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<channel>
	<title>Nobody comes after the last</title>
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	<link>https://blog.krusher.net/en/</link>
	<description>Because someone had to think of the fishes</description>
	<lastBuildDate>Tue, 06 May 2025 14:57:19 +0000</lastBuildDate>
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	<url>https://blog.krusher.net/wp-content/uploads/2016/02/cropped-detras-del-ultimo-no-va-nadie-icon-32x32.jpg</url>
	<title>Nobody comes after the last</title>
	<link>https://blog.krusher.net/en/</link>
	<width>32</width>
	<height>32</height>
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	<item>
		<title>About how to clone a Prestashop instance</title>
		<link>https://blog.krusher.net/en/2025/05/about-how-to-clone-a-prestashop-instance/</link>
					<comments>https://blog.krusher.net/en/2025/05/about-how-to-clone-a-prestashop-instance/#respond</comments>
		
		<dc:creator><![CDATA[Krusher]]></dc:creator>
		<pubDate>Tue, 06 May 2025 14:57:19 +0000</pubDate>
				<category><![CDATA[Computing]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[bash]]></category>
		<category><![CDATA[clone]]></category>
		<category><![CDATA[prestashop]]></category>
		<guid isPermaLink="false">https://blog.krusher.net/?p=2814</guid>

					<description><![CDATA[<p>Lately, I&#8217;ve been helping my neighbor with his Prestashop website. I&#8217;ve learned a few tricks, like editing the overall appearance of the site, making and restoring backups in a limited environment, but my best invention has been cloning the Prestashop instance to have a test version where I can try things out without fear of &#8230; <a href="https://blog.krusher.net/en/2025/05/about-how-to-clone-a-prestashop-instance/" class="more-link">Continue reading<span class="screen-reader-text"> "About how to clone a Prestashop instance"</span></a></p>
<p>La entrada <a href="https://blog.krusher.net/en/2025/05/about-how-to-clone-a-prestashop-instance/">About how to clone a Prestashop instance</a> se publicó primero en <a href="https://blog.krusher.net/en">Nobody comes after the last</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Lately, I&#8217;ve been helping my neighbor with his Prestashop website. I&#8217;ve learned a few tricks, like editing the overall appearance of the site, making and restoring backups in a limited environment, but my best invention has been cloning the Prestashop instance to have a test version where I can try things out without fear of breaking anything. Here&#8217;s the code for anyone who might find it useful, <a href="https://www.gnu.org/licenses/gpl-3.0.html#license-text" target="_blank" rel="noopener">licensed under GPL 3</a>.</p>
<p>You can see the code here, too: <a href="https://gist.github.com/axelei/dafd305213ed1b2655545f06edfbc905" target="_blank" rel="noopener">https://gist.github.com/axelei/dafd305213ed1b2655545f06edfbc905</a></p>
<pre class="brush: bash; title: ; notranslate">
# Programa para clonar prestashop
# Copyright Krusher 2015 - Licenciado bajo GPL3

paramfile=&quot;httpdocs/app/config/parameters.php&quot;
extractDatabaseName=&quot;s/.*&#039;database_name&#039; =&amp;gt; &#039;\(.*\)&#039;.*/\1/p&quot;
extractDatabaseUser=&quot;s/.*&#039;database_user&#039; =&amp;gt; &#039;\(.*\)&#039;.*/\1/p&quot;
extractDatabasePassword=&quot;s/.*&#039;database_password&#039; =&amp;gt; &#039;\(.*\)&#039;.*/\1/p&quot;

if &#x5B; &quot;$#&quot; -lt 4 ]; then
  echo &quot;Error: Se requieren 3 argumentos.&quot;
  echo &quot;Uso: $0 dir_web_original dir_web_destino url_original url_destino&quot;
  exit 1
fi

echo Traspasando de $1 a $2 \(urls: $3 -- $4 \)

databaseName=$(sed -n &quot;$extractDatabaseName&quot; $1/app/config/parameters.php)
databaseUser=$(sed -n &quot;$extractDatabaseUser&quot; $1/app/config/parameters.php)
databasePassword=$(sed -n &quot;$extractDatabasePassword&quot; $1/app/config/parameters.php)

echo Datos de la base de datos de origen: $databaseName / $databaseUser / $databasePassword

targetName=$(sed -n &quot;$extractDatabaseName&quot; $2/app/config/parameters.php)
targetUser=$(sed -n &quot;$extractDatabaseUser&quot; $2/app/config/parameters.php)
targetPassword=$(sed -n &quot;$extractDatabasePassword&quot; $2/app/config/parameters.php)

echo Datos de la base de datos de destino: $targetName / $targetUser / $targetPassword

if &#x5B;&#x5B; -z &quot;$databaseName&quot; ]] || &#x5B;&#x5B; -z &quot;$databaseUser&quot; ]] || &#x5B;&#x5B; -z &quot;$databasePassword&quot; ]] || &#x5B;&#x5B; -z &quot;$targetName&quot; ]] || &#x5B;&#x5B; -z &quot;$targetUser&quot; ]] || &#x5B;&#x5B; -z &quot;$targetPassword&quot; ]]; then
  echo &quot;Error: Algunas de las variables no han sido extraídas, comprueba los errores y los directorios.&quot;
  exit 1
fi

echo URL de la instancia origen: $3
echo URL de la instancia destino: $4

read -p &quot;Pulsa enter para continuar o CTRL+C para cancelar&quot;
echo  &quot;Procediendo con el traspaso.&quot;

echo Extrayendo base de datos
rm -f temp.sql
mysqldump -u $databaseUser $databaseName -p$databasePassword &amp;gt; temp.sql
echo Borrando base de datos objetivo
mysql -u $targetUser $targetName -p$targetPassword -e &quot;drop database $targetName; create database $targetName&quot;
echo Insertando la base de datos origen en la objetivo
mysql -u $targetUser -D $targetName -p$targetPassword &amp;lt; temp.sql
rm -f temp.sql

echo borra ficheros contenido antiguo
rm -Rf $2/*
echo copia ficheros
cp -r $1/* $2/

echo Configurando base de datos objetivo con los datos originales

sed -i &quot;s/&#039;database_name&#039; =&amp;gt; &#039;\(.*\)&#039;/&#039;database_name&#039; =&amp;gt; &#039;$targetName&#039;/g&quot; $2/app/config/parameters.php
sed -i &quot;s/&#039;database_user&#039; =&amp;gt; &#039;\(.*\)&#039;/&#039;database_user&#039; =&amp;gt; &#039;$targetUser&#039;/g&quot; $2/app/config/parameters.php
sed -i &quot;s/&#039;database_password&#039; =&amp;gt; &#039;\(.*\)&#039;/&#039;database_password&#039; =&amp;gt; &#039;$targetPassword&#039;/g&quot; $2/app/config/parameters.php

echo Configurando la nueva URL en la instancia destino

mysql -u $targetUser $targetName -p$targetPassword -e &quot;update prstshp_configuration set value = &#039;$4&#039; where NAME IN (&#039;PS_SHOP_DOMAIN&#039;, &#039;PS_SHOP_DOMAIN_SSL&#039;)&quot;
mysql -u $targetUser $targetName -p$targetPassword -e &quot;UPDATE prstshp_shop_url SET domain = &#039;$4&#039;, domain_ssl = &#039;$4&#039; WHERE id_shop_url = 1;&quot;
sed -i s/\\^$3\\$/^$4$/g $2/.htaccess

echo Terminado.
</pre>
<p>The implementation could undoubtedly be improved—using a more suitable language or more advanced tools—but this is the solution I came up with given the constraints of an environment lacking many essential utilities and commands. If you found it helpful, feel free to share your experience in the comments.</p>
<p>La entrada <a href="https://blog.krusher.net/en/2025/05/about-how-to-clone-a-prestashop-instance/">About how to clone a Prestashop instance</a> se publicó primero en <a href="https://blog.krusher.net/en">Nobody comes after the last</a>.</p>
]]></content:encoded>
					
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			</item>
		<item>
		<title>The golden age of sound cards</title>
		<link>https://blog.krusher.net/en/2024/09/the-golden-age-of-sound-cards/</link>
					<comments>https://blog.krusher.net/en/2024/09/the-golden-age-of-sound-cards/#comments</comments>
		
		<dc:creator><![CDATA[Krusher]]></dc:creator>
		<pubDate>Tue, 17 Sep 2024 08:36:39 +0000</pubDate>
				<category><![CDATA[Computing]]></category>
		<category><![CDATA[Hardware]]></category>
		<category><![CDATA[Music]]></category>
		<category><![CDATA[Videogames]]></category>
		<category><![CDATA[adlib]]></category>
		<category><![CDATA[awe32]]></category>
		<category><![CDATA[awe64]]></category>
		<category><![CDATA[covox]]></category>
		<category><![CDATA[creative]]></category>
		<category><![CDATA[gravis]]></category>
		<category><![CDATA[hardware]]></category>
		<category><![CDATA[mt32]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[roland]]></category>
		<category><![CDATA[sound blaster]]></category>
		<category><![CDATA[ultrasound]]></category>
		<guid isPermaLink="false">https://blog.krusher.net/?p=2787</guid>

					<description><![CDATA[<p>Not all computers were created equal. Some were made for education, others for gaming, and IBM PC was designed for business. In 1981, the 5150 was introduced, the first model of what would become the ubiquitous architecture that we have all used. Its sound capabilities were mostly harmless. However, over time, these computers swept everything aside. &#8230; <a href="https://blog.krusher.net/en/2024/09/the-golden-age-of-sound-cards/" class="more-link">Continue reading<span class="screen-reader-text"> "The golden age of sound cards"</span></a></p>
<p>La entrada <a href="https://blog.krusher.net/en/2024/09/the-golden-age-of-sound-cards/">The golden age of sound cards</a> se publicó primero en <a href="https://blog.krusher.net/en">Nobody comes after the last</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Not all computers were created equal. Some were made for education, others for gaming, and <strong>IBM</strong> <strong>PC</strong> was designed for business. In 1981, the 5150 was introduced, the first model of what would become the ubiquitous architecture that we have all used. Its sound capabilities were mostly harmless.</p>
<p><a href="https://blog.krusher.net/en/2024/09/the-golden-age-of-sound-cards/"><img fetchpriority="high" decoding="async" class="aligncenter size-large wp-image-1865" src="https://blog.krusher.net/wp-content/uploads/2019/01/edadorotarjetasosnido-1024x403.jpg" alt="" width="840" height="331" srcset="https://blog.krusher.net/wp-content/uploads/2019/01/edadorotarjetasosnido-1024x403.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2019/01/edadorotarjetasosnido-300x118.jpg 300w, https://blog.krusher.net/wp-content/uploads/2019/01/edadorotarjetasosnido-768x302.jpg 768w, https://blog.krusher.net/wp-content/uploads/2019/01/edadorotarjetasosnido-1200x473.jpg 1200w, https://blog.krusher.net/wp-content/uploads/2019/01/edadorotarjetasosnido.jpg 1394w" sizes="(max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a></p>
<p>However, over time, these computers swept everything aside. During their peak, <strong>Macintosh</strong> computers were a minority, and both the <strong>Amiga</strong> and <strong>Atari ST</strong> faded away. How did they fare in terms of sound to compete with them? It was the era of sound cards for <strong>PC</strong>s and compatibles.</p>
<p><span id="more-2787"></span></p>
<p>The first <strong>PC</strong> was a modest computer. Its features were no better than, for instance, a Commodore 64, but it was correctly oriented towards business: a high-quality keyboard and monitor, a relatively open architecture, a decent microprocessor, and extensive documentation about its BIOS, which was replicated by third parties to the chagrin of the blue giant. These and many other debated details greatly contributed to its popularization, but that&#8217;s another story.</p>
<figure id="attachment_1866" aria-describedby="caption-attachment-1866" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2019/01/Ibm_pc_5150.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="Este es el PC original. Se parece más a una caja del Corte Inglés que a un ordenador." data-rl_caption="Este es el PC original. Se parece más a una caja del Corte Inglés que a un ordenador." title="Este es el PC original. Se parece más a una caja del Corte Inglés que a un ordenador."><img decoding="async" class="wp-image-1866 size-medium" src="https://blog.krusher.net/wp-content/uploads/2019/01/Ibm_pc_5150-300x279.jpg" alt="" width="300" height="279" srcset="https://blog.krusher.net/wp-content/uploads/2019/01/Ibm_pc_5150-300x279.jpg 300w, https://blog.krusher.net/wp-content/uploads/2019/01/Ibm_pc_5150-768x714.jpg 768w, https://blog.krusher.net/wp-content/uploads/2019/01/Ibm_pc_5150-1024x951.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2019/01/Ibm_pc_5150-1200x1115.jpg 1200w, https://blog.krusher.net/wp-content/uploads/2019/01/Ibm_pc_5150.jpg 1920w" sizes="(max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-1866" class="wp-caption-text">This is the original PC. It looks more like a checkout terminal than a computer nowadays.</figcaption></figure>
<p>In this article, I will try to provide an overview of how sound evolved in PCs, what hardware was behind it, and of course, how it impacted the world of video games through the golden age of the PC and its omnipresent <strong>MS-DOS</strong>. For now, I am not familiar enough with the <strong>MSX</strong> world, for example, to expand to other platforms, but I hope that in the future I will hit the jackpot and have plenty of time to do so. However, I will attempt to explain the jargon and terms used to make the text intelligible. I promise to be brief.</p>
<h2>The Beep, or PC Speaker</h2>
<p>All we had in the standard PC regarding sound is what accompanied the first model, simply called the PC Speaker. It is a small two-and-a-quarter-inch speaker mounted on the machine chassis. An element that has remained in PC motherboards even today, being replaced by a less cumbersome piezoelectric buzzer.</p>
<figure id="attachment_1867" aria-describedby="caption-attachment-1867" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2019/01/InternalSPK.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="Un PC Speaker para placas base de PC." data-rl_caption="Un PC Speaker para placas base de PC." title="Un PC Speaker para placas base de PC."><img decoding="async" class="wp-image-1867 size-medium" src="https://blog.krusher.net/wp-content/uploads/2019/01/InternalSPK-300x247.jpg" alt="" width="300" height="247" srcset="https://blog.krusher.net/wp-content/uploads/2019/01/InternalSPK-300x247.jpg 300w, https://blog.krusher.net/wp-content/uploads/2019/01/InternalSPK-768x633.jpg 768w, https://blog.krusher.net/wp-content/uploads/2019/01/InternalSPK.jpg 800w" sizes="(max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-1867" class="wp-caption-text">A PC Speaker for PC motherboards.</figcaption></figure>
<p>The operation of a magnetic membrane speaker is well known: analog sound, transmitted via an electrical current, acts on an electromagnet that moves a magnetic membrane. The vibrations of this membrane, transmitted as pressure waves in the air, constitute the sounds we can hear.</p>
<p>Piezoelectric speakers are somewhat more interesting: they utilize the ability of certain crystals to vibrate in response to the electric current passing through them to directly generate pressure waves in the air. This allows them to be miniaturized to the maximum and made very cheap, though, of course, at the expense of having very poor sound quality. In any case, it is adequate for the characteristics of the PC Speaker.</p>
<p>But enough of Beakman&#8217;s World. Returning to our topic, the technical characteristics of the PC Speaker sound are really poor: it can only emit a 1-bit square wave signal with an arbitrary frequency. That is, just beeps at full volume with the frequency we want, which leaves us bare compared to almost any other system.</p>
<p><iframe loading="lazy" title="Commander Keen: Maroneed on Mars (1990, PC) gameplay" width="840" height="630" src="https://www.youtube.com/embed/BSg9k5Ksvfw?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>The PC Speaker operation is also simple. The controller is an <strong>Intel 8253</strong>, a programmable timer that controls the speaker voltage. The computer simply tells it when to beep and when to stop, communicating with it at <sup>105</sup>⁄<sub>88</sub> MHz. This strange figure was because it corresponds to one-third of the NTSC color burst frequency, and divided by the largest integer of 16 bits corresponds to the frequency of <strong>MS-DOS</strong> software interrupts. How wonderful! Right?</p>
<p><iframe loading="lazy" title="MS-DOS - The Secret Of Monkey Island Intro (PC Speaker)" width="840" height="473" src="https://www.youtube.com/embed/YbGkygWdg68?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>In the early 90s, a technique called Pulse Width Modulation (PWM) was used to obtain digital sound. This technique involves utilizing the physical characteristics of a speaker with high-frequency TTL pulses. Essentially, the physical parts of a speaker have inertia, so if a pulse is short enough, this inertia can dampen the movement and achieve intermediate states. Since all this has to be done via software, it requires frequent communication with the controller, meaning it needs a lot of CPU power to do it properly. The result was not spectacular and it has been calculated (by smarter people than me, mind you) to be equivalent to a 6-bit DAC with a response frequency of about 11 kHz.</p>
<p><iframe loading="lazy" title="PCM Playback Via PC Speaker in DOS Games - NintendoComplete" width="840" height="630" src="https://www.youtube.com/embed/pzNbGa05dfg?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>Despite this, since all PCs had this device, it was widely supported throughout its history, and often well into the 90s, there were games that fundamentally used other cards that provided some support for the PC Speaker. A notable example was <strong>Digital Illusions CE</strong> (now <strong>DICE</strong>) games like <strong>Pinball Fantasies</strong> (1992). Trackers, popular amateur music production programs, also provided support, such as <strong>Impulse Tracker</strong> (1995) or <strong>Fast Tracker</strong> II (1994), among others.</p>
<h2>Audio Peripherals in PCs</h2>
<p>The operating system of choice for these machines was <strong>MS-DOS</strong> and its variants, and it wasn’t until the latter half of the 1990s that things began to change. Even then, and at least until 1997, it remained very popular for PC games. Since this system only supported the PC Speaker, how were sound cards used?</p>
<p>As the saying goes, with care. Since the operating system did not provide support, each piece of software had to be built to handle each specific sound card it wanted to use. Additionally, as each card used its own unique technology, it likely employed different sources (PCM digital audio, MIDI sequences, sound generator programs, etc.). Therefore, not all games supported all hardware, as not all were popular.</p>
<figure id="attachment_1869" aria-describedby="caption-attachment-1869" style="width: 840px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2019/01/wvxKOtj.png" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="Su usaste un PC antes del final del siglo XX seguro que esto te suena" data-rl_caption="Su usaste un PC antes del final del siglo XX seguro que esto te suena" title="Su usaste un PC antes del final del siglo XX seguro que esto te suena"><img loading="lazy" decoding="async" class="wp-image-1869 size-large" src="https://blog.krusher.net/wp-content/uploads/2019/01/wvxKOtj-1024x768.png" alt="" width="840" height="630" srcset="https://blog.krusher.net/wp-content/uploads/2019/01/wvxKOtj.png 1024w, https://blog.krusher.net/wp-content/uploads/2019/01/wvxKOtj-300x225.png 300w, https://blog.krusher.net/wp-content/uploads/2019/01/wvxKOtj-768x576.png 768w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a><figcaption id="caption-attachment-1869" class="wp-caption-text">If you used a PC before the end of the 20th century, this will probably sound familiar.</figcaption></figure>
<p>A popular way for a program to support various sound cards was through middleware, and by far the most common was the <strong>Miles Sound System</strong>, from 1991. Through these libraries, it was possible to program audio systems for games that took advantage of all consumer sound cards, often helping by unifying the game’s musical resources to work with all of them. It also made configuring hardware settings much easier through the wizards that were often included. (Who remembers SETSOUND.EXE?)</p>
<figure id="attachment_1870" aria-describedby="caption-attachment-1870" style="width: 640px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2019/01/setsound_001.png" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="Cuánto nos facilitó la vida este middleware" data-rl_caption="Cuánto nos facilitó la vida este middleware" title="Cuánto nos facilitó la vida este middleware"><img loading="lazy" decoding="async" class="wp-image-1870 size-full" src="https://blog.krusher.net/wp-content/uploads/2019/01/setsound_001.png" alt="" width="640" height="400" srcset="https://blog.krusher.net/wp-content/uploads/2019/01/setsound_001.png 640w, https://blog.krusher.net/wp-content/uploads/2019/01/setsound_001-300x188.png 300w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 984px) 61vw, (max-width: 1362px) 45vw, 600px" /></a><figcaption id="caption-attachment-1870" class="wp-caption-text">How easier this middleware made our lives</figcaption></figure>
<p>Configuring a sound card was not always a simple task. On operating systems like <strong>Microsoft Windows</strong>, everything was handled by the OS, and with the right driver, any program sounded as it should. In <strong>MS-DOS</strong>, the program had to access the hardware directly, and system resources were not always in the same location. Which port should be used? Which interrupt controls the card? Would there be a conflict with the printer port?</p>
<figure id="attachment_1871" aria-describedby="caption-attachment-1871" style="width: 766px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2019/01/checkit_irq.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="En la época MS-DOS era frecuente tener que gestionar a mano los recursos del ordenador" data-rl_caption="En la época MS-DOS era frecuente tener que gestionar a mano los recursos del ordenador" title="En la época MS-DOS era frecuente tener que gestionar a mano los recursos del ordenador"><img loading="lazy" decoding="async" class="wp-image-1871 size-full" src="https://blog.krusher.net/wp-content/uploads/2019/01/checkit_irq.jpg" alt="" width="766" height="557" srcset="https://blog.krusher.net/wp-content/uploads/2019/01/checkit_irq.jpg 766w, https://blog.krusher.net/wp-content/uploads/2019/01/checkit_irq-300x218.jpg 300w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 984px) 61vw, (max-width: 1362px) 45vw, 600px" /></a><figcaption id="caption-attachment-1871" class="wp-caption-text">In the MS-DOS era it was common to have to manually manage computer resources</figcaption></figure>
<p>The most popular way to do this was, of course, through programs that could configure our hardware, assigning them free resources. We could then indicate to our game which resources we had assigned, or maybe the game could figure it out through environment variables. However, especially in the beginning, resources could only be modified by physically manipulating the card. This was done with jumpers that closed circuits on various contacts on the board, but in the early 80s, users often had to use a soldering iron or cutter to modify the card tracks. Fortunately, this was usually not the case in later PC times.</p>
<p>Which cards were the most sold or the most used in PC games? How did they work? Let’s look at the most common and interesting ones.</p>
<h2>PCjr and Tandy 1000: SN76489</h2>
<p>I’ve already written <a href="https://blog.krusher.net/en/2018/01/sound-chips-that-shaped-video-games/">about this audio chip</a>. Created by <strong>Texas Instruments</strong> in the early 80s, it was used in numerous systems throughout the decade and reached the PC through the <strong>PCjr</strong> in mid-1984, a (partially) IBM PC-compatible computer. More oriented towards the home market, it included an improved video mode, a chiclet keyboard, and a sound system featuring the <strong>SN76489</strong>. A few months later, the <strong>Tandy 1000</strong> emerged, a clone of the PCjr with partial compatibility that tried to address both the original PC’s and the PCjr’s issues, while simultaneously introducing new incompatibilities with both.</p>
<figure id="attachment_1872" aria-describedby="caption-attachment-1872" style="width: 245px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2019/01/Ibm_pcjr_with_display.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="PCjr con monitor" data-rl_caption="PCjr con monitor" title="PCjr con monitor"><img loading="lazy" decoding="async" class="size-medium wp-image-1872" src="https://blog.krusher.net/wp-content/uploads/2019/01/Ibm_pcjr_with_display-245x300.jpg" alt="" width="245" height="300" srcset="https://blog.krusher.net/wp-content/uploads/2019/01/Ibm_pcjr_with_display-245x300.jpg 245w, https://blog.krusher.net/wp-content/uploads/2019/01/Ibm_pcjr_with_display-768x941.jpg 768w, https://blog.krusher.net/wp-content/uploads/2019/01/Ibm_pcjr_with_display-836x1024.jpg 836w, https://blog.krusher.net/wp-content/uploads/2019/01/Ibm_pcjr_with_display.jpg 1200w" sizes="auto, (max-width: 245px) 85vw, 245px" /></a><figcaption id="caption-attachment-1872" class="wp-caption-text">PCjr with monitor</figcaption></figure>
<p>This hardware had fairly modest capabilities: three square wave voices and one noise channel, resulting in mono output. Of course, compared to the PC Speaker sound, it was a significant improvement. The success of this sound addon was limited, as although the <strong>Tandy 1000</strong> sold reasonably well, no other compatible PC included this chip, and no sound cards with it were sold.</p>
<figure id="attachment_1873" aria-describedby="caption-attachment-1873" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2019/01/Tandy-1000SX-First-Advertisement.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="Publicidad del Tandy 1000, toda una hagiografía de sus características" data-rl_caption="Publicidad del Tandy 1000, toda una hagiografía de sus características" title="Publicidad del Tandy 1000, toda una hagiografía de sus características"><img loading="lazy" decoding="async" class="size-medium wp-image-1873" src="https://blog.krusher.net/wp-content/uploads/2019/01/Tandy-1000SX-First-Advertisement-300x264.jpg" alt="" width="300" height="264" srcset="https://blog.krusher.net/wp-content/uploads/2019/01/Tandy-1000SX-First-Advertisement-300x264.jpg 300w, https://blog.krusher.net/wp-content/uploads/2019/01/Tandy-1000SX-First-Advertisement-768x677.jpg 768w, https://blog.krusher.net/wp-content/uploads/2019/01/Tandy-1000SX-First-Advertisement-1024x902.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2019/01/Tandy-1000SX-First-Advertisement-1200x1058.jpg 1200w, https://blog.krusher.net/wp-content/uploads/2019/01/Tandy-1000SX-First-Advertisement.jpg 1213w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-1873" class="wp-caption-text">Advertising for the Tandy 1000, a complete hagiography of its features</figcaption></figure>
<p>In both cases, this sound chip could be programmed by writing to address C0h, modifying its registers. This further contributed to its limited success, as from the <strong>IBM AT</strong> (1984, the third PC model after the <strong>PC</strong> and <strong>XT</strong>), that memory address was reserved for other purposes. Additionally, proper sound cards would soon appear, but it still received support for some interesting games, like <strong>King Quest</strong> (1984, <strong>Sierra On-Line</strong>) on the <strong>PCjr</strong>. As we will see, <strong>Roberta Williams</strong>’ games were always at the forefront of PC technologies.</p>
<p><iframe loading="lazy" title="Alley Cat (Tandy/PCjr) Tandy Color mode+3 Voice" width="840" height="630" src="https://www.youtube.com/embed/auvQAmt7PXM?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>In the early 90s, with the launch of <strong>IBM PS/1</strong> line, a sound card with suspiciously similar capabilities to the <strong>PCjr</strong> and <strong>Tandy 1000</strong> was introduced to the market. It was simply called <strong>PS1-Audio</strong>, and it also had three voices and a noise generator, with sound identical to that heard on the two aforementioned computers. Besides the unique <strong>SN</strong> sound, it seemed to have a DAC for digital sound and included a joystick/MIDI port. I am unaware of the quality of this digital audio, but by the time it took off, there were much more interesting alternatives.</p>
<figure id="attachment_1874" aria-describedby="caption-attachment-1874" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2019/01/SilpheedSoundCard.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="Ni idea" data-rl_caption="Ni idea" title="Ni idea"><img loading="lazy" decoding="async" class="size-medium wp-image-1874" src="https://blog.krusher.net/wp-content/uploads/2019/01/SilpheedSoundCard-300x225.jpg" alt="" width="300" height="225" srcset="https://blog.krusher.net/wp-content/uploads/2019/01/SilpheedSoundCard-300x225.jpg 300w, https://blog.krusher.net/wp-content/uploads/2019/01/SilpheedSoundCard-768x576.jpg 768w, https://blog.krusher.net/wp-content/uploads/2019/01/SilpheedSoundCard-1024x768.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2019/01/SilpheedSoundCard-1200x900.jpg 1200w, https://blog.krusher.net/wp-content/uploads/2019/01/SilpheedSoundCard.jpg 1305w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-1874" class="wp-caption-text">The PS1-Audio, a very rare sighting</figcaption></figure>
<p>This humble writer only knows of a handful of games that supported it, such as a special edition of <strong>Silpheed</strong> made by <strong>Sierra</strong> in 1990. Another was <strong>King Quest 4</strong> by the same company and the same year. Both supported the three musical voices and the DAC for sound effects.</p>

<a href='https://blog.krusher.net/wp-content/uploads/2018/01/pcjr-1.jpg' title="Anuncio del PCjr, de Popular Science de 1984" data-rl_title="Anuncio del PCjr, de Popular Science de 1984" class="rl-gallery-link" data-rl_caption="Anuncio del PCjr, de Popular Science de 1984" data-rel="lightbox-gallery-1"><img loading="lazy" decoding="async" width="150" height="150" src="https://blog.krusher.net/wp-content/uploads/2018/01/pcjr-1-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" /></a>
<a href='https://blog.krusher.net/wp-content/uploads/2018/01/tandy1000-anuncio2.jpg' title="Anuncio más formalito del Tandy 1000" data-rl_title="Anuncio más formalito del Tandy 1000" class="rl-gallery-link" data-rl_caption="Anuncio más formalito del Tandy 1000" data-rel="lightbox-gallery-1"><img loading="lazy" decoding="async" width="150" height="150" src="https://blog.krusher.net/wp-content/uploads/2018/01/tandy1000-anuncio2-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" /></a>
<a href='https://blog.krusher.net/wp-content/uploads/2018/01/tandy1000-anuncio.jpg' title="Bill Bixby encarnó a Hulk hace casi 4 décadas y también trató de vendernos el Tandy 1000" data-rl_title="Bill Bixby encarnó a Hulk hace casi 4 décadas y también trató de vendernos el Tandy 1000" class="rl-gallery-link" data-rl_caption="Bill Bixby encarnó a Hulk hace casi 4 décadas y también trató de vendernos el Tandy 1000" data-rel="lightbox-gallery-1"><img loading="lazy" decoding="async" width="150" height="150" src="https://blog.krusher.net/wp-content/uploads/2018/01/tandy1000-anuncio-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" /></a>

<h2>Roland MPU-401</h2>
<p>Probably the first professional audio peripheral for PCs was the <strong>Midi Processing Unit 401</strong>, manufactured by <strong>Roland</strong> starting in 1984. It did not provide audio capabilities to the PC at all, &#8220;just&#8221; communications in the MIDI standard. Variants were made for almost all systems, such as the <strong>Commodore 64</strong> or the <strong>MSX</strong>.</p>
<figure id="attachment_1877" aria-describedby="caption-attachment-1877" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2019/01/Roland_MPU-401.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="El MPU-401 original" data-rl_caption="El MPU-401 original" title="El MPU-401 original"><img loading="lazy" decoding="async" class="size-medium wp-image-1877" src="https://blog.krusher.net/wp-content/uploads/2019/01/Roland_MPU-401-300x216.jpg" alt="" width="300" height="216" srcset="https://blog.krusher.net/wp-content/uploads/2019/01/Roland_MPU-401-300x216.jpg 300w, https://blog.krusher.net/wp-content/uploads/2019/01/Roland_MPU-401.jpg 650w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-1877" class="wp-caption-text">The original MPU-401</figcaption></figure>
<p>The MIDI (Musical Instrument Digital Interface) standard establishes a protocol for communicating with musical instruments, as well as a standard for connectors. It was created in 1983 by a committee at the proposal of the Japanese company <strong>Roland</strong>, and from then on, all instruments adhering to it could communicate and cooperate with each other. One device could serve as a sequencer, another as a synthesizer, a third as a drum machine, and so on. The fact that a computer complied with this standard allowed it to be used as a workstation, and it is often cited as the reason the <strong>Atari ST</strong> succeeded in the professional music production world for many years.</p>
<figure id="attachment_1875" aria-describedby="caption-attachment-1875" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2019/01/Roland_MPU-IPC-T.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="Una versión simplificada, de tantas que salieron" data-rl_caption="Una versión simplificada, de tantas que salieron" title="Una versión simplificada, de tantas que salieron"><img loading="lazy" decoding="async" class="size-medium wp-image-1875" src="https://blog.krusher.net/wp-content/uploads/2019/01/Roland_MPU-IPC-T-300x225.jpg" alt="" width="300" height="225" srcset="https://blog.krusher.net/wp-content/uploads/2019/01/Roland_MPU-IPC-T-300x225.jpg 300w, https://blog.krusher.net/wp-content/uploads/2019/01/Roland_MPU-IPC-T.jpg 640w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-1875" class="wp-caption-text">A simplified version, among many that were released</figcaption></figure>
<p>Returning to the <strong>MPU-401</strong> and the PC, there were several variants, each with slightly different capabilities, and some even had additional hardware with popular MIDI synthesizers. It basically consisted of an expansion card with a large connector to which one had to plug in an external box with most of the hardware. In this box, you could find MIDI IN, OUT, and THRU connectors, allowing you to plug in any instrument or device that complied with the MIDI standard. It also had a metronome connector and a tape sync connector.</p>
<figure id="attachment_1876" aria-describedby="caption-attachment-1876" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2019/01/20130615_171440.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="Tarjeta controladora del MPU-401" data-rl_caption="Tarjeta controladora del MPU-401" title="Tarjeta controladora del MPU-401"><img loading="lazy" decoding="async" class="size-medium wp-image-1876" src="https://blog.krusher.net/wp-content/uploads/2019/01/20130615_171440-300x218.jpg" alt="" width="300" height="218" srcset="https://blog.krusher.net/wp-content/uploads/2019/01/20130615_171440-300x218.jpg 300w, https://blog.krusher.net/wp-content/uploads/2019/01/20130615_171440-768x559.jpg 768w, https://blog.krusher.net/wp-content/uploads/2019/01/20130615_171440-1024x745.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2019/01/20130615_171440-1200x873.jpg 1200w, https://blog.krusher.net/wp-content/uploads/2019/01/20130615_171440.jpg 1600w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-1876" class="wp-caption-text">Controller card of the MPU-401</figcaption></figure>
<p>There were two operating modes for this device: normal and UART (serial connection). The normal mode (also called intelligent mode) provided eight MIDI tracks, a metronome, and tape synchronization. The UART mode was just a MIDI connection, and it was supported by most clones and similar hardware. Intelligent mode fell out of use within a few years as it was easier to implement its functions with the PC itself.</p>
<figure id="attachment_1878" aria-describedby="caption-attachment-1878" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2019/01/57.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="Otra versión más" data-rl_caption="Otra versión más" title="Otra versión más"><img loading="lazy" decoding="async" class="size-medium wp-image-1878" src="https://blog.krusher.net/wp-content/uploads/2019/01/57-300x201.jpg" alt="" width="300" height="201" srcset="https://blog.krusher.net/wp-content/uploads/2019/01/57-300x201.jpg 300w, https://blog.krusher.net/wp-content/uploads/2019/01/57-768x514.jpg 768w, https://blog.krusher.net/wp-content/uploads/2019/01/57.jpg 1024w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-1878" class="wp-caption-text">Another version</figcaption></figure>
<p>This hardware alone was not very useful, as it only controlled other devices. If you had a synthesizer module or similar, however, you could achieve sound as good as your device could provide. The UART mode was widely supported by games as it was relatively simple. Just writing to port 330h (300h in some cases) with the notes was enough, and it would handle receiving them from whatever you had connected. As we will see, there were some truly remarkable gadgets that could use this interface.</p>

<a href='https://blog.krusher.net/wp-content/uploads/2018/01/Roland_MPU-IMC.jpg' title="Controladora del MPU-401 versión microchannel, el bus propietario de los IBM PS/2. Ni que decir tiene que duraron un suspiro en el mercado" data-rl_title="Controladora del MPU-401 versión microchannel, el bus propietario de los IBM PS/2. Ni que decir tiene que duraron un suspiro en el mercado" class="rl-gallery-link" data-rl_caption="Controladora del MPU-401 versión microchannel, el bus propietario de los IBM PS/2. Ni que decir tiene que duraron un suspiro en el mercado" data-rel="lightbox-gallery-2"><img loading="lazy" decoding="async" width="150" height="150" src="https://blog.krusher.net/wp-content/uploads/2018/01/Roland_MPU-IMC-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" /></a>
<a href='https://blog.krusher.net/wp-content/uploads/2018/01/20130615_173331.jpg' title="Módulo MPU-401" data-rl_title="Módulo MPU-401" class="rl-gallery-link" data-rl_caption="Módulo MPU-401" data-rel="lightbox-gallery-2"><img loading="lazy" decoding="async" width="150" height="150" src="https://blog.krusher.net/wp-content/uploads/2018/01/20130615_173331-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" /></a>
<a href='https://blog.krusher.net/wp-content/uploads/2018/01/s-l1600.jpg' title="Midiman MM-401, uno de tantos clones, con salida de metrónomo" data-rl_title="Midiman MM-401, uno de tantos clones, con salida de metrónomo" class="rl-gallery-link" data-rl_caption="Midiman MM-401, uno de tantos clones, con salida de metrónomo" data-rel="lightbox-gallery-2"><img loading="lazy" decoding="async" width="150" height="150" src="https://blog.krusher.net/wp-content/uploads/2018/01/s-l1600-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" /></a>
<a href='https://blog.krusher.net/wp-content/uploads/2018/01/roland_mpu401_01.jpg' title="Pero qué caja más bonita" data-rl_title="Pero qué caja más bonita" class="rl-gallery-link" data-rl_caption="Pero qué caja más bonita" data-rel="lightbox-gallery-2"><img loading="lazy" decoding="async" width="150" height="150" src="https://blog.krusher.net/wp-content/uploads/2018/01/roland_mpu401_01-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" /></a>

