This is a turbo loader used to load machine code games into a real ZX Spectrum at high speed.
This loader is capable of loading a 48K game in about 25-30 seconds. This time includes the time of loading the loader itself (which uses traditional ROM loader/speed) plus a splash screen.
The idea is that when using a computer to generate the loading-sounds a much higher speed can be achieved as compared to the old tapes. After all the accuracy when generating loading sounds from a computer is much higher than those old wobbly tape recorders.
The loader is coded into a BASIC REM
statement to have it loaded in one step, thus avoiding the need to load an additional machine code block (which would take extra time). At the ZX Spectrum all you have to type is LOAD ""
.
To speed up even more data is compressed before loading.
The project code is portable and runs under both Windows and Linux.
Obviously this project has lots in common with Otla. Actually I was at 2/3 of developing this when I found out about Otla....
However Otla seems barely maintained and uses CppBuilder - I think. Unlike Otla this project can also be compiled for Linux. And unlike Otla it uses compression to speed up even more.
There are two parts:
This is the turbo loader running at the ZX spectrum, written in Z80 assembly. It is stored entirely into a BASIC REM
statement, so it can be loaded in just one step, and all you have to type is LOAD ""
.
Once loaded it copies itself to upper memory regions because lower RAM is contended and not quick/stable enough for loading algortihms. Then it starts waiting for incoming turbo blocks. More about the [Z80 assembled ZQloader]
Runs on the host computer. It uses miniaudio to generated loading sounds.
First it uploads the ZQloader machine code (described above) itself to the ZX spectrum. It uses traditional ROM speed for that.
After that it will read a TAP, TZX or Z80 (snapshot) file. For TAP or TZX files it will recognize a basic loader, taking the start address from that (as in RANDOMIZE USR XXXX
) (also read CLEAR
value, if any). Then it will load 1 or more code blocks, which can be a spash screen or machine code, compress them, and send these at turbo speed into the ZX spectrum.
More about the [C++ ZQloader...]
It uses a simple RLE compression algorithm that only reduces size with 20-40% thereabout. This is not that much (eg ZX0 should do much better). But essential is it can be decompressed at the ZX spectrum at he same memory block - so decompressed data will overwrite compressed data during decompression. ZX0 can do this also but seems to always need to have some minimal extra space at the end (see delta
at ZX0 readme). Also I've found compressing takes long with ZX0, thus spoiling the entire idea of a quick loader.
The RLE compression algorithm compresses the most used byte value (usually this is 0) by writing an escape code, then the number of 'most used value'-s. Further it compresses a sequence of 3 or more the same bytes (of any value) by writing another escape code, then that byte value, then the number of these bytes.
The compression is most effective when loading a snapshot. This is because when loading a snapshot, often large parts of the memory are zero which can be compressed effectively. Therefore loading a 48kb snapshot containing a 32kb game takes only little more as loading just the 32kb game itself: around 30 seconds.
- Only works with 48K ZX Spectrum! Because thats all I have to test it with!
When using TAP or TZX files:
-
It can only load games (or applications) that are in machine code, not BASIC. Any BASIC is ignored. This is because the loader itself is coded into a BASIC rem statement - and would get lost if any loaded BASIC over writes it.
The latest version of ZQloader can now recognize this situation and then copy the Z80 ZQloader code to the (lower 3rd) of the screen - then BASIC can be overwritten. Still it ignores any BASIC when processing a TAP or TZX file, except trying to find the CLEAR and USR adresses in it. There is no code yet to see if the BASIC is just a simple loader (that can be ignored) or has more to it. -
It cannot load games that have any kind of copy protection. Or does any loading without BASIC. Eg Horace and the Spiders does some additional loading after Machine code started. ZXloader cannot possible know where this extra datablock needs to go. Same for headerless: ZQloader does not know where to put these. Of course these games can be loaded without problem using a Z80 snapshot.
-
Want to add code to load .SNA snapshots.
-
Add a user interface! Maybe with QT. It is now only commandline...
-
The file associations when set for Windows is not working very well. In Windows I'd like to have an explorer contect menu entry for TAP/Z80/TZX files
Load with ZQ-Loader
. This sometimes works, sometimes not, not sure. The installer was made with the 'Visual Studio Windows Installer Projects' extension. This tool is really wobbly imho.
You can use the file zqloader.sln
with zqloader.vcproj
to build the ZQloader executable with Visual studio 2022 in Windows.
