10/29/15

Commodore 64 C review


INTRO 


The Commodore 64 is an 8-bit home computer introduced in January 1982 by Commodore International. It is listed in the Guinness World Records as the highest-selling single computer model of all time, with independent estimates placing the number sold between 10 and 17 million units.

The C64 dominated the low-end computer market for most of the 1980s. For a substantial period (1983–1986), the C64 had between 30% and 40% share of the US market and two million units sold per year, outselling the IBM PC compatibles, Apple Inc. computers, and the Atari 8-bit family of computers.  

In 1986, Commodore released the 64C computer, which is functionally identical to the original.



The Commodore 64C was simply the original C-64 repackaged in in a beige C-128 style case. Internally, Commodore integrated most of the hardware onto a single VLSI chip.







Commodore took advantage of the launch of the 64C to improve its range of peripherals. The machine could be delivered with:
• the 1541C disk drive, internally the same as the previous 1541, but with a beige case,
• the 1541-II disk drive, a smaller 1541 with external power supply and a beige case
• The 1351 two-button mouse which could operate in either proportional or joystick mode,
• The 1802 color monitor which accepted both composite and RGB video signals,
• The 1764 RAM expander which plugged into the expansion port and boosted the system RAM to 256 KB.



The new model did not differ much from its predecessor, the only innovation was the flatter case, which made the keyboard (which had off-white keys) more ergonomic (it looked like the C128 case), not as high as than the old one.

Right side - Joystick/mouse ports, Power switch and Power supply connector

Left side

Back side


The C64 uses an 8-bit MOS Technology 6510 microprocessor. This is a close derivative of the 6502 with an added 6-bit internal I/O port that in the C64 is used for two purposes: to bank-switch the machine's read-only memory (ROM) in and out of the processor's address space, and to operate the datasette tape recorder.

The C64 has 64 kB of RAM, of which 1 kb are color RAM for text mode and 38 kB are available to built-in Commodore BASIC 2.0 on startup. There is 20 kB of ROM, made up of the BASIC interpreter, the kernel, and the character ROM. As the processor could only address 64 kB at a time, the ROM was mapped into memory and only 38,911 bytes of RAM (plus 4 kb between ROMs) were available at startup.






If a program does not use the BASIC interpreter, RAM can be read as well as written over that ROM's location. However, this means the character ROM is not available, and the RAM in its place is instead used for the character glyphs. Normally, this RAM is uninitialized, which then results in nothing but random patterns appearing on the screen. This is solved by copying the character ROM into RAM. This had two benefits: the standard typeface can be rewritten, and character codes can be rewritten as picture elements.

Most C64 games have been written in this way, using low resolution, which requires much less processor time and memory. Furthermore, picture elements can be reused, saving even more memory. 
Back side - L/H switch, RF exit, Video exit, Serial port

Back side - Datassette port, User port

Back side - Expansion (cartdrige) port

The advantage of the C64 is, that the technology concept uses the whole 8-bit-memory-map (64 KByte). It contains several sound and graphic features (like sprites, HiRes, multicolor).  SID 6581/8580 are used for sound generation with 3 independent voices over 8 octaves (~96 notes) or noises with filter.

Text sreen mode (big/graphic letters or big/small letters) was 40 (rows) * 25 (columns) chars. In graphic mode - (HiRes) 320*200 pixel in 16 colours, 16 border-colour und 16 background-colour (colour) or multicolor (4 colours) 160*200 pixel. 8 sprites (HiRes or multicolor) was available in same time in BASIC language.



C64's operating system can be used directly. It's possible to run programs from data storage devices like disks or tapes, or by writing your own BASIC programs and then saving them on disk or tape, or printing the program listing on a printer.




HOW TO TURN IT ON?


C64 have external power supply. Connect carefully power supply connector into "Power" port on right side of computer. Press power switch to turn it on.






HOW TO CONNECT C64 WITH TV OR MONITOR?


Default monitor for C 64C was called Commodore 1802. But most users connects C64 to TV. First way was trough the RF cable, because C64 have RF modulator and send picture and sound as analog TV signal. 
The H-L switch (near RF connector) switches between the channels 3 and 4 (NTSC version) or channels 37 and 39 (PAL version).


