Alexander Patalenski | Emil Dotchevski
Appler is an Apple ][ emulator for IBM PC, written in 8088 assembly, running on MS-DOS. It was developed in 1990, at a time when Apple IIe was still in production, so Appler is one of the first Apple ][ emulators ever made; it is probably also the fastest, although this distinction is no longer important.
This repo contains the executable binaries as well as the complete source code. Distributed under the Boost Software License - Version 1.0.
At the time of this writing, Apple ][ is an antique and MS-DOS is obsolete. However, Appler still runs on DOSBOX on Windows or on Mac. So now you can play Apple ][ games running on Appler running on DOSBOX running on MacOS. :)
I. Appler debugger commands\ II. Bulgarian semiconductor industry in the 1980s\ III. The Electric Duet, improved
To download Appler, click the green Code
button in GitHub, and in the drop-down menu select Download ZIP
. Double-click the downloaded file to unzip it.
Next, download and install DOSBOX from https://www.dosbox.com/. Run DOSBOX, and on its command prompt enter the following commands (replacing <path-to-appler
with the location where you unzipped Appler):
mount c <path-to-appler>
c:
cd bin
appler
Feel free to create GitHub issues, hopefully I can help.
Appler's startup disk boots the classic Apple ][ game Lode Runner. A lot of Apple ][ software is available for download at:
Before talking about Appler, I should introduce the machine it emulates, the amazing Apple ][.
Apple Computer started in Steve Wozniak's apartment. Here he is, next to the other, more famous Steve:
Wozniak designed and put together the Apple I, which was sold as a kit, meaning the computer was sold barebones, and had to be assembled by the buyer. This is a nice surviving example, mounted in a briefcase:
Notice the compact cassette player. Back in those days, when you booted up the computer, there was no software loaded on it. You either write the code every time you turn the power on, or else read it from a cassette tape.
Next was the Apple ][, which had a yellowish skin:
Curiously, it supported the Cyrillic alphabet right out of the box.
I'm kidding of course, the above is the Bulgarian-made clone of the Apple ][. If you read the screen, it says ИМКО 2
. You probably wonder why its name contains 3 spaces, that's because the engineers hacked directly into the binary code of the original ROM, where they simply replaced the 8 bytes that spelled Apple ][.
It is perhaps unfair to introduce the illegal clone before the original American masterpiece, but let me assure you, behind the commie skin the brilliance of Wozniak's design was intact, and it was built like a tank. The entire bottom of the case, on which everything else is bolted on, is a solid 2mm steel plate which doubles as a giant heat sink for 100% silent operation:
I don't know how much one of these cost, because in Communist Bulgaria such things were considered "means of production" and nobody could own one. Instead, they were available for free use at schools and at public computing centers.
Interesting detail: the original Apple ][+ did not support lowercase letters in text mode. This design shortcomming worked out great for the Bulgarians, because it meant that Western software didn't generally attempt to display lowercase, so that section of the character set could be used to add Cyrillic letters in a backwards-compatible manner; it is as if Wozniak had reserved space for Cyrillic in the original 7-bit character set.
Enough about this Commie business. Naturally, the actual Apple ][ looked a lot nicer:
The Apple ][ uses the 6502 CPU, which was designed by a team lead by Chuck Peddle. The team worked for Motorola and proposed an idea for a new, cheaper, faster CPU. The company rejected it, the entire team quit and joined MOS Technology, which produced what became known as the 6502 (the Bulgarians copied that too, making the 100% compatible CM630).
But as great as the 6502 was, at the heart of Apple ][ is Wozniak's brilliant design. He alone designed the hardware as well as the system software.
If one studied the overall system design, it became clear that Wozniak was driven by a simple principle: if there was a way to save 5c in production cost, at the expense of making the life of the programmer 100x more difficult, he'd totally go for it.
As an example, consider the floppy disk controller for Apple ][:
Just kidding. :) The above is the floppy disk controller for the IBM PC/XT. The Wozniak design is below:
If you wonder how can these two cards do the same thing, they really don't. The IBM controller has its own CPU, supports DMA, and does a lot of heavy lifting that makes it easy to write the software. In contrast, the Wozniak design does about 10% of what most reasonable people would consider sufficient for it to be called Disk ][ Interface Card, and yet there it was, and it worked beautifully, although all low level encoding is done in software.