<h2>Covox Speech Thing and Variants</h2>
<p>In 1986, a very simple device appeared that allowed the PC to play 8-bit digital audio, and it was as easy to install as plugging it into the printer port.</p>
<figure id="attachment_1868" aria-describedby="caption-attachment-1868" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2019/01/1200px-Covox_Speech_Thing.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="El Covox original" data-rl_caption="El Covox original" title="El Covox original"><img loading="lazy" decoding="async" class="size-medium wp-image-1868" src="https://blog.krusher.net/wp-content/uploads/2019/01/1200px-Covox_Speech_Thing-300x225.jpg" alt="" width="300" height="225" srcset="https://blog.krusher.net/wp-content/uploads/2019/01/1200px-Covox_Speech_Thing-300x225.jpg 300w, https://blog.krusher.net/wp-content/uploads/2019/01/1200px-Covox_Speech_Thing-768x576.jpg 768w, https://blog.krusher.net/wp-content/uploads/2019/01/1200px-Covox_Speech_Thing-1024x768.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2019/01/1200px-Covox_Speech_Thing.jpg 1200w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-1868" class="wp-caption-text">The Original Covox</figcaption></figure>
<p>The operation of this device was really simple, consisting merely of a ladder of resistors of increasing value for the eight digital outputs of the printer port. To achieve cleaner sound, some variants used electrolytic capacitors. Needless to say, although it wasn’t expensive hardware (about $80), almost immediately very cheap clones appeared, and one could even build it with a bit of soldering and skill.</p>
<figure id="attachment_1879" aria-describedby="caption-attachment-1879" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2019/01/covox-circuit-diagram-643x277.png" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="Con esto ya puedes hacerte tu propio COVOX" data-rl_caption="Con esto ya puedes hacerte tu propio COVOX" title="Con esto ya puedes hacerte tu propio COVOX"><img loading="lazy" decoding="async" class="size-medium wp-image-1879" src="https://blog.krusher.net/wp-content/uploads/2019/01/covox-circuit-diagram-643x277-300x129.png" alt="" width="300" height="129" srcset="https://blog.krusher.net/wp-content/uploads/2019/01/covox-circuit-diagram-643x277-300x129.png 300w, https://blog.krusher.net/wp-content/uploads/2019/01/covox-circuit-diagram-643x277.png 643w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-1879" class="wp-caption-text">With this, you can make your own Covox</figcaption></figure>
<p>Its greatest virtue was also its greatest flaw. Being a completely passive device, everything was under the control of the CPU. The 8-bit sound output could have any frequency you wanted, although the architecture of the printer ports made it difficult to achieve CD quality at 44.1 kHz. Additionally, the technique required to operate it consumed a lot of CPU time, as this device had no access to memory or any kind of buffer. It was necessary to constantly write values to the printer port, and both this and the control of intervals had to be done &#8220;manually&#8221; by your program.</p>
<p><iframe loading="lazy" title="Disney Sound Source emulator circuit in action" width="840" height="630" src="https://www.youtube.com/embed/EoGCf69QLJc?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>One of the most popular variants was the <strong>Disney Sound Source</strong>, released by the ubiquitous Mickey Mouse company in the early &#8217;90s. Externally, it was distinguished by having its own speaker, powered by batteries, but inside it had a fundamental difference: a small buffer memory that made it much easier to program and required much less control from the CPU. In exchange, the sound had to have a fixed sample rate that could not be adjusted.</p>
<figure id="attachment_1880" aria-describedby="caption-attachment-1880" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2019/01/2FxAIoN.png" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="Disney Sound Source" data-rl_caption="Disney Sound Source" title="Disney Sound Source"><img loading="lazy" decoding="async" class="size-medium wp-image-1880" src="https://blog.krusher.net/wp-content/uploads/2019/01/2FxAIoN-300x224.png" alt="" width="300" height="224" srcset="https://blog.krusher.net/wp-content/uploads/2019/01/2FxAIoN-300x224.png 300w, https://blog.krusher.net/wp-content/uploads/2019/01/2FxAIoN.png 640w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-1880" class="wp-caption-text">Disney Sound Source</figcaption></figure>
<figure id="attachment_1923" aria-describedby="caption-attachment-1923" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/01/4l7y6gz.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="Las pocas tripas del Disney Sound Source, donde se acopla la pila de 9V" data-rl_caption="Las pocas tripas del Disney Sound Source, donde se acopla la pila de 9V" title="Las pocas tripas del Disney Sound Source, donde se acopla la pila de 9V"><img loading="lazy" decoding="async" class="size-medium wp-image-1923" src="https://blog.krusher.net/wp-content/uploads/2018/01/4l7y6gz-300x228.jpg" alt="" width="300" height="228" srcset="https://blog.krusher.net/wp-content/uploads/2018/01/4l7y6gz-300x228.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/01/4l7y6gz-768x584.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/01/4l7y6gz-1024x779.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2018/01/4l7y6gz-1200x913.jpg 1200w, https://blog.krusher.net/wp-content/uploads/2018/01/4l7y6gz.jpg 1314w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-1923" class="wp-caption-text">The few internals of the Disney Sound Source, where the 9V battery is attached</figcaption></figure>
<p>The <strong>Covox</strong> did not gain much acceptance, although again, games from <strong>Digital Illusions CE</strong> offered quite good support, as did the trackers discussed in the PC-Speaker section. The <strong>Disney Sound Source</strong> had better luck, receiving more support from game developers, starting with <strong>Roberta Williams</strong>&#8216; productions. There was also a software emulator of the <strong>SN76489</strong>, which, if you had a decent CPU, provided <strong>PCjr</strong> (or <strong>Tandy 1000</strong>) audio to some games. However, it had poor compatibility, and not many games could use it easily.</p>
<h2>AdLib</h2>
<p>Everything seen so far didn’t resemble a sound card as we know it, but the Canadian <strong>AdLib Inc.</strong> launched a successful sound card in 1987, the <strong>AdLib Music Synthesizer Card</strong>, simply known as <strong>AdLib</strong>. With it, the concept of a sound card for home use was born.</p>
<figure id="attachment_1881" aria-describedby="caption-attachment-1881" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2019/01/Adlib.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="La AdLib original. Lo que sobresale es un potenciómetro para el volúmen" data-rl_caption="La AdLib original. Lo que sobresale es un potenciómetro para el volúmen" title="La AdLib original. Lo que sobresale es un potenciómetro para el volúmen"><img loading="lazy" decoding="async" class="size-medium wp-image-1881" src="https://blog.krusher.net/wp-content/uploads/2019/01/Adlib-300x242.jpg" alt="" width="300" height="242" srcset="https://blog.krusher.net/wp-content/uploads/2019/01/Adlib-300x242.jpg 300w, https://blog.krusher.net/wp-content/uploads/2019/01/Adlib-768x619.jpg 768w, https://blog.krusher.net/wp-content/uploads/2019/01/Adlib.jpg 900w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-1881" class="wp-caption-text">The Original AdLib. What stands out is a volume potentiometer.</figcaption></figure>
<p>This card provided FM audio synthesis through <strong>Yamaha</strong> <strong>OPL2</strong> chip, but no digital sound. It offered nine voices, each with its ADSR envelope with various waveforms and operators. FM audio synthesis is a bit more complex than a simple programmable sound generator because it involves several waves whose frequencies modulate the sound of the main wave, which can take various forms: square, sine, triangle, sawtooth, and more. Indeed, it is as complicated as it sounds, and crafting a nice sound is quite a challenge.</p>
<p>And diving into technicalities, ADSR may seem like a complicated acronym but it just stands for &#8220;attack-decay-sustain-release.&#8221; These are four parameters that define the volume of an instrument in its fundamental phases, also known as the envelope: the attack (the start of the note), both before and after it is played, the volume while holding it, and how long it takes to fade out. It’s abstract to explain it in words; a graph explains it much better.</p>
<figure id="attachment_1882" aria-describedby="caption-attachment-1882" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2019/01/Envol_2_ADSr.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="Explicación de la curva ADSR" data-rl_caption="Explicación de la curva ADSR" title="Explicación de la curva ADSR"><img loading="lazy" decoding="async" class="size-medium wp-image-1882" src="https://blog.krusher.net/wp-content/uploads/2019/01/Envol_2_ADSr-300x255.jpg" alt="" width="300" height="255" srcset="https://blog.krusher.net/wp-content/uploads/2019/01/Envol_2_ADSr-300x255.jpg 300w, https://blog.krusher.net/wp-content/uploads/2019/01/Envol_2_ADSr.jpg 440w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-1882" class="wp-caption-text">ADSR Curve Explanation</figcaption></figure>
<p>The card was well received and was widely supported in most PC games, establishing itself as the first major standard for most home applications. It was supported throughout the life of <strong>MS-DOS</strong>, and even some <strong>Windows</strong> games (mainly 3.X) made use of it. However, sales did not keep up in the &#8217;90s, as almost all subsequent cards and clones used the same Yamaha chip and were either cheaper or added more features.</p>
<p><iframe loading="lazy" title="Dune 2 - Soundtrack (Adlib)" width="840" height="630" src="https://www.youtube.com/embed/2WKBjmJCBHw?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>Certainly, the audio synthesis capabilities of this <strong>AdLib</strong>, which was little more than a wrapper for the <strong>OPL2</strong>, were much richer and more than notable for 1987. PC games could feature music similar to famous <strong>Yamaha</strong> synthesizers at a very competitive price, around $130. However, with the popularization of middlewares, the quality of music for <strong>AdLib</strong> games declined, as most of the times, the card was simply used to play General MIDI instruments with a sound bank provided by the middleware programmer. Since it didn’t have digital sound, this technique was quick but produced poor results.</p>
<p><iframe loading="lazy" title="Doom music - At Doom&#039;s Gate (E1M1) (PC-AdLib)" width="840" height="630" src="https://www.youtube.com/embed/LgQIqxyjwYA?list=PL44ECABBB2F44C6F7" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>What was that General MIDI about? Essentially, it’s an additional standard to the MIDI protocol that requires up to 24 simultaneous voices and 128 defined instruments. It emerged from 1991 onwards, and since then, most MIDI-capable audio synthesizers and sound cards complied with this specification.</p>
<p><iframe loading="lazy" title="AdLib GOLD, Jukebox Sample Songs" width="840" height="630" src="https://www.youtube.com/embed/ATb8zhdINpg?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>In 1992, the company marketed a second model, the <strong>AdLib Gold 1000</strong>. Instead of the <strong>OPL2</strong> chip, it featured the improved <strong>OPL3</strong>, which allowed for more simultaneous voices and more ways to create different sounds, in addition to including a 12-bit DAC. Unfortunately, it fell victim to the success of its smaller sibling and didn’t sell well. It received support from some notable games like <strong>Dune</strong> (<strong>Cryo</strong>, 1991), but it ultimately led to the manufacturer’s bankruptcy.</p>
<figure id="attachment_1924" aria-describedby="caption-attachment-1924" style="width: 229px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/01/anuncio-adlib.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="Publicidad de la AdLib original" data-rl_caption="Publicidad de la AdLib original" title="Publicidad de la AdLib original"><img loading="lazy" decoding="async" class="size-medium wp-image-1924" src="https://blog.krusher.net/wp-content/uploads/2018/01/anuncio-adlib-229x300.jpg" alt="" width="229" height="300" srcset="https://blog.krusher.net/wp-content/uploads/2018/01/anuncio-adlib-229x300.jpg 229w, https://blog.krusher.net/wp-content/uploads/2018/01/anuncio-adlib-768x1008.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/01/anuncio-adlib-780x1024.jpg 780w, https://blog.krusher.net/wp-content/uploads/2018/01/anuncio-adlib.jpg 1084w" sizes="auto, (max-width: 229px) 85vw, 229px" /></a><figcaption id="caption-attachment-1924" class="wp-caption-text">Original AdLib Advertisement</figcaption></figure>
<h2>Roland MT-32</h2>
<p>One of my absolute favorites, and of many video game enthusiasts. The <strong>Roland MT-32</strong> <strong>Multi-Timbre Sound Module</strong>, simply known as the <strong>MT-32</strong>, was launched as an affordable MIDI synthesizer for amateur musicians but quickly gained great popularity among PC gamers. It could only be used via MIDI connections, so an <strong>MPU-401</strong> interface or hardware with that functionality was required.</p>
<figure id="attachment_1883" aria-describedby="caption-attachment-1883" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2019/01/MT_32.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="MT-32, un artefacto casi arcano" data-rl_caption="MT-32, un artefacto casi arcano" title="MT-32, un artefacto casi arcano"><img loading="lazy" decoding="async" class="size-medium wp-image-1883" src="https://blog.krusher.net/wp-content/uploads/2019/01/MT_32-300x200.jpg" alt="" width="300" height="200" srcset="https://blog.krusher.net/wp-content/uploads/2019/01/MT_32-300x200.jpg 300w, https://blog.krusher.net/wp-content/uploads/2019/01/MT_32.jpg 701w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-1883" class="wp-caption-text">MT-32, almost an arcane artifact</figcaption></figure>
<p>The <strong>MT-32</strong> operated on a principle called LA, or linear arithmetic. It combined digital samples of instruments (recorded instruments) with subtractive audio synthesis, achieving high-quality voices without spending thousands of dollars on ROM cartridges and expensive sound samplers. Its memory contained many partial samples of instruments which, combined with synthetic sound, filters, and DSP, created a bank of 128 instruments and 30 sound and drum sounds. This device was not exclusive to the PC; it could be used with any system with a MIDI connection, such as <strong>Sharp X68000</strong> computer.</p>
<p><iframe loading="lazy" title="YO-KAI Disco (Roland MT-32)" width="840" height="630" src="https://www.youtube.com/embed/a-uPScTJlQI?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>This device was not compatible with the General MIDI standard, which did not appear until four years later, so <strong>Roland</strong> provided partial compatibility by selling an add-on. However, its use in games was mostly limited to its base equipment, which cost around $700, to which the MIDI interface, typically an <strong>MPU-401</strong> starting at $550, had to be added. As a musical instrument, it was very competitive, but as an audio solution for games, it was very expensive.</p>
<p><iframe loading="lazy" title="Zeliard (Roland MT-32 music)" width="840" height="630" src="https://www.youtube.com/embed/iy4YoBa0yoo?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>Its price was the reason why, when cheaper wavetable-based systems (essentially banks of digital instrument samples) appeared, it fell out of use, though not before leaving us with some of the highest-quality PC soundtracks. Again, <strong>Sierra On-Line</strong> was a pioneer in its use, with games like <strong>King Quest IV</strong> in 1988. In the early &#8217;90s, the best soundtracks were composed for this device: <strong>Monkey Island 2</strong> (<strong>LucasArts</strong>, 1991), <strong>Dune II</strong> (<strong>Westwood Studios</strong>, 1992), and many others.</p>
<p><iframe loading="lazy" title="Monkey Island 2 Intro (mt32 midi music)" width="840" height="630" src="https://www.youtube.com/embed/6fvO__ywTZg?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>This audio system lacked digitized sound, but most games allowed the simultaneous use of a sound card with this capability, so a player with a plump wallet could enjoy both digital sound and the best music at the same time.</p>
<figure id="attachment_1884" aria-describedby="caption-attachment-1884" style="width: 840px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2019/01/1200px-Lapc-1.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="Esta es la LAPC-I. Tenía un código postal para ella sola" data-rl_caption="Esta es la LAPC-I. Tenía un código postal para ella sola" title="Esta es la LAPC-I. Tenía un código postal para ella sola"><img loading="lazy" decoding="async" class="wp-image-1884 size-large" src="https://blog.krusher.net/wp-content/uploads/2019/01/1200px-Lapc-1-1024x395.jpg" alt="" width="840" height="324" srcset="https://blog.krusher.net/wp-content/uploads/2019/01/1200px-Lapc-1-1024x395.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2019/01/1200px-Lapc-1-300x116.jpg 300w, https://blog.krusher.net/wp-content/uploads/2019/01/1200px-Lapc-1-768x296.jpg 768w, https://blog.krusher.net/wp-content/uploads/2019/01/1200px-Lapc-1.jpg 1200w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a><figcaption id="caption-attachment-1884" class="wp-caption-text">This is the LAPC-I. It had its own zip code</figcaption></figure>
<p>Over the years, this device took different forms, such as the 1989 <strong>LAPC-I</strong>. Instead of a MIDI module, it was an expansion card that combined the features of an <strong>MPU-401</strong> interface and the <strong>MT-32</strong>, making very similar sound but being much more convenient.</p>
<figure id="attachment_1925" aria-describedby="caption-attachment-1925" style="width: 227px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/01/mt32-pcmag-sept-1988.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="Artículo sobre el MT-32 en el PC Magacine de septiembre de 1988" data-rl_caption="Artículo sobre el MT-32 en el PC Magacine de septiembre de 1988" title="Artículo sobre el MT-32 en el PC Magacine de septiembre de 1988"><img loading="lazy" decoding="async" class="size-medium wp-image-1925" src="https://blog.krusher.net/wp-content/uploads/2018/01/mt32-pcmag-sept-1988-227x300.jpg" alt="" width="227" height="300" srcset="https://blog.krusher.net/wp-content/uploads/2018/01/mt32-pcmag-sept-1988-227x300.jpg 227w, https://blog.krusher.net/wp-content/uploads/2018/01/mt32-pcmag-sept-1988-768x1016.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/01/mt32-pcmag-sept-1988-774x1024.jpg 774w, https://blog.krusher.net/wp-content/uploads/2018/01/mt32-pcmag-sept-1988.jpg 1063w" sizes="auto, (max-width: 227px) 85vw, 227px" /></a><figcaption id="caption-attachment-1925" class="wp-caption-text">Article about the MT-32 in PC Magazine from September 1988</figcaption></figure>
<h2>Other varied stuff</h2>
<p>By the late 80s, there was a wide range of sound cards with different features, prices, and lifespans. I’ve tried to detail the most notable ones, but it’s worth mentioning that there were others that didn’t sell much.</p>
<figure id="attachment_1926" aria-describedby="caption-attachment-1926" style="width: 218px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/01/ibm-music-feature-card-pcmag-sept-1988.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="Reseña de la Music Feature Card, en el número de septiembre de 1988 de PC Magazine" data-rl_caption="Reseña de la Music Feature Card, en el número de septiembre de 1988 de PC Magazine" title="Reseña de la Music Feature Card, en el número de septiembre de 1988 de PC Magazine"><img loading="lazy" decoding="async" class="size-medium wp-image-1926" src="https://blog.krusher.net/wp-content/uploads/2018/01/ibm-music-feature-card-pcmag-sept-1988-218x300.jpg" alt="" width="218" height="300" srcset="https://blog.krusher.net/wp-content/uploads/2018/01/ibm-music-feature-card-pcmag-sept-1988-218x300.jpg 218w, https://blog.krusher.net/wp-content/uploads/2018/01/ibm-music-feature-card-pcmag-sept-1988-768x1058.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/01/ibm-music-feature-card-pcmag-sept-1988-743x1024.jpg 743w, https://blog.krusher.net/wp-content/uploads/2018/01/ibm-music-feature-card-pcmag-sept-1988.jpg 1039w" sizes="auto, (max-width: 218px) 85vw, 218px" /></a><figcaption id="caption-attachment-1926" class="wp-caption-text">Review of the Music Feature Card, in the September 1988 issue of PC Magazine</figcaption></figure>
<p>One of these cards was the first created by <strong>IBM</strong>. The only one, if we don’t count the <strong>PS/1</strong> card, which was more of an expansion for that system. This is the <strong>IBM Music Feature Card</strong>, produced in 1987 with a design similar to the <strong>LAPC-I</strong>: a MIDI interface with a synthesizer, this time the <strong>Yamaha YM2164</strong>, used in some synthesizers of the time. It cost $500 and wasn’t much better than an <strong>AdLib</strong>. It was aimed at the semi-professional market but didn’t fit into any specific sector and was overshadowed by the competition.</p>
<figure id="attachment_1885" aria-describedby="caption-attachment-1885" style="width: 840px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2019/01/imfc.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="IBM Music Feature Card. Hacía falta un permiso de obra para instalarla" data-rl_caption="IBM Music Feature Card. Hacía falta un permiso de obra para instalarla" title="IBM Music Feature Card. Hacía falta un permiso de obra para instalarla"><img loading="lazy" decoding="async" class="wp-image-1885 size-large" src="https://blog.krusher.net/wp-content/uploads/2019/01/imfc-1024x364.jpg" alt="" width="840" height="299" srcset="https://blog.krusher.net/wp-content/uploads/2019/01/imfc.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2019/01/imfc-300x107.jpg 300w, https://blog.krusher.net/wp-content/uploads/2019/01/imfc-768x273.jpg 768w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a><figcaption id="caption-attachment-1885" class="wp-caption-text">IBM Music Feature Card. It required a construction permit to install it.</figcaption></figure>
<p>That same year, <strong>Creative Technology Limited</strong> (known as <strong>Creative Labs</strong> in the U.S.) began marketing its first sound card: the <strong>Creative Music System</strong>. It essentially consisted of two <strong>Philips SAA1099</strong> chips, with features similar to but superior to the <strong>SN76489</strong>: these programmable sound generators provided the PC with 12 stereo voices, four of which could be used as noise generators. The popular chain <strong>RadioShack</strong> sold it as <strong>Game Blaster</strong> a year later, and although its audio chip was supported by a number of games, the card was quickly overshadowed by the company&#8217;s subsequent creations.</p>
<figure id="attachment_1886" aria-describedby="caption-attachment-1886" style="width: 840px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2019/01/Creative-Game-Blaster-CT1300B_resize.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="Creative CMS, la humilde primera creación de la casa" data-rl_caption="Creative CMS, la humilde primera creación de la casa" title="Creative CMS, la humilde primera creación de la casa"><img loading="lazy" decoding="async" class="wp-image-1886 size-large" src="https://blog.krusher.net/wp-content/uploads/2019/01/Creative-Game-Blaster-CT1300B_resize-1024x854.jpg" alt="" width="840" height="701" srcset="https://blog.krusher.net/wp-content/uploads/2019/01/Creative-Game-Blaster-CT1300B_resize-1024x854.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2019/01/Creative-Game-Blaster-CT1300B_resize-300x250.jpg 300w, https://blog.krusher.net/wp-content/uploads/2019/01/Creative-Game-Blaster-CT1300B_resize-768x640.jpg 768w, https://blog.krusher.net/wp-content/uploads/2019/01/Creative-Game-Blaster-CT1300B_resize-1200x1000.jpg 1200w, https://blog.krusher.net/wp-content/uploads/2019/01/Creative-Game-Blaster-CT1300B_resize.jpg 1280w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a><figcaption id="caption-attachment-1886" class="wp-caption-text">Creative CMS, the humble first creation of the company</figcaption></figure>
<p>In 1989, a company called <strong>Innovation Computer Corporation</strong> developed something that seemed like a good idea on paper. The <strong>SSI 2001</strong> was a sound card that included the already established <strong>SID</strong> chip from the <strong>Commodore 64</strong>. The demoscene for this computer was popular, but there were much better products available for the PC, and it only received support from a handful of games. At least it included a game port to connect a joystick.</p>
<p><iframe loading="lazy" title="Creative CMS Demo Program" width="840" height="473" src="https://www.youtube.com/embed/ZXXO2Cel3zM?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<h2>Finally, Sound Blaster</h2>
<p>The most successful creation of <strong>Creative</strong>, and by far the most popular line of home sound cards of the time, is undoubtedly the <strong>Sound Blaster</strong>. Almost all games included support for this card, whose first version dates back to 1989. The reasons for its success were a timely release and features completely focused on computer games. Furthermore, since compatibility with the <strong>AdLib</strong> was perfect, there was no reason not to choose the <strong>Sound Blaster</strong>.</p>
<figure id="attachment_2215" aria-describedby="caption-attachment-2215" style="width: 840px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/01/Soundblaster-1.0-ct1320.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="Sound Blaster original" data-rl_caption="Sound Blaster original" title="Sound Blaster original"><img loading="lazy" decoding="async" class="wp-image-2215 size-large" src="https://blog.krusher.net/wp-content/uploads/2018/01/Soundblaster-1.0-ct1320-1024x543.jpg" alt="" width="840" height="445" srcset="https://blog.krusher.net/wp-content/uploads/2018/01/Soundblaster-1.0-ct1320-1024x543.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2018/01/Soundblaster-1.0-ct1320-300x159.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/01/Soundblaster-1.0-ct1320-768x408.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/01/Soundblaster-1.0-ct1320-1200x637.jpg 1200w, https://blog.krusher.net/wp-content/uploads/2018/01/Soundblaster-1.0-ct1320.jpg 1600w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a><figcaption id="caption-attachment-2215" class="wp-caption-text">Original Sound Blaster</figcaption></figure>
<p>The <strong>Sound Blaster</strong>, later known as 1.0, was capable of reproducing 8-bit sampled mono digital sound (PCM and ADPCM) up to 22 kHz. Additionally, it could record 8-bit mono sound up to 11 kHz. It was also backward compatible with the <strong>Game Blaster</strong>, allowing it to use its <strong>SAA1099</strong> chips to play music, but this feature was little used since it was also compatible with the <strong>AdLib</strong>, having an <strong>OPL2</strong> chip as well. This all-in-one card became the best-selling expansion card for PCs within a year. It also included a game port and MIDI.</p>
<p>A year later, to cut costs, the card began to be sold without the <strong>SAA1099</strong> chips, although it retained the sockets if you wanted to add them later. This version later became known as 1.5.</p>
<figure id="attachment_2213" aria-describedby="caption-attachment-2213" style="width: 840px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/01/ct1350b_a.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="ound Blaster 1.5, se pueden ver los huecos para los chips de la CMS" data-rl_caption="ound Blaster 1.5, se pueden ver los huecos para los chips de la CMS" title="ound Blaster 1.5, se pueden ver los huecos para los chips de la CMS"><img loading="lazy" decoding="async" class="wp-image-2213 size-large" src="https://blog.krusher.net/wp-content/uploads/2018/01/ct1350b_a-1024x626.jpg" alt="" width="840" height="514" srcset="https://blog.krusher.net/wp-content/uploads/2018/01/ct1350b_a-1024x626.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2018/01/ct1350b_a-300x183.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/01/ct1350b_a-768x469.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/01/ct1350b_a-1200x734.jpg 1200w, https://blog.krusher.net/wp-content/uploads/2018/01/ct1350b_a.jpg 1600w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a><figcaption id="caption-attachment-2213" class="wp-caption-text">Sound Blaster 1.5. you can see the sockets for the CMS chips</figcaption></figure>
<p>Soon after, the third revision appeared: <strong>Sound Blaster 2.0</strong>, in 1991. The sound quality increased to 44 kHz, the MIDI port was now full-duplex (could transmit and receive simultaneously), and the DMA now supported the &#8220;auto-init&#8221; extension, allowing it to be fully compatible with <strong>Windows 3.X</strong>.</p>
<p>Why did <strong>Sound Blaster</strong> succeed in the gaming sound card market? One reason is the use of DMA, Direct Memory Access. In most home hardware devices, it was necessary to use the CPU synchronously with the audio device, sending the information at the precise moment, wasting valuable CPU time. Thanks to DMA, we can tell the audio card where in memory the sound to be played is, and it will handle fetching it as needed. Naturally, under the CPU&#8217;s watchful eye, but now it can focus on other than sending data to the audio card.</p>
<figure id="attachment_1889" aria-describedby="caption-attachment-1889" style="width: 640px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2019/01/byPngC3.png" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="Querido Sancho, allá donde fueres la Sound Blaster estará soportada" data-rl_caption="Querido Sancho, allá donde fueres la Sound Blaster estará soportada" title="Querido Sancho, allá donde fueres la Sound Blaster estará soportada"><img loading="lazy" decoding="async" class="wp-image-1889 size-full" src="https://blog.krusher.net/wp-content/uploads/2019/01/byPngC3.png" alt="" width="640" height="400" srcset="https://blog.krusher.net/wp-content/uploads/2019/01/byPngC3.png 640w, https://blog.krusher.net/wp-content/uploads/2019/01/byPngC3-300x188.png 300w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 984px) 61vw, (max-width: 1362px) 45vw, 600px" /></a><figcaption id="caption-attachment-1889" class="wp-caption-text">Wherever you go, Sound Blaster will be supported</figcaption></figure>
<p>In 1991, a different model from the previous ones was launched: the <strong>Sound Blaster Pro</strong>. The maximum audio output sampling rate was increased to 44 kHz in mono (22 kHz in stereo), and a second <strong>OPL2</strong> chip was added, doubling the voices and providing stereo sound. Additionally, this card came with a very welcome addition: a <strong>Matsushita</strong> CD-ROM controller.</p>
<p>It wasn’t long before a second revision replaced the it, changing the pair of <strong>OPL2</strong> chips for an improved <strong>OPL3</strong>. Moreover, it was now possible to buy the card with a CD-ROM controller for other standards, such as <strong>Sony</strong> or <strong>Mitsumi</strong>. This card was one of the most cloned of the time, and some semi-professional sound cards included a software emulator to use them in games.</p>
<figure id="attachment_1890" aria-describedby="caption-attachment-1890" style="width: 640px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2019/01/moby_SB16box.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="La solución multimedia completa, a un módico precio" data-rl_caption="La solución multimedia completa, a un módico precio" title="La solución multimedia completa, a un módico precio"><img loading="lazy" decoding="async" class="wp-image-1890 size-full" src="https://blog.krusher.net/wp-content/uploads/2019/01/moby_SB16box.jpg" alt="" width="640" height="495" srcset="https://blog.krusher.net/wp-content/uploads/2019/01/moby_SB16box.jpg 640w, https://blog.krusher.net/wp-content/uploads/2019/01/moby_SB16box-300x232.jpg 300w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 984px) 61vw, (max-width: 1362px) 45vw, 600px" /></a><figcaption id="caption-attachment-1890" class="wp-caption-text">The complete multimedia solution, at a modest price</figcaption></figure>
<p>What is the fuss about this CD-ROM controller thing? Before the ATAPI standard became popular in PCs, there were different standards for CD-ROM drives. Even then, this standard coexisted with SCSI, which was more professional, so an extra controller card was often needed if you wanted to have a CD-ROM drive. The fact that this controller was integrated into our sound card was a very important factor, but it had to be the right one for our CD-ROM drive. Any of these drives could read any disc, though.</p>
<p>In June 1992 it came what many considered the ultimate sound card for gaming: the <strong>Sound Blaster 16</strong>. With all the features of the <strong>Sound Blaster Pro 2.0</strong>, but additionally its MIDI interface was now fully compatible with the <strong>MPU-401</strong> UART. It was possible to purchase a daughter card to provide wavetable capabilities, but this was not a very common feature in games. Nonetheless, the standout feature of this product was something else: CD-quality (44.1 kHz at 16 bit) playback and recording! This was a different world.</p>
<figure id="attachment_1891" aria-describedby="caption-attachment-1891" style="width: 500px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2019/01/7682503706_3408dcce7c.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="Este logo era sinónimo de juegos en el PC" data-rl_caption="Este logo era sinónimo de juegos en el PC" title="Este logo era sinónimo de juegos en el PC"><img loading="lazy" decoding="async" class="wp-image-1891 size-full" src="https://blog.krusher.net/wp-content/uploads/2019/01/7682503706_3408dcce7c.jpg" alt="" width="500" height="247" srcset="https://blog.krusher.net/wp-content/uploads/2019/01/7682503706_3408dcce7c.jpg 500w, https://blog.krusher.net/wp-content/uploads/2019/01/7682503706_3408dcce7c-300x148.jpg 300w" sizes="auto, (max-width: 500px) 85vw, 500px" /></a><figcaption id="caption-attachment-1891" class="wp-caption-text">This logo was synonymous with PC gaming</figcaption></figure>
<p>The revisions of the <strong>Sound Blaster 16</strong> didn’t add or remove anything, given the immense popularity of this sound card. Only its form factor was redesigned to integrate it into a motherboard or for the OEM market, taking the name <strong>ViBRA 16</strong>. It was never fully backward compatible with the <strong>Sound Blaster Pro</strong> in terms of digital sound, but it was in its FM synthesizer. Nevertheless, almost all programs from 1992 onwards supported both.</p>
<p>Sound Blaster 16, with just its name it sold Creative’s ad and its Sound Blaster line</p>

<a href='https://blog.krusher.net/wp-content/uploads/2018/01/anuncio-sound-blaster-16.jpg' title="Sound Blaster 16, con sólo su nombre ya vendía" data-rl_title="Sound Blaster 16, con sólo su nombre ya vendía" class="rl-gallery-link" data-rl_caption="Sound Blaster 16, con sólo su nombre ya vendía" data-rel="lightbox-gallery-3"><img loading="lazy" decoding="async" width="150" height="150" src="https://blog.krusher.net/wp-content/uploads/2018/01/anuncio-sound-blaster-16-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" /></a>
<a href='https://blog.krusher.net/wp-content/uploads/2018/01/linea-soundblaster.jpg' title="Anuncio de Creative y su línea Sound Blaster" data-rl_title="Anuncio de Creative y su línea Sound Blaster" class="rl-gallery-link" data-rl_caption="Anuncio de Creative y su línea Sound Blaster" data-rel="lightbox-gallery-3"><img loading="lazy" decoding="async" width="150" height="150" src="https://blog.krusher.net/wp-content/uploads/2018/01/linea-soundblaster-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" /></a>
<a href='https://blog.krusher.net/wp-content/uploads/2018/01/sound-blaster-review-en-infoworld-enero-1993.jpg' title="Artículo de enero de 1993 en la revista Infoworld sobre Sound Blaster" data-rl_title="Artículo de enero de 1993 en la revista Infoworld sobre Sound Blaster" class="rl-gallery-link" data-rl_caption="Artículo de enero de 1993 en la revista Infoworld sobre Sound Blaster" data-rel="lightbox-gallery-3"><img loading="lazy" decoding="async" width="150" height="150" src="https://blog.krusher.net/wp-content/uploads/2018/01/sound-blaster-review-en-infoworld-enero-1993-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" /></a>
<a href='https://blog.krusher.net/wp-content/uploads/2018/01/anuncio-sb16.jpg' title="Anuncio de la Sound Blaster 16, la reina de las tarjetas" data-rl_title="Anuncio de la Sound Blaster 16, la reina de las tarjetas" class="rl-gallery-link" data-rl_caption="Anuncio de la Sound Blaster 16, la reina de las tarjetas" data-rel="lightbox-gallery-3"><img loading="lazy" decoding="async" width="150" height="150" src="https://blog.krusher.net/wp-content/uploads/2018/01/anuncio-sb16-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" /></a>

<h2>Windows Sound System</h2>
<p>It was practically impossible to compete with the <strong>Sound Blaster</strong>, as they had become the de facto standard. There was barely any room for innovation, and developing a different standard was suicidal because no one would support it. <strong>Microsoft</strong> created a specification with this name in 1992, so anyone could build a sound card compatible with <strong>Windows 3.X</strong> and with any program that used the standard.</p>
<figure id="attachment_1892" aria-describedby="caption-attachment-1892" style="width: 840px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2019/01/Microsoft_Windows_Sound_System_REV.B_front.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="Una de tantas tarjetas OEM, sin marca siquiera" data-rl_caption="Una de tantas tarjetas OEM, sin marca siquiera" title="Una de tantas tarjetas OEM, sin marca siquiera"><img loading="lazy" decoding="async" class="wp-image-1892 size-large" src="https://blog.krusher.net/wp-content/uploads/2019/01/Microsoft_Windows_Sound_System_REV.B_front-1024x768.jpg" alt="" width="840" height="630" srcset="https://blog.krusher.net/wp-content/uploads/2019/01/Microsoft_Windows_Sound_System_REV.B_front-1024x768.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2019/01/Microsoft_Windows_Sound_System_REV.B_front-300x225.jpg 300w, https://blog.krusher.net/wp-content/uploads/2019/01/Microsoft_Windows_Sound_System_REV.B_front-768x576.jpg 768w, https://blog.krusher.net/wp-content/uploads/2019/01/Microsoft_Windows_Sound_System_REV.B_front.jpg 1200w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a><figcaption id="caption-attachment-1892" class="wp-caption-text">One of many OEM cards, without even a brand</figcaption></figure>
<p>There were several levels of this specification, and the first and most used required a sound quality of 48 kHz at 16 bit, and an <strong>OPL3</strong> for musical synthesis. The <strong>Sound Blaster Pro</strong> met this specification, but curiously the <strong>Sound Blaster 16</strong> did not. Any card that adhered to the <strong>WSS</strong> standard, no matter how basic, could be used in <strong>Windows</strong> and also emulate a <strong>Sound Blaster Pro</strong>. Although many games supported this standard in <strong>MS-DOS</strong>, some major developers, such as <strong>Apogee</strong>, did not include it in their games. It was also not supported by <strong>id Software</strong>, so it missed out on the essential <strong>Doom</strong> (1993).</p>
<p>This standard became completely obsolete in 1997 with the introduction of <strong>Intel AC97</strong>, primarily designed for <strong>Windows</strong>. It never had support for <strong>MS-DOS</strong>, although by then almost all developers had already focused on <strong>Windows 95</strong>.</p>
<h2>Gravis Ultrasound</h2>
<p>The case of the GUS is interesting. When in 1992 everyone was buying the Sound Blaster, this Canadian company began selling this card along with the Gravis Gamepad, a PC game controller inspired by the Super Nintendo’s. The reason was to offer a card with a more professional design at a bargain price.</p>
<figure id="attachment_1893" aria-describedby="caption-attachment-1893" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2019/01/gravis_ultrasound_by_mindenhova.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="Una Gravis Ultrasound con memoria añadida" data-rl_caption="Una Gravis Ultrasound con memoria añadida" title="Una Gravis Ultrasound con memoria añadida"><img loading="lazy" decoding="async" class="size-medium wp-image-1893" src="https://blog.krusher.net/wp-content/uploads/2019/01/gravis_ultrasound_by_mindenhova-300x155.jpg" alt="" width="300" height="155" srcset="https://blog.krusher.net/wp-content/uploads/2019/01/gravis_ultrasound_by_mindenhova-300x155.jpg 300w, https://blog.krusher.net/wp-content/uploads/2019/01/gravis_ultrasound_by_mindenhova-768x397.jpg 768w, https://blog.krusher.net/wp-content/uploads/2019/01/gravis_ultrasound_by_mindenhova.jpg 1024w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-1893" class="wp-caption-text">A Gravis Ultrasound with added memory</figcaption></figure>
<p>This card didn’t have a simple DAC like the <strong>Sound Blaster</strong>, nor did it include any FM audio synthesis chip. Instead, its hardware was a digital sample synthesis engine, very similar if not identical to the wavetable concept. It had dedicated RAM where sounds and instruments were loaded, and with its mixer it could play up to 32 sounds (up to 14 in CD quality). The playback quality was the same as the <strong>Sound Blaster 16</strong>, 44 kHz and 16 bit in stereo. However, for recording, an additional daughter board was required.</p>
<p><iframe loading="lazy" title="The Secret of Monkey Island - DOS - Gravis Ultrasound" width="840" height="630" src="https://www.youtube.com/embed/CBI0_uSpzic?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>Different revisions of this card provided more or less RAM, usually upgradeable with 30-pin SIMM modules. Others added a CD-ROM controller or hardware mixing and CD-quality recording without needing a daughter board. One revision, the <strong>Gravis Ultrasound ACE</strong>, removed all the extras and was marketed as a card to be used alongside the <strong>Sound Blaster</strong>.</p>
<p>Its operation made <strong>Amiga</strong> software relatively easy to port to the PC, as the handling was similar, with the advantage of dedicated RAM. The aforementioned trackers and the demoscene also enthusiastically embraced the benefits of the <strong>GUS</strong>, as it allowed real-time music production without having to invest in a powerful CPU.</p>
<p>The case of games was complicated. Some of the major releases, like <strong>Doom</strong> (<strong>id Software</strong>, 1993), provided native support from the start, but not all developers jumped on board. It didn&#8217;t help that it didn&#8217;t even have an <strong>OPL</strong> chip, and even less that it didn&#8217;t come with a factory MIDI interface. Additionally, as expected, no game released before autumn 1992 supported this card. None of this was a problem for music production, but how was its gaming use maximized?</p>
<p><iframe loading="lazy" title="DOOM Gravis Ultrasound: Kitchen Ace" width="840" height="630" src="https://www.youtube.com/embed/Gh9wzkPXf2Q?list=PL665DEC1FC883129D" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>The answer lay in the <strong>Gravis Ultrasound</strong> ability to imitate or emulate other sound cards. More or less directly, it could emulate a General MIDI device using a preset sound bank, as well as mimic the instruments of an <strong>MT-32</strong>. This itself provided musical support for most games of the time, but the digital sound question remained unresolved. Some patches appeared for existing games or those released without <strong>Gravis</strong> support, but we depended on magazines including them with their CDs or having internet access, which was very rare before 1994. The answer came (more or less) with the use of emulators.</p>
<figure id="attachment_1895" aria-describedby="caption-attachment-1895" style="width: 840px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2019/01/86.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="Esto era un Gravis Gameapad como está mandado, pero el cabestro parece haberle cortado el cable" data-rl_caption="Esto era un Gravis Gameapad como está mandado, pero el cabestro parece haberle cortado el cable" title="Esto era un Gravis Gameapad como está mandado, pero el cabestro parece haberle cortado el cable"><img loading="lazy" decoding="async" class="wp-image-1895 size-large" src="https://blog.krusher.net/wp-content/uploads/2019/01/86-1024x768.jpg" alt="" width="840" height="630" srcset="https://blog.krusher.net/wp-content/uploads/2019/01/86.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2019/01/86-300x225.jpg 300w, https://blog.krusher.net/wp-content/uploads/2019/01/86-768x576.jpg 768w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a><figcaption id="caption-attachment-1895" class="wp-caption-text">This was a Gravis Gamepad as intended, but an idiot seems to have cut the cable</figcaption></figure>
<p><strong>IWSBOS</strong> and <strong>MegaEM</strong> were the two programs most used by <strong>Gravis</strong> users. These allowed emulation of a <strong>Sound Blaster 2.0</strong> and an <strong>AdLib</strong>, significantly increasing the number of games that could use it. This was by no means a complete solution, and it depended on whether a game used a protected mode, required EMS memory, needed a lot of conventional memory&#8230; all of this was also a lottery as compatibility was hit or miss. Only the <strong>Gravis Ultrasound Extreme</strong>, from 1996, provided hardware support for <strong>Sound Blaster Pro emulation</strong>, albeit a bit late.</p>
<figure id="attachment_1942" aria-describedby="caption-attachment-1942" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/01/gus34.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="Caja de la Gravis Ultrasound MAX. Me encantan estas cosas..." data-rl_caption="Caja de la Gravis Ultrasound MAX. Me encantan estas cosas..." title="Caja de la Gravis Ultrasound MAX. Me encantan estas cosas..."><img loading="lazy" decoding="async" class="wp-image-1942 size-medium" src="https://blog.krusher.net/wp-content/uploads/2018/01/gus34-300x217.jpg" alt="" width="300" height="217" srcset="https://blog.krusher.net/wp-content/uploads/2018/01/gus34-300x217.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/01/gus34-768x554.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/01/gus34-1024x739.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2018/01/gus34-1200x866.jpg 1200w, https://blog.krusher.net/wp-content/uploads/2018/01/gus34.jpg 1247w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-1942" class="wp-caption-text">Gravis Ultrasound MAX box. I love these things&#8230;</figcaption></figure>
<p>In any case, <strong>Gravis Ultrasound</strong> provided excellent hardware for amateur musicians, costing only slightly more than a <strong>Sound Blaster</strong>. Although support for games was irregular, it was a way to stand out from the common path. Its onboard memory allowed for much more sound variety than MIDI modules, and being able to use it as a General MIDI device with sounds loaded by us gave games a musical quality that the <strong>Sound Blaster</strong> could only dream of without its <strong>Wave Blaster</strong> daughterboard.</p>
<h2>Sound Blaster AWE32, and we are just getting started</h2>
<p>The <strong>Sound Blaster 16</strong> was undeniably the flagship sound card for 1994, but its features beyond digital stereo sound were quite stagnant. <strong>Creative Labs</strong> took the step with the <strong>AWE32</strong>, introducing many improvements in musical capability, such as dedicated RAM, a 32-voice wavetable processor, a hardware mixer with an integrated equalizer, and a digital effects processor. The price, however, was in line with all that was offered.</p>
<figure id="attachment_1896" aria-describedby="caption-attachment-1896" style="width: 840px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2019/01/ct3600.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="Sound Blaster AWE32, ampliada con memoria" data-rl_caption="Sound Blaster AWE32, ampliada con memoria" title="Sound Blaster AWE32, ampliada con memoria"><img loading="lazy" decoding="async" class="wp-image-1896 size-large" src="https://blog.krusher.net/wp-content/uploads/2019/01/ct3600-1024x479.jpg" alt="" width="840" height="393" srcset="https://blog.krusher.net/wp-content/uploads/2019/01/ct3600-1024x479.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2019/01/ct3600-300x140.jpg 300w, https://blog.krusher.net/wp-content/uploads/2019/01/ct3600-768x359.jpg 768w, https://blog.krusher.net/wp-content/uploads/2019/01/ct3600-1200x561.jpg 1200w, https://blog.krusher.net/wp-content/uploads/2019/01/ct3600.jpg 1600w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a><figcaption id="caption-attachment-1896" class="wp-caption-text">Sound Blaster AWE32, upgraded with memory</figcaption></figure>
<p>It goes without saying that it was perfectly compatible with the digital sound of the <strong>Sound Blaster 16</strong>, and as it also included the <strong>OPL3</strong> chip, it was compatible with FM audio synthesis of both the <strong>Sound Blaster</strong> and the <strong>AdLib</strong>. In some cheaper models, however, they decided to integrate it into their processor or simply not include it and provide support through emulation. The sound in this case wasn’t 100% the same, but it maintained compatibility. For all these reasons, from its release, these cards reestablished themselves as the standard for home use, especially gaming. For old games, their retro-compatible features could be used, and new ones began to support it right away.</p>
<figure id="attachment_1897" aria-describedby="caption-attachment-1897" style="width: 640px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2019/01/yfViTRql.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="Me encanta hasta la caja" data-rl_caption="Me encanta hasta la caja" title="Me encanta hasta la caja"><img loading="lazy" decoding="async" class="wp-image-1897 size-full" src="https://blog.krusher.net/wp-content/uploads/2019/01/yfViTRql.jpg" alt="" width="640" height="480" srcset="https://blog.krusher.net/wp-content/uploads/2019/01/yfViTRql.jpg 640w, https://blog.krusher.net/wp-content/uploads/2019/01/yfViTRql-300x225.jpg 300w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 984px) 61vw, (max-width: 1362px) 45vw, 600px" /></a><figcaption id="caption-attachment-1897" class="wp-caption-text">I love even the box</figcaption></figure>
<p>For a PC gamer, this card combined all the desirable features: it worked with all games, and the music sounded much better than a <strong>Sound Blaster 16</strong>, with full <strong>MPU-401</strong> UART support. Additionally, it was a direct challenge to the Gravis Ultrasound, as it entered their territory thanks to the <strong>EMU8000</strong> chip. It provided 32-voice wavetable synthesis using its dedicated RAM, which could be expanded in some models to an incredible (and expensive) 32 megabytes. Curiously enough, popular trackers did not provide direct support for this amazing hardware (but they did through <strong>Sound Blaster</strong> compatibility, of course), only some specialized players did.</p>
<p><iframe loading="lazy" title="Duke Nukem 3D Main Theme (GRABBAG) Awe32" width="840" height="473" src="https://www.youtube.com/embed/ZiCylhUhhMY?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>Games that supported the <strong>AWE32</strong> directly offered great sound. Not only for its CD-quality digital sound or its General MIDI-compatible music, but also for its digital effects like reverb or flange. Additionally, since we could load instruments into memory using the <strong>SoundFont</strong> format, not all games had to sound the same. There weren’t many games that took advantage of this card however, and most were limited to using the digital sound inherited from the <strong>Sound Blaster 16</strong> and playing General MIDI music from its preset sound bank.</p>
<p><iframe loading="lazy" title="PC Music - Menu Theme (Screamer) - Sound Blaster AWE32" width="840" height="473" src="https://www.youtube.com/embed/8JC3UNqsdHY?list=PLauXnftMqQO9R7JTN5XIprfCupdy_cvWX" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>Although most revisions of the <strong>AWE32</strong> involved changing or removing things (like the factory-installed memory, as in the <strong>Sound Blaster 32</strong>), in 1996 another model was released that went beyond a simple revision: the Sound Blaster <strong>AWE64</strong>. The improvements included cleaner sound due to a higher signal-to-noise ratio, and a significant increase in polyphony (to 64 voices). The hardware was an extension of what was seen before, so compatibility was more than assured.</p>
<figure id="attachment_1898" aria-describedby="caption-attachment-1898" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2019/01/Creative_SoundBlasterAWE64Gold.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="AWE64 gold, con su placa extra para la salida S/PDIF coaxial" data-rl_caption="AWE64 gold, con su placa extra para la salida S/PDIF coaxial" title="AWE64 gold, con su placa extra para la salida S/PDIF coaxial"><img loading="lazy" decoding="async" class="size-medium wp-image-1898" src="https://blog.krusher.net/wp-content/uploads/2019/01/Creative_SoundBlasterAWE64Gold-300x225.jpg" alt="" width="300" height="225" srcset="https://blog.krusher.net/wp-content/uploads/2019/01/Creative_SoundBlasterAWE64Gold-300x225.jpg 300w, https://blog.krusher.net/wp-content/uploads/2019/01/Creative_SoundBlasterAWE64Gold-768x576.jpg 768w, https://blog.krusher.net/wp-content/uploads/2019/01/Creative_SoundBlasterAWE64Gold.jpg 1024w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-1898" class="wp-caption-text">AWE64 gold, with its extra board for coaxial S/PDIF output</figcaption></figure>
<p>The <strong>AWE64</strong> revisions were interesting. The<strong> Gold</strong> version brought us closer to the professional realm by including a 20-bit professional DAC, as well as RCA connectors plated in gold and a digital S/PDIF output. The <strong>Value</strong> revision, on the other hand, was limited to domestic and gaming use at a very competitive price, and although there was practically no support for <strong>AWE64</strong> in games, it was a more than affordable way to play games that supported <strong>AWE32</strong> and compatible cards, though without the possibility of expanding RAM. In any case, this became more difficult with the <strong>AWE64</strong> as it moved from standard 30-pin SIMM support to <strong>Creative</strong>’s proprietary memory, which was more expensive and harder to find. Money talks.</p>

