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Programming Like It’s 1986, For Fun and Zero Profit

screenshot of C programming on Macintosh Plus

Some people slander retrocomputing as an old man’s game, just because most of those involved are more ancient than the hardware they’re playing with. But there are veritable children involved too — take the [ComputerSmith], who is recreating Conway’s game of life on a Macintosh Plus that could very well be as old as his parents. If there’s any nostalgia here, it’s at least a generation removed — thus proving for the haters that there’s more than a misplaced desire to relive one’s youth in exploring these ancient machines.

So what does a young person get out of programming on a 1980s Mac? Well, aside from internet clout, and possible YouTube monetization, there’s the sheer intellectual challenge of the thing. You cant go sniffing around StackExchange or LLMs for code to copy-paste when writing C for a 1986 machine, not if you’re going to be fully authentic. ANSI C only dates to 1987, after all, and figuring out the quirks and foibles of the specific C implementation is both half the fun, and not easily outsourced. Object Pascal would also have been an option (and quite likely more straightforward — at least the language was clearly-defined), but [ComputerSmith] seems to think the exercise will improve his chops with C, and he’s likely to be right. 

Apparently [ComputerSmith] brought this project to VCS Southwest, so anyone who was there doesn’t have to wait for Part 2 of the video to show up to see how this turns out, or to snag a copy of the code (which was apparently available on diskette). If you were there, let us know if you spotted the youngest Macintosh Plus programmer, and if you scored a disk from him.

If the idea of coding in this era tickles the dopamine receptors, check out this how-to for a prizewinning Amiga demo.  If you think pre-ANSI C isn’t retro enough, perhaps you’d prefer programming by card?

Software Defined Retro ROM Makes 8-bit Easy

Like the rest of us, 8-bit hardware is not getting any newer, and failed ROMs are just a fact of life. Of course you can’t call up Commadore corporation for replacement parts anymore, so something is needed. [Peirs Rocks] wasn’t satisfied with the existing options, so he came up with the Software Defined Retro ROM to serve as a drop-in replacement for 2364, 2332, and 2316 ROM chips.

Physically, the Software Defined Retro ROM is a PCB that matches the footprint of the original ROM chip, and holds an STM32F4 family microcontroller with a number of extra pins facing upwards. Some of those pins are for programming, so you can flash the board in-situ without removing it from the system using a Pi Pico. The others pins are jumpers for image selection or chip configuration. Depending which STM32 you use, you can have upto 16 ROM images on the board, at whatever chip select behaviour you require. The ROM’s chip select lines could be configured at the factory to answer to HIGH or LOW, and this board can handle either with a jumper swap.

The documentation on the GitHub is very well done, for which we applaud [Piers]. Instructions and demos are also available in the video embedded below. We could certainly see this hack becoming popular in the retrocomputer community, especially as everything ages and memories continue to, uh, y’know. What were we talking about, again?

Oh, right, ROMs. You might think an mask ROM would last a very long time, but it’s been a very long time since some of these were made. Best to dump them while you still can. If the chip is really far gone electrically, you might try decoding a photograph of the die.

 

A Feast Of 1970s Gaming History, And An 8080 Arcade Board

Sometimes a write-up of a piece of retrocomputing hardware goes way beyond the hardware itself and into the industry that spawned it, and thus it is with [OldVCR]’s resurrection of a Blasto arcade board from 1978. It charts the history of Gremlin Industries, a largely forgotten American pioneer in the world of arcade games, and though it’s a long read it’s well worth it.

The board itself uses an Intel 8080, and is fairly typical of microcomputer systems from the late 1970s. Wiring it up requires a bit of detective work, particularly around triggering the 8080’s reset, but eventually it’s up and playing with a pair of Atari joysticks. The 8080 is a CPU we rarely see here.

The history of the company is fascinating, well researched, and entertaining. What started as an electronics business moved into wall games, early coin-op electronic games, and thence into the arcade segment with an 8080 based system that’s the precursor of the one here. They even released a rather impressive computer system based on the same hardware, but since it was built into a full-sized desk it didn’t sell well. For those of us new to Gremlin Industries the surprise comes at the end, they were bought by Sega and became that company’s American operation. In that sense they never went away, as their successor is very much still with us. Meanwhile if you have an interest in the 8080, we have been there for you.

