Three Arduinos Team Up To Make 80s-Style Computer

Back in the 80s, buying a home computer could easily mean an inflation-adjusted cost of thousands of dollars (or your equivalent currency unit of choice), and all for an 8-bit machine that might not have a hard drive and almost certainly didn’t connect to a network. Here in the future it’s easy to get spoiled by all the computing power and inexpensive devices practically falling into our laps, but using some modern low-cost microcontrollers can connect us to our early computing roots like [Joe]’s latest Arduino-based computer.

Taking design an engineering cues from computers like the Timex Sinclair 1000, Commodore PET, and TRS-80 MC-10, this computer uses a trio of Arduinos to accomplish what the best computer manufacturers once did with tons of integrated circuits. An Arduino Due handles all of the processing and traditional computing tasks, including a somewhat customized BASIC implementation, while an Uno performs audio processing duties. Taking care of the video processing is the much more capable Arduino Mega, outputting 40×25 monochrome NTSC composite video at 8×8 character resolution. There’s even WiFi courtesy of an ESP32 — certainly an upgrade compared to the source material.

After booting it up, the user gets a Commodore-like experience that replicates the 80s computing era quite well, and is even built inside its own keyboard case just like that era of computers usually were. [Joe] plans to release all three firmware images and the Python script used to get files onto the faux-retro machine, so keep an eye out for that.

In the event that you used rubles instead of dollars to pay for your expensive 8-bit machines back in the 80s, this computer might be more up your alley instead.

3D Printing Space Cadet Pinball Into The Real World

Unless you’ve managed to avoid touching a Windows computer until after the Windows XP era, it’s pretty good odds you’ve played Space Cadet Pinball. Some of you may have even paid for the Mac port of Full Tilt! Pinball, the actual game the Windows freebee was supposed to demo. Unofficial ports exist for Linux as well, which means the one place nobody has ever played the game is, ironically, on a pinball table. [CNCDan]aims to change that in a video embedded below.

Ironically given [CNCDan]’s name, the parts he starts with — the two sorts of pop bumpers, the drop targets, slingshots, and delayed-drop hole– are all largely 3D-printed. While some of these parts are available commercially, it turns out that the scaling of the virtual pinball machine doesn’t match anything on offer, and rather than compromise [CNCDan] decided to do it himself, an attitude we absolutely respect.

All that’s left are the flippers– his first prototype wasn’t powerful enough–and a couple minor mechanisms before building the table. To do that, he’ll need high-resolution art worth printing. Not surprisingly, a game dating from 1995 doesn’t have high resolution assets available with which to do that. That kind of creativity isn’t in [CNCDan]’s wheelhouse, so if it is in yours and you want to collaborate, or know someone who does, you can reach [CNCDan] at his YouTube page. At the very least, he can pay you in playtime.

[CNCDan] often goes beyond his namesake, like with his SteamDeck-like handheld, or his 3D printed VR headset. Still, no guesses how he’s going to build the cabinet.

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Restoring A 3DO Blaster Card From The Early 90s

Before the modern trifecta of video game giants came to dominate the market around two decades ago, the world was awash in video game consoles. Many of these retro platforms have largely been forgotten outside of the enthusiast communities, and an average gamer today might not have ever heard of brands like ColecoVision or TurboGrafx. Among these unusual, rare, or forgotten systems was the 3DO which wasn’t strictly a console but rather a specification that manufacturers could use to make consoles on their own. But even more unusual was that this standard could be used to build 3DO-compatible expansion cards for PCs as well.

In this video, [The Retro Collective] received one of these boards to add to their museum, but like much retro hardware of this era it wasn’t working exactly like it would have out-of-the-box. After adding it to one of their period-correct 386 machines of the time, they found that it would only work properly with weight applied at one of the corners. This led to the discovery of some disconnected pins on the PCB, and a repair of that and some other issues brought the card back to life again.

The video also discusses the platform itself and shows how it would connect to a PC from that time. The PC would have needed a Sound Blaster card, a CD ROM drive with a particular proprietary interface, and a few other hardware requirements, but with everything up and working the player would have a console that theoretically competed with the original Playstation or Nintendo 64. It also illustrates an alternative path video games might have taken where expansion cards added console compatibility to any modern PC, but unfortunately the 3DO never really caught on.

