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en:vortraege_workshops [2020/10/10 07:29]
zeltophil description of general assembly
en:vortraege_workshops [2020/10/10 07:35] (current)
zeltophil sorted Sunday
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 [[https://bbb.vcfb.de/b/com-b6j-sfc-i0q|To the Q&A session]] [[https://bbb.vcfb.de/b/com-b6j-sfc-i0q|To the Q&A session]]
  
-{{anchor:diskettenlaufwerke_am_beispiel_der_commodore_1541}} +{{anchor:wie_sammeln_wir_als_museum_computer_oder_wie_kommt_ein_brotkasten_ins_haus}} 
-===== Disk Drives on the Example of the Commodore 1541 ===== +===== How Do We Collect as a Museum or How Does a C64 End Up in the Museum? ===== 
-Disk drives and disks were an important part of the early personal computing era. This talk focuses on the disk technology of the 5.25" disk drive "Commodore 1541", known as 'the disk drive for the Commodore 64'After a historical classification (tape drivesdisk platters, 8 inch disk drives) I will discuss the structure of drives and disks, the low level recording format (tracks, sectors, SYNC markers, GRC coding) and their implementation in the drive's firmware. This is followed by a discussion of the file system format and the data transmission between the drive and the C64. We will also discuss fast loaders, which replace the drive's firmware with optimized code to read data, as well as copy protection systems, that combined non-standardized formats with obfuscated read routines. And finally we will discuss solutions to read data from old disks without errors with modern hardware.+We will present the collection approach of the museum with the example of the Commodore 64. How does the Heinz Nixdorf Museum handle donation offerswhat kind of work is required in the museum when an object is accepted and how an object gets into storage or the exhibition.
  
 Language: German\\ Language: German\\
-//Michael Steil//+//Dr. Christian Berg//
  
-[[https://bbb.vcfb.de/b/mic-g9m-lqr-8un|To the Q&A session]]+[[https://bbb.vcfb.de/b/hnf-jnp-63q-ai1|To the Q&A session]] 
 + 
 +{{anchor:das_analogrechnermuseum}} 
 +===== The Analog Computer Museum ===== 
 +The Analog Computer Museum in Hettenhain (Wiesbaden/Frankfurt area) presents a tour through their collection where selected machines will be demonstrated live (Audience questions are very welcome). The collection currently consists of more than 70 exhibits, from small electromechanical analog computers over classical table top analog computers up to large systems like the EAI 680, EAI Pacer 700, Telefunken RA 700, and more.  
 + 
 +Language: German\\ 
 +//Dr. Bernd Ulmann// 
 + 
 +[[https://bbb.vcfb.de/b/ber-8jj-jht-dz8|To the Q&A session]] 
 + 
 +{{anchor:digi-comp_1_alive}} 
 +===== DIGI-COMP 1 Alive! ===== 
 +The "DIGI-COMP 1" is a mechanical learning 'computer' created in 1963. Pushers, springs and panel sheets form a 3-bit memory and an arithmetic unit for binary operations, similar to what is known from the Zuse Z1. Despite its simple construction, the DIGI-COMP 1 can be programmed flexibly and still enjoys support by its fans. I have equipped my DIGI-COMP with a motor and I will demonstrate it in action and talk about its functions. 
 + 
 +Language: German\\ 
 +//Jörg Hoppe// 
 + 
 +[[https://bbb.vcfb.de/b/jor-2ji-xxv-vss|To the Q&A session]] 
 + 
 +{{anchor:the_virtual_machine_architecture_of_infernal_runner}} 
 +===== The Virtual Machine Architecture of "Infernal Runner" ===== 
 +In 1991, the famous game "Another World" was published for the Commodore Amiga. It achieved cult status mainly for its visionary art style. But also technically it was quite interesting, as it was based on a game-specific bytecode language executed by a virtual machine interpreter. Eric Chahi, the author of "Another World", six years earlier had written the game "Infernal Runner" on the Amstrad CPC. The game, published by the French company Loriciels, was rated fairly mediocre by the press, was rather simple, and also still had some bugs. Nonetheless, the game is cool from a software architectural point of view. Like "Another World", it is largely not written as a conventional Z80 program, but in a specifically designed bytecode language. This language is interpreted by a virtual machine supporting "parallel" execution of up to 255 tasks by a simple multitasking scheduler. This nice concurrency feature enabled a very elegant design of the various enemies and animated game levels. The talk will cover the essentials of this bytecode language, the virtual machine interpreter, and the process scheduler. Some code examples from the game will be shown, as well as a port of the virtual machine to JavaScript to make the game playable in a web browser. The talk tries to also give you some insights into the reverse engineering process and how much fun this was. 
 + 
 +Language: English\\ 
 +//Norbert Kehrer// 
 + 
 +[[https://bbb.vcfb.de/b/nor-fwq-htj-iab|To the Q&A session]]
  
 {{anchor:hands_on_reparatur_von_retrocomputern_im_signallabor_der_medienwissenschaft}} {{anchor:hands_on_reparatur_von_retrocomputern_im_signallabor_der_medienwissenschaft}}
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 [[https://bbb.vcfb.de/b/com-pqd-mig-r1y|To the Q&A session]] [[https://bbb.vcfb.de/b/com-pqd-mig-r1y|To the Q&A session]]
  
