Amazed at how many subtle incompatibilities there are between the (pirated??) Microsoft 8K BASIC the UK101 ran and the Microsoft BASIC-80 CP/M version - eg PRINTD$ without a space between the T and the D$ is not OK in BASIC-80!
OK - I can now update the playing area successfully, but it's too slow to play if the whole playing area is updated every time a move is made. Time to improve the movement algorithm - should be straightforward enough I think.
Note to self: you'd make faster progress if you don't stop to refactor the code every 10 minutes!
But I do have the swamp and wood scenes working correctly now. I need to work on the castles next and I've noticed glitches on scene exit and status area formatting.
And yet more refactoring is required, as well as speeding up the entry to new scenes ... this is taking longer to port than I'd estimated - nothing changes !! 😂
There's a glitch in special finds to fix, plus yet more refactoring and speeding up scene changes required ... but the game is now playable on an #RC2014 or #RC2040.
Also on the to-do list - looking at moving beyond 7 bit ASCII codes for display when running on the PicoTerm VT emulator!
So close! Just one failing test on the zexdoc #Z80 instruction exerciser left to track down (and another couple on zexall that I don't think I need to bother too much with at the moment).
Most of the #RC2040 won't be phased by undocumented calls not working.
When I get some Time, Ill update my code with the latest Libz80. I have a bunch of changes here for the rest of the #rc2040 code that hasn't yet made it to github. Probably won't be this week though.
I haven't managed to find the cause of the final zexdoc failure, but it doesn't seem to cause any havoc on the RC2040 as far as I can work out ...
I'm not going to be around much for 2 or 3 weeks, so I've cut a new release of the libz80 library here with my fixes in it (so far). Hope it's of use to you.