<a href='https://blog.krusher.net/wp-content/uploads/2018/01/anuncio-awe32.jpg' title="Publicidad de la AWE 32" data-rl_title="Publicidad de la AWE 32" class="rl-gallery-link" data-rl_caption="Publicidad de la AWE 32" data-rel="lightbox-gallery-4"><img loading="lazy" decoding="async" width="150" height="150" src="https://blog.krusher.net/wp-content/uploads/2018/01/anuncio-awe32-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" /></a>
<a href='https://blog.krusher.net/wp-content/uploads/2018/01/anuncio-awe64.jpg' title="Anuncio de la AWE64" data-rl_title="Anuncio de la AWE64" class="rl-gallery-link" data-rl_caption="Anuncio de la AWE64" data-rel="lightbox-gallery-4"><img loading="lazy" decoding="async" width="150" height="150" src="https://blog.krusher.net/wp-content/uploads/2018/01/anuncio-awe64-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" /></a>
<a href='https://blog.krusher.net/wp-content/uploads/2018/01/anuncios-soundblaster-pcmag-97.jpg' title="Anuncios en PC Magacizine de 1994, publicitando varios modelos de Sound Blaster" data-rl_title="Anuncios en PC Magacizine de 1994, publicitando varios modelos de Sound Blaster" class="rl-gallery-link" data-rl_caption="Anuncios en PC Magacizine de 1994, publicitando varios modelos de Sound Blaster" data-rel="lightbox-gallery-4"><img loading="lazy" decoding="async" width="150" height="150" src="https://blog.krusher.net/wp-content/uploads/2018/01/anuncios-soundblaster-pcmag-97-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" /></a>

<p>&nbsp;</p>
<h2>Professional cards: Turtle Beach</h2>
<p>The PC audio card market was not limited to games and home applications. Although by the late 80s and well into the 90s, the old <strong>Atari ST</strong> remained the king of music studios (with the <strong>Macintosh</strong> trailing behind), PCs also became a viable platform for professional audio production. One of the most well-known companies was <strong>Turtle Beach</strong>, with a line of professional cards that started selling in 1991.</p>
<figure id="attachment_1899" aria-describedby="caption-attachment-1899" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2019/01/1024px-Turtle_Beach_Maui_ISA_Sound_Card.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="Turtle Beach Maui, un modelo intermedio con General MIDI y compatibilidad MPU-401" data-rl_caption="Turtle Beach Maui, un modelo intermedio con General MIDI y compatibilidad MPU-401" title="Turtle Beach Maui, un modelo intermedio con General MIDI y compatibilidad MPU-401"><img loading="lazy" decoding="async" class="size-medium wp-image-1899" src="https://blog.krusher.net/wp-content/uploads/2019/01/1024px-Turtle_Beach_Maui_ISA_Sound_Card-300x169.jpg" alt="" width="300" height="169" srcset="https://blog.krusher.net/wp-content/uploads/2019/01/1024px-Turtle_Beach_Maui_ISA_Sound_Card-300x169.jpg 300w, https://blog.krusher.net/wp-content/uploads/2019/01/1024px-Turtle_Beach_Maui_ISA_Sound_Card-768x432.jpg 768w, https://blog.krusher.net/wp-content/uploads/2019/01/1024px-Turtle_Beach_Maui_ISA_Sound_Card.jpg 1023w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-1899" class="wp-caption-text">Turtle Beach Maui, an intermediate model with General MIDI and MPU-401 compatibility</figcaption></figure>
<p><strong>Turtle Beach</strong>’s flagship product in the <strong>MS-DOS</strong> era was the <strong>Multisound</strong>. The sound quality of this card was on another level, aimed squarely at professional use. Its heart was a professional <strong>E-MU</strong> synthesizer with up to 4 MB of ROM, with studio-quality 24-bit recording capability and digital sound inputs and outputs, all in 1991, when the <strong>Sound Blaster</strong> struggled to achieve 22 kHz mono sound at 8-bit. Even with the advent of the <strong>AWE32</strong> in 1994, they remained competitive, costing not much more than these at that time (around $400).</p>
<figure id="attachment_1900" aria-describedby="caption-attachment-1900" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2019/01/s-l1000.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="La Multisound Pinnacle, con unos accesorios que probablemente costarían más que mi coche" data-rl_caption="La Multisound Pinnacle, con unos accesorios que probablemente costarían más que mi coche" title="La Multisound Pinnacle, con unos accesorios que probablemente costarían más que mi coche"><img loading="lazy" decoding="async" class="size-medium wp-image-1900" src="https://blog.krusher.net/wp-content/uploads/2019/01/s-l1000-300x225.jpg" alt="" width="300" height="225" srcset="https://blog.krusher.net/wp-content/uploads/2019/01/s-l1000-300x225.jpg 300w, https://blog.krusher.net/wp-content/uploads/2019/01/s-l1000-768x576.jpg 768w, https://blog.krusher.net/wp-content/uploads/2019/01/s-l1000.jpg 1000w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-1900" class="wp-caption-text">The Multisound Pinnacle, which probably costed more than my car</figcaption></figure>
<p>Naturally, the applications for this card were very specialized, working only with specific software. They were not at all compatible with the de facto standard, which was <strong>Sound Blaster</strong>, not even with <strong>MPU-401</strong>. The only way to use them with <strong>MS-DOS</strong> era games was through <strong>Windows NT</strong>, and only with an emulator like <strong>VDMsound</strong>, something completely inadvisable and beyond the scope of this article. (Moreover, this happened much later)</p>

<a href='https://blog.krusher.net/wp-content/uploads/2018/01/anuncio-turtle-beach-maui.jpg' title="Anuncio de la Turtle Beach Maui" data-rl_title="Anuncio de la Turtle Beach Maui" class="rl-gallery-link" data-rl_caption="Anuncio de la Turtle Beach Maui" data-rel="lightbox-gallery-5"><img loading="lazy" decoding="async" width="150" height="150" src="https://blog.krusher.net/wp-content/uploads/2018/01/anuncio-turtle-beach-maui-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" /></a>
<a href='https://blog.krusher.net/wp-content/uploads/2018/01/multisound-pcmag-nov-1992.jpg' title="Artículo de noviembre de 1992 de la revista PC Magacine sobre la Turtle Beach Multisound" data-rl_title="Artículo de noviembre de 1992 de la revista PC Magacine sobre la Turtle Beach Multisound" class="rl-gallery-link" data-rl_caption="Artículo de noviembre de 1992 de la revista PC Magacine sobre la Turtle Beach Multisound" data-rel="lightbox-gallery-5"><img loading="lazy" decoding="async" width="150" height="150" src="https://blog.krusher.net/wp-content/uploads/2018/01/multisound-pcmag-nov-1992-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" /></a>
<a href='https://blog.krusher.net/wp-content/uploads/2018/01/monterey.jpg' title="Modelo Monterey de las Turtle Beach" data-rl_title="Modelo Monterey de las Turtle Beach" class="rl-gallery-link" data-rl_caption="Modelo Monterey de las Turtle Beach" data-rel="lightbox-gallery-5"><img loading="lazy" decoding="async" width="150" height="150" src="https://blog.krusher.net/wp-content/uploads/2018/01/monterey-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" /></a>

<h2>Other General MIDI modules and cards</h2>
<p>While everyone was very pleased with the <strong>Sound Blaster</strong>, their musical quality in games left much to be desired for the 1990s. The solution was to have an <strong>MT-32</strong>, of course, but that required a significant investment. Moreover, since it did not comply with the General MIDI standard, not all games could use it properly or at all.</p>
<figure id="attachment_1901" aria-describedby="caption-attachment-1901" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2019/01/sc-55-1.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="Roland Sound Canvas, modelo SC-55" data-rl_caption="Roland Sound Canvas, modelo SC-55" title="Roland Sound Canvas, modelo SC-55"><img loading="lazy" decoding="async" class="size-medium wp-image-1901" src="https://blog.krusher.net/wp-content/uploads/2019/01/sc-55-1-300x127.jpg" alt="" width="300" height="127" srcset="https://blog.krusher.net/wp-content/uploads/2019/01/sc-55-1-300x127.jpg 300w, https://blog.krusher.net/wp-content/uploads/2019/01/sc-55-1.jpg 595w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-1901" class="wp-caption-text">Roland Sound Canvas, model SC-55</figcaption></figure>
<p>The first notable device in this field arrived in 1991 and was the <strong>Roland SC-55</strong> (<strong>Sound Canvas</strong>), a MIDI synthesizer module that adhered to General MIDI and Roland&#8217;s new proprietary standard, General Standard, a name that apparently involved quite a bit of brainstorming. The merits of this device were notable: it was not only compatible with General MIDI, making many games of the time work, but it also emulated the <strong>MT-32</strong> with its basic sound bank. It didn’t sound exactly the same, but it maintained high quality in its instruments and was perceived as a fairly good substitute. A popular form factor for PCs was the <strong>Roland SCC-1</strong>, which was an internal card rather than a MIDI module and already included <strong>MPU-401</strong> functionality.</p>
<p><iframe loading="lazy" title="Doom OST (SC55) - Introduction (Bonus Track)" width="840" height="630" src="https://www.youtube.com/embed/WEnO8gYawSQ?list=PLsWfUGdA5L-gglU7I0lgHwS9tQWk_zH8m" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>Not many games supported it directly, although its compatibility with the musical standards of the time made it work reasonably well with programs that were not specifically designed for it. However, in 1993, the very game <strong>Doom</strong> by <strong>id Software</strong> not only provided specific support but also had its brilliant metal soundtrack designed to be played on this device.</p>
<p>Where was <strong>Yamaha</strong>? Possibly working on its <strong>XG</strong> standard, <strong>eXtended General MIDI</strong>. In 1994, the first module conforming to this standard was released, the <strong>MU80 Tone Generator</strong>. Superior to the <strong>Sound Canvas</strong> and allowing much more modulation variety for instruments, it was sold over the years as either a MIDI module or included in audio cards with digital sound capability. However, we entered the murky territory of the PCI bus, which was more modern but practically incompatible with all previous cards that used the ISA bus. For many years, various versions of <strong>Windows</strong> used an emulator of this standard to provide MIDI sound to their operating system without the need for musical synthesis hardware.</p>
<figure id="attachment_1902" aria-describedby="caption-attachment-1902" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2019/01/468104_0_original.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="El MU80 Tone Generator de Yamaha" data-rl_caption="El MU80 Tone Generator de Yamaha" title="El MU80 Tone Generator de Yamaha"><img loading="lazy" decoding="async" class="size-medium wp-image-1902" src="https://blog.krusher.net/wp-content/uploads/2019/01/468104_0_original-300x135.jpg" alt="" width="300" height="135" srcset="https://blog.krusher.net/wp-content/uploads/2019/01/468104_0_original-300x135.jpg 300w, https://blog.krusher.net/wp-content/uploads/2019/01/468104_0_original-768x345.jpg 768w, https://blog.krusher.net/wp-content/uploads/2019/01/468104_0_original.jpg 800w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-1902" class="wp-caption-text">The Yamaha MU80 Tone Generator</figcaption></figure>
<p><strong>MS-DOS</strong> games did not bother to provide direct support for <strong>XG</strong> cards and modules, so they had to be used simply as a General MIDI module controlled by an <strong>MPU-401</strong> or compatible. The result was a fairly good sound but completely underutilized the ingenious capabilities of this hardware.</p>

<a href='https://blog.krusher.net/wp-content/uploads/2018/01/s-l500.jpg' title="Sound Canvas SC-55 nuevecito" data-rl_title="Sound Canvas SC-55 nuevecito" class="rl-gallery-link" data-rl_caption="Sound Canvas SC-55 nuevecito" data-rel="lightbox-gallery-6"><img loading="lazy" decoding="async" width="150" height="150" src="https://blog.krusher.net/wp-content/uploads/2018/01/s-l500-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" /></a>
<a href='https://blog.krusher.net/wp-content/uploads/2018/01/57.jpg' title="Módulo de sonido KORG compatible con General Standard MIDI" data-rl_title="Módulo de sonido KORG compatible con General Standard MIDI" class="rl-gallery-link" data-rl_caption="Módulo de sonido KORG compatible con General Standard MIDI" data-rel="lightbox-gallery-6"><img loading="lazy" decoding="async" width="150" height="150" src="https://blog.krusher.net/wp-content/uploads/2018/01/57-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" /></a>
<a href='https://blog.krusher.net/wp-content/uploads/2018/01/Yamaha_ymf744b_v.jpg' title="El chip XG de Yamaha sonaba genial, y fue ampliamente infrautilizado" data-rl_title="El chip XG de Yamaha sonaba genial, y fue ampliamente infrautilizado" class="rl-gallery-link" data-rl_caption="El chip XG de Yamaha sonaba genial, y fue ampliamente infrautilizado" data-rel="lightbox-gallery-6"><img loading="lazy" decoding="async" width="150" height="150" src="https://blog.krusher.net/wp-content/uploads/2018/01/Yamaha_ymf744b_v-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" /></a>
<a href='https://blog.krusher.net/wp-content/uploads/2018/01/Yamaha_DB50XG.gif' title="Placa hija DB50XG de Yamaha, que podía usarse en las Sound Blaster" data-rl_title="Placa hija DB50XG de Yamaha, que podía usarse en las Sound Blaster" class="rl-gallery-link" data-rl_caption="Placa hija DB50XG de Yamaha, que podía usarse en las Sound Blaster" data-rel="lightbox-gallery-6"><img loading="lazy" decoding="async" width="150" height="150" src="https://blog.krusher.net/wp-content/uploads/2018/01/Yamaha_DB50XG-150x150.gif" class="attachment-thumbnail size-thumbnail" alt="" /></a>