-{{anchor:wie_sammeln_wir_als_museum_computer_oder_wie_kommt_ein_brotkasten_ins_haus}} +{{anchor:diskettenlaufwerke_am_beispiel_der_commodore_1541}} 
-===== How Do We Collect as a Museum or How Does a C64 End Up in the Museum? ===== +===== Disk Drives on the Example of the Commodore 1541 ===== 
-We will present the collection approach of the museum with the example of the Commodore 64. How does the Heinz Nixdorf Museum handle donation offerswhat kind of work is required in the museum when an object is accepted and how an object gets into storage or the exhibition.+Disk drives and disks were an important part of the early personal computing era. This talk focuses on the disk technology of the 5.25" disk drive "Commodore 1541", known as 'the disk drive for the Commodore 64'After a historical classification (tape drivesdisk platters, 8 inch disk drives) I will discuss the structure of drives and disks, the low level recording format (tracks, sectors, SYNC markers, GRC coding) and their implementation in the drive's firmware. This is followed by a discussion of the file system format and the data transmission between the drive and the C64. We will also discuss fast loaders, which replace the drive's firmware with optimized code to read data, as well as copy protection systems, that combined non-standardized formats with obfuscated read routines. And finally we will discuss solutions to read data from old disks without errors with modern hardware.
  
 Language: German\\ Language: German\\
-//Dr. Christian Berg//+//Michael Steil//
  
-[[https://bbb.vcfb.de/b/hnf-jnp-63q-ai1|To the Q&A session]] +[[https://bbb.vcfb.de/b/mic-g9m-lqr-8un|To the Q&A session]]
- +
-{{anchor:digi-comp_1_alive}} +
-===== DIGI-COMP 1 Alive! ===== +
-The "DIGI-COMP 1" is a mechanical learning 'computer' created in 1963. Pushers, springs and panel sheets form a 3-bit memory and an arithmetic unit for binary operations, similar to what is known from the Zuse Z1. Despite its simple construction, the DIGI-COMP 1 can be programmed flexibly and still enjoys support by its fans. I have equipped my DIGI-COMP with a motor and I will demonstrate it in action and talk about its functions. +
- +
-Language: German\\ +
-//Jörg Hoppe// +
- +
-[[https://bbb.vcfb.de/b/jor-2ji-xxv-vss|To the Q&A session]]+
  
 {{anchor:pong_und_die_vergessenen_atari-hardware-games}} {{anchor:pong_und_die_vergessenen_atari-hardware-games}}
Line 188: Line 206:
  
 [[https://bbb.vcfb.de/b/wol-e8c-2kx-bxf|To the Q&A session]] [[https://bbb.vcfb.de/b/wol-e8c-2kx-bxf|To the Q&A session]]
- 
-{{anchor:das_analogrechnermuseum}} 
-===== The Analog Computer Museum ===== 
-The Analog Computer Museum in Hettenhain (Wiesbaden/Frankfurt area) presents a tour through their collection where selected machines will be demonstrated live (Audience questions are very welcome). The collection currently consists of more than 70 exhibits, from small electromechanical analog computers over classical table top analog computers up to large systems like the EAI 680, EAI Pacer 700, Telefunken RA 700, and more.  
- 
-Language: German\\ 
-//Dr. Bernd Ulmann// 
- 
-[[https://bbb.vcfb.de/b/ber-8jj-jht-dz8|To the Q&A session]] 
- 
-{{anchor:the_virtual_machine_architecture_of_infernal_runner}} 
-===== The Virtual Machine Architecture of "Infernal Runner" ===== 
-In 1991, the famous game "Another World" was published for the Commodore Amiga. It achieved cult status mainly for its visionary art style. But also technically it was quite interesting, as it was based on a game-specific bytecode language executed by a virtual machine interpreter. Eric Chahi, the author of "Another World", six years earlier had written the game "Infernal Runner" on the Amstrad CPC. The game, published by the French company Loriciels, was rated fairly mediocre by the press, was rather simple, and also still had some bugs. Nonetheless, the game is cool from a software architectural point of view. Like "Another World", it is largely not written as a conventional Z80 program, but in a specifically designed bytecode language. This language is interpreted by a virtual machine supporting "parallel" execution of up to 255 tasks by a simple multitasking scheduler. This nice concurrency feature enabled a very elegant design of the various enemies and animated game levels. The talk will cover the essentials of this bytecode language, the virtual machine interpreter, and the process scheduler. Some code examples from the game will be shown, as well as a port of the virtual machine to JavaScript to make the game playable in a web browser. The talk tries to also give you some insights into the reverse engineering process and how much fun this was. 
- 
-Language: English\\ 
-//Norbert Kehrer// 
- 
-[[https://bbb.vcfb.de/b/nor-fwq-htj-iab|To the Q&A session]] 
  
 {{anchor:abschlussveranstaltung}} {{anchor:abschlussveranstaltung}}
en/vortraege_workshops.1602307753.txt.gz · Last modified: 2020/10/10 07:29 by zeltophil