As another example, consider the Apple ][ speaker. Most other computers at least have a simple timer that lets you play a sound with a given frequency. But on the Apple ][, each access of address $C030
inverts the polarity of the speaker, and that's all of the support you get from the hardware. And yet, Paul Lutus gave us The Electric Duet, which plays two voice music (though it produced an audible 14,080 Hz noise as a side effect of duty cycle modulation; Alex wrote his own player from scratch to fix this, and hacked into the binary code to replace the original player. This improved Electric Duet sounded like this).
This minimalist approach seems counter-intuitive, but only if difficult to write software is seen as a downside; yet software -- unlike hardware -- is free to distribute. The result was a cheap, powerful and interesting machine.
Besides, programmers love solving complex problems and take pride in exceptionally clever masterpieces. Wozniak himself set an example of what's possible, managing to fit in 12 KB of memory a Basic interpreter, a program editor, and a debugger.
The Hollywood blockbuster The Terminator featured some 6502 code for Apple ][ in several scenes, seen on the Terminator's HUD:
Most of the state of the emulated 6502 CPU is stored in 8088 registers:
A
=> dl
X
=> cx
Y
=> bp
PC
=> si
The Z
and N
flags are stored directly in the 8088 ZF
and SF
, while dh
stores the C
and the O
flags. The stack pointer is stored in memory.
The reason the PC
register is stored in si
is that this makes it possible to load the next opcode or 8-bit operand using lodsb
, and of course 16-bit operands can be loaded via lodsw
.
All of the CPU emulation code occupies 64KB of contiguous memory, with the emulation routine for each opcode located at the beginning of each 256-byte segment. The bl
register is kept at zero.
With this arrangement, here is the complete implementation of the 6502 instruction INX
(increment the X
register):
inc cl
lodsb
mov bh, al
jmp bx
Because incrementing cl
leaves the ZF
and SF
in the correct state that matches the semantics of INX
, there is no more work to do, we simply load and execute the next opcode.
All of these acrobatics are no longer needed, but back when we wrote this code Appler achieved 75% of the speed of a physical Apple ][ (which runs at 1 MHz) on a 4.75 MHz PC/XT.
Depending on the selected video mode, writes to some 6502 memory addresses need to be visualized to emulate the Apple ][ video controller. This complicates memory access emulation in general, since each instruction may need to do extra work depending on the (dynamic) address it uses.
This is implemented by individual emulation routines for each 256-byte page of the 6502 address space. These routines share the same instruction space used to implement the 6502 opcodes, occupying the second half of each 256-byte segment (so, the emulation routine for opcode $20 (JSR
) shares the same segment as the emulation routines for reading and writing at addresses $2000...$20FF.
Both 40x24 text mode and low graphics mode are mapped to the PC 40x25 text mode. High graphics mode (280x192) is emulated at double horizontal resolution. Mixed graphics/text is supported as well.
HGR
mode emulationThe Apple ][ high resolution graphics mode is commonly referred to as HGR
, named after the corresponding BASIC command. In that mode, there are 280x192 pixels. The high order bit of each byte of video memory selects between two color palettes, and the rest of the bits control 7 individual pixels:
Horizontally, groups of 7 pixels map to sequential bytes in memory, so in order to light up a pixel, the program must divide the desired X
coordinate by 7 and compute the reminder. Since the horizontal resolution is 280 pixels, the maximum value of the X
coordinate does not fit in any register (it's an 8-bit CPU). Plus, there is no division instruction. Vertically, sequential horizontal screen lines do not map to sequential memory addresses; this is to save on DRAM refresh circuitry.
