Hardware
- C64 consolen basis, erinnert mehr an eine Console als an einen Computer (Sprite, Hardwarescrolling, Music).
- SID wirklich witzig
VisualDisplay
Unmöglich viele Modis: High res. Multicolor > Programmierung schwierig. Positiv: Kombinierbar
- Beschränkte 16 Farben > Schwierig etwa eigenes zu machen.
- Strahlende Farben fehlen.
Music
- Music Coding
- SID wirklich interessante Stücke.
Tools
- Damals Paintingprogramme? > Öfter bessere Computer genutzt wie Amiga/PC (Compiling)
Coding
- Schwierig reinzukommen, sogar schwieriger als Atari2600
- Entwicklung über Jahre
- Basic embedded .-(
- Woher kam das Wissen? Die Software? (Magazine?)
- Öfter bessere Computer genutzt wie Amiga/PC (Compiling)
Gamecoding
- Ohne Tricks (Sprite Multplexer 8 Sprites viele Spiele nicht denkbar) ähnlich wie beim Atari 2600. Tricks
Beschränkung
- Beschränkung bei Shootemups am Schwierigsten bei allen anderen Genres eher möglich mit 8 Sprite durchzukommen.
Community
- Identitätsstiftend aber warum? Einfach übers gemeinsame Spielen?
- Bis heute ungebrochen. Aber mehrheitlich Spieler? Demoszener?
Heute
Gesamte Entwicklung auf einmal da, keine allmähliche Steigerung/Entwicklung über 10 Jahre
Selbst heute, einige Tutorials aber kein Gametemplate. Viel bis heute unterschiedliche Nutzung: Vorallem game und demoscene.
> Anwendersoftware fast nicht dokumentiert.
> Neue Games, demos > Anwendersoftware?
Commodore 64
With support for multicolor sprites and a custom chip for waveform generation, the C64 could create superior visuals and audio compared to systems without such custom hardware.The C64 dominated the low-end computer market (except in the UK and Japan, last
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The Ultimate Commodore 64 Talk
The successor decision (8bit > 16bit): ATARI ST or Amiga
Whats next? Big Question after the end of C64 - new maschines!
(- Macintosh)
- Atari ST? (like C64)
- Amiga (Multimedimaschine) expensive - Amiga 500
- Sinclair 68000
- Archimedes?
(- NEXT very expensive!)
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Computerclubs
Datasette
C64-Assembler-Dev
Market WAR
C64 Sprites 8 and extended (like in the atari 2600)
Sprite multiplexer C64
Visual style with the same color-palette 16 colors
C64 - Colorpalette - Inbetween Picked, Cheap and transistors (luminance)
'Re: VIC-II colors'
From: Robert 'Bob' Yannes
To: Philip
'Pepto' Timmermann
Date: 27.09.1999
I was involved with the development of the VIC-II, however the actual implementation of the design, including the Color
Palette, was done by someone else. I have forwarded your message to him, but it is up to him if he wants to respond.
I can tell you that the design was based on the principle that adding a sine wave of a particular frequency and amplitude
to an inverted version of the same sine wave at a different amplitude produces a phase-shifted sine wave of the same
frequency. The amount of phase shift is directly proportional to the amplitudes of the two sine waves.
The VIC-II used the 14.31818 MHz master clock input (4 times the NTSC color burst frequency of 3.579545 MHz) to produce
quadrature square-wave clocks. These clock signals were then integrated into triangle waves sing analog integrators. The
triangle waves were then integrated again into sine waves (actually rounded triangle waves, but good enough for this
application). This produced a 3.579545 MHz sine wave,
inverse sine wave, cosine wave and inverse cosine wave.
An analog summer was used to create the phase-shifts in the Chroma signal by adding together the appropiate two waveforms
at the appropiate amplitudes. The Color Palette data went to a look-up table that specified the amplitude of the waves by
selecting different resistors in the gain path of the summer. The end result was that we could create any hue we wanted by
looking at the NTSC color wheel to determine the phase-shift and then picking the appropiate resistor values to produce
that phase-shift.
Color Saturation was controlled by scaling the gain of the summer. When we picked the resistor values to determine the
output phase-shift, we also scaled them to produce the desired output amplitude. Luminance was controlled using a simple
voltage divider which switched different pull-down resistors into the open-drain output. We could create any Luminance we
wanted by choosing the desired resistor value.
I'm afraid that not nearly as much effort went into the color selection as you think. Since we had total control over hue,
saturation and luminance, we picked colors that we liked. In order to save space on the chip, though, many of the colors
were simply the opposite side of the color wheel from ones that we picked. This allowed us to reuse the existing resistor
values,
rather than having a completely unique set for each color
I believe that Commodore actually got a patent on this technique. It was certainly superior to the Apple or Atari approach
at the time, as they ended up with whatever colors that came out--ours allowed the designer to freely select Hue,
Saturation and Luminance.
Since all of this was based on selecting different resistor values and resistance varied from chip lot to chip lot, there
was variation from one Commodore 64 to another. It wasn't as bad as it could have been though, since all of the Chrominance
selection was based on resistor ratios, which could be kept constant even if the actual resistor values varied. Luminance
was more of a problem. A trimmer resistor should really have been used to pull up the output. This would have allowed the
Luminance to be adjusted for consistency from unit to unit, however Commodore didn't care enough about consistency to
bother with adjusting each unit
Robert
'Bob'
Yannes
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Raster
NoAccess
C64 Raster Example - different graphic modes on one screen
Magic of programming
Toyballs C64, 1992
Videoram 8bit
DevToday
CBM prg studio - integrated develoment tool c64
homecomputer 16-bit 1985+
Atari ST (Atari) 16/32Bit 1985 - 1995
Amiga (Commodore) 16/32Bit 1985 - 1994
Magic of computers
c64 basic
c64 c
gamedesign c64
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c64 hardware development
CREATING THE COMMODORE 64: THE ENGINEERS’ STORY
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Tramiel, Jack
MOS Technology
“We looked heavily into the Mattel Intellivision,” recalls Winterble.
Intellivision The Intellivision is a home video game console test marketed by Mattel Electronics in 1979, and officially released in 1980. The name is a portmanteau of 'intelligent television'. Development began in 1977, the same year as the launch of its
The MOS designers freely borrowed ideas that they liked—sprites from the TI machine, collision-detection techniques and character-mapped graphics from the Intellivision, and a bit map from their own VIC-20. They then packed as many of those ideas as the
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aquarius intellivision (computer by intellivsion)
Spectravideo
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coding media (books)
Keyboard C64
Scanning the Keyboard the correct and non-KERNAL way
Intellivsion
abstract vs analog settings (why? wanna be meaningful)
'C64 eine 8bit Consolencomputer auf Steroiden'
6502 assembler on the web
8-bit gamedesign
c64 demoscene today
c64 experimental archeologie - new games
Kleinert, Tim (Swiss Muscian, C64)
c64 sound/music - SID music
Robox
Akropolis C64 1988
warriors c64 1988 (not published, rainbow)
graphic design c64
design: videoconsole
VICE - the Versatile Commodore Emulator
input 64 1964+
gamedev tools
S.E.U.C.K. Shoot Em Up Construction Kit 1987 C64/Atari ST/Amiga