<h2>One more thing (other interesting cards)</h2>
<p>Competing in the era of the <strong>Sound Blaster</strong> was more difficult than gargling with talcum powder. However, with the rise of middlewares and <strong>Windows 3.X</strong> software, it was somewhat possible to offer alternative cards.</p>
<h2>Pro Audio Spectrum</h2>
<p>This family of cards made by <strong>Mediavision</strong> started in 1991 with the original <strong>PAS</strong>. They offered <strong>AdLib</strong> compatibility by including a pair of <strong>OPL2</strong> chips in their configuration, as well as audio that was completely incompatible with the <strong>Sound Blaster</strong> &#8220;standard.&#8221; It also included a CD-ROM controller, with models available for different standards. Its sound was 8-bit, and it didn’t catch on, lasting only a year before being replaced by its successor.</p>
<figure id="attachment_1910" aria-describedby="caption-attachment-1910" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/01/Media-Vision-Pro-Audio-Spectrum-8bit-Awers.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="Pro Audio Spectrum de 8 bit, una tarjeta difícil de encontrar" data-rl_caption="Pro Audio Spectrum de 8 bit, una tarjeta difícil de encontrar" title="Pro Audio Spectrum de 8 bit, una tarjeta difícil de encontrar"><img loading="lazy" decoding="async" class="size-medium wp-image-1910" src="https://blog.krusher.net/wp-content/uploads/2018/01/Media-Vision-Pro-Audio-Spectrum-8bit-Awers-300x147.jpg" alt="" width="300" height="147" srcset="https://blog.krusher.net/wp-content/uploads/2018/01/Media-Vision-Pro-Audio-Spectrum-8bit-Awers-300x147.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/01/Media-Vision-Pro-Audio-Spectrum-8bit-Awers-768x376.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/01/Media-Vision-Pro-Audio-Spectrum-8bit-Awers.jpg 969w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-1910" class="wp-caption-text">Pro Audio Spectrum 8-bit, a difficult card to find</figcaption></figure>
<p>Today, it is a hard-to-find card with little literature available, though it had moderate support in games as the driver used it similarly. There was a revision that used a 16-bit ISA port, replacing the FM synthesis part with an <strong>OPL3</strong> chip, and was able to play 16-bit sound. It was known as the <strong>Pro Audio Spectrum Plus</strong>. Both cards could also emulate the <strong>MPU-401</strong> module in their joystick connector.</p>
<figure id="attachment_1911" aria-describedby="caption-attachment-1911" style="width: 231px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/01/mediavisionfamilia.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="Anuncio de la familia Mediavision, del número de agosto de 1993 de la revista Infoworld" data-rl_caption="Anuncio de la familia Mediavision, del número de agosto de 1993 de la revista Infoworld" title="Anuncio de la familia Mediavision, del número de agosto de 1993 de la revista Infoworld"><img loading="lazy" decoding="async" class="size-medium wp-image-1911" src="https://blog.krusher.net/wp-content/uploads/2018/01/mediavisionfamilia-231x300.jpg" alt="" width="231" height="300" srcset="https://blog.krusher.net/wp-content/uploads/2018/01/mediavisionfamilia-231x300.jpg 231w, https://blog.krusher.net/wp-content/uploads/2018/01/mediavisionfamilia-768x995.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/01/mediavisionfamilia-790x1024.jpg 790w, https://blog.krusher.net/wp-content/uploads/2018/01/mediavisionfamilia.jpg 1078w" sizes="auto, (max-width: 231px) 85vw, 231px" /></a><figcaption id="caption-attachment-1911" class="wp-caption-text">Mediavision family ad from the August 1993 issue of Infoworld magazine</figcaption></figure>
<p>The following year saw the release of the Pro <strong>Audio Spectrum 16</strong>, which is more common today and has interesting features: 16-bit stereo digital sound in CD quality, similar to what the <strong>Sound Blaster 16</strong> offered that same year. For game enthusiasts who didn’t want to miss anything, it included full hardware compatibility with the <strong>Sound Blaster 1.5</strong>, so it could now be used with virtually all games on the market, albeit with inferior sound quality if <strong>PAS16</strong> support was not included. These features allowed it to sell moderately well and gain support for most games that used a major middleware.</p>
<h2>Thunder Board</h2>
<p>In addition to the <strong>Pro Audio Spectrum</strong>, <strong>Mediavision</strong> marketed another card unrelated to the <strong>PAS</strong>. What reason could there be to risk it twice in this market? Well, not entirely: <strong>Thunder Board</strong> is a clone of the <strong>Sound Blaster 1.5</strong> but at a student price.</p>
<figure id="attachment_1948" aria-describedby="caption-attachment-1948" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/01/Mv_thunder.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="La Thunderboard, dejando ver sus interruptores para configurar los recursos que usaría" data-rl_caption="La Thunderboard, dejando ver sus interruptores para configurar los recursos que usaría" title="La Thunderboard, dejando ver sus interruptores para configurar los recursos que usaría"><img loading="lazy" decoding="async" class="size-medium wp-image-1948" src="https://blog.krusher.net/wp-content/uploads/2018/01/Mv_thunder-300x189.jpg" alt="" width="300" height="189" srcset="https://blog.krusher.net/wp-content/uploads/2018/01/Mv_thunder-300x189.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/01/Mv_thunder-768x484.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/01/Mv_thunder.jpg 800w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-1948" class="wp-caption-text">The Thunder Board, showing its switches to configure the resources it would use</figcaption></figure>
<p>With it, you could do the same as with <strong>Creative</strong>’s product for much less money, and although better cards existed in 1992, the <strong>Thunder Board</strong> stood out as an alternative for those short on cash. In fact, in the midst of the saving frenzy, they came up with a very unique product: the <strong>Thunder and Lightning</strong>, which did not include improvements in its sound circuits. Instead, it included&#8230; a <strong>SuperVGA</strong> graphics card!</p>
<figure id="attachment_1912" aria-describedby="caption-attachment-1912" style="width: 219px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/01/mediavision-thunder-board-pcmag-sept-1992.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="Anuncio de la Thunder &amp; Lightning, del número de septiembre de 1992 de la revista PCMag" data-rl_caption="Anuncio de la Thunder &amp; Lightning, del número de septiembre de 1992 de la revista PCMag" title="Anuncio de la Thunder &amp; Lightning, del número de septiembre de 1992 de la revista PCMag"><img loading="lazy" decoding="async" class="size-medium wp-image-1912" src="https://blog.krusher.net/wp-content/uploads/2018/01/mediavision-thunder-board-pcmag-sept-1992-219x300.jpg" alt="" width="219" height="300" srcset="https://blog.krusher.net/wp-content/uploads/2018/01/mediavision-thunder-board-pcmag-sept-1992-219x300.jpg 219w, https://blog.krusher.net/wp-content/uploads/2018/01/mediavision-thunder-board-pcmag-sept-1992-768x1053.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/01/mediavision-thunder-board-pcmag-sept-1992-746x1024.jpg 746w, https://blog.krusher.net/wp-content/uploads/2018/01/mediavision-thunder-board-pcmag-sept-1992.jpg 1111w" sizes="auto, (max-width: 219px) 85vw, 219px" /></a><figcaption id="caption-attachment-1912" class="wp-caption-text">Thunder &amp; Lightning ad from the September 1992 issue of PCMag magazine</figcaption></figure>
<p>It’s true that building a PC was cheaper thanks to these devices, but one wonders if it&#8217;s a good idea to bring audio and video circuits so close together. More information could not be found.</p>
<h2>Soundman Wave</h2>
<p>In the amateur production market, we already had the <strong>Gravis Ultrasound</strong>, and a year later, this creation by <strong>Logitech</strong> appeared. A product straddling game-oriented hardware and sound aimed at small home studios. Its features were quite good for 1993: CD-quality sound both in playback and recording, CD-ROM controller, and something very interesting: an<strong> OPL4</strong> chip instead of the common <strong>OPL3</strong>. Besides the FM synthesis features present in almost all cards, it had wavetable capabilities, with its bank located in a 2-megabyte ROM.</p>
<figure id="attachment_1913" aria-describedby="caption-attachment-1913" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/01/logitech_SoundManWAVE_card.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="Logitech SoundMan Wave" data-rl_caption="Logitech SoundMan Wave" title="Logitech SoundMan Wave"><img loading="lazy" decoding="async" class="size-medium wp-image-1913" src="https://blog.krusher.net/wp-content/uploads/2018/01/logitech_SoundManWAVE_card-300x160.jpg" alt="" width="300" height="160" srcset="https://blog.krusher.net/wp-content/uploads/2018/01/logitech_SoundManWAVE_card-300x160.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/01/logitech_SoundManWAVE_card-768x410.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/01/logitech_SoundManWAVE_card-1024x547.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2018/01/logitech_SoundManWAVE_card-1200x641.jpg 1200w, https://blog.krusher.net/wp-content/uploads/2018/01/logitech_SoundManWAVE_card.jpg 1258w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-1913" class="wp-caption-text">Logitech SoundMan Wave</figcaption></figure>
<p>This card had, however, two problems. First, although it was compatible with the <strong>Sound Blaster Pro</strong>, it was very unreliable. Either it sounded too sharp, or one of the channels didn’t work, or it didn’t sound at all. In the end, despite the manufacturer&#8217;s claims, it had to rely on <strong>Sound Blaster 1.5</strong> compatibility, and native game support was very limited. The second problem is even more painful: without onboard RAM, the wavetable sound was limited to the banks provided by its otherwise &#8220;huge&#8221; ROM.</p>
<figure id="attachment_1947" aria-describedby="caption-attachment-1947" style="width: 234px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/01/logitech_SoundManWAVE.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="Soundman Wave, una de las cajas más de los 90 de todos los tiempos" data-rl_caption="Soundman Wave, una de las cajas más de los 90 de todos los tiempos" title="Soundman Wave, una de las cajas más de los 90 de todos los tiempos"><img loading="lazy" decoding="async" class="size-medium wp-image-1947" src="https://blog.krusher.net/wp-content/uploads/2018/01/logitech_SoundManWAVE-234x300.jpg" alt="" width="234" height="300" srcset="https://blog.krusher.net/wp-content/uploads/2018/01/logitech_SoundManWAVE-234x300.jpg 234w, https://blog.krusher.net/wp-content/uploads/2018/01/logitech_SoundManWAVE.jpg 575w" sizes="auto, (max-width: 234px) 85vw, 234px" /></a><figcaption id="caption-attachment-1947" class="wp-caption-text">Soundman Wave, one of the most &#8217;90s boxes of all time</figcaption></figure>
<h2>The End of the MS-DOS Golden Age</h2>
<p><strong>MS-DOS</strong> and its derivatives (<strong>PC-DOS</strong>, <strong>DR-DOS</strong>, <strong>4DOS</strong>, etc.) began as a sui generis interpretation of <strong>CP/M</strong> and remained terribly outdated for most of their active time. Only the omnipresence of the PC architecture, the amount of available software and hardware, and the ease of commercializing clone PCs allowed it to last so long. But the second half of the 1990s saw its reign fall, and with it, the way we understood sound cards.</p>
<figure id="attachment_1903" aria-describedby="caption-attachment-1903" style="width: 1000px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2019/01/image-20150820-32485-ym567.png" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="Con Windows 95 se acabó la fiesta" data-rl_caption="Con Windows 95 se acabó la fiesta" title="Con Windows 95 se acabó la fiesta"><img loading="lazy" decoding="async" class="wp-image-1903 size-full" src="https://blog.krusher.net/wp-content/uploads/2019/01/image-20150820-32485-ym567.png" alt="" width="1000" height="750" srcset="https://blog.krusher.net/wp-content/uploads/2019/01/image-20150820-32485-ym567.png 1000w, https://blog.krusher.net/wp-content/uploads/2019/01/image-20150820-32485-ym567-300x225.png 300w, https://blog.krusher.net/wp-content/uploads/2019/01/image-20150820-32485-ym567-768x576.png 768w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a><figcaption id="caption-attachment-1903" class="wp-caption-text">The End of the Party with Windows 95</figcaption></figure>
<p>With the arrival of <strong>Windows 95</strong>, developers finally began to abandon <strong>MS-DOS</strong>, and thanks to its driver model, it was possible to use practically any sound card in all programs. With no need for a program to provide specific support, the tables turned. Additionally, the ISA bus was gradually replaced by PCI, and the fact that games could only handle the former created a significant schism in audio card technology.</p>
<figure id="attachment_1904" aria-describedby="caption-attachment-1904" style="width: 840px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2019/01/s-l1600.jpg" data-rel="lightbox-gallery-tAzZxEBi" data-rl_title="Sound Blaster PCI-128, diseñada para Windows" data-rl_caption="Sound Blaster PCI-128, diseñada para Windows" title="Sound Blaster PCI-128, diseñada para Windows"><img loading="lazy" decoding="async" class="wp-image-1904 size-large" src="https://blog.krusher.net/wp-content/uploads/2019/01/s-l1600-1024x917.jpg" alt="" width="840" height="752" srcset="https://blog.krusher.net/wp-content/uploads/2019/01/s-l1600-1024x917.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2019/01/s-l1600-300x269.jpg 300w, https://blog.krusher.net/wp-content/uploads/2019/01/s-l1600-768x688.jpg 768w, https://blog.krusher.net/wp-content/uploads/2019/01/s-l1600-1200x1075.jpg 1200w, https://blog.krusher.net/wp-content/uploads/2019/01/s-l1600.jpg 1206w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a><figcaption id="caption-attachment-1904" class="wp-caption-text">Sound Blaster PCI-128, designed for Windows</figcaption></figure>
<p>The ISA bus was present from the first wave of PCs, and with it, it was possible to write to memory or use the computer&#8217;s resources via software interrupts or discrete channels. With PCI, the model shifted to a bus arbitrator, more advanced technologically but completely different, and support was practically limited to <strong>Windows</strong> systems or, at most and for a while, a driver that provided ISA compatibility for <strong>MS-DOS</strong>-designed games. Since <strong>Windows 98</strong> eventually included software compatibility with <strong>Sound Blaster</strong>, it was possible to use almost any sound card, thus delivering the final blow to Creative’s hegemony.</p>
<h2>After the Long Read</h2>
<p>Given the (very) relative success of my article on <a href="https://blog.krusher.net/en/2018/01/sound-chips-that-shaped-video-games/">the most important sound chips in video games</a>, I decided to create one focused on the <strong>MS-DOS</strong> era. It evokes less easy nostalgia, among other things because there are no <strong>Nintendo</strong> games or similar, and sometimes handling and configuring these machines was a real pain in the back.</p>
<p>The claim of brevity was naturally a joke. Books could be written just about the <strong>AdLib</strong>, and I could have extended the history of the PC until I was exhausted. I have tried, however, to condense the most important aspects of the world of sound cards without leaving techniques and technicalities unexplained. I limited myself to the <strong>MS-DOS</strong> era, both because it interests me the most and because it was a time with a unique idiosyncrasy that, fortunately or unfortunately, I lived through.</p>
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<p>Needless to say, comments or corrections are more than welcome, and if anyone wants to share their favorite soundtracks for these important devices, I would be delighted to read them.</p>
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<p>La entrada <a href="https://blog.krusher.net/en/2024/09/the-golden-age-of-sound-cards/">The golden age of sound cards</a> se publicó primero en <a href="https://blog.krusher.net/en">Nobody comes after the last</a>.</p>
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		<title>The most important computers in history</title>
		<link>https://blog.krusher.net/en/2024/09/the-most-important-computers-in-history/</link>
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		<dc:creator><![CDATA[Krusher]]></dc:creator>
		<pubDate>Sat, 14 Sep 2024 19:27:12 +0000</pubDate>
				<category><![CDATA[Computing]]></category>
		<category><![CDATA[Hardware]]></category>
		<category><![CDATA[altair]]></category>
		<category><![CDATA[alto]]></category>
		<category><![CDATA[apollo]]></category>
		<category><![CDATA[c#]]></category>
		<category><![CDATA[computer]]></category>
		<category><![CDATA[eniac]]></category>
		<category><![CDATA[ferranti]]></category>
		<category><![CDATA[ibm]]></category>
		<category><![CDATA[mainframe]]></category>
		<category><![CDATA[manchester]]></category>
		<category><![CDATA[pdp]]></category>
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					<description><![CDATA[<p>We often come across articles about famous computers and lists that include some very beautiful ones, those that sold well, or simply ones that the author likes a lot. Today, I want to present a list of those I consider most important from a technical innovation standpoint, the ones that truly advanced the industry with &#8230; <a href="https://blog.krusher.net/en/2024/09/the-most-important-computers-in-history/" class="more-link">Continue reading<span class="screen-reader-text"> "The most important computers in history"</span></a></p>
<p>La entrada <a href="https://blog.krusher.net/en/2024/09/the-most-important-computers-in-history/">The most important computers in history</a> se publicó primero en <a href="https://blog.krusher.net/en">Nobody comes after the last</a>.</p>
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										<content:encoded><![CDATA[<p>We often come across articles about famous computers and lists that include some very beautiful ones, those that sold well, or simply ones that the author likes a lot. Today, I want to present a list of those I consider most important from a technical innovation standpoint, the ones that truly advanced the industry with new features that set them apart from the rest.</p>
<p><a href="https://blog.krusher.net/en/2024/09/the-most-important-computers-in-history/"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-2753" src="https://blog.krusher.net/wp-content/uploads/2024/09/ordenadores-mas-importantes-de-la-historia.jpg" alt="" width="881" height="563" srcset="https://blog.krusher.net/wp-content/uploads/2024/09/ordenadores-mas-importantes-de-la-historia.jpg 881w, https://blog.krusher.net/wp-content/uploads/2024/09/ordenadores-mas-importantes-de-la-historia-300x192.jpg 300w, https://blog.krusher.net/wp-content/uploads/2024/09/ordenadores-mas-importantes-de-la-historia-768x491.jpg 768w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a></p>
<p>It’s also true that a commercial success can lead to significant advancements, dragging others along, or simply have the merit of bringing them to the masses. Let’s take a look.</p>
<p><span id="more-2775"></span></p>
<h2>ENIAC</h2>
<p>We start at the beginning, almost literally. Completed in 1945, the <strong>Electronic Numerical Integrator and Computer</strong>, as it was formally known, is often cited as the first electronic, digital, programmable, and general-purpose computer in history. <sup class="modern-footnotes-footnote modern-footnotes-footnote--hover-on-desktop ">1</sup> Perhaps the most interesting feature is that it was a Turing Complete machine, meaning it could behave like a theoretical Turing machine. Although this is a rather abstract concept, it serves as a &#8220;certificate&#8221; that the machine could perform any calculation if it had the appropriate resources.</p>
<figure id="attachment_2750" aria-describedby="caption-attachment-2750" style="width: 840px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2024/09/Glen_Beck_and_Betty_Snyder_program_the_ENIAC_in_building_328_at_the_Ballistic_Research_Laboratory.jpg" data-rel="lightbox-gallery-ukv9v0Nl" data-rl_title="El ENIAC en la Universidad de Pensilvania." data-rl_caption="El ENIAC en la Universidad de Pensilvania." title="El ENIAC en la Universidad de Pensilvania."><img loading="lazy" decoding="async" class="size-large wp-image-2750" src="https://blog.krusher.net/wp-content/uploads/2024/09/Glen_Beck_and_Betty_Snyder_program_the_ENIAC_in_building_328_at_the_Ballistic_Research_Laboratory-1024x783.jpg" alt="" width="840" height="642" srcset="https://blog.krusher.net/wp-content/uploads/2024/09/Glen_Beck_and_Betty_Snyder_program_the_ENIAC_in_building_328_at_the_Ballistic_Research_Laboratory-1024x783.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2024/09/Glen_Beck_and_Betty_Snyder_program_the_ENIAC_in_building_328_at_the_Ballistic_Research_Laboratory-300x229.jpg 300w, https://blog.krusher.net/wp-content/uploads/2024/09/Glen_Beck_and_Betty_Snyder_program_the_ENIAC_in_building_328_at_the_Ballistic_Research_Laboratory-768x587.jpg 768w, https://blog.krusher.net/wp-content/uploads/2024/09/Glen_Beck_and_Betty_Snyder_program_the_ENIAC_in_building_328_at_the_Ballistic_Research_Laboratory-1200x917.jpg 1200w, https://blog.krusher.net/wp-content/uploads/2024/09/Glen_Beck_and_Betty_Snyder_program_the_ENIAC_in_building_328_at_the_Ballistic_Research_Laboratory.jpg 1340w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a><figcaption id="caption-attachment-2750" class="wp-caption-text">The ENIAC in Pennsylvania University</figcaption></figure>
<p>Some authors reference the Colossus machine as the first with these characteristics, built from 1943 to 1945. However, it was not a true general-purpose machine, as its purpose was focused on deciphering Lorenz cipher machines, similar to the famous Enigma. Another point against it is that this computer was a state secret until the 1960s.</p>
<p>It should be noted that, although we classify ENIAC as programmable, it was not programmable in the conventional sense. Author <strong>David Alan Grier</strong> (Editor-in-Chief of <strong>IEEE</strong>) describes it as a collection of adders and other arithmetic units controlled by a tangled mess of wires. <sup class="modern-footnotes-footnote modern-footnotes-footnote--hover-on-desktop ">2</sup> Nonetheless, this nearly seven-million-dollar (2024 value) machine (almost half a million in 1946) was thousands of times faster than its predecessors made with electromechanical devices and served the U.S. Army until 1955, primarily for calculating artillery ballistic tables.</p>
<h2>Apollo Guidance Computer</h2>
<p>The highlight of this computer was that it took us to the Moon, obviously. But it also represented a significant technical challenge: miniaturizing a computer enough to be carried on the mission. Remember that devices from the 1940s and 1950s were so large they filled a room of cabinets and consumed large amounts of electricity.</p>
<figure id="attachment_2752" aria-describedby="caption-attachment-2752" style="width: 840px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2024/09/Agc_view-scaled.jpg" data-rel="lightbox-gallery-ukv9v0Nl" data-rl_title="El Apollo Guidance Computer junto a su módulo de entrada de usuario, el DSKY." data-rl_caption="El Apollo Guidance Computer junto a su módulo de entrada de usuario, el DSKY." title="El Apollo Guidance Computer junto a su módulo de entrada de usuario, el DSKY."><img loading="lazy" decoding="async" class="size-large wp-image-2752" src="https://blog.krusher.net/wp-content/uploads/2024/09/Agc_view-1024x701.jpg" alt="" width="840" height="575" srcset="https://blog.krusher.net/wp-content/uploads/2024/09/Agc_view-1024x701.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2024/09/Agc_view-300x205.jpg 300w, https://blog.krusher.net/wp-content/uploads/2024/09/Agc_view-768x526.jpg 768w, https://blog.krusher.net/wp-content/uploads/2024/09/Agc_view-1536x1051.jpg 1536w, https://blog.krusher.net/wp-content/uploads/2024/09/Agc_view-2048x1402.jpg 2048w, https://blog.krusher.net/wp-content/uploads/2024/09/Agc_view-1200x821.jpg 1200w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a><figcaption id="caption-attachment-2752" class="wp-caption-text">The Apollo Guidance Computer with its user input module, the DSKY.</figcaption></figure>
<p>Notably, it was one of the first computers to use integrated circuits, a milestone it shares with the <strong>IBM 360</strong> <sup class="modern-footnotes-footnote modern-footnotes-footnote--hover-on-desktop ">3</sup> and the <strong>SDS 92</strong> <sup class="modern-footnotes-footnote modern-footnotes-footnote--hover-on-desktop ">4</sup>. Another reason for the reduction in size was its wired core memory, which was hand-woven in a tedious process that took eight weeks. It had 2,048 words of RAM and 36,864 of ROM. <sup class="modern-footnotes-footnote modern-footnotes-footnote--hover-on-desktop ">5</sup></p>
<h2>Manchester Ferranti</h2>
<p>The <strong>UNIVAC</strong> is often referenced as the first commercial computer, but it was the <strong>Manchester Ferranti</strong>, also known as the <strong>Mark I</strong>, that beat it by a month, in February 1951. There were two earlier machines, <strong>BINAC</strong> and <strong>Z4</strong>, that could be considered predecessors, but BINAC was electromechanical and not general-purpose, and the Z4 never worked well after installation. <sup class="modern-footnotes-footnote modern-footnotes-footnote--hover-on-desktop ">6</sup></p>
<figure id="attachment_2754" aria-describedby="caption-attachment-2754" style="width: 850px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2024/09/Ferranti-Mark-1-computer-with-some-of-the-many-cupboards-open-and-console-The-hooter.jpg" data-rel="lightbox-gallery-ukv9v0Nl" data-rl_title="La Ferranti Mark 1" data-rl_caption="La Ferranti Mark 1" title="La Ferranti Mark 1"><img loading="lazy" decoding="async" class="size-full wp-image-2754" src="https://blog.krusher.net/wp-content/uploads/2024/09/Ferranti-Mark-1-computer-with-some-of-the-many-cupboards-open-and-console-The-hooter.jpg" alt="" width="850" height="586" srcset="https://blog.krusher.net/wp-content/uploads/2024/09/Ferranti-Mark-1-computer-with-some-of-the-many-cupboards-open-and-console-The-hooter.jpg 850w, https://blog.krusher.net/wp-content/uploads/2024/09/Ferranti-Mark-1-computer-with-some-of-the-many-cupboards-open-and-console-The-hooter-300x207.jpg 300w, https://blog.krusher.net/wp-content/uploads/2024/09/Ferranti-Mark-1-computer-with-some-of-the-many-cupboards-open-and-console-The-hooter-768x529.jpg 768w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a><figcaption id="caption-attachment-2754" class="wp-caption-text">The Ferranti Mark 1</figcaption></figure>
<p>The Ferranti was also the first computer in the world with sound, as it included an instruction to alert the operator with variable time and frequency. In 1951, the BBC even recorded several melodies played by this computer. <sup class="modern-footnotes-footnote modern-footnotes-footnote--hover-on-desktop ">7</sup> Another very interesting achievement was being one of the first computers to have a chess game, albeit a very limited one. It was also programmed with a checkers game in 1952. This unique achievement is shared with machines like the <strong>NIMROD</strong>, about a year earlier. However, this machine only ran the <a href="https://en.wikipedia.org/wiki/Nim" target="_blank" rel="noopener">nim</a> game.</p>
<h2>PDP</h2>
<p>The <strong>PDP</strong> machines from <strong>Digital Equipment Corporation</strong> were pioneers in many ways. The first model, the <strong>PDP-1</strong>, was launched in 1959 and became one of the most iconic symbols of hacker culture. It was also the hardware used for one of the great milestones in video games, <strong>Spacewar!</strong>, in 1962. It was the first time a video game ran on a minicomputer.</p>
<figure id="attachment_2755" aria-describedby="caption-attachment-2755" style="width: 840px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2024/09/PDP_8-S_Digital_Equipment_Corporation_launched_in_1965_TM44346_-_Tekniska_museet_-_Stockholm_Sweden_-_DSC01518-scaled.jpg" data-rel="lightbox-gallery-ukv9v0Nl" data-rl_title="Panel de un PDP-8" data-rl_caption="Panel de un PDP-8" title="Panel de un PDP-8"><img loading="lazy" decoding="async" class="size-large wp-image-2755" src="https://blog.krusher.net/wp-content/uploads/2024/09/PDP_8-S_Digital_Equipment_Corporation_launched_in_1965_TM44346_-_Tekniska_museet_-_Stockholm_Sweden_-_DSC01518-1024x563.jpg" alt="" width="840" height="462" srcset="https://blog.krusher.net/wp-content/uploads/2024/09/PDP_8-S_Digital_Equipment_Corporation_launched_in_1965_TM44346_-_Tekniska_museet_-_Stockholm_Sweden_-_DSC01518-1024x563.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2024/09/PDP_8-S_Digital_Equipment_Corporation_launched_in_1965_TM44346_-_Tekniska_museet_-_Stockholm_Sweden_-_DSC01518-300x165.jpg 300w, https://blog.krusher.net/wp-content/uploads/2024/09/PDP_8-S_Digital_Equipment_Corporation_launched_in_1965_TM44346_-_Tekniska_museet_-_Stockholm_Sweden_-_DSC01518-768x422.jpg 768w, https://blog.krusher.net/wp-content/uploads/2024/09/PDP_8-S_Digital_Equipment_Corporation_launched_in_1965_TM44346_-_Tekniska_museet_-_Stockholm_Sweden_-_DSC01518-1536x844.jpg 1536w, https://blog.krusher.net/wp-content/uploads/2024/09/PDP_8-S_Digital_Equipment_Corporation_launched_in_1965_TM44346_-_Tekniska_museet_-_Stockholm_Sweden_-_DSC01518-2048x1126.jpg 2048w, https://blog.krusher.net/wp-content/uploads/2024/09/PDP_8-S_Digital_Equipment_Corporation_launched_in_1965_TM44346_-_Tekniska_museet_-_Stockholm_Sweden_-_DSC01518-1200x660.jpg 1200w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a><figcaption id="caption-attachment-2755" class="wp-caption-text">Panel of a PDP-8</figcaption></figure>
<p>Indeed, the term minicomputer sounds like a joke, as these were devices that occupied several cabinets. However, the name comes not from their size but from their minimal nature. They were also smaller and cheaper than mainframes, not competing with large systems like IBM. They emerged after the transistor and magnetic core memory revolution, and the honor of being the first of their kind is debated among other minis like the <strong>LINC</strong>, from the same company, or the <strong>TX</strong>s from <strong>Lincoln Laboratory</strong>.</p>
<p>The <strong>PDP-8</strong> model, released in 1965, was the first computer to cost less than $20,000, was the size of a refrigerator, and sold around 50,000 units—a huge number for that time. Among the many operating systems developed, the <strong>8OS</strong> is cited as pioneering the use of the command line as input. It inspired the <strong>CP/M</strong> operating system in the 1970s, which in turn directly inspired <strong>MS-DOS</strong> and similar systems, which made a splash in <strong>IBM PC</strong> architecture. <sup class="modern-footnotes-footnote modern-footnotes-footnote--hover-on-desktop ">8</sup></p>
<p>Talking about the PDPs means talking about <strong>UNIX</strong>, as this operating system was initially designed for the <strong>PDP-7</strong> by <strong>Ken Thompson</strong> and <strong>Dennis Ritchie</strong> in 1969. Not happy with just that, after writing it in assembly language, <strong>Dennis Ritchie</strong> invented the ubiquitous <strong>C</strong> language a couple of years later. Virtually all modern computers derive from the technologies developed for these minis, whether UNIX, C, or the command line, among others.</p>
<figure id="attachment_2756" aria-describedby="caption-attachment-2756" style="width: 840px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2024/09/pdp1.jpg" data-rel="lightbox-gallery-ukv9v0Nl" data-rl_title="PDP-1 en el Museo de la Historia de la Computación en Mountain View, California" data-rl_caption="PDP-1 en el Museo de la Historia de la Computación en Mountain View, California" title="PDP-1 en el Museo de la Historia de la Computación en Mountain View, California"><img loading="lazy" decoding="async" class="size-large wp-image-2756" src="https://blog.krusher.net/wp-content/uploads/2024/09/pdp1-1024x696.jpg" alt="" width="840" height="571" srcset="https://blog.krusher.net/wp-content/uploads/2024/09/pdp1-1024x696.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2024/09/pdp1-300x204.jpg 300w, https://blog.krusher.net/wp-content/uploads/2024/09/pdp1-768x522.jpg 768w, https://blog.krusher.net/wp-content/uploads/2024/09/pdp1-1536x1044.jpg 1536w, https://blog.krusher.net/wp-content/uploads/2024/09/pdp1-1200x816.jpg 1200w, https://blog.krusher.net/wp-content/uploads/2024/09/pdp1.jpg 1608w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a><figcaption id="caption-attachment-2756" class="wp-caption-text">PDP-1 at the Computer History Museum in Mountain View, California</figcaption></figure>
<p>Another significant step forward came with the <strong>PDP-11</strong>, which was the first to be built with UniBus in 1969. This allowed all the computer’s devices to communicate with each other, including memory, enabling Direct Memory Access (DMA) and freeing the central processor for other tasks during operations. It also facilitated data exchange and the development of device drivers.</p>
<h2>Xerox Alto</h2>
<p>The milestones of this <strong>Xerox PARC</strong> computer from 1973 were many. Although it was not the first personal computer in history (that honor goes to the <strong>Kenbak-1</strong>), it was much closer to modern computers than any other gadget created at that time. Certainly, if we need to find a direct predecessor to the philosophy of personal computer interfaces today, we find it in this computer.</p>
<figure id="attachment_2757" aria-describedby="caption-attachment-2757" style="width: 225px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2024/09/Xerox_Alto_mit_Rechner.jpg" data-rel="lightbox-gallery-ukv9v0Nl" data-rl_title="El Xerox Alto" data-rl_caption="El Xerox Alto" title="El Xerox Alto"><img loading="lazy" decoding="async" class="wp-image-2757 size-medium" src="https://blog.krusher.net/wp-content/uploads/2024/09/Xerox_Alto_mit_Rechner-225x300.jpg" alt="" width="225" height="300" srcset="https://blog.krusher.net/wp-content/uploads/2024/09/Xerox_Alto_mit_Rechner-225x300.jpg 225w, https://blog.krusher.net/wp-content/uploads/2024/09/Xerox_Alto_mit_Rechner-768x1024.jpg 768w, https://blog.krusher.net/wp-content/uploads/2024/09/Xerox_Alto_mit_Rechner-1152x1536.jpg 1152w, https://blog.krusher.net/wp-content/uploads/2024/09/Xerox_Alto_mit_Rechner-1536x2048.jpg 1536w, https://blog.krusher.net/wp-content/uploads/2024/09/Xerox_Alto_mit_Rechner-1200x1600.jpg 1200w, https://blog.krusher.net/wp-content/uploads/2024/09/Xerox_Alto_mit_Rechner.jpg 1920w" sizes="auto, (max-width: 225px) 85vw, 225px" /></a><figcaption id="caption-attachment-2757" class="wp-caption-text">The Xerox Alto</figcaption></figure>
<p>Its innovations were substantial: it was the first computer with a graphical interface, the first to have a mouse, the first to use the WYSIWYG philosophy<sup class="modern-footnotes-footnote modern-footnotes-footnote--hover-on-desktop ">9</sup>, the ability to run multiple applications simultaneously, and the first to use the desktop metaphor. It was also the first computer with <strong>Ethernet</strong>. Hats off.</p>
<p><strong>Steve Jobs</strong>&#8216; famous visit to Xerox PARC in 1979 ignited the spark for graphical user interfaces in personal computers. <strong>Apple Computers</strong>’ <strong>Lisa</strong> and <strong>Microsoft Windows</strong> were the fruits of this &#8220;inspiration.&#8221; They might not have gotten it right the first time, but it eventually became the main interface for modern user computing.</p>
<p>It cost $32,000 and was not a commercial success, so it is not as well-known as other Apple or IBM computers; however, it is probably the greatest influence on today&#8217;s personal computers. Its size, being that of a small filing cabinet, didn’t help either.</p>
<h2>Altair 8800</h2>
<p>Sometimes being the first isn’t everything. While the Kenbak-1 was first, and the Xerox Alto was a reference, it was the <strong>MITS Altair 8800</strong> that sparked the home computing era in 1977 with the revolution of the <strong>Intel 8080</strong> processor. This was the first microprocessor cited as having real commercial usefulness for general-purpose computers, beyond embedded applications like calculators. Bear in mind that this processor was the &#8220;inspiration&#8221; for others like the <strong>Zilog Z80</strong>.</p>
<figure id="attachment_2762" aria-describedby="caption-attachment-2762" style="width: 840px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2024/09/CPU_Altair_8800.jpg" data-rel="lightbox-gallery-ukv9v0Nl" data-rl_title="Unidad central del Altair 8800" data-rl_caption="Unidad central del Altair 8800" title="Unidad central del Altair 8800"><img loading="lazy" decoding="async" class="size-large wp-image-2762" src="https://blog.krusher.net/wp-content/uploads/2024/09/CPU_Altair_8800-1024x444.jpg" alt="" width="840" height="364" srcset="https://blog.krusher.net/wp-content/uploads/2024/09/CPU_Altair_8800-1024x444.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2024/09/CPU_Altair_8800-300x130.jpg 300w, https://blog.krusher.net/wp-content/uploads/2024/09/CPU_Altair_8800-768x333.jpg 768w, https://blog.krusher.net/wp-content/uploads/2024/09/CPU_Altair_8800.jpg 1120w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a><figcaption id="caption-attachment-2762" class="wp-caption-text">Central unit of the Altair 8800</figcaption></figure>
<p>Much of its success is due to being featured on the cover of <a href="https://archive.org/details/197501PopularElectronics" target="_blank" rel="noopener">Popular Electronics in January 1975</a> and being sold as a kit to assemble. Also, the first available programming language was <strong>Altair BASIC</strong>, developed by two individuals named <strong>Bill Gates</strong> and <strong>Paul Allen</strong>, who after this event founded a little company known as <strong>Microsoft</strong>. This computer was the first de facto standard in personal computers, with its bus later known as the <strong>S-100</strong>. Since a single motherboard would have been too large, a backplane design was chosen, where cards were inserted in parallel into the bus, a design that became an <strong>IEEE</strong> standard.</p>
<p>A clone of this computer, the <strong>IMSAI 8080</strong>, included a keyboard and monitor, which were optional with the Altair. It was the computer used by the protagonist in the film <strong>WarGames</strong> (<strong>John Badham</strong>, 1983).</p>
<h2>Others</h2>
<p>The reader would not forgive me for not mentioning the following devices.</p>
<ul>
<li><strong>IBM 5150</strong> &#8211; Not the first personal computer, but the first IBM PC in history, in 1981. The vast majority of personal computers still use this old architecture. Not bad, right?</li>
<li><strong>IBM S/360</strong> &#8211; The true commercial mainframe from 1964. Its architecture still echoes in IBM’s current Z series and was among the first computers to use integrated circuits. A major market success. It was also one of the first machines to be emulated in later mainframes of the brand.</li>
<li><strong>TRS-80, Apple II, Commodore PET</strong> &#8211; The 1977 triad. These three computers were responsible for popularizing computing, at least in the United States, where the economy allowed it. They were introduced into schools, home computers began to emerge, and true competition in personal computing started.</li>
<li><strong>Commodore 64</strong> &#8211; Although this title is contested, since 1982 it has been the best-selling computer model of all time. None of its successors matched the overwhelming success of the C64, not even the <strong>Amiga</strong> line with its outstanding multimedia capabilities.</li>
<li><strong>NeXT Cube</strong> &#8211; Steve Jobs&#8217; parallel project to Apple, launched in 1988. It was where the <strong>WWW</strong> was invented, as well as the <strong>PostScript</strong> standard. Packed with features and with a rather high price, it is now a highly sought-after item. Its operating system was the basis for modern <strong>Mac OS</strong> (then OS X).</li>
<li><strong>IBM 5100</strong> &#8211; Considered the precursor to the <strong>IBM PC</strong>, in 1975. Personal, portable, and considered a pocket mainframe due to its emulation capabilities. It is also sought after by <a href="https://en.wikipedia.org/wiki/John_Titor" target="_blank" rel="noopener">time travelers</a>. <img src="https://s.w.org/images/core/emoji/15.1.0/72x72/1f642.png" alt="🙂" class="wp-smiley" style="height: 1em; max-height: 1em;" /></li>
<li><strong>Cray I</strong> &#8211; The original supercomputer concept from 1976. Its vector central processing unit earned it many accolades from the industry and was one of the first computers with a very attractive design. At a price of $5 to $8 million, it was not for everyone.</li>
</ul>
<h2>Final Words</h2>
<p>What do you think of the list? I tried to keep it brief and focus more on innovation than mere commercial success, but in the end, the first to sell often gets (or tends to get) the credit. Do you miss any computers or interesting facts? Let me know in the comments.</p>
<h3 class="modern-footnotes-list-heading ">Referencias</h3><div>1&nbsp;&nbsp;&nbsp;&nbsp;<a target="_new" rel="noopener">https://web.archive.org/web/20120308160220/https://www.phy.ornl.gov/csep/ov/node10.html</a></div><div>2&nbsp;&nbsp;&nbsp;&nbsp;<a target="_new" rel="noopener">https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&amp;arnumber=1331249</a></div><div>3&nbsp;&nbsp;&nbsp;&nbsp;<a target="_new" rel="noopener">https://www.guinnessworldrecords.com/world-records/first-computer-to-use-integrated-circuits#:~:text=In%201964%2C%20the%20IBM%20360,computer%20to%20use%20integrated%20circuits.</a></div><div>4&nbsp;&nbsp;&nbsp;&nbsp;<a target="_new" rel="noopener">https://historyofcomputercommunications.info/section/2.20/the-integrated-circuit-1959/#fn86</a></div><div>5&nbsp;&nbsp;&nbsp;&nbsp;<a target="_new" rel="noopener">https://www.righto.com/2019/07/software-woven-into-wire-core-rope-and.html</a></div><div>6&nbsp;&nbsp;&nbsp;&nbsp;<a target="_new" rel="noopener">https://web.archive.org/web/20080804005753/http://www.palosverdes.com/lasthurrah/binac-description.html</a></div><div>7&nbsp;&nbsp;&nbsp;&nbsp;<a target="_new" rel="noopener">https://curation.cs.manchester.ac.uk/digital60/www.digital60.org/anniversary/digital_music.html</a></div><div>8&nbsp;&nbsp;&nbsp;&nbsp;<a target="_new" rel="noopener">https://liam-on-linux.livejournal.com/81341.html</a></div><div>9&nbsp;&nbsp;&nbsp;&nbsp;What you see is what you get</div><p>La entrada <a href="https://blog.krusher.net/en/2024/09/the-most-important-computers-in-history/">The most important computers in history</a> se publicó primero en <a href="https://blog.krusher.net/en">Nobody comes after the last</a>.</p>
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		<title>Graphics cards of the IBM era</title>
		<link>https://blog.krusher.net/en/2018/09/graphics-cards-of-the-ibm-era/</link>
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		<dc:creator><![CDATA[Krusher]]></dc:creator>
		<pubDate>Tue, 04 Sep 2018 18:25:08 +0000</pubDate>
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					<description><![CDATA[<p>Not all computers were created equal. Some were born to educate, others for playing and in the case of the IBM PC it was for business. This has been already discussed in my famous article about golden age of sound cards. This time we will focus in the graphical aspect of the ancient and ubiquitous computer &#8230; <a href="https://blog.krusher.net/en/2018/09/graphics-cards-of-the-ibm-era/" class="more-link">Continue reading<span class="screen-reader-text"> "Graphics cards of the IBM era"</span></a></p>
<p>La entrada <a href="https://blog.krusher.net/en/2018/09/graphics-cards-of-the-ibm-era/">Graphics cards of the IBM era</a> se publicó primero en <a href="https://blog.krusher.net/en">Nobody comes after the last</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Not all computers were created equal. Some were born to educate, others for playing and in the case of the <strong>IBM PC</strong> it was for business. This has been already discussed in my famous article about <a href="https://blog.krusher.net/en/2024/09/the-golden-age-of-sound-cards/" target="_blank" rel="noopener">golden age of sound cards</a>. This time we will focus in the graphical aspect of the ancient and ubiquitous computer of the Big Blue. <strong>CGA</strong>, <strong>EGA</strong>, <strong>VGA</strong>&#8230; does it ring a bell to you?</p>
<p><a href="https://blog.krusher.net/2018/08/tarjetas-graficas-de-la-era-ibm/"><img loading="lazy" decoding="async" class="aligncenter wp-image-2174 size-full" src="https://blog.krusher.net/wp-content/uploads/2018/08/tarjetas-graficas-de-la-era-ibm-ddunvn.jpg" alt="" width="900" height="527" srcset="https://blog.krusher.net/wp-content/uploads/2018/08/tarjetas-graficas-de-la-era-ibm-ddunvn.jpg 900w, https://blog.krusher.net/wp-content/uploads/2018/08/tarjetas-graficas-de-la-era-ibm-ddunvn-300x176.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/08/tarjetas-graficas-de-la-era-ibm-ddunvn-768x450.jpg 768w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a></p>
<p>Unlike contemporary home computers, PC architecture didn&#8217;t use an integrated graphics chipset, it would use expansion cards to undertake graphical tasks. This &#8211;along with its philosophy of a more-or-less open architecture&#8211; would result in many solutions coming into existence along its lifetime. I&#8217;ve devoured quite a lot of old computer magazine pages and thus my impressions.</p>
<p><span id="more-2195"></span></p>
<figure id="attachment_1866" aria-describedby="caption-attachment-1866" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2019/01/Ibm_pc_5150.jpg" data-rel="lightbox-gallery-LqD2tr8d" data-rl_title="Este es el PC original. Se parece más a una caja del Corte Inglés que a un ordenador." data-rl_caption="Este es el PC original. Se parece más a una caja del Corte Inglés que a un ordenador." title="Este es el PC original. Se parece más a una caja del Corte Inglés que a un ordenador."><img loading="lazy" decoding="async" class="wp-image-1866 size-medium" src="https://blog.krusher.net/wp-content/uploads/2019/01/Ibm_pc_5150-300x279.jpg" alt="" width="300" height="279" srcset="https://blog.krusher.net/wp-content/uploads/2019/01/Ibm_pc_5150-300x279.jpg 300w, https://blog.krusher.net/wp-content/uploads/2019/01/Ibm_pc_5150-768x714.jpg 768w, https://blog.krusher.net/wp-content/uploads/2019/01/Ibm_pc_5150-1024x951.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2019/01/Ibm_pc_5150-1200x1115.jpg 1200w, https://blog.krusher.net/wp-content/uploads/2019/01/Ibm_pc_5150.jpg 1920w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-1866" class="wp-caption-text">This is the original PC. It looks more like a cash register than a computer.</figcaption></figure>
<p>When the first <strong>PC</strong> was released in 1981 it was offered with two different graphics controllers: <strong>Monochrome Display Adapter</strong> (MDA) and <strong>Color Graphics Adapter</strong> (CGA). Both based upon <strong>Motorola 6845</strong>, a chip managed and generated video signals, that would end up in computers like <strong>BBC Micro</strong> and <strong>Amstrad CPC</strong>. In fact it was used for other PC video adapters that we will see soon.</p>
<h2>Monochrome Display Adapter</h2>
<p>The mother of all <strong>PC</strong> graphics cards is no other than the MDA, and it&#8217;s often quoted as one of the reasons of his success in business applications. It is, as its very name indicates, monochromatic display adapter, with an ISA 8-bit connection, and allows to output a character matrix of 80 by 24.</p>
<figure id="attachment_2117" aria-describedby="caption-attachment-2117" style="width: 840px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/08/IBM_PC_Original_Monochrome_Display_and_Parallel_Printer_Adapter.jpg" data-rel="lightbox-gallery-LqD2tr8d" data-rl_title="La genuina y original Monochrome Display Adaptar de IBM." data-rl_caption="La genuina y original Monochrome Display Adaptar de IBM." title="La genuina y original Monochrome Display Adaptar de IBM."><img loading="lazy" decoding="async" class="wp-image-2117 size-large" src="https://blog.krusher.net/wp-content/uploads/2018/08/IBM_PC_Original_Monochrome_Display_and_Parallel_Printer_Adapter-1024x364.jpg" alt="" width="840" height="299" srcset="https://blog.krusher.net/wp-content/uploads/2018/08/IBM_PC_Original_Monochrome_Display_and_Parallel_Printer_Adapter-1024x364.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2018/08/IBM_PC_Original_Monochrome_Display_and_Parallel_Printer_Adapter-300x107.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/08/IBM_PC_Original_Monochrome_Display_and_Parallel_Printer_Adapter-768x273.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/08/IBM_PC_Original_Monochrome_Display_and_Parallel_Printer_Adapter-1200x426.jpg 1200w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a><figcaption id="caption-attachment-2117" class="wp-caption-text">Genuine and original IBM Monochrome Display Adapter.</figcaption></figure>
<p>Well, truth be said &#8220;graphics card&#8221; is quite over its head, but &#8220;texts card&#8221; doesn&#8217;t fit either. Although its real resolution was 720×350 pixels (80×25 characters of 9&#215;14 pixels) its small memory of 4K wouldn&#8217;t allow to address each pixel individually, although it would allow attributes like underlined or blinking. Thus its only display mode was text. Even then it was more than enough for a professional usage like a spreadsheet or a text processor, in fact its great picture quality made it even more popular than her sister in arms.</p>
<figure id="attachment_2118" aria-describedby="caption-attachment-2118" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/08/ibm-mda-nightfallcrew.jpg" data-rel="lightbox-gallery-LqD2tr8d" data-rl_title="El MDA en toda su gloria. Imagen cortesía de nightfallcrew.com" data-rl_caption="El MDA en toda su gloria. Imagen cortesía de nightfallcrew.com" title="El MDA en toda su gloria. Imagen cortesía de nightfallcrew.com"><img loading="lazy" decoding="async" class="size-medium wp-image-2118" src="https://blog.krusher.net/wp-content/uploads/2018/08/ibm-mda-nightfallcrew-300x300.jpg" alt="" width="300" height="300" srcset="https://blog.krusher.net/wp-content/uploads/2018/08/ibm-mda-nightfallcrew-300x300.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/08/ibm-mda-nightfallcrew-150x150.jpg 150w, https://blog.krusher.net/wp-content/uploads/2018/08/ibm-mda-nightfallcrew-768x768.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/08/ibm-mda-nightfallcrew.jpg 796w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-2118" class="wp-caption-text">MDA in all its glory. Image courtesy of nightfallcrew.com</figcaption></figure>
<p>The display monitor and the card had a digital TTL connection, with two pins for the video signal (to transmit the intensity attribute) and two for vertical and horizontal synchrony. Screen refresh was fixed at 50 Hz and had two knobs for bright and contrast. Green phosphor screen, image of the computers since 60s until the 80s, gave a note of sobriety.</p>
<figure id="attachment_2142" aria-describedby="caption-attachment-2142" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/08/IBM-PC-DOS-2.10_monochrome.jpg" data-rel="lightbox-gallery-LqD2tr8d" data-rl_title="¿Estás ahí, Neo?" data-rl_caption="¿Estás ahí, Neo?" title="¿Estás ahí, Neo?"><img loading="lazy" decoding="async" class="size-medium wp-image-2142" src="https://blog.krusher.net/wp-content/uploads/2018/08/IBM-PC-DOS-2.10_monochrome-300x229.jpg" alt="" width="300" height="229" srcset="https://blog.krusher.net/wp-content/uploads/2018/08/IBM-PC-DOS-2.10_monochrome-300x229.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/08/IBM-PC-DOS-2.10_monochrome-768x587.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/08/IBM-PC-DOS-2.10_monochrome-1024x782.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2018/08/IBM-PC-DOS-2.10_monochrome.jpg 1054w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-2142" class="wp-caption-text">Are you there, Neo?</figcaption></figure>
<p>A known and curious fact is that the <strong>Monochrome Display and Printer Adapter</strong>, as it was officially named, included a parallel port for the printer.</p>

<a href='https://blog.krusher.net/wp-content/uploads/2018/08/orchid-anuncio-1982.jpg' title="Anuncio de la Orchid en 1982, clon de la MDA" data-rl_title="Anuncio de la Orchid en 1982, clon de la MDA" class="rl-gallery-link" data-rl_caption="Anuncio de la Orchid en 1982, clon de la MDA" data-rel="lightbox-gallery-7"><img loading="lazy" decoding="async" width="150" height="150" src="https://blog.krusher.net/wp-content/uploads/2018/08/orchid-anuncio-1982-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" /></a>

<h2>Color Graphics Adapter</h2>
<p>The <strong>CGA</strong> was released to market at the same time to <strong>IBM PC</strong> and <strong>MDA</strong>. It didn&#8217;t include its high resolution text mode of his suited up sister, but its 16 KB memory would allow it to use a resolution of 640×200 in black and white or 320×200 at four colours of three fixed palettes. It included text modes with 16 colours, although not as nice as <strong>MDA</strong>&#8216;s.</p>
<figure id="attachment_2131" aria-describedby="caption-attachment-2131" style="width: 840px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/08/734_color_graphics_motorola_mc6845p_top_hq.jpg" data-rel="lightbox-gallery-LqD2tr8d" data-rl_title="La tarjeta de gráficos a color original de IBM, CGA." data-rl_caption="La tarjeta de gráficos a color original de IBM, CGA." title="La tarjeta de gráficos a color original de IBM, CGA."><img loading="lazy" decoding="async" class="size-large wp-image-2131" src="https://blog.krusher.net/wp-content/uploads/2018/08/734_color_graphics_motorola_mc6845p_top_hq-1024x311.jpg" alt="" width="840" height="255" srcset="https://blog.krusher.net/wp-content/uploads/2018/08/734_color_graphics_motorola_mc6845p_top_hq-1024x311.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2018/08/734_color_graphics_motorola_mc6845p_top_hq-300x91.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/08/734_color_graphics_motorola_mc6845p_top_hq-768x234.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/08/734_color_graphics_motorola_mc6845p_top_hq-1200x365.jpg 1200w, https://blog.krusher.net/wp-content/uploads/2018/08/734_color_graphics_motorola_mc6845p_top_hq.jpg 1598w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a><figcaption id="caption-attachment-2131" class="wp-caption-text">IBM&#8217;s original colour graphics card, the CGA.</figcaption></figure>
<p>Needless to say that it was the most logical approach to playful applications, and except some text mode games almost every <strong>PC</strong> game supported it to display graphics. In fact it had support in games for at least 10 years after, like <strong>Son of the Empire</strong> (<strong>Action Sixteen</strong>) in the anno domini of 1992. Even <strong>Windows 3.0</strong> (<strong>Microsoft</strong>, 1990) could work with the CGA.</p>
<figure id="attachment_2148" aria-describedby="caption-attachment-2148" style="width: 640px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/08/simcity-cga-monocromo.png" data-rel="lightbox-gallery-LqD2tr8d" data-rl_title="Sim City (Maxis, 1989) en el modo de alta resolución monocromático" data-rl_caption="Sim City (Maxis, 1989) en el modo de alta resolución monocromático" title="Sim City (Maxis, 1989) en el modo de alta resolución monocromático"><img loading="lazy" decoding="async" class="size-full wp-image-2148" src="https://blog.krusher.net/wp-content/uploads/2018/08/simcity-cga-monocromo.png" alt="" width="640" height="400" srcset="https://blog.krusher.net/wp-content/uploads/2018/08/simcity-cga-monocromo.png 640w, https://blog.krusher.net/wp-content/uploads/2018/08/simcity-cga-monocromo-300x188.png 300w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 984px) 61vw, (max-width: 1362px) 45vw, 600px" /></a><figcaption id="caption-attachment-2148" class="wp-caption-text">Sim City (Maxis, 1989) in the high resolution monochrome mode</figcaption></figure>
<p>The <strong>CGA</strong> card could use the same DE9 connector that MDA used, except that instead of using two TTL pins it had four (RGBi), which gave us a digital connection with synchrony and 16 colours. Everything at a fixed frequency of 60 Hz. Curiously enough one of the pins was used as a 12V output to the monitor, which mostly didn&#8217;t use.</p>
<figure id="attachment_2132" aria-describedby="caption-attachment-2132" style="width: 640px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/08/prince-of-persia-cga.png" data-rel="lightbox-gallery-LqD2tr8d" data-rl_title="Prince of Persia versión CGA (Jordan Mechner, 1990)" data-rl_caption="Prince of Persia versión CGA (Jordan Mechner, 1990)" title="Prince of Persia versión CGA (Jordan Mechner, 1990)"><img loading="lazy" decoding="async" class="size-full wp-image-2132" src="https://blog.krusher.net/wp-content/uploads/2018/08/prince-of-persia-cga.png" alt="" width="640" height="480" srcset="https://blog.krusher.net/wp-content/uploads/2018/08/prince-of-persia-cga.png 640w, https://blog.krusher.net/wp-content/uploads/2018/08/prince-of-persia-cga-300x225.png 300w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 984px) 61vw, (max-width: 1362px) 45vw, 600px" /></a><figcaption id="caption-attachment-2132" class="wp-caption-text">Prince of Persia in CGA (Jordan Mechner, 1990)</figcaption></figure>
<p>Along with the RGBi TTL connection one of the most interesting features of CGA cards was its NTSC video analogue output, as a composite video RCA connection. Frankly its colours were not marvelous, and they tend to blend and mix with each other. It was after all &#8220;Never Twice Same Color&#8221; composite video, no less. This could nevertheless be used as an advantage, allowing way more apparent colours when adjacent pixels blended to its adjacents generate &#8220;new&#8221;. Our friend <a href="https://www.youtube.com/channel/UC8uT9cgJorJPWu7ITLGo9Ww" target="_blank" rel="noopener">8-Bit guy</a> explains it way better on his channel.</p>
<p><iframe loading="lazy" title="CGA Graphics - Not as bad as you thought!" width="840" height="473" src="https://www.youtube.com/embed/niKblgZupOc?start=371&#038;feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>Over the years many new complex techniques were released to use more and more colours than initially designed, up to 1024 in the <strong>8088 MPH</strong> (<strong>Hornet &amp; CRTC &amp; Desire, 2015</strong>) demo. Apparently when manipulating very carefully video synchronisms, accessing not documented video modes and programming at a very low level, we could made amazing tricks with this hardware. It was naturally not very practical, but there came nothing.</p>
<figure id="attachment_2143" aria-describedby="caption-attachment-2143" style="width: 713px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/08/comander-keen-cga-composite.jpg" data-rel="lightbox-gallery-LqD2tr8d" data-rl_title="A costa de tiempo de proceso se podían hacer locuras con el modo de vídeo compuesto. En la imagen el Comander Keen IV (id Software, 1991)" data-rl_caption="A costa de tiempo de proceso se podían hacer locuras con el modo de vídeo compuesto. En la imagen el Comander Keen IV (id Software, 1991)" title="A costa de tiempo de proceso se podían hacer locuras con el modo de vídeo compuesto. En la imagen el Comander Keen IV (id Software, 1991)"><img loading="lazy" decoding="async" class="size-full wp-image-2143" src="https://blog.krusher.net/wp-content/uploads/2018/08/comander-keen-cga-composite.jpg" alt="" width="713" height="505" srcset="https://blog.krusher.net/wp-content/uploads/2018/08/comander-keen-cga-composite.jpg 713w, https://blog.krusher.net/wp-content/uploads/2018/08/comander-keen-cga-composite-300x212.jpg 300w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 984px) 61vw, (max-width: 1362px) 45vw, 600px" /></a><figcaption id="caption-attachment-2143" class="wp-caption-text">You could do crazy stuff with the composite video mode, at the expense of CPU time. Pictured: Commander Keen IV (id Software, 1991)</figcaption></figure>
<p>Due to <strong>MDA</strong> and <strong>CGA</strong> using different computer resources it was technically possible to use both simultaneously. The spreadsheet par excellence, <strong>Lotus 1-2-3</strong> (<strong>Lotus Software</strong>, 1993) wrote directly into memory and made it possible to use both monochrome monitor to display text and colour monitor for graphics, at the same time. Although this feature wasn&#8217;t throughoutly used this software was one the PC success at mid term, and an important benchmark to determine whether a computer can be considered &#8220;compatible&#8221;.</p>
<h2>Hercules Graphics Card</h2>
<p>This card was, if not the first made by a third party, first doing so with a considerably commercial success. Basically it&#8217;s a card compatible with the <strong>IBM Monochrome Display Adapter</strong> that could address pixel by pixel a 720×350 resolution, thanks to its 64 KB memory, and could display high quality monochrome graphics, everything with the PC supplied monitor. Technically last two lines were not addressable, so the resolution in the end was a more-than-decent 720×348 pixels.</p>
<figure id="attachment_2133" aria-describedby="caption-attachment-2133" style="width: 840px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/08/Hercules_Graphics_Card.jpg" data-rel="lightbox-gallery-LqD2tr8d" data-rl_title="Tarjeta gráfica Hercules" data-rl_caption="Tarjeta gráfica Hercules" title="Tarjeta gráfica Hercules"><img loading="lazy" decoding="async" class="size-large wp-image-2133" src="https://blog.krusher.net/wp-content/uploads/2018/08/Hercules_Graphics_Card-1024x480.jpg" alt="" width="840" height="394" srcset="https://blog.krusher.net/wp-content/uploads/2018/08/Hercules_Graphics_Card-1024x480.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2018/08/Hercules_Graphics_Card-300x141.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/08/Hercules_Graphics_Card-768x360.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/08/Hercules_Graphics_Card.jpg 1074w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a><figcaption id="caption-attachment-2133" class="wp-caption-text">Hercules Graphics Card</figcaption></figure>
<p>It wasn&#8217;t a broadly supported card as the &#8220;officials&#8221;, but there was a cohort of games that could make use of it, like many from <strong>LucasArts</strong> or <strong>Sierra On-Line</strong>, famous for working even in microwave ovens. This card launch retail price of 500 american dollars, equivalent to around 1.300 in 2018.</p>
<figure id="attachment_2171" aria-describedby="caption-attachment-2171" style="width: 840px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/08/maniac-mansion-1987-hercules.jpg" data-rel="lightbox-gallery-LqD2tr8d" data-rl_title="Maniac Mansion (LucasFilm, 1987) tal como se veía en Hercules" data-rl_caption="Maniac Mansion (LucasFilm, 1987) tal como se veía en Hercules" title="Maniac Mansion (LucasFilm, 1987) tal como se veía en Hercules"><img loading="lazy" decoding="async" class="size-large wp-image-2171" src="https://blog.krusher.net/wp-content/uploads/2018/08/maniac-mansion-1987-hercules-1024x576.jpg" alt="" width="840" height="473" srcset="https://blog.krusher.net/wp-content/uploads/2018/08/maniac-mansion-1987-hercules-1024x576.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2018/08/maniac-mansion-1987-hercules-300x169.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/08/maniac-mansion-1987-hercules-768x432.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/08/maniac-mansion-1987-hercules-1200x675.jpg 1200w, https://blog.krusher.net/wp-content/uploads/2018/08/maniac-mansion-1987-hercules.jpg 1600w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a><figcaption id="caption-attachment-2171" class="wp-caption-text">Maniac Mansion (LucasFilm, 1987) as seen in a Hercules</figcaption></figure>
<p>It was possible, nevertheless, to emulate a <strong>CGA</strong> card to have better software compatibility not directly supporting this card. Some late models would include hardware emulation but the usual at the time was to use emulators as <strong>SIMCGA</strong>, which was basically bruteforce: it copied as fast as it could memory from <strong>CGA</strong> area (wrote by programs through the BIOS) to <strong>Hercules</strong>&#8216; in real time. It didn&#8217;t work fantastically, especially with programs that would write directly on the memory, but was better than nothing. Software that worked did so displaying dither instead of colours, of course. Despite its advantages I really could have used that <strong>SIMCGA</strong> when this was the first graphics card that I had&#8230;</p>
<figure id="attachment_2171" aria-describedby="caption-attachment-2171" style="width: 1600px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/08/maniac-mansion-1987-hercules.jpg" data-rel="lightbox-gallery-LqD2tr8d" data-rl_title="Maniac Mansion (LucasFilm, 1987) tal como se veía en Hercules" data-rl_caption="Maniac Mansion (LucasFilm, 1987) tal como se veía en Hercules" title="Maniac Mansion (LucasFilm, 1987) tal como se veía en Hercules"><img loading="lazy" decoding="async" class="size-full wp-image-2171" src="https://blog.krusher.net/wp-content/uploads/2018/08/maniac-mansion-1987-hercules.jpg" alt="" width="1600" height="900" srcset="https://blog.krusher.net/wp-content/uploads/2018/08/maniac-mansion-1987-hercules.jpg 1600w, https://blog.krusher.net/wp-content/uploads/2018/08/maniac-mansion-1987-hercules-300x169.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/08/maniac-mansion-1987-hercules-768x432.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/08/maniac-mansion-1987-hercules-1024x576.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2018/08/maniac-mansion-1987-hercules-1200x675.jpg 1200w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a><figcaption id="caption-attachment-2171" class="wp-caption-text">Maniac Mansion Enhanced (LucasFilm Games, 1989) in Hercules Mode</figcaption></figure>
<p>In parallel to <strong>Hercules</strong> some other with similar features were released, as <strong>Orchid Graphics Adapter</strong> or <strong>Plantronics Colorplus</strong>. In the case of <strong>Colorplus</strong> there were hardware CGA compatibility, but neither were quite a commercial success or had important software support.</p>

