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<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8" />
<title>ZX Workbench</title>
<meta name="viewport" content="width=device-width, initial-scale=1" />
<link rel="stylesheet" href="./codemirror/lib/codemirror.css" />
<link rel="stylesheet" href="./workbench.css" />
</head>
<body>
<div id="appShell">
<section id="workbenchApp" aria-label="ZX Workbench" data-editor-view="source">
<div class="wb-editor-tabs">
<button class="wb-editor-tab active" data-editor-tab="source">Source</button>
<button class="wb-editor-tab" data-editor-tab="disasm">Disassembly</button>
<button class="wb-editor-tab" data-editor-tab="debugger">Debugger</button>
<div class="spacer"></div>
<span class="wb-disasm-meta" id="disasmMeta">Refresh to capture a snapshot from emulator memory.</span>
</div>
<div class="wb-toolbar">
<button class="primary" id="btnAssemble">Assemble</button>
<button id="btnRunSna">Run SNA</button>
<button id="btnRunTap">Run TAP</button>
<button class="secondary" id="btnDownloadSna">Download SNA</button>
<button class="secondary" id="btnDownloadTap">Download TAP</button>
<button class="ghost" id="btnCopyHex">Copy HEX</button>
<div class="spacer"></div>
<button class="ghost" id="btnResetSource">Reset sample</button>
</div>
<div class="wb-statusbar">
<span class="status-pill" id="compileStatus">Not assembled yet</span>
<span class="status-pill" id="programStats">Bytes: —</span>
<span class="status-pill" id="emulatorStatus">Emulator: starting…</span>
</div>
<div class="wb-editor-wrap">
<div class="wb-editor-panels">
<div class="wb-editor-panel active" id="editor-panel-source">
<div class="wb-editor-host"><textarea id="source" spellcheck="false"></textarea></div>
</div>
<div class="wb-editor-panel" id="editor-panel-disasm">
<div class="wb-disasm-toolbar">
<label class="wb-field"><span>Start address</span><input id="disasmAddress" type="text" value="0x8000" spellcheck="false" /></label>
<label class="wb-field"><span>Lines</span><input id="disasmLines" type="number" min="1" max="2048" value="160" /></label>
<button class="secondary" id="btnDisasmPc">Use PC</button>
<button class="primary" id="btnRefreshDisasm">Refresh</button>
</div>
<div class="wb-disasm-host"><textarea id="disasmOutput" spellcheck="false" readonly></textarea></div>
</div>
<div class="wb-editor-panel" id="editor-panel-debugger">
<div class="debugger-host">
<div class="debugger-toolbar">
<button class="primary" id="btnDbgContinue">Continue</button>
<button id="btnDbgBreak">Break</button>
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<button id="btnDbgStepOver">Step Over</button>
<button id="btnDbgStepInto">Step Into</button>
<button id="btnDbgStepOut">Step Out</button>
<button class="ghost" id="btnDbgRunToCursor">Run to Cursor</button>
<button class="ghost" id="btnDbgRefresh">Refresh</button>
<div class="spacer"></div>
<label class="wb-field"><span>Lines</span><input id="dbgLines" type="number" min="20" max="400" value="120" /></label>
</div>
<div class="debugger-panes" id="debuggerSplitHost">
<div class="debugger-disasm debugger-pane" id="debuggerDisasmPane"><textarea id="debuggerDisasmOutput" spellcheck="false" readonly></textarea></div>
<div id="debuggerPaneSplitter" class="debugger-pane-splitter" role="separator" aria-orientation="horizontal" aria-label="Resize disassembly and registers panes" tabindex="0"></div>
<div class="debugger-registers debugger-pane" id="debuggerRegistersPane">
<div class="debugger-registers__header">
<span class="status-pill" id="debuggerStatus">Debugger: ready</span>
<span class="debugger-shortcuts">F9 breakpoint · Ctrl+F10 run to cursor · F10 step over · F11 step into · Shift+F11 step out · F5 continue</span>
</div>
