Commodore 64 Reports The News

In the late 80s and into the 90s, [Cameron Kaiser] aka [ClassicHasClass] was an aspiring journalist, first becoming interested in the career in elementary school and then working on various publications into university. At some point, he started using a piece of software for laying out newspapers called The Newsroom which, he admits, was lacking a lot of tools that would have been modern even for the time, but had an otherwise agreeable price tag thanks to its focus more on home desktop publishing and newsletter production than on full-scale newspaper operations. It did have one interesting feature that he never could figure out, though, at least until he went back and pieced this mystery together.

The software itself ran on the Apple II and was eventually ported to other systems of the era, including the Commodore 64. The mystery feature was known as “Wire Service” and appeared to be a way that users of the software who had a modem could connect with one another and share news releases, layouts, graphics, and other content created in Newsroom, but in the days where it would have been modern never was able to connect to anything. In fact, it was eventually abandoned by the developers themselves in later releases of the software. But [ClassicHasClass] was determined to get it working. Continue reading “Commodore 64 Reports The News”

Dreamcast Linux: Looking Back At Linux On A SuperH-based Gaming Console

The Dreamcast is probably best known as the swansong of Sega’s ambitions as a gaming console manufacturer, but perhaps lesser known is the fact that you can run Linux on it. In a deep-dive by [Cameron Kaiser] over at the Old VCR blog, it is demonstrated what it takes to make this feat even work in 2023, and what one can expect from a system with a 200 MHz HItachi SuperH SH-4 CPU, 16 MB of RAM and the luxuries of VGA and network interfaces.

What’s interesting about Dreamcast Linux is that it was among the first times that Linux got put on a gaming console, even if it wasn’t entirely official or remotely supported by Sega. In fact, the fact that it works at all has its roots firmly in an exploit that was discovered shortly after the Dreamcast’s release. While Dreamcast discs are generally in a format called GD-ROM (Gigabyte Disc), early on it also supported the MIL-CD standard, which was Sega’s ill-fated attempt at creating multimedia CDs with MIL-CDs.

Not only did MIL-CDs flop in the market, the support form in Dreamcast units also provided a juicy exploit via the firmware that handles detecting and switching between GD-ROM and the much more constrained, audio-only MIL-CD mode. Later Dreamcast models dropped MIL-CD support and will thus also not boot Dreamcast Linux, which is an important gotcha to keep in mind when dragging out a Dreamcast for some Linux action.

As for running Linux on a Dreamcast, it’s pretty much what you’d expect from running it on such a constrained, RAM-disk only device. While [Cameron] was able to use workarounds such as swap-over-NFS to increase functionality, a lot more work remains to be done. Linux SuperH support seems to have petered out around the 2.6.x era, which would seem to have cemented the fate of Dreamcast Linux and similar SuperH platforms.

We’re curious, would double the RAM make a difference to this Linux platform?

A Low Budget DIY Vibrotactile Stimulator For Experimental CRS

Modern techniques of Coordinated Reset Stimulation (CRS), which is usually administered with invasive deep brain stimulation, can have a miraculous effect on those suffering from Parkinson’s disease. However, the CRS technique can also apparently be administered via so-called vibrotactile CRS (vCRS) which essentially means vibrating certain nerve endings corresponding to brain regions that have a large cortical representation.

An example is vibrating the tips of the fingers using special gloves. This is a medical technique and as such is governed by the FDA. With ongoing trials, patients all around the world will simply have to wait. [HackyDev] has been working with a group of people on developing an open source vCRS glove.

This neuromodulation technique seems so promising, that this upfront effort by hackers around the world is simply a joy to see. Patents be dammed; we can work around them. Interested parties can follow the (very long, tricky-to-follow) thread here.

The hardware [HackyDev] put together uses a nodeMCU as the controller, driving eight motor coils via MOSFETS. The finger-mounted actuators are constructed by ripping the electromagnet out of a relay and mounting it in a 3D printed frame, with a magnet suspended on a spring. This part is mounted on each finger. The nodeMCU presents a simple web form that enables the configuration of the pulse parameters.

A permanent magnet is housed in the spring’s top section

The way the gloves appear to work is due to the way the body perceives sensory input, with a massive bias towards the hands and mouth region, referred to as the cortical homunculus. Each finger has an individual haptic element, which is actuated in a specific sequence with a carefully formed pulse at approx. 250 Hz.

This appears to activate similar in-brain effects as traditional (and invasive) DBS therapy by effectively de-synchronizing certain over-synchronized brain pathways and alleviating the overactive ß-wave activity in the brain. And this calms the tremors as well as many other PD symptoms. It’s all very exciting stuff, and we’ll be following this story closely.

For more on the backstory check out the 2017 paper by Peter A. Tass, as well as this later one, and this one. We’ve seen some recent success with diagnosing or at least detecting PD, by smell as well as via audio, so the future might look a little brighter for quite a number of people.

