Category Archives: Personal Computer

Known as a PC (Personal Computer), is a type of micro-computer designed to be used by one person at a time, usually for personal or domestic use outside the work environment

Personal computer

Personal computer

The personal computer or PC is a type of microcomputer designed in principle to be used by only one person at a time

Typically, the acronym PC refers more specifically to IBM PC compatible computers

A personal computer is generally of medium size and is used by a single user (although there are operating systems that allow multiple users simultaneously, known as multiuser)

A personal computer is often equipped to fulfill the common tasks of modern computing, allows you to browse the Internet, write texts and perform other office or educational work, such as editing texts and databases

In addition to leisure activities, such as listening to music, watching videos, playing, studying, etc

In mobility we can distinguish between a desktop computer and a laptop computer

History

The first known record of the term Personal Computer appeared in 1964 in New Scientist magazine, in a series of articles called "The World in 1984"

In an article titled "The Banishment of Paper Work," Arthur L. Samuel of IBM's Watson Research Center wrote:

Although it will be entirely possible to get an education at home through personal computer itself, human nature has not changed her, and still be a need for schools with laboratories, classrooms and teachers to motivate students

The first PC was the Programma 101, produced by the Italian company Olivetti between 1962 and 1964. Invented by Italian engineer Pier Giorgio Perotto who was also the inventor of the magnetic card

Programma 101 was also used in 1969 by NASA to send man to the Moon on the Apollo 11 mission; american television channel ABC used it to predict the 1969 political election; U.S. soldiers used it to plan operations in the Vietnam War

In 1968, Hewlett Packard created a pc almost identical to Programma 101, the Hewlett-Packard 9100A, and was convicted of plagiarism, having to pay $900,000 in compensation to Olivetti

The launch of the VisiCalc spreadsheet in the mid-1980s, initially for Apple II and later for IBM PC, he managed to turn the microcomputer into a work tool

The low cost of personal computers caused them to gain great fame among families and workers; were much less multifaceted and powerful than the business computers of the time, and were generally used as entertainment environments, to play video games, by computer fans

In the 1990s, the power of personal computers increased dramatically, erasing the out-of-date border between personal computers and multi-user computers such as business computers

Today, high-end computers are distinguished from personal computers by their increased reliability or ability to multitask and not by the power of their processor

Most personal computers use a hardware architecture compatible with the IBM PC, using x86-compatible processors made by Intel, AMD, or Cyrix

Despite the huge popularity of the PC, several IBM-incompatible micro-computers (also generally called personal computers) are popular for certain specific uses

The main alternative, until recently, was the PowerPC processor computer, with Apple Computer's Mac OS X operating system (although other operating systems can run over that architecture), which is mostly used for graphic design and related themes, also serving perfectly for the home user

It must be said that as of 2006 Apple computers use Intel microprocessors and PowerPC is no longer manufactured. Howspite this, they remain incompatible (supported ones use BIOS and Mac EFI)

PC is in a word best known to consumers of the second generation desktop computers, which were incorporated into the market in 1977 and became common use during the 1980s. They are also known as personal computers

The personal computer became easy to acquire for the general public due to the mass production of the microprocessor based on the silicon chip and as the name suggests, designed to be used at home arlier than in the business world

They were also designed to be immediately useful to non-technical customers, in contrast to the first generation micro-computers that came as kits and often required electronics skills

Use of the term “personal computer” largely died out towards the end of the decade (in the US) or the early 1990s (in Europe)

This was due to the emergence of the IBM compatible personal computer, and the resulting preference for the term “PC” over “personal computer”

Personal computers remarkable

The following list shows the most popular and historically significant personal computers of recent years from the 1960s to the 1990s. Includes its initial year of release as well as its region or country of origin

Los lanzamientos más significativos en los EUA fueron: Olivetti Programma 101 (1965), Apple II (1977), IBM PC (1981), ZX Spectrum (1982), Commodore 64 (1982), y Apple Macintosh (1984)

A pletletor of personal computers emerged during this period, but they could not have a significant impact on the U.S. market or the history of home computing and as such are not mentioned (this includes unsold or unknown machines in the U.S.)

Various models in the line of compatible computers are listed in full, for example Apple II family and TRS-80

  • 1977, June: Apple II (USA)
    brought color graphics and had eight expansion slots
  • 1977, August: Tandy Radio Shack (TRS-80) (USA)
    first personal computer under $600
  • 1977, December: Commodore PET (USA)
    first full computer: keyboard/screen/tape
  • 1979: Atari 400/800 (USA)
    first computer with a chipset-specific and chip video programmable
  • 1979: TI-99/4 (USA)
    first personal computer with a 16 bit processor
  • 1980: Commodore VIC-20
    with less than $300 was the first computer in the world to go over the mark of one million units sold)
  • 1980: TRS-80 color computer
    it was developed for Tandy by Don French and Steve Leininger and is also affectionately known as the "Trash-80". It was the designation of several lines of micro-computer systems produced by Tandy Corporation and sold through its Radio Shack warehouses. BASIC Level I occupying 4K ROM, and BASIC Level II occupying 12 KB ROM
  • 1980: Motorola 6809 Color Computer
    introduced over its predecessors the use of two 8 bit accumulators, the 6502 used one, which can be combined into a single 16 bit register. It also had two 16 bit index records (versus the only 8 bit record in the 6502) and two 16 bit stack pointers (compared to one on the 6502), allowing quite advanced routing modes
  • 1980: Osborne 1
    Osborne Computer Company launches first computer "laptop"
  • 1981, June: Texas Instruments TI-99/4A
    based on the less successful TI-99/4, second personal computer with a 16 bit CPU, first to add "sprite" graphics
  • 1981, August: IBM PC
    original version of IBM's PC compatible hardware platform. The original model was named IBM 5150. It was created by a team of 12 engineers and designers under the direction of IBM's Estridge Division of Entry Systems in Boca Raton, Florida
  • 1981: Sinclair ZX81 (Europe)
    the kit cost 49.95 pounds; 69.95 pounds pre-built. It was released as Timex Sinclair 1000 in the U.S. in 1982
  • 1981: BBC Micro (Europe)
    UK Prime Minister's educational computer for a decade; used advanced BASIC with the built-in 6502 autocode assembler; designed with a range of input/output ports
  • 1982: Kaypro II
    launched by Kaypro as a "laptop" computer, with a folding keyboard that could be stored in a suitcase. It had a good finish, with the box made entirely of metal, which made it very heavy, its screen was 9 inches. They managed to sell more than 10,000 units a month
  • 1982:Olivetti M20
    launched by Olivetti as a "laptop" computer, the first year more than 50,000 units were sold at an initial price of $5,400, it was a model that had two floppy disks. The Italian version was brown, while the export ones were grey, present on almost all Olivetti computers. Designed to compete with the IBM PC in the offices section, focusing on accounting, data file, word processor... Being equipped with RS-232 and IEEE 488 interfaces made it useful for technical and industrial applications
  • 1982, April: Sinclair ZX Spectrum (Europe)
    the best-selling British personal computer; created the British software industry
  • 1982, Aug: Commodore 64
    it was the best-selling computer model of the time: \approx 17 millions of units sold
  • 1983, June: Coleco Adam
    Coleco announced the Adam at the Summer Consumer Electronics Show (CES) on June 3, 1983, and executives predicted sales of 500,000 units by Christmas 1983. From the time of its launch to the first shipment the price of the computer increased from $525 to $725
  • 1983: MSX (Japan)
    ASCII and Microsoft reference design, manufactured by several companies: \approx 5 millions of units sold)
  • 1983: Laser 200
    computer VTech-level input directed to be the most economical in the market
  • 1984, January: Apple Macintosh
    inclusión del primer interfaz con el usuario mediante ratón, ordenador personal completamente basado en GUI; primera arquitectura de 16/32-bit
  • 1984: Amstrad / Schneider CPC and PCW (Europe)
    British standard before the IBM PC; German sales matched between C64 and Apple's Macintosh
  • 1985: Atari ST
    first addition of the integrated MIDI interface; plus a 1 MB RAM for less than $1000
  • 1985, July: Amiga 1000
    launched by Commodore that stands out for its excellent multimedia skills (video/audio), its OS GUI and the first appropriate multitasking OS
  • 1987: Acer Archimedes (Europe)
    based on the Acer microprocessor, uses the 32 bit Advanced RISC Machine (ARM) architecture; being the most power-powered personal computer of its time

Amiga

Commodore Amiga

Friend of mine is a family of personal computers originally developed by Amiga Corporation as an advanced game console

Amiga Logo

Amiga's development began in 1982 with Jay Miner as the lead hardware designer

Commodore International introduced the computer to the market in 1985, having purchased Amiga Corp

The computer was ahead of its time, sporting custom chipset with advanced graphics and sound, and with a sophisticated multitasking operating system, now known as AmigaOS

Description

Based on the Motorola 68k 32 bit microprocessor, Amiga provides a significant improvement to 8 bit computers, Commodore 64 and Amiga quickly grew in popularity among computer enthusiasts, especially in Europe

We also found a prominent role in the professional video editing

Commodore Amiga 1000

History

Amiga Corporation

The Amiga Chipset was designed by the small company called Amiga Corporation during the end of the first home gaming boom

Considering industrial espionage, the chipset tube as Lorraine development code

Amiga Corp. financed the development of Lorraine by manufacturing joysticks while seeking investors

The chipset was to be used in a video game machine that required a lot of processing power, memory, CPU bandwidth, audio and video hardware

But after the video game crash in 1983, Lorraine was reused to be a high-performance personal computer to which an operating system with a good keyboard was added

Before the computer could be brought to market, Amiga Corp. ran into financial difficulties and was purchased by Commodore in August 1984

Commodore

The first Amiga computer, simply called Amiga (and conspicuously lacking references to Commodore), was released in 1985 by Commodore, which marketed it as the successor to Commodore 64 and as its competitor against Atari ST

The name was later changed to Amiga 1000 (or A1000 for short)

It was revolutionary for its time, as it could display 4.096 colors and produce 4 channels of 8 bit stereo digital audio

It was also notable for having the first preemptive multitasking operating system with a colorful GUI, allowing users to perform multiple tasks at the same time

Commodore Amiga 500

In 1987, Commodore launched two new Amiga models, the A500 and the A2000, which were marketed as low-end and high-end computers, respectively

The former became the most popular Amiga computer of the decade and was used primarily as a gaming machine, while the latter was used as a more serious workstation, for graphics uses, due to the presence of a SCSI controller, a Genlock slot and a video I/O connector

In 1990, A3000 was introduced as the successor to both the A1000 and A2000, with an enhanced chipset (ECS) and the second version of its operating system, which would eventually be called AmigaOS

In the same year, Commodore launched three new low-end machines: the CDTV, intended to move the platform into the living room; A500+, with the same improvements as A3000; and A600, basically an A500+ in a smaller case with an IDE hard drive controller

All were commercial failures, mainly due to a poor marketing campaign

Amiga computers at the time were considerably cheaper than the PC or Mac

This factor helped boost sales in more price-conscious European markets, but also hurt Commodore, which was seen in U.S. markets as a producer of “cheap gaming machines”

This perception was encouraged by the fact that most Commodore outlets were in toy stores, and the marketing campaigns did not match the American public

The Amiga was very successful in Europe, but sold less than a million units in the US

In 1992, Commodore released the latest Amiga computer models, A1200 and A4000

Each featured the new AGA-chipset and the third release of AmigaOS

In 1993, threatened by console giants Sega and Nintendo, Commodore released the CD32 in a desperate attempt to save its business

The CD32 was one of the first CD-based consoles and was also the world's first 32 bit gaming machine, with similar features to the A1200

Bankruptcy

Commodore's bankruptcy in 1994 seriously slowed the growth of the Amiga

Production was briefly halted, until restarted for a short time under Amiga Technologies for Escom, a German PC maker

Although the machines had been updated and had extensive hardware and software support, the absence of new Amigas models caused suppliers to stop selling them

The majority of the fans to the cutting edge technology and the market moved to the architecture of the PC

Due to the fierce loyalty of some Amiga fans, the “scene” continued for many years even after the last original Amiga was sold

Inevitably, the PC became the leader in home computing, and in the world of consoles they also left the CD32 behind

In 2000, the rights to the Amiga platform were sold successively to Escom and Gateway 2000, but neither of them managed to do much with them

Rumor has it that it was due to pressure from Microsoft; However, the true reason for the sale is not known

Eventually, an entirely new company called Amiga, Inc. (no relation to the original Amiga Corporation) was founded to manage the Amiga product line

Although Amiga, Inc. paid much more attention to the Amiga product line than Escom or Gateway 2000, due to low demand in the mainstream market, development was slow and sales poor

In 2002, Eyetech in cooperation with Amiga Inc, released a limited number of AmigaOne

It was a new motherboard based on MAI's Teron POP (PowerPC Open Platform) based designs, and allowed AmigaOS 4 to run

The original motherboard based on the G3 was replaced by a new design with a CPU module replaceable, which came in G3 and G4 flavours

In 2004, a micro ATX model was released with a 750GX G3 CPU

Due to the AmigaOne's radical departure from previous Amiga designs with their custom chipsets, older machines are often referred to as classic Amigas, to distinguish them from PowerPC-based AmigaOnes

Amiga, Inc.

The current owner of the brand, Amiga, Inc., has since 1993 licensed the rights to make hardware using the Amiga brand to a UK equipment supplier, Eyetech Group, Ltd., which was founded by some former UK employees. Commodore International Kingdom

Eyetech withdrew from the Amiga market in 2005 and subsequently sold the remainder of the Amiga business to Kit Amiga, which is involved in international network distribution

In 2007, Amiga, Inc. sued the belgian-german company Hyperion Entertainment, a company developing AmigaOS 4 for AmigaOne boards for trademark infringement in the Western District Court of Washington in Seattle, USA

The company claimed that Hyperion had breached the contract, citing trademark and copyright infringement in connection with the development and marketing of AmigaOS 4.0

On September 20 of 2009, Amiga Inc and Hyperion Entertainment reached an agreement granting Hyperion an exclusive, perpetual, worldwide right to AmigaOS 3.1 to use, develop, modify, market, distribute and market AmigaOS 4.x and versions later AmigaOS (including AmigaOS 5)

In 2010, Commodore USA announced that it acquired the rights to the Amiga name and relaunched Amiga-branded desktops with AROS and Linux, which, however, Hyperion Entertainment quickly disputed, based on a 2009 settlement agreement between Hyperion and Amiga. Inc.

After legal threats from Hyperion due to the terms of Amiga Inc.'s agreement with them being bound as Amiga licensees, Commodore USA abandoned their plans with AROS and announced on their website that they would create a new operating system called AMIGA Workbench 5.0 (the name changed to Commodore OS as Workbench was owned by Cloanto), which was later revealed to be based on Linux

In 2011, Amiga Inc. licensed the brand to Hong Kong-based manufacturer IContain Systems, Ltd.

In 2012, Amiga Inc. completed the transfer of copyrights through 1993 to Cloanto

On February 1, 2019, Amiga Inc. transferred all of its intellectual property (including the Amiga trademarks and remaining copyrights) to C-A Acquisition Corp., owned by Mike Battilana (director of Cloanto, company behind the emulation package Amiga Forever) later renamed Corporación Amiga

On March 30, 2023, the dispute between Amiga Inc. and Hyperion was resolved, due to the release of Workbench 3.1.4 by Hyperion

Very few Amiga clones were produced, as both the Commodore and the following brand owners refused to license Amiga technology to third parties

Today, Amigas running AmigaOS version 3.9 and earlier are considered the “Amiga Classics,” as opposed to the newer Amiga Inc./Eyetech/Hyperion models

Due to its popularity as a gaming platform, many people incorrectly refer to the Amiga as a gaming console (even though it is a fully functional computer)

However, there are many “Amiga Classics” still operating around the world

A popular use for “Amiga Classics” is as an automated readerboard (visual presentation board that conveys information on a wide variety of topics, including advertising products or services, travel, news or event information) for local community access to TV channels

AmigaOne

After the bankruptcy of MAI Logic Inc, Eyetech ran out of supplies to continue production and what was going to be the fourth device in the series (MicroA1-I) was cancelled

Therefore, it became difficult to obtain an AmigaOne

Models are not official

Subsequently, other manufacturers launched motherboards with PowerPC CPUs on which Genesi's AmigaOS 4.1: Pegasos2 can also be installed (AmigaOS 4 support since January 2009), already discontinued and Sam440ep and Sam460ex from ACube Systems Srl (support since October 2008), even in manufacturing

AmigaOne X1000

La empresa A-EON anunció en enero de 2010 el futuro AmigaOne X1000, con CPU PowerPC doble núcleo 64-bits P.A. Semi PWRficient PA6T-1682M y coprocesadores XMOS XCore

A-EOn has agreements with Hyperion, Varisys and AmigaKit

Production was announced to begin in summer 2010, but was delayed, initially to at least late 2010, and again to 2011

It was expected to be available at the end of 2011, although it was finally delayed again

At the end of January 2012, A-EON announced that the first batch of units were beginning to be sent to customers (which they called the “First Contact” batch)

It stopped manufacturing in 2015 due to the shortage of the PA6T CPU

AmigaOne 500

Acube Systems announced in October 2011 a computer based on its Sam460ex board under the name AmigaOne 500, which began selling soon after

AmigaOne X3500 and X5000

In January 2014, A-EON announced that the new X3500 and X5000 models were in development, based on Freescale QorIQ P3 and P5 series CPUs

Sales of the X5000/20 began in October 2016 with the QorlIQ P5020 CPU

Clones of Amiga hardware

DraCo

Amiga developer MacroSystems has long entered Amiga clones on the market with its DraCo non linear video editing system

It appeared in two versions, initially a tower model and then a cube model

DraCo expanded and combined a series of expansion cards previously developed for the Amiga (VLabMotion, Toccata, WarpEngine, RetinaIII) into true Amiga clones with Motorola's 68060 processor

DraCo could run AmigaOS3.1 through AmigaOS 3.9

It is the only system based on the Amiga that supports FireWire I/O video

DraCo also offered an Amiga-compatible ZORRO-II expansion bus and introduced a faster custom DraCoBus, capable of transfer rates of 30 MiB/sec (faster than Commodore's ZORRO-III)

The technology was later used in the Casablanca system, a set-top-box also designed for non linear video editing

Access

In 1998, Index Information released the Access, an Amiga clone similar to the A1200, but with a motherboard that could fit into a standard 5 1/4" drive bay

It featured a 68020 or 68030 CPU, with a redesigned AGA chipset, and could run AmigaOS 3.1

Minimig

In 2006, two new Amiga clones were announced

Minimig was a personal project of Dutch engineer Dennis van Weeren

Minimig replicated the chip custom Amiga OCS within a FPGA

The original model was built on a Spartan 3 development board, a dedicated board has now been demonstrated

The source code and schematics were released under version 3 of the GNU General Public License on July 25, 2007

On December 23, 2007, the Italian company ACube Systems Srl announced that it would market the Minimig board

The first version had a real 3.3v 68000, a PIC to load the FPGA program and also to read MMC cards

Required an A500 ROM image (either 1.x,2.x,3.x) to work

Clone-A

Individual Computers announced the development of the Clone-A system, showing it as a prototype, starting in mid-2007, FPGA-based boards that replaced the custom tokens of a Amiga 500

BlizzardPPC y CyberstormPPC

Phase5 BlizzardPPC (for Amiga 1200) and Phase5 CyberstormPPC (for Amiga 3000 and 4000) from 1997-2000 that allowed a PowerPC CPU to be installed in “Amiga Classics”

A version of AmigaOS 4.0 was released in July 2007 exclusively for machines with BlizzardPPC and CyberstormPPC, updated in February 2008

Morphos 1.4.5 was previously released for these products

Pegasos

Pegasos was a machine manufactured by bplan GmbH and marketed by Genesi

It came out in 2 versions:

  • Pegasos1: (with a 750cx/600Mhz and ArticiaS chipset from MAI), of which 3 versions were released. The first had DMA problems, and the next two were corrected with the chip called April. The last version with the April2 chip was finally very stable
  • Pegasos2: (with Marvell chipset, DDR memory support and a G3/600Mhz or a G4/1Ghz, as well as 2 Ethernets). Both boards run LinuxPPC and MorphOS (a modern OS compatible with AmigaOS3.x, WarpOS, PowerUP and AmigaOS4 via a third-party emulator)

They are no longer produced, they were manufactured between 2002 and 2006. The Pegasos 2 (not the Pegasos 1) supported AmigaOS 4.1 since 2009

EFIKA 5K2

EFIKA 5K2 motherboard sold by Genesi with PPC Freescale 5200B CPU, after the Pegasos 2

Supports, among others, MorphOS and Linux

It was presented in 2005, it continued to be sold at Directron, a manufacturer that managed to reduce the price to $99

Sam440ep

It was a motherboard produced by the Italian company ACube Systems Srl that integrated a PPC AMCC 440EP CPU

It came out in 2 versions:

  • ep with integrated graphics ATI Radeon Mobility M9
  • ep-flex without integrated graphics. It supported AmigaOS 4.1, AROS, Linux and FreeBSD. Launched in 2007, manufacturing continued in January 2012

Sam 460ex

In April 2010 Acube announced that the new Sam460ex motherboard (with a more powerful CPU than the Sam440) would be available at the end of September 2010, but it was delayed

In November 2010 it was on sale for the industrial market for embedded computers with Linux and in March 2011 for the general public with AmigaOS 4.1

It did not replace the Sam440, although it was above the 440 in price and features

Acube would later announce a more affordable version, the Sam460ex-Lite (intermediate performance between the 440ep-flex and the 460ex) and a complete computer based on the Sam 460ex, the AmigaOne 500

Hardware

At the time of its release in 1985, the Amiga was the most advanced computer designed for the home market

It offered a fast CPU, enormous memory expansion capacity, powerful sound and graphics subsystems, and was the first personal computer with a multitasking operating system

It was more popular in the home than in the business environment, where it was used largely for its video editing capabilities

It never became the flagship product, and became obsolete in 1994 (something debatable), when Commodore International, its manufacturer, ceased operations

UPC

The first model, Amiga 1000, had a 7.14 MHz 68000 CPU, designed to work directly with NTSC video

The CPU clock frequency was just twice the 3.57 MHz color carrier frequency

A1000 had a composite video output, allowing the set to be connected directly to a TV or VCR

However, the output signal was considered too “hot” (powerful) to use for anything other than home use

This could be solved by running the A1000's composite output through a video processing amplifier, or "proc amp", to bring the video to appropriate levels

Chipset custom

The Original Amiga chipset (OCS), was the most advanced of the architectures of its time: it had dedicated chips for creating real-time video effects, allowing users to easily work with genlocks to overlay graphics on top of live video

The Amiga's overscan function, the ability for custom runs, user-defined resolutions, allowed images to be drawn beyond the visible edges of a television screen, allowing seamless fly-ins and out-of-frame panning

The original machine was extremely expandable, supporting a huge amount of memory for its time, 256K (and was used completely), and offered an initial expansion to 512K

This first 512K of memory was a RAM chip, which meant it was shared between the chipset and the CPU, with the chipset taking priority

Additional RAM, up to 8 megabytes, could be attached via a side expansion bus, and was visible only to the CPU

Just 8 megabytes may seem ridiculously small to a modern reader, but at the time, that amount of RAM would have cost about $10,000

Amiga had no text mode, offering only bitmap graphics

“Flat” graphics were used, which means that the screen memory buffers were organized in bitplanes

A 1-Bitplane image provided 2 colors (usually black and white): this would be the equivalent of early Macintosh display

Each Bitplane additional doubled the number of available colors

Low resolution mode supported up to 5 plans (and therefore 32 colors), while high resolution supported 4 plans (16 colors)

Each color could be chosen from the 4096 palette system

The flat layout was a bit difficult for the CPU to manipulate, since a particular pixel on the screen could be represented by more than 5 bytes scattered in memory

This problem was solved with the blitter, since it could be done automatically

To overcome color limitations, the Amiga also offered a unique HAM (Hold And Modify) graphics mode

In this low-resolution mode, a pixel could be used as any of the 32 basic colors, exactly the same as real low-resolution displays

Additionally, a particular pixel could H)old (hold) the value of the previous pixel, and M)odify (modify) each red, green or blue value

When this software was developed and images could be encoded in this way, a surprising set of incredibly realistic images began to circulate

This mode was difficult to program, so it was mostly used only for slideshows and layered video

The video chipset was very flexible, and was capable of doubling the basic resolution of the screen when switching to interlacing

It was designed to be used in televisions, so its signals were also intertwined

This allowed the Amiga was the first personal computer used for work with video applications

Additionally, arbitrary resolutions could be defined and used, drawing the extra pixels, if any, in the “overscan” area around the edges of the screen

Which allowed you to quickly and easily switch between NTSC and PAL resolutions; the same hardware was sold in both areas

By specifying large values ​​for the overscan, the edges of almost all televisions could be exceeded

Which allowed objects to 'fly-in' outside the frame, and allowed its success in the video market

Many users liked the higher resolution display that interlacing offered, but despised the flickering

This provided a minority market for flicker fixers

Each “fixer” was just a piece of smoked glass attached with Velcro to the monitor; decreasing the contrast reduced the apparent flickering

Then there were hardware deinterlacers, and finally Commodore released versions of the Amiga that could produce higher resolutions natively

The Amiga's unique architecture, however, was a drawback in high-resolution modes

When more than four colors were presented in high resolution, the chipset required more and more memory bandwidth

In 16 colors, CPU access is slowed down, reducing the machine speed by more or less half

For this reason, high-resolution 16-color displays were avoided in the Amiga's evolution until later, when RAM expansions became routine

High resolution does not slow the RAM of the CPU

This led to it being commonly called “fast” RAM, as opposed to “chip” RAM which could be seen (and slowed down) by the graphics subsystem

Later Amiga models included enhanced chipset versions: Enhanced Chip Set (ECS) and Advanced Graphics Architecture (AGA)

The blitter

The blitter (block image transfer hardware) allowed fast copying of the video memory, freeing the CPU to perform other tasks

This was the beginning of today's graphics implementation, where the dedicated GPU (graphics processing units) operated independently, without supervision from the CPU

Therefore, the blitter allowed the programmer to create bobs (blitter objects) that were controlled with subroutines using control interrupts

The main thread of the program was not used to perform the redraw of the screen

The blitter could also draw lines the thickness of a single pixel, and fill large areas in uniform or stippled color (grading of solids or shadows using small dots), as well as screen blanking (erasing the screen with in order to draw it again) or draw 3D polygons

Blitter was never improved for rotations or zoom bobs, or for applying textures to polygons

When these graphics techniques became common (such as with the release of the SNES and Voodoo/ATI Rage graphics accelerators), the Amiga chipset quickly became obsolete

The copper

The copper was a relatively simple chip that executed a stream of programmed instructions, closely linked to the video hardware

Basically I could do two:

  • wait: simply waits until a specific screen position is reached
  • move: can write arbitrary values ​​to the chipset, allowing, for example, instant palette changes in the middle of the screen

This also allowed the “reuse” of the sprites

The Amiga hardware engine supported only 8 sprites, but with the help of copper, it seemed like there were many more

Each sprite was drawn in a certain position, until the raster beam (matrix of points that represents a generally rectangular grid of pixels or colored dots) was built; the copper could change its location and appearance instantly, moving the raster beam again

A single sprite hardware could be used with multiple objects visible on the screen

It took CPU time to configure the copper listings, but currently sprite movement is done entirely on the chipset

A similar technique offered one of the Amiga's most unusual features; the ability to change the screen resolution and color palette on the fly – the computer could change the resolution between scanlines (a scan pattern along a line or a row), allowing different horizontal resolutions to be displayed on the same screen

Similar to Windows 95 and later's ability to use Alt-Tab to switch between programs full screen, but on the Amiga, users simply dragged the front screen down to see what was behind it... with both visible simultaneously

As a technique it was really fascinating, but its real practical use was limited

Drawing programs used this feature to allow users to draw directly on a HAM (low-resolution) screen, while offering high-resolution, detailed toolbars at the top or bottom of the screen

Could be used as a convenient way to view the status of a program on full screen while doing another thing in the foreground

It served as an excellent demonstration of the machine's graphical prowess

Apart from that, it was taken as a curiosity

In the late evolution of the Amiga, the advanced copper technique was invented: S-HAM (Sliced ​​HAM)

It consisted of writing a very dense copper list, which changed the palette on each line of a HAM display, eliminating most of the color limitations in that mode

It was a big jump in image quality, but it required almost all of the OCS machine's resources just to display an image

The fact that I could do anything is the witness of the amazing power and flexibility of the chipset

Video apps

Today, many television channels and business broadcasters still use A3000s and A4000s for their real-time video effects

Many programs were also written for the creation of "fansubs" (fan-created subtitles) of foreign and Japanese animated films

The competition created many products with Amiga video features ranging from simple genlocks that allowed you to change the RGB overlay feed on and off, to more advanced ones like the Supergen which had faders, and the ultimate expression of the Amiga's native power, the Newtek Video Toaster

Other interesting products using the genlock capability allowed the user to perform movements and interaction, 20 years before the appearance of similar products such as the Sony EyeToy for the Playstation 2 video game console

Genlock

Because of its ability to genlock, that is, adjust its own screen refresh time to match the signal from a VCR, the Amiga also had a niche market among biologists recording organisms in movement at a time when other systems needed a greater magnitude for such a task

Several IBM-compatible video cards were capable of overlaying computer-generated graphics on top of a video camera's signal, but these cards required the camera to accept a sync pulse with the computer, making them useless for overlay graphics on VCR output

In the late 1980s the Amiga was the only economical way for biologists working on limited budgets to do kinematic analysis by capturing video on a VCR

Sampling

Amiga was one of the first computers for which you could buy cheap accessories for sound sampling and video digitization

This meant that the Amiga itself could not produce computer-generated images and sound, but users could input “real” images and sound for editing, compositing, and use in computer games

Sound

The original sound chip supported four real-time sound channels (2 of them destined for the left speaker and 2 for the right) with a resolution of 8 bits for each channel

Additionally, there was a 6 bit volume on each channel, giving a total of 16 bits of data shared across channels, volume levels and sound resolution

