[Beej's Bit Bucket
⚡ Tech and Programming Fun](../..)
Beej's Bit Bucket
⚡ Tech and Programming Fun
2026-07-21
10 REM"_(C2SLFF4
Let's dive into The Wizard's
Castle (source code)!

That is the first line of the 80s microcomputer BASIC game The Wizard's
Castle initially written for the Exidy
Sorcerer platform.
[Exidy
Sorcerer](https://en.wikipedia.org/wiki/Exidy_Sorcerer)
It's a REMark statement, a comment in that particular language. 10
is the line number, if you're unfamiliar with languages that had such
things.
But the interesting part was this "_(C2SLFF4 mess. A typo or garbage?
No. It appears verbatim in the source code as originally published in
the July, 1980 issue of Recreational
Computing.
[the July, 1980 issue of Recreational
Computing](https://archive.org/details/1980-07-recreational-computing/page/n9/mode/2up)
What the heck is it?
Note: I'm going to jump back and forth between decimal (which is
BASIC-friendly) and hex (which is programmer-friendly). Hex will be
prefixed with 0x, suffixed with h, or will obviously have digits A-F
in it.
Note: Thanks to Josh and Chris, my hacking buddies, for doing tons of
the emulator and research work on this. It took hours, but they were
good hours. It would have taken me 10x as long without their help.
Suspicions
Here's more of the source in context, but with irrelevant pieces
removed and some spaces added:
In BASIC, a : is a command separator. POKE writes a byte value to
the specified memory location. PEEK reads from one. Sorcerer BASIC
used signed 16-bit numbers, apparently, so address -2049 is 65536-2049
or 0xF7FF in hex. We'll revisit that address later.
Calling the pseudo-random number generator (PRNG) RND() with a
negative number seeds it.
Old PRNGs liked to be seeded with odd numbers, thus the 2*T+1
expression forcing it odd.
And the USR() function calls a machine code routine.
And line 80 is the first use of T after it is initialized from the
PEEK().
The proximity of these things makes it seem like they're all related to
seeding the PRNG. Sorcerer BASIC didn't have a RANDOMIZE command, so
the only options of the day were:
Ask the user to enter a random seed.
Run an increment loop until the user hits a key (or some user-driven
thing like that) and use that for the seed.
Get the seed for some kind of randomish-thing from the existing
software and/or hardware.
Wizard's Castle didn't do the first two. So it must be the last one.
Could it be that the REM statement has machine code that happens to
encode to ASCII text? The Sorcerer did use ASCII encoding.
But it seems nuts that you could get useful Z80 machine code just from
ASCII characters. Right?
Nevertheless, this seemed like a reasonable-enough crazy assumption to
run with and see what we could find.
The USR() Function
The USR() call is interesting—this calls a machine code function, but
the details are system-dependent. But luckily the Internet has tons of
technical manuals
in various places and we were
able to figure it out.
[tons of
technical manuals](https://vintagecomputer.ca/files/Exidy%20Sorcerer/)
Address 259 has a JP instruction (unconditional jump) to a 16-bit
little-endian absolute address.
And the POKEs were for addresses 260 and 261. This was the
trampoline
for the USR() function. You POKE the address of the start of your
machine code into addresses 260 and 261, and then run USR() to call
it.
Reversing them for little-endian, this means we're looking at address
(1 << 8) | 218 which is 474. When we run USR(0), it jumps to the
machine code at address 474 that should end in a RET instruction.
The argument for USR() (the 0) is stored as a 4-byte float
elsewhere in RAM so the machine code can look at it if it needs to. It
turns out not to be relevant for this use case. Also we're assigning
the return value from USR() into T, but it's unclear to me what
this return value is. However, it is irrelevant as we immediately
overwrite T with the next assignment.
So... What's at address 474?
BASIC RAM
The almighty Exidy
Sorcerer

By Marcin Wichary, CC BY
2.0
[By Marcin Wichary, CC BY
2.0](https://commons.wikimedia.org/w/index.php?curid=91084328)
When you enter a line of Sorcerer BASIC, the interpreter
tokenizes
it and replaces commands like PRINT with single byte values:
PRINT is tokenized to 0x97
REM is tokenized to 0xC3
etc.
And then it is stored like a linked
list in memory where each
row is a "node".
[linked
list](https://en.wikipedia.org/wiki/Linked_list)
The node format is:
2 bytes of "next" pointer
2 bytes for the line number
Bytes representing the tokenized line of code
1 byte of null terminator (a 0x00 byte)
And the start of this linked list in RAM is at address 469 on the
Sorcerer.