Whack-A-Disk

By now most floppy disks have been relegated to the dustbin of history, with a few exceptions for obscure industrial applications using legacy hardware and, of course, much of the world’s nuclear weapons arsenals. In fact, they’re so rare to see in the world anymore that many below a certain age don’t recognize the “save” symbol commonly used in application user interfaces. Without a use case, and with plenty of old floppies still laying around, [Rob] took a pile of them and built this Whack-a-Mole-style game.

The game has a number of floppy-disk-specific features compared to the arcade classic, though. First, there’s no mallet, so the player must push the floppy disks into the drive manually. Second, [Rob] went to somewhat exceptional lengths to customize the drives to that sometimes the disks jump out of the drive, forcing the player to grab them and put them back in to score points in the game. He did this without needing to install high-powered solenoids in the drives too. As for the game software itself, it all runs on an Amiga 600 and even includes a custom-made soundtrack for the 30-second game.

Getting the drives just right did take a number of prototypes, but after a few versions [Rob] has a working game that looks fun to play and is a clever use of aging hardware, not to mention the fact that it runs on a retro computer as well. Of course, for the true retro feel, you’ll want to make sure you find a CRT for the display somewhere, even though they’re getting harder to find now than old floppy disk drives.

Behind RadioShack’s Cheapest Computer

In the 1980s, there was a truly staggering amount of choice for a consumer looking to purchase a home computer. On the high end, something like an Apple Lisa, a business-class IBM PC, or a workstation from Sun Microsystems could easily range from $6,000 to $20,000 (not adjusted for inflation). For the time, these mind-blowing prices might have been worth the cost, but for those not willing to mortgage their homes for their computing needs, there were also some entry-level options. One of these was the Sinclair ZX-80, which was priced at an astounding $100, which caused RadioShack to have a bit of a panic and release this version of the TRS-80 computer to compete with it.

As [David] explains in his deep dive into this somewhat obscure machine, the TRS-80 MC-10 was a commercial failure, although not for want of features. It had a color display, a chicklet keyboard, and 4K of RAM, which were all things that the ZX-80 lacked.

Unfortunately, it also had a number of drawbacks compared to some of its other contemporaries that made consumers turn away. Other offerings by Commodore, Atari, Texas Instruments, and even RadioShack themselves were only marginally more expensive and had many more features, including larger memory and better storage and peripheral options, so most people chose these options instead.

The TRS-80 MC-10 is largely a relic of the saturated 80s home computer market. It’s drop in price to below $50, and the price competition between other PC manufacturers at the time was part of the reason for the video game crash of the 1980s, and even led to Steve Jobs getting fired from Apple. There’s not a huge retro scene for these machines either, although there is at least one game developer you can see in the video below from [Spriteworx]. If you want to experiment with some of the standard TRS-80 software, there are emulators that have everything you need.

Thanks to [Stephen] for the tip!

Behind the Bally Home Computer System

Although we might all fundamentally recognize that gaming consoles are just specialized computers, we generally treat them, culturally and physically, differently than we do desktops or laptops. But there was a time in the not-too-distant past where the line between home computer and video game console was a lot more blurred than it is today. Even before Microsoft entered the scene, companies like Atari and Commodore were building both types of computer, often with overlapping hardware and capabilities. But they weren’t the only games in town. This video takes a look at the Bally Home Computer System, which was a predecessor of many of the more recognized computers and gaming systems of the 80s.

At the time, Bally as a company was much more widely known in the pinball industry, but they seemed to have a bit of foresight that the computers used in arcades would eventually transition to the home in some way. The premise of this console was to essentially start out as a video game system that could expand into a much more full-featured computer with add-ons. In addition to game cartridges it came with a BASIC interpreter cartridge which could be used for programming. It was also based on the Z80 microprocessor which was used in other popular PCs of the time, so in theory it could have been a commercial success but it was never able to find itself at the top of the PC pack.

