Archive for the ‘Gaming’ Category

Smart Pascal: Information to alpha testers

April 3, 2017 Leave a comment

Note: This is re-posted here since we are experiencing networking problems at The information should show up there shortly.

Our next-gen RTL will shortly be sent to people who have shown interest in testing our new RTL. We will finish the RTL in 3 stages of alpha before we hit beta (including code freeze, just fixes to existing code) and then release. After that we move on to the IDE to bring that up to date as well.

Important changes

You will notice that visual controls now have a ton of new methods, but one very interesting in particular called: ObjectReady. This method holds an important and central role in the new architecture.

You may remember that sometimes you had to use Handle.ReadyExecute() in the previous RTL? Often to synchronize an activity, setting properties or just calling ReSize() when the control was ready and available in the DOM.

To make a long story short, ObjectReady() is called when a control has been constructed in full and the element is ready to be used. This also includes the ready-state of child elements. So if you create 10 child controls, ObjectReady will only be called once those 10 children have finished constructing – and the handle(s) have safely been injected into the DOM.

To better understand why this is required, remember that JavaScript is asynchronous. So even though the constructor finish – child objects can still be busy “building” in the background.

If you look in SmartCL.Components.pas, notice that when the constructor finishes –it does a asynchronous call to a procedure named ReadySync(). This is a very important change from the previous version – because now synchronization can be trusted. I have also added a limit to how long ReadySync() can wait. So if it takes to long the ReadySync() method will simply exit.


As you probably have guessed, when ReadySync() is done and all child elements have been successfully created – it called the ObjectReady() method.

This makes things so much easier to work with. In many ways it resembles Delphi and Freepascal’s AfterConstruction() method.

To summarize the call-chain (or timeline) all visual controls follow as they are constructed:

  • Constructor Create()
  • InitializeObject()
  • ReadySync
  • ObjectReady()
  • Invalidate
  • Resize

If you are pondering what on earth Invalidate() is doing in a framework based on HTML elements: it calls Resize() via the RequestAnimationFrame API. TW3GraphicControl visual controls that are actually drawn, much like native VCL or LCL components are – naturally invalidate the graphics in this method. But ordinary controls just does a synchronized resize (and re-layout) of the content.

When implementing your own visual controls (inheriting from TW3CustomControl), the basic procedures you would have to override and implement are:

  • InitializeObject;
  • FinalizeObject;
  • ObjectReady;
  • Resize;

Naturally, if you dont create any child controls or data of any type – then you can omit InitializeObject and FinalizeObject; these act as constructor and destructor in our framework. So in the JVL (Javascript Visual component Library) you dont override the constructor and destructor directly unless it is extremely important.

Where to do what

What the JVL does is to ensure a fixed set of behavioral traits in a linear fashion- inside an environment where anything goes. In order to achieve that the call chain (as explained above) must be predictable and rock solid.

Here is a quick cheat sheet over what to do and where:

  • You create child instances and set variables in InitializeObject()
  • You set values and access the child instances for the first time in ObjectReady()
  • You release any child instances and data in FinalizeObject()
  • You enable/disable behavior in CreationFlags()
  • You position and place child controls in Resize()
  • Calling Invalidate() refreshes the layout or graphics, depending on what type of control you are working with.

What does a custom control look like ?

Its actually quite simple. Now I have included a ton of units here in order to describe what they contain, then you can remove those you wont need. The reason we have fragmented the code like this (for example System.Reader, System.Stream.Reader and so on) is because node.js, Arduino, Raspberry PI, Phonegap, NodeWebKit are all platforms that run JavaScript in one form or another – and each have code that is not 1:1 compatible with the next.

Universal code, or code that executes the same on all platforms is isolated in the System namespace. All files prefixed with “System.” are universal and can be used everywhere, regardless of project type, target or platform.

