Remember The Tri-Format Floppy Disk?

These days, the vast majority of portable media users are storing their files on some kind of Microsoft-developed file system. Back in the 1980s and 1990s, though, things were different. You absolutely could not expect a floppy disk from one type of computer to work in another. That is, unless you had a magical three-format disk, as [RobSmithDev] explains.

The tri-format disk was a special thing. It was capable of storing data in Amiga, PC, and Atari ST formats. This was of benefit for cover disks—a magazine could put out content for users across all three brands, rather than having to ship multiple disks to suit different machines.

[RobSmithDev] started investigating by reading the tri-format disk with his DiskFlashback tool. The tool found two separate filesystems. The Amiga filesystem took up 282 KB of space. The second filesystem contained two folders—one labelled PC, the other labelled ST. The Atari ST folder contained 145KB of data, while the PC folder used 248 KB. From there, we get a breakdown on how the data for each format is spread across the disk, right down to the physical location of the data. The different disk formats of each system allowed data to be scattered across the disk such that each type of computer would find its relevant data where it expected it to be.

It’s a complex bit of disk engineering that allowed this trick to work, and [Rob] explains it in great detail. We love nitty gritty storage hacks around here. Video after the break.

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Hacker Chris Edwards demonstrating his wireless Amiga

Retro Wi-Fi On A Dime: Amiga’s Slow Lane Connection

In a recent video, [Chris Edwards] delves into the past, showing how he turned a Commodore Amiga 3000T into a wireless-capable machine. But forget modern Wi-Fi dongles—this hack involves an old-school D-Link DWL-G810 wireless Ethernet bridge. You can see the Amiga in action in the video below.

[Chris] has a quirky approach to retrofitting. He connects an Ethernet adapter to his Amiga, bridges it to the D-Link, and sets up an open Wi-Fi network—complete with a retro 11 Mbps speed. Then again, the old wired connection was usually 10 Mbps in the old days.

To make it work, he even revived an old Apple AirPort Extreme as a supporting router since the old bridge didn’t support modern security protocols. Ultimately, the Amiga gets online wirelessly, albeit at a leisurely pace compared to today’s standards. He later demonstrates an upgraded bridge that lets him connect to his normal network.

We’ve used these wireless bridges to put oscilloscopes and similar things on wireless, but newer equipment usually requires less work even if it doesn’t already have wireless. We’ve also seen our share of strange wireless setups like this one. If you are going to put your Amgia on old-school networking, you might as well get Java running, too.

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An Amiga 2000 on a carpet floor

Amiga, Interrupted: A Fresh Take On Amiga OS

Serena OS is not just another operating system—it’s a playground for hackers, tinkerers, and Amiga enthusiasts pushing vintage hardware to new limits. Born from modern design principles and featuring pervasive preemptive concurrency and multi-user support, [dplanitzer]’s Serena OS is far from ordinary.

Running on Amiga systems with a 68030 or better CPU, it challenges traditional OS concepts by ditching threads in favor of dispatch queues, akin to Apple’s Grand Central Dispatch. The result? A dynamic, flexible kernel that combines forward-thinking design with retro charm.

The real innovation in Serena is its kernel, which uses a virtual processor concept to manage system resources efficiently. Instead of threads, Serena dynamically adjusts a pool of virtual processors based on dispatch queue needs, ensuring tasks are executed with precision and speed. Interrupt handling is also unique: interrupts are converted into semaphore signals, allowing the code to handle these signals at its convenience without missing any, making hardware interactions more controlled, especially where timing is critical.

For Amiga enthusiasts already customizing their setups, Serena OS offers new possibilities. It shares some spirit with projects like AROS (Amiga Research Operating System) but adds its own twist with object-oriented design and cross-platform goals. Whether you’re developing software for your classic Amiga or exploring new hardware interfaces, Serena OS provides a robust and adaptable foundation.

The Amiga We All Wanted In 1993

To be an Amiga fan during the dying days of the hardware platform back in the mid 1990s was to have a bleak existence indeed. Commodore had squandered what was to us the best computer ever with dismal marketing and a series of machines that were essentially just repackaged versions of the original. Where was a PCI Amiga with fast processors, we cried!

Now, thirty years too late, here’s [Jason Neus] with just the machine we wanted, in the shape of an ATX form factor Amiga motherboard with those all-important PCI slots and USB for keyboard and mouse.

What would have been unthinkable in the ’90s comes courtesy of an original or ECS Amiga chipset for the Amiga functions, and an FPGA and microcontroller for PCI and USB respectively. Meanwhile there’s also a PC floppy drive controller, based on work from [Ian Steadman]. The processor and RAM lives on a daughter card, and both 68040 and 68060 processors are supported.

Here in 2024 of course this is still a 1990s spec board, and misty-eyed speculation about what might have happened aside, it’s unlikely to become your daily driver. But that may not be the point, instead we should evaluate it for what it is. Implementing a PCI bus, even a 1990s one, is not without its challenges, and we’re impressed with the achievement.

If you’re interested in Amiga post-mortems, here’s a slightly different take.