Although it maintains a bit of a cult following, it’s a limited system even by the standards of the day, as the video’s creator [Vintage Geek] demonstrates. The controllers are fairly cumbersome, and programming in BASIC is extremely tedious without a full keyboard available. But it did make clever use of the technology at the time even if it was never a commercial success. Its graphics capabilities were ahead of other competing systems and would inspire subsequent designs in later systems. It’s also not the last time that a video game system that was a commercial failure would develop a following lasting far longer than anyone would have predicted.

Making GameCube Keyboard Controller Work with Animal Crossing

Animal Crossing keyboard banner

[Hunter Irving] is a talented hacker with a wicked sense of humor, and he has written in to let us know about his latest project which is to make a GameCube keyboard controller work with Animal Crossing.

This project began simply enough but got very complicated in short order. Initially the goal was to get the GameCube keyboard controller integrated with the game Animal Crossing. The GameCube keyboard controller is a genuine part manufactured and sold by Nintendo but the game Animal Crossing isn’t compatible with this controller. Rather, Animal Crossing has an on-screen keyboard which players can use with a standard controller. [Hunter] found this frustrating to use so he created an adapter which would intercept the keyboard controller protocol and replace it with equivalent “keypresses” from an emulated standard controller.

Controller wiring schematic.In this project [Hunter] intercepts the controller protocol and the keyboard protocol with a Raspberry Pi Pico and then forwards them along to an attached GameCube by emulating a standard controller from the Pico. Having got that to work [Hunter] then went on to add a bunch of extra features.

First he designed and 3D-printed a new set of keycaps to match the symbols available in the in-game character set and added support for those. Then he made a keyboard mode for entering musical tunes in the game. Then he integrated a database of cheat codes to unlock most special items available in the game. Then he made it possible to import images (in low-resolution, 32×32 pixels) into the game. Then he made it possible to play (low-resolution) videos in the game. And finally he implemented a game of Snake, in-game! Very cool.

If you already own a GameCube and keyboard controller (or if you wanted to get them) this project would be good fun and doesn’t demand too much extra hardware. Just a Raspberry Pi Pico, two GameCube controller cables, two resistors, and a Schottky diode. And if you’re interested in Animal Crossing you might enjoy getting it to boot Linux!

Thanks very much to [Hunter] for writing in to let us know about this project. Have your own project? Let us know on the tipsline!

ELIZA Reanimated

The last time we checked in with the ELIZA archeology project, they had unearthed the earliest known copy of the code for the infamous computer psychiatrist written in MAD-SLIP. After a lot of work, that version is now running again, and there were a number of interesting surprises.

While chatbots are all the modern rage, [Joseph Weizenbaum] created what could be the first one, ELIZA, in the mid-1960s. Of course, it wasn’t as capable as what we have today, but it is a good example of how simple it is to ape human behavior.

The original host was an IBM 7094, and MAD-SLIP fell out of favor. Most versions known previously were in Lisp or even Basic. But once the original code was found, it wasn’t enough to simply understand it. They wanted to run it.

Fortunately, there is an emulator for the IBM 7094. MAD-SLIP is around, too, but for whatever reason, didn’t support all the functions that [Weizenbaum] had used. The 2,600 lines of code are mostly undocumented, and the only copy was on fanfold printer paper, so the first step was getting the text in digital form.

Once it was manually transcribed, they found some functions were missing in their MAD-SLIP version. Rewriting the functions and correcting a typo made everything work.

The original version had a learning mode that did not carry over to the later clones. There’s an example of how to teach new rules in the paper. You can also see a video (below) of the original code duplicating (nearly) the original published conversations from the 1966 paper.

We have been following the team for some time and they’ve made their work available if you want to try it. We have thought a lot about Eliza since the chatbots have started taking over.

Ben Eater Makes Computer Noises

Hand holding small speaker

When [Ben Eater] talks, hackers everywhere listen. In his latest video [Ben] shows us how to make computer noises using square waves and a 6502 microprocessor.

[Ben] uses the timer in the W65C22 Versatile Interface Adapter to generate the square waves which generate a tone. He then adds support for a new BEEP command into his MS BASIC interpreter. We covered [Ben Eater]’s MS BASIC here at Hackaday back in April, so definitely check that out if you missed it.

