Wheeler Dealers Has Been Preserved

The news comes to us by way of Apple cracker 4am’s Mastodon account. Wheeler Dealers was a cassette release, a format not as well understood as the Apple II floppy disk formats, but it’s playable on its Internet Archive page.

Its title screen gives it a copyright date of 1978, making it only slightly younger than the Atari VCS/2600. Wheeler Dealers was the first published game by M.U.L.E. creator Dani Bunten. Designed for four players, it came with a special controller to allow four players to participate in auctions on an equal footing. If played in an emulator, they often have settings to allow the buttons to be remapped to joystick directions, and from there to specific keyboard buttons.

It’s a stock trading game, written in BASIC, and much less polished than M.U.L.E. would be. It barely has graphics and has no single-player mode. I find it hard to control in the IA’s web-based Apple emulator. Basic stock trading games seem really simple these days. I think Wheeler Dealers (or “Wheeler Dealer$,” according to the title screen) is mostly interesting these days has a herald for M.U.L.E., which I find holds up really well to current-day tastes. Dani’s real-time auction mechanism would be honed to a fine edge in M.U.L.E., which to this day is probably still the best multiplayer auction mechanism in any game.

Dani Bunten left us long ago now, back in 1998, but her absence is still keenly felt. One of her last projects was a Sega Genesis/Mega Drive port update of M.U.L.E., which was infamously scuttled when publisher Electronic Arts insisted, as a condition of publishing, a mechanism by which players could directly attack other players with weapons. It is far from the only terrible action that EA would be responsible for, but it’s certainly one of the worst.

Pixel Memories Dioramas

Clivefrog77 makes these nice gaming dioramas, often based on European Commodore 64 games, and sells them on eBay. He has a page on Google Photos. I’m not sure if all of those are his, but a lot seem to be.

Rags to Riches

International Karate +

Great Giana Sisters
Dan Dare
Bad Dudes vs Dragon Ninja

Apple’s Untaken Path

EDIT: I got the name of the chip wrong, as xot pointed out in a comment. I knew the right now but I always get it mixed up. Corrections have been made, here is xot’s comment:

“The 65C02 is a low-power CMOS variant of the venerable 8-bit 6502 with minimal extra abilities. The 6502 successor used in the Apple IIGS is the 16-bit 65C816. It was designed by Western Design Center in collaboration with Apple, Inc. The story that Steve Jobs held back the IIGS in favor of the Mac is popular because it perpetuates Jobs’ mythic status of being a petty, conniving villain … but it isn’t true. The Apple IIGS was created atop a heap of questionable design decisions. No one decision doomed it but its CPU absolutely held it back. The very boring truth is that WDC could not reliably supply ‘816 processors at the speeds they promised (up to 14 MHz). The IIGS is limited to 2.8 MHz because Apple needed a stable product, which unfortunately was way slower than it should have been.”

Some of this slightly contradicts what was said in the video, but not that far. Whether Steve Jobs was petty and conniving or not I will leave to the ages, at least for now.


It had Apple’s first color point-and-click interface, and it ran on a 65C816.

It was the Apple IIGS. It was released two years after the original Macintosh, three after the Lisa, and it worked surprisingly well. It came with 256KB of memory stock but could be gotten with a whole megabyte, and could be expanded to up with 8 MB–in 1986! It supported hard drives and devices could be attached to it via the Apple Desktop Bus. It ran at less than 3MhZ, but its processor was capable of going much faster, with the rumor being that it was a decision of Steve Jobs to limit its processor so it wouldn’t steal the Macintosh’s thunder. (Jobs had been forced out of the company by the time the GS was released, but these decisions are not so easily reversed?)