Software like Octamed used mixing software to allow 8 or more virtual channels, and astute composers could mix two hardware channels to achieve 9 bits of resolution, or all four to achieve 10 bits of resolution, which approximates the limitations of human hearing

Later, programmers developed a 14 bit stereo output routine by combining channels and volume controls with the existing 8 bit sound resolution

The quality of the Amiga's sound output, and the fact that the hardware was ubiquitous and easily addressed by software, caused PC hardware to lag behind for years

Several third-party sound cards were developed to provide DSP capabilities, direct multitrack for disc recording, multiple hardware sound channels, and 16 bit and higher resolutions

Later, a retargetable audio API called AHI (AHI audio system) was developed to allow these cards to be used transparently by the operating system and software

Third-party Hardware

Many expansion cards were produced for the Amiga to improve hardware performance and capacity, such as memory expansions, SCSI controllers, CPU boards, graphics cards; some famous hardware manufacturers were Great Valley Products (GVP) and Phase5

Later the small manufacturers included individual computers

Other improvements included genlocks, Ethernet cards, modems, sound cards and samplers, video digitizers, USB cards, additional serial ports and IDE controllers

The most popular upgrades were memory, SCSI controllers, and CPU accelerator cards

These were sometimes combined on the device, especially on large Amiga boxes such as the A2000, A3000 and A4000

CPU accelerator cards offered full 32 bit in the 68000 family, such as the 68020 and 68030, almost always with 32 bit memory and usually with FPU and MMU or the ability to add them

Later designs offered the 68040 and 68060, both CPUs with integrated FPU and MMU

Many accelerator cards CPUS were equipped with SCSI controllers integrated

Phase5 designed the PowerUp cards (BlizzardPPC and CyberStormPPC) that offered both 68k (a 68040 or 68060) and PPC (603 or 604) CPUs, which were capable of running both CPUs at the same time (and sharing system memory)

The PPC CPU on PowerUp cards were often used as a coprocessor for heavy calculations (a powerful CPU was necessary to run, for example, MAME, but even JPEG decoding of photos and MP3 audio were considered very heavy operations at that time)

It was also possible to ignore the 68k CPU and run Linux on PPC (APUS Linux project), Amiga OS native PPC was not available when PPC cards appeared

There were also 24-bit graphics cards and video cards available that were designed primarily for 2D artwork production, workstation use, and later, gaming

Video cards were designed to provide input and output to video signals, and for video processing and manipulation

Perhaps the most famous video card on the North American market was the Newtek Video Toaster

It was a high-powered video effects card that made the Amiga the computer with the cheapest video processing, and was found in many professional video environments

Due to its NTSC design it did not find a market in PAL countries such as Europe, where the Opalvision card was more popular, although less prominent and supported like the Video Toaster

Several manufacturers began producing cards with the PCI bus for the A1200 and A4000

These PCI cards allowed the use of the Amiga standard offering access to delights such as Voodoo graphics cards, Soundblaster sound cards, 10/100 Ethernet and TV tuners

Updates to the PowerPC with Wide SCSI controllers, PCI bus cards with Ethernet, graphics and sound cards, and tower cases allowed the A1200 and A4000 to survive well into the 1990s as modern, competitive machines

Models and variants

Models of Friend marketed

Original Chipset (OCS)
Model Time scale CPU type RAM (base) Version of the operating system Additional Information
Amiga 1000 1985 – 1987 68000 256 KiB 1.0 – 1.3 Then the A1000s with 512 KiB of memory
Amiga 500 1987 – 1991 68000 512 KiB 1.2 – 1.3 First "Low End" Amiga, later A500s with 1 MiB of memory
Amiga 2000 1987 – 1992 68000 1 MiB 1.2 – 2.04 First desktop with Amiga expansion slots Zorro II
Amiga 2500 1989 – 1990 68020, 68030 1 MiB 1.3 A2000 + card 020/030 (not a different model)
Amiga 1500 1990 – 1991 68000 1 MiB 1.3 For the UNITED Kingdom only. This commercial CBM version for the UK was distinguished from the A2000 which had only 2 floppy drives
Amiga CDTV 1991 – 1992 68000 1 MiB 1.3 Machine multimedia CD-ROM-based

Enhanced Chipset (ECS)
Model Time scale CPU type RAM (base) Version of the operating system Additional Information
Amiga 3000 1990 – 1992 68030 1 MiB Chip, 1 MiB Fast 2.0 – 2.04 First system Fox III
Amiga 3000T 1991 – 1992 68030 1-2 MiB Chip, 1-4 MiB Fast 2.04 First "tower" Amiga
Amiga 3000UX 199? – 199? 68030 ? MiB 2.04 UNIX-based Amiga 3000
Amiga 500+ 1991 – 1992 68000 1 MiB 2.04 ECS-based A500 with 1 MiB of RAM
Amiga 600 1992 68000 1 MiB 2.05 – 2.1 First Amiga using SMT, with support for IDE and PCMCIA
Advanced Graphics Architecture (AGA)
Model Time scale CPU type RAM (base) Version of the operating system Additional Information
Amiga 1200 1992 – 1996 68020 2 MiB 3.0 – 3.1 Machine with AGA port, A1200HD with hard drives of 20 ~ 209 MiB
Amiga 4000 1992 – 1994 68030, 68040 2 MiB Chip, 2-4 MiB Fast 3.0 First machine AGA
Amiga 4000T 1994 – 1996 68040, 68060 2 MiB Chip, 4 MiB Fast 3.1 Version tower of the A4000
Amiga CD32 1993 – 1994 68020 2 MiB 3.1 World's first console based on 32 bit CD-ROMs
PowerPC-based
Model Time scale CPU type RAM (base) Version of the operating system Additional Information
AmigaOne IS 2002 – 2004 PowerPC Varies (pre) 4.0 Motherboard format ATX
AmigaOne XE 2003 – 2004 PowerPC Varies (pre) 4.0 Motherboard format ATX
MicroA1 – C 2004 – PowerPC 256 MiB (pre) 4.0 Motherboard format Mini-ITX
MicroA1 – I 2004 – PowerPC 256 MiB (pre) 4.0 Motherboard format Mini-ITX

Models compatible with Amiga is not official

Some unofficial Amiga-compatible models were released by other companies:

  • Draco: Released by MacroSystem in 1994. This was a high-end machine that worked with AmigaOS 3.1, but did not include the Amiga chipset, instead using a graphics card. It tube a second version known as the Draco Vision. A new model was launched in 1997, the Draco Casablanca. The machines offered a CPU 68040 or 68060
  • Access: lanzado por Index Information en 1998. Este era compatible con Amiga similar al A1200, pero con una placa base que cabía en una bahía estándar de una disquetera de 5 1/4". Ofrecía una CPU 68020 o 68030, Con un chipset AGA rediseñado, y funcionaba con AmigaOS 3.1.
  • After Commodore got rid of it, a team of engineers and programmers created an unofficial system capable of running Amiga software as a update for fans of the Amiga. Could be used on Pegasos PowerPC computers and with MorphOS operating system

Operating systems

AmigaOS

The operating system currently known as AmigaOS initially consisted of two components:

  • Kickstart
    a collection of function libraries functionally equivalent to a BIOS, but with floating-point mathematical routines, device driver APIs, and more additional content
  • Workbench
    name given to the collection of utility programs contained on a floppy disk

AmigaOS was too sophisticated for its time, combining a very intuitive graphical user interface (GUI) similar to that of the Apple Macintosh accompanied by an elegant command line interface (CLI) that gradually evolved into a powerful shell

What provided the user with Amiga's part of the flexibility of Unix while retaining a simplicity that allowed the maintenance to be simple

This operating system was the only one on the market with a preventive multitasking platform with an efficient message passing kernel with efficient memory management, although not particularly robust, mainly due to the absence of protected memory, resulting in the famous Guru Meditation bug, that appeared when a serious system error occurred

It was analogous to the Blue Screen of Death often known as “BSOD” on Microsoft Windows operating systems

The programmers made certain assumptions about the undocumented behavior of Kickstart 1.x (such as the fact that jumping to the beginning of the ROM code would perform a warm reset)

Kickstart 2.0 caused software incompatibilities

Commodore created kludges within the operating system to mimic the behavior of previous machines so that these assumptions will continue to be true

With the release of Workbench/Kickstart 2, the powerful AREXX scripting language was integrated into the operating system and distributed with it

AREXX was based on REXX, providing features similar to Visual Basic for Windows, such as inter-process communication, and added the ability to customize the nature of AmigaOS

Workbench 2.1, which worked with Kickstart 2.0, introduced regional settings as well as CrossDOS, which allowed the operating system to read MSDOS formatted floppy disks

Workbench 3.0 introduced data types as well as support for the AGA chipset. 3.1 adding built-in support for CD-ROM; 3.5 and 3.9 added many features such as MUI and network establishment, which were previously added from third parties

The Amiga operating system was resurrected in 2000 as AmigaOS 4

In 2004, the first public beta (called Developer PreRelease) of AmigaOS 4 for PowerPC was presented, more specifically for AmigaOne, from which 4 updates were released

In December 2006, stable 4.0 (The Final Update) was announced

In 2007, 4.0 was updated and a version for Commodore Amiga 1200, Amiga 3000 and Amiga 4000 was released with PowerPC Phase5 card (the latter version being updated in February 2008).

In July 2008, sales of version 4.1 developed by Hyperion Entertainment began, which was updated in June 2009 (4.1 QuickFix: this update included support for Pegasos II and Sam440ep motherboards)

After 4.1 Update 1 January 2010 followed by 4.1 Update 2 April 2010

In May 2011 version 4.1 update 2 became available for Amiga classics with PPC card

In August 2011 both versions (AmigaOne / Pegasos2 / Sam440 and Amiga classic with PPC accelerator) were updated to version 4.1 update 3

Later, update 4 was published (December 2011) and in 2012, 4.1 update 5 (August) and update 6 (November) were published

The latest version is the Final Edition (update 8) from December 2014

UNIX

En 1990, Commodore-Amiga produjo Amiga Unix, informalmente conocido como Amix, basado en AT&T SVR4

Supported by the A2500, and the A3000 and included with the A3000UX

There are still hobbyists running Amix but there was no support on 68040 or 68060 based Amiga systems

Unlike Apple's A/UX, Amiga UNIX did not have a compatibility layer that allowed AmigaOS applications to run under Unix

With only a few native applications taking advantage of the Amiga's significant multimedia advantages, the Amiga Unix was unable to find a niche in the highly competitive Unix workstation market of the 1990s

The price of approximately US$7,000 for the A3000UX was not very attractive compared to other low-cost UNIX systems at the time, such as the NeXTstation ($5,000 for the basic system, with many more applications available), the SGI Indigo ( starting at $8,000), or the DECstation 5000/25 (starting at $5,000); Sun, HP, and IBM had similarly priced systems

The A3000UX's 68030 processor was much less powerful compared to its RISC processor based competitors

Other operating systems, still maintained, are available for the classic Amiga platform, including Linux and NetBSD

Both require a CPU with MMU such as the 68020 with 68551 or full versions of the 68030, 68040 or 68060

There is a version of Linux for accelerator cards PPC

Debian and Yellow Dog Linux run on an AmigaOne

There was an old official version of OpenBSD whose last version for Amiga was 3.2

The boot block

Amiga boot block

The first version of the Amiga, the Amiga 1000, needed to load Kickstart from a floppy disk into 256 kilobytes of RAM reserved for that purpose

Some games (especially Dragon's Lair) provided alternative source code for installation, in order to use the extra 256 kilobytes of RAM for game material

However, subsequent Amiga versions kept the Kickstart on a single ROM chip

When the machine started, Kickstart would display a hand holding a disk, inviting the user to insert the Workbench disk (or some other disk)

The first two sectors of the disk (512 bytes) were loaded into RAM and then control was passed to it

Most recreational software, especially during the Kickstart 1.x years, contained a boot block that loaded the rest of the software on the disk and then passed control over to it

The game or demo would then summarily take control of memory and resources to adapt itself, effectively disabling AmigaOS and the GUI would never be invoked

Therefore, most games and demos did not use the operating system at all

Alternatively, it could be said that each developer installed their own custom operating system, since any program had to install custom interrupt handlers

The boot block of a floppy disk could contain code to load the dos.library (AmigaDOS) and then abandon it, invoking the GUI

Any of these disks, regardless of their content, were known as a “DOS disk”

The boot block became an obvious target for virus developers

Created custom boot block loaders, displaying messages such as “Your disk does not have a virus” before loading the dos.library

If one installed a DOS boot block (or a covertly installed virus) on a custom disk, it could ruin the software

Amiga Software

Amiga Games

The Commodore-Amiga was an important platform in computer gaming in the late 1980s and early 1990s

Of all the 16 bit home computers, it was the most successful as a gaming machine due to its graphics and sound subsystems, which were considered ahead of their time

A game developed for the Amiga platform had better quality sound and graphics than for an IBM PC, and was a more powerful machine than its closest rival, the Atari ST

Mod based on the games music

Amiga games popularized tracker-based music, particularly the MOD file format, which enjoyed great popularity in the Demoscene community

The music of the Demoscene was influenced by the Amiga and its abundant games with lively soundtracks, made with electronic music

The music is considered an important part of the experience of Amiga games

Companies with roots Friend

The Amiga gaming scene was responsible for the rapid growth of small gaming companies including Electronic Arts who were contracted by Commodore International to produce the Amiga IFF standard file format in 1985

Electronic Arts' Deluxe Paint was included as standard for some Amigas giving greater production accessibility to the software

Other game development companies that appeared for the Amiga platform include Psygnosis (later purchased by Sony as the in-house development team for PlayStation), and a subset of Psygnosis called DMA Design (which later became Rockstar Games – the developer From the Grand Theft Auto series)

Crack intros

A crack intro, also known as a cracktro, loader or simply intro, was a short sequence of cracked software, designed to inform the user that the "cracking crew" or cracker was responsible for removing copy prevention from the software. and crack distribution

Crack intros became more sophisticated on more advanced systems such as Apple Macintosh II, Commodore-Amiga and Atari ST, as well as some IBM PC clone systems with sound cards

As a result, crack intros began to feature musical effects, colorful and high-quality scrollers

Cracking groups used intros not only to gain credit for cracking, but to advertise their various BBS, greet your friends and be known

A BBS (Bulletin Board System) it was a network software that allowed users to connect to the system (via the Internet or through a telephone line) and, through a terminal program (or telnet if it was through the Internet), perform functions such as downloading software and data, read news, exchange messages with other users, enjoy online games, read newsletters, etc

The messages were usually quite vulgar, and sometimes threatened software companies or members of another rival cracking group

Sometimes, the intros also suggested that players, in order to support better quality game designers, also purchase a legal copy of the software in question

Sometimes, along with the intros, trainers also appeared, a crack added to the game program, which allowed the player to lower the difficulty of the game, for example, selecting unlimited lives or unlimited time

Commercial Software

The Amiga was originally supported by prestigious software titles such as WordPerfect, Electronic Arts' Deluxe Paint, and Lattice C. Newtek's Video Toaster, the first all-in-one graphics and video editing package

Video Toaster was one of the few accessories for the Amiga "big box" (2000, 3000 and 4000) that used the video slot, and allowed users to turn their Amiga into a functional TV production suite

The next version of Newtek's Video Flyer made possible the first non-linear video editing program for the Amiga

The Amiga provided massively available 3D raytracing graphics with Sculpt 3D (prior to the Amiga, raytracing was only available for dedicated graphics workstations)

The Amiga was also known for its 3D rendering capabilities, adding many more titles as the years went by

Many of these titles were later ported to Microsoft Windows and continued to grow there, such as Maxon's Cinema 4D rendering software and Newtek's LightWave, which was originally part of Video Toaster

Video Toaster was also ported to the Windows platform

Even Microsoft produced software under contract for use on the Amiga, such as AmigaBASIC, a complete BASIC software development environment, with an interactive development environment (IDE)

While desktop video turned out to be an important market for the Amiga; a wave of word processors, page layout and graphics software filled professional needs

The most notable programs in word processing included Excellence, Final Writer, Prowrite and Wordworth

The design software page included Page Setter and Professional Page from Gold Disk, and PageStream from Soft-Logik

Only PageStream was ported to other platforms, and continues to be developed and supported by the developers

Graphics software included vector drawing applications such as Soft-Logik's Art Expression, Taliesin's ProVector, and Gold Disk's Professional Draw

Devpac Assembler was a professional assembler program that became the de facto standard for assembly programming

It was also able to be used to program for any other Motorola 68k based device, such as the Atari ST

It was common for programmes to be written jointly for the Amiga and Atari using Devpac on the Amiga

However, since Atari ST was the closest to the 'lowest common denominator' of the two machines, the programs were tested first on the ST

Richmond Sound Design (RSD) created both show sound control and theater sound design software, which was widely used in theaters, theme parks, exhibitions, exhibitions, shows, and the theme entertainment industry in the 1980s. , 1990 and mid-90

Many of the high-level shows, in major theme parks around the world, were controlled with Amiga

There were dozens at Walt Disney World alone and at the rest of Disney, Universal Studios, Six Flags and Madame Tussauds properties, as well as at many Las Vegas venues, including the Mirage volcano hotel and Siegfried and Roy show, the MGM Grand EFX show, The Broadway theater, London's West End, the Royal Shakespeare Company's many arenas, most theaters in Branson, Missouri, and dozens of cruise ship theaters, among hundreds of other venues

RSD purchased large numbers of used and reconditioned Amigas on the web to provide enough systems for all shows and only stopped providing new Amiga installations in 2000

There are still an unknown number of shows on cruise ships and in theme parks that are still using Amiga

Directory Opus was a file utility program

When this software was released, the most popular Amiga magazines proclaimed that it was the most important software ever released for the Amiga and that it “should be built into the operating system”

The next version of AmigaOS included a file management tool based on the DOpus

LightWave was a 3D renderer with legendary rendering quality

Most of the CGI budget relied on LightWave during the early 90s

The TV series Babylon 5 was processed with LightWave

Much shareware and free software was written for the Amiga and could be obtained through the Fred Fish serial disk or from the Aminet software archive

Because the custom chipset shared the RAM (and therefore the memory bus) with the CPU, the CPU performance increased appreciably if the display is disabled. Some software-intensive processors, such as 3D processors, turned off the screen during calculations in order to gain speed

Demos

The Amiga was the focus of the “demo scene”, the Amiga thrived in public domain, freeware and non-profit developments

The demo scene spearheaded the development of multimedia programming techniques for the Amiga, in such a way that it was the setting for the latest visual, sound tricks and 3D algorithms of the demo scene to end up being used in the development of computer games

Decrunching

The Amiga's floppy drive allowed only 880 kilobytes on a single disk, which was comparable to the memory of most Amigas (usually 512 kilobytes, often 1 megabyte)

In order to increase performance, Amiga was one of the first computers to use compression/decompression techniques on a regular basis

The disk drive had a slow transfer rate, such that using processor-based decompression could lead to faster load times than loading uncompressed data from disk

Early implementations of decompression code quickly wrote variable values ​​to a video display register, causing the scan lines of the screen to break up into multiple segments of colorful noise, a technique that would be improved by decrunching

This psychedelic effect, very easy to implement, but impossible for any other computer's hardware. The use of decrunching became so ubiquitous that the effect was a standard prelude, expected at the start of almost any game or demo

Amiga Community

When Commodore went bankrupt in 1994, there was still a very active Amiga community, and for that reason the platform continued to be supported long after the major commercial vendors abandoned it

The most popular Amiga magazine, Amiga Format, continued to be published until 2000, six years after the last Amiga unit was sold

Many fans believed that the Amiga was unique and better than other platforms, such as the AmigaOne (made by the British firm Eyetech), despite using slower hardware than a PC of the same price

One of the reasons for this loyalty was due to the robustness of the machine at that time: its operating system was stable, compact, efficient and multitasking, it was relatively easy to program, the software had relatively easy access to the hardware (the motherboard It was set up so that software could be coded specifically for hardware), there was a lot of quality software, and it was an affordable multimedia machine for its time

However, as time went on, the hardware was outclassed and, as the PC improved in software and hardware, the Amiga began to look dated

Despite this, its strong set of users continued to produce software and squeeze out everything they could for the machine

Amiga users managed to squeeze every drop of performance and capability out of their machines, with software and hardware expansions that improved their capabilities

Even in mid-2006 there was enough demand for hardware expansions to sustain some minority manufacturers

Can currently be found active communities like for example the Club de usuarios de Commodore Amiga – Argentina or Commodore Spain or also of AmigaOs

Amstrad CPC

Amstrad CPC

The Amstrad CPC was a series of 8 bit personal computers produced by Amstrad during the 1980s and early 1990s

The acronym CPC stands for Colour Personal Computer, although it was also possible to purchase a CPC with a green screen (GT65/66) as well as a standard color screen (CTM640)

Amstrad logo

The first model was the CPC 464 and was introduced in 1984

It was designed to be a direct competitor to systems Commodore 64 and Sinclair ZX Spectrum

The CPC category was a success, selling more than 3 million during the life of the model

The most distinctive features that an Amstrad offered:

  • Matte black casing with sharp corners and a narrow, rectangular shape (since it incorporated a cassette deck (CPC 464) or a floppy drive (CPC 664 and CPC 6128) )
  • keyboard with special keys of distinctive colors (all non-standard keys on a typewriter)
  • single power supply connection with one cable going from the console to the monitor (or RF modulator) and one cable going independently
  • With an optional adapter, the monitor could be replaced with a television

Description

Amstrad initially presented the CPC as an improvement to the ZX Spectrum and of C64 because it was a complete system, including everything needed to use the equipment, all in the same package

Compared to a C64 o one ZX Spectrum, Amstrad CPCs included their own monitor, a built-in tape recorder or floppy drive, and even a small speaker

This formula of marketing gave a more attractive professional to Amstrad's CPC by marketing it in the same way as professional-oriented systems, rather than just gaming or home

CPC464

Due to entering the European 8 bit market late, the CPC range never reached the sales volume of the ZX Spectrum or the C64

The advantages of its typewriter-like keyboard and built-in tape recorder or disk drive earned it a considerable market in the late 1980s

Despite strong competition in the United Kingdom, it became the most popular and best-selling computer in France at that time

CPC Family

Amstrad CPC 464, 472, 664, 6128

The original CPC was sold with the following configurations:

  • CPC 464 Tape recorder, 64 KB RAM, square-edged keyboard
  • CPC 472 Tape recorder, 72K RAM (although the extra 8K of RAM could not be used)
  • CPC 664 3" floppy drive, 64K RAM, curved keyboard; short-lived model, quickly replaced by better specified 6128
  • CPC 6128 3" floppy drive, 128K RAM (bank switching access), IBM PC like keyboard

External disk drives such as the DDI-1/FD-1 were available for the 464

A tape adapter was available for the 664 and 6128

All 128K models were compatible with the variants of 64K

A third-party hardware add-on, Multiface, enabled backup for most tape-to-disk software

Most games and software were released for the 64K RAM 464 and 664 models

Only a handful of titles were released exclusively for the machines of 128K

The system memory design allowed CPCs to run CP/M 2.2 and CP/M software, it was not uncommon to adapt it specifically for the machines

An Amstrad-specific variant of CP/M 3.0 (also known as CP/M Plus) was developed for the 6128 and used in later years

West Germany: Schneider CPC 464, 664 and 6128

Amstrad's German sister company Schneider produced its own CPC models 464, 664 and 6128

These machines used their own gray color codes instead of Amstrad's alternative color and a standard Centronics port instead of the expansion connector, but were identical at a hardware level

The documentation and the printed labels were translated into German

East Germany: KC compact

Like most other computers of this era, the CPC was inspired by Eastern Bloc clones; the East German-made KC compact used Soviet and East German components

The machine differed from a CPC visually with a different style of case, an external power supply and (optional and even more scarce than the main device) an external 5.25" Robotron disk drive

Unlike the Amstrad models, it could be used with an external television screen

It ran BASIC 1.1 and a clone of CP M 2.6, the German-language MicroDOS

It had 64K of built-in RAM, and 64K of additional RAM, which were provided by the external adapter for the tape drive/disk

The Z80 processor was replaced by a U880 (which was 100% compatible, including its bugs) and some proprietary Amstrad I/O chips were replaced with clones based on the Z8536 (which was 95% compatible with the original)

CPC 5512

The CPC 5512 It was a false and non-functional model invented by a French magazine; Its specifications included 512K of RAM, a 5.25" floppy drive, and a CPC 6128 clone GEM

PLUS models

In 1990, Amstrad introduced the series Plus modified the hardware in many ways and added a cartridge slot to all models

Most of the improvements were due to the video display, which saw an increase in its palette to 4096 colors and gained the ability to handle hardware sprites

Splitting the screen into two separate windows and pixel scrolling became features of supported hardware, although both features were possible to achieve with non compatible hardware Plus intelligently programming the existing Motorola 6845

An automatic DMA transfer system was also added to power the sound chip, although the chip itself remained unchanged

Additionally, the BASIC command set for disk access has been improved

A stripped-down CPC+, with no keyboard or cartridge-less media support, was released simultaneously as the GX4000 gaming console

Those models did not perform very well in the market as they failed to attract any third party support

The 8 bit technology behind CPC was starting to look a bit outdated by 1990 and users resented the substantial increase in prices on cartridge games compared to their disc and tape counterparts

Hardware Description

All CPC models were based on a Zilog Z80 processor with a clock speed of 4 MHz

Because a common set of RAM is shared with the video circuitry, the Z80 can only perform memory accesses every four cycles, which has the effect of rounding all instruction cycles up to the next multiple of four

The system came with 64 KB or 128 KB of RAM depending on the model (could be expanded to 512k)

The machines also featured a standard joystick socket in the style of Atari with 9 pins that could use two joysticks through a splitter

Video (graphics): modes, outputs

Basically the CPC video output used the Motorola 6845 address generator

This chip was connected to a pixel generator that supported 4 bpp, 2 bpp and 1 bpp output (bpp = bits per pixel)

The address generator was recorded at a constant rate, so a 4 bpp display generated half the pixels every 2 bpp and a quarter every 1 bpp

The ROM included three built-in screen resolutions, but many others could be achieved by reprogramming the 6845

The standard video modes were:

  • Mode 0: 160×200 pixels with 16 colors (4 bpp)
  • Mode 1: 320×200 pixels with 4 colors (2 bpp)
  • Mode 2: 640×200 pixels with 2 colors (1 bpp)

It supported a 27-color color palette, derived from the RGB color space with each component assigned as off, half on or on

The latest Plus models extended it to 4096 colors and added hardware sprite support

This hardware was similar to other 8 bit computers

In particular, the CPC lacked the color conflict of the ZX Spectrum and the intelligent programming of the 6845 could produce overscan, different resolutions (although with the same pixel density) and smooth pixel scrolling

The machine lacked an RF TV output or composite video output and was instead shipped with a proprietary 5 pin DIN connector for use exclusively with Amstrad monitors

An external adapter for RF TV you could buy separately

The DIN connector five-pin was able to connect to a tv SCART using the correct cabling

Audio (sound)

The CPC used the General Instruments AY-3-8912 sound chip, which provided three channels, each configurable to generate square waves, white noise, or both

A small range of hardware volume wrappers were available

Output was provided in mono by a small (4 cm) built-in speaker with volume control, driven by an unusually powerful amplifier

Stereo output was provided via a 3.5mm headphone jack, which was not present on some early CPC464 models

On those models, what looked like a standard 3.5" headphone jack was actually used to connect an external tape recorder, although later models used a five pin DIN connector for the same purpose

Playing digital sound samples at a resolution slightly better than 5-bit, as could be heard on the RoboCop game title screen, was possible through clever programming of the sound chip

This trick forced a lot of the processor and made it difficult to combine it with any other process

3" floppy drives

Amstrad's idiosyncratic choice of Hitachi's 3" drive, when the rest of the PC industry was using Sony's 3.5" format, was often due to Amstrad purchasing large numbers of 3" drives in Asia

The single-sided drive (incorporated in later models) was 40 tracks and required the user to physically remove it for access to the disk on both sides

Each side had its own independent switch for write protection

The sides were designated “A” and “B”, each containing 180 KB (178 KB in AMSDOS format) for a total of 360 KB per disk

CF Floppy

The interface to the drives was an NEC 765 FDC, used for the same purpose on the IBM PC/XT, PC/AT and PS/2 machines

Many of its features were not used to reduce costs, such as DMA transfers and support for single-density disks; was formatted as double density using modified frequency modulation

The discs were kept in a paper sleeve or a hard plastic case that resembled a compact disc “jewelry” box

The case was thicker and stiffer than the 3.5" floppy disks, and the sliding metal cover to protect the media surface was internal to the case and latched, unlike the simple external sliding cover on the Sony version (some articles of the time stated that they did not cause problems)

Therefore, they were significantly more expensive than the 5.25" and 3.5" alternative

Combined with its low nominal capacities and essentially proprietary nature, it caused the format to be discontinued when the CPC was discontinued

In addition to the 3" Amstrad machines (PCW and ZX Spectrum +3), the only other computer systems to use them were the Sega SF-7000 and the mostly unknown and exotic CP/M systems such as the Tatung Einstein and Osborne machines

The data format of the 3" disks was very similar to that of the 5¼" disks, and the Amstrad CPC machines could use 5¼" drives through their “external port”, either one specially designed for the CPC or by an IBM-PC adaptery

A very popular alternative was to connect an IBM-PC 3½" drive adapted to operate in 180 KB single-sided or 360 KB double-sided mode, although thanks to the later availability of the STOPPED Disk Operating System, 720k per disk was available

Adapter from serial port

An official RS-232-C D25 serial port adapter was made, which connected to the expansion connector on the back of the machine and had a connector for the CPC464 disk drive or other peripherals

The adapter came with a "Book of Enchantments" to facilitate data transfer between other systems that use a proprietary protocol in the device's own ROM, as well as terminal software to connect to British Telecom's Prestel service

We created a separate version of the ROM for the us market due to the use of the commands SUCK and BLOW, that were considered unacceptable

Similarities with the Micro-BBC

The CPC has been called an “enhanced Z80 implementation of the Micro BBC (previous)” due to similarities in firmware and hardware