<a href='https://blog.krusher.net/wp-content/uploads/2018/08/anuncio_hercules.jpg' title="Anuncio de la Hercules" data-rl_title="Anuncio de la Hercules" class="rl-gallery-link" data-rl_caption="Anuncio de la Hercules" data-rel="lightbox-gallery-8"><img loading="lazy" decoding="async" width="150" height="150" src="https://blog.krusher.net/wp-content/uploads/2018/08/anuncio_hercules-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" /></a>
<a href='https://blog.krusher.net/wp-content/uploads/2018/08/anuncio_hercules_2.jpg' title="Anuncio de la Hercules" data-rl_title="Anuncio de la Hercules" class="rl-gallery-link" data-rl_caption="Anuncio de la Hercules" data-rel="lightbox-gallery-8"><img loading="lazy" decoding="async" width="150" height="150" src="https://blog.krusher.net/wp-content/uploads/2018/08/anuncio_hercules_2-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" /></a>

<h2>IBM PCJr y Tandy 1000</h2>
<p><strong>PCJr</strong> was very anticipated, and many professionals and amateurs were interested in a home oriented PC as opposed to the business oriented main line. The result was the <strong>PCJr</strong>, released in 1984 and was mostly compatible with the <strong>PC</strong> and <strong>PC XT</strong>, its older brothers. Its differences began with a chiclet keyboard, its sound chip and ended with having 128 KB of RAM, so the most demanding PC programs couldn&#8217;t be run. In the graphics aspect it possesed the new <strong>Video Gate Array</strong> (not to be confused with the later <strong>VGA</strong>), better known as <strong>CGA Plus</strong>.</p>
<figure id="attachment_1872" aria-describedby="caption-attachment-1872" style="width: 245px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2019/01/Ibm_pcjr_with_display.jpg" data-rel="lightbox-gallery-LqD2tr8d" data-rl_title="PCjr con monitor" data-rl_caption="PCjr con monitor" title="PCjr con monitor"><img loading="lazy" decoding="async" class="wp-image-1872 size-medium" src="https://blog.krusher.net/wp-content/uploads/2019/01/Ibm_pcjr_with_display-245x300.jpg" alt="" width="245" height="300" srcset="https://blog.krusher.net/wp-content/uploads/2019/01/Ibm_pcjr_with_display-245x300.jpg 245w, https://blog.krusher.net/wp-content/uploads/2019/01/Ibm_pcjr_with_display-768x941.jpg 768w, https://blog.krusher.net/wp-content/uploads/2019/01/Ibm_pcjr_with_display-836x1024.jpg 836w, https://blog.krusher.net/wp-content/uploads/2019/01/Ibm_pcjr_with_display.jpg 1200w" sizes="auto, (max-width: 245px) 85vw, 245px" /></a><figcaption id="caption-attachment-1872" class="wp-caption-text">PCjr con monitor</figcaption></figure>
<p>Differences with Color Graphics Adapter were mostly being able to use more colours at the same resolution: 16 colours at 320×200 and 4 at 640×200 pixels, although it didn&#8217;t had to be fixed palettes. Another not so desirable feature was having its 128 KB of RAM shared with the system memory, making this computer slower than others with the same processor. None of its features saved it from being one of the most important flops in modern commercial computing.</p>
<figure id="attachment_2147" aria-describedby="caption-attachment-2147" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/08/pcjr-flight-simulator.jpg" data-rel="lightbox-gallery-LqD2tr8d" data-rl_title="Microsoft Flight Simulator en el PCJr (1983)" data-rl_caption="Microsoft Flight Simulator en el PCJr (1983)" title="Microsoft Flight Simulator en el PCJr (1983)"><img loading="lazy" decoding="async" class="size-medium wp-image-2147" src="https://blog.krusher.net/wp-content/uploads/2018/08/pcjr-flight-simulator-300x215.jpg" alt="" width="300" height="215" srcset="https://blog.krusher.net/wp-content/uploads/2018/08/pcjr-flight-simulator-300x215.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/08/pcjr-flight-simulator-768x550.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/08/pcjr-flight-simulator.jpg 1014w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-2147" class="wp-caption-text">Microsoft Flight Simulator at the PCJr (1983)</figcaption></figure>
<p>Few games were released for this platform. Most interesting were, of course, <strong>Sierra On-Line</strong> adventures. The chief example being <strong>King Quest</strong> (1984) which was released in disks, even though the expected main memory was ROM cartridges.</p>
<figure id="attachment_2154" aria-describedby="caption-attachment-2154" style="width: 640px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/08/king-quest-tandy.png" data-rel="lightbox-gallery-LqD2tr8d" data-rl_title="King Quest (Sierra On-Line, 1983) en Tandy Graphics Adapter" data-rl_caption="King Quest (Sierra On-Line, 1983) en Tandy Graphics Adapter" title="King Quest (Sierra On-Line, 1983) en Tandy Graphics Adapter"><img loading="lazy" decoding="async" class="size-full wp-image-2154" src="https://blog.krusher.net/wp-content/uploads/2018/08/king-quest-tandy.png" alt="" width="640" height="400" srcset="https://blog.krusher.net/wp-content/uploads/2018/08/king-quest-tandy.png 640w, https://blog.krusher.net/wp-content/uploads/2018/08/king-quest-tandy-300x188.png 300w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 984px) 61vw, (max-width: 1362px) 45vw, 600px" /></a><figcaption id="caption-attachment-2154" class="wp-caption-text">King Quest (Sierra On-Line, 1983) in Tandy Graphics Adapter</figcaption></figure>
<p>This computer natural relay was taken by the <strong>Tandy Corporation</strong>, with its <strong>Tandy 1000</strong>. Its graphics card was named, of course, <strong>Tandy Graphics Adapter</strong>. Even though it offered same features that <strong>CGA Plus</strong> (including the fact of sharing its memory with the system) they were not directly compatible, and software running in the other usually yielded not the best results: blank lines, some displaced ones, etc. But it wasn&#8217;t that bad, since almost nobody missed the <strong>PCJr</strong> and the software was usually written for the <strong>TGA</strong>.</p>

<a href='https://blog.krusher.net/wp-content/uploads/2018/01/tandy1000-anuncio2.jpg' title="Anuncio más formalito del Tandy 1000" data-rl_title="Anuncio más formalito del Tandy 1000" class="rl-gallery-link" data-rl_caption="Anuncio más formalito del Tandy 1000" data-rel="lightbox-gallery-9"><img loading="lazy" decoding="async" width="150" height="150" src="https://blog.krusher.net/wp-content/uploads/2018/01/tandy1000-anuncio2-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" /></a>
<a href='https://blog.krusher.net/wp-content/uploads/2018/01/pcjr-1.jpg' title="Anuncio del PCjr, de Popular Science de 1984" data-rl_title="Anuncio del PCjr, de Popular Science de 1984" class="rl-gallery-link" data-rl_caption="Anuncio del PCjr, de Popular Science de 1984" data-rel="lightbox-gallery-9"><img loading="lazy" decoding="async" width="150" height="150" src="https://blog.krusher.net/wp-content/uploads/2018/01/pcjr-1-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" /></a>
<a href='https://blog.krusher.net/wp-content/uploads/2018/01/tandy1000-anuncio.jpg' title="Bill Bixby encarnó a Hulk hace casi 4 décadas y también trató de vendernos el Tandy 1000" data-rl_title="Bill Bixby encarnó a Hulk hace casi 4 décadas y también trató de vendernos el Tandy 1000" class="rl-gallery-link" data-rl_caption="Bill Bixby encarnó a Hulk hace casi 4 décadas y también trató de vendernos el Tandy 1000" data-rel="lightbox-gallery-9"><img loading="lazy" decoding="async" width="150" height="150" src="https://blog.krusher.net/wp-content/uploads/2018/01/tandy1000-anuncio-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" /></a>
<a href='https://blog.krusher.net/wp-content/uploads/2019/01/Tandy-1000SX-First-Advertisement.jpg' title="Publicidad del Tandy 1000, toda una hagiografía de sus características" data-rl_title="Publicidad del Tandy 1000, toda una hagiografía de sus características" class="rl-gallery-link" data-rl_caption="Publicidad del Tandy 1000, toda una hagiografía de sus características" data-rel="lightbox-gallery-9"><img loading="lazy" decoding="async" width="150" height="150" src="https://blog.krusher.net/wp-content/uploads/2019/01/Tandy-1000SX-First-Advertisement-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" /></a>

<h2>Professional Graphics Controller</h2>
<p>Even when <strong>PC</strong> was a very capable machine in enterprise applications its graphical features weren&#8217;t otherworldly. Since 1984, however, <strong>IBM</strong> began making and selling this card, also known as <strong>Professional Graphics Adapter</strong>, <strong>Professional Graphics Array</strong> or simply <strong>PGC</strong>. Its graphic arts oriented features could easily cloud almost every other home computer of the era. Its characteristics were heartshaking: 640×480 pixels of resolution at 256 colours from a palette of 4096, also being compatible with <strong>CGA</strong> graphic modes.</p>
<figure id="attachment_2149" aria-describedby="caption-attachment-2149" style="width: 840px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/08/professional-graphics-adapter-ibm.jpg" data-rel="lightbox-gallery-LqD2tr8d" data-rl_title="Professional Graphics Adapter de IBM" data-rl_caption="Professional Graphics Adapter de IBM" title="Professional Graphics Adapter de IBM"><img loading="lazy" decoding="async" class="wp-image-2149 size-large" src="https://blog.krusher.net/wp-content/uploads/2018/08/professional-graphics-adapter-ibm-1024x568.jpg" alt="" width="840" height="466" srcset="https://blog.krusher.net/wp-content/uploads/2018/08/professional-graphics-adapter-ibm-1024x568.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2018/08/professional-graphics-adapter-ibm-300x166.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/08/professional-graphics-adapter-ibm-768x426.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/08/professional-graphics-adapter-ibm.jpg 1100w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a><figcaption id="caption-attachment-2149" class="wp-caption-text">Professional Graphics Adapter by IBM</figcaption></figure>
<p>Its looks were terrific: it consisted of a three full sized cards (one of them just to hardware emulate <strong>CGA</strong>) that took two slots in the <strong>IBM PC XT</strong>. It couldn&#8217;t be otherwise since it had 320 KB of RAM (more than most computers!) and its own <strong>Intel 8088</strong> processor, so writing the graphics memory was way faster that competing cards. Its price was superlative too: 3.000 dollars in 1984 (equivalent to around 7.800 in 2018) and could only be used in the <strong>IBM 5175</strong> monitor, which was 1.300 dollars (3.400 in 2018). Wikipedia mentions, however, that a dedicated computer aided design workstation costed around 50.000 dollars (around 130.000 in 2018), so in perspective it wasn&#8217;t that wild.</p>

<a href='https://blog.krusher.net/wp-content/uploads/2018/08/pga_pc_magazine_1984-1.jpg' title="Artículo sobre la Professional Graphics Controller, de 1984 en PC Magazine" data-rl_title="Artículo sobre la Professional Graphics Controller, de 1984 en PC Magazine" class="rl-gallery-link" data-rl_caption="Artículo sobre la Professional Graphics Controller, de 1984 en PC Magazine" data-rel="lightbox-gallery-10"><img loading="lazy" decoding="async" width="150" height="150" src="https://blog.krusher.net/wp-content/uploads/2018/08/pga_pc_magazine_1984-1-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" /></a>
<a href='https://blog.krusher.net/wp-content/uploads/2018/08/anuncio-scion-pc-640.jpg' title="Anuncio del clon PC Scion 640, de 1984" data-rl_title="Anuncio del clon PC Scion 640, de 1984" class="rl-gallery-link" data-rl_caption="Anuncio del clon PC Scion 640, de 1984" data-rel="lightbox-gallery-10"><img loading="lazy" decoding="async" width="150" height="150" src="https://blog.krusher.net/wp-content/uploads/2018/08/anuncio-scion-pc-640-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" /></a>
<a href='https://blog.krusher.net/wp-content/uploads/2018/08/epga.jpg' title="Competidora de la PCG, la EPGA de Everex" data-rl_title="Competidora de la PCG, la EPGA de Everex" class="rl-gallery-link" data-rl_caption="Competidora de la PCG, la EPGA de Everex" data-rel="lightbox-gallery-10"><img loading="lazy" decoding="async" width="150" height="150" src="https://blog.krusher.net/wp-content/uploads/2018/08/epga-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" /></a>

<p>Its graphical modes were not directly addressable by the BIOS, and there aren&#8217;t any games known that would use them. No big surprise there, since this was a CAD oriented product and its chief usage was <strong>Autocad 2.5</strong> (<strong>Autodesk</strong>, 1986). It didn&#8217;t really have any competition, but in two years there were a couple of decent clones released, like the <strong>Everex EPGA</strong>, compatible with <strong>Hercules</strong> and <strong>CGA</strong>, taking just one expansion slot. In place of the 8088 it included no less than a <strong>Intel 80286</strong>, which was more powerful, and 512KB of RAM memory. It costed 999 dollars (around 2.400 in 2018).</p>
<h2>Enhanced Graphics Adapter</h2>
<p>The new <strong>IBM</strong> standard came with this card, which wasn&#8217;t 100% compatible but included video modes for every taste. It was launched in 1984 and had up to 640×350 pixels of resolutions at 16 colours, to be chosen of a palette of 64.</p>
<figure id="attachment_2153" aria-describedby="caption-attachment-2153" style="width: 840px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/08/ega-ibm.jpg" data-rel="lightbox-gallery-LqD2tr8d" data-rl_title="La EGA original de IBM" data-rl_caption="La EGA original de IBM" title="La EGA original de IBM"><img loading="lazy" decoding="async" class="wp-image-2153 size-large" src="https://blog.krusher.net/wp-content/uploads/2018/08/ega-ibm-1024x368.jpg" alt="" width="840" height="302" srcset="https://blog.krusher.net/wp-content/uploads/2018/08/ega-ibm-1024x368.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2018/08/ega-ibm-300x108.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/08/ega-ibm-768x276.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/08/ega-ibm-1200x431.jpg 1200w, https://blog.krusher.net/wp-content/uploads/2018/08/ega-ibm.jpg 1485w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a><figcaption id="caption-attachment-2153" class="wp-caption-text">EGA original from IBM</figcaption></figure>
<p>This product used a new monitor type, very conveniently named <strong>EGA</strong>. It used the DE9 TTL connector again, with 6 pins this times for the image. Its usage wasn&#8217;t restricted to the brand new <strong>AT</strong>, the new <strong>PC</strong> model that <strong>IBM</strong> presented that year, but undoubtedly it was it ideal addition to it. It gave much better graphics than competing computers like the <strong>Commodore 64</strong> (1982) for a very competitive price, which in 1986 was 624 dollars. (about 1.350 in 2018). It was of course the card that every game wanted, and even in 1994 there were games that used it, like <strong>BlackThorne</strong> (<strong>Blizzard</strong>). High resolution modes, however, were not usually supported&#8230;</p>
<figure id="attachment_2155" aria-describedby="caption-attachment-2155" style="width: 320px" class="wp-caption aligncenter"><img loading="lazy" decoding="async" class="wp-image-2155 size-full" src="https://blog.krusher.net/wp-content/uploads/2018/08/cosmoscosmicadventureycony.gif" alt="" width="320" height="200" /><figcaption id="caption-attachment-2155" class="wp-caption-text">Cosmo&#8217;s Cosmic Adventure (Apogee, 1992) was heir to technologies from Commander Keen (id Software, 1990) and was one of the games with better scroll in EGA</figcaption></figure>
<p>The <strong>EGA</strong> card was compatible with RGBi <strong>CGA</strong> modes, and it could change its vertical frequency from 15.7 to 21.8 kHz by the use of some small switches in the backplate of the card. This was a bit inconvenient since until autoswitching cards appeared one had to be fiddling the computers behinds, and also switching modes in the monitor, but it was OK since it provided almost complete compatibility with legacy modes. NTSC composite video was however lost, so the software (games!) using this mode weren&#8217;t exactly good looking on <strong>EGA</strong>.</p>
<figure id="attachment_2156" aria-describedby="caption-attachment-2156" style="width: 640px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/08/quest-for-glory-ega.jpg" data-rel="lightbox-gallery-LqD2tr8d" data-rl_title="Quest for Glory (Sierra On-Line, 1989). Este era el modo haitual de usar EGA." data-rl_caption="Quest for Glory (Sierra On-Line, 1989). Este era el modo haitual de usar EGA." title="Quest for Glory (Sierra On-Line, 1989). Este era el modo haitual de usar EGA."><img loading="lazy" decoding="async" class="size-full wp-image-2156" src="https://blog.krusher.net/wp-content/uploads/2018/08/quest-for-glory-ega.jpg" alt="" width="640" height="400" srcset="https://blog.krusher.net/wp-content/uploads/2018/08/quest-for-glory-ega.jpg 640w, https://blog.krusher.net/wp-content/uploads/2018/08/quest-for-glory-ega-300x188.jpg 300w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 984px) 61vw, (max-width: 1362px) 45vw, 600px" /></a><figcaption id="caption-attachment-2156" class="wp-caption-text">Quest for Glory (Sierra On-Line, 1989). This was the most used EGA mode.</figcaption></figure>
<p>Something very well received was the linear modes, as opposed as interlaced modes in Hercules and CGA. What does that exactly mean? In previous graphics adapter memory had two blocks: one with odd lines and the other with even lines. Programs were walking the memory and suddenly it advanced two lines instead of one. With EGA we could at last write from the beginning to the end without strange leaps. Other very welcomed feature was having BIOS extension on its ROM, unlike <strong>PGC</strong> for an example.  One of the most impressive ways to exploiting this card was the soft scroll in <strong>Commander Keen</strong> (1990) programmed by <strong>John Carmack</strong>, in which he used pixels not directly visible (and hardware scrolling techniques) in the planar modes, making it possible to achieve visuals in the like of the contemporary video game consoles without artifacts or flickering. What was this planar thing exactly we will discussing it soon.</p>
<figure id="attachment_2157" aria-describedby="caption-attachment-2157" style="width: 640px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/08/8553-simcity-dos-screenshot-your-city-map-ega.gif" data-rel="lightbox-gallery-LqD2tr8d" data-rl_title="Sim City en la tarjeta EGA, modo de alta resolución" data-rl_caption="Sim City en la tarjeta EGA, modo de alta resolución" title="Sim City en la tarjeta EGA, modo de alta resolución"><img loading="lazy" decoding="async" class="size-full wp-image-2157" src="https://blog.krusher.net/wp-content/uploads/2018/08/8553-simcity-dos-screenshot-your-city-map-ega.gif" alt="" width="640" height="350" /></a><figcaption id="caption-attachment-2157" class="wp-caption-text">Sim City in a EGA card, high resolution mode</figcaption></figure>
<p>Soon after this standard materialized clones began appearing. Some included video modes in the likes of the MDA, others had more resolution. These modes almost didn&#8217;t had any software support so they weren&#8217;t a very interesting perk. Other cards however did include auto switching capabilities, so you didn&#8217;t had to bother to switch minuscule controls in your card when you needed to change modes. It was the case of the Paradise EGA, in 1986. For 500 USD (1.300 in 2018) it did everything that EGA, CGA, Hercules or MDA standard could, with auto switching capabilities and light pen support. It also had two RCA connectors that the heck if I know what were they for.</p>

<a href='https://blog.krusher.net/wp-content/uploads/2018/08/ega_infoworld_septiembre_1985.jpg' title="Artículo sobre la EGA de IBM, número de septiembre de 1985 de la revista InfoWorld" data-rl_title="Artículo sobre la EGA de IBM, número de septiembre de 1985 de la revista InfoWorld" class="rl-gallery-link" data-rl_caption="Artículo sobre la EGA de IBM, número de septiembre de 1985 de la revista InfoWorld" data-rel="lightbox-gallery-11"><img loading="lazy" decoding="async" width="150" height="150" src="https://blog.krusher.net/wp-content/uploads/2018/08/ega_infoworld_septiembre_1985-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" /></a>
<a href='https://blog.krusher.net/wp-content/uploads/2018/08/orchid-turbo-ega.jpg' title="Anuncio de la Orchid Turbo EGA" data-rl_title="Anuncio de la Orchid Turbo EGA" class="rl-gallery-link" data-rl_caption="Anuncio de la Orchid Turbo EGA" data-rel="lightbox-gallery-11"><img loading="lazy" decoding="async" width="150" height="150" src="https://blog.krusher.net/wp-content/uploads/2018/08/orchid-turbo-ega-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" /></a>
<a href='https://blog.krusher.net/wp-content/uploads/2018/08/paradise-ega-infoworld-julio-86.jpg' title="Artículo sobre la Paradise EGA en InfoWorld, julio de 1986" data-rl_title="Artículo sobre la Paradise EGA en InfoWorld, julio de 1986" class="rl-gallery-link" data-rl_caption="Artículo sobre la Paradise EGA en InfoWorld, julio de 1986" data-rel="lightbox-gallery-11"><img loading="lazy" decoding="async" width="150" height="150" src="https://blog.krusher.net/wp-content/uploads/2018/08/paradise-ega-infoworld-julio-86-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" /></a>

<h2>Multi-Color Graphics Array</h2>
<p>Actually this card never existing on its own. It was simply the name gave to the chipset video in <strong>IBM PS/2 Model 30</strong>, an interesting computer released in 1987 which spawned the mouse and keyboard connector used until a short while ago. The computer line introduced the <strong>MCA</strong> bus (<strong>Micro Channel Arquitecture</strong>), which was an attempt by <strong>IBM</strong> of retaking the wheel of<strong> PC</strong> architecture. It was a hard and expensive reversal for <strong>IBM</strong>.</p>
<figure id="attachment_2158" aria-describedby="caption-attachment-2158" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/08/ibm-ps2-model-30.jpg" data-rel="lightbox-gallery-LqD2tr8d" data-rl_title="IBM PS/2 model 30, el ordenador de la MCGA original" data-rl_caption="IBM PS/2 model 30, el ordenador de la MCGA original" title="IBM PS/2 model 30, el ordenador de la MCGA original"><img loading="lazy" decoding="async" class="size-medium wp-image-2158" src="https://blog.krusher.net/wp-content/uploads/2018/08/ibm-ps2-model-30-300x246.jpg" alt="" width="300" height="246" srcset="https://blog.krusher.net/wp-content/uploads/2018/08/ibm-ps2-model-30-300x246.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/08/ibm-ps2-model-30-768x631.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/08/ibm-ps2-model-30.jpg 1000w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-2158" class="wp-caption-text">IBM PS/2 model 30, the original MCGA computer</figcaption></figure>
<p><strong>MCGA</strong> however came to stay, or better said its graphical modes did. Specially the brand new 320&#215;200 resolution at 256 colours, chosen from a palette of 262.144, extensively used in games. It supported a 640×480 monochrome mode. Its huge disadvantage was not being compatible with <strong>EGA</strong> modes, so games not supporting <strong>MCGA</strong> had to resort to use <strong>CGA</strong> modes, which were much more ugly. Solution was simply using the 256 colour mode with the 16 that most fitted <strong>EGA</strong>&#8216;s, but software has to be coded for that and naturally that would exclude everything written before. All in all it was then when <strong>PC</strong>s began having graphical capabilities over almost any other computer back then.</p>
<figure id="attachment_2160" aria-describedby="caption-attachment-2160" style="width: 640px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/08/monkey2-3.jpg" data-rel="lightbox-gallery-LqD2tr8d" data-rl_title="Monkey Island 2 (LucasArts, 1992) en MCGA" data-rl_caption="Monkey Island 2 (LucasArts, 1992) en MCGA" title="Monkey Island 2 (LucasArts, 1992) en MCGA"><img loading="lazy" decoding="async" class="size-full wp-image-2160" src="https://blog.krusher.net/wp-content/uploads/2018/08/monkey2-3.jpg" alt="" width="640" height="400" srcset="https://blog.krusher.net/wp-content/uploads/2018/08/monkey2-3.jpg 640w, https://blog.krusher.net/wp-content/uploads/2018/08/monkey2-3-300x188.jpg 300w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 984px) 61vw, (max-width: 1362px) 45vw, 600px" /></a><figcaption id="caption-attachment-2160" class="wp-caption-text">Monkey Island 2 (LucasArts, 1992) in MCGA</figcaption></figure>
<p>Monitor and connector used by this technology were analogic, as opposed to previous standards (salve the <strong>Professional Graphics Adapter</strong>) which was based on digital TTL signals. The conector is/was a DE15 which carried RGB signals, along with vertical and horizontal synchrony. In this case it could have screen frequencies ranging 50 to 70 Hz depending on the graphic mode. Eventually this connector was simply called <strong>VGA</strong>, and even in 2018 still has its uses despite being obsolete. Its name is very evident to all computer amateurs, as we will see soon.</p>
<figure id="attachment_2161" aria-describedby="caption-attachment-2161" style="width: 640px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/08/simcity_mcga.png" data-rel="lightbox-gallery-LqD2tr8d" data-rl_title="Sim City en MCGA" data-rl_caption="Sim City en MCGA" title="Sim City en MCGA"><img loading="lazy" decoding="async" class="size-full wp-image-2161" src="https://blog.krusher.net/wp-content/uploads/2018/08/simcity_mcga.png" alt="" width="640" height="400" srcset="https://blog.krusher.net/wp-content/uploads/2018/08/simcity_mcga.png 640w, https://blog.krusher.net/wp-content/uploads/2018/08/simcity_mcga-300x188.png 300w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 984px) 61vw, (max-width: 1362px) 45vw, 600px" /></a><figcaption id="caption-attachment-2161" class="wp-caption-text">Sim City in MCGA</figcaption></figure>
<p><strong>MCGA</strong> died with the first <strong>IBM PS/2</strong> line modes, which ended manufacturing in 1992. Of course <strong>MCA</strong> bus disappeared too, although keyboard and mouse connector sticked with us until well passed the first decade of the XXI century.</p>
<figure id="attachment_2162" aria-describedby="caption-attachment-2162" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/08/cable-vga.jpg" data-rel="lightbox-gallery-LqD2tr8d" data-rl_title="El famoso cable y conector VGA" data-rl_caption="El famoso cable y conector VGA" title="El famoso cable y conector VGA"><img loading="lazy" decoding="async" class="size-medium wp-image-2162" src="https://blog.krusher.net/wp-content/uploads/2018/08/cable-vga-300x300.jpg" alt="" width="300" height="300" srcset="https://blog.krusher.net/wp-content/uploads/2018/08/cable-vga-300x300.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/08/cable-vga-150x150.jpg 150w, https://blog.krusher.net/wp-content/uploads/2018/08/cable-vga.jpg 600w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-2162" class="wp-caption-text">Famous VGA cable and connector. Some professional cards and display would use 6 BNC connectors instead, but wasn&#8217;t that usual.</figcaption></figure>
<p>An alternative to <strong>MCGA</strong> in the <strong>PS/2</strong> line was the less known <strong>IBM 8514 </strong>standard, remsembling the <strong>Professional Graphics Adapter</strong> from two years earlier as supporting similar resolutions of 640×480 pixels at 256 colours. It wasn&#8217;t just a graphics card but a whole modern GPU, supporting graphics acceleration (in 2D obviously) allowing instructions like drawing primitives or block transfer memory. Being compatible with <strong>Windows 3.X</strong> (later with <strong>Windows 2.X</strong>, too) it was <strong>IBM</strong>&#8216;s pennant on graphics quality, showing <strong>Microsoft Excel</strong> like no other. The card costed 1.290 dollars, plus 270 if we wanted the memory expansion to 1 MB (necessary for the 640&#215;480 at 256 colours mode) it was 270 more, and the monitor was sold by <strong>IBM</strong> at a retail price of 3.110, about 6.600 in 2018. Totalling 3.110 mother whooping dollars, around 6.600 in 2018. This card wasn&#8217;t as cloned as others by <strong>IBM</strong>, and thus the limited support and not having any games known writen for it.</p>

<a href='https://blog.krusher.net/wp-content/uploads/2018/08/IBM-8514-en-pcmag-julio-1988.jpg' title="Artículo sobre la 8514 en Pcmag, julio de 1988" data-rl_title="Artículo sobre la 8514 en Pcmag, julio de 1988" class="rl-gallery-link" data-rl_caption="Artículo sobre la 8514 en Pcmag, julio de 1988" data-rel="lightbox-gallery-12"><img loading="lazy" decoding="async" width="150" height="150" src="https://blog.krusher.net/wp-content/uploads/2018/08/IBM-8514-en-pcmag-julio-1988-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" /></a>
<a href='https://blog.krusher.net/wp-content/uploads/2018/08/IBM_8514.jpg' title="IBM 5814 desmontada" data-rl_title="IBM 5814 desmontada" class="rl-gallery-link" data-rl_caption="IBM 5814 desmontada" data-rel="lightbox-gallery-12"><img loading="lazy" decoding="async" width="150" height="150" src="https://blog.krusher.net/wp-content/uploads/2018/08/IBM_8514-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" /></a>

<h2>Video Graphics Array</h2>
<p>If the quintessential graphics adapter for the <strong>PC</strong> had to be chosen, look no further. It appeared in 1987 and its graphic modes are supported even today, and used when everything else fails. It was the lower common denominator in practically every <strong>PC</strong> models and compatibles, and it&#8217;s easily the most cloned graphic standard ever. Yo could write a thick book about VGA (and there are not few of them) but at this time we will consider the most important aspects.</p>
<figure id="attachment_2166" aria-describedby="caption-attachment-2166" style="width: 840px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/08/paradise-pvga1ab.jpg" data-rel="lightbox-gallery-LqD2tr8d" data-rl_title="Paradise Systems PVGA1A, de 1988, una de las primeras VGA de terceros" data-rl_caption="Paradise Systems PVGA1A, de 1988, una de las primeras VGA de terceros" title="Paradise Systems PVGA1A, de 1988, una de las primeras VGA de terceros"><img loading="lazy" decoding="async" class="size-large wp-image-2166" src="https://blog.krusher.net/wp-content/uploads/2018/08/paradise-pvga1ab-1024x480.jpg" alt="" width="840" height="394" srcset="https://blog.krusher.net/wp-content/uploads/2018/08/paradise-pvga1ab-1024x480.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2018/08/paradise-pvga1ab-300x141.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/08/paradise-pvga1ab-768x360.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/08/paradise-pvga1ab-1200x563.jpg 1200w, https://blog.krusher.net/wp-content/uploads/2018/08/paradise-pvga1ab.jpg 1600w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a><figcaption id="caption-attachment-2166" class="wp-caption-text">Paradise Systems PVGA1A from 1988, one of the first third party VGAs</figcaption></figure>
<p>Its standard spects included practically all the <strong>EGA</strong>, <strong>CGA</strong> and <strong>MCGA</strong> video modes, along with a 640×480 pixels mode with any 16 colours. Most however would support high resolution modes up to 800×600 pixels, although depending on the spent money in the display and or video card these could be not supported, and also the memory had to be taken in consideration, since some early cheaper models would include less than 256 KB of memory, which was the defined standard. Given its flexible and programmable nature it could use practically any arbitrary resolution with wacky combinations, along with new text modes very popular in software developers.</p>
<figure id="attachment_2145" aria-describedby="caption-attachment-2145" style="width: 640px" class="wp-caption aligncenter"><img loading="lazy" decoding="async" class="size-full wp-image-2145" src="https://blog.krusher.net/wp-content/uploads/2018/08/monkey_island_modos_graficos.gif" alt="" width="640" height="400" /><figcaption id="caption-attachment-2145" class="wp-caption-text">Monkey Island (Lucasfilm Games, 1991) in Hercules, CGA, EGA, EGA (hi res) and VGA (MCGA)</figcaption></figure>
<p>Since then obiquitous VGA had very interesting technical features. Its screen frame rate varied between 50 Hz for the high resolution modes to 70, and its vertical synchrony as fixed at 31.46875 kHz. This isn&#8217;t a random number: it was exactly double the NTSC signal frequency, so it was relatively easy to design and build an adapter to display image on a common television set. Thanks to its RAM memory up to 4 planes could be defined, which could be modified at any time even when they weren&#8217;t being displayed, and flip (switch which was displayed) at any time we desired. The icing of the cake was that almost every mode were reachable via BIOS thanks to the extensions it included for the said.</p>
<figure id="attachment_2167" aria-describedby="caption-attachment-2167" style="width: 640px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/08/synd_001.png" data-rel="lightbox-gallery-LqD2tr8d" data-rl_title="Syndicate (Bullfrog, 1993) salió para VGA en PC y era impresionante, le daba un pasote a todos los otras versiones" data-rl_caption="Syndicate (Bullfrog, 1993) salió para VGA en PC y era impresionante, le daba un pasote a todos los otras versiones" title="Syndicate (Bullfrog, 1993) salió para VGA en PC y era impresionante, le daba un pasote a todos los otras versiones"><img loading="lazy" decoding="async" class="size-full wp-image-2167" src="https://blog.krusher.net/wp-content/uploads/2018/08/synd_001.png" alt="" width="640" height="480" srcset="https://blog.krusher.net/wp-content/uploads/2018/08/synd_001.png 640w, https://blog.krusher.net/wp-content/uploads/2018/08/synd_001-300x225.png 300w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 984px) 61vw, (max-width: 1362px) 45vw, 600px" /></a><figcaption id="caption-attachment-2167" class="wp-caption-text">Syndicate (Bullfrog, 1993) come out for VGA in PC and it was amazing, it overtook any other port</figcaption></figure>
<p>This adapter had however some small inconveniences. It wasn&#8217;t compatible with <strong>PCJr</strong> or <strong>Hercules</strong> special modes, and compatibility while near wasn&#8217;t 100% with <strong>EGA</strong>. It didn&#8217;t include the <strong>CGA</strong> composite video output either. Neither were really big deal since almost every mode could be easily emulated by the <strong>VGA</strong>. Finally, programing most complex graphical modes (multiple planes, complex operations) wasn&#8217;t easy and it couldn&#8217;t be achieved by the BIOS, so the bare hardware had to be managed instead. In the days to come that was an advantage too, since the flexibility of this standard allowed to develop a string of exotic graphics modes and specific algorithms.</p>
<figure id="attachment_2177" aria-describedby="caption-attachment-2177" style="width: 320px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/08/Doom_PC_02.gif" data-rel="lightbox-gallery-LqD2tr8d" data-rl_title="El Doom original (id Software, 1993) usaba la tarjeta VGA de forma increíble" data-rl_caption="El Doom original (id Software, 1993) usaba la tarjeta VGA de forma increíble" title="El Doom original (id Software, 1993) usaba la tarjeta VGA de forma increíble"><img loading="lazy" decoding="async" class="wp-image-2177 size-full" src="https://blog.krusher.net/wp-content/uploads/2018/08/Doom_PC_02.gif" alt="" width="320" height="200" /></a><figcaption id="caption-attachment-2177" class="wp-caption-text">Original Doom(id Software, 1993) used the VGA in wonderful ways</figcaption></figure>
<p><strong>VGA</strong> wasn&#8217;t a true GPU itself, since it didn&#8217;t have video acceleration capabilities. It had however some operations which one could take advantage of to have better graphic performance, like setting 4 pixels in a sitting or copying video RAM regions without using the CPU. This along multiplanar modes got considerable better results than <strong>EGA</strong>, achieving not only soft scroll but using sprites in a similar way to dedicated videogame system. (Note: some people suggest sprites were effectively limited to mouse sprite and not much more)</p>

<a href='https://blog.krusher.net/wp-content/uploads/2018/08/vga_pcmagazine-octubre-1987.jpg' title="Artículo sobre la VGA en PC Magacine, octubre de 1987" data-rl_title="Artículo sobre la VGA en PC Magacine, octubre de 1987" class="rl-gallery-link" data-rl_caption="Artículo sobre la VGA en PC Magacine, octubre de 1987" data-rel="lightbox-gallery-13"><img loading="lazy" decoding="async" width="150" height="150" src="https://blog.krusher.net/wp-content/uploads/2018/08/vga_pcmagazine-octubre-1987-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" /></a>
<a href='https://blog.krusher.net/wp-content/uploads/2018/08/ati_vip_infoworld_noviembre_1987.jpg' title="Artículo sobre la Ati VIP, una de las primeras VGA, en PCMagacine en octubre de 1987" data-rl_title="Artículo sobre la Ati VIP, una de las primeras VGA, en PCMagacine en octubre de 1987" class="rl-gallery-link" data-rl_caption="Artículo sobre la Ati VIP, una de las primeras VGA, en PCMagacine en octubre de 1987" data-rel="lightbox-gallery-13"><img loading="lazy" decoding="async" width="150" height="150" src="https://blog.krusher.net/wp-content/uploads/2018/08/ati_vip_infoworld_noviembre_1987-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" /></a>