RF cable

RF cable connected to RF port
RF cable works with old TV-s. But in modern days with big LCD and plasma screens C64 image is blurry and fuzzy. Much better way to connect C64 to TV is a C64 video cable. 

C64 video cable

C64 video cable connected to "Video" port

C64 video cable connected to TV - Yellow cable to Video, White to left audio channel and Red one to right audio channel

 

C64 JOYSTICK


The C64 joystick port is compatible with an old standard first used in the Atari 2600 gaming console; the same standard used on the VIC-20, the C128 and the Amigas. 






Joysticks that are compatible with the 64 have a stick that the user may push in one of eight directions, and a "fire" button. The control stick is mechanically connected to four switches; "up", "down", "left", and "right". Pushing the stick in a direction in between two of these "cardinal directions" activates two of the four switches.




Some Commodore compatible joysticks may have more than one such fire button, but in those cases both buttons will "do" the same things in a game; the software has no way of determining which fire button is used. Together with the directional switches for the control stick, a standard joystick requires five connections and a common ground wire.

Some joysticks have a feature known as "auto-fire", to help out in those games where the best strategy is to shoot, shoot, shoot all the time.


HOW TO LOAD GAMES?

 

1. CARTRIDGES


A cartridge is a piece of electronics which plugs into the expansion port on the C64, adding extra memory and/or special hardware to the system. This provides a convenient alternative to comparatively slow and error-prone floppies and tapes: Plug it in, turn it on, and the software/hardware add-on is ready to use right away.



Several cartridges have the ability to modify the C64. Cartridges have a benefit because there is no loading time like there is with disks or tapes. Some cartridges upgrade the BASIC system and can be helpful for writing programs. Other programming languages are easier to use with cartridges like Pascal or operation systems CP/M.

2. CASSETTE TAPES


The datassette (or datasette) is Commodore's fancy name for a modified cassette tape recorder for use as a data medium; a data-cassette recorder.


A datassette is simple to use and a popular storage device amongst beginners. While datassettes are cheaper than a disk drive, the data transfer is very slow (~60 - 70 bytes/s), although higher transfer rates can be achieved with fast loaders (up to ten times more).




The datassette has its own cable permanently attached to it, carrying both data and the power needed for the unit. This cable connects to the datassette connector (square; 12-pins, with underparts 8 : 4) at the C64. The datassette accepts standard cassette tapes, and a 90-minutes tape (45 minutes on each side) will hold on the order of 150 kilobytes on each side if no compression or fast loader is used.






So how to load games?
First rewind tape to game position (dattasette have a position counter). Enter command Load "" and press enter, or press together SHIFT and RUN/STOP on keyboard. 



3. DISKS


The specification of the diskette capacity of Commodore computers is done according to the GCR storage format (Group Coded Recording) in blocks. As one block corresponds the size of 256 bytes and the maximum storage capacity of a 5.25" SS-disk is 174,848 bytes, there are as result 683 blocks, of which 664 blocks (approx. 166 Kbyte) are usable for saving. Furthermore a maximum of 144 files can be put on a disk side in the GCR format.



The data transfer rate of the disk drives was approx. 300 byte/s and could be raised to up to 10 Kbyte/s by corresponding floppy speeders.

With the C64  the format 5.25" DD (although the 1S and HD formats are applicable, too) are used for the disk drives Commodore VIC-1541, VIC-1570 and VIC-1571. Here the front and the reverse side could be formatted.  

Commodore 1541 disk drive

Commodore 1541 disk drive - front


Commodore 1541 disk drive - back

Serial cable for disk drive

Disk drive is connected to C64 using serial cable

Power suply cable for Commodore 1541 disk drive is the same as power cable for PCs.

Power suply cable for Commodore 1541 disk drive is the same as power cable for PCs.

DISK COMMANDS:

LOAD "$",8   - loads the disk directory
LIST               - print the disk directory content on screen

LOAD"*",8 loads the first file
LOAD"A*",8 loads the first file whose name begins with A
LOAD"A*C",8 loads the first file whose name begins with A and ends with C, with any or no included characters.

LOAD"A?C",8 loads the first file whose name consist of the three letters, where the first letter is A and the last is C. The ? is a wildcard which matches any single char.






