Glimmer Book: Reactive Games for the Z80
Glimmer lets you write a Z80 game as a set of declarations: this is the state, these are the inputs, these rules run when these facts change. The behaviour itself lives in small blocks of real assembly. From those declarations it generates the whole running program as readable AZM source: the main loop, the input polling, the change tracking, and the display glue.
This book is the guided course. You bring some Z80 assembly; everything else is taught here, one construct at a time, with each chapter ending in a program you build and run in Debug80. The course closes with complete games on two displays: the TEC-1G’s 8x8 RGB LED matrix and the TMS9918 video display processor. The final chapter compares how each display shapes the program you write.
The book teaches Glimmer 0.5.2. Every complete program in it is built with
glimmer build.
Chapters
Drafting is in progress; chapter links appear here as each one lands.
- Preface
- The Shape of a Game
- First Light
- State
- Pulses and Bindings
- Compute, Effect, Render
- The Matrix Profile
- Time
- Motion Curves
- Shapes, Sound and Displays on the Board
- Arrays and Layout Types
- Dependency Reports and Debugging
- Routines, Parts and Imports
- Cards
- A Small Matrix Game
- Reading Tetro
- The TMS9918 Profile
- A VDP Game
- Two Displays, One Language
Appendices
- Appendix A - Declaration Reference
- Appendix B - The Matrix Profile
- Appendix C - The TMS9918 Profile
- Appendix D - Build and Debug
- Appendix E - AZM Touchpoints