What’s more the Apple IIGS was made to compete with the Amiga, and so it had considerable audio-visual advantages over the black-and-white Macintosh. 4096 colors and a sound chip designed by the people who had created the SID. And while it had a mode that made it compatible with Apple II software, it used an OS that looked and worked a whole lot like a Macintosh. It was surprisingly capable as a gaming machine; it took a long time, but in 1997 an Apple IIGS version of Wolfenstein 3D was made, although running at a pretty low frame rate:

The 65C816, a 16-bit version of the classic 6502, was used in a number of platforms but ultimately didn’t have the reach of its predecessor. But if Apple had thrown more weight behind the GS, we could well be living in a world where 6502 variants still saw use outside of embedded and hobbyist systems, instead of the Intel and ARM chips that dominate the market today.

I’m thinking along these lines because Vintage Geek made a video about the GS’s virtues, and it’s interesting to speculate about. It really was a kind of wonder machine, and the last gasp of the Apple II line. Here it is (15 minutes):

The IIGS: Apple of Macintosh? (youtube, Vintage Geek, 15 minutes)

U Can Beat Video Games Video Directory

We’ve linked the Youtube channel of U Can Beat Video Games repeatedly in the past, most recently for their sprawling guide to Final Fantasy II(IV). Yet they keep making new videos. Just a few days ago they did a video on all of of Book I of Ys for the TurboGrafx 16/PC Engine, with one on Book II promised soon. And since they post (usually) weekly, if I did a post here every time they released a video, it’d become one-seventh of our posts!

Here is the video on Ys Book I, it’s 2 hours and 2 minutes:

And here is a directory of every game video U Can Beat Video Games has put up to date. I haven’t inlined the videos because there’s over a hundred!

NINTENDO

SUPER MARIO

THE LEGEND OF ZELDA

METROID

STARTROPICS

OTHER

RPGS

FINAL FANTASY

  • Final Fantasy (NES)
    Part 1 (2h59m) – Part 2 (3h38m)
  • Final Fantasy Adventure (Gameboy)
    Part 1 (1h37m) – Part 2 (2h57m)
  • Final Fantasy IV (II in its original US release) (SNES)
    Part 1 (3h44m) – Part 2 (4h8m) – Part 3 (4h17m) – Part 4 (3h36m)

DRAGON QUEST

NIHON FALCOM

OTHER RPGs & RELATED GAMES

BEAT-EM-UPs (“belt scrollers”)

TECHNOS

OTHER

KONAMI

GRADIUS

CASTLEVANIA

CONTRA

METAL GEAR

TEENAGE MUTANT NINJA TURTLES

OTHER

Bucky O’Hare (NES, 1h6m)
The Lone Ranger (NES, 1h57m)
The Adventures of Bayou Billy (NES, 56m)
Jackal (NES, 44m)
The Goonies II (NES, 48m)

CAPCOM

MEGA MAN (a.k.a. RockMan)

GHOSTS ‘N GOBLINS (a.k.a. Makaimura)

DISNEY

OTHER

TECMO

NINJA GAIDEN

OTHER

SUNSOFT

RARE

WIZARDS & WARRIORS

BATTLETOADS

OTHER

LJN

STAR WARS

ICOM ADVENTURES

THE SIMPSONS

Uncategorized

and…

EXTRA: Top Ten NES Missed Secrets (17m)

Home Computer Graphic Character Sets Compared

8-bit microcomputer graphics were, compared to the graphics cards and chips we mostly use today, pretty limited. While machines like the Commodore 64 and Atari 800 allowed for a fully programmable display, not all devices of the age provided for that.

One solution was what I am told is now called semigraphics, which means using generic characters that are pre-defined by the system in combination with each other, piecing together larger images from symbolic building blocks.

ASCII Art, that fading art form created to make imagines on terminal displays, is a form of semigraphic. The IBM PC character set supported semigraphics mostly through its famous Code Page 437, which provided a variety of line-drawing characters , but looking at it it’s evident that it wasn’t intended for general graphic use.

Different platforms from the time varied widely in their support for graphic characters. Let’s take a quick look at what the options were.

