Apple II graphics: More than you wanted to know
The article explores Apple II graphics, emphasizing its historical importance and technical features like pixel-addressable graphics and sixteen colors. It contrasts with competitors and delves into synchronization challenges and hardware details.
Read original articleThe article delves into the intricate details of Apple II graphics, highlighting its historical significance and technical aspects. It discusses the unique features of the Apple II's graphics capabilities, such as pixel-addressable graphics and sixteen colors, setting it apart from competitors like Commodore and Tandy. The author references Jim Sather's book, "Understanding the Apple II," to explore the system's graphics modes and hardware components. The text explains the synchronization challenges in video signal processing and contrasts the Apple II's design with other systems like the Commodore VIC-20. It also delves into the technical aspects of the Apple II's memory layout, character generation, and screen resolution. The article provides insights into the system's hardware architecture, clock frequencies, and memory organization, shedding light on the complexities of early computer graphics systems.
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Funnily enough, protected memory (sort of) arrived with the Apple III a couple of years later in 1980 and it was met with complete disdain from the developer community ("Stop trying to control my life, Apple!").
Apple III ROM, hardware, and kernel memory wasn't meant to be directly accessible from the application's address space. The purpose was to increase system stability and to provide a backward-compatible path for future hardware upgrades, but most users and developers didn't see the point and found ways around the restrictions.
Later, more-successful systems used a kinder, gentler approach (please use the provided firmware/bios interfaces please).
Second generation machines line the VIC-20 and TRS-80 Color Computer used ASICs for the display controller. Apple though the ][ was on borrowed time and has no idea how long it would last so they were slow to come out with the ][e which was cost-reduced.
https://robterrell.github.io/shape_table_maker/shape_draw.ht...
Apple ][ shape tables were a rarely-used vector drawing technique -- rarely used because they were fairly slow to render and there wasn't great tooling for making them. High level of difficulty plus poor results... it was almost as easy to write blitting code, even with the odd Apple ][ video memory layout, so most games ended up doing that instead.
Anyway, if you are curious about shape tables, here's a thing for you.
It very slightly bothered me that "][plus" was typeset before this, but it was "IIe" and not "//e".
But the article doesn't mention my favorite ASCII table ever, known as the "running man character set":
http://www.lazilong.com/apple_ii/a2font/readme.html
It includes open and closed apples, sand clock, and elements to build GUI's: windows, tabs, scrollbars, and even a pointer!
So there is no way to race the beam on an Apple II like an Atari 2600/VCS can?
How Steve Wozniak Brought Color to Personal Computers https://www.youtube.com/watch?v=uCRijF7lxzI
I miss computers that didn't have the capability to send all my important data to an unknown address in Belarus in the blink of an eye.
Maybe someone could design a modern desktop operating system whose outgoing network requests are batched and processed once a day, so you can look through the batch before letting it out. This would of course mean that applications must be designed to be extremely thrifty about what data they want to send, or users would simply ban them for making large opaque requests. No more telemetry, no more ad profile updates, etc.
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