There are two blacks and two whites, and to see any other color, every other bit (pixel) must be clear (off). Here are the 6 non-black HGR
colors, surrounded by the two whites, as rendered by Appler:
But how could a simple video controller from the 1970s implement such complex logic in hardware? How would neighboring pixels know about each other so they can turn white if they're both on? In fact they don't, and it's really simple (after all, it is Wozniak design), but you need to consider half-pixels. Indeed, Appler emulates HGR
mode at the sub-pixel level, using double the resolution horizontally. Here are the same 6 colors, but in smaller bands and turned at 90 degrees:
And now, the same image zoomed-in, so we can see the individual -- you guessed it -- not pixels, but sub-pixels:
Keep in mind, each vertical color line you see in this last image is half a pixel wide, two neighboring vertical lines making up a single vertical line of Apple ][ pixels. There are only 4 primary colors which are carefully selected so they combine together to produce the 6 perceived HGR
colors; and there's no complex logic in hardware, if you light up two neighboring pixels, the colors "automatically" combine to produce white.
At the time we wrote Appler we of course knew that the colors are supposed to be purple, blue, green, and orange, but we had never seen them displayed by an actual physical computer, because the Apple ][ displays that were available in Bulgaria were all monochrome-green. Alex looked at the schematics, and he used the actual resistor values of the DAC to calculate what the 4 primary colors should be. The values ended up in a table in the source code (because, sadly, they are not powers of two). So, when we first ran Appler on a color EGA display, it was very satisfying to see that the colors it displayed were indeed purple, blue, green and orange. :)
As with everything else in Appler, the HGR
emulation is extremely lean and mean, and there is a known issue (not a bug, since it was by design) that never got fixed. The way Alex wrote that code, bytes with the palette bit clear leave a half pixel artifact if cleared with $80
(black 2), and vice versa. This doesn't seem to happen very often, but it happens a lot in some games. Mario Bros. by Atarisoft is one of them. These artifacts look like this:
Since at this point speed isn't important at all, this can be fixed. Some other day. :)
(The very first version of Appler ran on a CGA display and it didn't have color. Also, for speed, each byte of video memory controlled 8, rather than 7 CGA pixels. At some point that code got discarded; Appler now requires EGA display).
Appler has built-in Debugger, File Manager, Disk Manager, and Keyboard Setup utility. Like the emulation code itself, these utilities are written in 8088 assembly. Everything runs on a custom cooperative multi-tasking system, with a task manager switching between the Apple ][ emulator and the different utilities, without affecting their internal state (this is similar to the way multi-tasking is implemented in early versions of Macintosh OS and Windows).
The debugger is quite handy, I have fond memories of my college roommate Ivo using it to disarm the clever copy protection of an Apple ][ game he wrote all by himself. I recently asked Ivo why did the game have copy protection at all, since I didn't think it was distributed commercially. His answer:
Well, I wrote a sector editor (author's note: that's a program used to break copy protections), and then I thought hm, I should come up with an awesome unbreakable copy protection, and then I thought OK, I should write a game that I can copy-protect, and this is how Space Warrior (Космически боец) was created. There were in fact many layers of the copy protection: using invalid 6502 instructions to throw off boot tracers; non-standard 6&2 encoding system fields; sectors that were physically destroyed with a razor (the game checking that a specific area of the disk could not be read); half of each track written at a half-track offset (since the floppy disk motor could move the head at smaller than a single track increments) -- to name a few.
Appler emulates:
Here is the output from an Apple ][ hardware detection program written in 2021 by Marc A. Golombeck, running on Appler:
The bin
directory contains the pre-build binary APPLER.EXE
. On DOSBOX, you can cd
into the bin
directory and just type appler
to run Appler.
In addition, the bin
directory contains:
APPLE.ROM
: The 12 KB ROM from Правец-82. This is the Bulgarian-made clone of Apple ][, though we replaced the commie text ПРАВЕЦ
with the original Apple ][
. I think the rest of it was a pristine copy of the original ROM, but I don't know that for a fact.FLOPPY.ROM
: 256-bytes of pure Steve Wozniak genius, the Apple DOS bootstrap code, originally stored on the floppy disk controller. This was mapped at address $C600..$C6FF when the controller is inserted in slot 6 (by convention).MONITOR.LAB
: A file that can be loaded in the Appler Debugger, to show the symbolic names of the standard Apple routines from APPLE.ROM
.APPLER.DSK
: A custom demo for Appler written in 6502 assembly by Ivo Beltchev, plus the Apple ][ classic Lode Runner.At startup, Appler loads all .ROM
files from its startup directory into memory. Usually, this is the two files APPLE.ROM
and FLOPPY.ROM
. If found, it will also "insert" APPLER.DSK
into Drive 1.