When it comes to the reader / writer classes, it’s not just streams. We also have binary buffers (yes, you actually have allocmem() etc. in our RTL) – but you also have special readers that work with database blobs, Bson attachments .. hence we had no option but to fragment the units. At least it makes for smaller code 🙂

unit MyOwnControlExample;


  // ## The System namespace is platform independent
  System.Widget,           // TW3Component
  System.Types,            // General types
  System.Types.Convert,    // Binary access to types
  System.Types.Graphics,   // Graphic types (TRect, TPoint etc)
  System.Colors,           // TColor constants + tools
  System.Time,             // TW3Dispatch + time methods

  // Binary data and streams
  System.Reader, System.Stream.Reader,
  System.Writer, System.Stream.Writer,

  // Binary data and allocmem, freemem, move, copy etc

  // ## The SmartCL namespace works only with the DOM
  SmartCL.System,         // Fundamental methods and classes
  SmartCL.Time,           // Adds requestAnimationFrame API to TW3Dispatch
  SmartCL.Graphics,       // Offscreen pixmap, canvas etc.
  SmartCL.Components,     // Classes for visual controls
  SmartCL.Effects,        // Adds about 50 fx prefixed CSS3 GPU effect methods
  SmartCL.Fonts,          // Font and typeface control
  SmartCL.Borders,        // Classes that control the border of a control
  SmartCL.CSS.Classes,    // Classes for self.css management
  SmartCL.CSS.StyleSheet, // Create stylesheets or add styles by code

  { Typical child controls
  SmartCL.Controls.Toolbar }


  TMyVisualControl = class(TW3CustomControl)
    procedure InitializeObject; override;
    procedure FinalizeObject; override;
    procedure ObjectReady; override;
    procedure Resize; override;


procedure TMyVisualControl.InitializeObject;
  // create child instances here

procedure TMyVisualControl.FinalizeObject;
  // Release child instances here

procedure TMyVisualControl.ObjectReady;
  // interact with controls first time here

procedure TMyVisualControl.Resize;
  if not (csDestroying in ComponentState) then
    // Position child elements here

CreateFlags? What is that?

Delphi’s VCL and Lazarus’s LCL have had support for CreateFlags for ages. It essentially allows you to set some very important properties when a control is created; properties that enable or disable how the control behaves.

  TW3CreationFlags = set of
    cfIgnoreReadyState,     // Ignore waiting for readystate
    cfSupportAdjustment,    // Controls requires boxing adjustment (default!)
    cfReportChildAddition,  // Dont call ChildAdded() on element insertion
    cfReportChildRemoval,   // Dont call ChildRemoved() on element removal
    cfReportMovement,       // Report movements? Managed call to Moved()
    cfReportResize,         // Report resize? Manages call to Resize()
    cfAllowSelection,       // Allow for text selection
    cfKeyCapture            // flag to issue key and focus events

As you can see these properties are quite fundamental, but there are times when you want to alter the default behavior radically to make something work. Child elements that you position and size directly doesn’t need cfReportReSize for instance. This might not mean much if its 100 or 200 child elements. But if its 4000 rows in a DB grid, then dropping that event check has a huge impact.


Yes, finally all visual (and non visual) have componentstate support. This makes your code much more elegant, and also way more compatible with Delphi and Lazarus. Here are the component-states we support right now:

  TComponentState = set of (
    csCreating,   // Set by the RTL when a control is created
    csLoading,    // Set by the RTL when a control is loading resources
    csReady,      // Set by the RTL when the control is ready for use
    csSized,      // Set this when a resize call is required
    csMoved,      // Set this when a control has moved
    csDestroying  // Set by the RTL when a control is being destroyed

So now you can do things like:

procedure TMyControl.StartAnimation;
  // Can we do this yet?
  if (csReady in ComponentState) then
    // Ok do magical code here
  end else
  //If not, call back in 100ms - unless the control is being destroyed
  if not (csDestroying in ComponentState) then
    TW3Dispatch.Execute(StartAnimation, 100);

Also notice TW3Dispatch. You will find this in System.Time and SmartCL.Time (it is a partial class and can be expanded in different units); we have isolated timers, repeats and delayed dispatching in one place.

SmartCL.Time adds RequestAnimationFrame() and CancelAnimationFrame() access, which is an absolute must for synchronized graphics and resize.

Other changes

In this post I have tried to give you an overview of immediate changes. Changes that will hit you the moment you fire up Smart with the new RTL. It is very important that you change your existing code to make use of the ObjectReady() method in particular. Try to give the child elements some air between creation and first use – you get a much more consistent result on all browsers.

The total list of changes is almost to big to post on a blog but I did publish a part of it earlier. But not even that list contains the full extent. I have tried to give you an understanding

Click here to look at the full change log

Amibian + Smart pascal = A new beginning

March 25, 2017 Leave a comment

In the Amiga community there is a sub-group of people with an agenda. They hoard and collect every piece of hardware they can get their hand on – then sell them at absurd prices on ebay to enrich themselves. This is not only ruining the community at large, ensuring that ordinary users cannot get their hands on a plain, vanilla Amiga without having to fork out enough dough to buy a good car.