<h3>PC in Japan</h3>
<p>Since the <strong>PC</strong> standard was meant for the latin alphabet (or cyrilic or greek if we changed the text glyphs in text mode) and din&#8217;t support Janapense characters (more complex and numerous) it was never popular in Japan. IN 1986 an <strong>EGA</strong> variation was introduced, named <strong>JEGA</strong> (<strong>Japanese EGA</strong>) which used an special BIOS along with double-width character support, but it wasn&#8217;t enough to compete with <strong>NEC PC-98</strong> standard. <strong>AX-VGA</strong> wasn&#8217;t enough either, it&#8217;s equivalent on the VGA standard.</p>
<figure id="attachment_2187" aria-describedby="caption-attachment-2187" style="width: 640px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/08/inst_25.jpg" data-rel="lightbox-gallery-LqD2tr8d" data-rl_title="DOS/V 4, el MS-DOS para ordenadores japoneses (emulado)" data-rl_caption="DOS/V 4, el MS-DOS para ordenadores japoneses (emulado)" title="DOS/V 4, el MS-DOS para ordenadores japoneses (emulado)"><img loading="lazy" decoding="async" class="size-full wp-image-2187" src="https://blog.krusher.net/wp-content/uploads/2018/08/inst_25.jpg" alt="" width="640" height="480" srcset="https://blog.krusher.net/wp-content/uploads/2018/08/inst_25.jpg 640w, https://blog.krusher.net/wp-content/uploads/2018/08/inst_25-300x225.jpg 300w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 984px) 61vw, (max-width: 1362px) 45vw, 600px" /></a><figcaption id="caption-attachment-2187" class="wp-caption-text">DOS/V 4 was MS-DOS for japanese PCs (emulated, hence the mouse pointer)</figcaption></figure>
<p>Solution was far simpler than it looked: <strong>Microsoft</strong> just released specific <strong>MS-DOS</strong> version since 1990, which called <strong>DOS/V</strong> and made them to work in Japanese machines with a standard <strong>VGA</strong> card, and would allow japanese double-width characters.</p>
<h3>Mode X</h3>
<p>While most of the tricks on the hardware were known before, in 1991 <strong>Michael Abrash</strong> publised an article about a graphic mode undocumented by <strong>IBM</strong>, coming up with the name of mode X. It wasn&#8217;t unheard of and was used before in a handful of games, but it was since then when it adquired entity in the videogame programming world as it had all the desireable features of graphic modes. Except for one thing: it was quite complex to program for.</p>
<figure id="attachment_2168" aria-describedby="caption-attachment-2168" style="width: 608px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/08/Turrican-2_-The-Final-Fight-MS-DOS.png" data-rel="lightbox-gallery-LqD2tr8d" data-rl_title="Turrican 2 (Rainbow arts) no salió en PC hasta 1994, pero cuando lo hizo, lo hizo a lo grande, usando el modo X" data-rl_caption="Turrican 2 (Rainbow arts) no salió en PC hasta 1994, pero cuando lo hizo, lo hizo a lo grande, usando el modo X" title="Turrican 2 (Rainbow arts) no salió en PC hasta 1994, pero cuando lo hizo, lo hizo a lo grande, usando el modo X"><img loading="lazy" decoding="async" class="size-full wp-image-2168" src="https://blog.krusher.net/wp-content/uploads/2018/08/Turrican-2_-The-Final-Fight-MS-DOS.png" alt="" width="608" height="380" srcset="https://blog.krusher.net/wp-content/uploads/2018/08/Turrican-2_-The-Final-Fight-MS-DOS.png 608w, https://blog.krusher.net/wp-content/uploads/2018/08/Turrican-2_-The-Final-Fight-MS-DOS-300x188.png 300w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 984px) 61vw, (max-width: 1362px) 45vw, 600px" /></a><figcaption id="caption-attachment-2168" class="wp-caption-text">Turrican 2 (Rainbow arts) wasn&#8217;t released for PC until 1994, but when it did it big all using the mode X</figcaption></figure>
<p>This mode provided a resolution of 320×240 pixels with 256 arbitrary colours. In the aspect relation of the <strong>PC</strong> monitors (4:3) that meant square pixels, as opposed as most of the other video modes. That simplified a lot calculating &#8220;real&#8221; distances in the screen having pixel differences. Having 256 colours meant having an exact byte-per-pixel in the memory map, so you didn&#8217;t had to read the memory in advance to do bit masks in order to draw a pixel. But most important, being a planar mode (called &#8220;unchained&#8221; in its article) would allow to write in several planes and switch them at will. From its best merit it came its best defect: writing in memory was a comples tax, since each adjacent byte was in different planes. With four planes, for instance, each 4 bytes would represent four pixels but one in each plane.</p>
<h3>Makes</h3>
<p>First computers including a VGA graphics card were the IBM PS/2 line, first integrated on the mother board and later as an standalone card. In fact one of the main features appealed by IBM was not being a chipset anymore, disregarding the <strong>MC6845</strong> controller which other cards had and embedding everything into a single processor, except for memory and auxiliary electronics (crystal oscillators, passive electronics, etc.) IBM could afford including it on the mainboard precisely because this high level of integration.</p>
<figure id="attachment_2179" aria-describedby="caption-attachment-2179" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/08/TSENG-ET4000.jpg" data-rel="lightbox-gallery-LqD2tr8d" data-rl_title="Tseng ET4000, con conexión ISA de 16 bits, una de tantísimas VGA de terceros" data-rl_caption="Tseng ET4000, con conexión ISA de 16 bits, una de tantísimas VGA de terceros" title="Tseng ET4000, con conexión ISA de 16 bits, una de tantísimas VGA de terceros"><img loading="lazy" decoding="async" class="size-medium wp-image-2179" src="https://blog.krusher.net/wp-content/uploads/2018/08/TSENG-ET4000-300x163.jpg" alt="" width="300" height="163" srcset="https://blog.krusher.net/wp-content/uploads/2018/08/TSENG-ET4000-300x163.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/08/TSENG-ET4000-768x418.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/08/TSENG-ET4000-1024x557.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2018/08/TSENG-ET4000.jpg 1031w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-2179" class="wp-caption-text">Tseng ET4000, with 16 bit ISA connector, one of many third party VGA cards</figcaption></figure>
<p>It didn&#8217;t take a long time for high compatibility to be released, which went around 500 dollars in 1987 (1.100 dollars in 2018). <strong>VGA</strong> is probably, in fact, the most cloned video <strong>PC</strong> video card, and wikipedia cites <strong>S3</strong>, <strong>Ati</strong>, <strong>Matrox</strong>, <strong>Tseng</strong>, <strong>Trident</strong>, <strong>NEC</strong> and more as the main makes. Almost every card had in common the standard video modes and many others in high resolution, along with various features by each. This would allow two important things, first being industry progressing while adding new features and capabilities and second was <strong>IBM</strong> progressively losing control of the standards. This made video cards very different each other, leading to the next chapter of our soap opera.</p>
<h2>XGA and everything else</h2>
<p>After <strong>VGA</strong>&#8216;s overwhelming success, next proposed standar by <strong>IBM</strong> was the <strong>Extended Graphics Array</strong>, abbreviated to <strong>XGA</strong>. Its features weren&#8217;t so impressive for 1990 in the blueprints, but it added a very interesting video mode which had a resolution of 640×480 pixels and 65.536 colours (high-colour), something close to professionals solutions. It added partial compatibility with the <strong>IBM 8514</strong> standard, particulary with the 640×480 at 256 colours mode, and had an all-pixels-addressable 1024×768 pixels at 256 colour mode, as opposed to the <strong>8514</strong> which would allow only text at that resolution</p>
<figure id="attachment_2178" aria-describedby="caption-attachment-2178" style="width: 840px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/08/MCA_IBM_XGA-2.jpg" data-rel="lightbox-gallery-LqD2tr8d" data-rl_title="XGA original de IBM, de conector MCA" data-rl_caption="XGA original de IBM, de conector MCA" title="XGA original de IBM, de conector MCA"><img loading="lazy" decoding="async" class="size-large wp-image-2178" src="https://blog.krusher.net/wp-content/uploads/2018/08/MCA_IBM_XGA-2-1024x334.jpg" alt="" width="840" height="274" srcset="https://blog.krusher.net/wp-content/uploads/2018/08/MCA_IBM_XGA-2-1024x334.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2018/08/MCA_IBM_XGA-2-300x98.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/08/MCA_IBM_XGA-2-768x250.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/08/MCA_IBM_XGA-2-1200x391.jpg 1200w, https://blog.krusher.net/wp-content/uploads/2018/08/MCA_IBM_XGA-2.jpg 1280w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a><figcaption id="caption-attachment-2178" class="wp-caption-text">Original IBM XGA, with a MCA connector</figcaption></figure>
<p>The great highlight of this card was, however, an alleged performance improvement up to 50% in Windows versus the old VGA. It the end it wasn&#8217;t such a big deal since software wasn&#8217;t usually programmed to use all the resources of this card, so making an expense of 1.095 dollars (more than 2.100 in 2018) hardly justified this expensive boost. It was, nonetheless, a good choice against the costly <strong>8514</strong> in <strong>IBM OS/2</strong> operating system or in the same <strong>Microsoft Windows</strong>.</p>
<figure id="attachment_2182" aria-describedby="caption-attachment-2182" style="width: 150px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/08/arlington-computer-products-pc-magacine-diciembre-1992.jpg" data-rel="lightbox-gallery-LqD2tr8d" data-rl_title="Anuncio de Arlington Computer Products con precios de casi todo, incluídas tarjetas gráficas, publicado en el número de diciembre de 1992 de PC Magacine." data-rl_caption="Anuncio de Arlington Computer Products con precios de casi todo, incluídas tarjetas gráficas, publicado en el número de diciembre de 1992 de PC Magacine." title="Anuncio de Arlington Computer Products con precios de casi todo, incluídas tarjetas gráficas, publicado en el número de diciembre de 1992 de PC Magacine."><img loading="lazy" decoding="async" class="wp-image-2182 size-thumbnail" src="https://blog.krusher.net/wp-content/uploads/2018/08/arlington-computer-products-pc-magacine-diciembre-1992-150x150.jpg" alt="" width="150" height="150" /></a><figcaption id="caption-attachment-2182" class="wp-caption-text">Arlington Computer Products advertisement with prices of a bit of everything, including graphics cards, published in December of 1992 in PC Magazine.</figcaption></figure>
<p>This new graphics card had two crucial issues: first it was presented for <strong>PS/2</strong> computer lines fitting a <strong>MCA</strong> bus, and since it was proprietary and expensive to implement by third parties it failed. Moreover, at that time third party makers just extended <strong>VGA</strong> specifications to achieve better features in arbitrary aspects, being this <strong>XGA</strong> specification not very attractive for them. Games and other graphic media programmers, specially for <strong>MS-DOS</strong>, had a hard time since they had to support a plethora of diverse standards, so many get stalled in the lower common denominator that <strong>VGA</strong> modes were.</p>
<h2>Super VGA</h2>
<p>Just after first <strong>VGA</strong> cards came into retail stores the first bits of this specification began to establish. It never materialized in no particular card, in fact technically it wasn&#8217;t a format specification at all, since there was no authority which published an standard outside the path that <strong>IBM</strong> or main makers walked. In this context, even <strong>IBM XGA</strong> ended up being considered as part of the blend which Super VGA was.</p>
<figure id="attachment_2180" aria-describedby="caption-attachment-2180" style="width: 640px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/08/themepark-011.png" data-rel="lightbox-gallery-LqD2tr8d" data-rl_title="Theme Park (Bullfrog, 1994) en Super VGA" data-rl_caption="Theme Park (Bullfrog, 1994) en Super VGA" title="Theme Park (Bullfrog, 1994) en Super VGA"><img loading="lazy" decoding="async" class="wp-image-2180 size-full" src="https://blog.krusher.net/wp-content/uploads/2018/08/themepark-011.png" alt="" width="640" height="480" srcset="https://blog.krusher.net/wp-content/uploads/2018/08/themepark-011.png 640w, https://blog.krusher.net/wp-content/uploads/2018/08/themepark-011-300x225.png 300w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 984px) 61vw, (max-width: 1362px) 45vw, 600px" /></a><figcaption id="caption-attachment-2180" class="wp-caption-text">Theme Park (Bullfrog, 1994) in Super VGA, which was practically the same as VGA but with better resolution.</figcaption></figure>
<p>This changed around 1990 with <strong>VESA</strong> (<strong>Video Electronics Standards Association</strong>) publishing <strong>VBE</strong>: <strong>VESA BIOS</strong> extensions. It was since then when it began to exist a common interface to access high resolution modes, which ended up being named Super VGA or VESA modes, everything through these BIOS extensions. First specifications defined video modes which cards implemented, specially high resolution modes. In 1994 it was published the 2.0 specification which included paging support, planar modes, 16 and 24 bits of colour, linear models and everything under the protected mode of the CPU, thus finally allowing MS-DOS games with high resolution games to materialize without having to worry about every card in the market.</p>
<figure id="attachment_2165" aria-describedby="caption-attachment-2165" style="width: 640px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/08/sc2000_1.gif" data-rel="lightbox-gallery-LqD2tr8d" data-rl_title="Sim City 2000 (Maxis, 1994) fue uno de los primeros en usar el estándar VESA en Super VGA" data-rl_caption="Sim City 2000 (Maxis, 1994) fue uno de los primeros en usar el estándar VESA en Super VGA" title="Sim City 2000 (Maxis, 1994) fue uno de los primeros en usar el estándar VESA en Super VGA"><img loading="lazy" decoding="async" class="size-full wp-image-2165" src="https://blog.krusher.net/wp-content/uploads/2018/08/sc2000_1.gif" alt="" width="640" height="480" /></a><figcaption id="caption-attachment-2165" class="wp-caption-text">Sim City 2000 (Maxis, 1994) was one of the first famous games made specifically for SVGA</figcaption></figure>
<p>Other of the <strong>VESA</strong> specifications was <strong>VLB</strong>, the <strong>VESA local bus</strong>, in 1992. This interface, alternative to <strong>PC</strong> bus (which came to be called <strong>ISA</strong> bus, Industry Standard Architecture) made the CPU closer to the graphics card, allowing a better performance. Actually it was an upgrade to ISA, and allowed the graphics card for example to access main memory through DMA channels, or graphics memory mapped in the virtual memory in protected mode. It wasn&#8217;t exempt of problems however: First it was designed essentially around <strong>Intel 80486</strong> processor, which ended up being a not very scalable solution and not very predictable. Its usage, except for very concrete exceptions, was chiefly graphic cards, and motherboards used to include at most two slots supporting <strong>VLB</strong>. Lastly its form factor made cards difficult to install, due its huge connector which applied a non trivial stress to the components when installing. The last straw was the <strong>PCI</strong> bus which appeared later that year, and compatible graphics card the following year.</p>
<h2>Finale</h2>
<p>Super VGA, or what it came to be through consortiums and standards was (wasn&#8217;t) the last great <strong>PC</strong> era graphics standard, now outside <strong>IBM</strong> company intent. In 1990 a decent Super VGA graphics card cost around 400 dollars (about 770 in 2018), against more than 1.000 (around 1.900 in 2018) which <strong>IBM</strong> solutions cost, so outside professional applications it was the big winner.</p>
<figure id="attachment_2183" aria-describedby="caption-attachment-2183" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/08/s3-trio-64v.jpg" data-rel="lightbox-gallery-LqD2tr8d" data-rl_title="S3 Trio 64V+, una de las tarjetas SVGA económicas más populares" data-rl_caption="S3 Trio 64V+, una de las tarjetas SVGA económicas más populares" title="S3 Trio 64V+, una de las tarjetas SVGA económicas más populares"><img loading="lazy" decoding="async" class="size-medium wp-image-2183" src="https://blog.krusher.net/wp-content/uploads/2018/08/s3-trio-64v-300x215.jpg" alt="" width="300" height="215" srcset="https://blog.krusher.net/wp-content/uploads/2018/08/s3-trio-64v-300x215.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/08/s3-trio-64v-768x551.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/08/s3-trio-64v-1024x735.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2018/08/s3-trio-64v.jpg 1092w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-2183" class="wp-caption-text">S3 Trio 64V+ was one of the most common entry models of SVGA, and came with PCI connection</figcaption></figure>
<p>Since then it&#8217;s another story. With the downfall of <strong>MS-DOS</strong>, the beginning of <strong>Windows 95</strong> era and the drivers model it happened something similar to sound cards, and the tussle were about specific ears like 3D or video decoding. This is different topic which I won&#8217;t be covering today, though.</p>
<figure id="attachment_2184" aria-describedby="caption-attachment-2184" style="width: 840px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/08/the-settlers-ii-veni-vidi-vici_22.jpg" data-rel="lightbox-gallery-LqD2tr8d" data-rl_title="The Settlers 2 (Blue Byte, 1996) a 1024×768 y 256 colores." data-rl_caption="The Settlers 2 (Blue Byte, 1996) a 1024×768 y 256 colores." title="The Settlers 2 (Blue Byte, 1996) a 1024×768 y 256 colores."><img loading="lazy" decoding="async" class="wp-image-2184 size-large" src="https://blog.krusher.net/wp-content/uploads/2018/08/the-settlers-ii-veni-vidi-vici_22-1024x768.jpg" alt="" width="840" height="630" srcset="https://blog.krusher.net/wp-content/uploads/2018/08/the-settlers-ii-veni-vidi-vici_22.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2018/08/the-settlers-ii-veni-vidi-vici_22-300x225.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/08/the-settlers-ii-veni-vidi-vici_22-768x576.jpg 768w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a><figcaption id="caption-attachment-2184" class="wp-caption-text">The Settlers 2 (Blue Byte, 1996) at 1024×768 and 256 colours. Or more, nobody agrees.</figcaption></figure>
<p>My acknowledgements to my graphics friends which gave me support and joined me in this lecture:</p>
<ul>
<li>The Crazy Pixel</li>
<li>The Human Card</li>
<li>Mrs. Horizontal Resolution and Mrs. Vertical Resolution</li>
<li>The Low Resolution Dwarf</li>
<li>The Voyeur Display</li>
<li>The Glutton Slot</li>
<li>Mr. Standard</li>
<li>And finally Mr. I Can&#8217;t See Shit</li>
</ul>
<p>As always I&#8217;d love to receive comments and remarks about the above, along with personal experiences by whom expended more than they should to have 10 or 12 more colours in the screen.</p>
<p>La entrada <a href="https://blog.krusher.net/en/2018/09/graphics-cards-of-the-ibm-era/">Graphics cards of the IBM era</a> se publicó primero en <a href="https://blog.krusher.net/en">Nobody comes after the last</a>.</p>
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		<title>Sid Meier&#8217;s SimGolf &#8211; Retroview</title>
		<link>https://blog.krusher.net/en/2018/07/sid-meiers-simgolf-retroview/</link>
					<comments>https://blog.krusher.net/en/2018/07/sid-meiers-simgolf-retroview/#respond</comments>
		
		<dc:creator><![CDATA[Krusher]]></dc:creator>
		<pubDate>Sun, 29 Jul 2018 22:28:34 +0000</pubDate>
				<category><![CDATA[Review]]></category>
		<category><![CDATA[Videogames]]></category>
		<category><![CDATA[electronic arts]]></category>
		<category><![CDATA[Firaxis]]></category>
		<category><![CDATA[golf]]></category>
		<category><![CDATA[maxis]]></category>
		<category><![CDATA[sid meier]]></category>
		<category><![CDATA[simgolf]]></category>
		<guid isPermaLink="false">https://blog.krusher.net/?p=2106</guid>

					<description><![CDATA[<p>Since early 90s and until the end of that decade there were two undisputed giants making strategy and management video games in the PC world: Maxis and MicroProse. These two companies are behind a practical grand total of the best strategy games, &#8220;five minutes/turns more&#8221; style: SimCity (1989), SimCity 2000 (1993), Los Sims (2000), Civilization (1991), X-Com: &#8230; <a href="https://blog.krusher.net/en/2018/07/sid-meiers-simgolf-retroview/" class="more-link">Continue reading<span class="screen-reader-text"> "Sid Meier&#8217;s SimGolf &#8211; Retroview"</span></a></p>
<p>La entrada <a href="https://blog.krusher.net/en/2018/07/sid-meiers-simgolf-retroview/">Sid Meier&#8217;s SimGolf &#8211; Retroview</a> se publicó primero en <a href="https://blog.krusher.net/en">Nobody comes after the last</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Since early 90s and until the end of that decade there were two undisputed giants making strategy and management video games in the PC world: <strong>Maxis</strong> and <strong>MicroProse</strong>. These two companies are behind a practical grand total of the best strategy games, &#8220;five minutes/turns more&#8221; style: <strong>SimCity</strong> (1989), <strong>SimCity 2000</strong> (1993), <strong>Los Sims</strong> (2000), <strong>Civilization</strong> (1991), <strong>X-Com: Enemy Unknown</strong> (1994)&#8230;</p>
<p><a href="https://blog.krusher.net/2018/07/sid-meiers-simgolf-retroanalisis/ "><img loading="lazy" decoding="async" class="aligncenter wp-image-2099 size-full" src="https://blog.krusher.net/wp-content/uploads/2018/07/simgolf-ddunvn.jpg" alt="" width="900" height="347" srcset="https://blog.krusher.net/wp-content/uploads/2018/07/simgolf-ddunvn.jpg 900w, https://blog.krusher.net/wp-content/uploads/2018/07/simgolf-ddunvn-300x116.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/07/simgolf-ddunvn-768x296.jpg 768w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a></p>
<p><strong>MicroProse</strong> (at a later stage, good old pal Sid Meier founded <strong>Firaxis</strong>) and <strong>Maxis</strong> had a fundamentally opposed nature: the first offered reflexive, long, deep and slow paced products, while <strong>Will Wright</strong>&#8216;s company designed kind of humorous games of a certain fantasy fashion. I am excited to imagine what could come out of this joint venture.</p>
<p><span id="more-2106"></span></p>
<p><a href="https://blog.krusher.net/wp-content/uploads/2018/07/003.jpg" data-rel="lightbox-gallery-u5crRTwd" data-rl_title="" data-rl_caption="" title=""><img loading="lazy" decoding="async" class="aligncenter wp-image-2096 size-full" src="https://blog.krusher.net/wp-content/uploads/2018/07/003.jpg" alt="" width="800" height="600" srcset="https://blog.krusher.net/wp-content/uploads/2018/07/003.jpg 800w, https://blog.krusher.net/wp-content/uploads/2018/07/003-300x225.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/07/003-768x576.jpg 768w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 984px) 61vw, (max-width: 1362px) 45vw, 600px" /></a></p>
<p>It was 2002 when <strong>Sid Meier&#8217;s SimGolf</strong> came out, produced by <strong>Electronic Arts</strong> in a time in which the company was engulfing other myth-enshrouded companies. The result is a surprising mix of company management with the loaded people&#8217;s sport. Again surprisingly, despite bearing the name of the <strong>Civilization</strong> saga creator, it is a game not of an excessive complexity, straightforward enough for everyone to play with the funny touches of a Sims game. Everything in a very visual interface, with a golf playability part in the style of role playing games. (you aim and I&#8217;ll shoot)</p>
<p><a href="https://blog.krusher.net/wp-content/uploads/2018/07/9PV3P.png" data-rel="lightbox-gallery-u5crRTwd" data-rl_title="" data-rl_caption="" title=""><img loading="lazy" decoding="async" class="aligncenter wp-image-2092 size-full" src="https://blog.krusher.net/wp-content/uploads/2018/07/9PV3P.png" alt="" width="800" height="600" srcset="https://blog.krusher.net/wp-content/uploads/2018/07/9PV3P.png 800w, https://blog.krusher.net/wp-content/uploads/2018/07/9PV3P-300x225.png 300w, https://blog.krusher.net/wp-content/uploads/2018/07/9PV3P-768x576.png 768w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 984px) 61vw, (max-width: 1362px) 45vw, 600px" /></a></p>
<p>The player has inherited a sum of money which would use to buy a plot of land to make his dream come true: design and build a golf course worthy of the SGA (Sim Golf Association) and winning the million-dollar prize. Everything while juggling budgets so posh people will continue burninig  simolleons in the 18 course. The way to do this is rather simple: we decie the distance between the tee and the green, we add the fairway and decide the difficulty of the hole with hazards and break. Everything while managing club facilities to make our guests stay more enjoyable, as well as the club staff of gardeners and &#8220;refreshment&#8221; sellers who will walk our paths.</p>
<p><a href="https://blog.krusher.net/wp-content/uploads/2018/07/sim-golf-02.jpg" data-rel="lightbox-gallery-u5crRTwd" data-rl_title="" data-rl_caption="" title=""><img loading="lazy" decoding="async" class="aligncenter wp-image-2098 size-full" src="https://blog.krusher.net/wp-content/uploads/2018/07/sim-golf-02.jpg" alt="" width="800" height="600" srcset="https://blog.krusher.net/wp-content/uploads/2018/07/sim-golf-02.jpg 800w, https://blog.krusher.net/wp-content/uploads/2018/07/sim-golf-02-300x225.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/07/sim-golf-02-768x576.jpg 768w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 984px) 61vw, (max-width: 1362px) 45vw, 600px" /></a></p>
<p>Technology used is not a wonder, even considering it is more than 15 years old at the moment of writing. Its 2D graphics are pleasant and music is very appropriate for the game, but there are very few settings and you can&#8217;t even change the 800&#215;600 pixel resolution. You can&#8217;t barely change the difficulty, which is not explained at all throughout the game, so it&#8217;s unknown to me how does it work or what does it do. It is not possible to expand or mod anything, and does not have any multiplayer capabilities. Its interface is also a nuisance (suddenly it&#8217;s your turn to hit the ball, but you are clicking elsewhere to edit a green, so you hit a homerun with the darn ball). It would be acceptable for an early 90s game, but for it sure downplay a 21st century product in an absurd way.</p>
<p><a href="https://blog.krusher.net/wp-content/uploads/2018/07/SimGolfB_zps87fbe1e8.jpg" data-rel="lightbox-gallery-u5crRTwd" data-rl_title="" data-rl_caption="" title=""><img loading="lazy" decoding="async" class="aligncenter wp-image-2095 size-full" src="https://blog.krusher.net/wp-content/uploads/2018/07/SimGolfB_zps87fbe1e8.jpg" alt="" width="800" height="600" srcset="https://blog.krusher.net/wp-content/uploads/2018/07/SimGolfB_zps87fbe1e8.jpg 800w, https://blog.krusher.net/wp-content/uploads/2018/07/SimGolfB_zps87fbe1e8-300x225.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/07/SimGolfB_zps87fbe1e8-768x576.jpg 768w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 984px) 61vw, (max-width: 1362px) 45vw, 600px" /></a></p>
<p>It is true that it has many negative technical points, but the playability is so fun it makes you forget (partially at least) these aspects. It&#8217;s not only joyful to build the holes, it&#8217;s very gratifying to watch these old fogies trying to carry the blessed-be ball to the hole. That and watching them dropping the simoleons when finishing, whose quantity depends on how fun was the hole itself. We can see them chatting, having &#8220;histories&#8221; like &#8220;my goldfish is ill&#8221; or &#8220;I saw an UFO&#8221; (literally). We have to manage the beverage distribution so they don&#8217;t get dry, give them electric carts and deterring them to slack so they play fluidly.</p>
<p><a href="https://blog.krusher.net/wp-content/uploads/2018/07/TULMK.png" data-rel="lightbox-gallery-u5crRTwd" data-rl_title="" data-rl_caption="" title=""><img loading="lazy" decoding="async" class="aligncenter wp-image-2094 size-full" src="https://blog.krusher.net/wp-content/uploads/2018/07/TULMK.png" alt="" width="800" height="600" srcset="https://blog.krusher.net/wp-content/uploads/2018/07/TULMK.png 800w, https://blog.krusher.net/wp-content/uploads/2018/07/TULMK-300x225.png 300w, https://blog.krusher.net/wp-content/uploads/2018/07/TULMK-768x576.png 768w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 984px) 61vw, (max-width: 1362px) 45vw, 600px" /></a></p>
<p>A very fun aspect of the game is the sound. Fitting in a CD is no problem for having many funny sound effects, with multiple details (as playing classical notes in each click building the fairway) or playing Hanna Barbera effects. Musical effects, even when they aren&#8217;t a hit, give some colour and contribute to the general ambient of the 90s rich celebrities. Part of its charm is actually the imagenierie of this subculture like the sims-like cartoons.</p>
<p><a href="https://blog.krusher.net/wp-content/uploads/2018/07/zKoUN.png" data-rel="lightbox-gallery-u5crRTwd" data-rl_title="" data-rl_caption="" title=""><img loading="lazy" decoding="async" class="aligncenter wp-image-2093 size-full" src="https://blog.krusher.net/wp-content/uploads/2018/07/zKoUN.png" alt="" width="800" height="600" srcset="https://blog.krusher.net/wp-content/uploads/2018/07/zKoUN.png 800w, https://blog.krusher.net/wp-content/uploads/2018/07/zKoUN-300x225.png 300w, https://blog.krusher.net/wp-content/uploads/2018/07/zKoUN-768x576.png 768w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 984px) 61vw, (max-width: 1362px) 45vw, 600px" /></a></p>
<p>The sporty part of the game complements perfectly the management end, and it&#8217;s all the unenforced we like. Of course the vital objective of the main character is to win the course tournament, but we can ignore it completely and just concentrate being a mogul. If we like to play the sport there&#8217;s no hurry either, and doesn&#8217;t need any special dexterity. In fact it is more in the like of japanese role playing games: the character has some statistics (dive, irons, hook/slice etc.) and we&#8217;ll just indicate him the hits to be done. Depending on our abilities the shot would be more or less successful. In the long run we will be able to get better on every aspect of the sports and win the tournament. Well, or get utterly thrashed.</p>
<p>The reception of this launch was colder than a mother-in-law hug. It wasn&#8217;t big on news, and people was more worried praising (or giving criticisms) the Sims games, or shooting in some <strong>Grand Theft Auto</strong>. In any case critics gave mostly positive scores to the game&#8230; and player critic was mostly non-existant. As a curious note there was another launch titled <strong>SimGolf</strong> programmed by <strong>Maxis</strong> in 1996, which received even less attention. Was this game a second attempt? Beats me.</p>
<p><a href="https://blog.krusher.net/wp-content/uploads/2018/07/pc-63076-11447279623.jpg" data-rel="lightbox-gallery-u5crRTwd" data-rl_title="" data-rl_caption="" title=""><img loading="lazy" decoding="async" class="aligncenter wp-image-2097 size-full" src="https://blog.krusher.net/wp-content/uploads/2018/07/pc-63076-11447279623.jpg" alt="" width="800" height="600" srcset="https://blog.krusher.net/wp-content/uploads/2018/07/pc-63076-11447279623.jpg 800w, https://blog.krusher.net/wp-content/uploads/2018/07/pc-63076-11447279623-300x225.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/07/pc-63076-11447279623-768x576.jpg 768w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 984px) 61vw, (max-width: 1362px) 45vw, 600px" /></a></p>
<p>Playing nowadays <strong>Sim Meier&#8217;s SimGolf</strong> is still a fun experience. Graphics are not severely outdated and the only real downsides are the technical problems or the out of date interface, which can be ignored with not a lot of effort thanks to the fun factor. Well, unless you use Windows 10: the damn DRM exploited an operating system flaw that was corrected in Windows 10 and it&#8217;s no longer possible to play it &#8220;legally&#8221; in this operating system. (Hint: it will work if updated to 1.02 version and properly cracked thanks to the <strong>MyTH</strong> crack scene group)</p>
<p>This is yet another game to add to my &#8220;deserves and remake and won&#8217;t have&#8221; list. Too bad it ran mostly unnoticed, since <strong>Electronic Arts</strong> will never do something similar again. In golf games we recently had <strong>Golf Story</strong> (<strong>Sidebar Games</strong>, 2017) in <strong>Nintendo Switch</strong>, and in the business management gameplay it could be compared to <strong>Theme Hospital</strong> (<strong>Bullfrog</strong>, 1997). There&#8217;s no big deal after even after all these years.</p>
<p>&nbsp;</p>
<p>La entrada <a href="https://blog.krusher.net/en/2018/07/sid-meiers-simgolf-retroview/">Sid Meier&#8217;s SimGolf &#8211; Retroview</a> se publicó primero en <a href="https://blog.krusher.net/en">Nobody comes after the last</a>.</p>
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		<title>About using arcade games at home</title>
		<link>https://blog.krusher.net/en/2018/03/about-using-arcade-games-at-home/</link>
					<comments>https://blog.krusher.net/en/2018/03/about-using-arcade-games-at-home/#respond</comments>
		
		<dc:creator><![CDATA[Krusher]]></dc:creator>
		<pubDate>Mon, 26 Mar 2018 17:06:01 +0000</pubDate>
				<category><![CDATA[Videogames]]></category>
		<category><![CDATA[arcade]]></category>
		<category><![CDATA[cps2]]></category>
		<category><![CDATA[jamma]]></category>
		<category><![CDATA[neogeo]]></category>
		<category><![CDATA[supergun]]></category>
		<guid isPermaLink="false">https://blog.krusher.net/?p=2021</guid>