Both used the Motorola 6845 video address generator and both had very similar sound output chips: the General Instrument AY-3-8912 in the CPC provided three tone channels, each with optional additional noise, and the Texas Instruments SN76489 at the BBC offered three tone channels and a dedicated noise channel

The Micro BBC used an Intel 8271 floppy disk controller

The CPC used the Intel 8272, which was similar to the 8271 but contained the addition of a dual density mode (MFM)

The “two-cursor” BASIC editing system seen in the Amstrad CPC (whereby holding down the Shift key and the cursor keys moved the shadowed text cursor allowing the text to be copied from another area of ​​the screen to the normal cursor) was an addition to BBC BASIC

Although it was a substantial improvement by allowing free movement of the normal cursor

Both systems provide a total abstraction of the hardware through calls to the operating system

This prevented programs that did not require time-critical hardware access from having to touch the underlying machine and provided a level of machine portability for those programs

Software

Operating system and Built-in BASIC

Like most personal computers of that era, the CPC had its operating system and a BASIC interpreter built into its ROM

Used Locomotive BASIC, a variant specifically written for CPC hardware that, as a result, was faster, more comfortable, and more powerful than the generic Microsoft BASIC commonly used by Commodore 64 and MSX, among other

It was particularly notable for providing easy access to the machine's audio and video resources in contrast to arcane commands POKE required in some Microsoft implementations (the implementation MSX of Microsoft Basic was an exception, which even allowed hardware sprite manipulation and collision detection)

Other languages

Although it was possible to obtain compilers for Locomotive BASIC, C and Pascal, the majority of the software of the CPC was written in assembly language native to the Z80a

An interpreter for educational language LOGO was also available

CPC Software Review (Games)

The quality of CPC software has sometimes been criticized due to the existence of games that were simply conversions of the ZX Spectrum, so it was not similar with the equivalent implementations of the ZX Spectrum or C64 in terms of maximum use of the capabilities of the CPC

Because the CPC shared the Z80a processor with the ZX Spectrum, and could be made to run the same code using similar display modes, many game makers developed their games for the two systems in parallel or by converting games from Spectrum old, producing products that did not take advantage of hardware scrolling or the availability of 4 and 16 color modes

Despite this, the conversions of ZX Spectrum did not show conflicts with the capacity of the CPC

The CPC actually had several problems to point out, such as the lack of hardware support for sprites and scrolling (long ago it was believed impossible to do this without creating problems in the vertical direction) and the complicated memory layout

This made the creation of games fluid and colorful outside more difficult

Titles from the late '80s onwards were more carefully coded than their mid-'80s counterparts, making better use of the machine's graphical capabilities

Such as smooth scrolling and better use of color

Games with poor scrolling, the almost monochromatic graphics of the Spectrum and slow control, especially at the beginning of the CPC's commercial life, were sold along with others, such as smooth scrolling, colorful graphics and crisp music and sound effects that almost rival those of the C64

Although the machine received more software support than most other Z80-based systems, the overall impression left is that it could have been more commercially successful

That said, it is important to highlight that the numerous software companies of that time, such as Ocean Software, Elite Systems, Palace Software, Incentive, Hewson Consultants, Loriciels or Dinamic Software, among others, released quality titles on a regular basis that kept CPC users more than happy with their color personal computer

Amstrad CPC vs Competitors

Since the Amstrad CPC was built specifically to compete with the ZX Spectrum and the C64, and which entered the 8 bit personal computer market relatively late in the 80s, comparisons between these computer systems were very frequent in specialized magazines, but also among the users themselves

Additionally, all three machines were compatible with virtually all 8 bit PC software in history, and had a virtually identical selection of games, albeit with major differences in quality, technical features, and platform dependent features

Amstrad vs C64

In general, users of C64 They were likely to dismiss both competing machines as “grossly inferior”

In fact, the C64 It had better sound, graphics and scrolling than its competitors, thanks to its dedicated hardware

In particular, its sound generating capabilities were superior, due to its SID chip

The C64 had a wide selection of games designed to run from floppy disks, although its floppy drives were much slower

He also suffered for a poor BASIC built-in and was not ideal for users who wanted to learn programming compared to the other two machines

Amstrad vs Spectrum

There was great rivalry between users of ZX Spectrum and those of CPC

The former considered that the CPC was just an overrated clone of their beloved Spectrum, while those of the CPC considered those of the ZX Spectrum like “poor and jealous cousins” who stained their beloved machine with inferior game conversions

The ZX Spectrum It had the simplest hardware of the three, although this translated into lower costs

As a result, the colors suffered and the internal speaker of the 48k versions had a very poor sound compared to the C64 and the CPC, although later models of the ZX Spectrum shared the AY-3-8192| sound chip with CPC

Many third party peripherals and some aspects of their BASIC built-in made it more attractive to DIY enthusiasts and hobby programmers

The Amstrad CPC had better graphics capabilities than the ZX Spectrum, but many of their games were direct conversions of the ZX Spectrum in terms of graphics and sometimes sound, resulting in a long series of low-quality titles that damaged the machine's reputation

Even when that was not the case, CPC titles rarely featured smooth scrolling or sprite handling due to the complexity of their programming, even if it was technically possible

After Amstrad

On April 7, 1986, the company purchased Sinclair Research, discontinuing the failed 16 bit Sinclair QL business machine and relaunching the 128KB Sinclair Spectrum in “+2” and “+3” variants with better keyboards and built-in storage

The housing and its design are distinguished from the CPC series

The company produced a range of inexpensive personal computers based on MS-DOS and later Microsoft Windows, the first of which was the PC1512 for £399 in 1986

It was a success, capturing more than 25% of the European market

A year later, in 1987, it launched the PCW 8512 as a dedicated word processing computer at a price of £499

In 1988 he attempted to make the first portable personal computer with the PPC 512/640, introduced a year before the Macintosh Portable, at 8 MHz it ran MS-DOS and GEM with a variant of the CGA video card that allowed GEM to display graphics in 16 colors

In the early 1990s Amstrad began to focus on laptops rather than desktops

It also attempted to enter the game console market with the Amstrad GX4000, similar to what Commodore had done with the C64 y el C64 GS

The machine was a commercial failure, being unpopular because it used 8 bit technology compared to the 16 bit technology of the Sega Mega Drive and the Super Nintendo.

Launches an IBM PC/Sega Mega Drive compatible hybrid, the Amstrad Mega PC, an Amstrad PC73864​ in which the AdLib sound card is replaced by an ISA board with the hardware of a Sega Mega Drive 1, with a PC Joystick connector and headphone minijack on the back and cartridge slot and two Mega Drive gamepad connectors on the front

But the good idea is a failure when choosing an already obsolete CPU and the set being more expensive than buying the two devices separately

In 1993 Amstrad launched the PenPad, a PDA similar to the Apple Newton released just a few weeks earlier

It was also a commercial failure, suffering from several technical and usability problems and lacking most of the features included in the Apple Newton, although it had a lower price (around $450)

During these years it also launched several models of music systems, with a plate for records and a double deck in a pack integrated with the furniture

It stood out for its low price and was one of the first to incorporate the double deck into the market

Another innovative product was the launch of a 14″ TV screen that included VHS video, and a VHS player that incorporated two units (in the style of double-deck radio cassettes)

As Amstrad began to focus more on communications and less on computers, it bought several telecommunications companies including Betacom, Dancall Telecom, Viglen Computers and Dataflex Design Communications

Amstrad has been a major supplier of television receivers to British satellite television operator Sky since its launch in 1989

Amstrad was instrumental in Sky's implementation, as it was the only manufacturer capable of producing receivers and satellite dishes at the time of the system's launch, and has continued to manufacture receivers for Sky, from analogue to digital, and now includes the digital video recorder for Sky+

In 1997 Amstrad supplied receivers to the Australian operator Foxtel, and in 2004 to the Italian Sky Italia

In 2000 Amstrad launched the first of its devices that combine telephony and email, called e-m@iler

It was followed by the e-m@ilerplus in 2002, and the E3 Videophone in 2004

Amstrad also produced a variety of home entertainment products throughout its history, including audio sets, televisions, VCRs, and DVD players

Following the success of the British version of The Apprentice series, Amstrad has also begun producing audio-animatronics

In July 2007, BSkyB announces the purchase of Amstrad for £125m

BSkyB has been Amstrad's main customer, representing 75% of sales in its Set-Top-Boxes sector

Amstrad has been a BSkyB supplier since 1988

On July 2, 2008, Alan Sugar stepped down as president of the company

Hardware tricks in the CPC series

CRTC Programming Tricks

Simple reprogramming of the Motorola 6845 CRTC could produce extended graphics modes, with up to 784x384 pixels, using the overscan area

Careful timing of the paddle switches allowed all 27 hardware colors to be visible in any display mode, but due to high CPU usage, programs with variable CPU load, such as games, could be limited to change palette once or twice per frame

CRTC parameters could also be changed while drawing a particular scanline of a frame, a technique with many applications

Changing the display mode in the middle of a frame allowed the screen to be split, for example, into a colorful game area and a high resolution scoring area, as in Sorcery by Virgin Games

Changing the video direction mid-frame, which was only possible by tricking the CRTC into thinking vertical sync had occurred, dividing the screen into two separate areas that could be hardware scrolled independently

Sound Tricks

Careful programming of the AY sound chip could cause the wave level to change

The adjustment of the output volume caused related settings in the amplitude of the wave

With this observation, it was possible to output PCM digital audio with a quality higher than 5 bits, although at a very high CPU cost

The machine had an internal mechanical relay to control the tape recorder motor which, when switched, produced an audible click

Some software programs used this trick to produce “realistic” percussion sounds, but usually such abuse of the relay caused it to fail prematurely

Magazines

Magazines available for this system (at various times) included Amtix, Computing With The Amstrad, Amstrad Computer User (official Amstrad publication), Amstrad Action and CPC Attack

Amstrad Community

Currently you can find active communities in spanish such as Amigos y Usuarios de Amstrad or Amstrad España

Apple II

Apple II

The Apple II family of computers was the first series of mass-produced microcomputers made by Apple Computer between June 5, 1977 and the mid-1980s

The Apple II had an 8 bit architecture based on the 6502 processor and was the first large scale produced microcomputer to include two original Apple floppy disk drives, and a monitor

Apple II Logo

It was designed by Steve Wozniak just like the Apple I, a machine built by hand and sold to hobbyists

It was completely different from Apple's later Macintosh models

It was never produced in large quantities, but it introduced many of the features that would make the Apple II a success

It was popular with home users, and occasionally sold to business people as well

After the launch of VisiCalc, the first computer spreadsheet, sales of the Apple II skyrocketed

Design

Unlike any other microcomputer before it, the Apple II was more like an appliance than an electronic device

It was a computer that would not look out of place at home, in the office or in a classroom

Its lid was easy to remove from the beige plastic casing, allowing access to the inside of the machine, including a motherboard with eight expansion slots, and up to 48 kilobytes of random access memory (RAM)

Apple II had high resolution color and graphics, sound capability, and used the Basic programming language, initially Integer BASIC and later Applesoft BASIC

Compared to previous microcomputers, these features were well documented and easy to learn

Apple II sparked the beginning of the personal computer revolution, since its target market was ordinary people, rather than just engineers or computer enthusiasts

Apple II Family

Apple II original

The first Apple II computers went on sale on June 10, 1977, based on a MOS Technology 6502 microprocessor running at 1 MHz, with 4 KiB of RAM, 12 KiB of ROM with the Integer BASIC programming language, and an interface for audio cassette recorders

Apple II

The video controller displayed 24 lines by 40 columns of text in all caps on the screen, with NTSC composite video output for display on a monitor, or on a television set via an RF modulator

Third-party expansion cards were available that displayed 80 columns and supported lowercase letters

Users could save and retrieve programs and data on audio cassettes

Other programming languages, games, applications and other software were also available on cassettes

Original retail price was $1,298 with 4 KiB RAM and $2,638 with 48 KiB RAM

Later, the Disk II, an external 5¼-inch floppy drive, was released along with a controller card that plugged into an expansion slot (usually slot #6) on the computer

This allowed the storage and subsequent recovery of data much more efficiently and quickly

This disk control interface, created by Steve Wozniak, is still considered a marvel of engineering design

The controller card had very little hardware support, with the software providing the necessary encoding

The controller also used a form of GCR (Group Code Recording) coding, which was simpler and easier to implement in software than the more commonly used MFM (Modified Frequency Modulation)

This significantly reduced the total cost, leaving the total system price low enough for home users

It also made it easy for proprietary software development companies to develop forms of protection for their programs, by being able to use tricks such as changing the low level format of the sectors or even moving the drive head between the tracks

However, other groups sold software such as Copy II Plus and Locksmith that allowed those restrictions to be removed

Wozniak's open design and the Apple's multiple expansion slots allowed for a wide variety of third-party devices that expanded the machine's capabilities

Serial port controllers, enhanced video controllers, memory cards, hard drives, and networking components were available for this system in those days

There were also emulator cards, such as the Z80 card, which allowed Apple to use Zilog's Z80 processor and run a multitude of programs developed under the CP/M operating system such as the dBase II database and the WordStar word processor

There was also a 6809 card, manufactured by third parties, with which OS-9 Level One could be run

The Mockingboard sound card greatly improved the Apple's audio capabilities

Even so-called accelerator cards were manufactured, which doubled or quadrupled the speed of the computer

Special mention deserves a family of cards that were actually a PC on a card, some with their own memory, the first using that of the host computer

They used the Apple video and keyboard system as a PC emulation, as well as various cards

They could use the existing disk drives (with the formatting problems if they were not Unidisk), and create a partition on the hard drive from which to run MS-DOS

The processors ranged from Intel 8086 to Intel 80386, with a specific version for the Apple II GS

Apple II Plus

In 1979, the Apple II Plus appeared, which included the Applesoft BASIC programming language in ROM, written by Microsoft, and which was previously available as an upgrade

Applesoft BASIC added support for floating-point arithmetic but sacrificed integer handling speed in the process

The Apple II Plus had between 16 and 48 KB of RAM, expandable to 64 KB via a language card that allowed users to quickly switch between the BASIC dialects "INT" (Integer) and "FP" (Applesoft), but destroyed any unsaved programs in the process

The addition of the language card also allowed the use of the UCSD Pascal and FORTRAN 77 compilers released for the Apple at the time

Apple IIe

In 1982, the Apple IIe was launched, a version that reduced costs and the number of components with newer chips

It also displayed upper and lower case letters on the screen and had 64 KiB of RAM expandable to 128 KiB

Apple IIe

The IIe displayed high resolution text with an 80 column plug-in card

The IIe was probably the most popular Apple II and was widely considered the “workhorse” of the line

Apple IIc

In May 1984, Appel launched its first portable line, the Apple IIc

It used the improved version of the 6502 MOS processor in CMOS technology: 65C02 and offered support for disk controllers, modem, printer, and displayed 80 columns of text that required cards sold separately in previous models

Apple IIc

However, due to its compact design, the Apple IIc had limited expandability

Before being marketed, the Apple IIc appeared in various internal documents under the code name “Lolly”

Enhanced Apple IIe

Shortly after launching the Apple IIc, Apple produced the Apple IIe Enhanced which used the 65C02 processor.

The final version of the IIe was known as the Apple IIe Platinum

It added a numeric keypad, internal support for 80 columns, and used a different colored case than previous versions of the IIe.

Apple IIGS

The next and most powerful member of the line was the Apple IIGS computer, released in 1986

The IIGS offered a 2.8 MHz 65C816 processor with 16 bit registers and 24 bit addressing

Apple IIGS

It had more memory, better color, more peripherals (between the IIe-style card slots and IIc-style card controllers), and a graphical user interface derived from the Mac OS

An improved version, IIGS ROM 03, was later introduced in 1989, with more built-in memory and many other improvements

Apple IIc Plus

The Apple IIc Plus, released in 1988, was almost the last Apple II

It was almost the same size as the IIc that came before it, but the 5¼ floppy drive was replaced by a 3½ drive

Apple IIc Plus

The power supply was placed inside the computer, unlike the IIc in which most of the supply was outside

It had a fast 4 MHz 65C02 processor

This processor made the IIc Plus the fastest Apple II out of the box, although accelerator devices for previous models often exceeded this speed

The IIe and IIc could go, with RocketChip's accelerator, as fast as 10 MHz, while the ZipGS could take the IIGS to 12 MHz or more

Apple IIe Card

In 1990, the Apple IIe Card, an expansion card for the LC line of Macintosh computers, was released

The card was essentially a miniaturized and completely expanded Apple IIe

This allowed the Macintosh to run the Apple II's 8-bit software without any conflicts, thus helping the demise of the Apple II line

Other peripheral cards

During the 1980s, many companies provided the Apple II family with peripheral cards that added functionality thanks to Steve Wozniak's slot design

One of the companies was Applied Engineering

Two of the most popular and successful cards were RamWorks (and its successors RamWorks II and RamWorks III) and TransWarp

The RamWorks III card replaced the auxiliary memory card of the Apple IIe and with the appropriate daughter card could reach 3 MB of RAM memory

The TransWarp card was an accelerator, it could take the speed of the Apple II from its native 1 MHz to 3.6 MHz with the TransWarp and 8 MHz with the TransWarp II

Applied Engineering also developed and sold 1.44 MiB 3½-inch disk drives, an improvement over Apple's original 800 KiB, although Apple later released its own 1.44 MiB drive (dubbed SuperDrive) in the Apple IIe and IIGS

It was one of the last Apple II products released by Apple, and was canceled shortly after, along with the entire Apple II line

Another Apple card was the Apple II ProFile card

This card connected to the Apple ProFile hard drive that was originally designed for the Apple III

It was first available in 5 MB configuration and then in 10 MB storage

End of the Apple II

Around 1986 Apple's Macintosh product line eclipsed sales of the Apple II

Apple continued to sell and support the IIGS until 1992-1993, largely due to its use in schools

However, Apple supported the IIe until 1996, as many video game systems were based on the same chip as the IIe, the most notable being the NES

The Apple IIe made it easier to test game code than with a PC or Mac

Clones

As with the IBM PC, the Apple II was frequently cloned, both in the United States and abroad, with 181 known clones in existence

The Ace series of Apple II clones, manufactured by Franklin Computer Corporation, is the best known and had the most lasting impact, because Franklin copied Apple's ROMs and software and freely admitted it

Franklin's reasoning was that a computer's ROM was simply a pattern of switches set in a certain position, and one cannot copyright a pattern of switches

Apple fought with Franklin for about five years to remove its clones from the market, and was ultimately successful

Later, the company released clones that did not infringe the Apple ROM, but were less compatible with Apple computers

Apple also questioned VTech's Laser 128 computer, an improved clone of the Apple IIc marketed in 1984

This legal challenge ended unsuccessfully for Apple, because VTech had reverse engineered the Monitor ROM instead of copying it, and had licensed the Applesoft BASIC ROM to its creator Microsoft

Incredibly, Apple had neglected to obtain exclusive rights to the Applesoft dialect

The Laser 128 proved popular and remained on the market for many years in its original form and in improved versions that ran faster than 1 MHz

Although it was not fully compatible with the Apple II, it was popular enough that most developers made sure their software worked on the Laser

Because it was frequently sold via mail order and mass merchandise retailers such as Sears, the Laser 128 may have affected low cost competitors such as Commodore Business Machines as much as he did with Apple

While early Apple II clones were generally exact copies of their Apple counterparts, later clones tended to have additional capabilities, in addition to undercutting the price of Apples

An early Franklin model, the Ace 1000, supported a numeric keypad and lowercase letters long before it was added to the Apple IIe

The Laser 128 series is credited with forcing Apple to release the Apple IIc Plus (the 3.5-inch disk drive and accelerated processor were features that the Laser had added)

Marketing, advertising and packaging

Mike Markkula, a retired Intel salesman who provided critical funding for Apple Computer, became interested in its commercialization

From 1977 to 1981, the Regis McKenna agency was in charge of advertising and marketing for Apple

In 1981, Chiat-Day acquired Regis McKenna's advertising operations and then worked for Apple

At the Regis McKenna agency, the team assigned to launch Apple II consisted of Rob Janoff, art director, Chip Schafer, copywriter, and Bill Kelley, account executive

Janoff created the famous bitten apple logo

The design was originally olive green, Steve Jobs insisted on promoting the Apple II's color capabilities by placing rainbow colors

Letterhead and business card the rounded shape of the logo followed the bite in the logo

This logo was developed simultaneously with a commercial and a brochure

Since the original Apple II, Apple paid close attention to packaging quality, in part because of Steve Jobs' personal preferences and opinions on packaging and the final product

The Apple II series packaging was similar, characterized by a large, clean, white space to highlight Apple's rainbow logo

Apple used the Motter Tekkura font until the 1980s when it switched to Apple Garamond

The first advertisement for the Apple II was in the July 1977 issue of Byte magazine, two full pages with the title “Introducing the Apple II” and followed by a third full page that was the purchase form

It was followed by an appearance in the September issue of Scientific American magazine of the same year

Eight television commercials for the Apple IIGS followed, emphasizing the benefits to education and students, along with some print

Near the end of 1982, art director Brent Thomas and Steve Hayden came up with the idea of ​​doing an advertising campaign based on the timely phrase “why 1984 won't be like 1984” in reference to the book titled 1984 by George Orwell

Chiat-Day offered it to several clients, including Apple, and it was proposed to be used in a print advertisement in the Wall Street Journal to promote the Apple II

Apple was not interested and the idea was shelved until the spring of 1983, when they met with the Macintosh marketing team

Peripheral

Storage

The Disk II was a floppy drive for handling 5¼ inch floppy disks

The first DOS for the Apple II were DOS 3.1 and DOS 3.2, which stored 113.75 KiB on each disk

After about two years, DOS 3.3 was introduced

Allowed storage of 140 KiB thanks to a minor change to the disk controller hardware

The user community discontinued use of DOS 3.2 except for running older software

Provided with DOS 3.3 was a program called MUFFIN that allowed users to copy files from DOS 3.2 disks to DOS 3.3 disks

The formatted DOS 3.3 disk had 35 tracks, each track had 16 sectors, and each sector had 256 bytes of data, giving a total of 35 x 16 x 256 = 143,360 bytes (140 KiB)

Tracks 0, 1 and most of 2 were reserved for storing DOS 3.3 itself

Track 17 was reserved for the directory

Track 17 was chosen because it was located in the center of the 35 track disk, thus reducing the average search time for the frequently used directory track

Most game manufacturers did not include DOS 3.3 on their diskettes

They wrote their own boot loaders and read-only file systems to consume the least amount of disk space

Some manufacturers sold floppy disk controllers that could write 40 tracks to most 51/4 inch disks, yielding 160 KiB of storage per disk, but the format did not become popular, and no software is known to have been released in 40 track media

The latest Apple IIs could use the 3½ inch Apple UniDisk 3.5 drive with a total capacity of 800 KiB

DOS 3.3 did not support these drives natively so an upgrade or the use of third-party software was necessary, and disks larger than around 400 KiB had to be split into multiple "virtual disk volumes"

The ProDOS operating system was created in 1983, and was a descendant of the Apple III SOS

It quickly became the Apple II's favorite operating system thanks to native support for volumes up to 32 MB and the fact that the popular AppleWorks application required it

Less common, in the early days, were Apple II computers equipped with an Apple Profile hard drive, which had a total capacity of 5 MB

Later, Apple and other companies introduced IDE and SCSI interface cards along with higher capacity hard drives

A popular model, provided by third parties, was the Sider, from First Class Peripherals, which offered 10 MB for $695, an incredibly low price for the time

Legacy

Nowadays, even a PC that runs on Microsoft Windows An emulator such as AppleWin can emulate major Apple II models by copying the disk over a serial line

However, emulators cannot run software on copy-protected media unless software copy restrictions are removed

Numerous disk images for Apple II software are freely available on the Internet

There is a movement afoot to convince copyright owners of classic Apple II software to officially allow unrestricted free distribution of their software

An unusual tribute to the Apple II is a hack called “bsod” for the XscreenSaver screensaver

The bsod screensaver duplicates the appearance of screens when a computer crashes, for several operating systems, including the “blue screen of death”, from which it takes its name (Blue Screen Of Death)

In the case of the Apple II, the screen saver actually emulates the CRT screen display used at the time, so the screen will appear to twitch as blocks of text flash on and off

Another module, called "Apple2" shows an Apple II at work, beginning to be used to type and run three different BASIC programs, also with CRT emulation, and even with typos or "syntax errors"

Impact on the industry

It is difficult to estimate the enormous impact that the Apple II family had on global business and, especially, the technology industry

Apple II was the first computer that most people had ever seen (on the American continent), and that could be purchased, due to its low cost, by middle class families

Its popularity launched the entire computer games market, the educational software market, explosive growth in the word processor market and the printer market, and the absolute “killer app” for business, VisiCalc, the world's first spreadsheet

By itself, the VisiCalc sold many Apple IIs to many business people

On the other hand, the success in the home market inspired the creation of many other inexpensive personal computers such as the VIC-20 (1980) and the Commodore 64 (1982), that through their significantly low prices introduced computers to several million home users, taking some of Apple's market share in the process

The success of the Apple II spurred IBM to create the IBM PC, which was then purchased by middle managers in all lines of business to run spreadsheet and word processing programs, which at first were simple translations of versions of Apple. the Apple II, and later inspired a whole host of new software application franchises

The strong popularity of these PCs and their clones transformed businesses again, with local networking applications such as email and more recently being used to access USENET and the World Wide Web

A valuable lesson from the first Apple II computers was the importance of an open architecture for a computer platform

The Apple II's expansion slots, by allowing any peripheral card to take control of the bus, sparked an independent industry of card manufacturers that together created a flood of hardware products that gave users the opportunity to build systems that were much more more powerful, useful, and at a lower cost than what would have happened if Apple had kept its system completely proprietary

Apple decided not to create an open architecture with the first models of the Macintosh, and this has widely been seen as hindering its potential success

Meanwhile, IBM created its IBM PC with an open architecture, which spurred it to success

Although in the end its open architecture allowed clones to be manufactured by startup competitors such as Compaq, Dell, Gateway, and countless other manufacturers

Ultimately leading to IBM's abandonment of the personal computer business, selling its PC division in 2005

Trivial

The first version of the video game Where in the World is Carmen Sandiego?, released in 1985 for the Apple II, was included with the purchase of that year's World Almanac

Atari ST

Atari ST

Atari ST was a personal computer that sold widely from 1985 to the early 1990s

It was released by Atari in 1985

The “ST” officially stands for “Sixteen/Thirty-Two”, which referred to the Motorola 68000's external 16 bit bus and internal 32 bit ones

Atari Logo

Description

Atari ST was a notable personal computer, based on the Motorola 68000 CPU, with 512 kB or more RAM and 3½" floppy disk storage

It was similar to other contemporary machines that used the Motorola 68000, the Apple Macintosh, and the Commodore Amiga

Although the Macintosh was the first computer to have a graphical user interface (GUI), it was limited for the small monochrome monitor it had built in

Atari ST was the first computer that used a bitmap as full GUI for the color

It had an innovative graphics subsystem based on a single chip (designed by Shiraz Shivji) that shared the total amount of system memory, alternating clock cycles, with the processor, similar to the previous Micro BBC and unified memory systems used in the present

It was the first personal computer to support integrated MIDI

ST primarily competed with the Apple Macintosh and Commodore Amiga

This rivalry between platforms is often reflected in the entrepreneurs and was most marked in the scene of the Demos

The custom capabilities of the Amiga gave it an edge in the gaming and video market, the ST was typically cheaper and featured a high resolution monochrome display, ideal for business and computer aided design

Thanks to its built-in MIDI ports, it was successful as a musical sequencer and musical instrument controller among amateurs and professionals, used in concerts by bands such as Tangerine Dream and 90’s Dance Act 808 State

In some markets, particularly Germany, the machine gained a foothold in small business for desktop publishing work and for computer aided design

ST was later replaced by the models Atari TT and Falcon

Since Atari withdrew from the computer market, there has been a market with powerful TOS based machines (clones)

Like most “retro” computers, Atari enjoys support in the emulator scene

Sources

Technology Tramiel

At Commodore International, a discussion occurred involving its president and largest shareholder, Irving Gould, and its founder, Jack Tramiel, over the development of the new 68000 system

Which caused Commodore's immediate abandonment of Tramiel in January 1984

Tramiel immediately formed a holding company, Tramel Technologies, Ltd., taking with him former Commodore employees to continue his project of developing a new high performance personal computer

While this team, led by Shiraz Shivji, worked on the design, Tramiel discovered that Warner Communications wanted to sell Atari Corp

Tramiel bought Atari Corp, mainly for the overseas manufacturing and distribution network

The design team considered “an improvement” on the Macintosh by using a fully 32 bit chip, the NS32032, but in discussions, National Semiconductor was not able to supply the number of chips or the price based on the project's needs

In retrospect, they proved to be lucky, as the built prototype of the NS32032 in testing was slower than a 16 bit 68000

The basic hardware design quickly “took” a shape that was almost identical to the ST that was eventually shipped

It was a combination of chips and custom parts easily available

Contract with Amiga

Prior to the introduction of the ST, Atari had released two other machines (the Atari 2600 console and the Atari 8 bit personal computers) with custom graphics and sound chips

These custom chips allowed the 2600 to create a home gaming and 8 bit computer market, making history by being the first personal computer with custom chips

Jay Miner, one of the original designers of the custom chips found in the Atari 2600 and Atari 8 bit machines, attempted to convince Atari management to invest more money in creating a new chipset

When his idea was rejected, Miner left Atari in 1982 to form a small think tank called Amiga and started designing that new chipset

He even made plans to use the chipset for a computer based on the more powerful 68000 CPU

During the development, Amiga ran out of capital and was desperate for a buyer, and Atari, the “owner of Warner,” paid Amiga to continue the development work

In exchange, Atari would obtain exclusivity on the design for one year

Atari had its own plans, a machine based on the 68000, codenamed "Mickey," which would have used custom chips, but details were scarce

In May, Tramiel raised financing, bought Atari from Warner (except AtariTel and the electronic games division) for a very low price, and set about rebuilding his empire