After checking the frequency of oscillation using his Keysight oscilloscope he then wires in an 8Ω 2W speaker via a LM386 audio amplifier. We can’t use the W65C22 output pin directly because that can only output a few milliwatts of power. [Ben] implements the typical circuit application from the LM386 datasheet to drive the speaker. To complete his video [Ben] writes a program for his BASIC interpreter which plays a tune.

Thanks to [Mark Stevens] for writing in to let us know about this one. If you’re planning to play along at home a good place to start is to build your own 6502, like [Ben] did!

Bringing an Obscure Apple Operating System to Modern Hardware

Rhapsody OS is shown in its boot sequence on a monitor; the edge of the motherboard running it is just visible in the right side of the image.

During Apple’s late-90s struggles with profitability, it made a few overtures toward licensing its software to other computer manufacturers, while at the same time trying to modernize its operating system, which was threatening to slip behind Windows. While Apple eventually scrapped their licensing plans, an interesting product of the situation was Rhapsody OS. Although Apple was still building PowerPC computers, Rhapsody also had compatibility with Intel processors, which [Omores] put to good use by running it on a relatively modern i7-3770 CPU.

[Omores] selected a Gigabyte GA-Z68A-D3-B3 motherboard because it supports IDE emulation for SATA drives, a protocol which Rhapsody requires. The operating system installer needs to run from two floppy disks, one for boot and one for drivers. The Gigabyte motherboard doesn’t support a floppy disk drive, so [Omores] used an older Asus P5E motherboard with a floppy drive to install Rhapsody onto an SSD, then transferred the SSD to the Gigabyte board. The installation initially had a kernel panic during installation caused by finding too much memory available. Limiting the physical RAM available to the OS by setting the maxmem value solved this issue.

After this, the graphical installation went fairly smoothly. A serial mouse was essential here, since Rhapsody doesn’t support USB. It detected the video card immediately, and eventually worked with one of [Omores]’s ethernet cards. [Omores] also took a brief look at Rhapsody’s interface. By default, there were no graphical programs for web browsing, decompressing files, or installing programs, so some command line work was necessary to install applications. Of course, the highlight of the video was the installation of a Doom port (RhapsoDoom).

This isn’t the first obscure Apple operating system we’ve seen; some of them have even involved updates to Apple’s original releases. We’ve also seen people build Apple hardware.

Thanks to [Stephen Walters] for the tip!

Back to the Future Lunchbox Cyberdeck

Back to the Future Lunchbox Cyberdeck

Our hacker [Valve Child] wrote in to let us know about his Back to the Future lunchbox cyberdeck.

Great Scott! This is so awesome. We’re not sure what we should say, or where we should begin. A lot of you wouldn’t have been there, on July 3rd, 1985, nearly forty years ago. But we were there. Oh yes, we were there. On that day the movie Back to the Future was released, along with the hit song from its soundtrack: Huey Lewis & The News – The Power Of Love.

Flux CapacitorFor the last forty years Back to the Future has been inspiring nerds and hackers everywhere with its themes of time-travel and technology. If you know what to look for you will find references to the movie throughout nerd culture. The OUTATIME number plate behind Dave Jones in the EEVblog videos? Back to the Future. The Flux Capacitor for sale at the Australian electronics store Jaycar? Back to the Future. The EEVblog 121GW Multimeter? Back to the Future. But it’s not just those kooky Australians, it’s all over the place including Rick and Morty, The Big Bang Theory, Ready Player One, Family Guy, The Simpsons, Futurama, Marvel’s Avengers: Endgame, LEGO Dimensions, and more.

As [Valve Child] explains he has built this cyberdeck for use on his work bench from a lunchbox gifted to him by his children last Christmas. His cyberdeck is based on the Raspberry Pi 5 and includes a cool looking and completely unnecessary water cooling system, a flux capacitor which houses the power supply, voltage and current meters, an OLED display for temperature and other telemetry, a bunch of lighting for that futuristic aesthetic, and a Bluetooth boombox for 80’s flair. Click through to watch the video demonstration of this delightfully detailed cyberdeck and if you want check out the extra photos too.

We ran a search for “Back to the Future” in the Hackaday archives and found 73 articles that mentioned the movie! Over the years we’ve riffed on hoverboards, calculator watches, the DeLorean, and the slick Mr. Fusion unit; and long may we continue.

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