Next it executes the standard Apple ][ boot sequence. In the default configuration of the bin
directory, this will boot APPLER.DSK
, which will first play Ivo's demo, then BRUN LR2+2
to execute Lode Runner. If you want to interrupt this sequence, as soon as you see the title Apple ][
, hit Ctrl+C
and wait. Once DOS loads, you'll hear a beep and you'll get the Apple Basic command prompt.
Note:
APPLER.DSK
is formatted with Eagle Software GraphExt DOS. This is a Bulgarian operating system, written by (I think) Orlin Shopov. It is compatible with DOS 3.3, but supports a few extra commmands:TYPE
,MAKE
,BOOT
,MODE
,SOUND
,GLOAD
,GSAVE
; the last two work with a special file typeG
, which is used to save compressed HGR image files:
Use the functional keys to access various Appler utilities:
F1
toggles the built-in Debugger
F2
toggles File Manager, which lets you browse for and load .APL
and .ROM
files.
F3
toggles Disk Manager, which lets you browse for and load .DSK
and .NBL
files into either one of the two emulated disk drives.
F4
toggles a simple Keyboard Setup utility.
F9
toggles the About screen.
F10
toggles the Help screen.
Alt+Esc
runs the DOS shell. Type exit
to return to Appler.
Alt+X
quits.
While in one of the utilities, to switch to another utility without returning to the emulated Apple ][, hold Alt
and press the corresponding functional key.
The Appler Debugger visual design is inspired by AFD, a PC debugger developed by AdTec GmbH.
The disassembler is able to scroll forward (towards increasing addresses) as well as back; the latter is tricky because figuring out the start addresses of prior instructions is ambiguous. It is also possible to define labels for known routines, so that they can be easily identified in the disassembled program. There is a built-in 6502 assembler as well.
For a description of all commands supported on the command line in Debugger, see the Debugger commands section.
Many Apple ][ games are stored as a single DOS 3.3 binary (B
) file. File Manager can be used to extract them and save them on the PC file system, so they can be started without requiring to boot up the Apple DOS 3.3.
To create an .APL
file, first you need to load it in memory using BLOAD
in Apple DOS 3.3 (which does support file names with spaces):
BLOAD MARIO BROS.
DOS 3.3 saves the address of the loaded binary file in the two bytes at $AA72
and $AA73
, and its length in the two bytes at $AA60
and $AA61
. We can use the built-in Monitor program to look them up. To enter Monitor, type:
CALL -151
The prompt will change from ]
to *
. In Monitor, to read memory we just type an address. So, type AA72
and hit Enter
twice. Next, type AA60
and hit Enter
twice. Your screen should look like this:
This means that the most recently loaded binary file (MARIO BROS.
) is at address $0803
, and its length is $7F4C
(to exit the Monitor program, press Ctrl+C
, Enter
).
Now, hit F2
to activate File Manager, and press Alt+M
to highlight the Memory
window. Select <New File>
and give it a name (e.g. MARIO.APL
). Enter the start address (e.g. 0803
) and the end address (e.g. 874E
, which is 0803+7F4C-1
). Press Enter, and Appler will save the file. Your screen should look like this:
Next time you run Appler, you can simply highlight an .APL
file in the Directory
window in File Manager and hit F1
to run it.
File Manager is also able to save the complete Apple ][ state in a file. To do this, when you make a new file in the Memory
window, select status
for Type
.
The most basic use of Disk Manager is to select a .DSK
file in the Directory
window, then hit F1
to insert it into Drive 1
and boot it. If you press Enter
instead, the selected disk is inserted in the highlighted drive (use Alt+1
/Alt+2
to highlight a drive).
To create a new .DSK
file, select <New Disk>
and give it a name. This is now an empty .DSK
file, which must be formatted before it is used. If you have already booted DOS 3.3, you can use the following commands:
NEW
INIT HELLO
This will format the disk and make it bootable.
