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Alive Dead Media 2020: Tracker and Chip Music
Alive Dead Media 2020: Tracker and Chip Music 1st day introduction, Markku Reunanen Pics gracefully provided by Wikimedia Commons Arrangements See MyCourses for more details, but for now: ● Whoami, who’s here? ● Schedule of this week: history, MilkyTracker with Yzi, LSDJ with Miranda Kastemaa, holiday, final concert ● 80% attendance, two tunes for the final concert and a little jingle today ● Questions about the practicalities? History of Home Computer and Game Console Audio ● This is a vast subject: hundreds of different devices and chips starting from the late 1970s ● In the 1990s starts to become increasingly standardized (or boring, if you may :) so we’ll focus on earlier technology ● Not just hardware: how did you compose music with contemporary tools? ● Let’s hear a lot of examples – not using Zoom audio The Home Computer Boom ● At its peak in the 1980s, but started somewhat earlier with Apple II (1977), TRS-80 (1977) and Commodore PET (1977) ● Affordable microprocessors, such as Zilog Z80, MOS 6502 and the Motorola 6800 series ● In the 1980s the market grew rapidly with Commodore VIC-20 (1980) and C-64 (1982), Sinclair ZX Spectrum (1982), MSX compatibles (1983) … and many more! ● From enthusiast gadgets to game machines Enter the 16-bits ● Improving processors: Motorola 68000 series, Intel 8088/8086/80286 ● More colors, more speed, more memory, from tapes to floppies, mouse(!) ● Atari ST (1984), Commodore Amiga (1985), Apple Macintosh (1984) ● IBM PC and compatibles (1981) popular in the US, improving game capability Not Just Computers ● The same technology powered game consoles of the time ● Notable early ones: Fairchild Channel F (1976), Atari VCS aka. -
When High-Tech Was Low-Tech : a Retrospective Look at Forward-Thinking Technologies [Multiple Exhibits]
University of South Florida Scholar Commons Library and Community-based Exhibits Library Outreach 9-1-2003 When High-Tech was Low-Tech : A Retrospective Look at Forward-Thinking Technologies [Multiple exhibits] James Anthony Schnur, Follow this and additional works at: https://scholarcommons.usf.edu/npml_outreach_exhibits Scholar Commons Citation Schnur,, James Anthony, "When High-Tech was Low-Tech : A Retrospective Look at Forward-Thinking Technologies [Multiple exhibits]" (2003). Library and Community-based Exhibits. 43. https://scholarcommons.usf.edu/npml_outreach_exhibits/43 This Presentation is brought to you for free and open access by the Library Outreach at Scholar Commons. It has been accepted for inclusion in Library and Community-based Exhibits by an authorized administrator of Scholar Commons. For more information, please contact [email protected]. When High-Tech was Low-Tech A Retrospective Look at Forward-Thinking Technologies Nelson Poynter Memorial Library University of South Florida St. Petersburg When High-Tech was Low-Tech When High-Tech was Low-Tech When High-Tech was Low-Tech The development of transistors after By the late 1970s, early “personal Before the widespread use of “floppy” World War II allowed manufacturers to computers” and game systems began to disks (in both 5¼ and 8 inch formats), build smaller, more sophisticated, and appear in homes. One of the most many early personal computers used less expensive devices. No longer did popular games of this period came from tape drives. “Personal computer consumers have to worry about Atari. This Ultra-Pong console, cassettes” usually held about 64,000 purchasing expensive tubes for heavy, released by Atari in 1977, included bytes of data and could take up to 30 bulky radios and televisions. -
Rewriting History
