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Beej's Bit Bucket

⚡ Tech and Programming Fun

2026-07-21

10 REM"_(C2SLFF4

Let's dive into The Wizard's

Castle (source code)!

The Wizard's Castle

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.

seeds

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/)

various places

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.

trampoline

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

The 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:

tokenizes

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

Wizard's Castle source code

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.

MAME

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.

busy-waits

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.

F-4 Phantom

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)

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