The thin 5.25" disks are poorly protected, because the casing can be easily folded and a part of the storage coating in the area of the reading and writing head is exposed. As a dust catcher there is a fleece between the magnetic disk and the plastic casing.

5.25" disks should be treated with caution, i.e. to store them inside the paper case when they are not in the drive, not to bend and fold them and not to touch them in the exposed reading and writing area.


IS IT COOL TODAY? 


YES! You can find lots of games for your C64.
C64 enthusiasts still develop new hardware, including Ethernet cards, specially adapted hard disks and flash card interfaces (sd2iec).

 

WHERE TO GET ONE?


Check your grandpa attic or basement, go to local garage sales or find one on E-bay. If you want to buy this one (C64c, power supply, 2 joysticks, datasette, 1541 disk drive, several disks, few cassette tapes, cables and two cartridges) please contact me with contact form on this page.








10/21/15

Back to The Future Video Game (1985.)

Back to the Future (1985)

ZX Spectrum, Amstrad CPC, Commodore 64

Back to the Future is the name of a 1985 video game released by Electric Dreams Software for the ZX Spectrum, Commodore 64 and Amstrad CPC. The game is loosely based on the 1985 film of the same name.




 
CPC version
CPC version
C64 version
C64 version

The game is a side view arcade adventure. The aim of the game is to get George McFly to spend as much time as possible with Lorraine Baines. The more time George and Lorraine spend together, the more they will fall in love, and thus more segments will be added to the family photograph in the bottom right corner. The photographs in the bottom right and left of the screen gradually disappear if the players does nothing, thus setting a time limit on the game.

The player can find various object to help him such as love poems, a cup of coffee, alien suit and a guitar. He also has a skateboard to move around quickly.

ZX Spectrum 48K version







Back to The 1985.

Today is October 21, 2015 - the famous "Back to the Future Day". In "Back to the Future Part II," Marty McFly travels to October 21, 2015, to save his children, yet to be born in "Back to the Future's" 1985.

 

We will go to oposit time direction, to the 1985 to see 5 most popular games from that year!

1. Super Mario Bros. (NES)







Plumber brothers Mario and Luigi are transported to the Mushroom Kingdom, where they must stop the evil Koopa King, Bowser, and his reign of terror.


2. Bruce Lee (ZX Spectrum 48K)







Bruce Lee is a platform/beat 'em up hybrid, in which the player controls Bruce Lee. The plot involves the eponymous martial artist advancing from chamber to chamber in a wizard's tower, seeking to claim infinite wealth and the secret of immortality. There are twenty chambers, each represented by a single screen with platforms and ladders. To progress, the player must collect a number of lanterns suspended from various points in the chamber.


3. The Goonies (Commodore 64)







A good conversion of the movie The Goonies in a video game. Multicoloured 2D graphics, whereby each level covers one screen. 8 rather tricky levels need to be solved and can demand a lot from you.



The Goonies are a group of kids or youths. Everything starts with an unscrupulous property shark who wants to purchase the kids' housing complex and the parents lack the money that is needed to prevent the pending sequestration.
In the house of their leader Mikey the group makes an unusual discovery. They find a treasure map which is supposed to lead to the hideout of "One-eyed Willie", a pirate.
Mikey can convince his friends to go for a treasure hunt. This starts in an abandoned restaurant. The evil Fratellis have settled in there. So after all Goonies, except for Chunk who is supposed to call the police, have entered a system of catacombs through a manhole in the restaurant, the adventure really begins. So the kids do not only have to beware of mean traps and bats, but also of Mama Fratelli.
The game starts in the restaurant with the search for the manhole into the catacombs and contains 8 rather tricky levels full of riddles and adversities. The aim of the game is to bring safely both Goonies to the exit in Level 1-7 and in the eighth level to get to the treasure with both Goonies. Help the Goonies during their adventure...

4. Star Wars: The Empire Strikes Back (Amiga)







Star Wars: The Empire Strikes Back is the sequel to the vector graphics Star Wars arcade game. It was released by Atari Games in 1985 as a conversion kit for the original game. As in Star Wars, the player takes the role of Luke Skywalker in a set of familiar battle sequences in a first-person perspective. Specifically, the arcade features the Battle of Hoth and the subsequent escape of the Millennium Falcon through an asteroid field. The game was also released for various home computers in the late 80's by Software company Domark Ltd. Ports of the game included the Amstrad CPC, ZX Spectrum, Atari St & Commodore 64 and Amiga.


