"> = </span><span class="identifier-syntax">from_addr</span><span class="plain-syntax">--></span><span class="identifier-syntax">n</span><span class="plain-syntax">;</span>
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<span class="plain-syntax"> </span><span class="reserved-syntax">for</span><span class="plain-syntax"> (</span><span class="identifier-syntax">n</span><span class="plain-syntax"> = </span><span class="identifier-syntax">size</span><span class="plain-syntax">: ((</span><span class="identifier-syntax">n</span><span class="plain-syntax">--) % </span><span class="identifier-syntax">WORDSIZE</span><span class="plain-syntax"> ~= </span><span class="constant-syntax">0</span><span class="plain-syntax">): ) </span><span class="identifier-syntax">to_addr</span><span class="plain-syntax">-></span><span class="identifier-syntax">n</span><span class="plain-syntax"> = </span><span class="identifier-syntax">from_addr</span><span class="plain-syntax">-></span><span class="identifier-syntax">n</span><span class="plain-syntax">;</span>
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<span class="plain-syntax">];</span>
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</pre>
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<p class="commentary firstcommentary"><a id="SP7" class="paragraph-anchor"></a><b>§7. </b>And this can be used to copy exactly <span class="extract"><span class="extract-syntax">words</span></span> words from one word array to
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another:
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</p>
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<pre class="displayed-code all-displayed-code code-font">
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<span class="plain-syntax">[ </span><span class="identifier-syntax">VM_CopyWords</span><span class="plain-syntax"> </span><span class="identifier-syntax">words</span><span class="plain-syntax"> </span><span class="identifier-syntax">from</span><span class="plain-syntax"> </span><span class="reserved-syntax">to</span><span class="plain-syntax"> </span><span class="identifier-syntax">bytes</span><span class="plain-syntax">;</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">bytes</span><span class="plain-syntax"> = </span><span class="identifier-syntax">words</span><span class="plain-syntax"> * </span><span class="identifier-syntax">WORDSIZE</span><span class="plain-syntax">;</span>
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<span class="plain-syntax"> @</span><span class="identifier-syntax">copy_table</span><span class="plain-syntax"> </span><span class="identifier-syntax">from</span><span class="plain-syntax"> </span><span class="reserved-syntax">to</span><span class="plain-syntax"> </span><span class="identifier-syntax">bytes</span><span class="plain-syntax">;</span>
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<span class="plain-syntax">];</span>
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</pre>
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<p class="commentary firstcommentary"><a id="SP8" class="paragraph-anchor"></a><b>§8. Audiovisual Resources. </b>The Z-machine only barely supports figures and sound effects, and only in
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version 6 of the Z-machine, which Inform 7 no longer supports. Sound effects
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have a longer pedigree and Infocom used them on some version 5 and even some
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version 3 works: really, though, from an Inform point of view we would prefer
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that anyone needing figures and sounds use Glulx instead. (Inform 6 remains
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available for those who really need to make audiovisual effects in these
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long-gone formats.)
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</p>
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<pre class="displayed-code all-displayed-code code-font">
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<span class="plain-syntax">[ </span><span class="identifier-syntax">VM_Picture</span><span class="plain-syntax"> </span><span class="identifier-syntax">resource_ID</span><span class="plain-syntax">;</span>
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<span class="plain-syntax">];</span>
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<span class="plain-syntax">[ </span><span class="identifier-syntax">VM_SoundEffect</span><span class="plain-syntax"> </span><span class="identifier-syntax">resource_ID</span><span class="plain-syntax">;</span>
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<span class="plain-syntax">];</span>
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</pre>
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<p class="commentary firstcommentary"><a id="SP9" class="paragraph-anchor"></a><b>§9. Typography. </b>Relatively few typographic effects are available on the Z-machine, so that
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many of the semantic markups for text which would be distinguishable on
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Glulx are indistinguishable here.
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</p>
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<pre class="displayed-code all-displayed-code code-font">
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<span class="plain-syntax">[ </span><span class="identifier-syntax">VM_Style</span><span class="plain-syntax"> </span><span class="identifier-syntax">sty</span><span class="plain-syntax">;</span>
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<span class="plain-syntax"> </span><span class="reserved-syntax">switch</span><span class="plain-syntax"> (</span><span class="identifier-syntax">sty</span><span class="plain-syntax">) {</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">NORMAL_VMSTY</span><span class="plain-syntax">, </span><span class="identifier-syntax">NOTE_VMSTY</span><span class="plain-syntax">: </span><span class="reserved-syntax">style</span><span class="plain-syntax"> </span><span class="identifier-syntax">roman</span><span class="plain-syntax">;</span>
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<span class="plain-syntax"> </span><span class="identifier-syntax">HEADER_VMSTY</span><span class="plain-syntax">, </span><span class="identifier-syntax">SUBHEADER_VMSTY</span><span class="plain-syntax">, </span><span class="identifier-syntax">ALERT_VMSTY</span><span class="plain-syntax">: </span><span class="reserved-syntax">style</span><span class="plain-syntax"> </span><span class="identifier-syntax">bold</span><span class="plain-syntax">;</span>
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<span class="plain-syntax"> }</span>
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<span class="plain-syntax">];</span>
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</pre>
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