With .DSK
files, Appler assumes 6&2 encoding, which is used by most, but not all Apple ][ programs. When a program writes data, Appler attempts to decode the raw bytes, which will fail if the program uses a different encoding (for example, DOS 3.2 uses 5&3 encoding). In this case Disk Manager is summoned, requesting user input. It is possible that the program uses 6&2 encoding, but with non-standard values for various components of the sector image; in that case you can change the values in the DOS 3.3 Sector Image
window, to help Appler decode (and encode) the data correctly.
If the Apple ][ program uses a completely different encoding, you can use .NBL
instead of .DSK
disk images. In this case Appler will not attempt to decode the raw bytes, and will not encode them on read operations. .NBL
files are bigger than .DSK
files, but they enable you to run DOS 3.2 or other non-standard programs.
The primary use of the Keyboard Setup utility is to assign ASCII codes (the Apple ][ keyboard does not use scancodes) to your keys.
Most Apple ][ games support joystick input. Appler emulates a digital joystick; its inputs can also be assigned to any key. Simply select one of the following non-ASCII codes (hex):
80
button 081
button 182
left83
right84
up85
downBy default, the joystick inputs are assigned to the numeric keypad keys (when Num Lock is on).
.DSK
A .DSK
disk image simply stores raw bytes, 256 bytes per sector, 16 sectors per track, and up to 255 tracks (of course physical 5 1/4 floppies were limited to 35 tracks).
Alex and I came up with the .DSK
extension as well as the actual file format on our own. Since Appler is one of the very first Apple ][ emulators, it is possible that others adopted what was already an established format. It is also possible that it is a coincidence that all other emulators support this format, since both the format itself as well as the .DSK
extension "just make sense".
Whatever the reason, there is a LOT of Apple ][ software available for download as .DSK
files. Use Google, or try these links:
.NBL
This is a low lever disk format which does not presume 6&2 encoding. .NBL
disks support non-standard I/O, for example you could "format" them with DOS 3.2 (which uses 5&3 encoding).
.APL
These files contain Apple ][ binaries, e.g. games that consist of a single file rather than an entire disk image. The first two bytes specify the address at which the program is to be loaded, the second two bytes specify the number of bytes to load from the rest of the file. This mimics DOS 3.3 binary (B
) files.
.ROM
This format is identical to .APL
, except .ROM
files are auto-loaded at startup.
I've created a GitHub repo that contains a TASM installation that can be used with DOSBOX to build Appler.
In DOSBOX, you need to mount both the TASM repo and the Appler repo as logical drives, then set the system path so that the TASM build tools are accessible from anywhere:
mount a <PATH-TO-APPLER-REPO>
mount t <PATH-TO-TASM-REPO>
PATH=%PATH%;T:\BIN
Next, to build Appler, simply cd
into the SRC
directory and run make
:
a:
cd SRC
make
This will produce APPLER.EXE
in the current directory.
IMPORTANT: the Appler source files are stored in DOS (CP437) format, which is NOT compatible with UTF-8. A modern text editor may corrupt them on load or on save.
At any point you can hit F1 to pause the current execution and enter the Appler Debugger. It features a command line that supports the following commands:
reg
<reg> = <value>
pc = fbdd
regs
regs
regs
asm
asm [<addr>]
asm @768
ea
ea [<addr>]
ea 300
eb
eb [<addr>]
eb 300
d
d <addr>
d 300
da
da <addr>
da 300
db
db <addr>
db 300
[]
[<addr1>,<addr2>]
[ 300,3FF ]
copy
, compare
and find
.find
find [<byte>[,<byte>]]['str']["str"]
find fa,"ESD",@65,'Alex'
copy
copy <addr>[,f][,b]
copy 2000
addr
. Optionally, use the f
or b
parameter to specify the copying direction (Forward or Backward).compare
compare <addr>
compare 4000
addr
. If the blocks are not identical, Memory Dump A shows the first different byte.pdump
pdump [<filename>]
pdump esd.txt
pasm
pasm [<filename>]
pasm esd.txt
break
break<num> [= <addr>]
break1 = @768
num
at address addr
. Omit the address to simply toggle the breakpoint on and off.go
go [<start>][,<stop>]
go 300,32B
start
with optional breakpoint at address stop
..
