0 00:00:00,000 --> 00:00:30,000 Dear viewer, these subtitles were generated by a machine via the service Trint and therefore are (very) buggy. If you are capable, please help us to create good quality subtitles: https://c3subtitles.de/talk/536 Thanks! 1 00:00:09,540 --> 00:00:10,680 So good evening, Young. 2 00:00:13,320 --> 00:00:15,479 Or good afternoon, or 3 00:00:15,480 --> 00:00:17,549 if you're in Congress time, 4 00:00:17,550 --> 00:00:18,550 good morning, 5 00:00:19,920 --> 00:00:21,989 NYC Resistor is 6 00:00:21,990 --> 00:00:24,389 a Brooklyn based hackerspace founded 7 00:00:24,390 --> 00:00:26,489 in 2008 and inspired, 8 00:00:26,490 --> 00:00:28,829 I'm told, by the founding 9 00:00:28,830 --> 00:00:31,349 members coming to the CCC and 10 00:00:31,350 --> 00:00:33,239 looking at all the things going on here 11 00:00:33,240 --> 00:00:34,679 and decided this is something that we 12 00:00:34,680 --> 00:00:36,239 need in New York. 13 00:00:36,240 --> 00:00:38,339 It occupies the same 14 00:00:38,340 --> 00:00:41,009 space, a sweet spot of 15 00:00:41,010 --> 00:00:42,929 the Congress, which is the intersection 16 00:00:42,930 --> 00:00:44,759 of art and technology. 17 00:00:44,760 --> 00:00:46,619 And this talk is a perfect example of 18 00:00:46,620 --> 00:00:47,609 that. 19 00:00:47,610 --> 00:00:50,279 It's about a retro gaming 20 00:00:50,280 --> 00:00:52,499 and it's only it's one of the four 21 00:00:52,500 --> 00:00:54,479 talks that are being presented here by 22 00:00:54,480 --> 00:00:55,949 NYC Resistor. 23 00:00:55,950 --> 00:00:58,439 And with that, I like to 24 00:00:59,760 --> 00:01:02,340 pause here for station identification. 25 00:01:04,769 --> 00:01:06,869 No, I'm I'm going 26 00:01:06,870 --> 00:01:08,999 to say I'd like you to help 27 00:01:09,000 --> 00:01:11,429 me give it up for Adil 28 00:01:11,430 --> 00:01:13,410 Lynn and Tramel Hudson. 29 00:01:22,100 --> 00:01:23,889 To gets the rock star Mike. 30 00:01:23,890 --> 00:01:26,089 Well, thank you all for being with us 31 00:01:26,090 --> 00:01:28,159 during our technological troubles. 32 00:01:29,250 --> 00:01:32,329 I'm Trouble Hudson from NYC Resistor. 33 00:01:32,330 --> 00:01:33,979 Hi, I'm Adele. 34 00:01:33,980 --> 00:01:35,629 Adele in from NYC Resistor. 35 00:01:36,950 --> 00:01:39,649 And we're here to talk about vectors 36 00:01:39,650 --> 00:01:41,779 and vector games and the history 37 00:01:41,780 --> 00:01:42,860 of vector games. 38 00:01:44,800 --> 00:01:47,499 So we're going to quickly run through 39 00:01:47,500 --> 00:01:49,689 the early stages of Victor 40 00:01:49,690 --> 00:01:51,280 Victor monitors, so 41 00:01:52,420 --> 00:01:53,949 at the start, Victor, monitors are mainly 42 00:01:53,950 --> 00:01:55,779 used to display 43 00:01:56,980 --> 00:01:58,779 outputs from analog computers. 44 00:01:58,780 --> 00:02:00,939 Here you can see the AI 45 00:02:00,940 --> 00:02:03,879 six 680, which is used to 46 00:02:03,880 --> 00:02:06,279 implement differential equations 47 00:02:06,280 --> 00:02:08,349 and you can see the vector scope. 48 00:02:08,350 --> 00:02:10,839 Look right at the top left corner there. 49 00:02:10,840 --> 00:02:13,089 So here you have a bunch of forms 50 00:02:13,090 --> 00:02:14,589 outputting and implementing the 51 00:02:14,590 --> 00:02:17,229 differential equations and the 52 00:02:17,230 --> 00:02:19,509 knobs there, which are used to control 53 00:02:19,510 --> 00:02:20,510 the inputs. 54 00:02:21,860 --> 00:02:23,419 And you can see all those great 55 00:02:23,420 --> 00:02:26,269 ingredients for creating a video game, 56 00:02:26,270 --> 00:02:28,099 which is what happened with tennis for 57 00:02:28,100 --> 00:02:30,469 two. So at the Brookhaven National 58 00:02:30,470 --> 00:02:32,749 Labs, we had physicists 59 00:02:32,750 --> 00:02:35,629 William Higginbottom for 60 00:02:35,630 --> 00:02:37,099 for the Demo Day decided you want to do 61 00:02:37,100 --> 00:02:38,449 something a little bit more fun. 62 00:02:38,450 --> 00:02:41,209 So instead of demonstrating 63 00:02:41,210 --> 00:02:44,269 and calculating projectiles, 64 00:02:44,270 --> 00:02:46,249 ballistic projectiles, he was like, well, 65 00:02:46,250 --> 00:02:47,479 let's create a video game. 66 00:02:47,480 --> 00:02:49,869 And that's how tennis for two came about. 67 00:02:52,030 --> 00:02:54,879 In 1997, for the fiftieth anniversary, 68 00:02:54,880 --> 00:02:56,409 there was a second recreation by another 69 00:02:56,410 --> 00:02:58,059 physicist, Peter Tucker. 70 00:02:58,060 --> 00:03:00,159 And the interesting part 71 00:03:00,160 --> 00:03:02,439 of this is that this video game 72 00:03:02,440 --> 00:03:04,929 was created entirely out of 73 00:03:04,930 --> 00:03:06,189 animal parts. 