Skip to content

Instantly share code, notes, and snippets.

View TomHarte's full-sized avatar

Thomas Harte TomHarte

View GitHub Profile
PED81C DOCUMENTATION
--------------------------------------------------------------------------------
LEGAL
ACKNOWLEDGEMENTS - The colorful lion and the tree-lined avenue pictures have
been derived by means of automated conversion from, respectively, a drawing by
fun-sized-lex (https://www.deviantart.com/fun-sized-lex) and a painting by
Leonid Afremov (https://afremov.com). They are the property of their respective
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>80386 Opcode Map</title>
<style>
table, table th, table td {
border: 1px solid;
border-collapse: collapse;
text-align: center;
Codes for Addressing Method
A Direct address; the instruction has no MODRM field; the address of the operand is encoded in the instruction; no base register, index register, or scaling
factor can be applied; e.g., far JMP (EA).
C The reg field of the MODRM field selects a control register; e.g., MOV (0F20, 0F22).
D The reg field of the MODRM field selects a debug register; e.g., MOV (0F21, 0F23).
E A MODRM field follows the opcode and specifies the operand. The operand is either a general register or a memory address. If it is a memory address, the
address is computed from a segment register and any of the following values: a base register, an index register, a scaling factor, a displacement.
F Flags register.
G The reg field of the MODRM field selects a general register; e.g,. ADD (00).
(C) Copyright 1993, 1994 By Harald Feldmann Revision 04, Nov 3rd 1994.
Hamarsoft's 86BUGS list, (C) 1993/94 By Hamarsoft (R)
──────────────────────────────────────────────────────────────────────────────
The 86BUGS list, distributed with Ralf Brown's Interrupt list, is maintained
and provided to you by Hamarsoft, the maker of the HAP & PAH datacompression
program. Latest version of HAP & PAH is 3.14e. If you like this list you are
================================================================================
Password Specs - Wonder Boy III: The Dragon's Trap by Splarka
================================================================================
The password format uses a 70 bit password made from 14 alphanumeric characters.
The alphabet is: "0123456789ABCDEFGHJKLMNPRTUVWXYZ". Each character represents a
5 bit number, and the alphabet is linear, so 0 is 0b00000 and Z is 0b11111. The
last 7 bits form a checksum, and invalid checksums are not accepted. The first
63 bits form the options in the game. There are also 4 base templates which the
passwords are built on, to obfuscate them.
@TomHarte
TomHarte / gist:561f5bc2459fa546e550a705715c76cb
Created June 16, 2021 13:35
Nick and Dave, with additional notes by IstvánV, machine translated
<body len="607545" style="text-align: left;"><p len="104"><a name="226" id="226" len="0"></a><b len="70"><font color="#000066" size="6" lang="en">Part X: Programming the Nick chip</font></b></p>
<p align="justify" len="188" style="text-align: left;"><font lang="en">Unlike most video devices that allow multiple modes across the entire screen, NICK allows multiple modes within an image. </font><font lang="en">Nick's main features are:</font></p>
<ul len="821">
<li len="20" lang="en">Mixed mode screen</li>
<li len="57" lang="en">64, 128, or 256 user-defined characters</li>
<li len="33" lang="en">8-bit color output (256 colors)</li>
<li len="52" lang="en">2.4, 16, and 256 colors per row, selected from 256 colors</li>
<li len="56" lang="en">Maximum resolution (using interface): 672 x 512</li>
<li len="44" lang="en">Cell-based graphics, bitmaps, and characters</li>
<li len="52" lang="en">Characters of any height between 1 and 256 pixels</li>