					<description><![CDATA[<p>What do nowadays children dream of? Probably playing in Real Madrid, win America&#8217;s got Talent or being dinosaur veterinarian. Not a clue, to be honest. I remember however what was mine: having my own coin-op arcade. Well, that and play in Real Betis, but I could only fulfil one. Unfortunately it wasn&#8217;t playing in Real &#8230; <a href="https://blog.krusher.net/en/2018/03/about-using-arcade-games-at-home/" class="more-link">Continue reading<span class="screen-reader-text"> "About using arcade games at home"</span></a></p>
<p>La entrada <a href="https://blog.krusher.net/en/2018/03/about-using-arcade-games-at-home/">About using arcade games at home</a> se publicó primero en <a href="https://blog.krusher.net/en">Nobody comes after the last</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>What do nowadays children dream of? Probably playing in Real Madrid, win America&#8217;s got Talent or being dinosaur veterinarian. Not a clue, to be honest. I remember however what was mine: having my own coin-op arcade. Well, that and play in Real Betis, but I could only fulfil one.</p>
<figure id="attachment_1999" aria-describedby="caption-attachment-1999" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122538_HDR.jpg" rel="attachment wp-att-1999" data-rel="lightbox-gallery-ln37EQLT" data-rl_title="Placa de NeoGeo MVS, modelo MV-1FS" data-rl_caption="Placa de NeoGeo MVS, modelo MV-1FS" title="Placa de NeoGeo MVS, modelo MV-1FS"><img loading="lazy" decoding="async" class="wp-image-1999 size-medium" src="https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122538_HDR-300x225.jpg" alt="" width="300" height="225" srcset="https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122538_HDR-300x225.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122538_HDR-768x576.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122538_HDR-1024x768.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122538_HDR-1200x900.jpg 1200w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122538_HDR.jpg 1320w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-1999" class="wp-caption-text">Neogeo MVS board, model MV-1FS (or 1F, not sure)</figcaption></figure>
<p>Unfortunately it wasn&#8217;t playing in Real Betis, given my abilities with the a football is the same as Kayne West with a violin: I don&#8217;t even know what to do with it. I could, however, get myself a <strong>NeoGeo MVS</strong>, the <strong>SNK</strong> arcade board. Very famous among anyone young in the 90s for it very high quality games and being the base of <strong>NeoGeo AES</strong> console, which shared hardware and games.</p>
<p>Well, having an arcade at home is a bit inaccurate, mostly because my flat has the size of an average service room. Instead, I&#8217;ve managed to get an apparatus to use these boards in a normal TV set, along with the cables and gadgets needed to play. These devices are generically known as Supergun, and I&#8217;m about to explain how to use one.</p>
<figure id="attachment_2000" aria-describedby="caption-attachment-2000" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122629.jpg" rel="attachment wp-att-2000" data-rel="lightbox-gallery-ln37EQLT" data-rl_title="Este es mi Supergun, hay otros muchos pero este es el mío." data-rl_caption="Este es mi Supergun, hay otros muchos pero este es el mío." title="Este es mi Supergun, hay otros muchos pero este es el mío."><img loading="lazy" decoding="async" class="wp-image-2000 size-medium" src="https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122629-300x225.jpg" alt="" width="300" height="225" srcset="https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122629-300x225.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122629-768x576.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122629-1024x768.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122629-1200x900.jpg 1200w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122629.jpg 1320w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-2000" class="wp-caption-text"><em>This is my Supergun</em>. <em>There</em> are many like it, <em>but</em> this one is <em>mine</em>.</figcaption></figure>
<p>To begin with, arcade circuiot boards doesn&#8217;t have a connector to plug them to your mother&#8217;s TV, nor they have one to plug them to the mains power. How do they work, then? Most boards after mid &#8217;80s use the <strong>JAMMA</strong> (Japanese Amusement Machine and Marketing Association) standard, which is supplied energy and controls and outputs analog video in RGBS format. Most european TV sets from mid 80s will admit this signal one way or another, via SCART or a VGA connector if it&#8217;s modern enough. Power supply is another thing, requiring both 12V and 5V, and sometimes even a -5V line.</p>
<figure id="attachment_2014" aria-describedby="caption-attachment-2014" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/03/Congorilla001-1.jpg" data-rel="lightbox-gallery-ln37EQLT" data-rl_title="" data-rl_caption="" title=""><img loading="lazy" decoding="async" class="wp-image-2014 size-medium" src="https://blog.krusher.net/wp-content/uploads/2018/03/Congorilla001-1-300x225.jpg" alt="" width="300" height="225" srcset="https://blog.krusher.net/wp-content/uploads/2018/03/Congorilla001-1-300x225.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/03/Congorilla001-1-768x576.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/03/Congorilla001-1.jpg 1024w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-2014" class="wp-caption-text">Wiring on a real arcade</figcaption></figure>
<p>In a real arcade cabinet a multifrequency monitor is needed along with a power supply with all these voltages, an awful lot of cables, coin slot device and switches an joysticks for the controls. With an appropriate cabinet, of course, everything covered in grime and fluff if possible. Needless to say that if you touch something you shouldn&#8217;t (the display, in particular) it can shock the heck out of you, so better leave it to professionals. (i.e. not like me)</p>
<figure id="attachment_2011" aria-describedby="caption-attachment-2011" style="width: 228px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/03/jamma-pinout.jpg" data-rel="lightbox-gallery-ln37EQLT" data-rl_title="Conexiones del estándar JAMMA, en concreto la variación de NeoGeo" data-rl_caption="Conexiones del estándar JAMMA, en concreto la variación de NeoGeo" title="Conexiones del estándar JAMMA, en concreto la variación de NeoGeo"><img loading="lazy" decoding="async" class="wp-image-2011 size-medium" src="https://blog.krusher.net/wp-content/uploads/2018/03/jamma-pinout-228x300.jpg" alt="" width="228" height="300" srcset="https://blog.krusher.net/wp-content/uploads/2018/03/jamma-pinout-228x300.jpg 228w, https://blog.krusher.net/wp-content/uploads/2018/03/jamma-pinout.jpg 440w" sizes="auto, (max-width: 228px) 85vw, 228px" /></a><figcaption id="caption-attachment-2011" class="wp-caption-text">JAMMA pinout, specifically NeoGeo variation. Click to enlarge, don&#8217;t burn your eyes.</figcaption></figure>
<p>Here is where Supergun comes into play. Instead of having a plethora of stripped filthy wires we can use more common appliances: a TV, a console controller and a ATX power supply, in the likes of a PC. They provide a nice button to &#8220;insert coin&#8221; and many other useful features. Some models would adapt to standar extensions, like the one<strong> NeoGeo</strong> uses (providing two additional buttons and stereo sound) or <strong>CPS2</strong>&#8216;s. (that has a lot of buttons and stereo QSound)</p>
<figure id="attachment_2008" aria-describedby="caption-attachment-2008" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122546_HDR.jpg" data-rel="lightbox-gallery-ln37EQLT" data-rl_title="" data-rl_caption="" title=""><img loading="lazy" decoding="async" class="wp-image-2008 size-medium" src="https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122546_HDR-300x225.jpg" alt="" width="300" height="225" srcset="https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122546_HDR-300x225.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122546_HDR-768x576.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122546_HDR-1024x768.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122546_HDR-1200x900.jpg 1200w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122546_HDR.jpg 1320w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-2008" class="wp-caption-text">NeoGeo&#8217;s JAMMA connection in detail.</figcaption></figure>
<p>This Supergun in particular has some interesting features. First, it&#8217;s able to provide approximately one watt of a -5V line, needed for some old boards (apparently, <strong>NeoGeo</strong> doesn&#8217;t need it). It allows to adjust the video sync, along with the red, green and blue lines individually. It includes a voltmeter, to check in beforehand if the supplied voltages are appropriate. It comes with autofire too, but either it doesn&#8217;t properly work of I&#8217;m too silly to understand it. For the controller it uses two male DB15 in the likes of the <strong>NeoGeo</strong> and a female DB9 for the extra buttons, also known as &#8220;kick harness&#8221;.</p>
<p>Good thing we can use, through an adapter, a six-button <strong>Mega Drive</strong> controller, or other controllers for more common systems. The <strong>NeoGeo</strong> controllers are expensive as hell, so it&#8217;s a good alternative. It has also jack and RCA stereo connectors, so we can use some high speakers if we want.</p>
<figure id="attachment_2006" aria-describedby="caption-attachment-2006" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122331.jpg" data-rel="lightbox-gallery-ln37EQLT" data-rl_title="" data-rl_caption="" title=""><img loading="lazy" decoding="async" class="wp-image-2006 size-medium" src="https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122331-300x225.jpg" alt="" width="300" height="225" srcset="https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122331-300x225.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122331-768x576.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122331-1024x768.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122331-1200x900.jpg 1200w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122331.jpg 1320w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-2006" class="wp-caption-text">Typical Supergun connectors</figcaption></figure>
<p>Most NeoGeo MVS models would allow to connect NeoGeo controllers directly. They look like standard DB15, but unfortunately they are &#8220;deeper&#8221;, so a common DB15 plug won&#8217;t work. Other SuperGun models will directly allow <strong>Mega Drive</strong> controllers, but sometimes supporting two buttons per player, three at most.</p>
<figure id="attachment_2007" aria-describedby="caption-attachment-2007" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122420.jpg" data-rel="lightbox-gallery-ln37EQLT" data-rl_title="Adaptador de mandos de Mega Drive para SuperGun. Lamentablemente no sirve para Neogeo, el conector no es suficientemente largo." data-rl_caption="Adaptador de mandos de Mega Drive para SuperGun. Lamentablemente no sirve para Neogeo, el conector no es suficientemente largo." title="Adaptador de mandos de Mega Drive para SuperGun. Lamentablemente no sirve para Neogeo, el conector no es suficientemente largo."><img loading="lazy" decoding="async" class="size-medium wp-image-2007" src="https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122420-300x225.jpg" alt="" width="300" height="225" srcset="https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122420-300x225.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122420-768x576.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122420-1024x768.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122420-1200x900.jpg 1200w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122420.jpg 1320w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-2007" class="wp-caption-text">Supergun adapter for Mega Drive controllers. Unfortunately it won&#8217;t work on a NeoGeo, as the plug is not long enough.</figcaption></figure>
<p>This Supergun model, along with controller adapters, can be found on eBay for example. Doing the appropriate query you can find many models and other similar devices. Some will come with some assembly required, others will come in a case&#8230; there are models to fulfill any desire. As usual, keep an eye on the seller&#8217;s reputation and read the advertisement correctly. The price is usually between 40 euros for a basic model to 70 for most complex. Sometimes you can find one in a case for around 100 euros, and some even with controllers and power supply for an arm and a leg.</p>
<figure id="attachment_2005" aria-describedby="caption-attachment-2005" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122256.jpg" data-rel="lightbox-gallery-ln37EQLT" data-rl_title="Fuente ATX normal. Cualquiera debería valer, no hace falta un jigowatio ni nada así." data-rl_caption="Fuente ATX normal. Cualquiera debería valer, no hace falta un jigowatio ni nada así." title="Fuente ATX normal. Cualquiera debería valer, no hace falta un jigowatio ni nada así."><img loading="lazy" decoding="async" class="size-medium wp-image-2005" src="https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122256-300x225.jpg" alt="" width="300" height="225" srcset="https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122256-300x225.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122256-768x576.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122256-1024x768.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122256-1200x900.jpg 1200w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122256.jpg 1320w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-2005" class="wp-caption-text">A standard ATX power supply. Any would do, it doesn&#8217;t need to supply 1.21 gigawatt.</figcaption></figure>
<p>Other possibility is, of course, to build your own Supergun. It&#8217;s usually not worth the time, but of course hobbyist would like to try anyway, and connectors are not expensive. None of the signals are multiplexed, and no encoding is needed. Controls are registered (i.e. switch signals) when the precise pin is connected to ground, and they stop doing so when in high impedance. The RGBS signal can go directly to a TV set or a display via SCART, BNC or RCA connectors. Some will provide VGA, 31KHz output, so will be displayed nicely on a computer monitor.</p>
<figure id="attachment_2004" aria-describedby="caption-attachment-2004" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_104234.jpg" data-rel="lightbox-gallery-ln37EQLT" data-rl_title="Todo conectado y listo" data-rl_caption="Todo conectado y listo" title="Todo conectado y listo"><img loading="lazy" decoding="async" class="size-medium wp-image-2004" src="https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_104234-300x225.jpg" alt="" width="300" height="225" srcset="https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_104234-300x225.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_104234-768x576.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_104234-1024x768.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_104234-1200x900.jpg 1200w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_104234.jpg 1320w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-2004" class="wp-caption-text">Everything set up</figcaption></figure>
<p>Some old boards, in particular old Konami boards and most from early 80s would need an adapter because the connection is not an standard JAMMA. This would introduce a further layer to the setup, but it&#8217;s not the usual for non-antediluvian games.</p>
<p>One more thing: in my setup I use a SCART switch, but I don&#8217;t recommend doing so unless really necessary (for example when the cables won&#8217;t reach the back of the TV) as these switches usually add noise to the image. With this SCART connection we won&#8217;t usually get stereo sound, as the JAMMA standard is only in mono. Some boards, however, (like the <strong>NeoGeo</strong>) uses the negative audio signal for a second audio channel, something the Supergun must manage. Otherwise, the boards usually have a direct audio connection.</p>
<figure id="attachment_2009" aria-describedby="caption-attachment-2009" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122749.jpg" data-rel="lightbox-gallery-ln37EQLT" data-rl_title="Cartucho de NeoGeo MVS. Pequeñito el jodío." data-rl_caption="Cartucho de NeoGeo MVS. Pequeñito el jodío." title="Cartucho de NeoGeo MVS. Pequeñito el jodío."><img loading="lazy" decoding="async" class="size-medium wp-image-2009" src="https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122749-300x225.jpg" alt="" width="300" height="225" srcset="https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122749-300x225.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122749-768x576.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122749-1024x768.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122749-1200x900.jpg 1200w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_122749.jpg 1320w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-2009" class="wp-caption-text">NeoGeo MVS cartridge. Now that&#8217;s cute.</figcaption></figure>
<p>NeoGeo games come in two formats: MVS and AES. MVS are the arcade games, somewhat bigger, and AES are for the the home version, and are region locked. They don&#8217;t share the connection and it&#8217;s necessary an adapter to use it in a system they weren&#8217;t designed for, but technically are the same gadget and hold the same date. Ok, time to test everything.</p>
<figure id="attachment_2003" aria-describedby="caption-attachment-2003" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_103808_HHT.jpg" data-rel="lightbox-gallery-ln37EQLT" data-rl_title="3... 2... 1... encendido." data-rl_caption="3... 2... 1... encendido." title="3... 2... 1... encendido."><img loading="lazy" decoding="async" class="size-medium wp-image-2003" src="https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_103808_HHT-300x225.jpg" alt="" width="300" height="225" srcset="https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_103808_HHT-300x225.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_103808_HHT-768x576.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_103808_HHT-1024x768.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_103808_HHT-1200x900.jpg 1200w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_103808_HHT.jpg 1320w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-2003" class="wp-caption-text">3&#8230; 2&#8230; 1&#8230; ignition.</figcaption></figure>
<p>Once everything is connected we can play already. This Supergun model has more lights than Las Vegas (Nevada, not <a href="https://www.google.es/maps/@37.3572652,-5.9628055,3a,60y,12.94h,93.16t/data=!3m6!1e1!3m4!1sA-KM0KD2g9rDacNwhey46g!2e0!7i13312!8i6656" target="_blank" rel="noopener">Sevilla</a>), noting that there&#8217;s voltage on lines 12V and 5V. There&#8217;s an &#8220;insert button&#8221;, since it&#8217;s something the controllers won&#8217;t have. Otherwise it would be a run for the arcade owner, doesn&#8217;t it?</p>
<figure id="attachment_2010" aria-describedby="caption-attachment-2010" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_123106.jpg" data-rel="lightbox-gallery-ln37EQLT" data-rl_title="" data-rl_caption="" title=""><img loading="lazy" decoding="async" class="wp-image-2010 size-medium" src="https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_123106-300x225.jpg" alt="" width="300" height="225" srcset="https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_123106-300x225.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_123106-768x576.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_123106-1024x768.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_123106-1200x900.jpg 1200w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180318_123106.jpg 1320w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-2010" class="wp-caption-text">This screen has attracted more quarters than all the mimes in Barcelona altogether</figcaption></figure>
<figure id="attachment_2001" aria-describedby="caption-attachment-2001" style="width: 300px" class="wp-caption aligncenter"><a href="https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180316_192112_HDR.jpg" data-rel="lightbox-gallery-ln37EQLT" data-rl_title="¡Está vivo!" data-rl_caption="¡Está vivo!" title="¡Está vivo!"><img loading="lazy" decoding="async" class="size-medium wp-image-2001" src="https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180316_192112_HDR-300x225.jpg" alt="" width="300" height="225" srcset="https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180316_192112_HDR-300x225.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180316_192112_HDR-768x576.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180316_192112_HDR-1024x768.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180316_192112_HDR-1200x900.jpg 1200w, https://blog.krusher.net/wp-content/uploads/2018/03/IMG_20180316_192112_HDR.jpg 1320w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a><figcaption id="caption-attachment-2001" class="wp-caption-text">It&#8217;s alive!</figcaption></figure>
<p>Now we can finally enjoy our games. An advantage that <strong>NeoGeo MVS</strong> offers against the home model is that, in spite that home model was cheaper back then, the <strong>MVS</strong> sold more and it&#8217;s easier and cheaper to find nowadays. It takes such a mess to set everything up, but we can use any arcade board we want with it. We can find a <strong>NeoGeo</strong> board for like 40 or 50 euros, and games ranges from 30 for the most common to a few hundred for the hardest to find.</p>
<p>I hope this article, describing my experience, can help somebody. In any case it must be noted that I don&#8217;t have any relation with the eBay sellers I make reference of, and I cannot be responsible of anything you buy or try to set up. Some links are sponsored, meaning they would give me a misery if somebody buys anything. If you are going to try anything described here at least follow your common sense: don&#8217;t touch with your filthy hands the connections, don&#8217;t play with electricity and take caution of not short-circuiting anything, as you can find yourself without your game. Or carpet.</p>
<p><strong>Edit</strong>: It seems eBay doesn&#8217;t like my links so they have been removed.</p>
<p>La entrada <a href="https://blog.krusher.net/en/2018/03/about-using-arcade-games-at-home/">About using arcade games at home</a> se publicó primero en <a href="https://blog.krusher.net/en">Nobody comes after the last</a>.</p>
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		<title>Sound chips that shaped video games</title>
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		<dc:creator><![CDATA[Krusher]]></dc:creator>
		<pubDate>Sun, 21 Jan 2018 11:05:05 +0000</pubDate>
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					<description><![CDATA[<p>Sound is present since videogames are such. From little beeps to the complex, positional digital audio system nowadays. Sound effects and music in the digital entertainment have come a long way, and so the necessary hardware has. Among the electronic circuits that have made possible the sound aspect of the digital world there are really &#8230; <a href="https://blog.krusher.net/en/2018/01/sound-chips-that-shaped-video-games/" class="more-link">Continue reading<span class="screen-reader-text"> "Sound chips that shaped video games"</span></a></p>
<p>La entrada <a href="https://blog.krusher.net/en/2018/01/sound-chips-that-shaped-video-games/">Sound chips that shaped video games</a> se publicó primero en <a href="https://blog.krusher.net/en">Nobody comes after the last</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Sound is present since videogames are such. From little beeps to the complex, positional digital audio system nowadays. Sound effects and music in the digital entertainment have come a long way, and so the necessary hardware has.</p>
<p><a href="https://blog.krusher.net/en/2018/01/sound-chips-that-shaped-videogames/"><img loading="lazy" decoding="async" class="aligncenter wp-image-1828 size-large" src="https://blog.krusher.net/wp-content/uploads/2019/01/chipssonidoformavideojuegos-1024x415.jpg" alt="" width="840" height="340" srcset="https://blog.krusher.net/wp-content/uploads/2019/01/chipssonidoformavideojuegos.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2019/01/chipssonidoformavideojuegos-300x122.jpg 300w, https://blog.krusher.net/wp-content/uploads/2019/01/chipssonidoformavideojuegos-768x311.jpg 768w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a></p>
<p>Among the electronic circuits that have made possible the sound aspect of the digital world there are really notable ones. Because the melodies they have been written for, the impact in the gaming (or general) culture, its capacities or simply because the leap they meant. As the dumb lists enthusiast I am, here is a list of some which, in my judgement, are the most interesting and deserve to be remembered.</p>
<p><span id="more-1831"></span></p>
<h2>The dawn of sound</h2>
<p>First computers were huge machines devoted to military calculus and research, and were basically mute. Some could beep a little, but in 1961 a giant leap came and we could hear the <strong>IBM 7094</strong> not just playing music, but <a href="https://www.youtube.com/watch?v=41U78QP8nBk" data-rel="lightbox-video-0" target="_blank" rel="noopener">singing too</a>. It wasn&#8217;t until 1971 that, at last, commercial video games appeared as such with <strong>Spacewar!</strong> (<strong>Steve Rusel</strong>), which included among its circuits some noise generators to liven up the program.</p>
<p><iframe loading="lazy" width="840" height="630" src="https://www.youtube.com/embed/41U78QP8nBk?feature=oembed" frameborder="0" allow="autoplay; encrypted-media" allowfullscreen></iframe></p>
<p>Following this it should be noted that first video gaming began to be sold (staring with <strong>Magnavox Odyssey</strong> in 1972) were either mute or with a little buzzer as audio. In 1977 <strong>Atari</strong> presented its <strong>VCS</strong>, later known as the <strong>Atari 2600</strong>. Among its cuts we could fin the <strong>TIA</strong>, created by uncle <strong>Jay Miner</strong>, and later enhanced in the computers <strong>Atari 400</strong> and <strong>800</strong>.</p>
<p>Anyone who had one would remember its crude, off-key sound. It had mono output, with two oscillators with several modes, each one with 32 tone and 16 volume levels. It was a programmable sound generator (PSG) rather poor, but was one of the first recognisable ones, manufactured in huge quantities and with several versions. In the &#8217;80s it derived in the POKEY chip, used in famous arcades like <strong>Tetris</strong> (<strong>Atari</strong>, 1988) or included in some console cartridges to expand its sound capabilities.</p>
<p><iframe loading="lazy" width="840" height="630" src="https://www.youtube.com/embed/J27e7NrjJuE?feature=oembed" frameborder="0" allow="autoplay; encrypted-media" allowfullscreen></iframe></p>
<p><strong>TIA</strong>, <strong>POKEY</strong> and many others weren&#8217;t really dedicated hardware. These chips usually had many purposes. <strong>POKEY</strong> for example worked as sampling hardware for potentiometers and other analogue signals, and TIA served also as video generator.</p>
<h2>Texas Instruments SN</h2>
<p>One of the first audio dedicated chips that we could hear in a plethora of console systems were the <strong>Texas Instruments SN family</strong>. Born in the early 80s, these chips had some modest capabilities: tree square wave generators and a white noise channel, at least with a more easily modulated tone and volume this time.</p>
<p><iframe loading="lazy" width="840" height="630" src="https://www.youtube.com/embed/oK9AT6uqRK4?feature=oembed" frameborder="0" allow="autoplay; encrypted-media" allowfullscreen></iframe></p>
<p>The list of system which used these SN is very big: <strong>Game Gear</strong>, <strong>Master System</strong>, <strong>Mega Drive</strong>, <strong>Sega SG-1000</strong>, <strong>Tandy 1000</strong>, <strong>IBM PCjr</strong>, <strong>Coleco Adam</strong>, <strong>BBC Micro</strong>, <strong>NeoGeo Pocket</strong>, a lot of arcade machines&#8230; and many others. SEGA consoles, apart from SG-1000, integrated this chip in their audio/video processors. They were used in so many places that became some of the most ubiquitous and recognisable 80&#8217;s sound. However it was easy to mix up with its direct competitor: the <strong>General Instrument AY</strong>.</p>
<h2>General Instrument AY</h2>
<p>This audio chip was born a couple years before SN, its sworn competitor. Its characteristics seem taken from them: three square wave oscillators and a noise channel. However, even when it wasn&#8217;t a intended feature, it was possible to play PCM digital sound through software techniques, at a high CPU cost. Its registers were bigger, too, so it was possible to tune frequencies and other characteristics in a finer way, and thus the audio output.</p>
<p><iframe loading="lazy" width="840" height="473" src="https://www.youtube.com/embed/RkMe4vH7Zug?feature=oembed" frameborder="0" allow="autoplay; encrypted-media" allowfullscreen></iframe></p>
<p>The main platforms that used the AY chips to play sounds were the <strong>Amstrad CPC</strong>, <strong>Intellivision</strong>, <strong>Vectrex</strong> and the <strong>Atari ST</strong>. Case of which was a deep sorrow among its user when compared to <strong>Amiga</strong> audio capabilities. <img src="https://s.w.org/images/core/emoji/15.1.0/72x72/1f60a.png" alt="😊" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>
<h2>Yamaha YM (OP)</h2>
<p>The <strong>Yamaha YM</strong> family is varied and prolific, and has been used in an awful lot of computers and consoles, and some of the most common PC sound cards in the 90s. They are in general chips with frequency modulated synthesis and several PCM or ADPCM channels.</p>
<p><iframe loading="lazy" width="840" height="630" src="https://www.youtube.com/embed/qF4jKHak6o8?feature=oembed" frameborder="0" allow="autoplay; encrypted-media" allowfullscreen></iframe></p>
<p><strong>OP</strong> series was used in expansion cartridges in computers as the <strong>Commodore 64</strong> and the <strong>MSX</strong>, but specially in PC sound cards. Starting with the <strong>AdLib</strong> and then on almost every <strong>Creative Labs Sound Blaster</strong> at the end of the 80s through mid 90s. In this case it was accompanied with one or several DAC, while retaining the particular <strong>Yamaha</strong> FM synthetic sound. In fact, a great majority of PC game of this era supported these chip to play music.</p>
<p><strong>OPN</strong> family, on the contrary, was mainly used in video game consoles, although it was used in <strong>NEC</strong> Japanese computer line, known as <strong>PC-88</strong>. It was used in some keyboards too, with partial compatibility with Yamaha DX series. The main usage, however, was in video game consoles as <strong>Mega Drive</strong> and <strong>Neo Geo</strong>. In the <strong>SEGA</strong> console case with a single PCM channel, and in the <strong>SNK</strong>&#8216;s with several ADPCM capable channels.</p>
<p><iframe loading="lazy" width="840" height="630" src="https://www.youtube.com/embed/AeLi1lcBiAQ?feature=oembed" frameborder="0" allow="autoplay; encrypted-media" allowfullscreen></iframe></p>
<p>Other systems were backed by digital audio, but the <strong>Mega Drive</strong>, as well as <strong>SEGA</strong> 16 bit arcades, bid  for the FM synthesis in its <strong>Yamaha YM2612</strong>. This made its sound effect a lot less convincing, but in the other hand the music sounds like a proper synthesizer. In the adequate hands it could made some amazing tricks.</p>
<p><iframe loading="lazy" width="840" height="630" src="https://www.youtube.com/embed/E5g-QHq925o?feature=oembed" frameborder="0" allow="autoplay; encrypted-media" allowfullscreen></iframe></p>
<p>The rest of their chips, with various denominations (<strong>OPN</strong>, <strong>OPP</strong>, <strong>OPZ</strong>, <strong>RYP4</strong>, <strong>PCMD8</strong>, <strong>SCSP</strong>&#8230;) were used in consoles like <strong>Sega Saturn</strong>, but mostly they were heart for <strong>Yamaha</strong> famous keyboards and drum machines.</p>
<h2>SPC700</h2>
<p><strong>Super Nintendo</strong> was a very capable system in its sound capabilities. This was due to a particular well designed and powerful sound subsystem, the <strong>S-SMP</strong>. This system included a DAC, a 64 KB SRAM, a 64 bytes ROM, a DSP and the <strong>SPC700</strong> chip, brain for the audio system. It was designed by <strong>Ken Kutaragi</strong>, later known as the father of <strong>PlayStation</strong>.</p>
<p><iframe loading="lazy" width="840" height="630" src="https://www.youtube.com/embed/OU1W7b4B2tY?feature=oembed" frameborder="0" allow="autoplay; encrypted-media" allowfullscreen></iframe></p>
<p>Contrary to many contemporary audio chips it wasn&#8217;t a programmable sound generator, nor a FM synthesizer: it was a true wavetable engine with 8 digital channels rated at 32KHz, 16 bit. It was also a whole programmable system, executing these programs from its static memory. The <strong>SPC</strong> couldn&#8217;t read the <strong>SNES</strong> main RAM, but it was possible however to use the CPU to transfer between them, and some games took advantage of this to swap samples on the fly and overcome the 64K barrier.</p>
<p><iframe loading="lazy" width="840" height="630" src="https://www.youtube.com/embed/73n7HTcmb5g?feature=oembed" frameborder="0" allow="autoplay; encrypted-media" allowfullscreen></iframe></p>
<p>In the midst of the <a href="http://www.pixfans.com/conflictos-generacionales-cuarta-generacion/" target="_blank" rel="noopener">four generation console war</a> (link in Spanish only) it became a strong argument in favour for the SNES. With only one digital channel the <strong>Mega Drive</strong> couldn&#8217;t offer the same convincing sound effects and drums at the same time, something the <strong>Super Nintendo</strong> would excel in. At the cost, of course, of not having any audio synthesis capability, so the 64KB SRAM would frequently fall short for longer, modulated or dynamic sounds.</p>
<h2>APU</h2>
<p>1983 was a convulse time for the video game industry. Nintendo made a strong bid with its <strong>NES</strong>, including tasking <strong>Ricoh</strong> with a programmable audio chip at a very competitive cost, with superior capabilities compared to <strong>AY</strong> and <strong>SN</strong>. Five oscillators with triangular, sinusoidal and square waves, a noise generator and a channel in which it was possible to play PCM audio. Having no proper DMA capabilities, an intensive CPU use was needed, and the console couldn&#8217;t do much more when doing so.</p>
<p><iframe loading="lazy" width="840" height="630" src="https://www.youtube.com/embed/U2kTeh7FNl0?feature=oembed" frameborder="0" allow="autoplay; encrypted-media" allowfullscreen></iframe></p>
<p>In the beginning <strong>Ricoh</strong> was reluctant to comply. Nintendo asked for a very competitive price, and it was perceived as a dangerous move. But after Nintendo promising millionaire purchases they accepted. A great success, for it sold in many millions. Thus the <strong>2A03</strong> was born, the commercial designation for the Audio Processing Unit. (Just in case the intrepid reader has not realised, this <strong>APU</strong> doesn&#8217;t have anything to do with the Simpsons)</p>
<p><iframe loading="lazy" width="840" height="630" src="https://www.youtube.com/embed/wKWJkiWGS8M?feature=oembed" frameborder="0" allow="autoplay; encrypted-media" allowfullscreen></iframe></p>
<p>Even when <strong>Master System</strong> was a more powerful console, <strong>Nintendo</strong> took the prize and many people identify its particular <strong>APU</strong> sound as the 8 bit aesthetic. It is evident too that audio capabilities of the <strong>APU</strong> were superior, as it was more recent and had many desirable characteristics.</p>
<h2>Paula</h2>
<p>In the mid 80s it was the <strong>Amiga</strong> era. They were unrivalled  when it came to multimedia capabilities. In 1985 they competed even with professional musical machinery, because to their amazing audio features. Thanks to a multimedia oriented architecture and, of course, to a chip named <strong>Paula</strong>.</p>
<p><iframe loading="lazy" width="840" height="473" src="https://www.youtube.com/embed/SLdBw_hg6dw?feature=oembed" frameborder="0" allow="autoplay; encrypted-media" allowfullscreen></iframe></p>
<p>This chip was in charge of controlling the floppy disk drive, the parallel port communications and of course the sound system. Its capabilities were amazing for the era: four digital audio channels rated at 8 bit or two at 14 bit controlled by DMA. Thanks to this hardware the <em>mod</em> files became popular, which took advantage of all audio system characteristics.</p>
<p><iframe loading="lazy" width="840" height="630" src="https://www.youtube.com/embed/2w-tiRnac2k?feature=oembed" frameborder="0" allow="autoplay; encrypted-media" allowfullscreen></iframe></p>
<p>Their principle of operation was more similar to modern sound cards than its earlier counterparts. Instead of the CPU polling and sending data in real time to the audio processor, it could just tell the <strong>Paula</strong> chip where in the RAM was the sound stored, how did we want to play it, at which volume, when to stop&#8230; and Paula would do its job on its own. I the meanwhile we would have the whole CPU for our games while digital, multi-channel music was playing, defeating anything heard before.</p>
<p><iframe loading="lazy" width="840" height="630" src="https://www.youtube.com/embed/XlP_FBa9naM?feature=oembed" frameborder="0" allow="autoplay; encrypted-media" allowfullscreen></iframe></p>
<p>Other feature this chip had, even though seldom used, was using a channel as modulator for another, allowing rudimentary frequency modulated audio synthesis or using them as a filter. It wasn&#8217;t used very often as the results weren&#8217;t impressive. Something that was, however, was the software channel mixing, popularising 8 channel digital audio players. But this consumed too many CPU, so it was impractical for games and other programs.</p>
<h2>SID</h2>
<p>Finally, as usual, my superfavourite. The <em>Sound Interface Device</em>, better known as <strong>SID</strong>, is the audio chip for the best selling compute system ever: the <strong>Commodore 64</strong>. It isn&#8217;t a sophisticated audio digital player, or anything near it, just a humble programmable audio synthesizer, with mono output and three voices that sounded like hells. It&#8217;s considered one of the reasons the demoscene was born on this computer.</p>
<p><iframe loading="lazy" width="840" height="630" src="https://www.youtube.com/embed/9Vmoj8xzqkk?feature=oembed" frameborder="0" allow="autoplay; encrypted-media" allowfullscreen></iframe></p>
<p>Each of the three voices had its own programmable oscillators, each one with a independant ADSR (attack-decay-sustain-release) curve, CPU controllable if necessary. It included external analogue parts as low-pass, notch filters or ring modulation, channel independant. This would make it a true modern audio synthetiser; everything in a 1982, mid priced computer.</p>
<p><iframe loading="lazy" width="840" height="473" src="https://www.youtube.com/embed/XrCK38adwsA?feature=oembed" frameborder="0" allow="autoplay; encrypted-media" allowfullscreen></iframe></p>
<p>This chip had also more traps than rodents for trapping. For example, modifying some of the registers at the adequate frequency could seemingly play digital sound, albeit at low resolution. Unfortunately this was &#8220;fixed&#8221; on later revisions, making this audio almost inaudible. Fortunately another trick was discovered for both versions, although it required a dedicated channel, sensibly reducing the available audio channels.</p>
<p><iframe loading="lazy" width="840" height="473" src="https://www.youtube.com/embed/w3t5P7pvxlE?feature=oembed" frameborder="0" allow="autoplay; encrypted-media" allowfullscreen></iframe></p>
<p>This chip doesn&#8217;t seem a big deal on paper, in fact in early years is wasn&#8217;t as exploited as deserved. Along the years, authors as <strong>Jeroen Tel</strong> or <strong>Ron Hubbard</strong> squeezed the<strong> SID</strong> potential in games, providing some of the most memorable soundtracks of the era. The demoscene did the rest, pulling a sound that would have rivalled with professional synthesizers. All this would contribute to consider a cult sounding machine, and very valued among musicians and collectors. It also helps to its collectible status that it was one of most delicate parts of the system, requiring a dedicated 12V AC (9 in the second version) and getting screwed beyond repair at a drop of a hat if the power source wouldn&#8217;t supply very regular values.</p>
<p><iframe loading="lazy" width="840" height="473" src="https://www.youtube.com/embed/MiSlPuCqEoM?feature=oembed" frameborder="0" allow="autoplay; encrypted-media" allowfullscreen></iframe></p>
<p>Author for this chip founded <strong>Ensoniq</strong> company, devoted to synthesising keyboard. The second was the <strong>ESQ-1</strong>, built to be what its authors wanted the <strong>SID</strong> to be back in his day.</p>
<h2>Some other here and that</h2>
<p>It was very interesting that <strong>PC-Engine</strong>, a modest 8 bit console, had such a great graphic and sound capabilities back in 1987. Thanks to its CPU (which served as audio chip too) it had near wavetable audio capabilities, mixing PSG capabilities and digital audio. Having its size, pricing and scope is well worth tipping our hat.</p>
<p><iframe loading="lazy" width="840" height="630" src="https://www.youtube.com/embed/SJzfOA9uV6E?feature=oembed" frameborder="0" allow="autoplay; encrypted-media" allowfullscreen></iframe></p>
<p>In <strong>PlayStation</strong> we could hear the might of the CD digital audio, but we mus not forget the <strong>PSU</strong>, Playstation Sound Unit. This chip allowed an incredible 24 ADPCM digital audio channels at CD quality, sequenced by MIDI streams. Well yes, CD audio was great, but you suely remember musics in Final Fantasy and the like&#8230; <strong>Nintendo</strong> and its powerful 64 bit CPU were not in position to compete. <strong>PlayStation</strong> 2 had a enhanced version of this chip with more channels, more quality, more effects and&#8230; well, more of everything.</p>
<p>There was a worthy contender however in the <strong>Sega Saturn</strong>&#8216;s <strong>YMF295</strong> chip, that would allow this and more: FM synthesis, DSP filtering and a dedicated RAM. Everything controlled by a Motorola 68EC000 dedicated CPU. Unfortunately this complex piece of technology didn&#8217;t had audio uncompressing capabilities.</p>
<h2>Endnotes</h2>
<p>Something odd happens in the world of audio synthesis. I love the warm sound of analogue synthesiser as the Minimoog, and the might of the modern digital synthesizers. In the 80s and 90s however there is a void of uncool pop music. Even then, one of my greatest hobbies is video game music of this era, using precisely this kind of technology.</p>
<p>Well, this could have helped to video game music stereotypes (classics at least) being outdated and childish melodies. Us veteran players however mostly agree that they are an essential part of the digital culture.</p>
<p>I didn&#8217;t want to brought the topic of sound cards (<strong>Sound Blaster</strong>, <strong>Covox Speech Thing</strong>, etc) or general purpose system dedicated to audio generation and processing (<strong>MT-32</strong>) as they didn&#8217;t were dedicated audio chips, but they deserve however an own article at length. I&#8217;ll leave it for other some time.</p>
<p>I tried to gather and discover some of the best examples (and those which I like the most) of chips that shaped videogame sounds at its best moment, although I must recognize that it&#8217;s strange doing so in this acronym jargon and uncomprehensible technologies. Oh and, of course, we lack a lot of chips here in lots of forms, colours and flavours, but that is left as an exercise for the reader.</p>
<p>La entrada <a href="https://blog.krusher.net/en/2018/01/sound-chips-that-shaped-video-games/">Sound chips that shaped video games</a> se publicó primero en <a href="https://blog.krusher.net/en">Nobody comes after the last</a>.</p>
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		<title>Kero Blaster &#8211; Impressions</title>
		<link>https://blog.krusher.net/en/2018/01/kero-blaster-impressions/</link>
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		<dc:creator><![CDATA[Krusher]]></dc:creator>
		<pubDate>Wed, 03 Jan 2018 08:10:55 +0000</pubDate>
				<category><![CDATA[Review]]></category>
		<category><![CDATA[Videogames]]></category>
		<category><![CDATA[cave story]]></category>
		<category><![CDATA[daisuke amaya]]></category>
		<category><![CDATA[kero blaster]]></category>
		<category><![CDATA[pixel studio]]></category>
		<category><![CDATA[run'n'gun]]></category>
		<guid isPermaLink="false">https://blog.krusher.net/?p=1808</guid>

					<description><![CDATA[<p>My first reaction to an &#8220;indy 8bit pixel shooter&#8221; is skepticism. Rationale is no other than a market already stuffed with, at best cases, mediocre games, faux retro posers and, definitely, games I won&#8217;t play even getting paid. Why should I bother with this game? There is something in Kero Blaster (2014) that dispels all &#8230; <a href="https://blog.krusher.net/en/2018/01/kero-blaster-impressions/" class="more-link">Continue reading<span class="screen-reader-text"> "Kero Blaster &#8211; Impressions"</span></a></p>
<p>La entrada <a href="https://blog.krusher.net/en/2018/01/kero-blaster-impressions/">Kero Blaster &#8211; Impressions</a> se publicó primero en <a href="https://blog.krusher.net/en">Nobody comes after the last</a>.</p>
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										<content:encoded><![CDATA[<p>My first reaction to an &#8220;indy 8bit pixel shooter&#8221; is skepticism. Rationale is no other than a market already stuffed with, at best cases, mediocre games, faux retro posers and, definitely, games I won&#8217;t play even getting paid. Why should I bother with this game?</p>
<p><a href="https://blog.krusher.net/en/2018/01/kero-blaster-impressions/"><img loading="lazy" decoding="async" class="aligncenter wp-image-1798 size-full" src="https://blog.krusher.net/wp-content/uploads/2018/01/keroblaster_s.jpg" alt="" width="616" height="353" srcset="https://blog.krusher.net/wp-content/uploads/2018/01/keroblaster_s.jpg 616w, https://blog.krusher.net/wp-content/uploads/2018/01/keroblaster_s-300x172.jpg 300w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 984px) 61vw, (max-width: 1362px) 45vw, 600px" /></a></p>
<p>There is something in <strong>Kero Blaster</strong> (2014) that dispels all my doubts at first glance: it&#8217;s signed as the second completa game by <strong>Daisuke &#8220;Pixel&#8221; Amaya</strong>, the mastermind after the legendary <strong>Cave Story</strong> (2004).</p>
<p><span id="more-1808"></span></p>
<p><strong>Kero Blaster</strong> premises are obvious: a run&#8217;n&#8217;gun game that mimics classics from the 20th century in playability and multimedia aspects. Its resemblance is even beyond <strong>Cave Story</strong>&#8216;s as this time there&#8217;s almost any dialogues or exploration, being all the levels all linear. This isn&#8217;t a bad thing per se, just a design option, a well used choice and justified by a good level design.</p>
<p><a href="https://blog.krusher.net/wp-content/uploads/2018/01/pic6.jpg" data-rel="lightbox-gallery-AKO3Luwf" data-rl_title="" data-rl_caption="" title=""><img loading="lazy" decoding="async" class="aligncenter wp-image-1799 size-medium" src="https://blog.krusher.net/wp-content/uploads/2018/01/pic6-300x206.jpg" alt="" width="300" height="206" srcset="https://blog.krusher.net/wp-content/uploads/2018/01/pic6-300x206.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/01/pic6.jpg 527w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a></p>
<p>This is a game initially released on <strong>iOS</strong>, but released not much later on more accessible platforms as <strong>Steam</strong>. Even then, controls don&#8217;t resent at all (I&#8217;ve played only the <strong>PC</strong> version with a controller) and allows to be played without problems. Moreover, it introduces a concept I loved: when the fire button is pressed, the character will continue facing its direction until released, making boss fights much easier and enjoyable.</p>
<p><a href="https://blog.krusher.net/wp-content/uploads/2018/01/Kero-Blaster-Bugs.jpg" data-rel="lightbox-gallery-AKO3Luwf" data-rl_title="" data-rl_caption="" title=""><img loading="lazy" decoding="async" class="aligncenter wp-image-1804 size-medium" src="https://blog.krusher.net/wp-content/uploads/2018/01/Kero-Blaster-Bugs-300x200.jpg" alt="" width="300" height="200" srcset="https://blog.krusher.net/wp-content/uploads/2018/01/Kero-Blaster-Bugs-300x200.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/01/Kero-Blaster-Bugs-768x512.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/01/Kero-Blaster-Bugs.jpg 960w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a></p>
<p>Back to the playability, it will undoubtedly satisfy you. It might add a bit of difficulty comparing to <strong>Cave Story</strong> kind of games, as it introduces a bit of inertia, but not as much as <strong>Super Mario Bros.</strong> (<strong>Nintendo</strong>, 1985). The game offers a classic experience, which however allows modern elements as game saving and many different enemies on screen. I believe limiting video memory to 64K won&#8217;t have done much for a more credible experience anyway. <img src="https://s.w.org/images/core/emoji/15.1.0/72x72/1f603.png" alt="😃" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>
<p><a href="https://blog.krusher.net/wp-content/uploads/2018/01/kero-header.jpg" data-rel="lightbox-gallery-AKO3Luwf" data-rl_title="" data-rl_caption="" title=""><img loading="lazy" decoding="async" class="aligncenter size-medium wp-image-1800" src="https://blog.krusher.net/wp-content/uploads/2018/01/kero-header-300x200.jpg" alt="" width="300" height="200" srcset="https://blog.krusher.net/wp-content/uploads/2018/01/kero-header-300x200.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/01/kero-header-768x512.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/01/kero-header.jpg 1000w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a></p>
<p>There&#8217;s not a lot to say about graphics, but almost everything is good. It is true that they are simple, not very colourful and in low resolution. But that&#8217;s part of their charm: <strong>Daisuke Amaya</strong> is precisely known for expressing a quite lot with just a fistful of pixels. It&#8217;s to be said that the main character is a bit so-so, but for the rest they are perfectly created, and even with a simple bunch of pixel they are create with, they even appear to have their own expressions and everything.</p>
<p>The game sound is on par with other aspects, and helps the general aspect of the game to be genuinely retro. Well, it&#8217;s no better compared to Cave Story, but even then they are fidel to <strong>Pixel</strong>&#8216;s style. So melodies are so authentic and it achieves a warming charisma for the game. Not having the exploration component in this game, is it possible to compose music with less restrictions.</p>
<p><a href="https://blog.krusher.net/wp-content/uploads/2018/01/ss_6c5f6cc1786dbf8044f19a287b501bf70470a337.1920x1080.jpg" data-rel="lightbox-gallery-AKO3Luwf" data-rl_title="" data-rl_caption="" title=""><img loading="lazy" decoding="async" class="aligncenter wp-image-1801 size-medium" src="https://blog.krusher.net/wp-content/uploads/2018/01/ss_6c5f6cc1786dbf8044f19a287b501bf70470a337.1920x1080-300x200.jpg" alt="" width="300" height="200" srcset="https://blog.krusher.net/wp-content/uploads/2018/01/ss_6c5f6cc1786dbf8044f19a287b501bf70470a337.1920x1080-300x200.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/01/ss_6c5f6cc1786dbf8044f19a287b501bf70470a337.1920x1080-768x512.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/01/ss_6c5f6cc1786dbf8044f19a287b501bf70470a337.1920x1080.jpg 960w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a></p>
<p>The game keeps a great quality throughout the game, with a good enemy, level and enemy design. The story is quite simple, just a worker of a teleport company doing some works, some of the which gets complicated. Even when the dialogues aren&#8217;t passionately deep they are perfectly translated to a lot of languages (Spanish included) for our own comfort. The worst point of the game is its length, which is about a hour and a half for a not-so-good player (me), but it&#8217;s warranted that all that time we&#8217;ll be well hooked. Also it has something I love: a shop to spend all our moneis and getting our weapons and vitality better.</p>
<p><a href="https://blog.krusher.net/wp-content/uploads/2018/01/KeroBlasterReview_1.png" data-rel="lightbox-gallery-AKO3Luwf" data-rl_title="" data-rl_caption="" title=""><img loading="lazy" decoding="async" class="aligncenter wp-image-1803 size-medium" src="https://blog.krusher.net/wp-content/uploads/2018/01/KeroBlasterReview_1-300x169.png" alt="" width="300" height="169" srcset="https://blog.krusher.net/wp-content/uploads/2018/01/KeroBlasterReview_1-300x169.png 300w, https://blog.krusher.net/wp-content/uploads/2018/01/KeroBlasterReview_1-768x432.png 768w, https://blog.krusher.net/wp-content/uploads/2018/01/KeroBlasterReview_1.png 960w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a></p>
<p>Well, we don&#8217;t really have to settle with the hour and a half the game offers, because completing the game will unlock the &#8220;overwork&#8221; game mode. This is, additional levels remixed from the first run, which aren&#8217;t as surprising as the first but still good if we want more the same. Two spin-offs were made, too: <strong>Pink Hour</strong> (2014) and <strong>Pink Heaven</strong> (2014), short but free.</p>
<p><a href="https://blog.krusher.net/wp-content/uploads/2018/01/kero-blaster-04-04-17-1.jpg" data-rel="lightbox-gallery-AKO3Luwf" data-rl_title="" data-rl_caption="" title=""><img loading="lazy" decoding="async" class="aligncenter wp-image-1802 size-medium" src="https://blog.krusher.net/wp-content/uploads/2018/01/kero-blaster-04-04-17-1-300x200.jpg" alt="" width="300" height="200" srcset="https://blog.krusher.net/wp-content/uploads/2018/01/kero-blaster-04-04-17-1-300x200.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/01/kero-blaster-04-04-17-1-768x511.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/01/kero-blaster-04-04-17-1-1024x682.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2018/01/kero-blaster-04-04-17-1-1200x799.jpg 1200w, https://blog.krusher.net/wp-content/uploads/2018/01/kero-blaster-04-04-17-1.jpg 1622w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a></p>
<p>Whether you liked Cave Story or you just like run&#8217;n&#8217;gun games this is a great choice to spend the afternoon, as it&#8217;s usually at a competitive price. I&#8217;m personally looking forward to <strong>Pixel Studios</strong> next production.</p>
<p>La entrada <a href="https://blog.krusher.net/en/2018/01/kero-blaster-impressions/">Kero Blaster &#8211; Impressions</a> se publicó primero en <a href="https://blog.krusher.net/en">Nobody comes after the last</a>.</p>
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		<title>Afterlife &#8211; Retroview</title>
		<link>https://blog.krusher.net/en/2017/12/afterlife-retroview/</link>
					<comments>https://blog.krusher.net/en/2017/12/afterlife-retroview/#respond</comments>
		
		<dc:creator><![CDATA[Krusher]]></dc:creator>
		<pubDate>Sun, 10 Dec 2017 17:27:35 +0000</pubDate>
				<category><![CDATA[Review]]></category>
		<category><![CDATA[Videogames]]></category>
		<category><![CDATA[afterlife]]></category>
		<category><![CDATA[lucas arts]]></category>
		<category><![CDATA[sim city 2000]]></category>
		<category><![CDATA[strategy]]></category>
		<guid isPermaLink="false">https://blog.krusher.net/?p=1787</guid>