74 00:03:06,190 --> 00:03:08,709 So you had realized 75 00:03:08,710 --> 00:03:10,659 you had resistors that simulate a drag. 76 00:03:10,660 --> 00:03:12,639 And the star of the show, we were told at 77 00:03:12,640 --> 00:03:14,919 the time, was the germanium 78 00:03:14,920 --> 00:03:17,769 alloy transistors retries, 79 00:03:17,770 --> 00:03:19,809 which allowed for really fast switching 80 00:03:19,810 --> 00:03:20,810 during gameplay. 81 00:03:22,580 --> 00:03:24,799 And I was really lucky in earlier 82 00:03:24,800 --> 00:03:27,379 this year to be part to be able to do 83 00:03:27,380 --> 00:03:29,479 the third well, the second recreation 84 00:03:29,480 --> 00:03:30,709 of tennis for two. 85 00:03:30,710 --> 00:03:33,499 But this time it was we did it entirely, 86 00:03:33,500 --> 00:03:34,579 digitally. 87 00:03:34,580 --> 00:03:36,859 So the reason for this is this is part 88 00:03:36,860 --> 00:03:39,049 of the Silicon City exhibition at 89 00:03:39,050 --> 00:03:40,459 the New York Historical Society. 90 00:03:40,460 --> 00:03:42,709 And as an exhibit that needs to be up for 91 00:03:42,710 --> 00:03:45,019 five months, we 92 00:03:45,020 --> 00:03:46,939 weren't able to use analog parts because 93 00:03:46,940 --> 00:03:49,069 as we're told on the day itself, we 94 00:03:49,070 --> 00:03:51,139 had engineers at the even national 95 00:03:51,140 --> 00:03:52,939 labs having to switch out relays and 96 00:03:52,940 --> 00:03:54,469 parts itself. 97 00:03:54,470 --> 00:03:56,569 So, as you can 98 00:03:56,570 --> 00:03:59,389 see, we emulated the original 99 00:03:59,390 --> 00:04:02,599 Domun CRT screen 100 00:04:02,600 --> 00:04:04,129 by creating our own cabinets. 101 00:04:04,130 --> 00:04:06,679 And this was created using unity 102 00:04:06,680 --> 00:04:07,680 and are doing this. 103 00:04:10,400 --> 00:04:13,639 So tennis for two being the original 104 00:04:13,640 --> 00:04:16,129 analog video game space, where 105 00:04:16,130 --> 00:04:18,199 was the the first 106 00:04:18,200 --> 00:04:20,268 ever digital video 107 00:04:20,269 --> 00:04:22,459 game again shown 108 00:04:22,460 --> 00:04:24,649 produced on the PDP one 109 00:04:24,650 --> 00:04:26,869 ported to a Vector X.. 110 00:04:26,870 --> 00:04:29,029 It was wildly popular and people lots 111 00:04:29,030 --> 00:04:31,159 of people created their own controllers 112 00:04:31,160 --> 00:04:33,019 and their own versions of that. 113 00:04:34,870 --> 00:04:36,249 A slightly different type of vector 114 00:04:36,250 --> 00:04:38,319 display, the storage 115 00:04:38,320 --> 00:04:40,599 tube displays, so for example, 116 00:04:40,600 --> 00:04:43,029 the Tektronix four thousand series 117 00:04:43,030 --> 00:04:45,249 we have here, they use 118 00:04:45,250 --> 00:04:46,929 to create some really, really beautiful 119 00:04:46,930 --> 00:04:47,930 high res 120 00:04:49,540 --> 00:04:51,189 hirers drawings. 121 00:04:51,190 --> 00:04:53,259 But these these are kind of 122 00:04:53,260 --> 00:04:55,089 permanent drawings. 123 00:04:55,090 --> 00:04:57,159 So as you can see, for example, the 124 00:04:57,160 --> 00:04:59,649 Utah teapot here, which is the standard 125 00:04:59,650 --> 00:05:02,079 vector drawing a 126 00:05:02,080 --> 00:05:04,479 3D rendering reference, 127 00:05:04,480 --> 00:05:06,849 this kind of takes 30 seconds 128 00:05:06,850 --> 00:05:09,129 to to do the full drawing 129 00:05:09,130 --> 00:05:11,229 and then you need to pick it up and shoot 130 00:05:11,230 --> 00:05:12,670 the thing to kind of reset it. 131 00:05:15,070 --> 00:05:17,229 So kind of 132 00:05:17,230 --> 00:05:19,149 like why vector's why at a time where 133 00:05:19,150 --> 00:05:22,129 video games were done, unrestrictive 134 00:05:22,130 --> 00:05:23,290 displays were Vector's. 135 00:05:25,050 --> 00:05:27,149 Mainly because it was hugely 136 00:05:27,150 --> 00:05:29,489 expensive, so the Vector 137 00:05:29,490 --> 00:05:31,649 X Beatrix's 138 00:05:31,650 --> 00:05:33,809 were able to draw some really 139 00:05:33,810 --> 00:05:35,969 high res drawings using 140 00:05:35,970 --> 00:05:38,159 really low bandwidth and low memory 141 00:05:38,160 --> 00:05:41,099 and to do to use arrestor display 142 00:05:41,100 --> 00:05:43,169 that would have the buffering to 143 00:05:43,170 --> 00:05:44,849 hold a ten, twenty four by ten, twenty 144 00:05:44,850 --> 00:05:47,099 four frame rate of the original asteroid 145 00:05:47,100 --> 00:05:48,599 sort of cost thousands and thousands of 146 00:05:48,600 --> 00:05:49,600 dollars. 