<div class="debugger-registers__top" id="debuggerRegistersTop"></div>
<div class="register-grid" id="debuggerRegisters"></div>
</div>
</div>
</div>
</div>
</div>
</div>
<div class="wb-bottom">
<div class="wb-tabs">
<button class="wb-tab active" data-tab="listing">Listing</button>
<button class="wb-tab" data-tab="hex">HEX</button>
<button class="wb-tab" data-tab="notes">Notes</button>
</div>
<div class="wb-tab-panels">
<div class="wb-tab-panel active" id="panel-listing"></div>
<div class="wb-tab-panel" id="panel-hex"><textarea id="hexOutput" readonly></textarea></div>
<div class="wb-tab-panel" id="panel-notes">
<p><strong>Z80 Assembler User Help</strong></p>
<p>This document describes the source language accepted by the assembler from an end-user point of view: source line structure, labels, expressions, instructions, directives, macros, conditional assembly, segments, and common usage patterns.</p>
<p><strong>1. Basic line structure</strong></p>
<p>A source line may contain a label, an instruction or directive, operands, and a comment.</p>
<pre><code>label: opcode operand1, operand2 ; comment</code></pre>
<p>Whitespace is flexible. Empty lines are allowed. Comments begin with <code>;</code> and continue to the end of the line.</p>
<pre><code>START: LD A,1 ; load constant into A</code></pre>
<p><strong>2. Case and naming</strong></p>
<p>Mnemonics, directives, registers, conditions, and labels are case-insensitive. Source may be written in upper case, lower case, or mixed case.</p>
<pre><code>ld a,1
LD A,1</code></pre>
<p>Labels may use letters, digits, underscore, and hyphen. A label normally ends with a colon.</p>
<pre><code>loop:
copy_1:
my-label:</code></pre>
<p>For clarity and portability of source style, use the colon form consistently.</p>
<p><strong>3. Registers and addressing forms</strong></p>
<p>Common 8-bit registers are supported: <code>A B C D E H L</code>.</p>
<p>Common 16-bit register pairs are supported: <code>BC DE HL SP AF IX IY</code>.</p>
<p>Special registers used by some transfer instructions are supported: <code>I</code> and <code>R</code>.</p>
<p>Indexed high and low halves are supported: <code>IXH IXL IYH IYL</code>.</p>
<p>Typical memory addressing forms include:</p>
<pre><code>(HL)
(BC)
(DE)
(1234H)
(IX+5)
(IX-2)
(IY+3)</code></pre>
<p>Indexed displacements must fit in signed 8-bit range.</p>
<p><strong>4. Numbers and character strings</strong></p>
<p>Numbers may be written in decimal, hexadecimal, or binary forms.</p>
<pre><code>123
$7B
0x7B
7Bh
%1010
1010b</code></pre>
<p>Character strings may be written in double quotes or single quotes.</p>
<pre><code>"HELLO"
'A'</code></pre>
<p>Escape sequences such as newline and tab are accepted in string literals.</p>
<p><strong>5. Expressions</strong></p>
<p>Operands and directive arguments may use expressions. The current location counter is written as <code>$</code>.</p>
<pre><code>LD A,VALUE+1
JP START+$10
DW $</code></pre>
<p>Low-byte and high-byte extraction are available with prefix operators.</p>
<pre><code>DB <LABEL
DB >LABEL</code></pre>
<p>Named helpers such as <code>lsb()</code> and <code>msb()</code> may also be used.</p>
<pre><code>DB lsb(LABEL), msb(LABEL)</code></pre>
<p>Arithmetic and expression functions may be used in constants, address calculations, and conditional assembly.</p>
<p><strong>6. Instructions</strong></p>
<p>The assembler supports normal Z80 instruction families including data transfer, arithmetic, logic, shifts and rotates, bit operations, calls, jumps, returns, block instructions, interrupt control, and indexed addressing.</p>
<p>Examples:</p>
<pre><code>LD A,B
LD HL,$8000
LD (IX+1),A
ADD A,10
ADC HL,DE
BIT 3,(IY+2)
SET 5,A
JP NZ,LOOP
JR C,NEXT
DJNZ AGAIN
IN A,(10H)
OUT (C),A</code></pre>
