438 karma · joined June 4, 2020
Some examples here, as sadly the apple2twitter bot shut down and deleted their account a while ago.
I notice these things a bit more as she was my PhD thesis advisor
When I did that on Pi3 when it first came out you could crash the system because the thermal throttling wasn't fast enough (the temp sensor was on the GPU not CPU). When I reported the issue on the pi forums the answer was essentially "why would anyone ever want to do that"
it's fun seeing c64 people on the defensive about it, a nice change from getting lectures from them about how their graphics were the pinnacle of 8-bit computing
in any case due to the unfortunate timing of the dot-com implosion it never really went anywhere (I wish I had managed to keep one, they used to appear on ebay occasionally)
the one thing I remember is that it was memory limited, it had 64MB but I think the code-morphing software really wanted 16MB of it which really cut into the available system memory
microsoft has a lot to answer for after 50 years of normalizing poor quality software
A few years ago I would have recommended the path I took (writing an OS for the Raspberry Pi) but the Pis have gone off the rails recently. So writing a simple OS for a Pi-1B+ is relatively doable (simple enough, sort of OK documentation, biggest downside is needing USB for the keyboard).
Things led to disaster once everyone wanted to use Pi4 (which was all we could manage to source during the CPU shortage of '23) as the documentation is poor, getting interrupts going became nearly impossible, and the virtual memory/cache/etc setup on the 64-bit cores (at least a few years ago) was not documented well at all.
The Apple II was an open system and IBM clearly took a lot of inspiration from the Apple II line. Look at the 5150 motherboard in the picture in the article and compare it to the motherboard from an Apple II+
https://groups.google.com/g/rec.humor.funny/c/4zIyBq1-1_E/m/...
I would have linked it here but none of the search engines are turning up anything at all, and in fact I don't think it's even possible to find stuff like that with search engines anyore.
I've gone to the extreme of writing my own OS because I got fed up with how corporate Linux has gotten
I actually had another entry that I felt had much more clever coding that did some nice sixel animations but from what I understand there were many entries also doing that this year
The Apple II was one of the first 6502 systems to use DRAM (in 1977) and Woz was incredibly clever in getting the refresh for free as a side effect of the video generation
Worse than the floating-bus in this example is when it depends on uninitialized RAM which is often consistent based on DRAM so the code will always work on your machine/emulator but won't on someone else's machine with different DRAM chips (invariably you catch this at a demoparty when it won't run on the party machine and you only have 15 minutes to fix it before your demo is about to be presented)
My other big problem with HDMI capture is trying to capture mockingboard audio at the same time, I forget if in your reviews you cover that aspect of things
even if I had an HDMI card it wouldn't help with my other problem which is trying to capture HDMI video and mockingboard sound at the same time with them ideally synced up to the exact 60Hz frame
the best I can get is an old composite->USB capture device which mostly does a good job but struggles with lo-res graphics (grey ends up being closely spaced black/white lines)
I have a retrotink 2 but to capture things I have to run it through an additional HDMI->USB capture device and that's not the best and I can't get the sound to sync up that way. (I'm doing all of this with OBS/Linux which probably isn't helping things)
not sure if getting an even more expensive retrotink 5 would help
when writing demos and games that have mockingboard support it's always tempting to take advantage of the timers on the 6522 chips on it, though it does mean that the programs wouldn't have been useful for most people back in the 80s/90s
You have to waste a lot of space on lookup tables, or else complex calculations. And don't get me started on the "screen holes" you aren't allowed to write to in the lo-res address space making it exciting if you're trying to use modern decompression routines to unpack graphics in-place
This setup was more or less enough to implement the whole game, the one problem area was Channelwood where the pathway platforms are pentagons and thus had more than 4 backgrounds. There were also a few areas where a location could have used an additional clickable area but had to make do without. Also to fit on 3 disks about half the nodes were left out: generally when walking a straight path every other node was left out for both disk space and also time-consuming-rotoscope reasons.