Difference between revisions of "Bibliography"
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* Data on standard Z80 opcodes is from [http://www.zilog.com/docs/z80/um0080.pdf the Z80 documentation]. The undocumented opcode information is largely from [http://www.z80.info/z80undoc.htm here]. | * Data on standard Z80 opcodes is from [http://www.zilog.com/docs/z80/um0080.pdf the Z80 documentation]. The undocumented opcode information is largely from [http://www.z80.info/z80undoc.htm here]. | ||
− | * The [ | + | * The [https://mdf200.itch.io/cspect CSpect emulator]'s readme files are a first release source of information about the extended Z80 opcodes and some additional details on memory organization. |
* The Sinclair FAQ Reference section hosted at [http://www.worldofspectrum.org/faq/reference/reference.htm World of Spectrum] provided most of the technical data on the legacy machines. | * The Sinclair FAQ Reference section hosted at [http://www.worldofspectrum.org/faq/reference/reference.htm World of Spectrum] provided most of the technical data on the legacy machines. | ||
* Jonathan Cauldwell's guide [http://s3.spanglefish.com/s/22323/documents/howtowritespectrumgames1.0.zip How To Write Spectrum Games] gives valuable information on implementation on the base machines. | * Jonathan Cauldwell's guide [http://s3.spanglefish.com/s/22323/documents/howtowritespectrumgames1.0.zip How To Write Spectrum Games] gives valuable information on implementation on the base machines. |
Latest revision as of 03:14, 18 December 2024
List of information sources used for material on this Wiki.
- The SpecNext site gives complete hardware information, but not on all topics. However, it does hold a definitive list of Next registers.
- Data on standard Z80 opcodes is from the Z80 documentation. The undocumented opcode information is largely from here.
- The CSpect emulator's readme files are a first release source of information about the extended Z80 opcodes and some additional details on memory organization.
- The Sinclair FAQ Reference section hosted at World of Spectrum provided most of the technical data on the legacy machines.
- Jonathan Cauldwell's guide How To Write Spectrum Games gives valuable information on implementation on the base machines.