5. Where in the World Is Carmen Sandiego? (IBM PC - DOS)






The goal of the game is to track Carmen's villains around the world, arrest them and ultimately arrest Carmen herself. The player begins the game by first going to the country where the crime took place and then obtaining hints from various sources on where the thief went next, leading to a chase around the world to find the thief before time runs out.


Each case begins with the user being alerted that a spectacular theft has been committed. Starting by first traveling to the scene of the crime, the player is given several opportunities to collect clues about the suspect's next location, which come in the form of pun-filled word play about the target place. There are thirty countries that can be visited in the game and each is identified by the name of a prominent city, though this city is not always consistent with the image of the country shown in the game. For example, Lima is given for Peru, but the game instead shows an image of Machu Picchu.

If the player travels to an incorrect location, they receive nonsensical clues and will have to backtrack to the previous location to try again. If the player travels to the correct location, a simple animation of an obvious but otherwise harmless V.I.L.E. henchman lurking across the screen is played. The gameplay continues to repeat in this manner as the player travels from location to location several times before catching up to the criminal.




10/16/15

Sokoban (1984.)

Sokoban is a old DOS sokoban puzzle game developed by Spectrum HoloByte in 1984 from an original idea by Khaled Bentebal. Soko-Ban can be enjoyed by up to 1 player from a top down perspective.






Sokoban is a very simple game. There are a lot of crates that need to be pushed to the right spaces. To do this, you are in control of a little man, who can walk and push. The first 5-6 levels are fairly easy, and won't take a lot of time. Then it slowly becomes harder and harder. When you have completed the first 15-20 levels, you will have to think many steps forward to advance further. There are 50 levels in the game, so you can play it for many hours.



If you would like to challenge your friends, you can play multiplayer. Then you play in turn, and will get points after the number of moves used and the time passed. And if this is not enough, there is an integrated level editor, so you can make your own levels. When I was a kid, the guys and me used a lot of time making levels to challenge each other.






The sound in Sokoban is nothing to brag about. The only sound there is in the game is the steps of the man when he moves, and a little melody when a level is complete. This is played via the pc-speaker. The graphics are nice, if you think of how old the game is. But these things are really not important in this game, as it's the puzzle that you should focus on.

Graphics: CGA, Tandy
Sound: PC speaker
Size:  390KB



Defender of the Crown (1986.)

Defender of the Crown is a strategy computer game designed by Kellyn Beck. It was Cinemaware's first game, and was originally released for the Commodore Amiga in 1986, setting a new standard for graphic quality in home computer games.






In 1987 it was ported to DOS, the Nintendo Entertainment System (NES), Atari ST, ZX Spectrum, Amstrad CPC, Commodore 64, Macintosh and finally, the Apple IIGS in 1988. It was later ported to the CD-i.

(DOS Version)

The game is set in England in 1149 during the Middle Ages where, following the death of the king, different factions are fighting for territorial control. The player assumes the role of a Saxon (Wilfred of Ivanhoe, Cedric of Rotherwood, Geoffrey Longsword or Wolfric the Wild) and tries to fight off the Norman hordes and wrestle for control of England. Eventually, the player must fight for control of all territories, and potentially those controlled by other Saxons, if they have become antagonistic. The player must amass armies and fight for control of opponents' castles. The player may engage enemy armies in battle, loot or lay siege to opposing castles. Territories can also be won in the periodic jousting contests. From time to time the player may attempt to rescue a damsel in distress and can appeal for help from the legendary bandit Robin Hood.



 (ZX Spectrum 48K version)

The game's strategy boils down to a war of attrition as the player tries to amass larger armies than his opponents and manages to attack their territories at the right time.

Due to financial strains, Cinemaware decided to release the initial version without all the features originally planned for because of their need for revenue. Some features were partially implemented, but were removed so the game could be shipped. Some additional features completed but never seen in the shipped game include flaming fireballs (launched via the catapult), more locations (more varied castles to attack) and more in-depth strategy. Some of these features were implemented in the ports of the game.


(Amiga version)


Jim Sachs, the primary artist for the game, showcased some of these features on the Amiga during interviews after the release of the game.