One of his first acts was to fire most of the original staff of engineering of Atari and cancel almost all ongoing developments

Tramiel also discovered the contract with Amiga and decided not to help Amiga with no additional financing

The team of Amiga, who was going through serious financial problems, entered into negotiations with Commodore what led them to buy Amiga and cancel Atari's contract with Amiga

Tramiel was furious, and the resulting court case lasted for years

It was eventually settled out of court, briefly mentioned in the Wall Street Journal that Commodore settled for an undisclosed amount

Operating system

With the hardware design nearing completion, the team began looking for solutions for the operating system

Shortly after the purchase, Microsoft approached Tramiel with the suggestion that they use Windows on the platform, but the delivery date was approximately two years, too long for their needs

Another possibility was Digital Research, which was working on a new GUI-based system then known as Crystal, soon to become GEM

Another option was to write a new operating system in-house, but this was ultimately rejected due to the risk

Digital Research was fully committed to the Intel platform, so a team from Atari was sent to Digital Research headquarters to do the conversion for ST themselves

Instead of getting proper specifications and documentation, Atari members simply received the latest versions of the Intel 8086 source code

It ended up being a conversion to the 68000, which was modified several times, as it received several revisions from Digital Research

A version, loaded on the CP/M-68K, became available just in time for the January 1985 Consumer Electronics Show, where the ST was introduced

The CP/M-68K was essentially a direct conversion of the original operating system and mature CP/M

By 1985, its design was much older compared to MS-DOS and it was increasingly difficult to maintain and update

Digital Research was also working on a new DOS-like operating system, specific to GEM, GEMDOS

It was discussed whether a GEMDOS conversion could be completed in time for product delivery in June

Eventually, the conversion decision was made, resulting in the GEMDOS file system becoming part of the TOS (the operating system)

This was beneficial as it gave the ST a streamlined hierarchical file system, essential for hard disk storage, and gave programmers similar function calls to those on the IBM PC DOS

Debut of the ST

The design was launched in June 1985 as the 520ST

The machine went from being an idea to go to the stores in a little less than a year

Early models shipped with TOS on disk, but were designed with ROM sockets to make it easier to upgrade to future ROM based TOS

Upgrades, such as built-in floppy drives and the addition of an RF modulator (for TV viewing), were available starting with the 520STF and the 520STFM

Atari originally intended to release versions with 128 kB and 256 kB of RAM for the 130ST and 260ST respectively

However, with the operating system loaded from a floppy disk into RAM, there was little to no space left for applications to run

The 260ST was opened up in Europe in a limited way

In 1986, the 1040STF (also called STF) shipped with 1 MB of RAM and featured an internal power supply and a double-sided floppy drive (although some STF models came with a single-sided floppy drive

They were easily distinguished as the single-sided drives had a large eject button below the slot, while the double-sided ones had a standard-sized eject button on the bottom right of the drive)

The 1040ST was the first personal computer to be released with a basic 1 MB RAM configuration

When the market price dropped to $999 in the United States, it became the first computer to break the $1000/MB price barrier, appearing on the cover of Byte Magazine

However, the ST remained unchanged internally for most of its lifespan

The choice of model names was inherited from the names of the XE series of the Atari 8 bit computer family

Hardware Description

Case

The 520ST was an all-in-one unit, similar to earlier personal computers such as the Commodore 64

By the time the 520ST hit the market, consumers were demanding a “full-size” keyboard, including cursor keys and a numeric keypad

For this reason, the 520ST was quite “boxy,” generally oversized, for a machine that one had to move to adjust the keyboard position

Added to this problem was the number of bulky cables necessary to connect to the peripherals

This problem was solved to some extent on models that included a built-in floppy drive, which made it awkward to place the mouse and joystick sockets in a small niche under the keyboard

The case followed the Atari-era Tramiel design, basically wedge shaped, with a series of vents cut into the back for airflow

The original design of the 520ST used with a floppy drive external

The case style 1040ST had a built-in diskette drive

The power supply for the first 520ST was a large external block, while the 1040ST was inside the machine

Also, most machines had keyboards with very soft tactile feedback, not as good as those on an IBM PC, with unique and strange rhomboid function keys on the top edge

Connection ports

The ST had a large number of ports mounted on the back of the machine

  • Standard ports:
    • RS-232c serial port (DB25)
    • Centronics printer port
    • Joystick/mouse ports (DE-9)
    • MIDI ports (5 pin DIN)
  • ST specific ports:
    • Monitor port (13 pin DIN)
    • ACSI port (similar to SCSI) DMA (for hard drives and laser printers)
    • Floppy drive port (for adding a second floppy drive)
    • ST Cartridge Port (128KB)

Due to its bidirectional design, the Centronics printer port could be used for a joystick and several games used adapters that plugged into the printer socket, providing two additional ports for 9 pin joysticks

Initially, Atari used single-sided disk drives that could store up to 360 kB

Later drives were double-sided versions storing 720 kB

Because of the early sales of so many single-sided disk drives, almost all software would ship on two single-sided disks instead of just one double-sided disk, for fear of losing early adopters

ST magazines that wanted to serve the entire audience and at the same time provide a large amount of material on a single cover disc, had to adopt innovative and customized formats to solve this problem

Another point of contention was that, while the Atari double-sided drive could read IBM-formatted discs, the IBM PCs could not read Atari discs

This formatting issue was later resolved by third-party formatting software and TOS updates (1.4 and above)

Mega

Initial sales were strong, especially in Europe where Atari sold 75% of its computers

Germany became Atari's strongest market, with small business users using them in their desktop edition and for computer aided design

To address this growing market sector, Atari created the ST1

In 1986 it debuted on Comdex, where it was favorably received with the new name of Mega

This new machine included a high-quality independent keyboard, a stronger case (to support the weight of a monitor), and an internal bus expansion connector

The new SLM804 laser printer did not come with a processor or memory, reducing costs

It would add to the Mega through the port ST DMA and would cause the computer renderizara pages

Initially equipped with 2 or 4 MB (a 1 MB version, the Mega 1 would come later), the Mega machines were complemented by the Atari laser printer to configure a low-cost desktop package

It included a custom blitter coprocessor to speed up the performance of some on-screen graphical operations, when it was finally released, it debuted on the Mega 2 and Mega 4 machines

As a result, even with the blitter included, some developers ignored it because it was not present on all machines

However, properly written GEM programs could use blitter without problems since the GEM API was a higher level interface to the TOS

Atari originally intended to include GEM's GDOS (Graphic Device Operating System), which allowed programs to draw (display, print, etc.) graphics on external devices via GEM's VDI (Virtual Device Interface)

This allowed developers to export high resolution graphics to printers, plotters, and other peripherals

However, GDOS was not ready at the time the ST began shipping

GDOS are provided with applications that used VDI for drawings and sources

Later versions of GDOS support vector (outlined) fonts

On the plus side, the ST was less expensive than most machines, including the Macintosh Plus, and tended to be faster than most

Largely as a result of the cost/performance factor, the ST would become a very popular machine, especially in markets where currencies changed price

In fact, the company's English advertising line was “power without the price”

In fact, the Atari ST terminal emulation software was much cheaper than a digital VT220 terminal, which was normally required on headquarters computers

Enhanced STs

During the first four years, nothing much changed in the capabilities of the ST platform, except the release of new machines with higher RAM, and in updates quietly introduced to the TOS ROMs built from version 1.00 in 1985 until the "final" (for models that were not STE or Mega) and the improved Rainbow TOS version 1.04 from 1989

In late 1989, Atari released the ST E (also called STE), a version of the ST with improvements in multimedia hardware and its operating system

The STE featured an increased color palette of 4096 colors better than the 512 ST (although its maximum palette without programming tricks was still limited to 16 at its lowest 320x200 resolution)

Genlock support and a graphics coprocessor chip called Blitter that could quickly handle large blocks of data (mostly graphic sprites) around RAM

It also included a new 2 channel digital sound chip that could play 8 bit stereo samples in hardware up to 50 kHz

Two Enhanced Joystick Ports (EJP) were added (two regular joysticks could be plugged into each port with an adapter), with the new connectors placed in easy-to-access locations on the side of the case

Ports improved joystick were compatible with joypads on the console, Jaguar, Atari

RAM memory now easier to upgrade through SIMMs

Despite all this, it still ran at 8 MHz, and the improved hardware was clearly designed to catch up with the Amiga

Initially, the STE models had software and hardware conflicts, causing some applications and games written for the ST line to be unstable or completely unusable (sometimes this could be resolved by expanding the RAM)

To make matters worse, the built-in floppy drives couldn't read as many tracks as the built-in floppy drives in older models

While this wasn't a problem for most users, some games used the extra tracks as a crude form of copy protection and as a means of getting more data onto the disc, and formatting 86 tracks on an "80-track" disc was a common expansion option in custom formatting utilities

Even having a joystick attached sometimes caused strange behavior with some apps (like with First Word Plus)

Very little use was made of the additional features of the STE software: STE-enhanced and STE-only

It was generally limited to serious art applications, computer-aided design, or music applications, with very few games taking advantage of the hardware

However, quality was replaced by quantity, since the programmers who took advantage of the new capabilities did so to the fullest

Atari released the Mega STE, a STE with a gray TT case that ran on a 16 MHz switchable dual-bus design (16 bit external, 32 bit internal), optional Motorola FPU, built-in 3½" floppy disk drive, slot VME expansion, one network port AppleTalk and an optional built-in 3½" hard drive

It was also shipped with TOS 2.00 (with better support for hard drives, improved desktop interface, memory testing, support for 1.44MB floppy disks, and bug fixes)

At some point during the early 1990s, development of the ST line of computers branched off

On one branch was the TT aimed at high-end workstations (including the 68030 and 3280 MHz based TT030)

And in the other was the entertainment-oriented Falcon (also based on 68030, operating at 16 MHz, but with improved video modes and lots of custom chips, especially the high quality audio DSP (Digital Signal Processor) )

Both were supposed to be compatible with ST, but were incompatible with each other

In 1993, Atari canceled development of the ST computers to focus on Jaguar

Following Atari Corp.'s exit from the computer market, Medusa Computer Systems manufactured some Atari Falcon/TT compatible machines using 68040 and 68060 processors

They were based on multimedia (particularly audio, but also video), computer aided design and office utility tools

Future of the platform

Despite the lack of a hardware vendor and commercial software vendors, there was a small active community dedicated to keeping the ST platform alive

There have been advances in the operating system, software emulators (for Windows, Mac and Linux) and some hardware developments

There are accelerator cards, such as the CT60 and CT63, based on 68060 for Falcon

The project Atari Coldfire, whose development has created an Atari clone based on the Coldfire processor and which is called FireBee

Milan Computer from Germany, manufactured Atari clones based on 68040 and 68060 that could run the Atari TOS 4.5 operating system or the Milan MultiOS operating system

On November 17, 2023, Atari relaunched its legendary Atari 2600 with the same design and its iconic joystick

It was distributed in Europe through Plaion together with Atari itself

It is neither a replica nor a mini-console with a handful of pre-installed games

Called the Atari 2600+, it's the original genuine retro experience with one self explanatory change:

  • HDMI port with a mode to accommodate the image to current screens
  • Usb C port for power
  • serial port to connect the legendary Joystick by cable
  • traditional cartridge system in which we can use almost all the originals (Atari 2600 and 7800 cartridges)
  • game cartridge with classics Adventure, Combat, Dodge 'Em, Haunted House, Maze Craze, Missile Command, RealSports Volleyball, Surround, Video Pinball and Yars' Revenge
  • Rockchip 3128 SOC microprocessor with 256MB DDR3 RAM and 256MB eMMC internal storage

Software

Music/Sound

The MIDI ports integrated low cost ST and the fast response times and low latency for it to become the favorite for musicians

The ST was the first personal computer with built-in MIDI ports, and there was plenty of MIDI related software for professional use in music studios, or for amateur enthusiasts

The well known application of the Windows/Macintosh Cubase originated on Atari ST

Music Tracker software was popular on the ST, like TCB Tracker, helping to produce quality music from the Yamaha synthesizer ('chiptunes')

An innovative music composition program that combined the sample playback abilities of a tracker with conventional musical notation (usually only found in MIDI software) was called Quartet (in addition to its 4-note polyphonic tracker, which displayed a staff monophonic at the same time as color screens)

Because the ST compared large amounts of memory at once, sound sampling packets became a realistic proposition

The product Microdeal Replay Professional included a sound sample that you used cleverly the cartridge port ST to read in parallel from the cartridge port from the ADC

For the digital sound output, it used the onboard frequency output, set to 128 kHz (inaudible) and then modulating the amplitude of that sound

In addition to sound sampling capabilities, the availability of software packages with MIDI support for music composition and efficient sound analysis helped make the Atari ST a precursor to studios using later "all-in-one" computers

There was also software that could be used to make the Atari speak, known as SAM (Software Automatic Mouth)

Applications

Also popular on the ST were professional desktop publishing software, such as PageStream and Calamus

Office tools such as word processors (WordPerfect, WordWriter ST and others), spreadsheets and database programs

Various amateur computer-aided design and computer-aided manufacturing tools up to professional level

All largely aimed or even limited to owners of high-resolution monochrome monitors

Los programas de tratamiento gráfico como NEOchrome, Degas & Degas Elite, Canvas, Deluxe Paint y Cyber Paint presentaron características avanzadas tales como el diseño 3D y la animación

One painting program, Spectrum 512, used palette-switching tricks that allowed the maximum number of colors to be displayed on the screen at the same time (up to 46 on each scan line: the STE never had a Spectrum4096, but other minor applications filled this specialized sector, some even went so far as to trick the shifter into displaying a maximum of 19,200 colors)

3D computer graphics applications (such as The Cyber ​​Studio), brought 3D modeling, sculpting, scripting, and most importantly, computer animation (using delta compression) to the desktop

Video capture and editing applications that used special video capture “dongles” connected via the cartridge port: low frame rate, mainly silent and monochrome, but progressed towards basic sound and color (in still frames) as end of machine life

Games

The ST enjoyed success in gaming due to its low cost, fast performance, and colorful graphics

Notable game developers for the ST include Peter Molyneux, Doug Bell, Jeff Minter, Jez San, James Hutchby, Dimitri Koveos, and David Braben

The first real-time 3D computer role-playing game, Dungeon Master, was developed and first released on the ST, and was the best-selling software for this platform

Simulation games such as Falcon and Flight Simulator II made use of the improved graphics found on ST machines, as did many arcade conversions

In one game, MIDI Maze used midi ports to network with other machines interactively

Utilities/Miscellaneous

There was utility software to control hardware add-ons such as video digitizers

Office graphics and productivity software were also included with the ST (HyperPaint II by Dimitri Koveos, HyperDraw by David Farmborough, 3D-Calc spreadsheet by Frank Schoonjans, and many others commissioned by Bob Katz, later of Electronic Arts)

There was a thriving release of public domain software and shareware that was distributed, in the days before public Internet access, libraries of public domain software that were published in magazines and on popular bulletin board systems

Surprisingly, a modest set of fans of the system, which included a dwindling number of good quality print magazines, survived until the mid 1990s and the birth of the modern, publicly accessible Internet as we know it

Despite its limited graphics, memory, and system buffering capabilities, there are several Internet browser, email, FTP, telnet, and IRC applications

Graphical Internet browser applications were available on the ST

Franchises

Some of the franchises that became popular on the Atari ST:

Franchises
Name Company Year
GEM (Desktop) Atari/Digital Research 1985
Neochrome Dave Staugas 1985
1st Word GST 1985
STZip Vincent Pomey 1994
Dungeon Master Mirrorsoft/FTL 1987
MIDI Maze Hybrid Arts 1987
Populous EA/Bullfrog 1989
Xenon 2 Megablast Bitmap Brothers 1989

Specifications

All STs were made up of custom and commercial chips:

Chips custom
Chip Description
ST Shifter (Video shift register chip) Enabled bitmap graphics using 32 KB of contiguous memory for all resolutions. The screen address had to be a multiple of 256
ST GLU (Generalized Logic Unit) System control logic used to connect the ST chips. It was not part of the data path, but was necessary to link the chips together
ST MMU (Memory Management Unit) enabled access to physical memory of up to 4 MB. It mapped the memory space of the ST
ST DMA (Direct Memory Access) It was used for transferring data on floppy disks and hard drives. Could directly access the main memory of the ST
Chips support
Chip Description
MC6850P ACIA (Asynchronous Common Interface Adapter) allowed the ST to communicate directly with MIDI devices and the keyboard (using 2 chips). 31.25 kBaud for MIDI and 7812.5 bps for keyboard
MC68901 MFP (Multi Function Peripheral) used for interrupt generation/control, serial and parallel port. Atari TT030 had 2 MFP chips
WD-1772-PH (Western Digital Floppy Disk Controller) controller chip of the disk drive
YM2149F PSG (Programmable Sound Generator) provided 3-voice sound synthesis, also used as a floppy drive signaler and printer port controller
HD6301V1 (Hitachi keyboard processor) used to scan the keyboard and mouse/joystick ports

ST/STF/STM/STFM

Lanzado originalmente con el 520ST:

  • CPU: Motorola 68000 at 8 MHz. 16 bit data/32-bit address bus
  • RAM: 512 kB
  • Display modes (60Hz NTSC, 50Hz PAL, 71.2Hz monochrome):
    • Low resolution – 320×200 (16 colors), 512 color palette
    • Medium resolution – 640×200 (4 colors), 512 color palette
    • High resolution – 640×400 (mono), monochrome
  • Sound: Yamaha YM2149 3 voice square wave plus white mono sound with 1 voice sound
  • Disk drive: 3½” single-sided floppy drive, 360 kB capacity when formatted to standard sector 9, 80 track layout
  • Ports: TV out (on ST-M and ST-FM models, standard NTSC or PAL RF modulation), MIDI in/out (with "out-thru"), RS-232 serial, Centronics parallel (printer), monitor ( RGB or Color composite and mono video, 13 DIN pins), extra disk drive port (15 DIN pins), DMA port (ACSI port, Atari computer system interface) for hard drives and Atari laser printer (sharing RAM with computer system), joystick and mouse ports (9 pin MSX standard)
  • Operating system: TOS v1.00 (operating system) with graphical environment management (GEM) WiMP (Windows, Mouse, Pointer) GUI

Atari 1040STf

Early machines included the operating system on a floppy disk (booted from a small ROM boot kernel)

They were quickly replaced by ROM versions (with expanded capacity) of TOS 1.0

This change also eliminated any possibility of memory specs below 512 kB, as GEM loaded all of its 192 kB code into faster RAM when booting the desktop

Shortly after this single change, most of the models on sale became STF, with an integrated dual-density (520STF/512 kB RAM) or dual-sided (1040STF/1024 kB RAM) drive

Later models used an updated version of TOS 1.02

Another early addition (after about 6 months) was an RF modulator that allowed the machine to connect to a color television when running in its low or medium resolution modes (525/625 interlaced lines 60/50 Hz, even on RGB monitors)

They greatly increased their sales and the perceived value of the machine (it was unnecessary to buy a prohibitively expensive monitor, even if it was exceptionally sharp and clear)

These models were known as the 520STM (or 520STM)

Later, the F and FM models of the 520 would have a built-in double-sided drive instead of a single-sided one

STE

Originally launched with the 520STE:

  • All the features of the 520STFM
  • Disk drive: Double-sided 3½" floppy drive, 720 kB when formatted with standard 9 sector, 80 track parameters (over 900 kB with certain extended sector and track formats)
  • RF modulator built-in
  • Extended palette of 4,096 colors available to choose from
  • Chip BLiTTER for fast movement of large blocks of data in memory
  • Hardware support for smooth horizontal and vertical scrolling (using the BLiTTER)
  • Sound: Additional National LMC 1992 sound chip with 2 channel 8-bit stereo PCM sound at up to 50 kHz, with adjustable bass and treble EQ (for output only)
  • Memory: 30-pin SIMM memory slots allowing upgrades of up to 4 MB (allowed: 0.5, 1.0, 2.0, 2.5 and 4.0 MB due to configuration restrictions; later thanks to third-party upgrade kits that allowed a maximum of 14 MB, avoiding stock MMU)

    Ability to synchronize the times of the video with an external device to be able to use a device Genlock video without having to make any modifications to the hardware of the computer

  • Additional ports: Stereo RCA connectors and two analog joystick ports (with support for analog devices, such as paddles and light pens, there are no registers that were used! Two normal digital joysticks can be connected to each analog port with an adapter)
  • TOS 1.06 a ROM

Later, the models STE they had TOS 1.62 which fixed some backward compatibility bugs with TOS 1.6

Models

16 bit models

16 bit models
Model Year Features
130 ST 1985 Prototype with TOS on floppy disk, and external power supply
260 ST 1985 With TOS on floppy disk, and external power supply. Short time on the market
520 ST 1985 With TOS on floppy disk, and external power supply
520 STm 1985 TOS in ROM, later renamed to 520 ST
520 ST+ 1985 1 MB of RAM
520 STf 1986 With internal diskette
1040 STf 1986 Like the 520 STf, but with 1 MB of RAM
520 STfm 1986 Like the 520 STf, but with RF connection for television
1040 STfm 1986 Like the 1040 STf, but with RF connection for TV
2080 ST 1986 ST for developers never released for sale, with 2 MB of RAM
4160 ST 1986 ST for developers never released for sale, with 4 MB of RAM
Mega ST 1, 2, 4 1987 with independent keyboard, 1, 2 or 4 MB of RAM, MegaBus, support for system clock...
4160 STe 1988 STE for developers never released for sale, with stereo output, 2 Joypad ports and Blitter
1040 STe 1989 Final version of the 4160 STe, but with 1 MB instead of 4 MB of RAM
520 STe 1989 Like the 1040 STE, but with 512 KB of RAM
1040 STE+ 1990 Prototype, based on the 1040 STE with internal hard drive (IDE) and a board with an Intel 80286 (most likely an AMD Am286) to run MS-DOS via hardware emulation
Mega STe 1991 Mega ST upgrade with TT case, TOS 2.0x, 68000/16 MHz, VME bus

32 bit models

32 bit models
Model Year Features
TT030 1990 68030/32 MHz, new TOS 3.0X, SCSI
FX-1 “Sparrow” 1991 Falcon prototype with TOS 2.07
Falcon 030 1992 68030/16 MHz, DSP56k, TOS 4.0x, case type 1040
Falcon 040 1993 Falcon prototype with 68040
Microbox 1993 Falcon prototype in desktop box

Laptops

Laptops
Model Year Features
Stacy, Stacy2, Stacy4 1989 7.5 kg and based on the Mega ST
ST Book 1991 DIN-A4 size and 2 kg weight; Distribution exclusively for Europe
ST Pad “Stylus” 1991 Pentop-Computer prototype

Clones

Clones
Manufacturer Model Year Features
Hybrid Arts CPX 1989 Mega ST in rack format, with SCSI controller and internal hard drive
GE-Soft Eagle 1994 Clone of the Atari TT030 with the 68030 32 MHz mounted on a card scalable to a 68040, 68060 or a PowerPC
C-Lab Falcon MK1 1995 Falcon with modified audio circuit
C-Lab Falcon MKII 1995 Falcon with modified audio circuit
C-Lab Falcon MKX 1995 Falcon with 68030 20MHz and modified audio circuit, rack format
Medusa Computer Systems Medusa T40 1994 Tower format, 68040 64MHz/32bit, 4 PCI BUS, 2 ISA, 1 VME, SCSI, IDE, 4 GB RAM
Medusa Computer Systems Hades 040 1996 Tower format, 68040 64MHz/32bit, 4 PCI BUS, 2 ISA, 1 VME, SCSI, IDE, 1 GB RAM
Medusa Computer Systems Hades 060 1996 Tower format, 68060 64MHz/32bit, 4 PCI, 2 ISA, 1 VME, SCSI, IDE, 1 GB RAM
Milan Computer Milan 040 1998 TOS 4.5, 68040, 64MB SD-RAM, ATI Mach 64 with 4MB expandable up to 16MB, SoundBlaster SB64 PCI
Milan Computer Milan II 1998 TOS 4.5, 68060 66/80 MHz, 64 MB SD-RAM, ATI Mach 64 with 4 MB expandable up to 16 MB, SoundBlaster SB64 PCI
Atari Coldfire Project FireBee 2011 PCI Form Factor, Coldfire MCF5474 at 266MHz with 400MIPS, 512 MB of RAM and 128 MB of video RAM, 8 MB Flash for OS, 10/100 Ethernet, USB, Compact Flash, SD Card, PS/2, AC'97, PCI, SCSI, IDE

Peripheral

Official peripherals
Official peripherals
Model Features
SF354 External 3.5" floppy drive, single-sided, double density (360 KB)
SF314 External 3.5" floppy drive, double sided, double density (720 kB)
Atari SM124 12" monochrome monitor, 640×480 pixels
SM147 14" monochrome monitor, without speaker, replaced the SM124
Atari SC1224 12" color monitor, 640×200 pixels with speaker
SC1435 14" color monitor, stereo speakers, replaced SC1224 (rebadged Magnavox 1CM135)
TT195 19" monochrome monitor for the TT030
SH204 20 MB External ACSI Hard Drive
Megafile 20, 30, 60 External ACSI hard drive, with matching Atari Mega ST case
Megafile 44 Removable 44 MB SyQuest SQ555 drive, with matching Atari Mega ST case
SLM804 Laser printer, with ACSI connection that uses the ST processor and memory as its own
SLM605 Laser printer, with ACSI connection, smaller than the SLM805
Third party peripherals
Third party peripherals
Model Features
Netus LAN and USB adapter for ST/Mega ST/TT/Falcon
EtherNEC adapter to use a network card with ISA bus in STs
SatanDisk ACSI Secure Digital and MMC card reader up to 4 GB

Trivial

The standard 8x8 pixel graphical character set for the ST (the main “font” in GEM ROM, and TOS operations in text mode) contains, following all standard numbers, letters, symbols and accented characters, four characters unusual

These can be placed together in a square, forming a basic but recognizable facsimile of the face of J. R. “Bob” Dobbs, the supposed founder of the Church of the Subgenius

Jack Tramiel chose to include the Hebrew alphabet with the character set ROM of ST due to his jewish heritage

Russel Hobbes, the drummer of the band Gorillaz, has an Atari ST in his room on the Gorillaz website

Fatboy Slim's album “Has Come A Long Way, Baby” has an Atari ST in the large foldout photo of Fatboy Slim's studio

The most acclaimed artists of IDM Mike Paradinas and Luke Vibert started writing music on Atari STs

Atari ST was used by Mike Oldfield on his 11th album, Earth Moving, released in 1989

Commodore 64

Commodore 64

Commodore 64 is an 8 bit personal computer developed by Commodore International in August 1982 at a starting price of $595

It is the successor to the Commodore VIC-20 and the Commodore MAX Machine, featuring 64 kilobytes (65,536 bytes) of RAM, with graphics and sound far above other equipment of its time

Commodore Logo

Description

Commodore 64 became the best selling personal computer model of all time, according to the Guinness Book of World Records

It is commonly named as C64; other less common names include CBM 64/CBM64, C = 64

Its casing has been affectionately nicknamed “breadbox” and “bullnose” due to its shape

Over the lifespan of the Commodore 64 (between 1982 and 1994), sales totaled around 17 million units

Unlike computers that were distributed only through authorized distributors, Commodore also targeted department stores and toy stores

The unit could be plugged directly into a television for gaming, giving it much of the appeal of dedicated video game consoles like Atari 2600

Its affordable price contributed to the crash of the video game market in 1983

Approximately 10,000 commercial software titles were manufactured for the Commodore 64, including development tools, office applications, and games

The machine is also credited with the popularization of the scene Demo for the computer

The Commodore 64 is still used by many computer enthusiasts and there are emulators that allow anyone with a modern PC to run any of those programs on their desktop (with varying degrees of success and functionality)

History

Sources

In January 1981, MOS Technology, Inc., the integrated circuit design subsidiary of Commodore, began a project for the graphic design and audio chips for a next generation video game console

Design work on the chips, called MOS Technology VIC-II (graphics) and MOS Technology SID (audio), was completed in November 1981

The new game console, which would use the new chips, would be called Ultimax or alternatively Commodore MAX, designed by Yashi Terakura of Commodore Japan

The project was eventually cancelled after only a few machines were manufactured for the japanese market

At the same time, Robert Russell (VIC-20 systems programmer and architect) and Robert “Bob” Yannes (SID engineer) criticized Commodore's product line, which was a continuation of the Commodore PET line, aimed at enterprises

With the support of Al Charpentier (VIC-II engineer) and Charles Winterble (MOS Technology manager), they proposed to Commodore CEO Jack Tramiel a true low-cost replacement for the VIC-20

Tramiel dictated that the machine should have 64KB of RAM

Although 64 kB of DRAM cost over $100 at the time, I knew that DRAM prices were falling, and would soon fall to an acceptable level before full production was reached

In November, Tramiel set the deadline for the first weekend in January, coinciding with the 1982 Consumer Electronics Show

The product received the code name of the VIC-40 as the successor to the popular VIC-20

The team that built it consisted of Robert Russell, Robert "Bob" Yannes, and David A. Ziembicki

The design, prototypes and some sample programs were completed in time for the show, after the team had worked tirelessly over the Thanksgiving and Christmas weekends

When the VIC-40 was introduced it was renamed C64 to fit Commodore's commercial product line which included the P128 and B256, both named by a letter and their respective memory sizes

The C64 made an impressive debut, as production engineer David A. Ziembicki recalled:

“All we saw at our booth were Atari people with their mouths dropping open, saying, How can you do that for $595?”

The answer was:

“It turned out to be vertical integration: thanks to Commodore owning the semiconductor manufacturing facilities of MOS Technology, each C64 has an estimated production cost of only $ 135″

Winning the war of market

The C64 faced off against a wide range of competing personal computers at its introduction in August 1982

With an impressive price tag along with the C64's advanced hardware, it quickly surpassed many of its competitors.

