I just succeeded in decoding the core entry table of the HuBASIC interpreter and put the results in the basck.c tool, which greatly helps in disassembling all its variants .
It will unveil lots of useful information on the Sharp machines, so far I tested it on the mz700 basic and the x1 disk image, I'll try with the mz2500 too.
I put the result of my investigations in the "techdocs" project, (X1 folder). Do you think I can add also my derived source of MSX (it can be assembled to produce the original ROM) and other similar stuff ?
@zx70 did you figure out how to access the pcg memory? The font on the x1 is awful and it would be nice to be able to reconfigure it.
I could have something more somewhere, but in the mesntime you can look fot 'def chr$' in my basic disassembly: https://github.com/z88dk/techdocs/blob/master/targets/x1/hubasic-CZ8FB01.asm
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Subject: Re: [z88dk/z88dk] [sharp x1] adding graphics and general improvements (#787)
@zx70https://github.com/zx70 did you figure out how to access the pcg memory? The font on the x1 is awful and it would be nice to be able to reconfigure it.
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Time to do something on the X1, it's a capable machine, lets make it better:
I think my font issues were caused by a bad dump - I've taken the mame files and it's a lot better now.
I've just about got the hires graphics working now after a fair bit of head scratching (point is still broken at the moment) - as usual I forgot to set the palette so nothing was being shown on screen.
Quick screenshot:

The hires graphics are in rgb planes starting at $4000,$8000,$c000 in the IO space. The screen is split into characters, so that the (0,0) character location has (when using 8x8 characters), the following addresses in the blue plane:
$4000 - pixel row 0
$4800 - pixel row 1
$5000 - pixel row 2
$5800 - pixel row 3
$6000 - pixel row 4
$6800 - pixel row 5
$7000 - pixel row 6
$7800 - pixel row 7
Location (0,1) will have pixel row 0 at $4001. Location (1,0) in 40 column mode starts at $4028, in 80 column mode $4050
this is great news, I can't wait to try building some of our examples on it! there is something in the microbee library used to get hrg with a possibly similar trick, which maybe is worth to try porting to the x1.
I've almost got the PCG working, bar an issue with the space character and a difference in behaviour between mame and takeda:

Loading the PCG is a "little" slow and needs the text VRAM to be populated - hence why a lot of the games for the X1 pause with black screens/"please wait" screens - effectively only one character can be redefined every 3 frames.
Final PR about to be posted:
I think this target is now sorted, so I'm going to shuffle over to the SMC-777 and give it the same treatment.
Most helpful comment
Final PR about to be posted:
I think this target is now sorted, so I'm going to shuffle over to the SMC-777 and give it the same treatment.