Platforms:
DOS, NES, Apple IIGS, Atari ST, Apple Macintosh, ZX Spectrum, Amstrad CPC, Commodore 64, Commodore Amiga, Commodore CDTV, CD-i, Windows, Game Boy Advance, iOS





10/15/15

Windows 3.11 for Workgroups

Windows 3.1x (codenamed Janus) is a series of 16-bit operating systems produced by Microsoft for use on personal computers. The series began with Windows 3.1, which was first sold during April 1992 as a successor to Windows 3.0. Subsequent versions were released between 1992 and 1994 until the series was superseded by Windows 95. During its lifespan, Windows 3.1 introduced several enhancements to the still MS-DOS-based platform, including improved system stability, expanded support for multimedia, TrueType fonts, and workgroup networking.





Windows 3.11 was released on November 8, 1993. It did not add any feature improvements over Windows 3.1; it only corrected problems.



Windows for Workgroups is an extension that allowed users to share their resources and to request those of others without a centralized authentication server. It used SMB protocol over NetBIOS. 

Windows for Workgroups 3.11 (originally codenamed Snowball) was released on August 11, 1993,[15] and shipped in November 1993.[16] It supported 32-bit file access, full 32-bit network redirectors, and VCACHE.386 file cache, shared between them. WFW 3.11 dropped standard mode support and requires a 386 machine to run.



A Winsock package was required to support TCP/IP networking in Windows 3.x. Usually third-party packages were used, but in August 1994, Microsoft released an add-on package (codenamed Wolverine) that provided TCP/IP support in Windows for Workgroups 3.11. Wolverine was a 32-bit stack (accessible from 16-bit Windows applications via WinSock Thunk), which gave it superior performance to most of the third-party TCP/IP Windows stacks available. However, it was only compatible with Windows for Workgroups 3.11, and lacked support for dial-up. Wolverine stack was an early version of the TCP/IP stack that would later ship with Windows 95, and provided an early testbed for the 16-to-32-bit compatibility layer that was crucial to Windows 95's success.

Following the release of MS-DOS 6.22 in 1994, WFW 3.11 largely replaced Windows 3.1 for OEM installations on new PCs due to its improved capabilities and greater stability.


Windows 3.1x introduced new possibilities for applications, especially multimedia applications. During this era, Microsoft developed a new range of software that was implemented on this operating environment, called Microsoft Home, Microsoft Bob being one of the programs.

As the first versions of Windows to enjoy major commercial success and software support, Windows 3.1 and WFW 3.11 quickly replaced DOS as the platform for application software on PC compatibles. Multimedia software (especially games) proliferated, although many games continued to run on DOS until Windows 95.

Requirements:

 - MS-DOS 3.3 or later (6.2 or later recommended).
 - PC with 386SX or higher processor.
 - 3 MB RAM; 4 MB recommended (with no network installed, requires only
   2 MB).
 - One 5.25" or 3.5" high-density, or 3.5" low-density disk drive.
 - Hard disk drive with 10.5 MB available space (15.5 MB recommended).
 - VGA, Super VGA, 8514/A, or video graphics adapter and monitor
   compatible with Windows 3.1 (color VGA or better resolution monitor
   recommended).
 - For fax capability: Class 1, Class 2, or Communications Application
   Specification (CAS) modem required (only Class 1 modems will support
   binary file transfer).
 - Microsoft Windows-compatible network adapter card and cabling. NOTE: No
   network hardware (network adapter card and cabling) is required if you
   want to run WFW with networking turned off.

Options:

 - Microsoft Mouse or compatible pointing device (mouse recommended).
 - Hayes or compatible modem.
 - Audio board.
 - CD-ROM drive.






Leisure Suit Larry in the Land of the Lounge Lizards (1987)

Leisure Suit Larry in the Land of the Lounge Lizards is a graphic adventure game originally released  in 1987 as the first part of the Leisure Suit Larry series. Originally developed for the PC DOS and the Apple II, it was later ported to other platforms such as the Amiga, Atari ST, Apple IIGS, Apple  Macintosh, and the Tandy Color Computer 3. It utilizes the Adventure Game Interpreter (AGI) engine made famous by King's Quest: Quest for the Crown.