In the United States, its most important competitors were Atari 400/800, IBM PC and Apple II

The Atari 400/800 was very similar in terms of hardware, but was very expensive to build, forcing Atari to redesign your machine to make it more profitable

This gave rise to the 600XL/800XL line and the transfer of its production to the Far East

IBM PC and Apple II they were not comparable to the graphics and sound capabilities of the C64, but were more expandable thanks to their internal expansion slots, a feature the C64 lacked

All three machines had a standard 16K memory configuration, 48K less RAM than the C64

IBM PC and Apple II costaban $1,500, eran 3 veces más caros, mientras que el Atari 800 It was only $899

One of the keys to the C64's success was Commodore's aggressive marketing tactics, and they were quick to exploit the relative cost/performance divisions among their competitors with a series of television advertisements after the C64's launch in late 1982

Commodore sold the C64 not only through its network of authorized dealers, but also placed it on the shelves of department stores, discount stores, and toy stores

Since it had the ability to output composite video, it did not require a specialized monitor and could be connected to a television

This allowed it (like its predecessor, the VIC-20) to compete directly against video game consoles such as the Atari 2600

The C64's aggressive pricing is considered a major catalyst in the 1983 video game crash

Since Commodore offered a $100 refund in the United States for the purchase of a C64 when receiving any computer or video game console

To take advantage of the $100 rebate, some distributors and mail-order retailers offered a Timex Sinclair 1000 for as little as $10 with the purchase of a C64 so the consumer could send the computer to Commodore, collect the rebate and keep the difference

Timex Corporation out of the market the following year

The success of the VIC-20 and C64 contributed significantly to the output of the TI-99/4A from Texas Instruments and other competitors of the sector

In 1984, Commodore released the Commodore Plus/4 which offered a superior color display, better implementation of BASIC (V3.5) and embedded software

However, Commodore made what was perceived by critics and consumers as a major strategic mistake by being incompatible with the C64

To make matters worse, the Plus/4 lacked the hardware capability for sprites and had much poorer sound, so it greatly underperformed in two of the areas that had made the C64 the star

In the United Kingdom, the C64's main competitors were the Sinclair ZX Spectrum, of British manufacture, and the Amstrad CPC464

Released a few months before the C64 and with sales at almost half the price, the Spectrum quickly became the market leader

Commodore had an arduous fight against Spectrum, since I could not rely on undercutting the competition

The C64 debuted at £399 in early 1983, while the Spectrum cost £175

The C64 would later compete with the Spectrum in popularity in the second half of the 1980s, and eventually survived the Spectrum (which was discontinued in 1992)

Despite all attempts by Commodore to discontinue the C64 in favor of other higher priced machines, constant demand made its discontinuation a difficult task

In 1988, Commodore sold 1.5 million C64s worldwide

Although demand for the C64 dropped in the united States

In 1990, it continued to be popular in the United Kingdom and other European countries

In the end, economics, not obsolescence, sealed the fate of the C64

In March 1994, at CeBIT in Hanover, Germany, Commodore announced that the C64 would eventually be discontinued in 1995, stating that the C64's disk drive was more expensive to manufacture than the C64 itself

Although Commodore had planned to discontinue the C64 in 1995, the company declared bankruptcy a month later, in April 1994

The family C64

1982: Commodore released the machine Commodore MAX in Japan

It is called the Ultimax in the united States and VC-10 in Germany

The MAX was intended to be a gaming console with computing power limited

It was discontinued months after its release, due to poor sales in Japan

1984: Commodore launched the SX-64, a portable version of the C64

The SX-64 had the distinction of being the first portable computer to full color

The base unit had a 5-inch (127 mm) CRT and an integrated 1541 floppy drive

SX-64

1985: Commodore was determined to avoid the problems of the Plus/4, ensuring that the successors to the C64 (the Commodore 128 and 128D computers) were as good and fully compatible with the original

Offering a host of enhancements (such as structured BASIC with graphics and sound commands, 80-column display capability, and full CP/M support)

1986: Commodore released the Commodore 64C computer (C64C), which was functionally identical to the original, but whose exterior design was remodeled in the more elegant style of the C128 and other design trends in the United States of that time

The C64C is often included with the operating system based on GUI GEOS third party

The Commodore 1541 disk drive was also remodeled, resulting in the 1541-II

C64C

1990: The C64 was re-released as a game console, called the C64 Gaming System (C64GS)

We performed a simple modification of the base plate of the C64C to orient the connector of the cartridge to a vertical position

This allowed for the insert cartridges from the top

A ROM modified replaced the BASIC interpreter with a boot screen to inform the user that was supposed to insert a cartridge

The C64GS was another commercial failure for Commodore, and was never released outside of Europe

C64 Game System

A prototype was made for an advanced successor to the C64, the Commodore 65 (also known as "C64DX"), but the project was canceled by Commodore president Irving Gould in 1991

The C65's specs were very good for an 8 bit computer

For example, it could display 256 colors on the screen, while the Amiga, based on OCS, it could only display 64

Although no specific reason was given for the cancellation of the C65, it appeared that it was a conflict of interest with the Amiga low end

The Amiga 600 It was launched in mid-1992, eventually taking the place of the C65 as an advanced successor to the C64

C64 hardware clones

In the summer of 2004, after an absence from the market of more than 10 years, computer manufacturer Tulip Computers BV (owners of the Commodore brand since 1997) announced the C64 Direct-to-TV (C64DTV), a game console for TV with joystick, based on the C64 with 30 games built into its ROM

It was designed by Jeri Ellsworth, a self-taught computer designer who had previously designed the modern C-One C64 implementation

The C64DTV was similar in concept to other mini consoles based on Atari 2600 and Intellivision which had gained modest success earlier in the decade

The product was advertised on QVC in the United States for the 2004 holiday season

Some users installed 1541 floppy drives, hard drives, secondary joysticks and keyboards in these units, giving DTV devices almost all the capabilities of a full Commodore 64

DTV hardware was also used in the Hummer mini game console, sold at Radio Shack in mid-2005

Since 2006, C64 enthusiasts continue to develop new hardware, including Ethernet cards, specially adapted hard drives, and flash card interfaces

A scene Demo active

At the time of its introduction, the C64's graphics and sound capabilities were comparable only to the family Atari 8 bit

This was at a time when most IBM and compatible PCs had text only graphics cards, green screen monitors, and sound consisted of clicks and beeps from a low-quality built-in speaker

Due to its advanced graphics and sound, the C64 is often credited with starting the computer subculture known as demoscene

The C64 lost its top position among Demos programmers when the Atari ST and Commodore Amiga 16 bit in 1985, however, remained a very popular platform for Demos coding until the early 1990s

At the beginning of the millennium, it was still actively used as a machine for Demos, especially for music (its sound chip is used in special sound cards for PCs)

Unfortunately, the differences between the C64 PAL and NTSC caused compatibility problems between the C64 in the United States, Canada, and those in most other countries

The vast majority of the Demos could only be run on machines PAL

Software

Commodore 64 amassed a large software library of nearly 10,000 commercial titles, rivaled in its day only by the Apple II family (an emulation unit Apple II+ based hardware called The Spartan, manufactured by Mimic Systems Inc., was available for the C-64 for a short time, but never became very popular)

BASIC

Unfortunately, the built-in BASIC programming language did not offer an easy way to take advantage of the machine's advanced graphics and sound capabilities

To access the associated memory addresses to make use of the advanced functions, it was required to use the PEEK and POKE commands, which were third-party BASIC extensions, such as Simons' BASIC, or to program in the assembler

Commodore had a better implementation of BASIC, but chose to ship the C64 with the same BASIC 2.0 used in the VIC-20 to minimize its cost

However, this did not stop countless people from making thousands of programs in the BASIC V2 language and giving their first programming lessons to other people

Development tools

Aside from games and office applications such as word processors, spreadsheets, and database programs, the C64 was well equipped with development tools from Commodore and other vendors

The assembler MIKRO came in cartridge form and integrated seamlessly with the standard BASIC screen editor

Several companies sold compilers for BASIC, C, and Pascal, and a subset of Ada, to name a few of the most popular languages ​​available for this machine

The most popular entertainment-oriented development suite was the Shoot'Em-Up Construction Kit, affectionately known as SEUCK, which allowed those who were not coding experts to create original, professional-looking shooter games

Garry Kitchen's Gamemaker and Arcade Game Construction Kit also allowed non programmers to create simple games with little effort

Conversational Adventure game tools included The Quill and Graphic Adventure Creator development suites

Pinball Construction Set gave users the ability to design pinball machines

Games

No mention of the Commodore 64 would be complete without its games

Due to the quality and quantity of games written for this computer (thanks in part to advanced sound and graphics hardware), it became known primarily as a platform for gaming and home entertainment, rather than a serious business computer

The Commodore 64 user base encouraged commercial companies to flood the market with gaming software, even until Commodore's demise in 1994

Perhaps the most striking aspect of Commodore 64 gaming history is the sheer number of titles created for the machine

In total there are over 20,000 game titles exclusive to the Commodore 64, perhaps the largest catalog of games for any computer or gaming console to date, and easily rivals the number of games produced for the ZX Spectrum

Commodore did not publish many games itself for the C64, instead releasing game cartridges primarily from their failed MAX machine for the C64

Commodore included an “Ultimax” mode in the Commodore 64 hardware, which allowed the computer to emulate a MAX machine for this purpose

Commodore's most notable contribution to the C64 gaming tradition in that early era was perhaps the "International Soccer" game cartridge, which stood the test of time, even undergoing conversion to floppy disk and upon rerelease, its sales were older

However, apart from the initial Commodore cartridges, very few cartridge based games were released for Commodore

Most third-party game cartridges came from Llamasoft, Activision, and Atarisoft, however, some of these games also came to have disc and tape versions.

Only later, when the C64GS console failed, did cartridges make a brief comeback, including producing a few more cartridge only games

The crackers managed to transfer these games to discs, years later

For the most part, it was common for packaged commercial game software to come in either a floppy disk or a tape format, and sometimes both

Cassette-based games were generally cheaper than their disc based counterparts; However, due to the Datasette's lack of speed and random access, many long games (such as role-playing games) were never created for the cassette format

Game enthusiasts Commodore is divided mainly between those who had spent money in the purchase of a floppy drive and those who suffered with the limitations of the Datasette cheapest

Despite this, a large amount of software was produced on cassettes, including many "budget" games produced by companies such as Mastertronic, Firebird and Codemasters, which were released only on cassettes and sold for a fraction of the price of commercial software

While many commercial software companies produced packaged game software, a plentiful supply of free software was also available

Given the accessibility of BASIC on the Commodore 64, many BASIC games were also converted from other computer platforms and modified for the Commodore 64

Typographic programs were published in books and magazines, and public domain software was developed

Both launching from systems BBS and public domain libraries such as “Binary Zone” in the United Kingdom

There are many classic games for the Commodore 64, perhaps too many to mention, including ports of classic arcade games

Of note is the successful Impossible Mission produced by Epyx, which was originally designed for the Commodore 64

Epyx's multi-event games (Summer Games, Winter Games, World Games and California Games) were very popular, as was perhaps the first driving game with Split Screen Dynamics, Pitstop II

Most of these games finally appeared on the Commodore DTV joystick many years after

Other successful games that received versions for the Commodore 64 were Boulder Dash, The Sentinel, Archon and Elite

Cassette users will be able to remember titles such as Master of Magic, One Man and His Droid and Spellbound under the Mastertronic label

Other notable Commodore 64 titles included the Ultima and Bard's Tale role playing game series

Hewson/Graftgold were responsible for several well-received titles on the C64, including Paradroid and Uridium, which became famous for their metallic bas-relief style graphics effects and addictive gameplay

System 3 produced The Last Ninja action adventure series originally for the C64

Armalyte, an innovative shoot'em up title from Thalamus Ltd, and Turrican I and II are among some of the highest-rated games for the Commodore 64 (according to Zzap64, which awarded “Gold Medals” to these games)

Some notable game designers for the Commodore 64 are: Paul Norman, Dan Bunten (aka Danielle Barry), Andrew Braybrook, Stephen Landrum, Tim and Chris Stamper, Jeff Minter, and Tony Gibson, just to name a few

During the Commodore 64's final marketing years, Commodore Format magazine gave the only 100% rating given to a Commodore 64 game

As no game had been rated this highly before, and as the Commodore 64 commercial scene was shrinking in the mid-1990s, the 100% award was considered somewhat controversial

The game, titled Mayhem in Monsterland, was developed to fully exploit a multitude of programming tricks and quirks in the Commodore 64 hardware

The stunning use of non standard colors and scrolling was perhaps the most graphically impressive game ever produced for the Commodore 64

The game itself is similar to that of Nintendo Super Mario Bros and Sonic the Hedgehog Sega

While most of the commercial gaming activity no longer exists for the C64, many enthusiasts and hobbyists are still writing games for the platform today

History of the games

1983: although the C64 was actually a computer, its most widespread use was computer games

It was designed with that idea in mind, with support for sprites, music, joysticks and everything else needed

Like video game consoles, it had a cartridge slot

The first games for C64 were produced by well known video game production companies such as Atari and Activision, released as cartridges in the style of the first video games of the 80s

Most of them were conversions of arcade games that were successful

They were also limited by the amount of ROM on the cartridges, which was typically between 8 and 16 kBytes

Donkey Kong, Ms. Pac-Man, Pitstop, and Q*Bert are examples of console video games that were converted to the C64

Graphically, the C64 conversions were on par or even better than the versions for the best consoles of the time, the Atari 5200 and the ColecoVision

1984-1985: After the video game crash in 1983, many of the old producers left the business, the world of C64 games changed

At the same time, floppy disk drives and Datassette tape recorders became widespread

They had three advantages over the old cartridges:

  • create games on floppy disk or tape there were programming tools available for the C64 user
  • reduction of initial investment new producers had it easy since the media was cheaper to replicate
  • 160 kByte storage a gap that was much larger than in most cartridges

Consequently, many new companies like Graftgold were created and developed innovative games like Paradroid

Many of these new companies were European, especially British

Role-playing games like The Bard's Tale were spread across multiple discs, allowing for large games with many more graphics than cartridge based games

1985 was the year “SID artists” began pushing the Commodore 64 SID to its limits

Video game producers released more complex games such as Archon, Ghostbusters and Impossible Mission

1987: the C64 reached its maximum popularity

Most of its best-known C64 games, such as Pirates!, Maniac Mansion, and Wizball, were released this year

Después de 1987: the market for C64 was fading slowly

16-bit computers were much more powerful, like the Commodore Amiga, were available for two years and made cheap

Still, some of the most spectacular games were released after 1987

International 3D Tennis was one of the few 3D games, even if it was only with wireframe players

SimCity provided the simulation of a relatively complex city through a conversion for the C64, although it was a fairly simplified version

Thalamus games were known for pushing the C64 hardware to its limits until the 1990s

Applications, utilities and software for companies

Many companies did not take the Commodore 64 seriously as a business machine

It was still widely used for many important tasks, including creating computer graphics, desktop applications, and word processing

The best known art package was perhaps KoalaPainter, mainly due to its proprietary user interface with custom graphics tablet: the KoalaPad

Another quite popular drawing program was Doodle!

There was a Commodore 64 version of The Print Shop, which allowed users to generate signs and banners with a printer

“The Newsroom” was a suite for desktop applications

Lightpens and computer-aided design software were also produced commercially, such as the Inkwell Lightpen and related tools

There were many word processors available for the Commodore 64, but the best program for the price was SpeedScript, which was actually an input program from Compute!'s Gazette

Microsoft's commercial spreadsheet application called MultiPlan was ported to the Commodore 64, where it competed against packages such as Calc Result

There was a whole office suite of production british call Mini Office II

In Germany and Scandinavia, many popular application programs were published by the German company Data Becker

Serious business Commodore 64 users, however, were attracted to GEOS

Due to its speed, ease of use, and full suite of office applications and utility software, GEOS provided a work environment similar to that of an Apple Macintosh

Arguably the best office applications appeared in GEOS because it was graphically advanced and not limited by the Commodore 64's 40 column screen area

Being a full-fledged operating system, GEOS brought the arrival of many additional fonts, accessories and applications

It was also compatible with most Commodore 64 peripherals and third-party printer models

KoalaPad and Lightpen users could also use GEOS, which greatly increased the number of clipart images available for the platform

GEOS proved to be very popular due to the low price of the necessary hardware (and, of course, the capabilities of the operating system itself)

This was due in part to the aggressive pricing of the Commodore 64 as a gaming machine and as a personal computer (with the rebate campaign, the C64 cost as little as $100 at the time)

Compared to a typical PC for $2000 (which required MS-DOS and another $99 for Windows 1.0) or the venerable Mac 512K Enhanced which cost about $2000

There were numerous sound editing tools for Commodore 64

Commodore released music composition software that included a keyboard overlay suitable for the first Commodore 64s model

Software titles, such as Music Construction Set, were available for users to compose music with notes

However, the only tools that really boosted the C64's sound capabilities were mostly demoscene music tools, or pure assembly language tools

The cartridges of expansion MIDI hardware and speech synthesis were also available for the musicians to more serious

The Prophet64 cartridge, which began development in 1996 and was released in 2004

It featured a set of GUI style applications for music sequencing, drum and rhythm synthesis, MIDI DIN synchronization, and taking advantage of the SID chip in other ways

Turning the C64 into a true musical instrument that could be used by anyone

There was also software that could be used to make the Commodore 64 talk, known as SAM (Software Automatic Mouth)

Franchises

Some of the franchises that became popular in C64:

Franchises
Name Company Year
Commodore 64 BASIC Commodore 1982
Donkey Kong Atarisoft 1983
Ms. Pac-Man Atarisoft 1983
Pitstop Epyx 1983
Q*Bert Parker Brothers 1983
Koala Painter Koala/Audio Light 1983
Magic Desk I Commodore 1983
Multiplan Microsoft 1983
Vizawrite Viza Software 1983
Archon Electronic Arts 1984
Boulder Dash First Star/Micro Fun 1984
Ghostbusters Activision 1984
Tournament Tennis Imagic 1984
Zaxxon Synapse Software 1984
Impossible Mission Epyx 1984
Winter Games Epyx 1985
The Bard’s Tale EA/Interplay 1985
Hardball Accolade 1985
Paradroid Graftgold/Hewson 1985
GEOS Berkeley Softworks 1986
California Games Epyx 1987
Great Giana Sisters Rainbow Arts 1987
International Karate + System 3 1987
The Last Ninja System 3 1987
Maniac Mansion Lucasfilm Games 1987
Pirates! Microprose 1987
Rampage Activision 1987
Wizball Ocean/Sensible 1987
Bubble Bobble Firebird 1987
Buggy Boy Elite/Tatsumi 1987
geoWrite Berkeley Softworks 1987
Armalyte Thalamus 1988
geoPaint Berkeley Softworks 1988
SimCity Broderbund/Infogrames 1989
International 3D Tennis Sensible Software 1990
Creatures II Thalamus/Apex 1993

Fonts, bulletin boards and floppy magazines

In addition to commercial packaged software, the C64, like the previous VIC, had a large library of typesetting programs

Numerous computer magazines offered typographic programs, usually written in BASIC, assembly language, or a combination of both

Due to its immense popularity, many general purpose magazines writing about other computers offered C64 type inserts (Compute! was one of them)

And in its heyday, there were many North American magazines (Ahoy!, Commodore Magazine, Compute!'s Gazette, Power/Play, RUN and Transactor) dedicated exclusively to Commodore computers

These magazines sometimes had disk supplement subscriptions available for an additional cost

The programs were stored on the disk, to avoid the user having to write them

The Loadstar disc magazine offered fairly elaborate ready-to-run programs, music and graphics

Type books were also common, especially in the early days of the machine

A large library of public domain and free programs also emerged, distributed by online services such as Q-Link and CompuServe, BBS and user groups

Despite limited RAM and disk capacity, the Commodore 64 was a popular platform for hosting BBS (Bulletin Board Systems)

One of the most popular was the Color64 BBS system, which allowed the use of color graphics with the PET-ASCII system

Software piracy

The market for software C64 had problems with widespread piracy of software

This was perhaps due to a number of significant factors

The efforts of the groups warez to remove the copy protection of software were probably the main factors that contributed to the rampant piracy in the software

The Commodore 64's large user base, in addition to encouraging software companies to develop for its huge market, possibly also attracted software pirates who attempted to amass large libraries of pirated software

Many BBS They offered cracked commercial software, which sometimes required special access, and usually required users to maintain an upload/download ratio

A large number of warez groups existed, including Fairlight, which continued to exist more than a decade after the demise of the C64

Some members of these groups resorted to telephone and credit card or phone card fraud to make long-distance calls, either to download new titles that were not yet available locally or to load titles newly cracked by the group

However, not all Commodore 64 users had a modem

For these people, many warez “swapper” groups maintained contacts around the world

These contacts normally were sending diskettes massive pirated goods through the postal service

Additionally, and perhaps quite naturally, sneakernets existed in schools and companies around the world, as friends and colleagues exchanged (and usually later copied) their software collections

Before the Internet spread, this was the only way many users could amass huge libraries of pirated software

Particularly in Europe, groups were created explicitly to copy software, usually regardless of the software license

Several utilities were sold that contained custom routines to defeat most commercial software copy protection schemes, the most well known being Fast Hack'em

Tapes could be copied with special software, but this was often done by simply copying the cassette into a dual-deck tape recorder, or relying on an Action Replay cartridge to freeze the program in memory and save it to the cassette

Games game cracks could often be copied manually without any special tool

Hardware

Graphics

The C64 used the 6510 MOS Technology 8 bit microprocessor (a close derivative of the 6502 with an added internal 6 bit I/O port that was used for two purposes: to swap processor address space in ROM, and to operate the data tape recorder) and had 64 kilobytes of RAM, of which 38 kB were available for the built-in Commodore BASIC 2.0

C64 startup

The VIC-II graphics chip featured 16 colors, 8 sprites, scrolling capabilities, and two bitmap graphics modes

The standard text mode included 40 columns, like most Commodore PET models; the built-in font was not standard ASCII but PETSCII, an extension of ASCII-1963

Computer game and Demos programmers quickly learned how to exploit the more esoteric features of the VIC-II for additional capabilities, such as making more than 8 sprites appear and moving them simultaneously

Sound

The SID sound chip had three channels, each with its own ADSR envelope generator, and with several different waveforms, ring modulation and filter capabilities

It was very advanced for its time and was designed by Bob Yannes, who would later co-found the synthesizer company Ensoniq

Yannes criticized other chips of computer sound contemporary as

Primitive, obviously designed by people who knew nothing about music

Often a game's music made it a hit with C64 users

Some well-known composers and programmers of C64 game music included Rob Hubbard, David Whittaker, Ben Daglish, and Martin Galway, among many others

Due to the chip's limitation to three channels, chords were typically played as arpeggios, coining the C64's signature lively sound

There were two versions of the SID chip, the first was the MOS Technology 6581, which was found in all the original C64 breadboxes, and the earlier versions of the C64C and the Commodore 128

Later replaced by the MOS Technology 8580 in 1987

On the 6581 the sound quality was a little clearer and many Commodore 64 fans still prefer its sound

The main difference between the 6581 and 8580 was the voltage supply: the 6581 used a 12 volt supply, while the 8580 only required 9 volts

A voltage modification could be made to use a 6581 on a C64C board (which used 9V)

The SID chip had a distinctive sound that kept many followers

In 1999, the Swedish company Elektron produced a SidStation synthesizer module, built around the SID chip, using remaining stock of the chip

Several musical groups used these devices in their music

Like Machinae Supremacy, a band from Luleå (Sweden) that presents a slight fusion between metal, alternative rock and electronic music (mainly 8 bit and Chiptune)

Their style is defined by themselves as SID metal, taking advantage of the sounds of the SID chip of old Commodore computers

Or also Goto80 (Anders Carlsson), Swedish musical artist and researcher

He has been described as one of the key players between glitch and chipmusic, as well as an active demoscener

At the turn of the millennium, he was one of the first to bring chip music to a wider audience and was also an early adopter of Game Boy live music

Has an extensive catalog of free music (often open source) with a wide range of musical influences

He currently focuses on research and art, and maintains several blogs and labels such as Chipflip and Tumblr in text mode

Hardware revisions

The cost reduction was the driving force for hardware revisions to the motherboard of the C64

Reducing manufacturing costs was vital to Commodore's survival during the price war and lean years of the 16 bit era

The original C64 motherboard (NMOS-based) would go through two major redesigns, (and numerous sub-revisions) swapping positions of the VIC-II, SID and PLA chips

Initially, much of the cost was reduced by reducing the number of discrete components used, such as diodes and resistors

VIC-II was manufactured using 5 micrometer NMOS technology, with a clock speed of 8 MHz

At such a high clock speed, it generated too much heat, forcing MOS Technology to use a ceramic DIL package (called “CERDIP”)

The ceramic package was more expensive, but dissipated heat more effectively than the plastic

After a redesign in 1983, the VIC-II was enclosed in a DIL plastic package, which reduced costs substantially, but did not eliminate the heat problem

Without a ceramic package, the VIC-II required the use of a heatsink

To avoid additional cost, metal RF shielding doubled as the heat sink for the VIC, although not all units produced had this type of shielding

Most C64s in Europe were released with a cardboard RF shield, covered with a layer of metal foil

The effectiveness of the cardboard was highly questionable, and worse still, it acted as an insulator, blocking the airflow that trapped the heat generated by the SID, VIC and PLA chips

SID was manufactured using NMOS at 7 and in some areas at 6 micrometers

The SID prototype and some very early production models featured a ceramic DIL package, but unlike the VIC-II, these were extremely rare, as the SID was encased in plastic when production began in early 1982

In 1986, Commodore released the latest revision of the “classic” C64 motherboard

The design was identical to that of 1984, except that it now used two 64 kbit × 4 DRAM chips instead of the original eight 64 kbit × 1 chips

After the release of the C64C, MOS technology began to reconfigure the C64 chipset to use HMOS technology

The main benefit of using HMOS was that it required less voltage to drive the IC, which consequently generated less heat

This improved the overall reliability of the SID and VIC-II

The new chipset was renumbered to 85xx to reflect the change to HMOS

In 1987, Commodore launched the C64Cs with a completely redesigned motherboard, commonly known as a "short board"

The new board used the new HMOS chipset, with a new 64-pin PLA chip

The new “SuperPLA,” as it was nicknamed, integrated many discrete components and TTL chips

2114 color RAM was integrated into the latest PLA revision

Energy problems

The C64 used an external power source

While saving valuable space inside the computer case, the supply itself was barely adequate for the C64's power requirements and occasionally failed due to overheating

Some users bought third-party power supplies that are more resistant and better refrigerated

Throughout the life of the Commodore, third-party power supplies became increasingly important when used in conjunction with Creative Micro Designs peripherals

Of particular note, a C64 coupled with a RAM expansion or CMD SuperCPU required more power than provided by its original power supply

Peripheral

Storage

Tape drives

In the United States, the 1541 floppy drive was very widespread

By contrast, in Europe, the C64 was often used with cassette tape drives (Datassettes), which were much cheaper, but also much slower and less reliable than floppy drives

Datassette worked similar to a 300 baud modem, converting analog audio sounds to digital format

It plugged into a proprietary cassette port on the Commodore 64 motherboard

With this unit you could use audio cassettes virgin standard

Commodore Datassette

Datasette speed was incredibly slow (around 300 baud)

Loading a large program at normal speed could take up to thirty minutes in extreme cases

Many European software developers wrote their own tape fast loaders that replaced the C64's internal KERNAL code and offered load times often faster than standard speed floppy disks

Novaload was perhaps the charger tapes most popular used by most developers of software british and americans

Early versions of Novaload had the ability to play music while a program was loaded into memory, and was easily recognizable by its black border and digital sounds on loading

Other fast loaders included loading screens, which showed the user some nice illustrations while the program loaded

Fast chargers are more advanced included mini-games for the user to play while it loaded the program

One of these quick-loading minigames was Invade-a-Load, a small clone of the famous Space Invaders game

In addition to speed problems, Datasette users had to deal with interference caused by magnetic fields

Problem not unlike that of floppy drive users, the Datasette read head often got dirty or slipped out of place

This meant that many tapes produced errors to half of the loaded with great programs

A small screwdriver could be used to return the tape heads to their places, some companies sold several commercial kits to adjust the alignment of the Datasette heads

As the Datasette lacked random read and write access, users had to rely on a numerical counter to find the starting location of programs within the cassette

An optional transmission tape drive, based on the QIC-02 format, was made available for the Xetec Lt. Kernal hard disk subsystem

An optional streaming tape drive, based on the QIC-02 format, was available for the Xetec Lt. Kernal hard drive subsystem

Very few were sold, probably due to their high price

Floppy drives

Normally not supplied with the machine, 5¼ inch (Commodore 1541 and 1571) and, later, 3½ inch (1581) floppy drives became available from Commodore

The 1541 was the standard floppy drive for the Commodore 64, almost all disk-based programs were released on a floppy disk format compatible with the 1541

The 1541 was extremely slow when loading programs due to a poor implementation of the serial bus, a legacy of the Commodore VIC-20

A widespread joke advised users to “go get a cup of hot chocolate milk” after inserting a program load command into the C64

Commodore 1541

The 1541 floppy drive was notable not only for its physical size compared to the C64, but also for its unreliability

The most common failure was caused by the disk read/write head mechanism

Many software copy protection schemes used data stored on non-standard floppy disk tracks, forcing the drive head, while reading the data, to search for a zero, causing the head to hit a mechanical stop

This caused a loud, loud bang and over time often misaligned the head mechanism, resulting in reading errors and the need for repair

Some demos exploited it to force the floppy drive to play crude tunes (one of them was Bicycle Built For Two) by varying the way the mechanism was hit

Additionally, as with the C64, the 1541 units tended to overheat because their design did not allow for adequate cooling (a small fan was often attached to the case)

Many of the 1541's design problems were rectified with Commodore's 1541-II floppy drive, which was 100 percent compatible with the older 1541 lumbering hippo

Because the power supply was not located inside the drive case, the size of the 1541-II was significantly smaller and it did not overheat

In the following example, where "*" designates the last program loaded or the first program on disk, '8' is the floppy drive number, and the '1' means that the file should not be loaded from the standard memory address, you must do it from where the program header tells you what address it is saved at

This type of programming is used in machine language programs, but not in BASIC programs