Apple

The base Apple II had a very limited character set:

Images in this post taken from Wikipedia

The Apple II’s character offers little opportunity for graphic use. Of course the Apple II is a miracle through and through for being designed almost entirely by one person, Steve Wozniak, and that includes its character set. Note that it doesn’t neglect reverse video, and even has hardware support for flashing characters. Still though, not much you can do with it other than repurpose punctuation and letters.

PETSCII

The PET and successors, by contrast have an excellent character set for makeshift graphics. The image above is of the Commodore 64 version, but the same graphics are used on old PETs, the VIC-20, the Commodore 128, and even the TED-based machines, the Plus-4 and Commodore 16.

While they’re not reflected in the above image, the whole character set can be reversed too. These machines reverse characters by, simply, duplicating the whole set in ROM as negative images.

PETSCII contains:

  • Four playing card suit glyphs
  • A decent set of line-drawing characters, with all intersections both sharp-edged and curved corners
  • Diagonal slopes, diagonal lines and crossed diagonals
  • Horizontal and vertical lines at different places in the character cells
  • Frame corners, which combined with the lines can make decent rectangles
  • Horizontal and vertical bars at several different widths
  • Half-tone checkerboards and half-character checkerboards (on PET systems these have a single-pixel grain, but on later machines the checkerboard squares are 2×2 blocks)
  • 4×4 blocks in enough combinations that, combined with their reverse versions, can be used to approximate a 80×50 pixel display with plain characters
  • Symbols for English pound and Pi

PETSCII is one of the most versatile character sets from the time, and you can do a ton with it with some thought and ingenuity. There used to be a Twitter account (in the days before the Muskening) that posted images of robots made out of PETSCII characters. And because the character set is included in ROM, one doesn’t have to create their own character graphics, using up 8K of system RAM to hold them, to have rudimentary graphics. (In fact, the original PET didn’t even support redefining the character set, so PETSCII was all you got.)

ATASCII

Did Atari consciously follow the naming of PETSCII, with their own self-branded ATASCII? Both are riffing off of ASCII, which stands for American Standard Code for Information Interchange. So I guess PETSCII, going by Commodore’s own claimed meaning for PET, means “Personal Electronic Transactor Standard Code for Information Interchange,” which is pretty terrible. But the ATA in ATASCII makes even less sense, since ATA obviously is just the first three letters in Atari.

While it has nowhere near the sheer number of graphic characters that PETSCII has, it had a decent number, including line drawing, slopes and diagonal lines and playing card suits. Of particular note is that the Clubs symbol has the same hole in its middle that it does in PETSCII.

TRS-80

Wikipedia doesn’t offer a screenshot chart of all the symbols of the TRS-80 set, but it does an HTML Table display, which the above is excerpted from. The only graphic characters it has are these off 2×3 cells, which are like the 2×2 blocks in the Commodore set but with an extra row. This gives its screen slightly finer resolution.

The TRS-80 had fairly basic graphics, it seems: those characters appear to have been it as far as graphics goes. The page I saw that described its capabilities even had a name for those blocks: squots. I think that’s a perfectly fine name for these kinds of boxes, whether it’s on a TRS-80, Commodore 64 or other machine.

Sinclair ZX-81

The ZX-81 had a very limited character set. While it has checkerboard and 4×4 block characters, their inclusion comes at the cost of an apostrophe, an at-sign, and even an exclamation point.

The following Spectrum removed the checkerboards, but added the exclamation point and apostrophe, as well as a lowercase alphabet. Still no @ though.

DOS Code Page 437

This is the one that most of you probably already know. It has its own version of squots, but they’re incomplete: it doesn’t have quarter-box or squot-grained checkerboard characters, tlhough it does have three forms of half-tone, a rather extra assortment of double-lined box characters, playing card suit glyphs, and a number of unusual characters up above that will be very familiar to anyone who played PC Rogue.

