Apple II Megademo Is Countin’ Cycles And Takin’ Names

The demoscene is an active place to this day, with enthusiasts around the world continuing to push the envelope as far as the capabilities of machines are concerned. [Deater], along with a skilled team, produced this Apple II Megademo which won first place at Demosplash 2018.

The demo starts with an intentional tease, with an emulated C64 BASIC startup screen which splits to reveal the title card. White-on-blue text isn’t the easiest on the Apple II, due to palette limitations, but it’s necessary for the joke to work. The following scenes make heavy use of mode-switching techniques in the middle of drawing the screen. Single screens are made up of various sections in LORES, HIRES, and even text modes. The term “cycle-counting” refers to the fact that the demo is written to operate in a cycle-exact fashion. This is necessary to achieve the mode-switching effects and to make the most of the limited resources of the Apple II.

It’s a demo that, like many others, does the right things in the wrong way to achieve its impressive results, and is a worthy competition winner. [Deater] has kindly provided an FAQ and source code for those who wish to study it further.

If you’ve written a mindblowing demo yourself, be sure to notify the tips line. Video after the break.

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Custom Joystick For An Old Commodore Finds An Unlikely Home

Retro hardware is getting harder and harder to come by, with accessories such as joysticks and mice dropping out of the market the fastest. So if your old machine needs a new joystick, you may find yourself whipping it up yourself. While you’re at it, you might as well have some fun as [Tom Tilley] did when he built a C-64 joystick inside a replica disk drive case for his rare SX-64 luggable.

Anyone who remembers the amount of desk space the classic Commodore 1541 disk drive occupied might wonder why someone would want such an enormous base for a joystick. But rest assured that no actual 1541s were harmed in the making of this joystick; rather, [Tom] created a smaller replica of the drive case from MDF. The face of the case is about 80% original size, and the depth is cut down to about half the original, so the joystick actually ends up being a manageable size while offering a nice, broad wrist support. The drive door is 3D-printed and painted, and adorned with the original green and red LEDs. Decorations like the front badge and even replicas of the original rear panel labels, connectors, and switches were printed from files off a website devoted to recreating Commodore hardware from paper. Because Commodore love knows no bounds.

It’s silly, but it works, and we love the attention to detail. Hat’s off to [Tom] for not settling for yet another joystick build, and for keeping the Commodore flame burning. They may be tough machines, but they won’t be around forever.

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Retrotechtacular: Before The Internet: MUDPIE

It is easy to forget how disconnected computers used to be. There was a time when sites with similar computers would do a tape rotation where a tape (or whatever media) would arrive in the mail. You’d spend some time looking at what was on it and then add anything interesting that you had to the end of it before sending it on to the next person. Eventually, the tape would come back to you, presumably loaded with more things. Late in 1967, Dr. James Peters started a newsletter called MUDPIE — Museum and University Data Program and Information Exchange. The newsletter would wind up with 26 issues over five years and while it started out with as few as 25 members, it would grow to over 250.

The newsletter was a real hardcopy newsletter, because as Dr. Peters put it:

MUDPIE represents an attempt to keep everyone up to date on the development of time-shared computing in museums and universities engaged in systematic research. Several individuals receiving this first copy had written asking the same questions, and this is a quick way of answering them. There was a tremendous temptation to set it up so that it could be received only through the teletype and computer — but that proved to be a little too advanced for the present!

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Little Emulators Do 8 Bits At A Time

Have you ever wondered how many, for example, Commodore 64s it would take to equal the processing power in your current PC? This site might not really answer that, but it does show that your machine can easily duplicate all the old 8-bit computers from Commodore, Sinclair, Acorn, and others. By our count, there are 86 emulators on the page, although many of those are a host machine running a particular application such as Forth or Digger.

If you are in the US, you might not recognize all the references to the KC85, this was an East German computer based on a Z80 clone. Very few of these were apparently available for personal purchase, but they were very popular in schools and industry. These were made by Robotron, and there are some other Robotron models on the page, too.

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Re-enacting TRON On The Apple IIgs

TRON is a science fiction classic, hitting cinemas in the midst of the burgeoning home computer era. It’s the film that created the famous light cycle, which spawned many video game recreations in the following years. Many years ago now, [Daniel] decided to flex his programming muscles by coding a version of the game for the Apple IIgs, with accidentally excellent results.

