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This reminds me of how expensive RAM was back then. I remember spending $180 to add 512KB to my Amiga 500 in 1988 or so. $180 was a lot of money back then.


IIRC, one of the 8-bit Atari magazines had an article describing a similar setup back in the mid/later 80s. Basically, put a photoresistor in a shroud (I used the cap from a Bic pen and some electrical tape), attach it to the dot matrix print head and wire it to the Atari joystick port's analog/paddle input. Place a bright light over the printer. Then the software told the printer to move the print head back and forth while it read the port value. The image quality was terrible but it was a fun project.


If you think that resolution is terrible, you should've tried my lightpen-based "scanner." ;)


Chess? Wow. I did some 6502 programming in hex on my Atari 800XL, but just for simple things like display list interupts. I had a list of all the 6502 opcodes and hex encodings from a magazine or book and figured it out from there.


I loved programming in Action! The editor was great and both compilation and runtime were really fast. I used it for several years from high school into college until I got an Amiga. I wrote a paint program, 3D modeler and 3D renderer with Action! No floating point. Fixed-point math with lookup tables for sin/cos/etc.


Google for atari 2600 pacman 4k


Bresenham originally developed the algorithm for drawing lines with a plotter (servos).


I have an SGI price sheet from July 1993. A 4xR4400/150Mhz, 64MB Onyx RealityEngine2 went for $199,999. Adding 64MB RAM cost another $11,000. The GE board had 12 i860 processors. The big rack-based system w/ 24 CPUs was $634,900.

And people complain about the prices of GPUs nowadays...


I think internet deserves a scan of this price sheet. It would be amazing to see it


I concur. My childhood LEGO from 1980-ish (now my son's) have noticeable color and fit variation. Still usable, but definitely not as nice as the new stuff.


IIRC, the Atari ROM routines used a different 6-byte BCD floating point format.


I can assure you that no BCD routines (nor Woz's nor Atari's) were hurt during production of this game. They are really slow. You need to use all kind of tricks and cheats when creating 3d game on 8bit machine and all needed calculations are precalculated in lookup tables.


Yes! I did a ton of projects in Action! for a number of years. Lots of fun and learned a lot.


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