The Commodore 64 was the highest selling computer of all time, and will likely forever remain that way due to the fragmentation of models in the market ever since. Due to this, it’s hardly surprising that it still has a strong following many years after its heyday. This means that the avid restorer has a wide range of parts and support available at the click of a button. [DusteD] is just one such person who had a busted-up C64 laying around, and decided to make it a project.
[DusteD] wanted to reuse the original case, and decided it should remain a Commodore 64 after an initial attempt at a mini-ITX swap went awry. Desiring a reliable machine, an Ultimate64 FPGA board was selected to replace the original faulty motherboard. This has the benefit of being hardware compatible with the classic C64, while allowing [DusteD] to tinker and program to his heart’s content, without having to worry about blowing up valuable original parts. It also provides several interesting modern features, like HDMI output, USB, and even Ethernet connectivity. This allows one to experiment with the platform without the hassles of all the inherent limitations of 1980s technology.
As a fan of the classic SID sound chip, [DusteD] was also highly interested in the audio output of the Ultimate64. Recordings were made of the emulated output from the FPGA, as well as the sound output from a real SID installed in the board, both through the mixed output and directly from the chip via a SIDTAP. Those interested can download the 800MB of recordings and compare the output; there’s a summary of the differences noted listed on the site as well.
[DusteD] makes a great argument for the benefits of building up a C64 rig in this way. It’s a great way to get started for those eager to explore the world of Commodore’s 8-bit hardware without the hassles and expenses of buying all the real gear. As it stands, the C64 aftermarket is so advanced now, that you can build an entirely new machine from scratch if you so desire. Go forth and enjoy!
It was foolish to think that the adventure of the Mario Bros. would ever exist outside of the castle walls of the Nintendo Entertainment System. Except for that one time it did. The Hudson Soft company was a close collaborator with Nintendo, and parlayed that favor into being tasked with bringing Super Mario Bros. to platforms beyond the NES. The result of that collaboration would be 1986’s Super Mario Special, a port for the NEC PC-88 line of desktop computers. What ended up on that 5.25″ floppy sounded reminiscent of the Famicom original, but with a grand total of four colors (including black) and not a single scrolling screen in sight; Super Mario Special felt decidedly less than spectacular to play. Those eternally flickering sprites mixed with jarring blank screen transitions would never make it outside of Japan, so for a large swath of the world Mario would remain constrained to a gray plastic cartridge for years to come.
There are no shortage of ways to play Super Mario Bros. these days. Emulation in all of its various official and unofficial forms has taken care of that. Virtually everything with a processor more capable than the NES’s 6502 can play host to the Mushroom Kingdom, however, machines more contemporary with the NES still lacked access to the iconic title.
Enter the 2019 port of Super Mario Bros. for the Commodore 64 by [ZeroPaige]. A culmination of seven years work to port the game onto one of the most prolific computers of the eighties was a clear feat of brilliance and an amazing bit of programming that would have taken 1986 by storm. No pale imitation, this was Mario on the C64. Despite all of the nuance in recreating the jump-and-run model of the original paired with enveloping all eight sound channels of a dual SID chip setup, Nintendo saw fit to stifle the proliferation of this incredible 170 kB of software because they claim it infringes on their copyright.
Continue reading “That Super Mario Bros. C64 Port Was Too Good For This World”
Microcontrollers are cool, but sometimes the user interface options they can deliver are disappointing. The platform in question may not have the horsepower required to drive a decent screen, and often a web interface is undesirable for security or complexity reasons. Sometimes you just need a good software interface between chip and computer. Firmata is a protocol that’s designed to do just that, and [nanoflite] has brought it to the Commodore 64.
It’s a fun project, which allows one to use the C64’s charming retro graphics to interface with an Arduino-based project. Connection is achieved at 2400bps over the user port, which is plenty fast for most UI applications. [nanoflite] demonstrates the interface with an Arduino Uno and a Grove shield. The C64 is able to display the state of the LED, relay and servo outputs, as well as read the Arduino’s button and potentiometer inputs.
It’s an excellent way to integrate a Commodore 64 into a microcontroller setup without reinventing the wheel. We think it would make an awesome vintage interface to a home automation system or similar build. If you’re interested, but you don’t have a C64 of your own to play with, never fear – you can just build a new one.
Of all the retro systems, the Commodore 64 had the best video system. The VIC-II chip in the C64 was the best example of why Commodore was the best, but in terms of video output, the C64 was still a consumer device: the only output was S-video, or composite video, or something like it. The professional stuff uses YPbPr, an RGB video signal that separates the red, green, and blue colors. On a modern LCD, the difference between composite and YPbPr is noticeable, and if you’re going to run your C64 on the big screen, it would be very helpful to use a professional video standard.