147 00:05:51,360 --> 00:05:53,519 And also take a look at kind of 148 00:05:53,520 --> 00:05:56,819 a bitmap version of Star Wars versus 149 00:05:56,820 --> 00:05:59,939 one done on a vector display. 150 00:05:59,940 --> 00:06:02,069 Look at the you know, the resolution in 151 00:06:02,070 --> 00:06:03,449 the roundness. 152 00:06:03,450 --> 00:06:05,430 It's just incredibly beautiful. 153 00:06:08,690 --> 00:06:10,969 Victor displays are amazing for doing 154 00:06:10,970 --> 00:06:13,219 3D animation at the time, 155 00:06:13,220 --> 00:06:15,019 compared look at, again, the bitmap 156 00:06:15,020 --> 00:06:16,790 version versus 157 00:06:18,380 --> 00:06:20,649 the victor version of the typewriter. 158 00:06:20,650 --> 00:06:23,449 There you can get 159 00:06:23,450 --> 00:06:25,669 you can get an amazing scaling 160 00:06:25,670 --> 00:06:27,739 and rotation and really depth 161 00:06:27,740 --> 00:06:29,569 to the image and a really kind of much 162 00:06:29,570 --> 00:06:31,849 more immersive feel, I think, to playing 163 00:06:31,850 --> 00:06:32,850 the game. 164 00:06:36,720 --> 00:06:38,369 So the there are a couple of different 165 00:06:38,370 --> 00:06:40,289 ways to generate the vectors, and these 166 00:06:40,290 --> 00:06:42,269 are analog signals that are steering the 167 00:06:42,270 --> 00:06:44,369 beam around the scope, 168 00:06:44,370 --> 00:06:45,779 there are two main techniques that were 169 00:06:45,780 --> 00:06:48,179 used in the Atari systems. 170 00:06:48,180 --> 00:06:50,519 The earliest ones were called digital 171 00:06:50,520 --> 00:06:52,859 vector generation, and they directly 172 00:06:52,860 --> 00:06:54,629 moved the beam around. 173 00:06:54,630 --> 00:06:56,819 So lunar lander as shown here 174 00:06:56,820 --> 00:06:58,679 where we've disabled the Z Channel. 175 00:06:58,680 --> 00:07:01,589 So the you can actually see the traces. 176 00:07:01,590 --> 00:07:03,659 It goes from one point directly to 177 00:07:03,660 --> 00:07:06,149 the next The Tempest 178 00:07:06,150 --> 00:07:08,309 later game always returns 179 00:07:08,310 --> 00:07:10,559 to the center in between drawing 180 00:07:10,560 --> 00:07:11,579 each item. 181 00:07:11,580 --> 00:07:13,679 And that's because the analog 182 00:07:13,680 --> 00:07:15,839 voltage generator, they're actually the 183 00:07:15,840 --> 00:07:17,969 analog vector generator takes the output 184 00:07:17,970 --> 00:07:19,919 of the deck and feeds it into a 185 00:07:19,920 --> 00:07:22,229 integrating. And so the deck 186 00:07:22,230 --> 00:07:24,299 is actually controlling the slope of 187 00:07:24,300 --> 00:07:26,939 the line rather than the position 188 00:07:26,940 --> 00:07:28,049 that the line goes to. 189 00:07:28,050 --> 00:07:30,479 And then they had a 190 00:07:30,480 --> 00:07:32,639 a transistor that allowed them to short 191 00:07:32,640 --> 00:07:34,799 the capacitor to return 192 00:07:34,800 --> 00:07:36,040 to the center of the screen. 193 00:07:37,170 --> 00:07:39,149 This made for a much smoother lines and 194 00:07:39,150 --> 00:07:41,609 also reduce the CPU bandwidth 195 00:07:41,610 --> 00:07:44,399 required to to generate 196 00:07:44,400 --> 00:07:46,859 the segments 197 00:07:46,860 --> 00:07:48,869 because they only had to change the value 198 00:07:48,870 --> 00:07:51,089 when they wanted to start trying a 199 00:07:51,090 --> 00:07:52,439 different line. As long as it was 200 00:07:52,440 --> 00:07:54,599 continuing at the same slope, they could 201 00:07:54,600 --> 00:07:56,759 go off and compute other things. 202 00:07:56,760 --> 00:07:58,739 Meanwhile, we have plenty of CPU 203 00:07:58,740 --> 00:08:00,749 horsepower today so we can do all sorts 204 00:08:00,750 --> 00:08:02,759 of things to to improve the efficiency of 205 00:08:02,760 --> 00:08:05,009 the displays, like sorting 206 00:08:05,010 --> 00:08:07,139 the vectors and doing a top logical sort 207 00:08:07,140 --> 00:08:09,509 so that we minimize the transit 208 00:08:09,510 --> 00:08:11,729 time, which is the dominant cost 209 00:08:11,730 --> 00:08:14,039 in displaying things on these screens. 210 00:08:15,440 --> 00:08:17,659 And we can even do this, a lot of this 211 00:08:17,660 --> 00:08:20,179 in small microcontrollers, 212 00:08:20,180 --> 00:08:22,249 the now the board 213 00:08:22,250 --> 00:08:24,169 that we've built as part of this open 214 00:08:24,170 --> 00:08:25,879 source hardware is built on a teensy 215 00:08:25,880 --> 00:08:28,459 three and uses a microchip 216 00:08:28,460 --> 00:08:30,749 forty nine to d'Arc 217 00:08:30,750 --> 00:08:32,899 that gives us twelve bits of 218 00:08:32,900 --> 00:08:34,999 analog resolution. 