<identifier> = <value>
Lives = 468A
list
list
list
dl
dl <identifier>
dl Lives
labels
labels on|off
labels off
sl
sl <filename>
sl monitor
filename
. If the extension is missing, Debugger assumes '.LAB'.ll
ll <filename>
ll monitor
filename
.record
record [,f]
record
stop
stop
stop
play
play [<filename>]
play karateka
lm
lm <filename>
lm mario
sm
sm <filename>
sm mario
swap
swap <timer_ticks>
swap @18
sound
sound on|off
sound off
reset
reset
reset
?
? <expression>[,b][,d]
? 2+@58-%1001100/2*y,b
b
or d
to specify the result type - binary or decimal (hexadecimal by default).When entering addresses or numbers, you can use simple mathematical expressions instead. The following operations are available: +
, -
, *
, /
, |
(bitwise or), &
(bitwise and), ^
(bitwise xor), <
(shift left), >
(shift right). There is no operator precedence and brackets are not supported -- the expression is evaluated from left to right. As usual, number entry is hexadecimal by default, the @
prefix indicates decimal numbers, and the %
prefix indicates binary.
As mentioned earlier, in 1980s Bulgarian-made Apple ][ clones were available for free use across the country, in open computer centers that were operated by several different government organizations, all in one way or another connected to the Ministry of Education. In practice, the primary use of these computer centers was as free video game arcades, although there was a policy that any other use of the computers takes precedence. This was indeed a great way to get kids into learning to program.
The reason why Bulgaria had developed semiconductor manufacturing is that in the Warsaw pact there was specialization of sorts for each member country, and Bulgaria was one of the members that specialized in personal computers. There were several brands, the most prominent one was Pravetz (Правец), named after the birth place of the Commpnist Party leader. The factory and the research facilities were located in Pravetz as well.
Besides the Apple ][ clone, the Pravetz factory produced IBM PC/XT clones, as well as a clone of the French Oric Atmos home computer under the name Pravetz-8D, pictured below with instruction manual in Russian -- indeed, the Soviet Union was a primary export market:
There were several series of books as well, primarily by Bulgarian authors. The most popular one was "Microcomputer technology for everyone" (Микрокомпютърна техника за всички):
The youth wing of the Communist Party (the Comsomol) published a monthly magazine called Computer for You (Компютър за вас). It contained all sorts of software-related articles and educational material:
Here is a page from the 8/7/1990 issue featuring Alex at line 4 and yours truly at line 37 in a list of the readers who solved a problem posed in the previous issue:
(The problem was to write a 6502 program that divides a number between 0 and 279 by 7, computing the reminder as well, that fits in 50 bytes and takes no more than 71 cycles to run. My solution was 23 bytes and took no more than 71 cycles. Alex had provided two solutions, both fitting the requirements: one that optimizes for size (22 bytes) and the other for speed, which I remember had no loops but I forget the details.)
This section preserves a bit of Alex's genius for which I don't have a better place to store.
The Electric Duet is a music program for Apple ][ written by Paul Lutus, that plays music in two voices. It featured The Electronic Jukebox:
This was a mind blowing achievement. However, the original player program made an audible (if soft) high pitch noise, which was more or less noticeable depending on the music being played. My copy of the Electric Duet was patched with a player written by Alex, which had no audible artifacts.