“We also have a working Facebook clone – but we’re not
going into competition with Mark Zuckerberg either”

Thankfully not everyone is like that. There are some very respected, very good people who buy old machines, restore them – and sell them at affordable prices. People that do this as a hobby or to make a little on the side. Nothing wrong with that. No, its people that try to sell you an A2000 for $3000, or that pimp out Vampire accelerator cards at 700€ a piece thats the problem.

As for the price sharks, well – this has to stop. And Gunnar’s Amibian distro has already given the Amiga scalpers a serious uppercut. Why buy an old Amiga when you can get a high-end A4000 experience with 4 times as much power for around $35? This is what Gunnar has made a reality – and he deserves a medal for his work!

And myself, Thomas and the others in our little band of brothers will pick up the fight and stand by Gunnar in his battle. A battle to make the Amiga affordable for ordinary human beings that love the platform.

Amiga as a service

Yesterday I did a little experiment. You know how Citrix and VMWare services work? In short, they are virtualization application servers. That means that they can create as many instances of Windows or Linux as they want – run your applications on it – and you can connect to your instance and use it. This is a big part of how cloud computing works.

While my little experiment is very humble, I am now streaming a WinUAE instance display from my basement server pc, just some old bucket of chips I use for debugging, directly into Amibian.js (!). It worked! I just created the world’s first Amiga application server. And it took me less than 30 minutes in Delphi !

Amibian, Amibian.js, appserver, what gives?

Let’s clear this up so you dont mix them:

Amibian. This is the original Linux distro made by Gunnar Kristjansson. It boots straight into UAE in full-screen. All it needs is a Raspberry PI, the Amiga rom files and your workbench or hard disk image. This is a purely native (machine code) solution.

Amibian.js – this is a JavaScript remake of AmigaOS that I’m building, with the look and feel of OS 4. It uses uae.js (also called SAE) to run 68k software directly in the browser. It is not a commercial product, but one of many demos that ship with Smart Mobile Studio. “Smart” is a compiler, editor and run-time library sold by The Smart Company AS. So Amibian.js is just a demo, just like Amos shipped with a ton of demo’s and Blitzbasic came with a whole disk full of examples.

Amiga application server (what I mentioned above) was just a 30 minute experiment I did yesterday after work. Again, just for fun.

I hope that clears up any confusion. Amibian.js is a purely JavaScript based desktop made in the spirit of the Amiga – it must not be confused with Amibian the Linux distro, which boots into UAE on a Raspberry PI. Nor is it an appserver – but rather, it can connect to an appserver if I want to.


Generation Amiga post on Amibian.js earlier when I added some look & feel

With a bit of work, and if everything works as expected (I don’t see why not), I will upload both source and binaries to github together with Amibian.js.

There is only one clause: It cannot be used, recreated, included or distributed by Cloanto. Sorry guys, but the ROMS belong to the people, and until you release those into public domain, you wont get access to anything we make. Nothing personal, but pimping out roms and even having audacity to fork UAE and sell it as your own? You should be ashamed of yourself.

Are you in competition with FriendOS?

This question has popped up a couple of times the past two weeks. So I want to address that head on.

I make a product called Smart Mobile Studio. I do that with a group of well-known developers, and we have done so for many years now. The preliminary ideas were presented on my blog during the winter 2009, early 2010 and we started working (and blogging) after that. Smart Mobile Studio and it’s language, Smart Pascal (see Wikipedia article), takes object pascal (like freepascal or Delphi) and compiles to JavaScript rather than machine code.


The Smart compiler is due for OS4 once i get the A1222 in my hands

One of the examples that has shipped with Smart Mobile Studio, and also been available through a library called QTX, is something called Quartex Media Desktop. Which is an example of a NAS server front-end, a kiosk front-end (ticket ordering, cash machines etc) or just an intranet desktop where you centralize media and files. It is also node.js powered to deal with the back-end filesystem. This is now called amibian.js.

In other words – it has nothing to do with Friend software labs at all. In fact, I didn’t even know Friend existed until they approached me a few weeks ago.


The Quartex Media desktop has been around for ages

Amibian.js is just an update of the Quartex Media Desktop example. It is not a commercial venture at all, but an example of how productive you can be with Smart pascal.

