Putting A Teensy To Task As A Transputer Link

One downside of working with the old Inmos Transputer devices is the rarity and cost of the original silicon. Obviously, you can’t sidestep the acquisition of the processor—unless you emulate—but what about replacing the IMS C011/C012 link chip? You need this (expensive) part to interface the transputer to the programming host, but as [Erturk Kocalar] discovered, it’s perfectly possible to coax a Teensy to do that job for you just as well.

The unusual two-bit start sequence differentiates a data packet from an ACK. It’s simple to emulate if you use the LSB of a 9-bit word as a dummy start bit!

Transputers work by utilizing an array of bit serial interfaces to connect a network of devices, allowing for cooperative computation on tasks too large to fit on a single device. This protocol is, at its link level, a simple asynchronous bit serial affair, with 11-bit data messages, and a raw two-bit frame for the acknowledge. The C011 device at its heart is just a specialized UART—it takes 8-bit parallel data from the host, dealing with handshaking, and pushes it out to the first transputer in the chain at 5, 10 or 20 Mbps, but inverted and with two start bits and a single stop bit. In parallel, it performs the same task in the reverse direction.

[Erturk] realized that the Teensy UART has an inverted mode and, crucially, a 9-bit data mode. This allows the second start bit to be generated as bit 0 of the word, with the remaining eight bits forming the payload. Simple stuff. Additionally, the Teensy UART is capable of the maximum transputer bitrate of 20 Mbps, without breaking a sweat.

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Left: old and busted. Right: New hotness.

Game Of Theseus Gets Graphics Upgrade, Force Feedback 30 Years On

Indycar Racing 2 was a good game, back in 1995; in some ways, it was the Crysis of the Clinton years, in that most mortals could not run it to its full potential when it was new. Still, that potential was surely fairly limited, as we’re talking about a DOS game from 30 years ago. Sure, it was limited– but limits are meant to be broken, and games are made to be modded. [TedMeat] has made a video showing the updates. (Embedded below.)

It turns out there was a 3D-accelerated version sold with the short-lived Rendition graphics cards. That version is what let the community upscale everything to the absurd resolutions our modern monitors are capable of. Goodbye SVGA, hello HD. Specifically, [sharangad] has created a wrapper to translate the Rendition API to modern hardware. It doesn’t sound like higher-res textures have been modded in, in which case this looks spectacular for graphics designed in 1995. It’s not the latest Forza, but for what it is, it impresses.

The second hack [TedMeat] discusses is a mod by [GPLaps] that pulls physics values from game memory to throw to a modern force-feedback wheel, and it shows just how good the physics was in 1995. You really can feel what’s going on– stopping a skid before it starts, for example. That’s normal these days, but for the kids playing with a keyboard in 1995, it would have been totally mind-blowing.

As tipster [Keith Olson] put it: “What can I say? Fans gonna fan!” — and we’re just as grateful for that fact as we are for the tipoff. If you’re in a fandom that’s hacked its way to keep old favourites alive, we’d love to hear about it: submit a tip.

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EmuDevz Is Literally A Software Game

The idea of gamifying all the things might have died down now that the current hype is shoving AI into all the things — but you’ve probably never seen it quite like EmuDevz, a game in which you develop an 8-bit emulator by [Rodrigo Alfonso].

There’s a lot of learning you’ll have to do along the way, about programming and how retro systems work, including diving into 6502 assembly code. Why 6502? Well, the emulator you’re working on (it’s partially-written at the start of the game; you need only debug and finish the job) is for a fantasy system called the NEEES “an antique game console released in 1983”. It’s the NEEES and not NES for two reasons. One, Nintendo has lawyers and they really, really know how to use them. Two, by creating a fantasy console that is not-quite-a-Famicom, the goalposts for EmuDevz can be moved a bit closer in.

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Could This Be The Year Of Algol?

Ok, you caught us. It certainly isn’t going to be the year of Algol. When you think of “old” programming languages, you usually think of FORTRAN and COBOL. You should also think of LISP. But only a few people will come up with Algol. While not a household name, it was highly influential, and now, GCC is on the verge of supporting it just like it supports other languages besides C and C++ these days.

Why bring an old language up to the forefront? We don’t know, but we still find it interesting. We doubt there’s a bunch of Algol code waiting to be ported, but you never know.

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BASICODE: A Bit Like Java, But From The 1980s

Those of us ancient enough to remember the time, or even having grown up during the heyday of the 8-bit home computer, may recall the pain of trying to make your latest creation work on another brand of computer. They all spoke some variant of BASIC, yet were wildly incompatible with each other regardless. BASICODE was a neat solution to this, acting as an early compatibility standard and abstraction layer. It was essentially a standardized BASIC subset with a few extra routines specialized per platform.

But that’s only part of the story. The BASICODE standard program was invented by Dutch radio engineer Hessel de Vries, who worked for the Dutch national radio broadcaster Nederlandse Omroep Stichting (NOS). It was designed to be broadcast over FM radio! The idea of standardization and free national deployment was brilliant and lasted until 1992, when corporate changes and technological advancements ultimately led to its decline.

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BlueSCSI: Not Just For Apple

Anyone into retro Macintosh machines has probably heard of BlueSCSI: an RP2040-based adapter that lets solid state flash memory sit on the SCSI bus and pretend to contain hard drives. You might have seen it on an Amiga or an Atari as well, but what about a PC? Once upon a time, higher end PCs did use SCSI, and [TME Retro] happened to have one such. Not a fan of spinning platters of rust, he takes us through using BlueSCSI with a big-blue-based-box.

Naturally if you wish to replicate this, you should check the BlueSCSI docs to see if the SCSI controller in your PC is on their supported hardware list; otherwise, your life is going to be a lot more difficult than what is depicted on [TME Retro]. As is, it’s pretty much the same drop-in experience anyone who has used BlueSCSI on a vintage Macintosh might expect. Since the retro-PC world might not be as familiar with that, [TME Retro] gives a great step-by-step, showing how to set up hard disk image files and an iso to emulate a SCSI CD drive on the SD card that goes into the BlueSCSIv2.

This may not be news to some of you, but as the title of this video suggests, not everyone knows that BlueSCSI works with PCs now, even if it has been in the docs for a while. Of course PCs owners are more likely to be replacing an IDE drive; if you’d rather use a true SSD on that bus, we’ve got you covered.

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Possibly The Newest ISA Card

Back when the IBM PC was new, laying out an ISA board was a daunting task. You probably didn’t have a very fast ‘scope, if you had one at all. Board layout was almost certainly done on a drafting table with big pieces of tape. It was hard for small companies, much less hobbyists, to make a new card. You could buy a prototype board and wirewrap or otherwise put together something, but that was also not for the faint of heart. But with modern tools, something like that is a very doable project and [profdc9] has, in fact, done it. The card uses an ATMega328P and provides two SD cards for use as mass storage on an old computer.

The design tries to use parts that won’t be hard to get in the future. At least for a while, yet. There’s capacity for expansion, too, as there is an interface for a Wiznet 5500 Ethernet adapter.

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