DOS Code Page 437 was in many ways the end of the venerable tradition of character set graphics. Neither the Atari ST nor Amiga had much use for general purpose character graphics, instead choosing to use their sets’ spare capacity for international characters, a noble offering, but less useful for graphic use.

It is worth noting some of the characters in the ST’s set, though:

Some miscellaneous glyphs like arrows, an X mark and checkbox, a bell and musical note, the Atari logo in two characters, a bunch of digital readout numbers, and four characters that seem to form a face. Here, I’ll piece it together for you:

Who might this handsome person be? It’s a little hard to make out at this scale, but it’s intended to be a pixel-art representation of “Bob” Dobbs, icon and symbol of the Church of the Subgenius!

It’s not a good set of squots, but it’s not bad.

Episode 3 of BS Shiren the Wanderer Recovered

The Mystery Dungeon series of Japanese roguelikes, which includes the Shiren the Wanderer games, has a fair number of obscure entries. There’s “The Rainbow Labyrinth,” a mobile entry that toyed with adding F2P features and never made it out of beta. There’s a few other mobile remakes of early titles that can’t be obtained or played now due to their platforms being discontinued. And back on Super Famicom, one of the very first Mystery Dungeon games, a spinoff and modification of Furai no Shiren, was released for Nintendo’s Satellaview add-on.

Most Satellaview titles are extremely obscure now, with their only remaining remnants that aren’t languishing in a vault somewhere inside Nintendo (if they even exist there) being saved data files on aging flash memory cartridges in the possession of diehard Nintendo players and collectors in Japan. Satellaview was treated as a way of distributing disposable software, games and other programs that were tied to a specific date or time, so there are a good number of lost items for it, and many will probably never be recovered.

Entropy and bitrot are huge problems with computer software of all types, and it’s shocking how little most companies, even Nintendo themselves sometimes, seem to think about recording essential parts of their past. So any successful reclaiming of old data from the land of howling hungry ghosts is good.

Image from Satellablog

That’s why I’m remarking here that Satellablog, dedicated to recovering and making playable as much old Satellaview software as they can, has managed to obtain a copy of Episode 3, of the Satellaview version of Shiren the Wanderer, “Save Surara” or “Save Surala” depending on the tastes of the person romanizing the title. That means episodes 2, 3 and 4 have been found, leaving only the first episode.

Save Surara was a Soundlink title, like the releases of BS Legend of Zelda. That means they were intended to be played at the same time as a special audio broadcast, and contained events that were timesynced with that broadcast. Without the broadcast (which are usually lost now), Soundlink games can’t be entirely played as originally intended, but it’s still better than nothing.

Here is video of Episode 3 in action. It’s about 49 minutes long. It’ll have to be modified to get it into a state where people who aren’t into romhacking will be able to play it themselves:

With three episodes recovered, there’s still hope that someone in Japan saved a copy of Episode 1 on a forgotten flashcart resting in a closet somewhere. Frog bless all of you awesome hardware horders over there!

Kimimi the Game-Eating She Monster: Brandish

I still have to figure out some consistent way to differentiate things we’re linking to, in titles, from our own content. It’s making me uncomfortable how things we link to on other sites are generally not distinguishable from things we make ourselves. The site: title construction is the best I’ve come up with for that, although I also use it for our own subseries, like Sundry Sunday. Please, except this rambly prologue as an introduction!

Kimimi the Game-Eating She Monster writes lots of interesting stuff, and we’ve linked to her several times before. In fact I have a whole Firefox window devoted to pieces she’s made. This one is about the Super Famicom (and others) game Brandish, one of Nihon Falcom’s many interesting RPG experiments.

Brandish is played in a dungeon where each level is a map, and monsters appear on it, and you attack them in real-time, without going to a separate screen. That is to say, combat isn’t “modal.” When switches change the state of the dungeon, you see their results happen immediately. Areas blocked to you are shown as just plain wall until you reveal them.