Remembering Repton: An alternative history of co-creativity in 1980s Britain Alison Gazzard Abstract This article explores some of the histories of player creativity in the 1980s through the inclusion of early level editors in games. Drawing on Huhtamo’s (2011) media archaeological framework of tracing “alternative histories” the article will trace the histories of level editors in games created for the BBC Micro through the case studies of Repton 3 (Superior Software 1986) and Repton Infinity (Superior Software 1987). Whereas current writing about fan practices and user-generated content by players focuses on the online possibilities of creating and sharing, this paper recognises these practices inherent in offline spaces. Using archival documents from magazine articles and reviews, the concept of player as producer and the role of user-generated content will be re-examined as a way of exploring another facet of this history. Keywords Co-creativity, level editor, microcomputing, BBC Micro, 1980s, platform ***** Introduction “In the field of game studies and within the consumer market we rarely (or are only beginning to) attend to videogames […] in terms of their aging, deterioration, obsolescence, ruinous remains, or even history…” (Guins 2014, p.5) In the opening pages of Raiford Guins’ book Game After (2014) the author notes how there are histories of games within game studies but these have been unintentional anecdotes and _____________________________________________________________ Kinephanos, ISSN 1916-985X Cultural History of Video Games Special Issue, June 2015, www.kinephanos.ca Remembering Repton: An alternative history of co-creativity in 1980s Britain not always written as the sole purpose of the text. -
Retromagazine 01 Eng.Pdf
Spring 2020: there’s a scent of change in the air SUMMARY <HIDDE N> Despite the frankly somewhat dark times we live in, this late spring brings many changes in our lives. Perhaps even finally a return to life as we know ◊ MISTER FPGA, one year later… Page 3 it, after the CoViD-19 nightmare. Even within our editorial initiative there ◊ Interview with Francesco Sblendorio Page 7 are no shortage of changes on the horizon. Indeed, many have already started or will soon be under way. ◊ FAST BASIC – a Locomotive Basic Page 14 compiler in CP/M Let's start with the name of your (hopefully) beloved magazine. From this issue the name of the magazine changes to RetroMagazine World. We ◊ Star Watcher Page 17 have been thrifty and modest: we have only added a small word ("World") ◊ Playing infinite lives with your C64 – Page 21 to our historical name, mostly in order to show our new intention to The challenge goes on address the entire international community and no longer only our numerous Italian readers. ◊ Retromath: Secret Codes Page 24 ◊ 3D Graphs with few lines in BASIC Page 27 How do we intend to do this? Well, actually, we already did it last May 2nd, with the release of issue zero of RetroMagazine English, a pilot publication ◊ Japan cronicles: A new Game & Watch? Page 32 entirely in English, dedicated to all the retrocomputing, retrogaming and retrocoding fans scattered all over the planet. These readers have long ◊ How I discovered RPG games on my Page 36 been asking us to bring in a "neutral" language (an official language, TI99/4A understandable to all) for the content and columns that for over two years ◊ KNIGHTMARE SAGA (MSX) Page 42 have been reaching Italian readers. -
Commodore 64 - Wikipedia
Commodore 64 - Wikipedia http://it.wikipedia.org/wiki/Commodore_64 Da Wikipedia, l'enciclopedia libera. Il Commodore 64 (abbreviazioni diffuse: Commodore 64 "C64", "C-64", "C=64", "CBM 64",[1] "64") è un home computer della Commodore Business Machines Inc. commercializzato dal 1982 al 1993 in vari Paesi del mondo. Il Commodore 64 nasce come evoluzione del Commodore VIC-20. Evoluzione in grado di offrire capacità grafiche e sonore migliori rispetto al Commodore VIC-20 a scapito Il Commodore 64 però della compatibilità software. Classe di computer: home computer Del Commodore 64 sono state Paese d'origine: Stati