219 00:08:35,000 --> 00:08:37,308 So, you know, this is basically a 220 00:08:37,309 --> 00:08:40,038 do it yourself Fourcade display 221 00:08:40,039 --> 00:08:42,619 with literally three components, a 222 00:08:42,620 --> 00:08:44,509 teensy and two DACs. 223 00:08:45,820 --> 00:08:47,799 We're also working on a slightly more 224 00:08:47,800 --> 00:08:50,049 packaged version, again, as 225 00:08:50,050 --> 00:08:52,329 open source hardware and open source 226 00:08:52,330 --> 00:08:54,399 software that will be 227 00:08:54,400 --> 00:08:55,869 more suitable for driving things that 228 00:08:55,870 --> 00:08:57,939 need differential outputs 229 00:08:57,940 --> 00:08:59,890 or dual ended outputs. 230 00:09:01,610 --> 00:09:03,709 So now that we have a way to generate 231 00:09:03,710 --> 00:09:05,269 the vectors, we need some way to display 232 00:09:05,270 --> 00:09:06,270 them. 233 00:09:06,800 --> 00:09:08,629 My suggestion is save your money. 234 00:09:08,630 --> 00:09:10,639 Don't go buy one of those fancy storage 235 00:09:10,640 --> 00:09:12,829 scopes. They'll cost you 20000 236 00:09:12,830 --> 00:09:14,839 dollars and that you can't actually do 237 00:09:14,840 --> 00:09:15,840 Animation's on them. 238 00:09:17,030 --> 00:09:18,739 You might already have a digital scope 239 00:09:18,740 --> 00:09:19,909 with an X Y mode. 240 00:09:19,910 --> 00:09:22,219 And it's great for debugging 241 00:09:22,220 --> 00:09:24,319 signals, but it quantize is 242 00:09:24,320 --> 00:09:25,399 everything down to eight bits. 243 00:09:25,400 --> 00:09:27,679 And so really 244 00:09:27,680 --> 00:09:28,579 what we're looking for. 245 00:09:28,580 --> 00:09:30,649 So, you know, keep that in your toolbox 246 00:09:30,650 --> 00:09:33,079 for debugging your digital problems and 247 00:09:33,080 --> 00:09:34,939 you can go to Craigslist or eBay and pick 248 00:09:34,940 --> 00:09:37,249 up an old CRT analog scope. 249 00:09:37,250 --> 00:09:39,329 People are giving these things away for, 250 00:09:39,330 --> 00:09:40,879 you know, 20 to 50 euros. 251 00:09:40,880 --> 00:09:42,829 And they're actually really great 252 00:09:42,830 --> 00:09:44,299 displays for a lot of the stuff. 253 00:09:45,660 --> 00:09:47,999 You can also find Victor Scope's from 254 00:09:48,000 --> 00:09:49,949 TV stations that are decommissioning all 255 00:09:49,950 --> 00:09:52,049 of their NTSC and PÃ¥l 256 00:09:52,050 --> 00:09:54,239 equipment, I picked up four 257 00:09:54,240 --> 00:09:56,339 of them for one hundred one hundred 258 00:09:56,340 --> 00:09:58,499 dollars plus fifty dollars of shipping. 259 00:09:58,500 --> 00:10:00,809 And, you know, they are super 260 00:10:00,810 --> 00:10:02,249 fast, super sharp. 261 00:10:02,250 --> 00:10:04,470 They really make great displays. 262 00:10:06,930 --> 00:10:09,149 And the other option 263 00:10:09,150 --> 00:10:11,070 is the Vector X console, which 264 00:10:12,450 --> 00:10:14,309 people were really excited about back in 265 00:10:14,310 --> 00:10:15,310 the 80s. 266 00:10:17,960 --> 00:10:20,149 This was a home vector arcade 267 00:10:20,150 --> 00:10:22,699 game system, and 268 00:10:22,700 --> 00:10:25,729 we have one up here on loan from 269 00:10:25,730 --> 00:10:28,399 CCC Berlin, and 270 00:10:28,400 --> 00:10:30,709 it's really easy to 271 00:10:30,710 --> 00:10:32,570 convert it from a. 272 00:10:34,390 --> 00:10:36,609 To basically remove the the 273 00:10:36,610 --> 00:10:39,129 sixty five year to bring that it had 274 00:10:39,130 --> 00:10:41,589 and hook up your own dack 275 00:10:41,590 --> 00:10:44,259 and it doesn't modify doesn't 276 00:10:44,260 --> 00:10:45,659 damage the system at all. 277 00:10:48,260 --> 00:10:50,269 If you unfortunately, because this is a 278 00:10:50,270 --> 00:10:52,519 very low cost display, 279 00:10:52,520 --> 00:10:54,739 it doesn't have as much bandwidth as 280 00:10:54,740 --> 00:10:55,740 the 281 00:10:57,090 --> 00:10:59,809 the arcade cabinets. 282 00:10:59,810 --> 00:11:01,609 So if you try to use the timing 283 00:11:01,610 --> 00:11:03,469 parameters that they have, you end up 284 00:11:03,470 --> 00:11:06,439 with kind of an artistic sort of thing. 285 00:11:06,440 --> 00:11:07,849 But with a little bit of tweaks in the 286 00:11:07,850 --> 00:11:09,199 timing, you can actually get a really 287 00:11:09,200 --> 00:11:11,870 nice sharp vector's good reproducibility. 288 00:11:12,950 --> 00:11:15,079 And it's really, you 289 00:11:15,080 --> 00:11:17,179 know, about the same level of 290 00:11:17,180 --> 00:11:19,459 acceptable gameplay as 291 00:11:19,460 --> 00:11:22,040 as a multi megahertz oscilloscope. 