<p>Relative branches such as <code>JR</code> and <code>DJNZ</code> must reach a target within relative branch range.</p>
<p><strong>7. Conditions</strong></p>
<p>Conditional instruction forms use the standard Z80 conditions:</p>
<pre><code>NZ Z NC C PO PE P M</code></pre>
<p>Examples:</p>
<pre><code>JP Z,DONE
CALL NC,HANDLER
RET M</code></pre>
<p><strong>8. Symbol definition</strong></p>
<p>Constants may be defined with <code>EQU</code> or <code>=</code>.</p>
<pre><code>BUFFER_SIZE EQU 64
SCREEN = $4000</code></pre>
<p>Use symbolic names for addresses, constants, bit positions, and structure offsets.</p>
<p><strong>9. Data definition directives</strong></p>
<p><code>DB</code> defines bytes. Strings in <code>DB</code> expand to one byte per character.</p>
<pre><code>DB 0,1,2,"ABC"</code></pre>
<p><code>DW</code> defines 16-bit words.</p>
<pre><code>DW START,BUFFER,1234H</code></pre>
<p><code>DS</code> reserves storage.</p>
<pre><code>DS 32
DS 16,0</code></pre>
<p><code>FCB</code> is a byte-definition alias. <code>FDB</code> is a word-definition alias. <code>RMB</code> is a reserve-storage alias.</p>
<p><code>BSZ</code> and <code>ZMB</code> reserve zero-filled storage.</p>
<pre><code>BSZ 64
ZMB 128</code></pre>
<p><code>FILL</code> repeats one value a given number of times.</p>
<pre><code>FILL 0FFH,16</code></pre>
<p><strong>10. String-oriented directives</strong></p>
<p><code>.CSTR</code> emits characters followed by a trailing zero byte.</p>
<pre><code>.CSTR "READY"</code></pre>
<p><code>.PSTR</code> emits a length byte followed by the characters.</p>
<pre><code>.PSTR "HELLO"</code></pre>
<p><code>.ISTR</code> emits characters in high-bit terminated form, suitable for software conventions that mark the last character.</p>
<pre><code>.ISTR "NAME"</code></pre>
<p><strong>11. Repetition shorthand</strong></p>
<p>A repeated data form may be written with <code>DUP(...)</code>.</p>
<pre><code>DB 8 DUP(0)
DW 4 DUP($FFFF)</code></pre>
<p>This is useful for buffers, tables, and padding.</p>
<p><strong>12. Origin and layout control</strong></p>
<p><code>ORG</code> sets the assembly location.</p>
<pre><code>ORG $8000</code></pre>
<p><code>ALIGN</code> advances the location counter to the next alignment boundary.</p>
<pre><code>ALIGN 16</code></pre>
<p>Use these directives to control program placement, tables, vectors, and page boundaries.</p>
<p><strong>13. Segments</strong></p>
<p>The assembler supports code and data segmentation directives.</p>
<pre><code>.CSEG
.DSEG
.ESEG
.BSSEG</code></pre>
<p>Use <code>.CSEG</code> for executable code, <code>.DSEG</code> for initialized data, and <code>.BSSEG</code> for uninitialized storage. Keep segment usage consistent within a project.</p>
<p><strong>14. Phase control</strong></p>
<p><code>.PHASE</code> temporarily changes the logical assembly address without permanently changing the underlying placement, and <code>.DEPHASE</code> ends that phase.</p>
<pre><code>.PHASE $0100
.DEPHASE</code></pre>
<p>This is useful for code that runs at one logical address but is stored elsewhere.</p>
<p><strong>15. Conditional assembly</strong></p>
<p>Conditional assembly is available with <code>IF</code>, <code>IFN</code>, <code>ELSE</code>, and <code>ENDIF</code>.</p>
<pre><code>IF DEBUG
DB "TRACE"
ELSE
DB 0
ENDIF</code></pre>
<p><code>IFN</code> assembles the following block when the expression is false or zero.</p>
<p>Use straightforward, fully resolvable expressions in conditional assembly. Avoid nesting conditional blocks.</p>
<p><strong>16. Include files and binary inclusion</strong></p>
<p><code>.INCLUDE</code> inserts another source file.</p>
<pre><code>.INCLUDE "macros.inc"</code></pre>
<p><code>.INCBIN</code> inserts raw binary data from a file.</p>