These things all make Brandish seem almost like (here’s that word again) a roguelike. But Brandish’s dungeon isn’t random, but set; the game isn’t a generalized system like roguelikes often are, but has set scenario. That makes it seem like a lot of other early RPGs. And one weird thing about it that’ll definitely require some adjustment is, Brandish is programmed so that your character always faces up; if you rotate to face a direction, the dungeon rotates around you. But the game doesn’t use the Super Nintendo’s “Mode 7” rotation feature: the dungeon turns immediately, which is disorientating until you get used to it, and even, it’s still a little disorientating. Brandish probably works that way because it was originally a Japanese PC game, and to implement Mode 7 rotation would mean having to rework some graphics to reflect the different perspectives.

Here’s a Youtube video of a playthrough. Skip past the intro, and what I’m talking about should become clear:

And now you’re ready for Kimimi’s own piece on Brandish. She likes it! And I agree, it’s a very interesting system. Brandish was popular enough to get multiple sequels. If you want to learn more about the series generally, Kurt Kalata’s Hardcore Gaming 101 has a good introduction to them.

Kimimi the Game-Eating She Monster Covers Brandish

Which Version of Wizardry 1 to Play?

Let’s keep rolling with these Youtube finds. There’s millions of them, but most of them are obnoxious, with the emphasis on noxious, so I try only to repost here the best. And this one’s pretty informative.

Which version of the classic foundational CRPG Wizardry should you play? I’m going to emphasize that you should play one of them. Wizardry inspired so many people, but one ever quite duplicated its mixture of tabletop-inspired party-based play, permadeath, and overwhelming difficulty. Wizardry is a game that doesn’t want you to win it. That’s why characters cost a fortune to revive, cost an ever greater fortune to bring back if that process fails, and it becomes impossible to revive them if that fails too.

If characters die in the dungeon, their corpses aren’t even brought back to the surface for you! You have to take a different party of characters into the dungeon (assuming they’re strong enough to survive the journey!), move the dead members into empty slots in your group, then return to town, unload them into storage, and repeat until you’ve rescued them all. And woe to the characters who mistype a teleport spell and end up embedded in rock, because they’re utterly destroyed, vanished, obliterated, annihilated, eradicated, gone.

Wizardry hates players, and that’s why you should play it: to teach it a goddamn lesson.

Youtuber Tea Leaves played a lot of versions of Wizardry, including a very promising upcoming version by Digital Eclipse, which has modern quality of life features and modern graphics, while also having, at its foundation, the Apple II original, with all its hatred for organic life. In summary, he thinks that version is great, but also has positive things to say about other versions, especially the fan-patched translation of the Japanese Super Famicom version. But they don’t like the DOS version-it has a terrible bug which Tea Leaves emphasizes makes it unplayable. Noted!

Which Version of Wizardry Should I Play (Youtube, 27 minutes)

C64 Dungeon Play and Lost World Demonstration

Another personal project post! I have done more work in making David Caruso II’s obscure Commodore 64 CRPG Dungeon, published in the issues of the disk magazine LOADSTAR more than once, presentable to current-day audiences. Although it certainly has its limits, there are some aspect to it that are unique, even forward-thinking. We posted about Dungeon here before. To remind everyone, we sell Dungeon on my (rodneylives’) itch.io page for $5, with the blessing of rights-holder and LOADSTAR owner Fender Tucker.

There are a few bugs in Dungeon, now basically impossible to fix, that I’m trying to track down and document, and I’m also working on improving the documentation, as well as provide some useful goodies with the system, like a disk of monsters, equipment and magic items. That’s useful because Dungeon has a special feature where it’ll take the monsters and items on a “Data Disk,” and scatter them around a dungeon map of its own creation. It calls these randomized adventures “Lost Worlds.”

Lost Worlds operate as a kind of quasi-roguelike. The Dungeon software creates a random map and places random items around it, but once created it becomes a Dungeon adventure that any created character can explore as many times as they like. While it doesn’t have roguelike tactical combat gameplay or random item identification, it does have a form of permadeath. Characters only get three lives to advance their level as far as they can go.