292 00:11:24,950 --> 00:11:26,449 Laser projectors seem like they'd be a 293 00:11:26,450 --> 00:11:28,729 natural fit, since they are also zwi 294 00:11:28,730 --> 00:11:29,809 displays. 295 00:11:29,810 --> 00:11:31,339 The problem is that they are even slower 296 00:11:31,340 --> 00:11:33,829 than the backtracks and 297 00:11:33,830 --> 00:11:35,689 most of the arcade games are just much 298 00:11:35,690 --> 00:11:37,939 too complicated to play. 299 00:11:37,940 --> 00:11:40,309 And you end up with really bad 300 00:11:40,310 --> 00:11:41,310 flickering. 301 00:11:41,960 --> 00:11:43,459 It might be possible to generate some 302 00:11:43,460 --> 00:11:45,709 some new games that take advantage of of 303 00:11:45,710 --> 00:11:48,019 lasers, but until then, 304 00:11:48,020 --> 00:11:49,939 we kind of shelter our laser project for 305 00:11:49,940 --> 00:11:50,940 now. 306 00:11:52,330 --> 00:11:53,889 What folks are looking for when they're 307 00:11:53,890 --> 00:11:55,569 emulating these vector systems is this 308 00:11:55,570 --> 00:11:58,959 sort of beautiful kind of sharp pixel 309 00:11:58,960 --> 00:12:01,089 pixel, three lines in the kind of 310 00:12:01,090 --> 00:12:03,189 the bloom of the bright vectors. 311 00:12:03,190 --> 00:12:05,319 And meme has a way to emulate that, 312 00:12:05,320 --> 00:12:07,029 but it just kind of fuzzes out things. 313 00:12:07,030 --> 00:12:09,279 And it's it's not really 314 00:12:09,280 --> 00:12:11,139 as good as the real display. 315 00:12:12,500 --> 00:12:14,659 But what meme does a great job of 316 00:12:14,660 --> 00:12:16,819 is emulating thousands of games, 317 00:12:16,820 --> 00:12:19,519 including every vector game 318 00:12:19,520 --> 00:12:21,739 that's listed on Wikipedia 319 00:12:21,740 --> 00:12:22,740 and the 320 00:12:24,140 --> 00:12:26,239 and you can find the ROMs and the usual 321 00:12:26,240 --> 00:12:27,240 sort of places. 322 00:12:29,120 --> 00:12:31,339 So we've written a patch 323 00:12:31,340 --> 00:12:33,589 for name that hooks 324 00:12:33,590 --> 00:12:35,689 into the into it 325 00:12:35,690 --> 00:12:37,999 and is able to to exploit those vectors. 326 00:12:38,000 --> 00:12:39,919 And it's not a very large patch. 327 00:12:39,920 --> 00:12:42,169 And basically we grab 328 00:12:42,170 --> 00:12:43,759 the vectors when they're being handed off 329 00:12:43,760 --> 00:12:46,309 to the open goal line drawing 330 00:12:46,310 --> 00:12:48,889 and send a copy of them out the support 331 00:12:48,890 --> 00:12:50,299 to the board that we've designed. 332 00:12:51,630 --> 00:12:53,639 Unfortunately, the same team felt this 333 00:12:53,640 --> 00:12:55,709 was unacceptably hackey and 334 00:12:55,710 --> 00:12:57,839 they closed that, they rejected 335 00:12:57,840 --> 00:12:58,889 the call request. 336 00:12:58,890 --> 00:13:01,559 So until then you can clone 337 00:13:01,560 --> 00:13:03,689 my name tree and I have 338 00:13:03,690 --> 00:13:06,019 build instructions on my website. 339 00:13:06,020 --> 00:13:08,339 This also works in the 340 00:13:08,340 --> 00:13:10,589 name for All Distribution, 341 00:13:10,590 --> 00:13:12,569 which runs on the Raspberry Pi. 342 00:13:12,570 --> 00:13:14,819 So you don't if you want to build a small 343 00:13:14,820 --> 00:13:16,949 cabinet, you can put a little pie in 344 00:13:16,950 --> 00:13:19,019 there with one of these digital 345 00:13:19,020 --> 00:13:21,209 analog boards to create 346 00:13:21,210 --> 00:13:23,279 a multi vector arcade game 347 00:13:23,280 --> 00:13:24,280 system. 348 00:13:25,890 --> 00:13:27,569 So when you go out and you find those 349 00:13:27,570 --> 00:13:29,849 ROMs wherever you find them, 350 00:13:29,850 --> 00:13:31,919 you can get the original space where you 351 00:13:31,920 --> 00:13:34,859 can get asteroids, which is one of the 352 00:13:34,860 --> 00:13:37,079 most popular, highest grossing 353 00:13:37,080 --> 00:13:39,059 games of all time. 354 00:13:39,060 --> 00:13:41,099 Tempest's and Lunar Lander are really a 355 00:13:41,100 --> 00:13:42,389 lot of fun. 356 00:13:42,390 --> 00:13:44,639 Star Wars was an officially 357 00:13:44,640 --> 00:13:47,039 licensed franchise and this 358 00:13:47,040 --> 00:13:48,240 is an awesome game. 359 00:13:49,530 --> 00:13:52,259 Battlezone is one of the first real 3D 360 00:13:52,260 --> 00:13:53,260 like games. 361 00:13:55,170 --> 00:13:57,179 Star Trek even had a licensed franchise, 362 00:13:57,180 --> 00:13:58,739 Empire Strikes Back. 363 00:13:58,740 --> 00:14:01,079 Unfortunately, there is no Force Awakens 364 00:14:01,080 --> 00:14:02,609 vector game. But if somebody wants to 365 00:14:02,610 --> 00:14:03,779 write one, that would be awesome. 