Or - at Linux - use the CMakeList.txt
file to build it with CMake eg:
mkdir build
cd build
cmake ..
make
This will also try to build the z80 assembly code - but only if sjasmplus is present. For instructions see sjasmplus; I recommend was is described there under CMAKE method for Linux / Unix / macOS / BSD because ZQloader also uses CMake.
The assembler will also need the BasicLib
to be present in the examples
directory that comes with sjasmplus.
If you can not build sjasmplus: no problem because its output files zqloader.tap
and zqloader.exp
and snapshotregs.bin
are also here at github.
To assemble the z80 assembly code manually (without CMake) you can also use Visual studio code with the provided tasks.json
at .vscode
directory.
Or use a command like:
sjasmplus --fullpath \
-ipath/to/sjasmplus/examples/BasicLib \
--exp=path/to/zqloader/z80/zqloader.exp \
--lst --syntax=abf --color=on \
path/to/zqloader/z80/zqloader\z80\zqloader.z80asm
Windows
A Windows installer is available here. After installation it should add menu items to TAP/TZX/Z*) files Load with ZQLoader
. If it does not try Open with
-> Choose another app
. At some point Load with ZQ Loader
should be there in the explorer context menu.
Linux
Use CMake, see above.
You need a real ZX-spectrum 48K. Connect the ZX-spectrums EAR input to your host computers sound output. At the host computer set sound to maximum.
At Windows, make sure Audio Enhancements are switched off.
Eg at Settings -> System -> Sound -> Speakers -> Advanced
Switch off Audio Enhancements
there.
Make sure no other sound is playing...
At the ZX Spectrum type:
LOAD ""
Then at the host type:
path/to/zqloader path/to/zqloader.tap path/to/turbofile
(At Windows there should be an explorer context menu Load with ZQLoader
)
Eg:
zqloader z80/zqloader.tap c:\games\manic.z80`
You can play with options like, for example (see also ZQloader commandline options ):
zqloader samplerate=48000 volume_left=-100 volume_right=-100 z80/zqloader.tap c:\games/rtype.z80
Syntax:
zqloader.exe [options] path/to/filename
zqloader.exe [options] path/to/zqloader.tap path/to/turbofile
zqloader.exe [options] filename="path/to/zqloader.tap" turbofile="path/to/turbofile" option=value
Arguments:
path/to/filename
First file: can be a .tap or .tzx file and will be loaded at normal speed into a real ZX spectrum. Only when the file here is 'zqloader.tap' it can load the second file:path/to/turbofile
Second file, also a .tap or .tzx or a .z80 (snapshot) file. A game for example. When given will be send to the ZX spectrum at turbo speed.
More options can be given with syntax:
option=value
, or just option value
or option="some value" or
--option=value`:
- volume_left = value
- volume_right = value
A number between -100 and 100: sets volume for left or right sound (stereo) channel. Default 100 (max). A negative value eg -100 inverts this channel. When both are negative both channels are inverted. - samplerate = value
Sample rate for audio. Default 0 meaning take device native sample rate. S/a miniaudio documentation. - zero_tstates = value
- one_tstates = value
The number of TStates a zero / one pulse will take when using the ZQloader/turboloader. Not giving this (or 0) uses a default that worked for me. (118/293) - bit_one_threshold = value
A time value in 50xTStates used at Z80 turboloader indicating the time between edges when it is considered a 'one' - below this time it is considered a 'zero'. Related to 'one_tstates' above. Not giving this (or 0) uses a default that worked for me (4) - bit_loop_max = value
A time value in 50xTstates used at Z80 turboloader indicating the maximum time between edges treated as valid 'one' value. Above this a timeout error will occur. Not giving this (or 0) uses a default that worked for me (12) - outputfile="path/to/filename.wav"
When a wav file is given: write result to given WAV (audio) file instead of playing sound. - outputfile="path/to/filename.tzx"
When a tzx file given: write result as tzx file instead of playing sound. *) When a tzx file given: write result as tzx file instead of playing sound. ** - wav or -w
Write a wav file as above with same as turbo (2nd) filename but with wav extension. - tzx or -t
Write a tzx file as above with same as turbo (2nd) filename but with tzx extension. - overwrite or -o
When given allows overwriting above output file when already exists, else gives error in that case. Eg:-wo
create wav file, overwrite previous one. - key = yes/no/error
When done wait for key: yes=always, no=never or only when an error occurred (which is the default). - --help
- --version
Show help or version.
*) tzx files is experimental and not fully tested. It uses ID 19 - Generalized Data Block
a lot but I can't find a tool that can actually play it.