Large Language Model Can Help You Develop For The Amiga

Developing for the Amiga used to involve reading dense programming manuals and trial and error. In contrast, developing these days can be as simple as barking orders at ChatGPT to spit you out some Python code. However, that technique doesn’t work so well for Amiga languages, as ChatGPT hasn’t read much about the now-ancient platform. However, as covered by AmigaNews, there is now a ChatGPT model trained specifically on Amiga development. Enter Amiga Guru.

The work of [Cameron Armstrong], Amiga Guru was built after his early experiments with ChatGPT spat out non-functional gibberish when Amiga-compatible code was requested. The model has been trained on a corpus of official Amiga programming manuals, third-party books, and even the documentation for AmigaOS 3.2 and 4.1.

Using the model yourself requires a subscription to ChatGPT Plus, which prevents this writer from testing it directly. However, it makes sense that having been directly trained on Amiga manuals, it would be more capable at answering Amiga programming queries than conventional ChatGPT 4.

It’s easy to see the value of such a system. Learning to program for older platforms can be hard, with less resources available for new learners. Having an AI to help could be useful for some eager to develop for the 68K-based machine.

If you’d like to try Amiga Guru, you can access it via this link. Be sure to let us know how you go, and whether you think it has any value for speeding up your own Amiga development. Otherwise, if you’ve been doing anything else nifty with the platform that Commodore bought and paid for, don’t hesitate to let us know!

[Thanks to Stephen Waters for the tip!]

render of the Amiga juggler demo

The Juggler: In Rust

Back on the theme of learning to program by taking on a meaningful project — we have another raytracing demo — this time using Rust on the Raspberry Pi. [Unfastener] saw our previous article about writing a simple raytracer in spectrum BASIC and got inspired to try something similar. The plan was to recreate the famous juggler 3D demo, from the early days of 3D rendering on the Amiga.

The juggler story starts with an Amiga programmer called [Eric Graham] who created ssg, the first ray tracer application on a personal computer. A demo was shown to Commodore, who didn’t believe it was done on their platform, but a quick follow-up with the actual software used soon quelled their doubts. Once convinced, they purchased the rights to the demo for a couple of thousand dollars (in 1986 money, mind you) to use in promotional materials. [Eric] developed ssg into the popular Sculpt 3D, which became available also on Mac and Windows platforms, and kick-started a whole industry of personal 3D modelling and ray tracing.

Anyway, back to the point. [Unfastener] needed to get up the considerable Rust learning curve, and the best way to do that is to let someone else take care of some of the awkward details of dealing with GUI, and just concentrate on the application. To that end, they use the softbuffer and winit Rust crates that deal with the (important, yet frankly uninteresting) details of building frame buffers and pushing the pixels out to the window manager in a cross-platform way. Vecmath takes care of — you guessed it — the vector math. There’s no point reinventing that wheel either. Whilst [Unfastener] mentions the original Amiga demo took about an hour per frame to render, this implementation runs in real-time. To that end, the code performs a timed pre-render to determine the most acceptable resolution to get an acceptable frame rate, achieving a respectable 30 or so frames per second on a Pi 5, with the older Pis needing to drop the resolution a little. This goes to show how efficient Rust code can be and, how capable the new Pi is. How far we have come.

We saw another interesting rust-based raytracer a while back, which is kinda fun. We’ve also covered rust in other applications a few times, like inside the Linux kernel. Finally here’s our guide to getting started with rust, in case you need any more motivation to have a crack at this upcoming language.

It Wasn’t DOOM That Killed The Amiga

If you were the type of person who might have read Hackaday had we been around in the late 1980s or early 1990s, it’s a reasonable guess that you would have had a 16-bit home computer on your desk, and furthermore that it might have been a Commodore Amiga. These machines gave the best bang for the buck in those days with their impressive multimedia capabilities, and they gained a fervent following which persists to this day. [Carl Svensson] was one of them, and he’s penned a retrospective on the demise of the platform with the benefit of much hindsight.

The heyday of the Amiga from its 1985 launch until the days of the A1200 in the early-to-mid 1990s saw Moore’s Law show perhaps its fastest effects for the consumer. In that decade the PC world jumped from the 8088 to the Pentium, and from a PC speaker and CGA if you were lucky, to a Sound Blaster 16 and accelerated SVGA. By comparison the Amiga didn’t change much except in model numbers and a few extra graphics modes, and when a faster processor came it was far to little too late.

Defender of the Crown, released in 1986

There’s a well-worn path with some justification of blaming Commodore-s notoriously awful management for the debacle, but the piece goes beyond that into the mid ’90s. His conclusion is that what really killed the Amiga was that the CPU price reductions which defined the x86 world at that time never came to 68k or PowerPC lines, and that along with the architecture zealotry of the fan base meant that there would never be the much-longed-for revival.

He also takes a look at the other home computer platforms of the era, including the “all its killer architecture managed to kill was, sadly, Atari itself” Atari Falcon, and the Acorn Archimedes, which also lives on for enthusiasts and is perhaps the most accessible survivor. From here having also the benefit of hindsight we can’t disagree with him on his assessment, so perhaps it’s best to look at the Amiga not as the platform we should rightfully still be using, but the great stepping stone which provided us a useful computer back in t he day without breaking the bank.