Uniti d'America commercializzate anche tre varianti: il Commodore Business Machines Commodore MAX, il Commodore Educator Produttore: Inc. 64 e il Commodore SX-64, commercializzati rispettivamente a partire dal 1982, 1983 e 6 giugno 1982 (anteprima 1984. Dal Commodore 64 sono inoltre Presentazione: mondiale); 17 settembre 1982 derivate due console per videogiochi: il (anteprima italiana) Commodore 64 Games System e il agosto 1982 (Stati Uniti); Inizio commercializzazione: Commodore 64 DTV. La prima marzo 1983 (Italia) commercializzata a partire dal 1990, la Fine commercializzazione: 1993 seconda a partire dal 2004. Evoluzioni del Commodore 64 sono invece il Commodore Esemplari venduti: 17.000.000 circa 128, il Commodore 128D e il Commodore $ 595 (Stati Uniti); Prezzo di lancio: 65, tutti compatibili a livello software con il ₤ 973.500 (Italia) Commodore 64. I primi due sono stati CPU: MOS 6510 commercilizzati a partire dal 1985, il -
Acorn User 1986 Covers and Contents
• BBC MICRO ELECTRON’ATOMI £1.20 EXJANUARY 1986 USB* SPECTRAIYIANIA: Zippy game for Electron and BBC LOGO SOFTWARE: Joe Telford writes awordprocessor HyfHimm,H BBC B+ PROGRAMS: Our advanced HdlilSIii t user’s guide mm BASIC AIDS: pjpifjBpia *- -* ‘‘.r? r v arwv -v v .* - The hard facts about debuggers WIN AT ELITE: Secrets of the Commander files SUPER Forget the rest, our graphics program’s best! COMPETITION Three Taxan monitors to be won COUPON OFFER Save £20 on a Kaga NLQ printer ISSUEACORNUSERNo JANUARY 1986 42 EDITOR Tony Quinn NEW USERS 48 TECHNICAL EDITOR HINTS AND TIPS: Bruce Smith Martin Phillips asks how compatible are Epson compatible printers? 53 SUBEDITOR FIRST BYTE: Julie Carman How to build up your system wisely is Tessie Revivis’ topic PRODUCTION ASSISTANT Kitty Milne BUSINESS 129 EDITORIAL SECRETARY BUSINESS NEWS: Isobel Macdonald All the latest for users of Acorn computers in business, plus half-price Mallard Basic offer PROCESS: 133 TECHNICAL ASSISTANT WHICH WORD TO David Acton Guidelines from Roger Carus on choosing a wordprocessor to fulfil your business needs 139 ART DIRECTOR BASIC CHOICES: Mike Lackersteen Edward Brown compares BBC Basic and Mallard Professional Basic, supplied with the Z80 ART EDITOR Liz Thompson EDUCATION EDUCATION NEWS: 153 ART ASSISTANT questions Paul Holmes Proposed European standard for educational micros raises many OF WORDPROCESSING: 158 ADVERTISEMENT MANAGER THE WONDER Simon Goode Chris Drage and Nick Evans look at wordprocessors to help children express themselves j SALES EXECUTIVE j ; -
\0-9\0 and X ... \0-9\0 Grad Nord ... \0-9\0013 ... \0-9\007 Car Chase ... \0-9\1 X 1 Kampf ... \0-9\1, 2, 3
... \0-9\0 and X ... \0-9\0 Grad Nord ... \0-9\0013 ... \0-9\007 Car Chase ... \0-9\1 x 1 Kampf ... \0-9\1, 2, 3 ... \0-9\1,000,000 ... \0-9\10 Pin ... \0-9\10... Knockout! ... \0-9\100 Meter Dash ... \0-9\100 Mile Race ... \0-9\100,000 Pyramid, The ... \0-9\1000 Miglia Volume I - 1927-1933 ... \0-9\1000 Miler ... \0-9\1000 Miler v2.0 ... \0-9\1000 Miles ... \0-9\10000 Meters ... \0-9\10-Pin Bowling ... \0-9\10th Frame_001 ... \0-9\10th Frame_002 ... \0-9\1-3-5-7 ... \0-9\14-15 Puzzle, The ... \0-9\15 Pietnastka ... \0-9\15 Solitaire ... \0-9\15-Puzzle, The ... \0-9\17 und 04 ... \0-9\17 und 4 ... \0-9\17+4_001 ... \0-9\17+4_002 ... \0-9\17+4_003 ... \0-9\17+4_004 ... \0-9\1789 ... \0-9\18 Uhren ... \0-9\180 ... \0-9\19 Part One - Boot Camp ... \0-9\1942_001 ... \0-9\1942_002 ... \0-9\1942_003 ... \0-9\1943 - One Year After ... \0-9\1943 - The Battle of Midway ... \0-9\1944 ... \0-9\1948 ... \0-9\1985 ... \0-9\1985 - The Day After ... \0-9\1991 World Cup Knockout, The ... \0-9\1994 - Ten Years After ... \0-9\1st Division Manager ... \0-9\2 Worms War ... \0-9\20 Tons ... \0-9\20.000 Meilen unter dem Meer ... \0-9\2001 ... \0-9\2010 ... \0-9\21 ... \0-9\2112 - The Battle for Planet Earth ... \0-9\221B Baker Street ... \0-9\23 Matches .. -