366 00:14:04,830 --> 00:14:07,169 And really there's a whole bunch of 367 00:14:07,170 --> 00:14:08,429 vector games out there. Most of them are 368 00:14:08,430 --> 00:14:10,019 pretty obscure. 369 00:14:10,020 --> 00:14:12,389 I had never heard of many of them until I 370 00:14:12,390 --> 00:14:14,339 started down this project of building 371 00:14:14,340 --> 00:14:15,929 these. Some of them are OK. 372 00:14:15,930 --> 00:14:18,209 Some of them are just complete 373 00:14:18,210 --> 00:14:19,649 rip offs of other games. 374 00:14:19,650 --> 00:14:21,539 But there's a lot of fun things to sort 375 00:14:21,540 --> 00:14:22,540 of experiment with. 376 00:14:25,830 --> 00:14:27,659 And I guess once you've got your games 377 00:14:27,660 --> 00:14:29,789 going, you obviously want to make your 378 00:14:29,790 --> 00:14:31,889 own custom controls and your own, you 379 00:14:31,890 --> 00:14:32,940 know, beautiful cabinets, 380 00:14:34,650 --> 00:14:36,899 I'm sure everyone has given this go that, 381 00:14:36,900 --> 00:14:38,849 you know, you can design almost anything 382 00:14:38,850 --> 00:14:40,859 and print and create anything these days. 383 00:14:40,860 --> 00:14:42,329 You can get you control this from a 384 00:14:42,330 --> 00:14:44,669 fruit, even your own coin 385 00:14:44,670 --> 00:14:46,409 receptors, all kinds of different 386 00:14:46,410 --> 00:14:47,410 buttons. 387 00:14:49,170 --> 00:14:52,409 Take, for example, Tim Bartletts asteroid 388 00:14:52,410 --> 00:14:53,730 asteroid game. He's 389 00:14:55,470 --> 00:14:57,569 got the original designs printed them 390 00:14:57,570 --> 00:14:59,729 on and laser cut 391 00:14:59,730 --> 00:15:01,949 them and all the fancy patterns 392 00:15:01,950 --> 00:15:03,419 that you can get them all on his website. 393 00:15:05,090 --> 00:15:06,619 You're going to Mueller also created his 394 00:15:06,620 --> 00:15:08,059 own asteroid's cabinet. 395 00:15:08,060 --> 00:15:10,039 It's kind of half sized, it's using a 396 00:15:10,040 --> 00:15:12,589 Bacharach's machine and when 397 00:15:12,590 --> 00:15:13,999 using the original asteroid's logic 398 00:15:14,000 --> 00:15:16,069 boards and again, another kind 399 00:15:16,070 --> 00:15:17,070 of great example. 400 00:15:18,740 --> 00:15:21,199 So now that you have your games, you 401 00:15:21,200 --> 00:15:23,109 got your own cabinets, you actually maybe 402 00:15:23,110 --> 00:15:24,950 you want to make your own creations. 403 00:15:26,780 --> 00:15:29,269 This is an tremolos clone of asteroids, 404 00:15:29,270 --> 00:15:31,459 space rocks, which you can get from his 405 00:15:31,460 --> 00:15:32,999 website as well. 406 00:15:33,000 --> 00:15:35,039 Um, you know, when you're done playing, 407 00:15:35,040 --> 00:15:36,679 he may just want to know what time it is 408 00:15:36,680 --> 00:15:37,819 and how many hours you spent. 409 00:15:37,820 --> 00:15:40,279 You can make your own scope clock 410 00:15:40,280 --> 00:15:42,409 the teens, you three has three holes, 411 00:15:42,410 --> 00:15:44,569 which you can put your clock crystals on 412 00:15:44,570 --> 00:15:47,479 and, you know, get this really beautiful 413 00:15:47,480 --> 00:15:48,769 display for your home. 414 00:15:51,070 --> 00:15:53,379 This is a super cool 415 00:15:53,380 --> 00:15:55,509 game that was shown at the Maker 416 00:15:55,510 --> 00:15:57,969 Faire in New York earlier this year. 417 00:15:57,970 --> 00:15:59,229 It's kind of like one of the first 418 00:15:59,230 --> 00:16:02,109 original the newest original 419 00:16:02,110 --> 00:16:04,239 arcade games, something that hasn't 420 00:16:04,240 --> 00:16:06,049 really been done in like 30 years. 421 00:16:06,050 --> 00:16:07,269 And it's got its own like tank 422 00:16:07,270 --> 00:16:09,789 controllers. And again, it's a 423 00:16:09,790 --> 00:16:11,020 really great custom cabinet. 424 00:16:13,250 --> 00:16:16,189 In order to help you do that, we've also 425 00:16:16,190 --> 00:16:18,319 got a processing library, which, 426 00:16:18,320 --> 00:16:20,749 you know, everybody is processing, 427 00:16:20,750 --> 00:16:23,359 you can make your own vector art or 428 00:16:23,360 --> 00:16:25,249 processing games and import it to the 429 00:16:25,250 --> 00:16:27,169 tunes. You three and a game, make your 430 00:16:27,170 --> 00:16:28,609 own cabinets. 