Lost Worlds are interesting places to explore, but there are some bugs in them. It is possible, in fact pretty easy, to get stuck in a part of the dungeon from which one can’t escape. Sometimes a one-way door leads into an area that can’t be escaped, and sometimes a passage-blocking trap will strand the player’s character in a dead-end. And once in a while a Lost World is downright unfinishable, its goal item disconnected from the parts of the dungeon the player can even reach.

While there are spells (Passwall and Teleport) that can release a trapped character, if they aren’t available the character is not completely lost. If you turn off the C64 (or close the emulator), then return to the Guild screen, the character will be marked as GONE. Over time, measured in loads of the Guild menu, the character will eventually find their way back on their own. It takes quite a while for this to happen though: I counted 15 loads, saving the game each time, before a GONE character returned.

This video (23 minutes) is is something I recorded myself as a demonstration of both Dungeon’s gameplay, and its Lost World adventure generation. It uses a set of 30 low-level monsters and items based on the stats of the old Basic edition of D&D, and a set of magic items I created for usefulness and to show off Dungeon’s spell set.

So, why would someone want to play this game, when there’s so many other newer CRPGs out there to play?

  • The idea of rolling up a character and taking them through scenarios made by other people, to try to get their level up as high as they can get before they die three times, is great. My hope, perhaps misplaced, is this release will inspire other people to make dungeons for others to play, and I look forward to seeing them myself.
  • The magic system of Dungeon, while it doesn’t allow for characters to learn spells themselves, is unique in that most of the spells are utility spells! There are spells for passing through walls, for teleporting anywhere on the map, for revealing terrain, for seeing in darkness, for giving oneself a damage shield, for locating the goal item, for disarming traps, and more. There is only one direct damage attack spell! Spells are more like tools than something you use to pound through the enemies.
  • The dungeon model allows for dark areas, traps that block exits, two-way and one-way teleporters, secret doors, one-way doors, and decorating dungeon maps with PETSCII graphics. The simplicity of the dungeons, all of them fitting on one screen, works in Dungeon’s favor. No dungeon can be too large since they must all fit within the bounds of the map grid.

There are unique design considerations for making Lost Worlds too. Even though the computer creates the maps unaided, since it populates them from the monsters, items and traps that are on the Data Disk, the difficulty of the resulting dungeon is affected. The various doodads are distributed without apparent heed for what they are; I wonder if the generator actually cares for their identities or if it just checks how many of each type are on the disk, so as not to exceed that number.

If there are more easy monsters, more powerful items, and more weak traps on the disk then the dungeon will be easier due to their corresponding numbers being greater, and vice versa. It occurs to me that one of the flaws in the dungeon generation I mentioned could be alleviated, by not giving it one of the wall creating traps that could trap a player in a dead-end, but that also makes the dungeon a bit less interesting, so I’ve left it in the mix I use.

I recognize that, if I let myself, this might become a Dungeon blog. Rest assured, I’m not going to take it that far. But I really hope that some people give Dungeon a chance. While sure it has its inspirations (one person on Mastodon said it reminds them of Phantasie, a somewhat less obscure early CRPG), I think it’s pretty unique, and deserves for more people to have a look at it. I’m particularly pleased how well the sample monsters and items I made work in the Lost World framework, and I’m trying to think of ways that it might be improved. More on this later… but, not immediately, I think.

RGME: Glitching Mario World by Stomping Wigglers

More Youtube videos coming up! In this hellish age of the World Wide Web, where discovering things with Google Search is harder than ever, at least Youtube has a decent discoverability system (when it works, which is not always). Discovering things has long been really difficult on the internet, what we’re witnessing is just a regression to an earlier state where things appear and disappear unseen all the time, like particles and antiparticles annihilating each other. It’s still a huge problem, we just forgot, for a while, that there’s still no good solution. Um, what was I talking about again?