Long after the introduction of the 1541, third-party developers demonstrated that the operations of this floppy drive were notoriously slow, and were able to fix this with clever software that took control of the serial bus signal lines and implemented an improvement in the transfer protocol between computer and floppy drive

In 1984, Epyx released its FastLoad cartridge for the C64 that replaced some of the 1541's slow routines with its own custom code, allowing users to load programs in a fraction of the time (~1/5th)

Despite being incompatible with the copy protection schemes of many programs, the cartridge became so popular among grateful C64 owners (probably the most widespread third-party upgrade for the C64 of all time) that many Commodore dealers sold the Epyx cartridge as a standard item when selling a C64 that included a 1541

As a free alternative to FastLoad cartridges, numerous pure software turbo-loader programs were also created that were loaded into RAM every time the computer was restarted

The best of these turbo-loaders was able to speed up the time required to load a program from the floppy drive by a very notable factor of 20x, demonstrating the inadequacy of the default bus implementation

Since turbo-loader programs were relatively small, it was common to put one on each floppy disk so they could be quickly loaded into RAM after rebooting

The 1541 floppy drive contained a 6502 MOS processor acting as the drive controller, along with an embedded disk operating system (DOS) in ROM and a small amount of RAM, the latter used primarily as buffer space

Since this arrangement was, in effect, a specialized computer, it was possible to write custom driver routines and load them into the RAM of the disks, making those disks operate independently of the C64

There were many software packages that took advantage of it; For example, some backup software allowed users to make multiple disk copies directly between drives in a chain without a C64

Several third-party developers sold a standard IEEE-488 parallel bus adapter for the C64, which plugged into the machine's expansion port

Apart from users of BBS, few took advantage of it, and the IEEE devices that Commodore sold (the 1 megabyte, 5 inch SFD-1001 floppy drive, and peripherals originally made for IEEE-equipped PET computers, such as the 4040, 8050 floppy drives, and 9060/9060 hard drives) 9090)

As an alternative to the poor performance of the 1541 or the relatively expensive IEEE bus adapter and associated peripherals, several third-party serial bus units appeared that often offered higher reliability, higher performance, quieter operation, or simply a lower price than the 1541

Although often at the expense of software compatibility due to the difficulty of reverse engineering, the DOS built into the 1541's hardware (Commodore's IEEE-based drives faced the same problem)

Like the IEEE-488 interface, the serial bus offered the ability to daisy chain hardware, that is, one device (disk drive or printer) would connect to the Commodore 64 and the others would connect to each other in sequence

This led Commodore to produce (through a third party) the Commodore 4015, or VIC-switch

This (rarely used) device allowed up to 8 Commodore 64s to be connected to the device along with a number of peripherals, allowing each computer to share the connected hardware

It was also possible, without requiring a VIC-switch, to connect two Commodore 64s to a 1541 floppy drive to simulate an elementary network

Allowing the two computers to share data on a single disk (if the two computers made simultaneous requests)

The 1541 worked admirably with one of them while returning an error message to the other, which surprised many people who expected a controller from the less stellar unit 1541 to crash or crash

This functionality also worked with mixed combinations of PET, VIC-20, and other 8 bit Commodore computers

Later, in the 1990s, Creative Micro Designs produced several powerful floppy drives for the Commodore 64

They included the FD series serial bus compatible 3.5" floppy drives (FD-2000, FD-4000), which were capable of emulating Commodore's 3.5" 1581

They also implemented a native-mode partition that allowed typical 3.5" HD floppy disks to store 1.6 MB of data, more than MS-DOS's 1.4 MB format

The FD-4000 had the advantage of being able to read, with difficulty, improved floppy disks

In addition, FD-series drives could partition floppy disks to emulate disk formats 1541, 1571, and 1581 (although, unfortunately, not the firmware of the emulated drive)

And a real time module could be mounted inside the drive to record the date in the files

Commercially, very little software was released in the 1581 disk format or the native CMD format

However, enthusiasts used this drive to transfer data between a typical MS-DOS PC and a Commodore using special software

There was another 3.5" floppy drive available for the Commodore 64

The "TIB 001" which was a 3.5" floppy drive that connected to the Commodore 64 via the expansion port, meaning that these drives were very fast

These devices were from a UK company, but unfortunately they were not exported to other countries

Hard drives

In early 1985, Fiscal Information Inc. of Florida demonstrated the Lt. Kernal hard disk subsystem for the C64

Lt. Kernal was revolutionary because it coupled a 10-megabyte Seagate ST-412 hard drive to an OMTI SASI smart controller, creating a high-speed bus interface to the C64's expansion port

The connection of the bus SASI to the C64 was accomplished with a host adapter designed to measure

Lt. Kernal was sold with a sophisticated minicomputer-like disk operating system (DOS) that, among other things, allowed a program to be run simply by typing its name and pressing the Return key

The TWO also included a function to access a random key that made it possible for an expert programmer to implement database style ISAM

In 1987, Xetec, Inc. took over the manufacture and distribution of the Lt. Kernal, introducing C128 support (including CP/M support)

The capacity of the standard drive was increased to 20 MB, with 40 MB optional, and the system bus was a small standard computer interface system, better known as SCSI (the direct descendant of SASI)

Lt. Kernall was the most technically advanced hard disk subsystem ever offered for Commodore 8-bit computers and was capable of a data transfer rate of over 38 kB per second (65 kB per second in C128 fast mode)

An optional multiplexer allowed Lt. Kernall to be shared by up to sixteen C64s or C128s (in any combination), using the round-robin programming algorithm that took advantage of the SCSI bus protocol's ability to handle multiple initiators and targets

Therefore, Lt. Kernall could be conveniently used with multiple computers, something that was not possible with other C64 compatible hard drives

Although production of Lt. Kernall ceased in 1991, fortunately, most of the components used in the original design were standard parts, making it possible to repair the units

In addition, several hobbyists were able to reverse engineer the host adapter and boot firmware

As a result, some subsystems of the Lt. Kernall continue to be used by hobbyists

Also available for the Commodore 64 was Creative Micro Designs' CMD HD series, available as CMDRKey

Like the Commodore 1541 floppy drive, the HD CMD could be connected to the Commodore 64's serial bus and could work independently of the computer with the help of its hardware

A CMD HD series unit included its own SCSI controller to operate its hard drive mechanism, as well as housing a real time module for recording the date in the files

The operating speeds of the CMD HD series drives weren't much faster than a 1541 floppy drive, but fortunately they were fully compatible with JiffyDOS

The faster parallel transfer was made possible by the addition of another CMD product, the RAMLink CMD and a special parallel transfer cable

With this arrangement, the system's performance doubled that of the Lt. Kernall

One advantage of CMD products was the compatibility with software, especially GEOS, that previous solutions lacked

Unfortunately, CMD missed the opportunity to develop a driver for the auxiliary port for the device's print spooler (as promised in the user manual)

Support for external SCSI devices (such as CD-ROM and Zip drives) was also lacking

SCSI devices could be plugged into the external SCSI port, but could not be used from the HD without experiencing difficulties

User operations of these hard disk subsystems were similar to those of Commodore floppy drives, with the inclusion of special DOS features to make better use of the drive's capabilities and to effectively manage the large increase in storage capacity (up to a maximum of 4 GB)

An unavoidable problem was that full 1541 compatibility could not be achieved, which often precluded the use of copy protection software, software turbo-loaders, or any software whose operation depended on an exact emulation of the 1541

The hobbyist created "IDE64 interface" was designed in the late 1990s, attached to the Commodore 64's expansion port and allowed users to connect common IDE hard drives, CD-ROMs and DVDs, ZiP floppy disk drives and LS-120s to their Commodore 64s

Later revisions of the interface board provided with a connector, compact flash additional

The performance of the IDE interface was comparable to RAMLink in speed, but lacked the intelligence of SCSI

Its main advantage lay in being able to use hard drives economical low-cost in place of the SCSI drives more expensive

1541 support wasn't as good as commercially developed hard disk subsystems, but it continued to improve over time

Input/Output

Serial communication

Similarly, since Commodore offered several inexpensive modems for the C64, such as the 1650, 1660, 1670, the machine also helped make the use of the modem popular for telecommunications

The 1650s and 1660s were at 300 baud, and the 1670s were at 1200 baud

The 1650 could only mark the pulse

The 1660 did not have a proprietary sound chip to generate ringtones, so a cable was needed from the monitor's audio output to connect to the 1660 so that the C64 sound chip could be used to generate the ringtones

The 1670 used a modified set of Hayes commands

In the United States, Quantum Computer Services (later America Online) offered an online service called Quantum Link for the C64 that included chat, downloads, and online gaming

In the UK, Compunet was a popular online service for C64 users (who required special Compunet modems) from 1984 until the early 1990s

In Australia, Telecom (now Telstra) ran an online service called Viatel and sold modems for the C64 to use with them

In Germany, restrictive rules on its state telephone system prevented the widespread use of modems, leading to the use of inferior acoustic couplers

Like the VIC-20, the C64 lacked an actual UART chip like the 6551 and used software emulation

This limited its maximum speed to an error prone 2400 bit/s

The cartridges with third-party UART chips offered better performance

Over the life of the Commodore 64, CMD developed two cartridges for serial communications for Commodore computers, the "Swiftlink" and the "Turbo 232"

The latter was capable of driving a 56k Hayes modem at full speed, allowing reasonable dial-up internet access speeds

The Retro-Replay expansion cartridge added the "Silver Surfer" serial card, which also enabled 56k modem connections

RAM expansions

Over the years, several RAM expansion cartridges were developed for the Commodore 64 and 128

Commodore officially produced several models of RAM expansion cartridges, collectively referred to as the 17xx REU series for Commodore

While these devices came in sizes of 128, 256, or 512 KiB, third-party modifications were quickly developed that could extend these devices to 2 MiB, although some of those modifications could be unstable

Some companies also offered services to upgrade professionally these devices

One disadvantage of the 17xx series devices manufactured by Commodore was that some required a heavy-duty power supply if used in a Commodore 64

Several third-party clones were developed, some of which were designed in such a way as to eliminate the need for a heavy-duty power supply

The other major disadvantage was that the RAM of those cartridges could only be accessed through a handful of hardware registers, rather than being CPU-addressable memory, and they didn't provide any sort of RAM disk functionality (although a utility disk was supplied) with some REUs, which provided a disk controller to load the RAM)

An exception popular to the disuse of REU was GEOS

GEOS made heavy use of a primitive form of software control of swap space, which tended to be slow when used exclusively with floppy disks or hard disks

With the addition of REUs, along with a small software driver, GEOS would use expanded memory instead of its usual swap space

Berkeley Softworks later developed its own 512 KiB RAM expansion cartridge, the GeoRAM

This device was purposely designed for use with GEOS, although some REU compatible programs were later adapted for use

Sometime later, GeoRAM was cloned by another company to form the BBGRAM device (which also had a battery backup unit)

CMD designed its own externally powered 1 or 2 MiB RAM expansion, marketed as the RAMDrive CMD, which was explicitly designed to be used as a RAM disk

Its main feature was that the external power supply kept the format and RAM contents safe and valid while the computer was turned off, as well as powering the device in any case

A driver was provided on the included utility disk to allow GEOS to use the RAMdrive as a normal "disk" drive

CMD later launched the RAMLink

This device worked similarly to the RAMDrive, but could tackle up to 16 MiB of RAM in the form of a REU, GeoRAM, and/or a 17xx series internal memory card, which also provided real time battery backup to record the date on files saved on it

It also had a battery backup, thus preserving the contents of the RAM

The controllers were provided with RAMLink to allow GEOS to use their memory as a swap space replacement or as a regular "disk" drive

CMD's Super CPU Accelerator that came later, could hold up to 16 MB of RAM directly addressable to the CPU

Unfortunately, no functionality or disk-based RAM was offered, nor was any existing software able to utilize the directly addressable nature of RAM

The exception was the drivers that were included with the drive to explicitly allow GEOS to use that RAM as a swap space replacement, or as a regular disk drive, as well as to make use of the acceleration offered by the drive

Input devices

Commodore produced joystick controllers for the Commodore 64, largely compatible with joysticks Atari, as well as paddles (which were not compatible with Atari)

Commodore's paddles were originally designed for the VIC-20, but unfortunately very few C64 sets were able to take advantage of them

Commodore joysticks were often ridiculed because they weren't particularly robust, especially for extreme gaming

Many gaming fans preferred third-party joysticks, while other fans even built their own joysticks and controllers for the Commodore 64, or modified controllers from other systems

While the Commodore 64 only had two joystick ports, fans built several different types of adapters for four ports

This allowed the use of up to four joysticks on a Commodore 64, with the right programming

However, few games were able to take advantage of them

Commodore tube two mouse models, the 1350 and the 1351

The 1350 was only capable of emulating a joystick, by sending quick signals about the direction of the joystick as it moved, and therefore was not very useful

The 1351 used a more traditional proportional mode, sending signals to the computer that told it the amount and direction of movement

The 1351 also supported an identical mode to the 1350

CMD's SmartMouse was compatible with the 1351 and also included a third button and a built-in real time module

There was also the NEOS mouse that was not compatible with the 1351 software

The pen Inkwell came with its own drawing software and was compatible with GEOS

The Koala Pad, an early form of touchpad, had its own painting software and was also compatible with GEOS

Other peripherals

The Commodore 1701 and 1702 were 13 inch (33 cm) color monitors for the C64 that accepted composite video or separate chrominance and luminance signals, similar to the S-Video standard, as input for superior performance from the C64

In the early days of the Commodore 64, Commodore released several hardware improvements for sound manipulation:

  • Sound Expander: a limited use expansion cartridge
  • Sound Sampler: a limited use expansion cartridge, which allowed only about two seconds of audio to be recorded, making it largely useless
  • Music Maker: it was a plastic overlay for the Commodore 64 "breadbox" keyboard, which included plastic piano keys. The external keyboard was an add-on that plugged into the sound expansion

Due to the high cost of these hardware devices, they did not sell well

The reason for this was perhaps due to their cost, lack of proper software, and poor marketing of home consumption expansions

The end result perhaps discouraged a lot of serious musicians

CMD (Creative Micro Designs) was the longest running third-party hardware vendor for the Commodore 64 and 128

Produced a symphonic SID cartridge for Commodore

This cartridge gave the Commodore another SID chip for use with music SID stereo

This saved users from having to modify their motherboards to enable dual SID chips

Their first commercial product for C64 was a fast loader and a KERNAL based utility chip called JiffyDOS

It wasn't the first KERNAL-based upgrade for the C64 (also SpeedDOS and DolphinDOS), but it was perhaps the best implemented

The benefits of the KERNAL upgrade meant that the cartridge port was free to use (which would normally have been occupied by an Epyx FastLoad or Action Replay cartridge)

However, it had the drawback of having to manually remove the C64's motherboard chips and associated floppy drives to install it

Aside from the usual 1541 fast loader routines, JiffyDOS contained an easy-to-use DOS and a few other utilities

Freeze, Reset, and Utility Cartridges

Probably the most well-known development and hacking tools for the Commodore 64 were the "Reset" and "Freezer" cartridges

As the C64 did not have a reset button, reset cartridges were popular for entering "POKEs" (codes that modified parts of a game's code to cheat) found in magazines dedicated to Commodore

Freezer cartridges had the ability not only to manually reset the machine, but also to dump the contents of its memory and send the output to a disk or tape

In addition, some of these cartridges included tools for editing game sprites, machine-language monitors, floppy disk fast loaders, and other development tools

However, freezer cartridges did not cease to create controversy

Despite containing many powerful tools for a programmer, they were also accused of helping software piracy defeat software copy protections

The most well known freezer cartridges were the Datel "Action Replay", Freeze Frame MK III B, Trilogic "Expert" and "The Final Cartridge III" cartridges

Another cartridge important was the Retro Replay and its features

The Retro Replay was basically a remake of the popular Action Replay freezer cartridge, but with some fundamental improvements

  1. it was flash based, meaning that the ROMs could be modified at any time
  2. it had two flash ROMs and could therefore hold two independent cartridges (which could be switched between each time the computer was rebooted). It was also not mandatory to install a cartridge ROM, it also allowed you to install all your favorite software in a ROM bank, have it at hand all the time and without loading times
  3. possessed a clock port (known as Amiga 1200) It allowed him to install more hardware. For the C64, there were these additions: Silversurfer (an RS232 modem port), RR-Net (a port for DSL/T1-internet), an Ethernet card. None of these additions required more than the 64 KiB of RAM or 0.8 MHz offered by a C64

The Lt. Kernal hard disk subsystem included a button on the host adapter called an ICQUB (pronounced "ice cube"), which could be used to stop a running program and capture an image of the RAM on the disk

It worked with most copy-protected programs that didn't perform disk overlay and skipped the ROM table jump to the KERNAL

Printers

Commodore created a number of dot matrix printers, including the MPS 801 and MPS 803, and many other third-party printers also became popular, some with more advanced printing features than any of Commodore's models

Commodore also produced the DPS-1101 daisy printer, which produced typewriter like quality letter quality printing, and generally cost more than the computer and floppy drive

Most printers were connected to the C64 via the serial port (like floppy drives) and could be daisy chained to the system

Later, CMD created the GeoCable that allowed PS2 type inkjet and laser printers to work under GEOS with a special device driver

Accelerators CPU

Like the Apple II family, third-party acceleration units providing a faster CPU appeared at the end of the C64's lifespan

However, due to synchronization issues with the VIC-II chip, the C64's accelerators were much more complex and expensive to implement than their counterparts for other computers

So while accelerators based on the WDC 65C02, which generally ran at 4 MHz, and the 65816 at 20 MHz, appeared too late and at a price of $199 or higher

The Turbo Master CPU, produced by Schnedler Systems, was a blue expansion port device that clocked a clock speed of 4.09 MHz, which also had an option for JiffyDOS

The most well-known accelerator for the C64 was probably Creative Micro Designs' SuperCPU, which gave the C64 a 20 MHz processor (instead of ~1 MHz) and up to 16 MiB of RAM when paired with CMD's SuperRamCard

Understandably, due to a very limited "market" and number of developers, there hasn't been much software adapted for the SuperCPU to date; however, GEOS was supported

Among the few offerings available were the revamped GEOS Wheels system, a heel-based web browser called "The Wave", a Unix/QNX-like graphical operating system called Wings, some Demos and old fashioned Katakis style shooter games called Metal Dust

The devices present and future

While CMD no longer produces hardware for Commodore, it still develops and produces new peripherals, primarily for mass storage or networking

CMD stopped selling products for Commodore in 2001

In July of that year, programmer Maurice Randal was sold an exclusive license to produce and sell Commodore related products

Your Company Click Here Software Co supplied the products until around 2009

In 2010, Jim Brain acquired the license to supply JiffyDOS

Since January of that year, he has sold the product through his webshop Retro Innovations

The MMC64 cartridge allowed the C64 to access MMC and SD flash memory cards

Several hotfixes and plugins were developed for you to take advantage of additional features

It had a clock port Amiga to connect an RR-Net Ethernet interface, and even produced an MP3 player plug-in called 'mp3@c64'

Retro Replay was a vastly improved version of the very popular Datel Action Replay cartridge, which featured many software improvements, such as 32 KiB RAM (instead of the Action Replay's 8 KiB) and 2 switchable ROM banks totaling 128 KiB for two 64 KiB ROM images

It also had a clock port Amiga that could contain an additional high-speed RS232-Serial (called "Silver Surfer") or Ethernet (called "RR-Net") interface

Like the MMC64, all of these peripherals were manufactured by a German company

The IDE64 interface not only provided access to the IDE drives, but also allowed connection to a PC and could directly access all the PC's drives, it could also handle CF (Compact Flash) cards and in its latest version (v4) it also had a USB connector

Today's mice can be connected via the micromys interface, even processing optical mice and the like

There are also several interfaces for connecting the 64 to a PC keyboard

A special board has been developed to convert the video signals from the Commodore 64 to a standard VGA monitor output, and there is also a board in development to convert the CGA RGBI signal from the Commodore 128 to VGA, but no tangible product of either of these exists yet

However, you can purchase Commodore 64 video adapters to a VGA output for a monitor or HDMI for modern televisions, in the store 8bitclassics.com, however, access to this website is limited according to geographical location, for security reasons

Specifications

Internal Hardware

  • Microprocessor CPU:
    • 6510/8500 MOS technology (it is a modified 6502 with an integrated 6 bit I/O port)
    • Clock speed: 1.023 MHz (NTSC) or 0.985 MHz (PAL)
  • Video:
    • VIC-II MOS technology 6567/8567 (NTSC), 6569/8569 (PAL)
    • 16 colors
    • Text mode: 40×25 characters; 256 user defined characters (8x8 pixels, or 4x8 in multicolor mode); 4 bits of RAM define the foreground color
    • Bitmap modes: 320x200 (2 colors in each 8x8 block), 160x200 (3 more colors for background in each 4x8 block)
    • 8 hardware sprites of 24x21 pixels (12x21 in multicolor mode)
    • Smooth scrolling, raster interruptions
  • Sound:
    • MOS 6581/8580 SID Technology
    • 3 channel programmable ADSR surround synthesizer
    • 8 octaves
    • 4 waveforms: triangle, sawtooth, variable pulse, noise
    • Oscillation synchronization, ring modulation
    • Programmable filters: high pass, low pass, band pass, notch filter
  • RAM:
    • 64 KB (65,536 bytes), of which 38 KB minus 1 byte (38911 bytes) were available for BASIC programs
    • 512 bytes of color RAM (1K nybbles)
    • Expandable to 320 KB with Commodore 1764 256 KB RAM Expansion Unit (REU); although only 64 KB were directly accessible; REU was primarily intended for GEOS

      The 128 KB and 512 KB REUs, originally designed for the C128, were also available, but required the user to purchase a more powerful power supply from a third-party supplier; with 1764 it was included

      Creative Micro Designs also produced a 2 MB REU for the C64 and C128, called the 1750 XL

      The technology actually supported up to 16 MB, but the largest officially produced was only 2 MB. Expansions of up to 16 MB were possible thanks to CMD's SuperCPU

  • ROM:
    • 20 KB (9 KB BASIC 2.0; 7 KB KERNAL; 4 KB character generator, which provided two 2 KB character sets)

I/O ports and power supply

  • I/O ports:
    • 8 pin DIN connector that contained composite video output, separate Y/C outputs, and sound input/output. (Some earlier C64 units used a 5 pin DIN connector which omitted the Y/C output)
    • Antenna output modulator RF integrated through a RCA connector
    • 2 × screwless DE9M game controller ports (compatible with game controllers Atari 2600), each compatible with five digital inputs and two analog inputs. Available peripherals included digital joysticks, analog paddles, a stylus, the Commodore 1351 mouse, and the exclusive KoalaPad
    • Cartridge expansion slot (edge ​​connector slot with 6510 CPU addresses/bus data lines and control signals, as well as GND and voltage pins; used for program modules and memory expansions, among other functions)
    • Interface for PET type 300 baud Datassette tape (edge ​​connector with motor/read/write/signal sensor and GND; and +5V pins; motor pin was powered directly to the motor)
    • User port (edge ​​connector with TTL level RS-232 signals, for modems, etc.; and parallel byte signals that could be used to control third-party parallel printers, among other things; with 17 logic signals, 7 GND and voltage pins, including 9V AC voltage)
    • Serial bus (serial version of IEEE-488, 6 pin DIN connector) for CBM printers and disk drives
  • Power supply: 5 V DC and 9 V AC from the external "monolithic power brick", connected to the computer's 7 pin female DIN connector

Trivial

One in three Commodore 64s during its launch were defective

Many of early units had video problems causing a blurry effect that made alphanumeric characters were difficult to read

At address $FFF6-$FFF9 (65526-9) of C64 KERNAL, just before the processor-encoded jump vectors, the sequence of letters “RRBY” can be found

They are the initials of Robert Russell and Bob Yannes, the two main engineers who created the C64

The Commodore 64's BASIC V2, the programming language that was built into the computer, could be locked by executing PRINT “” + – [x] (where x is any integer)

Or trying to create the start of a BASIC program at a line number close to 350800

In the American cartoon comedy Family Guy, in the episode Jungle Love, Peter gets his new job (at the Pawtucket Brewery) from an unemployment office employee who used a Commodore 64

Headkicker II: The Final Kick modifies the Commodore 64's home screen, replacing the computer's name with "Adult Swim", a nod to Cartoon Network's The Brak Show, on which the game is based

Population: Tire, a game from the animated flash site Homestar Runner, also starts with a modified Commodore 64 screen, called “Compydore 64”

The Commodore 64's startup screen was modified from the startup sequence of the 2002 computer game Grand Theft Auto: Vice City

In the 1984 film The Philadelphia Experiment, a room full of monitors and Commodore 64 computers was used as a control room

All the computers were offline, but Stewart Raffill, the director, said they were a “cheap resource”

“Weird Al” Yankovic performed his song “It’s All About The Pentiums” on a Commodore 64

In one of the Police Academy movies, a woman playing a police delivery driver follows a police car using some type of satellite tracking device, which was actually a wireless Commodore 64

Several Commodore-based computers appear in the UK sci-fi comedy series Red Dwarf

In season 1, episode 5 Trust and Paranoia, the ship's computer Holly asks Dave Lister to erase a portion of her memory using a Commodore 64 keyboard with a command that didn't exist, which subsequently caused Holly to be unable to process what I had just asked for

In later episodes, an Amiga 500 can be seen being used as another checkpoint for the Red Dwarf ship, as well as other computers on a Holoship

“Commodore Sixty-Four” appeared as hobo name #175 on John Hodgman's list of 700 hobo names in his book, The Areas of My Experience

In the 1994 film Time Hunters, the time machine is a small plane with a Commodore 64 inside

When the plane took off, the date to travel was entered into the computer and then the plane traveled through time

In the PC game Space Quest 5, one of the planets Roger Wilco travels to is called “Commodore LXIV” (LXIV is the Roman numeral equivalent of 64)

El grupo Welsh Hip Hop The Goldie Lookin’Chain hizo referencias a los ordenadores Commodore & Spectrum en su exitoso single ‘Half Man/Half Machine’

Wolfgang Priklopil, the Austrian communications technician who kidnapped Natascha Kampusch, exclusively used a Commodore 64 and complicated the recovery of evidence due to its disuse in 2006

MSX

MSX

MSX was the name of a standard, in the 1980s, of a personal computer architecture

Logo

It was a Microsoft led attempt to create a unified standard for hardware manufacturers, conceived by Microsoft Japan's sole executive, Kazuhiko Nishi

Despite Microsoft's involvement, MSX-based machines were rarely seen in the United States, but were very popular in other markets

In the end, 5 million units were sold worldwide

Nishi proposed MSX as an attempt to create a single standard within the industry of personal computers

Inspired by the success of VHS as a standard for videocassette recorders, many Japanese electronics manufacturers, along with Goldstar, Philips and Spectravideo built and promoted MSX computers

Any piece of hardware or software with the logo of MSX was compatible with the products MSX from other manufacturers

Specifically, the form and function of the expansion cartridges were part of the standard; any MSX expansion or game cartridge would work on any MSX computer

Description

The Nishi standard consisted mainly of several off-the-shelf components; the main CPU was a 3.58 MHz Zilog Z80, the graphics chip was a Texas Instruments TMS9918 with 16 KB (KiB) of dedicated VRAM, and sound was provided by the AY-3-8910 chip manufactured by General Instrument (GI)

These components, along with Microsoft's MSX BASIC, made the MSX a competitive, if somewhat expensive, personal computer package

This design was very similar to the Spectravideo SV-328 personal computer, but there was not complete compatibility between them

Spectravideo later released a system, the SV-728 that adhered to the MSX standard

Before the appearance and great success of the Nintendo Famicom, MSX was the platform for which major Japanese game studios, such as Konami and Hudson Soft, produced their titles

The series Metal Gear was originally written for the hardware of the MSX

History

In the 1980s, Japan was in the midst of an economic awakening

Large Japanese electronics companies could have been successful in the early computer market if they had made a concerted effort in the late 1970s

Their combined design and manufacturing power could have allowed them to produce competitive machines, but they initially ignored the personal computer market and appear to have hesitated to do business in a market where no industrial standard existed

When a large number of large Japanese firms announced their plans to introduce the MSX machine, it caused a wave of panic in the US industry

However, Japanese companies avoided the highly competitive personal computer market in the United States, which was in the midst of a price war over Commodore

Only Spectravideo and Yamaha marketed, briefly, the machines MSX in the united States

The Spectravideo MSX technology had very little success, and Yamaha's CX5M model, created to interface with various types of MIDI equipment, was considered more of a digital music processing tool than a personal computer standard

During the 1980s, Europe became the largest market for computer games (as opposed to console games) in the world, and the extremely popular computers Commodore 64 and Sinclair ZX Spectrum they dominated the market

By the time MSX launched several 8 bit personal computers in Europe, the other computers, which were more popular, were already too late to capture the European 8 bit computer market

As a result, the MSX never became the global standard that its creators had envisioned, as it never took off in the United States or most of Europe

In Japan and South Korea, MSX was the leading personal computer system in the 1980s

It was also popular in the Netherlands, Spain, Brazil, some Arab countries and the Soviet Union, where networked models of the Yamaha MSX 2 were used to teach computer science in schools

The exact meaning of the abbreviation 'MSX' is still a matter of debate

It is believed that it stood for 'MicroSoft eXtended', referring to the included MSX-BASIC programming language, specifically adapted by Microsoft for the MSX system

However, according to Kazuhiko Nishi on a visit to Tilburg in the Netherlands, he stated that MSX stands for 'Machines with Software eXchangeability'

The MSX-DOS operating system had CP/M support and was similar to MS-DOS

In this way, Microsoft may have promoted MSX for home use while promoting MS-DOS-based personal computers in office environments

MSX released four generations:

  • MSX 1 (1983) 8 bit computer based with Z80 microprocessor
  • MSX 2 (1986) 8 bit computer based with Z80 microprocessor
  • MSX 2+ (1988) 8 bit computer based with Z80 microprocessor
  • MSX turbo R (1990) 16 bit computer based on the Zilog Z800 microprocessor known as R800. It was not successful due to lack of support and the increase in popularity of the already well-established on the market, IBM PC Compatible. Its production ended in 1995