431 00:16:28,610 --> 00:16:30,889 You have your own game systems 432 00:16:30,890 --> 00:16:31,890 at home. 433 00:16:33,400 --> 00:16:34,899 Here's just a quick look of what you need 434 00:16:34,900 --> 00:16:36,909 in the processing library, you get your 435 00:16:36,910 --> 00:16:38,589 vector lions and then you kind of send 436 00:16:38,590 --> 00:16:39,639 them out. 437 00:16:42,860 --> 00:16:45,019 So to take this step further, I'm 438 00:16:45,020 --> 00:16:47,539 part of a group called Collaboration, and 439 00:16:47,540 --> 00:16:50,059 we teach coding for a game design 440 00:16:50,060 --> 00:16:52,369 to women and we'll be running a 441 00:16:52,370 --> 00:16:54,649 processing to Vector X workshop 442 00:16:54,650 --> 00:16:56,719 in NYC Resistor, and 443 00:16:56,720 --> 00:16:58,789 then we'll be also 444 00:16:58,790 --> 00:17:00,979 organizing a demo party night baby 445 00:17:00,980 --> 00:17:03,289 Cassells later on after that. 446 00:17:03,290 --> 00:17:05,229 So if you guys are in the region, you 447 00:17:05,230 --> 00:17:06,409 know, to come along and join us. 448 00:17:09,089 --> 00:17:11,729 But since you're in the region now 449 00:17:11,730 --> 00:17:14,009 at seven, 30, you can also find us 450 00:17:14,010 --> 00:17:16,499 and the Vector X and oscilloscope 451 00:17:16,500 --> 00:17:18,959 at all a two, 452 00:17:18,960 --> 00:17:20,789 you'll be able to play all of the 453 00:17:20,790 --> 00:17:23,489 original Atari vector games. 454 00:17:23,490 --> 00:17:25,199 So, yeah, do come in. 455 00:17:25,200 --> 00:17:26,200 Say hi. 456 00:17:28,359 --> 00:17:29,889 So thank you all so much for coming to 457 00:17:29,890 --> 00:17:30,879 the talk. 458 00:17:30,880 --> 00:17:33,099 We've got the slides from the talk and 459 00:17:33,100 --> 00:17:35,499 a bunch of background material on 460 00:17:35,500 --> 00:17:37,569 the website, as well as information on 461 00:17:37,570 --> 00:17:39,759 converting the Vector X and some 462 00:17:39,760 --> 00:17:41,439 different vector scopes. 463 00:17:41,440 --> 00:17:43,329 And also then the schematics and open 464 00:17:43,330 --> 00:17:45,399 source hardware is available from 465 00:17:45,400 --> 00:17:48,009 beta test and 466 00:17:48,010 --> 00:17:49,779 would love to open up to any questions. 467 00:17:59,630 --> 00:18:02,629 So if you want to ask a question, please 468 00:18:02,630 --> 00:18:04,939 step up to one of the microphones and 469 00:18:04,940 --> 00:18:06,769 make yourself available. 470 00:18:06,770 --> 00:18:08,959 In the meantime, the people 471 00:18:08,960 --> 00:18:10,369 who are leaving, could you leave, please? 472 00:18:10,370 --> 00:18:12,439 Quietly Do we 473 00:18:12,440 --> 00:18:13,440 have a question over there? 474 00:18:15,290 --> 00:18:17,119 Have you thought about using multiple 475 00:18:17,120 --> 00:18:19,909 lasers to compensate for the slow 476 00:18:19,910 --> 00:18:21,229 speed of laser? 477 00:18:21,230 --> 00:18:22,450 Do you think that would be possible? 478 00:18:23,650 --> 00:18:25,459 You would certainly be possible. 479 00:18:25,460 --> 00:18:27,799 We have it's very easy to add 480 00:18:27,800 --> 00:18:30,170 additional attacks or dark channels. 481 00:18:31,220 --> 00:18:33,439 I haven't tried it personally. 482 00:18:33,440 --> 00:18:35,989 And of course, that would also 483 00:18:35,990 --> 00:18:38,420 require some amount of calibration. 484 00:18:39,650 --> 00:18:41,299 The other thing I've seen some folks do 485 00:18:41,300 --> 00:18:42,560 is set up sort of 486 00:18:43,640 --> 00:18:45,769 exclusion list so that 487 00:18:45,770 --> 00:18:47,689 a lot of the small text, like the 488 00:18:47,690 --> 00:18:49,939 copyright 1979 Atari gets 489 00:18:49,940 --> 00:18:51,799 excluded from what could straughn. 490 00:18:51,800 --> 00:18:54,169 And that seems to help out a lot as well. 491 00:18:54,170 --> 00:18:55,429 OK, thanks. 492 00:18:55,430 --> 00:18:56,749 I think we have a question from the 493 00:18:56,750 --> 00:18:58,969 signal's angel is the 494 00:18:58,970 --> 00:19:01,009 Internet is asking, do you see any 495 00:19:01,010 --> 00:19:03,499 intentions from manufacturers to invest 496 00:19:03,500 --> 00:19:04,579 in vector displays? 497 00:19:07,800 --> 00:19:09,899 I don't think anyone is still making cuts 498 00:19:09,900 --> 00:19:12,189 at all, much less, much less factory 499 00:19:12,190 --> 00:19:13,190 displays. 500 00:19:14,220 --> 00:19:15,929 In fact, even the vector displays are 501 00:19:15,930 --> 00:19:17,429 getting fairly rare. 502 00:19:17,430 --> 00:19:18,929 There's a lot of projects where folks are 503 00:19:18,930 --> 00:19:20,999 trying to rewind the 504 00:19:21,000 --> 00:19:23,669 the jokes on regular 505 00:19:23,670 --> 00:19:25,769 monitors to see if they can use them 506 00:19:25,770 --> 00:19:27,959 as vector displays. And it's been, you 507 00:19:27,960 --> 00:19:30,659 know, kind of a hit or miss affair. 