Retro Game Mechanics Explained (RGME: See? The acronym in the title means something!) recently explained a glitch in Super Mario World, a game that is becoming infamous for its many glitches. Some of those glitches are oversights, but some are the result of features planned in development, and even partially implemented, but then for whatever reason were abandoned.

Most of the enemies in the game, if you stomp on them over and over without touching the ground, give you more and more points and eventually extra lives. But there are indications that, at some point during the game’s development, it wasn’t going to stop there. There is support in Super Mario World for further rewards beyond “1UPs”: 2UP, 3UP, 5UP, and from there, for some unknown reason, coins.

The code in the game supports going into those ranges, but for all the enemies in the game, only one has the support enabled, probably accidentally: Wigglers. If you consecutively stop Wigglers, which is only possible in one or two levels, the cap on the awards for stomping on them is lifted, and the lookups from the table on which the rewards are stores continue, off the end of the table, into miscellaneous ROM space, awarding undefined rewards, and quickly awarding many hundreds of thousands of points.

The full details are in their video, here (20 minutes):

I have a particular fondness for this glitch because I encountered it myself once, long ago, on actual hardware!

The History of Kid Pix

I feel like I should adopt some standard way to inform people which items are links to other sites (with minor commentary attached) and which are significant longform items of our own creation.

Suffice to say this is the former category. I didn’t write this history of Kid Pix: Craig Hickman wrote it, back around 2013. And he also created the original version of that program too. And it was terrific. Here is the link.

Kid Pix in its original format

What was Kid Pix? It was a paint program for early Macintosh models that was very well-received, and is very fondly remembered. It had a powerful UI but was still, neverthless, aimed at kids. Think of it as a more fun version of MacPaint. I refuse to stay in my lane regarding entertaining uses of computers, but perhaps of more interest to what I’d think are our usual readers, it had a similar concept to the art module of Mario Paint, but came out at least a couple of years earlier.

I especially like how he described the original Macintosh UI as having “a consistent and enlightened vision behind it,” which I’m not sure can be said of Macs today, or really of the products of any major software company. That’s just my opinion, mind you.

Did you know there is a Javascript re-implementation of an older version of Kid Pix? Here!

Kid Pix – The Early Years (red-green-blue.com)

Reverse Engineering the 6502

This is a 52-minute talk from 2010, from the 27th Chaos Communication Congress in Berlin, Germany (the talk is in English), presented by Michael Steil of Visual 6502, which successfully reverse engineered the venerable 6502 microprocessor, a chip used, in one capacity or another, in one form, or another, in all the Apple, Commodore and Atari microcomputers, the BBC Micro, the Atari 5200, in a modified from the Atari 2600 the NES, and countless arcade games, as well as in other places.

The talk is intended for a technical audience… literally. When the speaker asks who in the audience has coded in assembly before, practically everyone raises their hands. It’s recognized that we at Set Side B veer wildly between the most surface-level populist material and in-depth treatments for those with gigantic capacities for technical discussion and the attention span of a Galapagos Giant Tortoise. We like to think this is charming, and will listen eagerly if you tell us that you agree.

Anyway, here is that talk. I already mentioned that it’s 53 minutes. If that’s too long, there’s a speed-up function on Youtube. If that’s too technical, well, I don’t know how to help there. Maybe a read through pagetable.com’s documentation on the 6502. Oops! I’ve made it worse, haven’t I. Well, if you like, you might console yourself that the 6502 is really a simple processor to learn to code in. I’ve done it myself! There’s no memory management, there’s only three general-purpose registers, the stack is fixed in place, and all opcodes are one byte. It’s so simple that an extremely motivated child could learn it. Guess how I know?

27c3: Reverse Engineering the MOS 6502 CPU (Youtube, 53 minutes)

Here’s a description of the talk from the conference web site.