The IEEE Spectrum article details the rapid development of the Commodore 64, driven by a small, dedicated team of engineers at MOS Technology. Led by Jack Tramiel's aggressive pricing strategy, the team innovatively designed custom chips for sound, graphics, and memory management, significantly reducing costs and outperforming competitors. Facing tight deadlines and a demanding boss, they overcame technical challenges and internal skepticism to create a groundbreaking, affordable computer that sold tens of millions of units and democratized computing for a generation.
Compute!'s Gazette, a beloved magazine for Commodore 8-bit computers, has been revived after a 35-year hiatus. The new publication will maintain its focus on retro computing, specifically covering Commodore 64, VIC-20, PET, Plus/4, and 128 systems. Readers can expect articles on programming, hardware modifications, game reviews, and interviews, aiming to capture the spirit and enthusiasm of the original magazine while offering fresh content for both veteran users and newcomers to the Commodore scene. The magazine will be available in both digital and print formats.
Hacker News users reacted to Compute's Gazette's return with a mix of nostalgia and cautious optimism. Several commenters fondly recalled their childhood experiences with the magazine, specifically mentioning the included type-in programs and the excitement of getting it in the mail. Some expressed concerns about the viability of a print magazine in the digital age, and questioned the focus on retro computing. Others wondered about the target audience and the content's relevance to younger generations. Despite these reservations, there was a general sense of goodwill and hope that the revived publication could capture some of the magic of the original. A few users questioned the business model and suggested exploring digital distribution alongside print. The most compelling comments highlighted the unique community fostered by early computing magazines and expressed hope that the new Compute's Gazette could recapture that spirit.
Sweden has nominated its demoscene for consideration as part of UNESCO's intangible cultural heritage. The demoscene, flourishing particularly in the 80s and 90s, is a computer art subculture focused on creating real-time audiovisual presentations called demos, pushing the boundaries of coding and hardware. This nomination recognizes the demoscene's unique blend of programming, music, and graphics as a distinct cultural expression worth preserving and celebrating, acknowledging its historical significance and ongoing community in Sweden.
HN commenters discuss the challenges and potential benefits of recognizing the demoscene as a UNESCO heritage item. Some express skepticism about whether it fits UNESCO's criteria, noting the difficulty of preserving ephemeral digital art and the scene's inherently subversive, counter-cultural nature. Others are more enthusiastic, emphasizing the demoscene's historical significance, technical artistry, and cultural impact, particularly in Sweden. A few commenters suggest alternative preservation strategies, like community-driven archives and emulation, rather than relying on UNESCO. Several also highlight the potential tension between formal recognition and the demoscene's underground ethos.
This Norwegian blog post explores the impactful legacy of Commodore 64 game developers, highlighting individuals and teams who pushed the system's technical boundaries and shaped its diverse game library. It spotlights prominent figures like Jeff Minter known for his unique visual style, Andrew Braybrook renowned for intricate scrolling shooters, and the prolific team at Ocean Software. The post emphasizes not just individual achievements but also the collaborative spirit and innovative programming techniques that defined the C64's golden age of game development, showcasing how these developers overcame hardware limitations to create memorable and influential games.
HN users discuss the impressive feat of creating C64 games with limited resources and hardware constraints. Several commenters reminisce about their experiences with the C64 and early programming. Some highlight the clever programming tricks and optimization techniques used by developers, emphasizing the difficulty of pushing the hardware to its limits, especially given the limited memory and slow CPU. The importance of understanding the hardware intimately is stressed, as it allowed developers to create visually impressive games despite the technical limitations. The discussion also touches on the demoscene, where programmers created complex audio-visual displays, further showcasing the capabilities of the C64. A few commenters point out the article's minor inaccuracies, but overall the thread expresses admiration for the ingenuity and skill of C64 game developers.
This blog post details the creation of a PETSCII image on a Commodore 64, using a Python script to convert a source image into the limited character set and colors available. The author outlines the challenges of working within these constraints, including the reduced resolution, fixed character sizes, and dithering required to simulate shades of gray. They explain the conversion process, which involves resizing and color reduction before mapping the image to the nearest matching PETSCII characters. Finally, the post demonstrates loading and displaying the resulting PETSCII data on a real Commodore 64, showcasing the final, retro-styled image.