A History of the Amiga by Jeremy Reimer
A history of the Amiga By Jeremy Reimer 1 part 1: Genesis 3 part 2: The birth of Amiga 13 part 3: The first prototype 19 part 4: Enter Commodore 27 part 5: Postlaunch blues 39 part 6: Stopping the bleeding 48 part 7: Game on! 60 Shadow of the 16-bit Beast 71 2 A history of the Amiga, part 1: Genesis By Jeremy Reimer Prologue: the last day April 24, 1994 The flag was flying at half-mast when Dave Haynie drove up to the headquarters of Commodore International for what would be the last time. Dave had worked for Commodore at its West Chester, Pennsylvania, headquarters for eleven years as a hardware engineer. His job was to work on advanced products, like the revolutionary AAA chipset that would have again made the Amiga computer the fastest and most powerful multimedia machine available. But AAA, like most of the projects underway at Commodore, had been canceled in a series of cost-cutting measures, the most recent of which had reduced the staff of over one thousand people at the factory to less than thirty. "Bringing your camera on the last day, eh Dave?" the receptionist asked in a resigned voice."Yeah, well, they can't yell at me for spreading secrets any more, can they?" he replied. Dave took his camera on a tour of the factory, his low voice echoing through the empty hallways. "I just thought about it this morning," he said, referring to his idea to film the last moments of the company for which he had given so much of his life. -
TPUG Newsletter
TPUG Newsletter Views and News of Toronto Pet Users Group c/o John Easton, 258 Lake Promenade, Etobicoke, Ontario, M8W 1B3 phone (416) 251-1511 Fall — 2014 From your President Greetings. not had my VIC for very long though number of people that turned up that when a friend of mine got a C64. It took day. For those that do not know me, my years of prodding my parents but I fi- name is Ian Colquhoun and I was elect- nally got a C64C for Christmas 1987. So here we are in 2014, ten years later. ed by the TPUG Board of Directors back Extremely late in the scheme of things, I am pleased to be given the opportuni- in the late spring to be the club’s next but I was happy. A 1541-II arrived 6 ty to lead such a great group of people. president. months later for my birthday. I was set! Already in 2014 we have made some great progress for TPUG’s future. At Before I introduce myself though, I I ran a BBS on my 64 (running Dark- the end of June we were able to close would like to thank Greg Van Laere for Star v3.1) from mid 1988 until early the TPUG locker where we had been his leadership and hard work as club 1994 when college was more important storing our “inventory”. Leif Bloomquist president since he took that post in than trying to keep my board up for the and a small team went through every- 2007. -
Issue 95 CONTENTS Editorial Page 3 Growing Pains Part Siv Page 26 Where I Learned to Code in Style by Lenard R Roach
A free to download Magazine dedicated to Commodore computers. Issue 95 www.commodorefree.com CONTENTS Editorial Page 3 Growing Pains Part Siv Page 26 Where I Learned To Code In Style By Lenard R Roach General News Page 5 DUBCRT Commodore 64 Page 30 Limited Cartridge (PAL only) HARDWARE REVIEW Amiga News Page 8 DUBCART Page 32 Interview with Tim Koch Commodore 16/ plus4 News Page 12 Growing Pains Part Sex - Page 36 "The Program That Never Was" by Lenard R. Roach Commodore 64 News Page 14 Space Chase on the PET Page 38 The 35 year old review Vic 20 News Page 20 Commodore S.I.D chip Page 23 Interview with Andreas Beermann Page 25 Creator of FPGASID Commodore Free Magazine Page 2 www.commodorefree.com Editorial Welcome to another issue! I have been working hard, Editor but sadly in real life again and not in my virtual life. Nigel Parker Anyway, in this issue we have some real treats. Lena- rd R. Roach gives us more of his Commodore growing pains Spell Checking with a special double installation in this issue. Peter Badrick We have a review of the PET game Space Chase with some Bert Novilla complex SID music, “SID on the PET”! What’s this? Well, you need to read the review to find out more. TXT, HTML & eBooks Paul Davis We have a review of the truly weird Dubcart (cartridge). This is classed as an interactive music album for the Commodore 64. Plug into your machine and watch the petscii art and tru- D64 Disk Image ly exotic SID music. -