Paul Lutus has published the original player here. The listing below shows his program next to Alex's version:
Original (Paul Lutus) Alex Patalenski
------------------------- -------------------------
0803: A901 LDA #01 2800: A900 LDA #00
0805: 8509 STA 09 2802: 85D8 STA D8
0807: 851D STA 1D 2804: 85D6 STA D6
0809: 48 PHA 2806: 85D7 STA D7
080A: 48 PHA 2808: A000 LDY #00
080B: 48 PHA 280A: B11E LDA (1E),Y
080C: D015 BNE 0823 280C: D001 BNE 280F
080E: C8 INY 280E: 60 RTS
080F: B11E LDA (1E),Y 280F: 85D2 STA D2
0811: 8509 STA 09 2811: AD00C0 LDA C000
0813: C8 INY 2814: 30F8 BMI 280E
0814: B11E LDA (1E),Y 2816: A200 LDX #00
0816: 851D STA 1D 2818: 20B328 JSR 28B3
0818: A51E LDA 1E 281B: 8D4C28 STA 284C
081A: 18 CLC 281E: 8D5C28 STA 285C
081B: 6903 ADC #03 2821: 8E4F28 STX 284F
081D: 851E STA 1E 2824: 8E5F28 STX 285F
081F: 9002 BCC 0823 2827: A201 LDX #01
0821: E61F INC 1F 2829: 20B328 JSR 28B3
0823: A000 LDY #00 282C: 8D7628 STA 2876
0825: B11E LDA (1E),Y 282F: 8D8628 STA 2886
0827: C901 CMP #01 2832: 8E7928 STX 2879
0829: F0E3 BEQ 080E 2835: 8E8928 STX 2889
082B: B00D BCS 083A 2838: A900 LDA #00
082D: 68 PLA 283A: A28A LDX #8A
082E: 68 PLA 283C: A040 LDY #40
082F: 68 PLA 283E: 85D3 STA D3
0830: A249 LDX #49 2840: 85D8 STA D8
0832: C8 INY 2842: 88 DEY
0833: B11E LDA (1E),Y 2843: D00E BNE 2853
0835: D002 BNE 0839 2845: A4D4 LDY D4
0837: A2C9 LDX #C9 2847: 24D8 BIT D8
0839: 60 RTS 2849: 3019 BMI 2864
083A: 8508 STA 08 284B: 2C30C0 BIT C030
083C: 203008 JSR 0830 284E: 49A0 EOR #A0
083F: 8E8608 STX 0886 2850: 4C6828 JMP 2868
0842: 8506 STA 06 2853: C4D6 CPY D6
0844: A609 LDX 09 2855: D00C BNE 2863
0846: 4A LSR 2857: 24D8 BIT D8
0847: CA DEX 2859: 100A BPL 2865
0848: D0FC BNE 0846 285B: 2C30C0 BIT C030
084A: 8D7F08 STA 087F 285E: 49A0 EOR #A0
084D: 203008 JSR 0830 2860: 4C6928 JMP 2869
0850: 8EBE08 STX 08BE 2863: EA NOP
0853: 8507 STA 07 2864: EA NOP
0855: A61D LDX 1D 2865: EA NOP
0857: 4A LSR 2866: EA NOP
0858: CA DEX 2867: EA NOP
0859: D0FC BNE 0857 2868: EA NOP
085B: 8DB708 STA 08B7 2869: EA NOP
085E: 68 PLA 286A: 85D8 STA D8
085F: A8 TAY 286C: CA DEX
0860: 68 PLA 286D: D00E BNE 287D
0861: AA TAX 286F: A6D5 LDX D5
0862: 68 PLA 2871: 24D8 BIT D8
0863: D003 BNE 0868 2873: 3019 BMI 288E
0865: 2C30C0 BIT C030 2875: 2C30C0 BIT C030
0868: C900 CMP #00 2878: 49A0 EOR #A0
086A: 3003 BMI 086F 287A: 4C9228 JMP 2892
086C: EA NOP 287D: E4D7 CPX D7
086D: 1003 BPL 0872 287F: D00C BNE 288D
086F: 2C30C0 BIT C030 2881: 24D8 BIT D8
0872: 854E STA 4E 2883: 100A BPL 288F
0874: 2C00C0 BIT C000 2885: 2C30C0 BIT C030
0877: 30C0 BMI 0839 2888: 49A0 EOR #A0
0879: 88 DEY 288A: 4C9328 JMP 2893
087A: D002 BNE 087E 288D: EA NOP
087C: F006 BEQ 0884 288E: EA NOP
087E: C000 CPY #00 288F: EA NOP
0880: F004 BEQ 0886 2890: EA NOP