Hacker News users discuss the Commodore 64 PETSCII image, primarily focusing on the technical aspects of its creation. Several commenters express fascination with the dithering technique employed, and some delve into the specifics of how such an image could be generated, including discussions about ordered dithering algorithms like Bayer and Floyd-Steinberg. Others reminisce about the C64's unique character set and color limitations, while a few share their own experiences and experiments with creating similar images. There's also a brief tangent about the challenges of representing images with limited palettes and the artistic value of these constraints. Overall, the comments reflect an appreciation for the technical ingenuity and artistic constraints of the era.
This GitHub repository contains the fully documented and annotated source code for the classic game Elite, specifically the BBC Micro version adapted for the Commodore 64. The code, originally written in 6502 assembly language, has been meticulously commented and explained to make it easier to understand. The project aims to provide a comprehensive resource for anyone interested in learning about the game's inner workings, from 3D graphics and ship control to trading mechanics and mission generation. This includes explanations of the game's algorithms, data structures, and overall architecture. The repository also offers resources like a cross-reference and memory map, further aiding in comprehension.
Hacker News commenters on the Elite C64 source code release express enthusiasm and nostalgia for the game. Several discuss the ingenuity of the original developers in overcoming the C64's limitations, particularly its memory constraints and slow floating-point math. Commenters highlight the clever use of lookup tables, integer math, and bitwise operations to achieve impressive 3D graphics and gameplay. Some analyze specific code snippets, showcasing the elegant solutions employed. There's also discussion about the game's impact on the industry and its influence on subsequent space trading and combat simulations. A few users share personal anecdotes about playing Elite in their youth, emphasizing its groundbreaking nature at the time.
Summary of Comments ( 3 )
https://news.ycombinator.com/item?id=43840057
Hacker News commenters on the IEEE Spectrum article about the Commodore 64 largely reminisce about their experiences with the machine. Several shared personal anecdotes about learning to program on the C64, exploring its capabilities, and the impact it had on their careers. Some discussed the technical ingenuity involved in its creation, particularly its sound chip and surprisingly powerful graphics for the time. Others debated the role of "demos" in showcasing the C64's potential and driving innovation. A few commenters also pointed out the relative affordability of the C64, making it accessible to a wider audience and contributing to the home computer revolution. There's also a brief discussion about the limitations of the C64's keyboard and the challenges of working with its limited memory.
The Hacker News post "Creating the Commodore 64: The Engineers' Story" has generated a moderate number of comments, mostly revolving around personal experiences with the C64, technical details, and its impact on the computing landscape. While not a flood of comments, there are enough to offer some interesting perspectives.
Several commenters reminisce about their first experiences with the C64, sharing nostalgic anecdotes about learning to program BASIC on it, playing classic games, and the distinctive sound of the SID chip. These comments highlight the significant role the C64 played in introducing a generation to computing.
Some comments delve into more technical aspects. One commenter discusses the clever engineering decisions behind the VIC-II graphics chip and its limitations, leading to discussions about color artifacts and programming techniques to overcome them. Another comment thread explores the use of the C64 in demoscene productions, emphasizing the creativity fostered by the machine's constraints. The SID chip's unique sound capabilities are also mentioned, with commenters sharing links to music created with it.
A few commenters compare the C64 to other contemporary machines like the Apple II and the ZX Spectrum, discussing the strengths and weaknesses of each platform. The affordability and accessibility of the C64 are highlighted as key factors in its widespread adoption. One comment specifically mentions the impact of the bundled software and the ease with which users could get started with creating their own programs.
There's some discussion about the legacy of the C64 and its influence on subsequent computer systems. One commenter points out the C64's role in democratizing computing, making it accessible to a wider audience than previously possible.
While no single comment stands out as exceptionally compelling, the collective discussion provides a valuable tapestry of perspectives on the C64's historical significance, technical ingenuity, and enduring appeal. The comments paint a picture of a machine that not only introduced many to the world of computing but also fostered a vibrant community of users, programmers, and artists.