Linked by Thom Holwerda on Mon 29th Apr 2013 07:08 UTC
Amiga & AROS "As computer games became more and more complex in the late 1980s, the days of the individual developer seemed to be waning. For a young teenager sitting alone in his room, the dream of creating the next great game by himself was getting out of reach. Yet out of this dilemma these same kids invented a unique method of self-expression, something that would end up enduring longer than Commodore itself. In fact, it still exists today. This was the demo scene."
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RE[3]: Comment by MOS6510
by Doc Pain on Mon 29th Apr 2013 20:22 UTC in reply to "RE[2]: Comment by MOS6510"
Doc Pain
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The difference is back then you could ask for and get the full blueprints and opcodes for the chips and moreover it wasn't that hard to make a mental map of what the chip was doing because their designs were MUCH simpler, heck I remember reading the guys at Commodore used to build a working mockup for their chips using a big breadboard and a LOT of point to point wiring.

Sometimes you didn't have to ask for them: This specific kind of documentation was standard in the handbook delivered with the computer. For example, my Amiga 500 manual contains all this "lowest level" stuff: circuit diagrams, pins, codes. Of course manuals also included basics of programming, making them much more "high level" educational material than what's distributed with today's PCs.

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