In total, 5 million MSX computers were sold, making it relatively popular but not the global standard it was intended to be

Compared to competing 8 bit computers, Commodore 64 sold 17 million units in its entire life cycle, Apple II sold 6 million units, Amstrad CPC sold 3 million units and Tandy TRS-80 sold 250,000 units

Resurgence of MSX

In 2001, Kazuhiko Nishi started an 'MSX revival' thanks to the official MSX emulator called MSXPLAYer

It is the only emulator official MSX

All the copyrights of the MSX are maintained by the MSX Association

In 2004, the Dutch company Bazix announced that they had become representatives of the MSX Association in Europe, offering contact in English for any questions related to MSX trademarks and copyrights

On October 17, 2006, Bazix launched WOOMB.Net, a website selling MSX games (translated into English if necessary), with a selection of 14 games

In Japan, game sales began earlier, through Project EGG

WOOMB.Net was the English counterpart to this (and other) Japanese services offered by D4 Enterprise

In August 2006, D4 Enterprise announced the release of a new MSX2-compatible system called “one chip-MSX”, a system based on an Altera Cyclone EP1C12Q240C8 FPGA

The “one chip-MSX” was similar in concept to the C-One, a clone of Commodore 64 which was also based on a single FPGA chip

The new MSX system could be found in a case made of transparent blue plastic and could be used with a standard (or TV) monitor, along with a PC keyboard

It had two MSX cartridge slots and supported the MSX-MUSIC and SCC+ audio extensions

An SD/MMC-flashcard could be used as an external storage medium, emulating the drive needed to boot MSX-DOS

Thanks to its VHDL programmable hardware, it was possible to add new hardware extensions to the device simply by running a reconfiguration program under MSX-DOS

The “one chip-MSX” also had two USB connectors that could be used after adding supporting VHDL codes

In 2006, Nintendo Japan posted on its Virtual Console website that MSX games would be available for the Wii Virtual Console emulator

In February 2007, it was confirmed again and announced that the games would cost 800 Wii Points and would be available by Spring 2007 (Japan only, at least initially)

Games

Some of the video game franchises that became popular on the MSX:

Video game franchises
Name Company Year
Bomberman Hudson Soft 1983
Metal Gear Konami 1987
Parodius Konami 1988
Puyo Puyo Compile 1991

Others had multiple releases on MSX, including some exclusive titles for the system or versions of games converted from other formats:

Versions of games converted from other formats
Name Company Year
Castlevania (as Vampire Killer) Konami 1986
Dragon Quest Enix 1986
Final Fantasy Squaresoft 1989
Gradius (Nemesis) Konami 1985
Penguin Adventure Konami 1986
SD-Snatcher Enix 1986
Knightmare Konami 1986
Ys – Ancient Ys Vanished Omen Origin 1988

Manufacturers of MSX computers

MSX 1

Spectravideo (USA), Philips (Netherlands), Al Alamia (Saudi Arabia), Sony, Sanyo, Mitsubishi, Toshiba, Hitachi, National, Panasonic, Canon, Casio, Pioneer, Fujitsu General, Yamaha, Yashica-Kyocera (Japan ), GoldStar, Samsung/Fenner (Korea/Italy), Daewoo/Yeno (South Korea), Gradiente, Sharp/Epcom (Brazil), Talent (Argentina)

MSX 1

MSX 1
Processor Zilog Z80A running at 3.58 MHz
ROM 32 KB

  • BIOS (16 KB)
  • MSX BASIC V1.0 (16 KB)
RAM Minimum 8 KB, up to 64 KB
Display processor Video Texas Instruments TMS9918 family

  • Video RAM: 16 KB
  • Resolution: 256×192 (16 colors)
  • Sprites: 32, 1 color, maximum 4 per horizontal line
Sound Chip General Instrument AY-3-8910 (PSG)

  • 3 channels + noise
Sound Chip
Clock Chip
Notes

MSX 2

Philips (Netherlands), Sony, Sanyo, Samsung, Mitsubishi, Victor (aka JVC), National, Panasonic, Canon, Yamaha (Japan), ACVS, DDX (Brazil, upgrade kit), Daewoo/Yeno (South Korea) ), Talent (Argentina)

MSX 2

MSX 2
Processor Zilog Z80A running at 3.58 MHz
ROM 48 KB

  • BIOS + Extended BIOS (32 KB)
  • MSX BASIC V2.0 (16 KB)
  • DiskROM (16 KB) (optional)
  • MSX-Audio BIOS (32 KB) (optional)
RAM Commonly 128 KB (64 KB on Japanese computers, Sony HB-F700P was 256 KB)

  • Allocated memory (4 MB (MiB)/slot max)
Display processor Video Yamaha V9938 (aka MSX-Video)

  • Video RAM: 128 KB (sometimes 64 KB or 192 KB)
  • Text modes: 80×24 and 32×24
  • Resolution: 512×212 (16 colors out of 512) and 256×212
  • Sprites: 32, 16 colors, maximum 8 per horizontal line
  • Hardware acceleration by copy, line, fill, etc.
  • Interlacing to double vertical resolution
  • Registration of vertical displacement
Sound Chip Yamaha YM2149 (PSG)

  • 3 channels + noise
Sound Chip
Clock Chip RP5C01
Notes

MSX 2+

Sony, Sanyo, Panasonic (Japan), ACVS, DDX (Brazil, upgrade kit)

MSX 2+

MSX 2+
Processor Compatible with Zilog Z80 at 3.58 MHz or higher (5.37 MHz versions were available)
ROM 64 KB

  • MSX BASIC V3.0 (16 KB)
  • DiskROM (16 KB)
  • Kun-BASIC (16 KB) (optional)
  • Kanji ROM (optional)
RAM Commonly 64 KB (on Japanese computers)

  • Allocated memory (4 MB (MiB)/slot max)
Display processor Video Yamaha V9958 (aka MSX-Video)

  • Video RAM: 128 KB
  • Text modes: 80×24 and 32×24
  • Resolution: 512×212 (16 colors out of 512) and 256×212
  • Sprites: 32, 16 colors, maximum 8 per horizontal line
  • Hardware acceleration by copy, line, fill, etc.
  • Interlacing to double vertical resolution
  • Registration of vertical displacement
Sound Chip Yamaha YM2149 (PSG)

  • 3 channels + noise (optional)
Sound Chip Yamaha YM2413 (OPLL) (MSX-Music) (optional)

  • 9 FM channels or 6 FM channels + 5 batteries
  • 15 preset instruments, 1 custom
Clock Chip RP5C01
Notes Only officially released in Japan (available in Europe and Brazil through updates)

MSX turbo R

Panasonic (Japan)

MSX turbo R

MSX turbo R
Processor R800 and Zilog Z80 running at 29 MHz and 7.14 MHz
ROM 96 KB

  • BIOS + Extended BIOS (48 KB)
  • MSX BASIC V4.0 (16 KB)
  • DiskROM (16 KB)
  • Kun-BASIC (16 KB)
  • Kanji ROM (256 KB)
  • Firmware (4 MB)
RAM 256 KB (FS-A1ST) o 512 KB (FS-A1GT)

  • Allocated memory (4 MB (MiB)/slot max)
  • Adicionalmente 16 KB (FS-A1ST) o 32 KB (FS-A1GT) de SRAM (battery-powered)
Display processor Video Yamaha V9958 (aka MSX-Video)

  • Video RAM: 128 KB
  • Text modes: 80×24 and 32×24
  • Resolution: 512×212 (16 colors out of 512) and 256×212 (19768 colors)
  • Sprites: 32, 16 colors, maximum 8 per horizontal line
  • Hardware acceleration by copy, line, fill, etc.
  • Interlacing to double vertical resolution
  • Registration of vertical displacement
Sound Chip Yamaha YM2149 (PSG)

  • 3 channels + noise
Sound Chip Yamaha YM2413 (OPLL) (MSX-Music)

  • 9 FM channels or 6 FM channels + 5 batteries
  • 15 preset instruments, 1 custom
Clock Chip
Notes Only released in Japan

Sound Chip

  • PCM
    • 8 bit single channel (no DMA), 16 kHz maximum using BIOS routines
    • Built-in microphone
  • MIDI in/out (solo FS-A1GT)

Trivia MSX

June 27, 1983 is the birthday of the MSX Home Computer Standard, which was the day it was formally announced during a press conference

The MSX 1 computers were very similar to the Colecovision and Sega SG-1000 video game systems

They shared the same CPU and video processors

Their sound processors were also very similar

There is an emulator of the Colecovision to the MSX

The MSX 1 BIOS was written by Rick Yamashita and Jey Suzuki (Jey was only 18 years old at the time)

By far the most popular and famous MSX games were written by the Japanese software company Konami

As the MSX's processor, the Zilog Z80A, could only address up to 64 KB of memory, the default allocation (used in most, if not all models) was with the lower 32 KB for BASIC ROM and the upper 32 KB for RAM

Machines intended to run MSX-DOS (a system similar to CP/M) had 64 KB of RAM, but the lower 32 KB were disabled for the BASIC ROM to work

When the computer booted MSX-DOS, the BASIC ROM was disabled and the entire 64 KB address space was allocated to RAM

Software compatible with MSX-DOS (directly ported from CP/M) included dBase II, Turbo Pascal version 3, and Wordstar

Therefore, in the late 1980s, several Brazilian companies used an MSX system as their “corporate” computer

As an MSX 1 was only capable of displaying only 40x25 of text, expansion kits were introduced which upgraded the screen to 80x25, giving the MSX a more professional look

MSX 2 and later versions were not manufactured by the main Brazilian companies (Gradiente and Sharp)

Much of the market was covered only by Ademir Carchano (MSX Projetos et al) who created most of the aftermarket hardware for the MSX, including the MegaRAM cartridge (a method of copying and playing MegaROM games), the MSX 2.0 conversion kits and 2+ and IDE Interfaces

As cheaper IBM-PC clones eventually dominated the market, the MSX remained somewhat popular, although its prices on hardware created and sold remained considerable for some time afterwards

MSX 1 games were mainly released on cartridges and cassettes

Later in the 1980s, the MSX 2 was released, which typically included a 3.5" disk drive, and as a result, games and programs were distributed on floppy disks

MSX 3.5" floppy disks, at least those formatted in MSX-DOS 2.0, were directly compatible with MS-DOS (although some details such as file deletion and boot sector code were different)

The introduction of MSX led to a new and short-lived type of software cracking: conversion

Since the games could not be played on the SV-328 computer, SV-328 crackers developed a method to modify the games (MSX 1) to make them work on the SV-328

In most cases this included downloading the MSX BIOS to the SV-328 from a tape or floppy disk

Due to the use of the same processor (Z80), the graphic resolution (256x192 pixels) and the number of colors (16) of the MSX 1 and Sinclair ZX Spectrum, Many video games created for the latter could be easily converted to the MSX platform by the (European) authors themselves, making both versions almost identical

The improved color display capabilities of the MSX were not exploited: they did not use any hardware sprites, and the character color style of the MSX graphics ZX Spectrum were used directly, rather than using the more advanced MSX utilities to have different color pairs on each line for each character

Spectrum

Sinclair ZX Spectrum

The Sinclair ZX Spectrum is a home computer that was released in the United Kingdom on April 23, 1982 by Sinclair Research

Based on the 3.50 MHz Zilog Z80A CPU, the Spectrum supported 16 KB or 48 KB of RAM

Spectrum logo

The hardware designer was Richard Altwasser for Sinclair Research and the software was written by Steve Vickers under contract to Nine Tiles Ltd, the authors of Sinclair BASIC

Sinclair industrial designer Rick Dickinson was responsible for the machine's exterior appearance

Originally called the ZX82, Sinclair renamed the machine “Spectrum” to highlight the machine's color screen, compared to the black and white of its predecessors, the ZX80 and ZX81

Description

The video output was intended for a television, for color graphic display

The rubber keyboard (similar to calculator keys) was marked with the Sinclair BASIC keywords, so, for example, pressing “G” in programming mode would insert the BASIC language command, GO TO

The experienced programmers were able to create BASIC programs much faster than machines of that era

Programs and data were stored using a cassette recorder normal

The Spectrum's video display, although rudimentary by today's standards, was perfect at the time for use in portable televisions, and did not present much of a barrier to game development

Text could be displayed with 32 columns × 24 rows of characters using the Spectrum character set, with a choice of 8 colors in normal or bright mode, which provided 15 shades (black was the same in both modes)

Image resolution was 256 × 192 with the same color limitations

The Spectrum had an interesting method of handling color; color attributes were kept on a 32×24 grid, separate from text or graphic data, but remained limited to only two colors in any given character cell

This led to the so-called colour clash or attribute clash with some weird effects in games arcade style

This problem became a distinctive feature of the Spectrum and a joke among Spectrum users, as well as a source of ridicule for proponents of other systems

Other machines available at that time, for example the Amstrad CPC, not suffered this problem

The Commodore 64 used color attributes, but hardware sprites and scrolling were used to avoid attribute clash

The Spectrum was the first home computer in the United Kingdom, with similar relevance to that of the Commodore 64 in the united States

The Commodore 64, often abbreviated as C64, being the main rival to the Spectrum in the UK market

An improved version of the Spectrum with better sound, graphics and other modifications was marketed in the United States by Timex Corporation called TS2068

Features

Features of the original ZX Spectrum included:

  • Zilog Z80A 3.5 MHz microprocessor (8 bit data bus and 16 bit address bus). Accompanying the main processor was the ULA (Uncommitted Logic Array), in charge of performing auxiliary functions
  • Two RAM configurations with 16 kB or 48 kB. It is interesting to note that, contrary to what the marketing might have recommended, the 16 kB of ROM was not included on each machine. Thus, the total memory of both models was actually 32 and 64 kB. The limit for 16 bit addressing was 64 kB
  • These 16 kB of ROM included an interpreter of the BASIC SINCLAIR language developed by the company Nine Tiles Ltd. for Sinclair and that was an evolution of the one already developed for the two previous commercial machines of the brand, the ZX80 and the ZX81, and of the that the Spectrum was the successor. In the same memory area was the ASCII character set used by the machine by default (although you could point to other memory areas and define alternative characters) and a reserved area just before the screen memory, ideal for EPROMs that they could connect in the rear slot
  • Rubber keyboard integrated into the computer, in the 16 kB model and in the first version of 48 kB. The original rubber keyboard pressed two membranes with conductive tracks to detect pressure. The membrane of the ZX Spectrum Plus had 3, this third layer widens the keys using the pressure of 2 contacts at the same time, to generate for example the quotation marks, these on the Spectrum 48K is done by pressing SYMBOL SHIFT and P (in the Plus could also be done in the same way). Such a membrane used to be the most fragile part of the computer and it was common for years to change it up to several times
  • Common audio cassette tape storage system. The data was accessed at a rate of 1,500 bit/s on average. A 48 kB set took on average just under 4 minutes to load. There were games that used their own charging system, called "turbo", at a faster speed than the ROM operating system standard, although slightly more likely to cause load errors. As an additional peripheral, from 1983 Sinclair launched the ZX Interface 1 that could be connected to up to eight fast tape drives called a frequently used microdrive between software developers, which accessed the data at a speed of 120,000 bit/s (15 kB/s)

A new case was later developed, consisting of an improved keyboard with hard keys and 4 layers of membrane, to allow the pressing of two function keys in one, and the more professional case, with squared edges instead of rounded, which was named ZX Spectrum + (ZX Spectrum Plus)

This development was also sold as an upgrade and was often included along with a 16 kB Spectrum memory upgrade, which added a reset button and better ventilation

In short, the design of the computer was incredibly optimized and made the most of its seemingly small possibilities

All these features made the ZX Spectrum a very affordable and versatile device, bringing microcomputing closer to a large number of people

Graphic system

One of the peculiarities of the ZX Spectrum is its video system, being able to display an array of 256 x 192 pixels, but the color resolution was only 32 x 24, so groups of 8 x 8 pixels shared color information

Such color or attribute information consisted of: Background or paper color, ink or ink color, brightness attribute, and a flash attribute

The background color applied to pixels 0, and the ink color applied to pixels 1, each being selected from seven colors

The brightness attribute increased the brightness of colors (except black, which did not vary), so up to 15 colors (seven by two brightness levels, plus black) could be displayed on the screen

The flash attribute caused the two background/ink color attributes to be exchanged several times per second, giving a flickering effect.

Thus, we have 256 x 192 x 49152 bits x 6144 bytes destined for the bitmap (2048 bytes for every third of the screen) and 32 x 24 x 768 bytes dedicated to color, brightness, and flash, totaling a total of 6912 bytes

The problem of having different resolutions for bitmap and color forced game programmers, especially during the last stages of the computer's life, to adopt ingenious solutions to minimize collisions between colors, a phenomenon known as "attribute clash" in the anglo-saxon world

This was due to the ZX-Spectrum was not intended to operate as a video game machine

Although the “attribute clash” allowed the necessary video size to be reduced to 6.75 kB, this made some of the displayed graphics appear low quality if the design was not thorough

History and evolution

The hardware was designed by Richard Altwasser and the casing and appearance is a design by Rick Dickinson

The software (ROM firmware), as well as the extensive instruction manual was the work of Steve Vickers

All of them had participated in the design of Sinclair's previous models, the ZX80 and ZX81

In April 1982 two models appeared: one with 16 Kb for £125 (upgradable to 48 Kb for £60) and another with 48 Kb ex works for £175

With color image output and very acceptable sound, its small size and keyboard with hard rubber keys stood out, maintaining the traditional way of previous models of presenting complete words with keystrokes

With such a tight price, especially compared to competing models at that time, orders skyrocketed, Sinclair and the machine's assembly company, Timex, could not cope

In July 1982 there were already 30,000 orders pending and at the end of August (due to the staff's summer holidays, which were scrupulously respected) there were already 40,000 orders delayed, with the consequent annoyance of many buyers

Clive Sinclair himself made a public apology in the media and promised to have the orders delivered in September of that same year, which he fulfilled

By March 1983, more than 200,000 units of the ZX-Spectrum had already been sold, and the home video game market had become a profitable worldwide phenomenon

In just a few months, Sinclair Research Ltd. became one of the most solid and valuable companies in the sector at the time

The price of their machines dropped to £99.95 for the ZX-Spectrum 16 Kb, £ 129.95 for the ZX-Spectrum 48 Kb and £ 39.95 for the previous model, the ZX81

In 1981, Altwasser and Vickers left Sinclair to form their own company, which they called Jupiter Cantab (an abbreviation of Cantabridgian)

There they launched a machine with an identical architecture to the one used in the company they came from, the Jupiter Ace, on the market; however, it had practically no impact (only about 5,000 units were sold)

Educational application

Between 1980 and 1982 the UK Department of Education and Science started the Microelectronics Education Program to introduce microprocessing concepts and educational materials

Between 1982 and 1986, the Department of Industry allocated funds to help local education authorities in the United Kingdom supply their schools with a set of computers; the ZX Spectrum was very useful for control projects

Models

ZX Spectrum 16K / 48K (1982)


Released by Sinclair in 1982 and available with 16 kB (£125, later £99) or 48 kB (£175, later £129) of RAM and 16 kB ROM, the original ZX Spectrum is remembered for its rubber keyboard and tiny size

Owners of the 16 kB model could purchase an upgrade motherboard with 32 kB internal RAM, which consisted of 8 dynamic RAM and TTL chips

Users could mail their 16K Spectrums to Sinclair to upgrade to the 48K versions

To reduce the price, the 32 kB extension was composed of 8 simplified 64 kilobit chips with only half their active capacity

External 32 kB RAMpacks that mounted in the rear expansion slot were also available

As with the ZX81, RAMpack instability caused by a poor connection to the expansion caused disaster for many users, causing instant hangs and sometimes ULA or CPU fire

ZX Spectrum+ (1984)

ZX Spectrum+

This 48kB Spectrum, codenamed TB, introduced the new style of QL case with an injection-encapsulated keyboard and reset button, selling for a price of £ 180

There was also available an upgrade package for older machines

Most of the most common users, programmers and gamers, did not like the new keyboard

ZX Spectrum 128 (1986)

ZX Spectrum+ 128K

Sinclair developed the 128, codenamed Derby, together with its Spanish distributor Investrónica

Investrónica had helped adapt the ZX Spectrum + to the Spanish market after Spanish courts decreed that all computers with 64 kB of RAM or less must be compatible with the Spanish alphabet (including the letter ñ) and display messages in Spanish

New features included 128 kB of RAM, three-channel audio via the AY-3-8912 chip, MIDI support, RS-232 serial port, RGB monitor port, 32 kB ROM including an improved BASIC editor and an external keyboard

The machine was presented at the SIMO ’85 fair in Spain, with a price of 44,250 pesetas (€266), where it was later launched

The UK version remained without an external keyboard available, although it had the necessary ROM routines to use it and the port, which was renamed "AUX"

The Z80 processor used in the Spectrum had a 16-bit address bus, meaning only 64 kB of memory could be used

To facilitate access to the additional 80 kB of RAM, the designers used the bank switching technique to make the additional memory available in 6 16 kB pages at the top of the address space

The same technique was also used to perform lookups between the new 16 kB ROM for the editor and the original 16 kB BASIC ROM at the bottom of the address space

The new sound chip and MIDI output capabilities resulted in improvements to the BASIC programming language with the PLAY command and the new SPECTRUM command was added so that the machine could switch to 48K mode

To allow BASIC programmers access to the additional memory, a RAM disk was created where files could be stored in the additional 80 kB of RAM

The new commands occupied the space allocated to two of the user-defined characters, which caused compatibility problems with certain BASIC programs

ZX Spectrum +2 (1986)

ZX Spectrum+2

The Spectrum +2 was Amstrad's first Spectrum, shortly after the purchase of the Spectrum range and the “Sinclair” brand

The machine featured a new gray cabinet with a spring-loaded keyboard, two joystick ports, and a built-in cassette recorder called the “Datacorder” (such as the Amstrad CPC 464), but it was (in all aspects visible to the user), identical to the ZX Spectrum 128

Production costs reduced and the price fell to £ 139 – £ 149

The new keyboard did not include the BASIC keywords found on previous Spectrums, except for the LOAD, CODE, and RUN keywords, which were useful for loading software

However, the design remained identical to that of the 128

ZX Spectrum +3 (1987)


ZX Spectrum +3

The Spectrum +3 was similar in appearance to the Spectrum +2 but featured a built-in 3 inch floppy drive (such as the Amstrad CPC 6128) in place of the tape drive

It initially sold for £ 249, later for £ 199 and was the only Spectrum capable of running CP/M without additional hardware

The Spectrum +3 saw the addition of two more 16K ROMs, now physically implemented as two 32K chips

One was the home of the second part of the ROM reorganised 128K and the other housed the operating system disk

To facilitate the new ROMs and CP/M, bank-switching was refined, allowing the ROM to be paged to another 16 KB of RAM, in addition to offering three 16 KB pages for display RAM

Such changes caused:

  • Removing multiple lines on the expansion bus edge connector (video, power, ROMCS, and IORQGE); caused many problems on external devices; some like the VTX5000 modem could be used through the "FixIt" device
  • Reading a non-existent I/O port no longer returns the last attribute; causing some games like Arkanoid to be injurable
  • Changes in memory synchronization; some of the RAM banks suffered collisions, causing high-speed color change effects to fail
  • The routines for scanning the keyboard were removed from the ROM
  • Some older 48K games and some of the older 128K games were incompatible with the machine

    The ZX Spectrum +3 was the final official Spectrum model to be manufactured, remaining in production until December 1990

    Although it still accounted for a third of all home equipment sales at the time, Amstrad ceased production of the model in an attempt to transfer customers to the entire CPC

    ZX Spectrum +2A /+2B (1987)

    ZX Spectrum +2A

    The Spectrum +2A was produced to homogenize the range of Amstrad

    Although the case said “ZX Spectrum +2”, the Spectrum +2A/B was easily distinguished from the original Spectrum +2 by restoring the black casing of the standard Spectrum

    The Spectrum +2A became the +3 4.1 ROM model of Amstrad, which housed a new motherboard that greatly reduced the total number of chips, integrating many of them into a new ASIC

    The Spectrum +2A replaced the Spectrum +3's disk drive and associated hardware with a tape drive, as in the original Spectrum +2

    Spectrum menu

    Originally, Amstrad planned to introduce an additional disk interface, but it never appeared

    If an external drive was added, the operating system menu of “Spectrum +2A” would be changed on the Spectrum +3

    As with the ZX Spectrum +3, some older 48K games and some of the older 128K games were incompatible with the machine

    The Spectrum +2B signified that the manufacturing process changed from Hong Kong to Taiwan

    Clones

    Sinclair licensed the Spectrum design to Timex in the United States, which produced its own, largely incompatible derivatives

    However, some of Timex's innovations were later adopted by Sinclair Research

    An example of this was the abortive Spectrum “Pandora” laptop, whose ULA had a pioneering high-resolution video mode with the TS2068

    “Pandora” had a flat screen TV monitor, Microdrives and was intended to be Sinclair's business laptop

    After Alan Sugar bought his share of the computer from Sinclair, he took one look at it and it was abandoned

    A conversation between him and UK computer journalist Guy Kewney went like this:

    GK: Are you going to do anything with Pandora?
    AS: Have you seen it?
    GK: Yes
    AS: Well then

    In the UK, Spectrum peripheral supplier Miles Gordon Technology (MGT) launched the SAM Coupé as its natural successor with some Spectrum compatibility

    However, the Commodore Amiga and Atari ST had taken over the market, leaving MGT in eventual suspension of payments

    Many unofficial Spectrum clones were produced, especially in Eastern Europe and South America

    In Russia, for example, ZX Spectrum clones were assembled by thousands of small startups and distributed through billboards and street stalls

    A non-exhaustive list on Planet Sinclair lists more than 50 such clones

    Some of them continued to be produced until 2003, such as the Sprinter

    Peripheral

    Several peripherals were marketed by Sinclair for the Spectrum: the ZX printer was already on the market, since 1983 at an initial price of $39.95, as the Spectrum had retained the ZX81's protocol and expansion bus

    The ZX Interface 1 companion module included an 8 kB ROM, an RS-232 serial port, a patented LAN interface (called ZX Net) and the ability to connect up to eight ZX Microdrives, an unreliable but fast-speed tape cartridge storage devices

    These were later used in a revised version in the Sinclair QL, whose storage format was electrically compatible but logically incompatible with that of the Spectrum

    Sinclair also released the ZX Interface 2, which added two joystick ports and a ROM cartridge port

    There were also a plethora of third-party hardware add-ons

    The best known of these included the Kempston joystick interface, the Morex Peripherals Centronics/RS-232 interface, the Currah Microspeech unit (speech synthesis), the RAM and SpecDrum package (drum machine), and the Multiface (extraction tool). and disassembly), by Romantic Robot

    There were numerous disk drive interfaces, including Abbeydale Designers/Watford Electronics SPDOS, Abbeydale Designers/Kempston KDOS, Opus Discovery, and DISCiPLE/PlusD by Miles Gordon Technology

    The SPDOS and KDOS interfaces were the first to include Office productivity software (Tasword Word Processor, Masterfile database and OmniCalc spreadsheet)

    This package, along with OCP's Stock Control, Finance and Payroll systems, introduced many small businesses to computing with simplified operations

    In the mid-1980s, the company Micronet800 launched a service that allowed users to connect their ZX Spectrums to a network known as Micronet hosted by Prestel

    This service had some similarities to the Internet, but was proprietary and fee-based

    Software

    The Spectrum family enjoyed a software library of at least 20,000 titles

    Even though Spectrum's hardware was limited by most standards, its software library was very diverse:

    • programming languages C, Pascal
    • Prolog PROLOG, Modula-2,​ LISP o Forth
    • Z80 assemblers/disassemblers OCP Editor/Assembler, HiSoft Devpac, ZEUS Assembler, Artic Assembler
    • Sinclair BASIC compilers MCoder, COLT, HiSoft BASIC
    • Sinclair BASIC extensions Beta BASIC, Mega Basic
    • databases VU-Calc
    • graphic design tools OCP Art Studio, Artist, Paintbox, Melbourne Draw de James Hutchby
    • 3D modeled VU-3D
    • video games

    A number of game developers and development companies began their careers on the ZX Spectrum, including Peter Molyneux (ex-Bullfrog Games), David Perry of Shiny Entertainment and Ultimate Play The Game (now known as Rare, creator of many famous titles) for Nintendo consoles)

    Other notable game developers include Matthew Smith (Manic Miner, Jet Set Willy) and Jon Ritman (Match Day, Head Over Heels)

    Most Spectrum software was originally distributed on cassette tapes

    The software was encoded on tape as a sequence of pulses that sounded similar to the sounds of a modern modem

    As the ZX Spectrum only had a rudimentary tape interface, data was recorded using an unusually simple and very secure modulation similar to pulse width modulation, but without a constant clock rate

    Pulses of different widths (durations) represent 0s and 1s

    A “zero” is represented by ~244 μs pulse and then space of the same duration for (855 clock ticks each at 3.5 MHz) for a total of ~489 μs, and “one” is twice as long, totaling ~977 μs

    This allows recording 1023 “ones” or 2047 “zeroes” per second

    Assuming an equal ratio, the resulting average speed was ~1365 bit/s

    They achieved higher speeds by using chargers of codes machine custom in place of the ROM routine

    Complex loaders with unusual speeds or encoding were the basis of the ZX Spectrum's copy prevention schemes, although other methods were used, such as asking for a specific word included in the game's documentation, often a novella, or the notorious Lenslok system

    It had a set of plastic prisms in a fold-out red plastic stand: the idea was that a coded word would appear on the screen, which could only be read by holding the prisms at a fixed distance from the screen, courtesy of the plastic stand

    It relied too much of that all over the world use the same size of tv and Lenslok became a joke recurring between users of Spectrum

    Theoretically, a standard 48K program would take about 5 minutes to load: 49152 bytes * 8 = 393216 bits; 393216 bits / 1350 baud ~ 300 seconds = 5 minutes

    But the reality was, a 48K program usually took between 3-4 minutes to load (due to a different number of 0s and 1s encoded using pulse-width modulation), and 128K programs could take 12 or more minutes to load