Ravenskull-Alt
C(SUNRIOR ~ SOFIWARE ACORNS!FT Limited Compatible with the BBC B, B+ and Master Series computers Main Controls GAME CONTROLS -Run North Status Screen Controls ?• -Run South z - Move hand left (to select object) z -Run West x - Move hand right (to select object) x -Run East E - Examine object p - Pick up object J - Level jump (only available after completing !You c amol carry more than 3 objects of a limel the previous level without losing a life) RETURN -Use object w -Sound on D - Drop object Q -Sound off s - Select Status Screen A -Music on TAB - Kiii yourself s -Music off ESCAPE - Restart game 1' ~ - Sh ift screen up/down COPY -Freeze on SPACE BAR - Return to game DELETE -Freeze off Commodore GAME CHARACTERS Amstrad Sh ield Treasure Cryslalt:d log of Gold Man-fating Warrior Adventurer W izard Elf Chest Plant Ac id Pool BBC Micro Acorn Electron a ~ 'a U1l.... :--:- I & I] Disk Spikes Spiked Gate Wooden Cask Earth •Koy Plck·Axe Dynamite Detonator Scythe •Spade ~ " -.,._--:"'·-: ... ·1· jf The best is yet to come ... ~ . J iii --1 I Hand·AH Bow and Bell Com poss Mogle Scroll Ravenbee • Arrow Fish Cake Wine Mogle Potion • ' ........ ' ~ .,.. y ~ r .f. ;Q tit ~I II •111111111 1111 111 1THE ULTlnllTEr1•111 CHllLLEtlGE ~ 1 1111111 11111111• Released on November 5th for the BBC Micro, PRIZE COMPETITION The Prizes Acorn Electron, Commodore 64/128 and On 30th April 1987, a draw will be mode from all of the correct entries received. The winner of the draw Amstrad 464/664/6128 computers. -
Stephen M. Cabrinety Collection in the History of Microcomputing, Ca
http://oac.cdlib.org/findaid/ark:/13030/kt529018f2 No online items Guide to the Stephen M. Cabrinety Collection in the History of Microcomputing, ca. 1975-1995 Processed by Stephan Potchatek; machine-readable finding aid created by Steven Mandeville-Gamble Department of Special Collections Green Library Stanford University Libraries Stanford, CA 94305-6004 Phone: (650) 725-1022 Email: [email protected] URL: http://library.stanford.edu/spc © 2001 The Board of Trustees of Stanford University. All rights reserved. Special Collections M0997 1 Guide to the Stephen M. Cabrinety Collection in the History of Microcomputing, ca. 1975-1995 Collection number: M0997 Department of Special Collections and University Archives Stanford University Libraries Stanford, California Contact Information Department of Special Collections Green Library Stanford University Libraries Stanford, CA 94305-6004 Phone: (650) 725-1022 Email: [email protected] URL: http://library.stanford.edu/spc Processed by: Stephan Potchatek Date Completed: 2000 Encoded by: Steven Mandeville-Gamble © 2001 The Board of Trustees of Stanford University. All rights reserved. Descriptive Summary Title: Stephen M. Cabrinety Collection in the History of Microcomputing, Date (inclusive): ca. 1975-1995 Collection number: Special Collections M0997 Creator: Cabrinety, Stephen M. Extent: 815.5 linear ft. Repository: Stanford University. Libraries. Dept. of Special Collections and University Archives. Language: English. Access Access restricted; this collection is stored off-site in commercial storage from which material is not routinely paged. Access to the collection will remain restricted until such time as the collection can be moved to Stanford-owned facilities. Any exemption from this rule requires the written permission of the Head of Special Collections.