0882: D004 BNE 0888 2891: EA NOP
0884: A406 LDY 06 2892: EA NOP
0886: 4940 EOR #40 2893: EA NOP
0888: 244E BIT 4E 2894: C6D3 DEC D3
088A: 5007 BVC 0893 2896: D007 BNE 289F
088C: 7000 BVS 088E 2898: C6D2 DEC D2
088E: 1009 BPL 0899 289A: F009 BEQ 28A5
0890: EA NOP 289C: 4C4028 JMP 2840
0891: 3009 BMI 089C 289F: EA NOP
0893: EA NOP 28A0: EA NOP
0894: 3003 BMI 0899 28A1: EA NOP
0896: EA NOP 28A2: 4C4028 JMP 2840
0897: 1003 BPL 089C 28A5: A51E LDA 1E
0899: CD30C0 CMP C030 28A7: 18 CLC
089C: C64F DEC 4F 28A8: 6903 ADC #03
089E: D011 BNE 08B1 28AA: 851E STA 1E
08A0: C608 DEC 08 28AC: 9002 BCC 28B0
08A2: D00D BNE 08B1 28AE: E61F INC 1F
08A4: 5003 BVC 08A9 28B0: 4C0828 JMP 2808
08A6: 2C30C0 BIT C030 28B3: C8 INY
08A9: 48 PHA 28B4: B11E LDA (1E),Y
08AA: 8A TXA 28B6: 08 PHP
08AB: 48 PHA 28B7: 95D4 STA D4,X
08AC: 98 TYA 28B9: C905 CMP #05
08AD: 48 PHA 28BB: 9002 BCC 28BF
08AE: 4C1808 JMP 0818 28BD: 4A LSR
08B1: CA DEX 28BE: 4A LSR
08B2: D002 BNE 08B6 28BF: 4A LSR
08B4: F006 BEQ 08BC 28C0: 4A LSR
08B6: E000 CPX #00 28C1: 95D6 STA D6,X
08B8: F004 BEQ 08BE 28C3: 28 PLP
08BA: D004 BNE 08C0 28C4: F004 BEQ 28CA
08BC: A607 LDX 07 28C6: A930 LDA #30
08BE: 4980 EOR #80 28C8: A2A0 LDX #A0
08C0: 70A3 BVS 0865 28CA: 60 RTS
08C2: EA NOP
08C3: 50A3 BVC 0868
On the Apple ][, accessing address
$C030
flips the membrane of the speaker. That is all of the sound support we get from the hardware. To play music in two voices, these players access$C030
at extremely precisely timed intervals. The timing is done based on knowledge of exactly how long each instruction takes to execute (the 6502 runs at 1 MHz). Alex's player sounds like this.
Recently I discovered a different version of Alex's player in an Apple ][ game I had written. I don't know which of the two versions is an improvement on the other, they both sound the same to me. Here's the byte code:
6650: A9 01 85 42 85 43 85 44 85 45 A0 00 B1 1E D0 01
6660: 60 C9 01 D0 0D C8 B1 1E 85 42 C8 B1 1E 85 43 4C
6670: FF 66 85 40 C8 B1 1E 85 3C A6 42 4A CA D0 FC 85
6680: 3E C8 B1 1E 85 3D A6 43 4A CA D0 FC 85 3F A6 3C
6690: A4 3D A9 00 24 44 70 0B 30 29 24 45 30 0B EA 10
66A0: 0B 30 09 10 1F 24 45 30 F8 2C 30 C0 85 45 CA F0
66B0: 08 E4 3E F0 08 EA 4C C0 66 A6 3C F0 F9 EA 49 80
66C0: 4C 0E 67 24 EA 2C 30 C0 CA F0 08 E4 3E F0 08 EA
66D0: 4C DA 66 A6 3C F0 F9 EA 49 80 2C 30 C0 88 F0 08
66E0: C4 3F F0 08 EA 4C EF 66 A4 3D F0 F9 EA 49 40 2C
66F0: 30 C0 85 44 C6 41 8D 30 C0 D0 99 C6 40 D0 95 A5
6700: 1E 18 69 03 85 1E 90 02 E6 1F 4C 5A 66 60 88 F0
6710: 08 C4 3F F0 08 EA 4C 20 67 A4 3D F0 F9 EA 49 40
6720: 85 44 4C 26 67 60 C6 41 4C F9 66
All three players are compatible, they work with the same music files and use the same interface, taking the address of the music data in $1E and $1F.