Let's see the mystery line again:
That means the node for that line consists of the following addresses
and bytes:
and 474 is where the USR() function gets us! It is literally calling
the text of the REM statement as Z80 machine code!
Disassembly, Attempt One
Could it be true? Let's try it out!
Here are the hex values for the ASCII characters:
There's the 0x00 terminator at the end, but that's just a NOP in Z80,
so we'll ignore it.
Disassembling, we get:
Now, I don't want to get into the details of Z80 assembly here, but take
my word for it that this code makes no sense. The addresses don't seem
to point to anything in particular, who knows what HL has in it at the
beginning, B is never read, the duplicated LD B is pointless, and
there's no RET to get us back to BASIC.
It's garbage. And running it in an emulator results in Weird Things
happening (like soft resets), as expected.
This was a dead-end for the time being. We speculated that maybe it was
a printing error, that the printer didn't have the glyphs for the actual
bytes, so it substituted other ones. But that wasn't super-satisfying.
The PEEK(-2049)
Let's switch gears, then, and continue on to the PEEK:
What's at address -2049? Unsigning this makes it equivalent to 0xF7FF.
According to the docs, this is the last byte of memory-mapped screen
text, representing the current character in the lower right of the
screen.
We then immediately use this value to seed the PRNG:
I'm going to use my magical powers now to look at one of your open
terminal windows and read the character in the lower right of the
screen. It's fuzzy, but if I concentrate... it's... yes, it's a space
character, isn't it!
Am I right? That'll be $200.
Now, the space is 32, so seeding the PRNG with -(2*32+1) every game
would make for bad replayability in this randomly-generated dungeon, so
the USR() function must have something to do with it. Like it puts
something on the screen at address 0xF7FF and then the PEEK() reads
it. The screen is cleared not-long thereafter, so the player might not
notice the blip of a character temporarily placed in the lower right.
RTFM
The source code
in its original dot-matrix glory

So we had strong suspicions that all this was part of the PRNG seed
process. If only there were some way to prove it!
It was at this point that Josh noticed this line in the magazine where
the program was published: "The first remark is a machine language
routine to simulate the RANDOM function."
Sheesh. That'll teach me not to read things.
In BASIC, RND(), not RANDOM, is the random function, used with a
negative argument to seed the PRNG, and a positive argument to get the
next random number, which was historically a random floating point
result between 0 and 1.
So what the author probably meant was RANDOMIZE which was popular in
Microsoft BASIC for setting the random number seed to a specific value
or prompting the user to enter one.
In short, it was supposed to be doing what we thought, but the machine
code didn't seem to be doing that at all.
A Breakthrough
Josh and I had been running Sorcerer emulators in
MAME (thanks to Josh for sharing
the ROMs with me to get going) and Chris had another Java-based one that
he'd gotten working.
In MAME, we'd entered the REM statement and looked in memory, and it
had the nonsensical bytes and machine code as disassembled, above. And
it didn't run properly.
But Chris found a tape image of the game and loaded that up in his
emulator. And the first two lines of source looked like this:
WOW! Another(?) author has annotated the source with the hex of the
machine code! Not only does it end in 0xC9 which is Z80 RET, but it
has that lower-right screen corner address 0xF7FF right there!
How on Earth does the REM text map to that? Things like 0xED are
clearly non-ASCII. But wait, some of the characters are, and their
positions match what we see in the REM!
What actual values are there? Chris loaded the program and looked:
You can see the 0x00 null terminator down there. And a hidden space at
the end of the line. And 237 is 0xED, and 95 is 0x5F... it matches the
line 15 comment!
Let's get ready to disassembbbllllllllllleeee! I'll convert the
numbers to hex and go for it.
Later, I'll find out that the part after the RET is disassembled
incorrectly and that my annotation of which REM characters mapped to
which hex values was wrong, but who cares for now! Everything is over at
the RET anyway.
And the code is exactly what we were looking for! Let's look at the
first assembly instructions:
What's it do? The R register is interesting on the Z80 in that it is
incremented every instruction fetch. Maybe? Depends on which resource
you ask. In any case, it is incremented very, very frequently relative
to human timescales. And the Sorcerer
busy-waits for input, so
when you finally run the game, it effectively has a random-ish value in
it.
But seeding many lesser PRNGs with 0 is a bad idea (they tend to just
produce 0 after that), so the code retries if it happens to get a 0
in R. But if it is non-zero, it stores that value in address 0xF7FF,
the lower right corner of the screen! And then the PEEK() picks it up
and uses it to seed the PRNG!