<pre><code>.INCBIN "sprite.bin"</code></pre>
<p>Use include files for shared constants, macros, device definitions, and common routines.</p>
<p><strong>17. Macros</strong></p>
<p>Define a macro with <code>.MACRO</code> and end it with <code>.ENDM</code>.</p>
<pre><code>.MACRO PUSHALL
PUSH BC
PUSH DE
PUSH HL
.ENDM</code></pre>
<p>Invoke a macro by writing its name as an instruction.</p>
<pre><code>PUSHALL</code></pre>
<p>Macro arguments are referenced as <code>%%1</code>, <code>%%2</code>, and so on.</p>
<pre><code>.MACRO LOAD8
LD %%1,%%2
.ENDM
LOAD8 A,10</code></pre>
<p><strong>18. Repeated macro blocks</strong></p>
<p><code>.REPT</code> repeats a block a fixed number of times and uses <code>.ENDM</code> to terminate the repeated block.</p>
<pre><code>.REPT 4
DB 0
.ENDM</code></pre>
<p><strong>19. Local scoping with blocks</strong></p>
<p><code>.BLOCK</code> and <code>.ENDBLOCK</code> create a local block scope for labels.</p>
<pre><code>.BLOCK
LOCAL1: NOP
.ENDBLOCK</code></pre>
<p>A label that begins with <code>@</code> may be used when a label needs to remain visible outside the current block.</p>
<pre><code>@ENTRY:</code></pre>
<p><strong>20. End of source</strong></p>
<p>Use <code>END</code> or <code>.END</code> to mark the logical end of the source file.</p>
<pre><code>END</code></pre>
<p><strong>21. Common aliases</strong></p>
<p>Several directive names are accepted as aliases.</p>
<pre><code>DEFB, .DB, .BYTE -> DB
DEFW, .DW -> DW
DEFS, .RES -> DS</code></pre>
<p>Use one naming style consistently within a project.</p>
<p><strong>22. Practical example</strong></p>
<pre><code>ORG $8000
COUNT EQU 10
BUFFER EQU $9000
START: LD HL,BUFFER
LD B,COUNT
LOOP: LD (HL),0
INC HL
DJNZ LOOP
JP DONE
DONE: .CSTR "OK"
END</code></pre>
<p><strong>23. Good usage advice</strong></p>
<p>Prefer explicit labels with a trailing colon.</p>
<p>Keep one instruction or directive per line.</p>
<p>Use symbols instead of hard-coded addresses whenever possible.</p>
<p>Use <code>DB</code> for bytes, <code>DW</code> for 16-bit values, and <code>DS</code> or reserve aliases for storage.</p>
<p>Use <code>JR</code> and <code>DJNZ</code> only when the destination is known to be in relative range.</p>
<p>Use <code>.BLOCK</code> to keep local labels tidy in larger modules.</p>
<p>Keep conditional assembly simple and non-nested.</p>
<p>Use include files for project-wide constants and macros.</p>
<p><strong>24. Minimal template</strong></p>
<pre><code>ORG $8000
MAIN: NOP
JP MAIN
END</code></pre>
</div>
</div>
</div>
</section>
<div id="panelSplitter" class="splitter" role="separator" aria-orientation="vertical" aria-label="Resize editor and emulator panels" tabindex="0"></div>
<section class="emulator-pane" aria-label="Emulator panel">
<div class="emulator-controls">
<div class="emu-row">
<button id="btnEmuPause">Pause</button>
<button id="btnEmuReset">Reset</button>
<button id="btnEmuOpen">Open</button>
<button id="btnEmuSave">Save</button>
<label class="emu-field"><span>Machine</span><select id="emuMachineSelect"><option value="48">48K</option><option value="128">128K</option><option value="tc2048">TC2048</option></select></label>
<label class="emu-check"><input type="checkbox" id="emuToggleAy" /><span>AY</span></label>
<label class="emu-check"><input type="checkbox" id="emuToggleKj" /><span>Kempston</span></label>
<label class="emu-check"><input type="checkbox" id="emuToggleIf1" /><span>Interface</span></label>
</div>
<div class="emu-row">
<label class="emu-field"><span>Zoom</span><select id="emuZoomSelect"><option value="fit">Fit window</option><option value="1">1x</option><option value="2">2x</option><option value="3">3x</option><option value="4">4x</option></select></label>