The game's story follows a middle-aged male virgin named Larry Laffer as he desperately tries to "get lucky" in the fictional American city of Lost Wages. Land of the Lounge Lizards establishes several elements which recur in the later Larry games, including Larry's campy attire, perpetual bad luck with women, and penchant for double-entendres. The story and basic structure of the game are lifted from Softporn Adventure, a 1981 Apple II text adventure.


Larry Laffer is a 38-year-old (40-year-old in the 1991 remake) "loser" who lives in his mother's basement and has not yet lost his virginity. Having grown weary of his lonely existence, he decides to visit the resort city of Lost Wages (a parody of "Las Vegas") hoping to experience what he has not lived before, and to finally find the woman of his dreams. Larry starts with nothing but an out-of-style 1970s disco-era leisure suit and $94 in his pocket. His quest involves four possible women: a nameless, seedy-looking sex worker; Fawn, a club-goer of low moral fiber; Faith, a receptionist who (true to her name) is faithful to her boyfriend; and Eve, a bathing beauty and Larry's ultimate goal.

DOWNLOAD:

GAME SOLUTION:





Single line programming

Can we make interesting graphics with only single program line? Yes, we can!

ZX Spectrum 48K - BASIC:
10 PRINT CHR$(132.2+RND*1);:GO TO 10



Iskra Delta Partner - MBasic:
10 PRINT CHR$(94.2+RND(1));:GOTO 10




Commodore 64 - BASIC:
10 PRINT( CHR$(205.2+RND(1));: GOTO 10



PC 486 - QBASIC:
10 PRINT CHR$(205.2+RND(1));:GOTO 10







10BASE2 Network

10BASE2 (also known as cheapernet, thin Ethernet, thinnet, and thinwire) is a variant of Ethernet that uses thin coaxial cable (RG-58A/U or similar, as opposed to the thicker RG-8 cable used in 10BASE5 networks), terminated with BNC connectors. During the mid to late 1980s this was the dominant 10 Mbit/s Ethernet standard.



The name 10BASE2 is derived from several characteristics of the physical medium. The 10 comes from the maximum transmission speed of 10 Mbit/s (millions of bits per second). The BASE stands for baseband signalling, and the 2 supposedly refers to the maximum segment length of 200 meters, though in practical use it can only run up to 185 meters. (The IEEE rounded 185 up to 200 to come up with the name 10BASE2, for consistency with the general standard).


10BASE2 coax cables have a maximum length of 185 meters (607 ft). The maximum practical number of nodes that can be connected to a 10BASE2 segment is limited to 30. In a 10BASE2 network, each segment of cable is connected to the transceiver (which is usually built into the network adaptor) using a BNC T-connector, with one segment connected to each female connector of the T. The T-connector must be plugged directly into the network adaptor with no cable in between.



As is the case with most other high-speed buses, Ethernet segments have to be terminated with a resistor at each end. Each end of the cable has a 50 ohm (Ω) resistor attached. Typically this resistor is built into a male BNC and attached to the last device on the bus. This is most commonly connected directly to the T-connector on a workstation though it does not technically have to be. A few devices such as Digital's DEMPR and DESPR had a built-in terminator and so could only be used at one physical end of the cable run. If termination is missing, or if there is a break in the cable, the AC signal on the bus is reflected, rather than dissipated, when it reaches the end. This reflected signal is indistinguishable from a collision, and so no communication would be able to take place.


Some terminators have a metallic chain attached to them for grounding purposes, however many people never understood how to properly ground cabling and thus grounded the terminators at both ends rather than just one end. This caused many of the grounding loop problems during that era which caused network outages and/or data corruption when swells of electricity traversed the coaxial cabling's outer shield on its path to the ground with the least resistance.






When wiring a 10BASE2 network, special care has to be taken to ensure that cables are properly connected to all T-connectors, and appropriate terminators are installed. One, and only one, terminator must be connected to ground via a ground wire. Bad contacts or shorts are especially difficult to diagnose, though a time-domain reflectometer will find most problems quickly. A failure at any point of the network cabling tends to prevent all communications. For this reason, 10BASE2 networks could be difficult to maintain and were often replaced by 10BASE-T networks, which (provided category 5 cable or better was used) also provided a good upgrade path to 100BASE-TX. An alternative, more reliable connection was established by the introduction of EAD-sockets.