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Using A VT-100 Today

You may not know what a ADM-3, a TV910, or a H1420 are, but you probably have at least heard of a VT-100. They are all terminals from around the same time, but the DEC VT-100 is the terminal that practically everything today at least somewhat emulates. Even though a real VT-100 is rare, since it defined what have become ANSI escape sequences, most computers you’ve used in the last few decades speak some variation of the VT-100’s language. [Nikhil] wanted to see if you could use a VT-100 for real work today.

While the VT-100 wasn’t a general-purpose computer, it did have an 8080 inside. It only had about 3K of RAM, which was enough to act as a serial terminal. A USB serial port and a terminal with modern Linux, how hard could it be?

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Ask Hackaday: How Much Compute Is Enough?

Over the history of this business, a lot of people have foreseen limits that look rather silly in hindsight– in 1943, IBM President Thomas Watson declared that “I think there is a world market for maybe five computers.” That was more than a little wrong. Depending on the definition of computers– particularly if you include microcontrollers, there’s probably trillions of the things.

We might as well include microcontrollers, considering how often we see projects replicating retrocomputers on them. The RP2350 can do a Mac 128k, and the ESP32-P4 gets you into the Quadra era. Which, honestly, covers the majority of daily tasks most people use computers for.

The RP2350 and ESP32-P4 both have more than 640kB of RAM, so that famous Bill Gates quote obviously didn’t age any better than Thomas Watson’s prediction. As Yogi Berra once said: predictions are hard, especially about the future. Continue reading “Ask Hackaday: How Much Compute Is Enough?”

Recreating One Of The First Hackintoshes

Apple’s Intel era was a boon for many, especially for software developers who were able to bring their software to the platform much more easily than in the PowerPC era. Macs at the time were even able to run Windows fairly easily, which was unheard of. A niche benefit to few was that it made it much easier to build Hackintosh-style computers, which were built from hardware not explicitly sanctioned by Apple but could be tricked into running OSX nonetheless. Although the Hackintosh scene exploded during this era, it actually goes back much farther and [This Does Not Compute] has put together one of the earliest examples going all the way back to the 1980s.

The build began with a Macintosh SE which had the original motherboard swapped out for one with a CPU accelerator card installed. This left the original motherboard free, and rather than accumulate spare parts [This Does Not Compute] decided to use it to investigate the Hackintosh scene of the late 80s. There were a few publications put out at the time that documented how to get this done, so following those as guides he got to work. The only original Apple part needed for this era was a motherboard, which at the time could be found used for a bargain price. The rest of the parts could be made from PC components, which can also be found for lower prices than most Mac hardware. The cases at the time would be literally hacked together as well, but in the end a working Mac would come out of the process at a very reasonable cost.

[This Does Not Compute]’s case isn’t scrounged from 80s parts bins, though. He’s using a special beige filament to print a case with the appropriate color aesthetic for a computer of this era. There are also some modern parts that make this style computer a little easier to use in today’s world like a card that lets the Mac output a VGA signal, an SD card reader, and a much less clunky power supply than the original would have had. He’s using an original floppy disk drive though, so not everything needs to be modernized. But, with these classic Macintosh computers, modernization can go to whatever extreme suits your needs.

Thanks to [Stephen] for the tip!

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Training A Transformer With 1970s-era Technology

Although generative language models have found little widespread, profitable adoption outside of putting artists out of work and giving tech companies an easy scapegoat for cutting staff, their their underlying technology remains a fascinating area of study. Stepping back to the more innocent time of the late 2010s, before the cultural backlash, we could examine these models in their early stages. Or, we could see how even older technology processes these types of machine learning algorithms in order to understand more about their fundamentals. [Damien Boureille] has put a 60s-era IBM as well as a PDP-11 to work training a transformer algorithm in order to take a closer look at it.

For such old hardware, the task [Damien Boureille] is training his transformer to do is to reverse a list of digits. This is a trivial problem for something like a Python program but much more difficult for a transformer. The model relies solely on self-attention and a residual connection. To fit within the 32KB memory limit of the PDP-11, it employs fixed-point arithmetic and lookup tables to replace computationally expensive functions. Training is optimized with hand-tuned learning rates and stochastic gradient descent, achieving 100% accuracy in 350 steps. In the real world, this means that he was able to get the training time down from hours or days to around five minutes.

Not only does a project like this help understand these tools, but it also goes a long way towards demonstrating that not every task needs a gigawatt datacenter to be useful. In fact, we’ve seen plenty of large language models and other generative AI running on computers no more powerful than an ESP32 or, if you need slightly more computing power, on consumer-grade PCs with or without GPUs.