The original Star Fox for the SNES was a landmark game. With the Super FX chip built into the cartridge, it presented the first 3D accelerated home console experience. The series has spanned several consoles and over two decades. Now, it’s getting an (albeit unofficial) port to the Arduboy, thanks to [Stephane Hockenhull].
Impressively, the game fits in under 28KB, and [Stephane] hasn’t skimped on the development details. The process begun with setting up a basic 3D engine on the Arduboy, followed by some tests of various gameplay ideas. The final implementation bears a strong similarity to the original SNES gameplay. At this point, work moved out of the Arduino IDE into [Stephane]’s custom development environment to speed things along. A PC port was used to save time programming the flash every iteration.
The tricks used to pull this off are many and varied. There are neat hacks used to optimise the storage of the 3D model data, implement lightweight collision detection, and generate random levels. Everything was done in order to make the game fit into the smallest space possible.
Running smooth 3D graphics on a 16MHz 8-bit microcontroller is an impressive feat, and a testament to [Stephane]’s coding abilities. We can’t wait to see more 3D development on the platform. Meanwhile, if the Arduboy doesn’t quite have the look you want, there’s a solution for that too. Video after the break.
Continue reading “Star Fox Comes To Arduboy”
Oh, the hijinks that the early days of the PC revolution allowed. Back in the days when a 20MB hard drive was a big deal and MS-DOS 3.1 ruled over every plain beige PC-clone cobbled together by enthusiasts like myself, it was great fun to “set up” someone else’s machine to do something unexpected. This generally amounted to finding an unattended PC — the rooms of the residence hall where I lived in my undergrad days were a target-rich environment in this regard — and throwing something annoying in the AUTOEXEC.BAT file. Hilarity ensued when the mark next booted the machine and was greeted with something like an inverted display or a faked hard drive formatting. Control-G was good to me too.
So it was with a sense of great nostalgia that I watched [Ben Cartwright-Cox]’s recent 35C3 talk on the anatomy and physiology of viruses from the DOS days. Fair warning to the seasoned reader that a sense of temporal distortion is inevitable while watching someone who was born almost a decade after the last meaningful release of MS-DOS discuss its inner workings with such ease. After a great overview of the DOS API elements that were key to getting anything done back then, malware or regular programs alike, he dives into his efforts to mine an archive of old DOS viruses, the payloads of most of which were harmless pranks. He built some tools to find viruses that triggered based on the system date, and used an x86 emulator he designed to test every day between 1980 and 2005. He found about 10,000 malware samples and explored their payloads, everything from well-wishes for the New Year to a bizarre foreshadowing of the Navy Seal Copypasta meme.
We found [Ben]’s talk a real treat, and it’s good to see someone from the current generation take such a deep dive into the ways many of us cut our teeth in the computing world.
Continue reading “35C3: A Deep Dive into DOS Viruses and Pranks”
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”
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.
Continue reading “Apple II Megademo Is Countin’ Cycles and Takin’ Names”
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!
Continue reading “Retrotechtacular: Before the Internet: MUDPIE”
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.
Continue reading “Little Emulators Do 8 Bits At A Time”
The UNIBUS architecture for DEC’s PDPs and Vaxxen was a stroke of genius. If you wanted more memory in your minicomputer, just add another card. Need a drive? Plug it into the backplane. Of course, with all those weird cards, these old UNIBUS PDPs are hard to keep running. The UniBone is the solution to this problem. It puts Linux on a UNIBUS bridge, allowing this card to serve as a memory emulator, a test console, a disk emulator, or any other hardware you can think of.
The key to this build is the BeagleBone, everyone’s second-favorite single board computer that has one feature the other one doesn’t: PRUs, or a programmable real-time unit, that allows you to blink a lot of pins very, very fast. We’ve seen the BeagleBone be used as Linux in a terminal, as the rest of the computer for an old PDP-10 front panel and as the front end for a PDP-11/03.
In this build, the Beaglebone’s PRU takes care of interfacing to the UNIBUS backplane, sending everything to a device emulator running as an application. The UniBone can be configured as memory or something boring, but one of these can emulate four RL02 drives, giving a PDP-11 an amazing forty megabytes of storage. The real killer app of this implementation is giving these emulated drives a full complement of glowing buttons for load, ready, fault, and write protect, just like the front of a real RL02 drive. This panel is controlled over the I2C bus on the Beaglebone, and it’s a work of art. Of course, emulating the drive means you can’t use it as the world’s largest thumb drive, but that’s a small price to pay for saving these old computers.