Writing a "clear room" Z80 and Spectrum emulator with Claude Code
Writing a "clear room" Z80 and Spectrum emulator with Claude Code
The problem is that it will have been trained on multiple open source spectrum emulators. Even "don't access the internet" isn't going to help much if it can parrot someone else's emulator verbatim just from training.
Maybe a more sensible challenge would be to describe a system that hasn't previously been emulated before (or had an emulator source released publicly as far as you can tell from the internet) and then try it.
For fun, try using obscure CPUs giving it the same level of specification as you needed for this, or even try an imagined Z80-like but swapping the order of the bits in the encodings and different orderings for the ALU instructions and see how it manages it.
I think you are into something here.
I tried creating an emulator for CPU that is very well known but lacks working open source emulators.
Claude, Codex and Gemini were very good at starting something that looked great but all failed to reach a working product. They all ended up in a loop where fixing one issues caused something else to break and could never get out of it.
There isn't any attempt to falsify the "clean room" claim in the article - a rational approach would be to not provide any documents about the Z80 and the Spectrum, and just ask it to one-shot an emulator and compare the outputs...
If the one-shot output resembles anything working (and I am betting it will), then obviously this isn't clean room at all.
in spectrum.c
> Address bits for pixel (x, y):
> * 010 Y7 Y6 Y2 Y1 Y0 | Y5 Y4 Y3 X7 X6 X5 X4 X3
Which is wrong. It's x4-x0. Comment does not match the code below.
> static inline uint16_t zx_pixel_addr(int y, int col) {
It computes a pixel address with 0x4000 added to it only to always subtract 0x4000 from it later. The ZX apparently has ROM at 0x0000..0x3fff necessitating the shift in general but not in this case in particular.
This and the other inline function next to it for attributes are only ever used once.
> During the
> * 192 display scanlines, the ULA fetches screen data for 128 T-states per
> * line.
Yep.. but..
> Instead of a 69,888-byte lookup table
How does that follow? The description completely forgets to mention that it's 192 scan lines + 64+56 border lines * 224 T-States.
I'm bored. This is a pretty muddy implementation. It reminds me of the way children play with Duplo blocks.
What happened with the wrong pixel layout is that the specification was wrong (the problem is that sub agents spawned recently by Claude Code are Haiuku session, their weakest model -- you can see the broken specification under spectrum-specs), it entered the code, caused a bug that Claude later fixed, without updating the comment. This actually somewhat shows that even under adversarial documentation it can fix the problem.
IMHO zx_pixel_addr() is not bad, makes sense in this case. I'm a lot more unhappy with the actual implementation of the screen -> RGB conversion that uses such function, which is not as fast as it could be. For instance my own zx2040 emulator video RAM to ST77xx display conversion (written by hand, also on GitHub) is more optimized in this case. But the fact to provide the absolute address in the video memory is ok, instead of the offset. Just design.
> This and the other inline function next to it for attributes are only ever used once.
I agree with that but honestly 90% of the developers work in this way. And LLMs have such style for this reason. I stile I dislike as well...
About the lookup table, the code that it uses in the end was a hint I provided to it, in zx_contend_delay(). The old code was correct but extremely memory wasteful (there are emulators really taking this path of the huge lookup table, maybe to avoid the division for maximum speed), and there was the full comment about the T-states, but after the code was changed this half-comment is bad and totally useless indeed. In the Spectrum emulator I provided a few hints. In the Z80, no hint at all.
If you check the code in general, the Z80 implementation for instance, it is solid work on average. Normally after using automatic programming in this way, I would ask the agent (and likely Codex as well) to check that the comments match the documentation. Here, since it is an experiment, I did zero refinements, to show what is the actual raw output you get. And it is not bad, I believe.
P.S. I see your comment greyed out, I didn't downvote you.
I grew up with the Spectrum, and wrote a CP/M emulator a while back. I'd be curious to see how complete it would get.
I struggled a lot with some complex software, which worked on some emulators and failed on others (and mine).
For example one bug I had, which is still outstanding, relates to the Hisoft C compiler:
https://github.com/skx/cpmulator/issues/250
But I see that my cpm-dist repository is referenced in the download script so that made me happy!
It's great to see people still using CP/M, writing software for it, and sharing the knowledge. Though I do think the choice to implement the CCP in C, rather than using a genuine one, is an interesting one, and a bit of a cheat. It means that you cannot use "SUBMIT" and other common-place binaries/utilities.