					<description><![CDATA[<p>When one thinks of Lucas Arts it immediately comes to mind the incredible adventures that provided us of many great (and not so great) memories. However, this company is also author of many other interesting and crazy works. Until&#8230; well, it went to be yet another victim of Electronic Arts and went to the EA Hell. &#8230; <a href="https://blog.krusher.net/en/2017/12/afterlife-retroview/" class="more-link">Continue reading<span class="screen-reader-text"> "Afterlife &#8211; Retroview"</span></a></p>
<p>La entrada <a href="https://blog.krusher.net/en/2017/12/afterlife-retroview/">Afterlife &#8211; Retroview</a> se publicó primero en <a href="https://blog.krusher.net/en">Nobody comes after the last</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>When one thinks of <strong>Lucas Arts</strong> it immediately comes to mind the incredible adventures that provided us of many great (and not so great) memories. However, this company is also author of many other interesting and crazy works. Until&#8230; well, it went to be yet another victim of <strong>Electronic Arts</strong> and went to the EA Hell. (The <a href="http://www.pixfans.com/electronic-arts-y-la-venta-del-nabo/" target="_blank" rel="noopener">Turnip Inn</a>, if you can read Spanish)</p>
<p><a href="https://blog.krusher.net/en/2017/12/afterlife-retroview/"><img loading="lazy" decoding="async" class="aligncenter wp-image-1775 size-full" src="https://blog.krusher.net/wp-content/uploads/2017/12/afterlife-ddunvn.jpg" alt="" width="800" height="264" srcset="https://blog.krusher.net/wp-content/uploads/2017/12/afterlife-ddunvn.jpg 800w, https://blog.krusher.net/wp-content/uploads/2017/12/afterlife-ddunvn-300x99.jpg 300w, https://blog.krusher.net/wp-content/uploads/2017/12/afterlife-ddunvn-768x253.jpg 768w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 984px) 61vw, (max-width: 1362px) 45vw, 600px" /></a></p>
<p>In 1996 they created a game strongly inspired in the great <strong>Sim City 2000</strong> (1993, <strong>Maxis</strong>), this is, a city simulator. However its subject is so unique and different: instead of cities we must create and take care of Heaven and Hell, so Planet&#8217;s souls can have their eternal rest. With the advice of our two assistants, we should make their journey to the Great Beyond profitable for us.</p>
<p><span id="more-1787"></span></p>
<p>As previously stated, the view and the game planning are awfully similar to <strong>Sim City 2000</strong>&#8216;s, so much that at first glance it seems a blatant clone. Isometric view, roads, zones, buildings&#8230; but of course, there&#8217;s no one city, but two; which correspond to Heaven and Hell. Neither there are police or fire departments, but some unique structures to make the rewards and punishments work as intended.</p>
<p><a href="https://blog.krusher.net/wp-content/uploads/2017/12/d1192fd33280d7da879c53ed1f1e8a6d70f7803772a9d13b796c94b0801ff01a.jpg" data-rel="lightbox-gallery-ycghfNnv" data-rl_title="" data-rl_caption="" title=""><img loading="lazy" decoding="async" class="aligncenter wp-image-1779 size-large" src="https://blog.krusher.net/wp-content/uploads/2017/12/d1192fd33280d7da879c53ed1f1e8a6d70f7803772a9d13b796c94b0801ff01a-1024x768.jpg" alt="" width="840" height="630" srcset="https://blog.krusher.net/wp-content/uploads/2017/12/d1192fd33280d7da879c53ed1f1e8a6d70f7803772a9d13b796c94b0801ff01a.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2017/12/d1192fd33280d7da879c53ed1f1e8a6d70f7803772a9d13b796c94b0801ff01a-300x225.jpg 300w, https://blog.krusher.net/wp-content/uploads/2017/12/d1192fd33280d7da879c53ed1f1e8a6d70f7803772a9d13b796c94b0801ff01a-768x576.jpg 768w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a></p>
<p>The souls coming to our Afterlife, depending if they have done good or bad deeds, will inhabit our Heaven or Hell. Depending on how have they lived their lives, they will be assigned a punishment or a reward based on the seven capital sins and virtues of the catechism: humility/pride, charity/avarice, chastity/lust, peacefulness/wrath, temperance/gluttony, satisfaction/envy, diligence/laziness. Well, literature in this theological subject varies a bit between authors, but these are the ones used in the game.</p>
<p><a href="https://blog.krusher.net/wp-content/uploads/2017/12/1487139743-359460941.jpg" data-rel="lightbox-gallery-ycghfNnv" data-rl_title="" data-rl_caption="" title=""><img loading="lazy" decoding="async" class="aligncenter size-large wp-image-1785" src="https://blog.krusher.net/wp-content/uploads/2017/12/1487139743-359460941-1024x768.jpg" alt="" width="840" height="630" srcset="https://blog.krusher.net/wp-content/uploads/2017/12/1487139743-359460941.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2017/12/1487139743-359460941-300x225.jpg 300w, https://blog.krusher.net/wp-content/uploads/2017/12/1487139743-359460941-768x576.jpg 768w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a></p>
<p>Those responsible of executing this punishment (or satisfying these awards) are of course angels and demons. At first they will come from other realms, thus costing a quantity of pennies (in game currency), but after a while we should train some, too. We shall take other parameters into account, as the capacity of our entrances and exits provided by our gates and karma trains. These trains by the way will allow the souls finally leave our realm when their journey is finished, thus leaving space for new ones. All of this must be planned to be as stable as possible, so punishments and prizes are as efficient as possible, and so our economy wouldn&#8217;t suffer by a bad planning.</p>
<p><a href="https://blog.krusher.net/wp-content/uploads/2017/12/7c8ae8657e6ca7135391be2af287773fe3612d6286d3ba387e3e1249f68cf648.jpg" data-rel="lightbox-gallery-ycghfNnv" data-rl_title="" data-rl_caption="" title=""><img loading="lazy" decoding="async" class="aligncenter wp-image-1780 size-large" src="https://blog.krusher.net/wp-content/uploads/2017/12/7c8ae8657e6ca7135391be2af287773fe3612d6286d3ba387e3e1249f68cf648-1024x768.jpg" alt="" width="840" height="630" srcset="https://blog.krusher.net/wp-content/uploads/2017/12/7c8ae8657e6ca7135391be2af287773fe3612d6286d3ba387e3e1249f68cf648.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2017/12/7c8ae8657e6ca7135391be2af287773fe3612d6286d3ba387e3e1249f68cf648-300x225.jpg 300w, https://blog.krusher.net/wp-content/uploads/2017/12/7c8ae8657e6ca7135391be2af287773fe3612d6286d3ba387e3e1249f68cf648-768x576.jpg 768w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a></p>
<p>One of the strong subjects in the game is its trademark humour, sometimes pop culture referred and religion in others. For an example, some disasters in the game (this is shamelessly taken from <strong>Sim City 2000</strong>, too) are <a href="https://www.youtube.com/watch?v=A_sY2rjxq6M" data-rel="lightbox-video-0" target="_blank" rel="noopener">Disco Inferno</a>, or The Hell Freezes. This humour is also brought by our assistants, Aria Goodhalo and Jasper Wormsworth (Jasper Turbator in Spanish release), impeccably dubbed in the Shakespeare&#8217;s language by the way. (And so they are in Spanish)</p>
<p>Dub is also other of the great virtues of the game. Either in Spanish or English this is a remarkably well done job, even with some jokes lost in translation in Spanish the quality and professionalism is very high. The rest of the sound aspect is not left behind, being on par with the rest of the production. In the Spanish version, however, sometimes it&#8217;s a mess of yells and cries and it&#8217;s a bit annoying.</p>
<p><a href="https://blog.krusher.net/wp-content/uploads/2017/12/0887452ba2100a0aabaa530cc4a5f9e18a25557fc06e9ff0d2089688f445ad94.jpg" data-rel="lightbox-gallery-ycghfNnv" data-rl_title="" data-rl_caption="" title=""><img loading="lazy" decoding="async" class="aligncenter wp-image-1781 size-large" src="https://blog.krusher.net/wp-content/uploads/2017/12/0887452ba2100a0aabaa530cc4a5f9e18a25557fc06e9ff0d2089688f445ad94-1024x768.jpg" alt="" width="840" height="630" srcset="https://blog.krusher.net/wp-content/uploads/2017/12/0887452ba2100a0aabaa530cc4a5f9e18a25557fc06e9ff0d2089688f445ad94.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2017/12/0887452ba2100a0aabaa530cc4a5f9e18a25557fc06e9ff0d2089688f445ad94-300x225.jpg 300w, https://blog.krusher.net/wp-content/uploads/2017/12/0887452ba2100a0aabaa530cc4a5f9e18a25557fc06e9ff0d2089688f445ad94-768x576.jpg 768w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a></p>
<p>Graphical aspects of the game also holds firmly. Buildings are very original, and each reward and punishment have a multitude of them. Our assistants, too, are very well animated and the graphical art as a whole is coherent with the overall quality of a George Lucas company. Game introductory video, even when it&#8217;s original, it&#8217;s not unheard of, but it&#8217;s another of the odd pleasures of this game. (and dark humour)</p>
<p>In general it could be said that the game production is very looked after and worth of a great company as <strong>Lucas Arts</strong>. What is the playability like, then? Well, again it&#8217;s blatantly taken from Sim <strong>City 2000</strong>, and it&#8217;s a playable game from the beginning. It also come with very comprehensive tutorials narrated by our assistants that will let us know how to get started. From building roads, entrances, exits, buildings or rewards to balancing our delicate, celestial and infernal budget.</p>
<p><a href="https://blog.krusher.net/wp-content/uploads/2017/12/fade0b3aee9cd53b8f2b034fbd3e27ba0ce9b6d2b861d71dddb6747b958f1cb2.jpg" data-rel="lightbox-gallery-ycghfNnv" data-rl_title="" data-rl_caption="" title=""><img loading="lazy" decoding="async" class="aligncenter wp-image-1782 size-large" src="https://blog.krusher.net/wp-content/uploads/2017/12/fade0b3aee9cd53b8f2b034fbd3e27ba0ce9b6d2b861d71dddb6747b958f1cb2-1024x768.jpg" alt="" width="840" height="630" srcset="https://blog.krusher.net/wp-content/uploads/2017/12/fade0b3aee9cd53b8f2b034fbd3e27ba0ce9b6d2b861d71dddb6747b958f1cb2.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2017/12/fade0b3aee9cd53b8f2b034fbd3e27ba0ce9b6d2b861d71dddb6747b958f1cb2-300x225.jpg 300w, https://blog.krusher.net/wp-content/uploads/2017/12/fade0b3aee9cd53b8f2b034fbd3e27ba0ce9b6d2b861d71dddb6747b958f1cb2-768x576.jpg 768w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a></p>
<p>Wow, what a great game is this! How is it possible to be so obscure? Well, this could easily have been one of the genre&#8217;s references because its variety, originality and its great craft. Unfortunately it suffers from some problems that made it pass through history without trouble or fanfare. In the first place, even with the entertaining and complete tutorials, it&#8217;s impossible to get how the game economy works, and we will lose pennies a lot while we ask ourselves what the hell (heh, heh) are we doing wrong. This brings the second matter: it&#8217;s absurdly difficult and not intuitive at all, and even when we have dozens of graphs, maps and hints it&#8217;s terribly easy to make the budgets fly off and lose our temper to our creation.</p>
<p>The game has a rather complex simulation, and we will have to keep an eye in Planet&#8217;s inhabitants beliefs to accordingly plan punishments and rewards that will accommodate them. We could even not to need a Heaven or a Hell depending on that beliefs, as they could not believe in Heaven, Hell or nothing at all. We would need to look after their technology too, because they can go all idiot blowing themselves up with an atomic bomb. All of this while prancing and dancing around with the most delicate budget in the world, if we can even figure out the damn thing.</p>
<p><a href="https://blog.krusher.net/wp-content/uploads/2017/12/d1192fd33280d7da879c53ed1f1e8a6d70f7803772a9d13b796c94b0801ff01a-1.jpg" data-rel="lightbox-gallery-ycghfNnv" data-rl_title="" data-rl_caption="" title=""><img loading="lazy" decoding="async" class="aligncenter size-large wp-image-1783" src="https://blog.krusher.net/wp-content/uploads/2017/12/d1192fd33280d7da879c53ed1f1e8a6d70f7803772a9d13b796c94b0801ff01a-1-1024x768.jpg" alt="" width="840" height="630" srcset="https://blog.krusher.net/wp-content/uploads/2017/12/d1192fd33280d7da879c53ed1f1e8a6d70f7803772a9d13b796c94b0801ff01a-1.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2017/12/d1192fd33280d7da879c53ed1f1e8a6d70f7803772a9d13b796c94b0801ff01a-1-300x225.jpg 300w, https://blog.krusher.net/wp-content/uploads/2017/12/d1192fd33280d7da879c53ed1f1e8a6d70f7803772a9d13b796c94b0801ff01a-1-768x576.jpg 768w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a></p>
<p>With so many virtues the game has it&#8217;s a real pity that the game has such an unforgiving difficulty, and such an unworthy arbitrariness when it comes to balance its difficulty. Have these points been more polished we could be talking about a very different game, in the likes of <strong>Will Wright</strong> did in the past.</p>
<p>If we want to get the game ee will have to settle with a budget &#8220;games for Windows 95&#8221; CDs. It can be however bought from stores like <a href="https://www.gog.com/game/afterlife" target="_blank" rel="noopener">GoG</a> for a mere five euros, but again we will have to settle with the <strong>MS-DOS</strong> version, as the <strong>Windows</strong> version misfires more often than Kayne West at Jeopardy. Also as usual in this hallowed store they completely ignore the Spanish speaking community and it&#8217;s only available in English.</p>
<p><a href="https://blog.krusher.net/wp-content/uploads/2017/12/222403-afterlife-dos-screenshot-planet-window.png" data-rel="lightbox-gallery-ycghfNnv" data-rl_title="" data-rl_caption="" title=""><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-1784" src="https://blog.krusher.net/wp-content/uploads/2017/12/222403-afterlife-dos-screenshot-planet-window.png" alt="" width="640" height="480" srcset="https://blog.krusher.net/wp-content/uploads/2017/12/222403-afterlife-dos-screenshot-planet-window.png 640w, https://blog.krusher.net/wp-content/uploads/2017/12/222403-afterlife-dos-screenshot-planet-window-300x225.png 300w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 984px) 61vw, (max-width: 1362px) 45vw, 600px" /></a></p>
<p>Even with all these problem the game has it&#8217;s worthwhile having a look and giving a try to it. Even today the game holds still, and the original themes it has makes it interesting nowadays. It&#8217;s good enough to remember it, although it is true that this is a game that really could use a remake, rather than the plethora of &#8220;classics&#8221; in the like of Carlos Duty and endless Mariozeldas. Not because it appearance might be outdated, but in order to fix its compelling health issues. I&#8217;m afraid however that its low popularity won&#8217;t help.</p>
<p>La entrada <a href="https://blog.krusher.net/en/2017/12/afterlife-retroview/">Afterlife &#8211; Retroview</a> se publicó primero en <a href="https://blog.krusher.net/en">Nobody comes after the last</a>.</p>
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		<title>Taking Sim City 2000 into pieces</title>
		<link>https://blog.krusher.net/en/2017/12/taking-sim-city-2000-into-pieces/</link>
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		<dc:creator><![CDATA[Krusher]]></dc:creator>
		<pubDate>Sat, 09 Dec 2017 23:15:00 +0000</pubDate>
				<category><![CDATA[Computing]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Videogames]]></category>
		<category><![CDATA[maxis]]></category>
		<category><![CDATA[sim city 2000]]></category>
		<guid isPermaLink="false">https://blog.krusher.net/?p=1766</guid>

					<description><![CDATA[<p>SimCity 2000 (Maxis, 1993) is one of my superfavourite games, ever. I&#8217;ve been playing it for 20 years and it&#8217;s partially responsible of my terrible grades at high school. I have always liked modifying games, but so far I haven&#8217;t been serious about decoding the data files of this city simulator. And I have found &#8230; <a href="https://blog.krusher.net/en/2017/12/taking-sim-city-2000-into-pieces/" class="more-link">Continue reading<span class="screen-reader-text"> "Taking Sim City 2000 into pieces"</span></a></p>
<p>La entrada <a href="https://blog.krusher.net/en/2017/12/taking-sim-city-2000-into-pieces/">Taking Sim City 2000 into pieces</a> se publicó primero en <a href="https://blog.krusher.net/en">Nobody comes after the last</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><strong>SimCity 2000</strong> (<strong>Maxis</strong>, 1993) is one of my superfavourite games, ever. I&#8217;ve been playing it for 20 years and it&#8217;s partially responsible of my terrible grades at high school. I have always liked modifying games, but so far I haven&#8217;t been serious about decoding the data files of this city simulator. And I have found some quite interesting things!</p>
<p>There were ports in a great number of platforms, from the <strong>Macintosh</strong> (the original) to <strong>GameBoy Advance</strong>, but my favourite is <strong>MS-DOS</strong>, and it&#8217;s what this article is about. There are two interesting files: the executable (SC2000.EXE) and the data file (SC2000.DAT). Unfortunately, <strong>Windows</strong> version didn&#8217;t came out in Spanish (my mother language), and <em>Network Edition</em> version works awfully bad (and it is available only in English).<span id="more-1766"></span></p>
<h2>SC2000.EXE</h2>
<p>The game executable does not seem to have many resources, but it does have some interface texts. In the hexadecimal editor we can see some fixed-width labels.</p>
<p><a href="https://blog.krusher.net/wp-content/uploads/2017/06/Sc2000-cadenasexe.png" data-rel="lightbox-gallery-xGZ65dkR" data-rl_title="" data-rl_caption="" title=""><img loading="lazy" decoding="async" class="aligncenter size-large wp-image-1526" src="https://blog.krusher.net/wp-content/uploads/2017/06/Sc2000-cadenasexe-1024x435.png" alt="" width="840" height="357" srcset="https://blog.krusher.net/wp-content/uploads/2017/06/Sc2000-cadenasexe-1024x435.png 1024w, https://blog.krusher.net/wp-content/uploads/2017/06/Sc2000-cadenasexe-300x127.png 300w, https://blog.krusher.net/wp-content/uploads/2017/06/Sc2000-cadenasexe-768x326.png 768w, https://blog.krusher.net/wp-content/uploads/2017/06/Sc2000-cadenasexe.png 1090w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a></p>
<p>There are some texts representing variable-width labels, too. There are also some embedded files, in which for example game scenarios are described.</p>
<p><a href="https://blog.krusher.net/wp-content/uploads/2017/06/Sc2000-cadenasexe2.png" data-rel="lightbox-gallery-xGZ65dkR" data-rl_title="" data-rl_caption="" title=""><img loading="lazy" decoding="async" class="aligncenter size-large wp-image-1527" src="https://blog.krusher.net/wp-content/uploads/2017/06/Sc2000-cadenasexe2-1024x435.png" alt="" width="840" height="357" srcset="https://blog.krusher.net/wp-content/uploads/2017/06/Sc2000-cadenasexe2-1024x435.png 1024w, https://blog.krusher.net/wp-content/uploads/2017/06/Sc2000-cadenasexe2-300x127.png 300w, https://blog.krusher.net/wp-content/uploads/2017/06/Sc2000-cadenasexe2-768x326.png 768w, https://blog.krusher.net/wp-content/uploads/2017/06/Sc2000-cadenasexe2.png 1090w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a></p>
<p>At the moment disassembling an executable from the early 90s is not one of my specialities, and thus I have not find out much. Pointers are not evident in the executable, so I left it alone. But the most interesting is the data files we are describing down below.</p>
<h2>SC2000.DAT</h2>
<p>This is the main data file. It does not have a header, but a short look in the hexadecimal editor throw some hints about its structure.</p>
<p><a href="https://blog.krusher.net/wp-content/uploads/2017/06/sc2000.dat_.png" data-rel="lightbox-gallery-xGZ65dkR" data-rl_title="" data-rl_caption="" title=""><img loading="lazy" decoding="async" class="aligncenter size-large wp-image-1528" src="https://blog.krusher.net/wp-content/uploads/2017/06/sc2000.dat_-1024x435.png" alt="" width="840" height="357" srcset="https://blog.krusher.net/wp-content/uploads/2017/06/sc2000.dat_-1024x435.png 1024w, https://blog.krusher.net/wp-content/uploads/2017/06/sc2000.dat_-300x127.png 300w, https://blog.krusher.net/wp-content/uploads/2017/06/sc2000.dat_-768x326.png 768w, https://blog.krusher.net/wp-content/uploads/2017/06/sc2000.dat_.png 1090w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a></p>
<p>It turns out that from byte 0 the first we can find is 16-byte blocks that describe files contained in the pack. The first field is evident: 12 bytes with the file name (8 + 3 characters of the <strong>MS-DOS</strong> file with the period). If there is leftover space, the rest of the bytes are 00h.</p>
<p>The other two bytes are not so evident, but it turns out that the game is originary from <strong>Macintosh</strong>, which at that time used <strong>Motorola</strong> processors. These processors, unlike <strong>Intel</strong>&#8216;s, are <em>Little-Endian</em> (being <strong>Intel</strong> <em>Big-Indian</em>). This means that numbers with more than one byte are stored ordered from the least significant byte to the most significant, instead of the &#8220;natural&#8221; ordering. This is thus a 32 bit unsigned integer in <em>little-endian</em> format, which codifies the offset of the file just before.</p>
<p>I owe the happy idea about the offset to <a href="http://www.brettlajzer.com/36" target="_blank" rel="noopener noreferrer">Brett Lajzer</a>, an Albany software engineer that began researching this file before me. I wrote him to swap information and advised me about this point, which he didn&#8217;t finally describe in his article.</p>
<p>Unpacking and packing, knowing this, is relatively simple. I&#8217;ve written a small Java program that makes this operation easy:</p>
<pre class="brush: java; title: ; notranslate">
package sce2000;

import java.io.File;
import java.io.FileInputStream;
import java.io.FileOutputStream;
import java.io.IOException;
import java.io.ObjectInputStream;
import java.io.ObjectOutputStream;
import java.io.Serializable;
import java.nio.ByteBuffer;
import java.nio.charset.StandardCharsets;
import java.nio.file.Files;
import java.nio.file.Path;
import java.nio.file.Paths;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.Iterator;
import java.util.List;

import org.apache.commons.io.FileUtils;

public class Sce2000 {
	
	public static final String SC2000DAT = &quot;G:\\dos\\sce2000\\sc2000.dat&quot;;
	public static final int NUMFILES = 399;
	
	public static class Filestrut implements Serializable {
		private static final long serialVersionUID = 1L;
		public String filename;
		public int offset;
		public int targetOffset;
	}

	public static void main(String&#x5B;] args) throws IOException, ClassNotFoundException {
		
		if (args.length == 0) {
			info();
		} else if (&quot;x&quot;.equals(args&#x5B;0])) {
			extract();
		} else if (&quot;c&quot;.equals(args&#x5B;0])) {
			create();
		} else {
			info();
		}

	}
	
	public static void info() {
		System.out.println(&quot;Usage: x to eXtract or c to Create (after eXtract) + sc2000.dat file&quot;);
	}

	public static void create() throws IOException, ClassNotFoundException {
		
		File sc2000dat = new File(SC2000DAT);
		File metafile = new File(SC2000DAT + &quot;!/meta&quot;);
		ObjectInputStream ois = new ObjectInputStream(new FileInputStream(metafile));
		List&lt;Filestrut&gt; files = (List&lt;Filestrut&gt;) ois.readObject();
		
		List&lt;Byte&gt; targetFile = new ArrayList&lt;Byte&gt;();

		for (Filestrut file : files) {
			byte&#x5B;] fileNameBytes = file.filename.getBytes(StandardCharsets.US_ASCII);
			for (Byte myByte : fileNameBytes) {
				targetFile.add(myByte);
			}
			for (int i = 0; i &lt; 16 - fileNameBytes.length; i++) {
				targetFile.add((byte) 0);
			}
			//sourceFile.length();
		}
		
		int i = 0;
		for (Filestrut file : files) {
			byte&#x5B;] binary = Files.readAllBytes(Paths.get(SC2000DAT + &quot;!/&quot; + file.filename));
			int fileOffset = targetFile.size();
			for (Byte myByte : binary) {
				targetFile.add(myByte);
			}
			int filePointer = 12 + (16 * i);
			
			byte&#x5B;] offsetBytes = fromInt(fileOffset);
			targetFile.set(filePointer, offsetBytes&#x5B;0]);
			targetFile.set(filePointer + 1, offsetBytes&#x5B;1]);
			targetFile.set(filePointer + 2, offsetBytes&#x5B;2]);
			targetFile.set(filePointer + 3, offsetBytes&#x5B;3]);
			
			i++;
		}
		
		byte&#x5B;] binaryFile = new byte&#x5B;targetFile.size()];
		for (i = 0; i &lt; targetFile.size(); i++) {
			binaryFile&#x5B;i] = targetFile.get(i);
		}
		
		FileUtils.writeByteArrayToFile(sc2000dat, binaryFile);

		
		System.out.println();
		
	}
		

	public static void extract() throws IOException {
		
		Path sc2000dat = Paths.get(SC2000DAT);
		byte&#x5B;] data = Files.readAllBytes(sc2000dat);
		
		int vector = 0;
		List&lt;Filestrut&gt; files = new ArrayList&lt;Filestrut&gt;();
		for (int i = 0; i &lt; NUMFILES; i++) {
			
			Filestrut currfile = new Filestrut();
			
			currfile.filename =  convertFilename(Arrays.copyOfRange(data, vector, vector + 12));
			vector += 12;
			
			currfile.offset = fromByteArray(Arrays.copyOfRange(data, vector, vector + 4));
			vector += 4;
			
			System.out.println(&quot;Found file &quot; + currfile.filename + &quot; at &quot; + currfile.offset);
			
			files.add(currfile);
			
		}
		
		File dir = new File(SC2000DAT + &quot;!&quot;);
		if (dir.exists()) {
			FileUtils.deleteDirectory(dir);
		}
		
		dir.mkdir();
		
		Iterator&lt;Filestrut&gt; fileIt = files.iterator();
		
		Filestrut file = fileIt.next();
		Filestrut fileNext = null;
		
		boolean stop = false;
		while (!stop) {
			
			File extracted = new File(SC2000DAT + &quot;!/&quot; + file.filename);
			
			int init = file.offset;
			int end = -1;
			if (fileIt.hasNext()) {
				fileNext = fileIt.next();
				end = fileNext.offset;
			} else {
				end = data.length;
				stop = true;
			}

			System.out.println(&quot;Writing: &quot; + extracted.getAbsolutePath());
			FileUtils.writeByteArrayToFile(extracted, Arrays.copyOfRange(data, init, end));
			
			file = fileNext;
			
		}
		
		File metafile = new File(SC2000DAT + &quot;!/meta&quot;);
		
		ObjectOutputStream oos = new ObjectOutputStream(new FileOutputStream(metafile));
		oos.writeObject(files);
		oos.close();
		
		System.out.println(&quot;OK!&quot;);
	}
	
	public static byte&#x5B;] fromInt(int number) {
		byte&#x5B;] bytes = ByteBuffer.allocate(4).putInt(number).array();
		swapEndianess(bytes);
		return bytes;
	}
	
	public static void swapEndianess(byte &#x5B;] bytes) {
		byte temp1 = bytes&#x5B;0];
		byte temp2 = bytes&#x5B;1];
		bytes&#x5B;0] = bytes&#x5B;3];
		bytes&#x5B;1] = bytes&#x5B;2];
		bytes&#x5B;2] = temp2;
		bytes&#x5B;3] = temp1;
	}
	
	public static int fromByteArray(byte&#x5B;] bytes) {
		// Change endianness
		swapEndianess(bytes);
		return ByteBuffer.wrap(bytes).getInt();
	}
	
	public static String convertFilename(byte&#x5B;] data) {
	    StringBuilder sb = new StringBuilder(data.length);
	    for (int i = 0; i &lt; data.length; ++ i) {
	        if (data&#x5B;i] &lt; 0) { 
	        	throw new IllegalArgumentException();
	        }
	        if (data&#x5B;i] == 0) {
	        	break;
	        }
	        sb.append((char) data&#x5B;i]);
	    }
	    return sb.toString();
	}


}
</pre>
<p>This program has been done quick and dirty and it&#8217;s not what we would say optimized. I indulged myself loading the whole files in memory as the complete DAT file is few megabytes big. Also it has the file count and DAT path hardcoded in the code. Making it better and more efficient is left as an exercise to the reader.</p>
<p>Why in Java? It&#8217;s not the most appropriate for handling binaries, and not having unsigned types support doesn&#8217;t precisely help. I simply did it in Java and not in C because it&#8217;s the language I use for a living, and the one I&#8217;m the most fluent with. Also I&#8217;ve not programmed anything in C for 10 years. 🙂</p>
<p>Using the above code (or any other the intrepid reader can code) we can see the following file types:</p>
<ul>
<li>RAW, as the header-less image files.</li>
<li>PAL, as the colour palette used in the game.</li>
<li>Text files, some as TXT* without an extension and others with RAW extension.</li>
<li>XMI, with the music.</li>
<li>VOC, with the sound effect files.</li>
<li>FNT, with the typography files.</li>
<li>Etc, etc&#8230;</li>
</ul>
<p>Let&#8217;s talk about them a bit one by one.</p>
<h2>VOC files</h2>
<p>The game sound files are stored in VOC files. Well, that&#8217;s one is easy, as it&#8217;s not a common file format but broadly supported on many sound edition programs. It&#8217;s a format by Creative Labs that chiefly stores PCM and ADPCM coded audio, although sometimes has been used for other encodings.</p>
<p><a href="https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-vocs.jpg" data-rel="lightbox-gallery-xGZ65dkR" data-rl_title="" data-rl_caption="" title=""><img loading="lazy" decoding="async" class="aligncenter size-large wp-image-1531" src="https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-vocs-1024x560.jpg" alt="" width="840" height="459" srcset="https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-vocs-1024x560.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-vocs-300x164.jpg 300w, https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-vocs-768x420.jpg 768w, https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-vocs-1200x656.jpg 1200w, https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-vocs.jpg 1920w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a></p>
<p>It can be perfectly open and saved with Adobe Audition. The sampling frequency varies from one file to another, but is recognized without many problems.</p>
<h2>Text files</h2>
<p>There are three kinds of text file types. The most simple are TXT* files without an extension, being * a number. They can be directly opened with <strong>Notepad++</strong> and be edited without problems.</p>
<p><a href="https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-txt.jpg" data-rel="lightbox-gallery-xGZ65dkR" data-rl_title="" data-rl_caption="" title=""><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-1532" src="https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-txt.jpg" alt="" width="787" height="496" srcset="https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-txt.jpg 787w, https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-txt-300x189.jpg 300w, https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-txt-768x484.jpg 768w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 984px) 61vw, (max-width: 1362px) 45vw, 600px" /></a></p>
<p>Well, not quite. Encoding is not ASCII, nor UNICODE because it wasn&#8217;t common at the time. Which one, then? Well, being the game was programmed for Macintosh, encoding is <a href="https://en.wikipedia.org/wiki/Mac_OS_Roman" target="_blank" rel="noopener">Macintosh Roman</a>. This is a problem because <strong>Notepad++</strong> does not support it. <a href="https://notepad-plus-plus.org/community/topic/11052/mac-encoding" target="_blank" rel="noopener">It&#8217;s been asked for</a>, but seems not the priority, so you might want to convert it somehow to edit it more comfortably.</p>
<p><strong>Addendum</strong>: It supports it after all! The option was buried in the menus: <strong>Encoding</strong> &gt; <strong>Character Sets</strong> &gt; <strong>Cyrillic</strong> &gt; <strong>Macintosh.</strong></p>
<p>Other text files are STR*.RAW and *.RAW, being * a number. Their format is not so nice.</p>
<p><a href="https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-str.jpg" data-rel="lightbox-gallery-xGZ65dkR" data-rl_title="" data-rl_caption="" title=""><img loading="lazy" decoding="async" class="aligncenter size-large wp-image-1533" src="https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-str-1024x435.jpg" alt="" width="840" height="357" srcset="https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-str-1024x435.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-str-300x127.jpg 300w, https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-str-768x326.jpg 768w, https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-str.jpg 1090w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a></p>
<p>So the first byte is always 00h, and the second seems to store the string count in the text. Strings, unlike in C, aren&#8217;t coded terminated in 00h. They are stored preceeded by its length, coded in 1 byte. Ideally we could use an utility software for this, which could easily be coded. (but I don&#8217;t feel like to)</p>
<p>The third text file kind correspond only to PPDT1003.RAW file, which has one of the funniest characteristics in all <strong>SimCity 2000</strong>: the newspapers.</p>
<p><a href="https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-periodicos.png" data-rel="lightbox-gallery-xGZ65dkR" data-rl_title="" data-rl_caption="" title=""><img loading="lazy" decoding="async" class="aligncenter size-large wp-image-1534" src="https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-periodicos-1024x435.png" alt="" width="840" height="357" srcset="https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-periodicos-1024x435.png 1024w, https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-periodicos-300x127.png 300w, https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-periodicos-768x326.png 768w, https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-periodicos.png 1090w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a></p>
<p>Unfortunately this format is a nightmare. It begins with a term dictionary separated by 00h, and then a clump of texts used to generate the articles. This custom encoding is variable-width (for an example, 5C96h represent the ñ character) and uses the previously defined terms, and of course placeholders for article subjects. These articles are procedurally generated, and an article denouncing the disappearance of an animal had as the main protagonist a cat or a rhinoceros, owned by mrs. Dwight or mr. Martínez.</p>
<p>Back in the day we had editors like <a href="https://www.romhacking.net/utilities/217/" target="_blank" rel="noopener noreferrer">Thingy</a>, which supported TBL files. You could specify a term dictionary there and easily edit files like this. Anyway, it would only be of use if we could keep the string length, and even then we would need to decipher the preceding number (and its encoding) so we could properly edit it.</p>
<p><strong>Addendum</strong>: It seems the pointers for the newspaper texts are in the PPDT1004.RAW file. They consist in blocks of 4 bytes in big-endian. What a mess.</p>
<h2>Image files</h2>
<p>Excluding some text files (described in above), RAW files store the images used in the game interface. Buildings and other elements are in some DAT files that would be out of the scope of this article, because they can be edited much more easily with the <strong>SimCity Urban Renewal Kit</strong> (SCURK), a tool included in some later versions which could edit cities &#8220;by hand&#8221; and modify the graphical aspect of the buildings.</p>
<p>Now about the files in question, these RAW files are 8 bit (256 colours) bitmaps with a 4 byte header. It doesn&#8217;t seem to be relevant information about resolution or colours, but for that matter we have another file, MINE.PAL, which specifies the colour palette used throughout the game. It&#8217;s not a Microsoft Palette file as the extension suggest, but a raw palette ACT type. Interestingly, it&#8217;s the preferred format used in <strong>Adobe Photoshop</strong>.</p>
<p><a href="https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-efecto2000.png" data-rel="lightbox-gallery-xGZ65dkR" data-rl_title="" data-rl_caption="" title=""><img loading="lazy" decoding="async" class="aligncenter size-large wp-image-1539" src="https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-efecto2000-1024x462.png" alt="" width="840" height="379" srcset="https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-efecto2000-1024x462.png 1024w, https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-efecto2000-300x135.png 300w, https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-efecto2000-768x347.png 768w, https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-efecto2000.png 1170w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a></p>
<p>So for the resolution, there seems not to be an easy way to find it out simply looking at the file. The most easy method is factorizing the number (minus 4 bytes) in two factors, something <strong>Photoshop</strong> could help us with when opening the file, at least in the most modern version. By the file name we can more or less tell what&#8217;s the file for, and in case we have played (you really should!) the game, you could more or less recognize its width/height ratio. Some are easy: the title screen (TITLE.RAW) is a 640&#215;480 image. All the images use the same palette, as the game only uses the same 256 colours all of the time.</p>
<p><a href="https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-rwa.png" data-rel="lightbox-gallery-xGZ65dkR" data-rl_title="" data-rl_caption="" title=""><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-1538" src="https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-rwa.png" alt="" width="369" height="477" srcset="https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-rwa.png 369w, https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-rwa-232x300.png 232w" sizes="auto, (max-width: 369px) 85vw, 369px" /></a></p>
<p>I always use the same technique editing 8 bit indexed colour images: I convert them to 24 bit colour (plus 8 bit alpha channel) and I edit them comfortably. After that, before saving them, I change them to indexed color loading again the game palette. Surprisingly enough, saving the files in <em>Adobe RAW</em> format, the game loads it right, because <strong>Photoshop</strong> would allow us to preserve the 4 byte header. What a relief!</p>
<p><a href="https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-guardarraw.png" data-rel="lightbox-gallery-xGZ65dkR" data-rl_title="" data-rl_caption="" title=""><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-1540" src="https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-guardarraw.png" alt="" width="946" height="653" srcset="https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-guardarraw.png 946w, https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-guardarraw-300x207.png 300w, https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-guardarraw-768x530.png 768w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a></p>
<p>Please note: needless to say this RAW format has anything to do with raw image formats the nowadays digital cameras uses.</p>
<h2>XMI files</h2>
<p>Game music tracks are stored in the <a href="http://www.vgmpf.com/Wiki/index.php/XMI" target="_blank" rel="noopener">XMI</a> files. Tis format supports many tracks per file, but this seems not the case. The structure is very different from MIDI files, but they do about the same: store musical notes and events. It can be played in Windows easily with <a href="http://www.foobar2000.org/components/view/foo_midi" target="_blank" rel="noopener">Foobar2000</a>, and it is possible to <a href="http://www.vgmpf.com/Wiki/index.php/XMI#Converters" target="_blank" rel="noopener">convert MIDI to XML</a> (and vice versa). <a href="https://github.com/stascorp/MIDIPLEX" target="_blank" rel="noopener">MIDIPLEX</a> seems to be able to do it from <strong>Windows</strong>, but no compiled binaries are offered so I did it with older tools with <strong>MS-DOS</strong>, using <strong>DOSBox</strong>. Anyway, the very SimCity 2000 will need <strong>DOSBox</strong> to work in modern systems.</p>
<p><a href="https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-xmi.png" data-rel="lightbox-gallery-xGZ65dkR" data-rl_title="" data-rl_caption="" title=""><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-1542" src="https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-xmi.png" alt="" width="642" height="427" srcset="https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-xmi.png 642w, https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-xmi-300x200.png 300w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 984px) 61vw, (max-width: 1362px) 45vw, 600px" /></a></p>
<h2>FNT files</h2>
<p>They are presumed to be the game typographies, to judge from the numbers and the extension they come with. It seems not the same format that Windows uses (bitmap FNT), so I&#8217;ve been unable to open the files with any editor.</p>
<h2>Others</h2>
<p>Other files present in the package are General MIDI sources for OPL chipsets, some indexes and headers for the building graphic sets&#8230; anything very interesting when modifying the game. Everything else seems to be embedded in the executable file, something it&#8217;s out of my reach at the moment.</p>
<h2>In Windows</h2>
<p>On a point of information, the <strong>Windows</strong> version can be modified much more easily. The image and sound resources are present in WAV and BMP format, which are much less obscure as the previously described. The rest of the resources are embedded in the game executable, but with a resource editor they can be extracted and modified with ease, and in more accessible format than their <strong>MS-DOS</strong> counterparts. (I use <a href="http://www.angusj.com/resourcehacker/" target="_blank" rel="noopener">Resource Hacker</a>, which is free and works quite well)</p>
<p><a href="https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-reshack.png" data-rel="lightbox-gallery-xGZ65dkR" data-rl_title="" data-rl_caption="" title=""><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-1541" src="https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-reshack.png" alt="" width="846" height="631" srcset="https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-reshack.png 846w, https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-reshack-300x224.png 300w, https://blog.krusher.net/wp-content/uploads/2017/06/sc2000-reshack-768x573.png 768w" sizes="auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px" /></a></p>
<p>Newspapers, however, seems to have the same calamitous format than the <strong>MS-DOS</strong> version. It&#8217;s a pity, because it would be very interesting to translate this version to Spanish.</p>
<p>So this is where I leave it. I hope it&#8217;s been educative, although after all this time there seems to be little interest modifying this game. I&#8217;ve always wanted to meddle with this game and create my own mod, <em>Sim City 2000 effect</em>, a bit mischievous, but maybe that&#8217;ll be in another time.</p>
<p>La entrada <a href="https://blog.krusher.net/en/2017/12/taking-sim-city-2000-into-pieces/">Taking Sim City 2000 into pieces</a> se publicó primero en <a href="https://blog.krusher.net/en">Nobody comes after the last</a>.</p>
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