508 00:19:30,660 --> 00:19:32,399 The the back nine game that Adele 509 00:19:32,400 --> 00:19:34,859 mentioned was built with a 510 00:19:34,860 --> 00:19:37,079 with a Wells 511 00:19:37,080 --> 00:19:38,579 gardener monitor out of an asteroid's 512 00:19:38,580 --> 00:19:39,989 cabinet that had died. 513 00:19:39,990 --> 00:19:42,029 And at this point, you were pretty much 514 00:19:42,030 --> 00:19:43,890 scavenging from what's out there. 515 00:19:46,660 --> 00:19:48,909 So no more microphone questions 516 00:19:48,910 --> 00:19:50,469 here. I know there's one right over 517 00:19:50,470 --> 00:19:51,470 there. 518 00:19:51,850 --> 00:19:53,169 One more question. 519 00:19:53,170 --> 00:19:55,979 You're just using two gases, 520 00:19:55,980 --> 00:19:57,759 so you are just controlling exabyte 521 00:19:57,760 --> 00:19:59,919 channel or you're also controlling 522 00:19:59,920 --> 00:20:00,920 the set. 523 00:20:02,560 --> 00:20:04,779 We have four dacher channels, 524 00:20:04,780 --> 00:20:07,809 and so we have both the 525 00:20:07,810 --> 00:20:10,209 and offset voltage and the Z, 526 00:20:10,210 --> 00:20:12,369 so on the back tracks you can 527 00:20:12,370 --> 00:20:14,979 see that it is doing a bright 528 00:20:14,980 --> 00:20:17,289 with that the demo, the running 529 00:20:17,290 --> 00:20:19,629 here on the oscilloscope is 530 00:20:19,630 --> 00:20:21,519 that's generating the brightness just by 531 00:20:21,520 --> 00:20:23,819 controlling the line, drawing speed. 532 00:20:23,820 --> 00:20:24,820 OK. 533 00:20:26,490 --> 00:20:28,609 Signals Angel was another one or 534 00:20:28,610 --> 00:20:29,610 that. 535 00:20:29,870 --> 00:20:30,879 How was it? 536 00:20:30,880 --> 00:20:32,869 OK, so left side microphone. 537 00:20:34,600 --> 00:20:36,579 Well, not directly a question, but I just 538 00:20:36,580 --> 00:20:38,709 wanted to note that it is possible to 539 00:20:38,710 --> 00:20:41,169 use the PC, VGA input 540 00:20:41,170 --> 00:20:43,479 output to drive an oscilloscope 541 00:20:43,480 --> 00:20:45,579 vector so you 542 00:20:45,580 --> 00:20:47,319 don't need external help where you can 543 00:20:47,320 --> 00:20:49,429 essentially just wire the A channel to 544 00:20:49,430 --> 00:20:51,489 the scope. So three channels X, 545 00:20:51,490 --> 00:20:53,559 Y, Z, that gives 546 00:20:53,560 --> 00:20:54,969 you eight bits of resolution. 547 00:20:54,970 --> 00:20:57,399 Right. That's that's a hard limit there. 548 00:20:57,400 --> 00:20:59,559 Yeah. But with these attacks, 549 00:20:59,560 --> 00:21:01,839 we get 12 bits and it's 550 00:21:01,840 --> 00:21:04,049 very the apitz, the stairstep 551 00:21:04,050 --> 00:21:05,349 is very, very noticeable. 552 00:21:06,890 --> 00:21:09,129 Um, another question from the signal's 553 00:21:09,130 --> 00:21:10,029 angel. 554 00:21:10,030 --> 00:21:12,099 We've got one more from the Internet. 555 00:21:12,100 --> 00:21:14,079 What is the display rate like? 556 00:21:19,090 --> 00:21:20,090 It depends. 557 00:21:23,590 --> 00:21:24,740 OK, left side microphone. 558 00:21:25,900 --> 00:21:27,909 You mentioned that you are working on 559 00:21:27,910 --> 00:21:31,029 this board that, uh, 560 00:21:31,030 --> 00:21:33,009 just makes it easier to use this, I guess 561 00:21:33,010 --> 00:21:34,569 is how far you 562 00:21:35,590 --> 00:21:36,689 like. 563 00:21:36,690 --> 00:21:38,759 Producing this or selling this, or 564 00:21:38,760 --> 00:21:40,709 how easy is it to make your own thing 565 00:21:40,710 --> 00:21:41,710 like this? 566 00:21:47,150 --> 00:21:49,219 Yeah, so 567 00:21:49,220 --> 00:21:50,989 we had a workshop and I had a workshop at 568 00:21:50,990 --> 00:21:53,239 NYC Resistor a few months ago where folks 569 00:21:53,240 --> 00:21:55,369 just saw them together, it's pretty much 570 00:21:55,370 --> 00:21:57,979 it's the teensy and the two tax. 571 00:21:57,980 --> 00:22:00,589 There's not for oscilloscope 572 00:22:00,590 --> 00:22:01,849 spectroscope in the back tracks. 573 00:22:01,850 --> 00:22:03,349 You don't need really anything else. 574 00:22:06,430 --> 00:22:09,009 So I don't see any more questions. 575 00:22:10,420 --> 00:22:11,889 You said the session is going to be at 576 00:22:11,890 --> 00:22:13,629 seven, 30 in 82. 577 00:22:13,630 --> 00:22:14,859 That's correct. 578 00:22:14,860 --> 00:22:16,959 Thank you very much. So could you 579 00:22:16,960 --> 00:22:19,119 join me? And thank Trommel 580 00:22:19,120 --> 00:22:20,740 Hudson and again.