    Experienced users could often deduce the type of file, for example: machine code, BASIC program, or screen image, by the way the tape sounded when loaded

    A very interesting type of software was copiers

    Most were piracy oriented, and their only function was tape duplication, but when Sinclair Research released the ZX Microdrive (later with a floppy disk system), copiers were developed to copy programs from audio tape to microdrive tapes. or floppy disks

    The best known were the LERM copiers produced by Lerm Software, Omni Copy 2 and others

    As protections became more complex (e.g. Speedlock 1-8) it was almost impossible to use copiers to copy tapes, and magazines had to be cracked by hand, producing unprotected versions

    This was illegal in some areas, but in the 1980s most of southern and eastern Europe did not have software copyright laws

    The Spectrum was designed to work with almost any cassette tape player, and despite differences in audio playback fidelity, the software loading process was quite secure; However, all Spectrum users knew and feared the message "R tape load error, 0:1"

    A common cause was using a cassette copy with a recorder with a different head alignment than the one used

    This could often be solved by pressing down on the top of the player during loading, or by adjusting the cassette with pieces of folded paper, to physically move the tape into the required alignment

    After a series of tape players, it was also possible to realign the head with a small screwdriver

    Typical settings for loading were 3/4 volume, 100% treble, 0% bass

    Audio filters such as loudness and Dolby noise reduction had to be disabled, and using a Hi-Fi player to load programs was not recommended

    There were some recorders built especially for digital use, such as the Timex Computer 2010 Tape Recorder

    In addition to tapes, the software was also distributed through print media, fan magazines or books

    The language prevailing for the distribution was the dialect BASIC Spectrum Sinclair BASIC

    The reader wrote the software on the computer by hand, ran it, and saved it to tape for later use

    Software distributed in this way was generally simpler and slower than its assembly language counterparts, and lacked graphics, but soon, magazines were printing long lists of hexadecimal digits alongside codes for games or tools

    There was an active scientific community built around such software, ranging from satellite dish alignment programs to programs for teaching in school classrooms

    An unusual software distribution method was a radio or television program, in Belgrade (on ventilator 202), Poland, Czechoslovakia or Romania for example, where the presenter would describe the program, urge the audience to connect a cassette recorder to the radio or TV and then broadcast the program via radio waves in audio format

    Another unusual method was floppy disks, not vinyl records, which were played on a standard hi-fi turntable

    These disks were known as “floppy ROMs”

    This method was used by some French magazines

    Some pop musicians included Sinclair shows on their albums

    Ex-Buzzcock Peter Shelly put on a Spectrum that included some of his lyrics, and additional information on the last song of his album XL-1

    Festival favorites Hawkwind put together a Spectrum database of the band's 1984 release 'New Anatomy'

    Also in 1984, Thompson Twins released a set on vinyl

    The Freshies had a brief flirtation with fame and Spectrum games, and Aphex Twin included several loading noises on their Richard D. James album in 1996, most notably the Saber Wulf loading screen in Corn Mouth. Shakin' Stevens included his Shaky Game at the end of his album The Bop Will Not Stop

    The objective of the game was to guide your character through a maze, avoiding the bats

    Upon completion, your score would be given in terms of disc rank, for example, gold or platinum

    The game had a minor connection to one of its tracks, It Late

    As audio tapes have a limited lifespan, most Spectrum software has been digitized in recent years and is available for download in digital format

    The legality of this practice is still questionable

    However, it seems unlikely that any action will be taken on so called “abandonware”

    A popular program for digitizing Spectrum software is Taper: it allows you to connect a cassette player to the line port of a sound card or, through a homemade device, to the parallel port of a PC

    Once in digital form, the software can be run using any of the existing emulators, on virtually any platform available today

    Today, the largest online archive of ZX Spectrum software is the site The World of Spectrum with more than 12,000 titles

    The Spectrum enjoys an active and dedicated community of fans

    It was cheap, learning how to use it was simple, and just like learning to program on it, the Spectrum was the starting point for many programmers and technophiles who remember it with nostalgia

    The hardware limitations of the Spectrum meant a special level of creativity in game designers, and for this reason, many Spectrum games are so creative and playable even by today's standards

Sharp X68000

Sharp X68000

The Sharp X68000, often referred to as the X68k, was a PC released only for Japan by Sharp Corporation

The first model was released in 1987, with a 10 MHz Motorola 68000 CPU, 1 MB of RAM and no hard drive

The last model was released in 1993 with a 25 MHz Motorola 68030 CPU, 4 MB of RAM, and an optional 80 MB SCSI hard drive

The RAM on these systems was expandable to 12 MB, although most games and applications did not require more than 2 MB

X68000 Logo

Description

The X68000 had one of the most spectacular hardware configurations at its launch, with features that seemed reserved only for arcades

To look for an equivalent we should approach the concept of Neo-Geo that appeared several years later

Internally it had chips from manufacturers as varied as Zilog, Motorola, Hitachi, NEC, Yamaha and Ricoh

The amount of possibilities of expansion was infinite

Even could not connect the pad of the Super Nintendo or Mega Drive to play Street Fighter II with a converter of Capcom

Was the machine used by Capcom for the development of its CPS

As you can imagine, the conversions of those games were especially reliable

So it had the best arcade conversions of Capcom and also of Konami

I used controllers compatible with MSX, so they could use their own MSX, those from FM Towns or those from Mega Drive with a slight modification, to name a few

Features

Features
Name X68000
Manufacturer Sharp
Type Personal Computer
Origen Japan
Year 1987
Keyboard Keyboard complete stroke
CPU Motorola MC68000
Speed 10 MHz
Coprocesador Unknown
RAM 1 MB (up to 12 MB)
VRAM 512 KB for graphics + 512 KB for text
ROM 1 MB
Text Modes Unknown
Graphics modes 256×240 / 256×256 / 512×240 / 512×256 / 512×512 / 640×480 / 768×512 / 1024×1024 / 128 sprites (16×16 points)
Colors 65535 (16 colors at 1024x1024 at 65K at 512x512)
Sound FM sound (Yamaha 2151: 2-channel/8-octave stereo) + PCM (OKI MSM6258V: 4-bit mono)
I/O ports Joystick (2), stereo audio I/O, TV control, NTSC video image I/O, expansion (2 slots), external FDD, SASI, RS232
Integrated media 2 x 5.25″ disk drive
SO Human 68K 1.0 + VS
Peripheral Power supply unit integrated

X68000

Operating system

The X68k ran an operating system developed for Sharp by Hudson, called Human68K, which featured commands very similar to those of MS-DOS (written in English)

Versions prior to 2.0 of the operating system allowed command line use only for the most common operations such as 'format' and 'switch', while later versions included form-based updates to those utilities, greatly improving its ease of use

At least three versions of the operating system were released, with several updates in between

Other operating systems were NetBSD for X68030 and OS-9

The first models had a GUI called “VS”

It was later packaged as SX-WINDOW (not to be confused with Microsoft Windows, whose interface was very different)

There was a third GUI called Ko-Windows; which was similar to Motif

These shells GUI could boot from a floppy or from the hard disk of the system

Most games also booted up and ran from a floppy disk

Some could be installed in the hard disk and other required

Since the system's release, the Human68k compiler sets, consoles and SX-Window C and BIOS ROMs have been released into the public domain and are available for free download

Design of the box

The X68000 featured two 5.25" soft-eject floppy drives, or in some of the compact models, two 3.5" floppy drives and a very different case design with two connected towers, divided by a retractable handle

This system was also one of the first to feature a software-controlled power switch; Pressing the switch signaled the system software to be saved and shut down, similar to the ATX design of modern PCs

The screen became black and the sound is silenced before the system is turned off

The keyboard, although poorly designed, had a mouse port built into both sides

The front of the computer had a headphone jack, volume control, joystick, keyboard and mouse ports

The top had a retractable handle for carrying (non-compact models only), a reset button, and a Non-Maskable Interrupt (NMI) button

The rear had a large number of ports, including stereo outputs, FDD and HDD expansion ports, and expansion slots for the I/O board

Screen

The display supported 15 and 31 kHz with up to 65,535 colors and functioned as a ready-made television (using the NTSC-J standard) with composite video input

It was an excellent screen to play with JAMMA compatible arcade boards due to its analog RGB input and low refresh time

Hard drives

Early machines used the rare Shugart Associates System Interface (SASI) as their hard drive interface

Later versions adopted the small computer system interface (SCSI) standard

Depending on hardware capacity, formatted SASI drives could be 10, 20, or 30 MB in size and also be logically partitioned

Floppy disks came in a couple of different formats, none of which could be read natively on other platforms, although there was software capable of reading and writing those disks on a PC running DOS or Windows 98

Expansions

Many expansion cards were released for the system, including networking (Neptune-X), SCSI, memory upgrades, CPU upgrades (JUPITER-X 68040/060 accelerator), and MIDI I/O boards

The system had two joystick ports, both 9-pin male, and supported joysticks Atari standard

Controllers MSX they worked natively and the Super NES controllers could be used in conjunction with the adapter that was included with Super Street Fighter 2

Other models

X68000 ACE/ACE HD (1988)

The X68000 Ace and Ace HD were the successors of the X68000 and had the same characteristics

Its only improvements were a new motherboard and a new version of the operating system (1.01)

Models prior to the X68000 series did not use the SCSI hard drive interface, but rather the Sharp interface derived from the Shugart Associates Systems Interface (SID) protocol released by Shugart associates in 1980

X68000 ACE HD

X68000 PRO (1989)

The X68000 Pro was the successor of the X68000 Ace and Ace HD

It used a new version of the operating system: Human 2.0 and a new GUI (SX Windows instead of VS)

It had 3 expansion slots instead of 2

X68000 PRO

X68000 EXPERT (1989)

The X68000 Expert was the successor of the X68000 Ace and Ace HD

It had 2 MB of RAM

Was released at the same time than the X68000 Pro and seems to have the same features

X68000 EXPERT

X68000 EXPERT II (1990)

The X68000 Expert II was the successor of the X68000 Expert

Was released at the same time than the X68000 Pro II and seems to have the same features

However, it had a new motherboard and the stereo audio port was removed

An X68000 Expert II HD (with hard drive) was also produced

X68000 EXPERT II

X68000 PRO II (1990)

The X68000 Pro II was the successor of the X68000 Pro

It used a new version of the OS: Human 2.01.

X68000 PRO II

X68000 SUPER/SUPER HD (1990)

X68000 Super/Super HD was the successor to the X68000 Expert II and X68000 Pro II

Used the interface of SCSI hard disk in place of the SASI

X68000 SUPER

X68000 XVI (1991)

The X68000 XVI was the successor of the X68000 Super and Super HD

It had new features: 16 MHz instead of 10 MHz (although it could still be used at 10 MHz) and a new version of the operating system and its GUI

X68000 XVI

X68000 XVI Compact (1992)

The X68000 XVI Compact was the successor of the X68000 XVI

Running under a new version of the operating system and its GUI

The other new feature was two 3" 1/2 floppy drives instead of the classic 5" 1/4 of the x68000 series

X68000 XVI COMPACT

X68000 XVI Compact (1992)

The X68000 XVI Compact was the successor of the X68000 XVI

Running under a new version of the operating system and its GUI

The other new feature was two 3" 1/2 floppy drives instead of the classic 5" 1/4 of the x68000 series

X68000 XVI COMPACT

X68030/68030 Compact (1993)

The X68030 Pro was the successor of the X68000 XVI Compact

It was the last evolution of the series X68

It was followed by the X68030 Compact which used 3.5" floppy disks instead of 5.25"

There were many hardware developments for this computer, notably an accelerator card based on the Motorola 68040 or 68060

X68030

Arcade games in the home

Their hardware was very similar to the hardware of the plates arcade of that era

Supported text RAM, graphics RAM and hardware sprites

The sound was produced internally via the FM synthesizer YM2151 Yamaha and the channel OKI MSM6258V of a single-channel PCM

Due to these and other similarities, it was the system of choice for conversions of many arcade games

Some of the games created for this system include Parodius Da!, Final Fight, Street Fighter 2, Daimakaimura – Ghouls'n Ghost, Akumajo Dracula (Castlevania, later released on the Sony PlayStation as Castlevania Chronicles), Bomberman, AfterBurner, R-Type, Strider and many more

Many games also supported Roland SC-55 and MT-32 MIDI sound modules, as well as mixed mode with internal/external output

TRS-80

TRS-80

The TRS-80 (Tandy Radio Shack Z-80), was the designation for several lines of microcomputer systems produced by Tandy Corporation

Also known affectionately or derisively as the “Trash-80”

Sold through their Radio Shack stores in the late 70s and 80s

Description

Announced at a press conference on February 2, 1977, the Tandy TRS-80 Model I was Tandy Corporation's entry point into the personal computer market, meaning it competed directly against the Commodore PET 2001 and the Apple II

It was released on August 3, 1977

It sold for $599 in a package that included a 12 inch black and white monitor, cassette recorder/player, and central processing unit

It was the most expensive product that Tandy's electronics store chain, Radio Shack, had ever offered

The company's management was unsure about the market attractiveness of the computer and therefore kept initial production at only 3,000 units

So that if the computer was not sold, it could be used for accounting purposes within the chain's 3,000 stores

However, its success was such that Tandy ended up selling 10,000 computers in the first month and 55,000 during the first year

Before being discontinued in January 1981, more than 250,000 units had been sold

Models

TRS-80 Model I

The TRS-80 Model I was developed for Tandy by Don French and Steve Leininger

Its keyboard was very thick compared to those that appeared on other machines since the computer's circuits were in the case itself, hidden just below the keyboard

TRS-80 Model I

It was the first computer made that way, followed 3 years later by the VIC-20 made by Commodore

It had a Zilog Z80 microprocessor running at 1.77 MHz.

First the TRS-80 Model I Level I appeared, and soon the TRS-80 Model I Level II

The difference between these models was the BASIC interpreter that resided in a ROM memory

Both computers came with 4 KiB or 16 KiB of RAM and with or without a numeric keypad

Kits were sold to convert a computer with the BASIC Level I language to Level II

Over time the TRS-80 Model I Level II with 16 KiB of RAM became common

To expand the computer you needed to purchase an “Expansion Interface”

TRS-80 Model II

In May 1979, Tandy produced the Model II which was designed as a business computer

It was not an improvement on the Model I but a completely different system

TRS-80 Model II

The Model II was built using the faster Z-80A chip and featured an 8 inch floppy drive as well as 64K of memory

TRS-80 Model III

Continuing improvements to the Model I, in July 1980 Tandy launched the Model III

Improvements to the Model III included the addition of lowercase letters, a better keyboard, a faster Z-80 processor, parallel, serial, and cassette ports, a built-in 16-line x 64-character (64 x 16) display, and up to two 5 1/2 inch floppy disk drives

TRS-80 Model III

With the introduction of the Model III, production of the Model I was finally discontinued, as it did not comply with new FCC regulations regarding radio interference

In fact, the Model I radiated so much RFI (radio frequency interference) that many companies made their games in such a way that by placing an AM radio next to the computer they could use that interference to produce sounds

TRS-80 Model 4

The successor to the Model III was the Model 4 (April 1983)

It had a 4 MHz Z80 CPU, 64 KiB RAM expandable to 128, up to two 5 ¼ inch floppy drives in the same case, RS-232 serial port, parallel and cassette port, built-in 16 line by 64 character display ( 64 x 16) and also 24 lines by 80 characters (80 x 24)

Included the ability to run CP/M

Prior to Model 4, support for CP/M was only possible with a hardware modification that remapped BASIC ROMs away from memory address zero via a third-party add-on card, marketed as the Mapper board

The Model 4 also had the ability to display high resolution graphics with an optional card

This computer also came in a “luggable” version known as the Model 4P (1984)

TRS-80 Model 4P

It was designed to be portable, although its size was large, it was a self-contained unit that looked like a small sewing machine

Business systems

Tandy later released the TRS-80 Model 16, which was the follow-up to the Model II

It was a UNIX-based system (Microsoft's Xenix) using the 16-bit processor (68000) plus the Z80 for compatibility with older computers

Later computers in this line were the model 12 and the model 6000

Because the business systems were designed for work and not home use, there is much less affection and nostalgia for them than for the Z-80 systems and the Color Computer (Coco)

Other systems

TRS-80 Color Computer

The TRS-80 Color Computer (Coco) was marketed by Tandy in 1980

It used a Motorola 6809 processor at 0.89 MHz

It came with 4 KiB of RAM and could be expanded up to 32 KiB of RAM

It used a version of BASIC written by Microsoft called Tandy Color BASIC that took up 8 KiB ROM

TRS-80 Color Computer 4K

The video output was through the television screen, where 16 lines of 32 characters of text (32 x 16) were displayed in uppercase only (lowercase letters were represented with the same uppercase characters but with reverse video) and graphics up to 192 lines resolution with 256 pixels per line (256 x 192)

It had a keyboard with “chiclet” keys, so called because, unlike a normal keyboard, the keys were small rectangles that looked like Chiclets with candy coating, similar to the keys on a calculator

Later, the Color Computer 2 (1983) and Color Computer 3 (1986) were released, which had improvements over the original, including a normal keyboard, more memory, and better graphics

They were a little smaller than the original Color Computer

The Color Computer 2 came with 16 KiB RAM and was expandable up to 64 KiB, and the Color Computer 3 came with 128 KiB RAM expandable up to 512 KiB

TRS-80 MC-10

The TRS-80 MC-10 (TRS-80 Micro Color 10) was a little-known and short-lived Tandy computer (1983-1984) priced at $119.95

It was a scaled-down version of the TRS-80 Color Computer, similar in appearance and slightly larger than the Sinclair ZX81

TRS-80 MC-10

It was a small system based on the Motorola 6803 processor running at 0.89 MHz with 4 KiB RAM of memory

It had a Micro Color BASIC interpreter in 8 KiB ROM, output for TV through a radio frequency modulator with a resolution of 32 characters by 16 lines of text (32 x 16) and graphic capabilities similar to the TRS-80 Color Computer, interface RS-232 serial, cassette interface

A 16 KiB RAM expansion pack and a thermal printer were offered as an option

TRS-80 Model 100 Line

Tandy produced the TRS-80 Model 100 series, which was the first commercial line of laptop computers

Three models were produced, the models 100, 102 and 200

They had a version of the BASIC language in ROM and with a text editor program, a communications program, a contact program and a calendar

The model 200 additionally had a version of the Multiplan spreadsheet

The models 100 and 102 displayed 8 lines with 40 characters (40 x 8) and the model 200 displayed 16 lines of 40 characters (40 x 16)

These computers were very popular among journalists

The Model 100 was a joint effort between Tandy and Microsoft's Japanese division

Some sources said that this version of BASIC was the last piece of code that Bill Gates wrote commercially

TRS-80 Pocket Computer

Tandy marketed a line of pocket computers that were manufactured, depending on the model, by Sharp Corporation or Casio

They had 4 or 8-bit processors, the BASIC programming language in ROM, and some expandabilit

Several could be expanded with a printer, and a cassette recorder

Features of TRS-80 pocket calculators:

TRS-80 PC-1 Pocket Computer (Sharp PC-1211)
Date 1980
CPU SC43177 and SC43178 (4 bit)
RAM 1.5 KiB?
ROM 11 KiB?
Programming BASIC
Screen LCD, 1 line with 24 characters
Dimensions (mm) 175 x 70 x 15
Weight 170 g
Accessories Interface cassettes
Printer/Casete Interface
Batteries 4 mercury button batteries
Price $230
TRS-80 PC-2 Pocket Computer (Sharp PC-1500)
Date 1982
CPU Sharp LH5801 to 1.3 MHz (8 bit)
RAM 2 KiB (expandable to 10 KiB)
ROM 16 KiB
Programming BASIC
Screen LCD, 1 line with 26 characters
Dimensions (mm) ?
Weight ?
Accessories ?
Batteries 4 AA batteries
Price $280
TRS-80 PC-3 Pocket Computer (Sharp PC-1250)
Date 1983
CPU SC 61860
RAM 4 KiB
ROM ?
Programming BASIC
Screen LCD, 1 line with 24 characters
Dimensions ?
Weight ?
Accessories ?
Batteries ?
Price ?
TRS-80 PC-4 Pocket Computer (Casio PB-100)
Date 1983
CPU ?
RAM 2 KiB
ROM ?
Programming BASIC
Screen LCD, 1 line with 12 characters
Dimensions ?
Weight ?
Accessories ?
Batteries ?
Price ?
TRS-80 PC-5 Pocket Computer (Casio FX-780P)
Date 198?
CPU ?
RAM 4 KiB
ROM ?
Programming BASIC
Screen LCD, 1 line with 24 characters
Dimensions ?
Weight ?
Accessories ?
Batteries ?
Price ?
TRS-80 PC-6 Pocket Computer (Casio FX-790P)
Date 198?
CPU ?
RAM 8 KiB or 16 KiB
ROM ?
Programming BASIC
Screen LCD, 1 line with 24 characters
Dimensions ?
Weight ?
Accessories ?
Batteries ?
Price ?
TRS-80 PC-7 Pocket Computer (Casio FX-5200P)
Date 198?
CPU ?
RAM 2 KiB
ROM ?
Programming BASIC
Screen LCD, 1 line with 12 characters
Dimensions ?
Weight ?
Accessories ?
Batteries ?
Price ?
TRS-80 PC-8 Pocket Computer (Sharp PC-1246)
Date 198?
CPU ?
RAM 2 KB
ROM ?
Programming BASIC
Screen LCD, 1 line with 16 characters
Dimensions ?
Weight ?
Accessories ?
Batteries ?
Price ?

Tandy PC-Compatible

In the early 1980s, Tandy began producing a line of computers that were more or less compatible with PCs

These systems were referred to as Tandy 1000 and Tandy 2000

Originally, Tandy offered computers manufactured by Tandon Corporation, and later began producing its own line of systems

The Tandy 2000 system was similar to the Texas Instruments Professional Computer in that it offered better graphics, a faster processor (80186), and larger capacity disk drives (5.25-inch, 80 track, double-sided drives)

However, the industry was moving away from MS-DOS compatible computers (such as the Sanyo MBC-550 and TIPC) and towards fully compatible clones (such as the Compaq, Eagle, Colombia MPC and others)

As margins on PC clones declined, Tandy could not compete and stopped marketing its own systems

The later Tandy 1000 systems and their successors were also marketed by Digital Equipment Corporation, as Tandy and DEC had a common manufacturing agreement

Clones

Many clones of the TRS-80 Model I appeared on the market, such as LOBO Max-80, LNW-80 Models I, II, and Team, and the Dutch Aster CT-80

Both Lobo and LNW produced their own Expansion Interfaces

Another company, called EACA in Hong Kong, made a clone that was marketed around the world under various names.

In Australia and New Zealand it was the Dick Smith System-80, in North America it was the PMC-80, and in Western Europe it was the Video Genie

The expansion bus was different and EACA also made its own Expansion Interface

There were several versions which were later divided into a “home” and a “business” version, Genie I and II, and System-80 Mark I and II, where the II had a numeric keypad instead of the integrated cassette recorder

The Color Genie was also based on the TRS-80 Model I, but with improved graphics and other changes that made it not very compatible, so programs based on the TRS-80's original graphics capabilities could not be run

BASIC

There were two versions of the BASIC programming language produced for the Model I

The BASIC Level I that occupied 4K ROM, and BASIC Level II that occupied 12 KiB of ROM

Level I performed only simple precision calculations and had a small set of commands

The BASIC Level II language introduced double-precision floating point and had a broader command set

Level II was later improved when a disk system was added, and Disk Based BASIC was loaded

BASIC Level I was the Tiny BASIC language, a free software product created before the emergence of the free software movement and with copyleft included, created by Li-Chen Wang, which was modified by Tandy Corporation to add functionality

BASIC Level II was programmed and licensed to Microsoft

Because Model I had only 12K of ROM space, BASIC Level II was a reduced version of the 16 KiB Extended BASIC

Which was approximately 30% faster than Level I

Disk Based BASIC added the ability to perform disk inputs and outputs, and in some cases (such as in NewDos/80, MultiDOS, DosPlus, LDOS operating systems) features were added for sorting and searching files, full-screen editing, among others

Microsoft also marketed an improved version of BASIC based on cassette tapes called Level III BASIC

This added most of the functions in the full version of 16 KiB Extended BASIC

Peripheral

Keyboard

Many users complained about the TRS-80's keyboard, as its contacts suffered from “keyboard bounce,” an electrical noise that occurs when closing a switch

As a result, multiple repeated characters of the key pressed were accidentally displayed when pressing a key

To avoid this, a cassette program was distributed with “De-Bounce” routines for the keyboard, but the program slowed down the keyboard scrutiny to compensate for the problem

Eventually, this routine was added to a later revision of the ROM

The transfer of information to the computer about which keys were pressed was unusual, in that instead of transferring the data through an I/O (Input/Output) device or chip, the TRS-80 Model I hardware assigned the keyboard to a predefined location in memory

That is, there was no 'real' memory at this location, but executing a read from that memory area would return the state of a particular set of keys

Video

The computer came with a black and white monitor, which was actually a modified 12 inch RCA model XL-100 television that lacked the tuner

To fill the space left by the channel selector, an identification plate was placed that read "Radio Shack – TRS-80 – Micro Computer System"

The actual color of the image was slightly bluish due to the standard “P4” phosphor used in televisions

Green and amber filters or replacement tubes were common to make screen visibility easier on the eyes

Due to bandwidth problems in the interface card that replaced the TV tuner, horizontal synchronization was lost if large white areas were displayed on the screen

To correct it, a simple hardware fix could be applied, which involved less than half an hour of work

The computer's video hardware could only display a resolution of 32 or 64 characters per 16 lines of uppercase-only text (64 x 16 or 32 x 16)

Esto se debía a que el sistema de memoria de video tenía un kilobyte, de siete bits de ancho, con el séptimo bit usado para distinguir entre el texto y los caracteres “semigráficos” que eran caracteres como las letras del alfabeto o como los símbolos?, +, &, #, etc. que representaban o simulaban píxels encendidos y apagados (muy similares al teletexto)

With these semigraphic characters it was possible to display a rudimentary form of graphics

Text characters occupied the first 64 characters and semigraphics occupied the next 64 characters

There were hardware improvements to displaying lowercase letters, which added an 8th bit to the video memory, and with the use of a switch it could be turned on or off to change the display on the screen between the 7 bits with original semigraphic characters and all 8 bits with lowercase characters

These modifications were very popular, and were known as “Electric Pencil Modification” in reference to a popular word processor of the time

The semigraphic characters represented a 2 x 3 grid of blocks

Each of those 6 blocks represented a “pixel”

These pixels could be on or off and 64 semi-graphic characters were needed to represent all possible combinations of such pixels

Since each of the characters on the screen could be a semigraphic character, the resolution of the “pixels” of the image was a 128 x 48 grid

BASIC programs could directly write, turn on or off, any pixel of this grid

Any access to the screen memory, writing to it the PRINT statement of the BASIC language or directly accessing the image memory, caused “flickering” on the screen

The bus arbitration logic would block the logic generating the image while access was given to the CPU causing a short black line

Normally BASIC programs were not affected much by this, however, fast programs made in assembly language could be seriously affected by this effect if the program did not take this problem into consideration

Despite this primitive display hardware, many arcade-style games were available for the Tandy TRS-80 Model I

Cassette Recorder

Programs and user data were stored on audio cassettes using a conventional recorder that came with the computer

Early versions of the TRS-80 Model I had problems reading from cassette decks

Tandy eventually offered a small card that was installed in service centers to correct early models

The ROMs on the latest models were modified to correct this

Expansion Interface

To expand the computer an “Expansion Interface” was necessary

The Expansion Interface was an external drive that plugged into the computer via a flat cable

It was placed below the monitor, and contained two ports for cassette drives, a controller for up to 4 floppy disk drives, a Centronic port for the printer (parallel port), a real-time clock, an additional 16 or 32 KiB RAM, which together with 16 KiB in the computer itself gave a total of 48 KiB and, optionally, an RS-232 serial interface

The Expansion Interface was the most annoying and problematic part of the system

There were several modifications to these circuits and a pre-production version was said to look totally different as it had a support for S-100 cards

I had chronic problems with random computer freezes and crashes before buffering on the card's connector bus lines cured those problems

Its card edge connectors tended to corrode due to the use of two different metals in contact and had to be cleaned periodically with a pencil eraser

Floppy Disks

Computer users had to separately purchase the “Extension Interface” that allowed a single-density floppy drive to be connected

The interface was based on the Western Digital 1171 IC, but lacked an external “data separator,” and was therefore very unreliable

All TRS-80 disk formats were software sectored with index synchronization, as opposed to the TRS-80 formats Apple II, which lacked that index synchronization

Since many Apple units lacked even an index hole detector, except for some of the first units produced by Shugart, recognizable by their "spiral-cam" type head positioner

All TRS-80 floppy drives were 40 track, dual-density models

The combination of 40 tracks, double density, and index synchronization gave a maximum capacity of 180 kilobytes per single-sided floppy disk, considerably larger than most other systems at the time

On the other hand, the use of index synchronization meant that in order to turn a floppy disk it was necessary not only to cut a second notch to allow writing, but also to drill a second index hole in the floppy disk sleeve with a great risk of damaging the disk inside

You could buy factory-made “floppies,” or use the back side for Apple Computer computer systems as some software companies did at the time

Dual density disk controller

The Percom company, a seller of peripheral devices, as well as Tandy, LNW and other companies offered a data separator or a dual-density disk controller, based on the Western Digital 1791 integrated circuit

Percom's Doubler added the ability to boot and use dual-density floppy disks, they provided their own modified TRSDOS called DoubleDOS, and included the Data Separator

The LNDoubler added the ability to read and write from 8 inch floppy drives to store over 1.2 MB

Screen Printer

One unusual peripheral offered was the “screen printer,” a rotating electrostatic printer that scanned video memory through the same bus connector used for input/output, and printed an image of the screen on aluminum-coated paper around a second

Unfortunately, it was incompatible with the final I/O version that used buffers, and with the “heartbeat” interrupt used by the real-time clock under disk BASIC

This could be overcome by using special wiring, and making an apparent write to the cassette device port while the printer was powered