<label class="emu-check"><input type="checkbox" id="emuToggleRawDisplay" /><span>Raw display</span></label>
<label class="emu-check"><input type="checkbox" id="emuToggleCrt" /><span>CRT</span></label>
<label class="emu-check"><input type="checkbox" id="emuToggleBw" /><span>B/W</span></label>
<button class="ghost" id="btnEmuLayout">Keyboard layout</button>
<label class="emu-check"><input type="checkbox" id="emuToggleMute" /><span>Mute</span></label>
<label class="emu-field emu-field--range"><span>Volume</span><input id="emuVolume" type="range" min="0" max="100" step="1" value="100" /></label>
<label class="emu-field"><span>Theme</span><select id="themeSelect"><option value="auto">OS default</option><option value="black">Black</option><option value="white">White</option></select></label>
<div class="spacer"></div>
</div>
</div>
<details class="emulator-snapshots" id="snapshotsPanel" open>
<summary>Snapshots</summary>
<div class="emulator-snapshots__body">
<div class="emulator-snapshots__bar">
<button id="btnSnapshotCreate">Create snapshot</button>
<button class="ghost" id="btnSnapshotRefresh">Refresh</button>
</div>
<div id="snapshotList" class="snapshot-list" role="list"></div>
</div>
</details>
<div class="emulator-stage-wrap">
<div class="emulator-stage">
<div id="emulatorScreenSlot" class="emulator-screen-slot">
<main id=f tabindex=-1>
<canvas id=s><q>© 1982 Sinclair Research Ltd</q></canvas>
<div id=k hidden></div>
<div id=h hidden><img id=qaopKeyboardImage src="" alt="ZX Spectrum keyboard layout" loading=lazy><p><kbd>Shift</kbd> acts as <kbd>Caps Shift</kbd> • <kbd>Alt</kbd> acts as <kbd>Symbol Shift</kbd> • use <kbd>Tab</kbd> for <kbd>Extend Mode</kbd> • <kbd>Home</kbd> for <kbd>Edit</kbd></div>
<svg id=p viewBox=0,0,31,31><path d="m0 4q0-4 4-4h23q4 0 4 4v23q0 4-4 4h-23q-4 0-4-4m7-2h6v-19h-6m11 19h6v-19h-6"></svg>
<i></i></main>
<div id=b hidden></div>
<div id=m hidden></div>
</div>
</div>
</div>
</section>
</div>
<b id=e hidden></b>
<aside id=l>
<header>
<h1><span>ZX Workbench</span></h1><p>ZX Spectrum emulator<nav><a href=about>about</a> • <a href=games>games</a> • <a href=links>links</a> • <a href=donate>donate</a></nav></header><section><input type=checkbox><button disabled data-c=pause>Pause</button>
<button disabled data-c=reset>Reset</button>
<button disabled data-c=open>Open</button>
<button disabled data-c=save>Save</button><br><select disabled data-c=model>
<option value=48>Spectrum 48 K
<option value=128>Spectrum 128 K
<option value=tc2048>Timex TC 2048</select>
<input type=checkbox><button disabled data-c=ay>AY</button>
<input type=checkbox><button disabled data-c=kj>Kempston</button>
<input type=checkbox><button disabled data-c=if1>Interface 1</button><p id=v><input type=checkbox><button data-c=mute><svg width=25 height=17 stroke=currentcolor stroke-width=1.5 fill=none><path fill=currentcolor d="M0 6.5h4l4-3v12l-4-3h-4"/><path d="M10 6.5 a3 3 0 010 5M12 5a 5 5 0 010 8M14 3.5a 7 7 0 010 11"/><path d="M12 6.5l6 6m0-6l-6 6"/></svg></button>
<input type=range title=Volume></section><section class=d><dl class=keys><dt>Shift<dd>Caps Shift<dt>Alt<dd>Symbol Shift<dt>Tab<dd>Extended mode<dt>Home<dd>Edit<dt>Del<dd>Reset, restart<dt>F1<dd><a href=about rel=help target=_top>About...</a><dt>F2<dd>Remember<dt>F3<dd>Restore<dt>F6<dd data-c=crt>CRT distortion<dt>F7<dd data-c=bw>Black & white<dt>F8<dd data-c=layout>Keyboard layout<dt>F10<dd>Mute<dt>Pause<dd>Pause<dt>Ctrl O<dd>Open<dt>Ctrl S<dd>Save<dt>Insert<dd><a rel=search href=games target=_top>Games...</a></dl></section><section><button data-c=share hidden>Share link...</button></section>
<a href=//torinak.com/~jb/ rel=author>© Jan Bobrowski</a></aside>
<aside id=r>
<details open id=u hidden><summary>User list</summary>
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