In an effort to bring the C64 into the future, [c0pperdragon] created an FPGA-based modification for the VIC-II chip. The end result is getting YPbPr signals directly from the computer, and outputting it to a TV in glorious 480p.
Inside the Commodore 64, the VIC-II creates the chrominance signal in a way that is impossible to convert it back to any form of RGB. The solution to get RGB out of this information is to listen in to 22 pins of the VIC-II to determine what signals it intends to generate. This is done with a smallish Altera FPGA connected to the VIC-II through a ribbon cable. On the FPGA, the luminescence and all the color information is generated, then converted into true YPbPr. For the complete mod, the RF modulator is removed, and the original A/V jack is still functional. This is effectively a very in-depth mod that rids the C64 of the TV connector and channel selector (that no one uses anymore) and replaces it with a professional-grade video output.
When it comes to C64 mods, we thought we’ve seen it all. We’ve seen C64s resurrected from the dead, and we’ve seen drop-in replacements for the SID that still don’t have working filters oh my god. This is on another level. This is using FPGAs to drag the C64 into the modern era, and if you don’t care about the rusting RF box, it’s a reversible mod.
It’s a well-known fact amongst the older set that games used to be harder. Back in the 1980s, most home computers had awful keyboards, barely adequate joysticks, and the games had to be difficult to have any longevity, because there’s only so much you can fit into a single sided disk. Some of these games became known as joystick killers, due to the repetitive thrashing movements required to win. [Jan] was tired of letting Decathlon and its ilk get the better of him and his controllers, so built a joystick that was up to the task.
The basic concept of [Jan]’s rotary joystick is that many games required a fast and repetitive left-right motion to be executed by the player, but weren’t too concerned if a few up or down movements were in the mix. Thus, instead of a traditional shaft-based joystick, instead a rotary mechanism was employed. The player rotates the joystick’s wheel, which has a magnet fitted. This triggers a series of four reed switches, for up, down, left and right. By rotating the wheel quickly, it simulates the rapid left-right motion well enough to beat most of the vintage C64 games that were giving [Jan] trouble, and it makes an ideal controller for the 2018 release, Crank Crank Revolution.
We like the spirit behind any build that uses hardware to overcome intractable gaming problems. We’ve seen similar approaches used to beat Guitar Hero. Remember Guitar Hero? That was a thing. Video after the break.
Continue reading “The Rotary Joystick Can Take A Beating”
If you still have a Commodore 64 and it’s gathering dust, don’t sell it to a collector on eBay just yet. There’s still some homebrew game development happening from a small group of programmers dedicated to this classic system. The latest is a Portal-like game from [Jamie Fuller] which looks like a blast.
The Commodore doesn’t have quite the same specs of a Playstation, but that’s no reason to skip playing this version. It has the same style of puzzles where the player will need to shoot portals and manipulate objects in order to get to the goals. GLaDOS even makes appearances. The graphics by [Del Seymour] and music by [Roy Widding] push the hardware to its limits as well.
If you don’t have a C64 laying around, there are some emulators available such as VICE that can let you play this game without having to find a working computer from the 80s. You can also build your own emulator if you’re really dedicated, or restore one that had been gathering dust. And finally, we know it’s not, strictly speaking, a port of Portal, but some artistic license in headlines can be taken on occasion.
Continue reading “A Portal Port Programmed For Platforms Of The Past”
Some electronics gear is built for the roughest conditions. With rugged steel cases, weatherproof gaskets, and cables passing through sealed glands, these machines are built to take the worst that Mother Nature can throw at them, shrugging off dust, mud, rain, and ice. Consumer-grade computers from the start of the home PC era, however, are decidedly not such machines.
Built to a price point and liable to succumb to a spilled Mountain Dew, few machines from that era that received any kind of abuse lived to tell the tale. Not so this plucky Commodore 64C, which survived decades exposed to the elements. As [Adrian Black] relates in the video below, this machine was on a scrap heap in an Oregon field, piled there along with other goodies by one of those “pickers” that reality TV loves so much. The machine was a disaster. It hadn’t been soaked in oil, but it was loaded with pine needles and an ant colony. The worst part, though, was the rust. The RF shielding had corroded into powder in some places, leaving reddish rust stains all over the place. Undeterred, [Adrian] gave the machine a good bath, first in water, then in isopropanol. Liberal applications of Deoxit helped with header connections, enough to see that the machine miraculously booted. It took some finagling, especially with the 6526 I/O controller, but [Adrian] was eventually able to get everything on the motherboard working, even the sound chip.
Whether this machine survived due to good engineering or good luck is debatable, but it’s a treat to see it come back to life. We hope a full restoration is in the works, not least as a way to make up for the decades of neglect.
Continue reading “Ants, Dirt, Rain, And The Commodore 64 That Wouldn’t Quit”