In the film, the characters find an escape from the light cycle game by forcing another player to crash into the walls of the play area. The resulting explosion left a hole, allowing the players to exit the light cycle game and explore the rest of the computer. Amusingly, due to a coding oversight, [Daniel] had created exactly this same flaw in his own code.

[Daniel]’s game differed from the original in that players were provided with missiles to destroy enemy trails. However, these missiles did not discriminate, and due to the simplicity of the code, were able to destroy the boundary on the play area. This was discovered when the computer player tried to escape an otherwise impossible situation. Upon blowing a hole in the arena wall, the computer player proceeded to drive off the screen – into invalid memory. This led to the computer crashing in short order, due to the unprotected memory space of the Apple II platform.

It’s a case of code imitating art – and completely by accident. The game managed to replicate the light cycle escape from the film entirely due to the unexpected behaviour of the simple missile code. [Daniel] steps through the code and how the bug happened, and covers the underlying principle behind the resulting crashes. It’s an entertaining tale of the risks of coding at low level; something we don’t always run into with today’s modern interpreted languages.

Thirsty for more tales of hacking the Apple II? How about going back in time to fix a 37 year old bug?

Memory Mapping Methods In The Super Nintendo

Not only is the Super Nintendo an all-around great platform, both during its prime in the 90s and now during the nostalgia craze, but its relative simplicity compared to modern systems makes it a lot more accessible from a computer science point-of-view. That means that we can get some in-depth discussion on how the Super Nintendo actually does what it does, and understand most of it, like this video from [Retro Game Mechanics Explained] which goes into an incredible amount of detail on the mechanics of the SNES’s memory system.

Two of the interesting memory systems the SNES uses are called DMA and HDMA. DMA stands for direct memory access, and is a way for the Super Nintendo to access memory independently of the CPU. The advantages to this are that it’s incredibly fast compared to more typical methods of accessing memory. This isn’t particulalry unique, but the HDMA system is. It allows the SNES to do all kinds of interesting tricks with its video output display like changing color gradients and doing all kinds of masking effects.

If you’re interested in the inner workings of classic consoles like the SNES, this video gets way down in the weeds in the system itself. It’s interesting to see how programmers were able to squeeze more capability from these limited (by modern standards) systems by manipulating memory like the DMA and HDMA systems do.  [Retro Game Mechanics Explained] is a great resource for exploring in-depth aspects of lots of classic games, like how speedrunners can execute arbitrary code in old Mario games.

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A Daylight-Readable Bar Graph Display In The 70s Wasn’t Cheap

The driver board with display attached; the row of lamps is visible on the right hand side.

LEDs weren’t always an easy solution to displays and indicators. The fine folks at [Industrial Alchemy] shared pictures of a device that shows what kind of effort and cost went into making a high brightness bar graph display in the 70s, back when LEDs were both expensive and not particularly bright. There are no strange materials or methods involved in making the display daylight-readable, but it’s a peek at how solving problems we take for granted today sometimes took a lot of expense and effort.

The display is a row of 28 small incandescent bulbs, mounted in a PCB and housed in a machined aluminum frame. Holes through which to view the bulbs are on both the top and front of the metal housing, which allows the unit to be mounted in different orientations. It was made as a swappable module, its 56 machined gold pins mate to sockets on the driver board. The driver board itself consists of 14 LM119 dual comparators, each of which controls two bulbs on the display.

An example of a Wamco minitron bar graph display. Each window contains an incandescent filament. [Source: industrialalchemy.org]
[Industrial Alchemy] believes that the display unit itself may have been a bit of a hack in its own way. Based on the pin spacing and dimensions of the driver board, they feel that it was probably designed to host a row of modular units known as the Wamco minitron bar graph display. An example is pictured here; they resembled DIP chips and could be stacked side-by-side to make a display of any length. Each window contained an incandescent filament in a reflective well, and each light could be individually controlled.

These minitron bar graph units could only be viewed from the top, and were apparently high in cost and low in availability. Getting around these limitations may have been worth creating this compatible unit despite the work involved.

Display technology has taken many different turns over the years, and you can see examples of many of them in one place in the Circus Clock, which tells the time with a different technology for each digit: a nixie, a numitron, a 7-segment thyratron tube, a VFD, an LED dot display, and a rear projection display.