The R register only increments the low 7 bits, though, meaning it can
only be 128 different values. And we discard 0, so really this means
on the Sorcerer, there were only 127 different randomly-generated
dungeons that you could play. Bummer!
So the glyphs we see simply aren't ASCII. Our first disassembly was
doomed to fail because the REM violates the assumption that all
listing text was ASCII.
For verification, I made a new program that was just a REM followed by
a bunch of spaces (to give me room to work before the null terminator).
Then I POKEd in the right values and got a listing.
It worked! Those values gave me the "_( glyphs that were in the
original source listing!
Could You Type It In?
The whole idea in the 80s with magazines like this was that you'd get it
in the mail or from the newsstand and you'd painstakingly spend hours
typing them in and getting them right.
It wasn't easy. Here's another excerpt from The Wizard's Castle:
Just pure codevomit. But those of us who typed this stuff in were pretty
practiced at getting it right. So when we saw something like this:
you can bet we typed it in exactly.
But now we know this wouldn't have worked if you assumed those were
ASCII-encoded glyphs.
Perhaps there was some lore well-known to Sorcerer programmers where
they knew the magic incantations to make it go.
Or maybe he just wrote this to get some space to work:
And then manually POKEd the machine code in like I did, above, to get
this:
And then never mentioned how to do it, forgot about it in the excitement of
getting it published, and out the door it went.
But what is the deal with that F4 thing? It's really bugging me.
The F4s
An F-4 Phantom. It's an
aviation/programming pun. I hereby indemnify myself against lawsuits.

In my version, we had:
Chris's version had some extra F4s:
And we did a memory dump of Chris's version and got the following:
Notice anything weird? About the F4s? I didn't either. There are
three of them in the REM, but only two of them in the memory dump
(the 70,52 pairs)!
And that's not all—where's the L? Something's wrong. Earlier, I'd
tried a sanity check by POKEing in the first three characters by hand,
but let's try the others.
I'm going to recreate the entire machine code here and see what pops up.
Then I run that, and list it. I get:
Wait! My Xs shifted right by two characters! What's up with that? You
can't just insert characters like that. It's like there are two extra
characters in the output. I poked eight values, but there are 10
characters printed before the Xs!
Let's dump RAM and see what's there. I'm going to annotate the output,
but—spoilers—my annotation is wrong:
No Fs or 4s. It goes directly from my last 201 (in the DATA)
straight to a bunch of Xs (the 88s). So why do I see them in the
listing?
Let's get specific. I'm going to manually plug in the 255, the 247, and
the 201 in the REM and see what we get out of it.
Okay, it's the S, as expected.
Whoa—what? LF? Two characters? And suspiciously like "linefeed", but
who knows. But that matches the REM!
And there's the F4. So the last two bytes are being printed as LFF4.
That's where the extra two characters are coming from in the output.
So fixing my memory dump annotation, it would look like this:
And now that's matching what we're seeing in the listing:
But that's not all. The bytes with values 128 and just over actually map
to BASIC keywords! Check this out:
When BASIC is printing its lines, we speculate that if the high bit is
set, it looks up the symbol name and prints that instead. The weird
symbol names we get up higher (random-seeming) might be (again, we
speculate) mapping into garbage past the end of that table.
But wait just a second. In Chris's memory dump, there were bona fide
ASCII Fs and 4s in there
Why were they added when they have no effect on the machine code? I
think we'll just have to let that one go as being lost to the mists of
time. Or maybe you can try gazing into an orb until you find the answer.
Just don't overdo it.
Wrap Up
The only point of all this, since I basically knew up front it was
seeding the PRNG, was to feed hacker curiosity. What a luxury!
What did we learn?
You can cram machine code into a REM statement on the Exidy
Sorcerer, but don't expect a sensible print-out.
The code when typed in from the magazine probably didn't work.
The author likely POKEd the machine code in directly, or perhaps the
Sorcerer had some kind of graphics shift key that would let those
characters be typed.
We now know, with more certainty than was ever required, the answer to
that age old question, "What the frick is that comment doing at the
beginning of The Wizard's Castle?"
How much money did we make?
$zero!
Would this work on other platforms, I wonder? Or would they just freak
out? Someone else can give it a try on the Commodore 64 or something.
If you want to know more about The Wizard's Castle and even play this
bit of history, I have a collection of documents and
information on
GitHub.
[collection of documents and
information](https://github.com/beejjorgensen/Wizards-Castle-Info)