Dungeons And Dragons Board Game From The 1980s Holds A TMS1100

Today is a little tour back to the early 1980s when Mattel released the DUNGEONS & DRAGONS Computer Labyrinth Game. [Cameron Kaiser] was dealing with a few boxes of old stuff when he came across the game. Luckily for us, he decided to do a complete teardown and a comprehensive review more than 40 years after it came out.

The game itself is pretty simple. You and a friend are characters on the board, navigating an eight-by-eight maze. As you move through the labyrinth, a microcontroller emits twelve audio cues telling you what you’ve run into (walls, doors, treasure, and so on). The eight buttons on the side allow you to hear the different tones to know what they mean, as we imagine even the most well-written manual might struggle to describe that. In addition, the pieces are diecast metal, which allows the game to detect where the pieces have been placed. Continue reading “Dungeons And Dragons Board Game From The 1980s Holds A TMS1100”

A Commodore SX-64 showing a six-digit code and a countdown timer

Generating Two-Factor Authentication Codes With A Commodore 64

If you’ve used a corporate VPN or an online-banking system in the past fifteen years or so, chances are you’ve got a few of those little authenticator key fobs lying around, still displaying a new code every 30 seconds. Today such one-time codes are typically sent to you by text message or generated by a dedicated smartphone app, which is convenient but a bit boring. If you miss having a dedicated piece of hardware for your login codes, then we’ve got good news for you: [Cameron Kaiser] has managed to turn a Commodore SX-64 into a two-factor authenticator. Unlike a key fob that’s one gadget you’re not likely to lose, and any thief would probably need to spend quite some time figuring out how to operate it. Continue reading “Generating Two-Factor Authentication Codes With A Commodore 64”

IBM Made A MIPS Laptop. Will It Make You WinCE?

We’re used to our laptop computers here in 2022 being ultra-portable, super-powerful, and with impressively long battery lives. It’s easy to forget then that there was a time when from those three features the laptop user could usually expect only one of them in their device. Powerful laptops were the size of paving slabs and had battery lives measured in minutes, while anything small usually had disappointing performance or yet again a minuscule power budget.

In the late 1990s manufacturers saw a way out of this in Microsoft’s Windows CE, which would run on modest hardware without drinking power. Several devices made it to market, among them one from IBM which [OldVCR] has taken a look at. It makes for an interesting trip down one of those dead-end side roads in computing history.

In the box bought through an online auction is a tiny laptop that screams IBM, we’d identify it as a ThinkPad immediately if it wasn’t for that brand being absent. This is an IBM WorkPad, a baby sibling of the ThinkPad line intended as a companion device. This one has a reduced spec screen and an NEC MIPS processor, with Windows CE on a ROM SODIMM accessible through a cover on the underside. For us in 2022 MIPS processors based on the open-sourced MIPS ISA are found in low-end webcams and routers, but back then it was a real contender. The article goes into some detail on the various families of chips from that time, which is worth a read in itself.

We remember these laptops, and while the IBM one was unaffordable there was a COMPAQ competitor which did seem tempting for on-the-road work. They failed to make an impact due to being marketed as a high-end executive’s toy rather than a mass-market computer, and they were seen off as “real” laptops became more affordable. A second-hand HP Omnibook 800 did the ultra-portable job on this bench instead.

The industry had various attempts at cracking this market, most notably with the netbooks which appeared a few years after the WorkPad was produced. It was left to Google to reinvent the ultra-portable non-Intel laptop as an internet appliance with their Chromebooks before they would become a mass-market device, but the WorkPad remains a tantalizing glimpse of what might have been.

Windows CE occasionally makes an appearance here, and yes, it runs DOOM.

Was There A Programmable PONG Chip?

Students of game console history will reach back into the 1970s for the primordial machines, tracing from the Magnavox Odyssey onwards, and thence via the Fairchild Channel F into the world of microprocessors and the chain of machines that lead us to those we enjoy today. In the early days there was a parallel evolution for a few years of dedicated video game consoles with no interchangeable cartridges or microprocessors, these took their inspiration from the legendary PONG arcade game and used dedicated non-programmable hardware in custom chips to create their video. But was there a programmable PONG chip lurking among all the others? [Old VCR] takes a look.

Many readers will be familiar with MOS Technology as the originator of the 6502 processor used in so many 8-bit home computers. But perhaps many of our attention spans will have passed over another of their products, the MOS 7600 and 7601. These were the chip company’s entry into the surprisingly congested mid-70s PONG-in-a-chip market, and the article investigates the question of whether they might in fact be mask-programmed microcontrollers masquerading as dedicated chips.

It’s a fascinating tour through the mid-70s in terms of games consoles, MOS, and through their eventual takeover, Commodore. The possibility of a mask-programmed PONG chip is explored in detail and discounted, though like [Old VCR], we’d love to see one decapped and reverse engineered. For us a stronger line of evidence comes in asking why MOS would stop at PONG if they had a mask-programmed microcontroller in their catalogue, and that our not having seen MOS microcontrollers appearing all over Commodore’s subsequent products suggests that it may be simply another dedicated PONG chip like all the others.

We’ve seen quite a few variants of this iconic game over the years, but few as impressive as one made from discrete components.