And it’s just one example out of more than a hundred that showcase different aspects of our run-time library. This example has been available since version 1.2 or 1.3 of Smart, so no, this is not me trying to reverse engineer FriendOS. Because I was doing this long before FriendOS even was presented. I have just added a windowing manager and made it look like OS4, which also happened before I had any contact with my buddies over at Friend Software Labs (why do you think they were interested in me).


Early 2017 Linux bootloader by Gunnar

So, am I in competition with Friend? NO! I have absolutely no ambition, aspiration or intent for anything of the sorts. And should you be in doubt then let me break it down for you:

  • Hogne, Arne, David, Thomas, Francois and everyone at Friend Software Labs are friends of mine. I talk almost daily with David Pleasence who is a wonderful person and an inspiration for everyone who knows him.
  • Normal people don’t sneak around stabbing friends in the back. Plain and simple. That is not how I was raised, and such behavior is completely unacceptable.
  • Amibian.js is 110% pure Amiga oriented. The core of it has been a part of Smart for years now, and it has been freely available for anyone on google code and github.
  • For every change we have made to the Smart RTL, the media desktop example has been updated to reflect this. But ultimately it’s just one out of countless examples. We also have a working Facebook clone – but we’re not going into competition with Mark Zuckerberg for that matter.
  • People can invent the same things at the same time. Thats how reality works. There is a natural evolution of ideas, and great minds often think alike.

Why did you call it Amibian.js, it’s so confusing?

Well it’s a long story but to make it short. The first “boot into uae” thing was initially outlined by me (with the help of chips, the UAE4Arm maintainer). But I didn’t do it right because Linux has never really been my thing. So I just posted it on my retro-gaming blog and forgot all about it.

Gunnar picked this up and perfected it. He has worked weeks and months making Amibian into what it is today – together with Thomas, our spanish superhero /slash/ part-time dictator /slash/ minister of propaganda 🙂

We then started talking about making a new system. Not a new UAE, but something new and ground breaking. I proposed Smart Pascal, and we wondered how the Raspberry PI would run JavaScript performance wise. I then spent a couple of hours adding the icon layout grid and the windowing manager to our existing media desktop – and then fired up some HTML5 demos. Gunnar tested them under Chrome on the Raspberry PI — and voila, Amibian.js was born.


And that is all there is to it. No drama, no hidden agendas – and no conspiracy.

I should also add that I do not work at Friend Software Labs, but we have excellent communication and I’m sure we will combine our forces on more than one software title in the future.

On a personal note I have more than a few titles I would like to port to FriendOS. One of my best sellers of all time is an invoice and credit application – which will be re-written in Smart Pascal (its presently a mix of Delphi and C++ builder code). The same program is also due to Amiga OS 4.1 whenever I get my A1222 (looking at you Trevor *smile*).

Well, I hope that clears up any misunderstanding regarding these very separate but superficially related topics. Amibian.js will remain 100% Amiga focused – that has been and remains our goal.

Ode to our childhood

Amibian is and will always be, an ode to the people who gave us such a great childhood. People like David Pleasence who was the face of Commodore in europe. A man who embody the friendliness of the Amiga with his very being. Probably one of the warmest and kindest people I can think of.

Francois Lionet, author of Amos Basic. The man who made me a programmer and that I cannot thank enough. And I know I’m not alone about learning from him.

Mark Sibly, the author of BlitzBasic, the man who taught me all those assembler tricks. A man that deserves to go down in the history books as one of the best programmers in history.

And above all – the people who made the Amiga itself; giants like Jay Miner, Dave Haynie, Carl Sassenrath, Dave Needle, RJ Michal (forgive me for not listing all of you. Your contributions will never be forgotten).

That is what Amibian.js is all about.

Patents and greed may have killed the actual code. But we are free to implement whatever we like from scratch. And when I’m done – your patents will be worthless..


UP board, first impressions for emulation

December 21, 2016 2 comments

To get the most out of this post please read my previous post, Embedded boards, finally. For general use and emulating classical Amiga, also read my next article: UP board, a perfect embedded board.

In the previous post I went through the hardware specs for both the ODroid XU4 ARM embedded board, as well as the x86 based UP SoC board. Based on their specs I also defined some predictions regarding the performance I expect them to deliver, what tasks they would be best suited for – and what they would mean for you as a developer – or indeed an emulation enthusiast

In this post we are going to start digging into the practical side of things. And what is probably on everyone’s mind is: will the UP board be powerful enough to emulate and run Amiga OS 4.1 final edition? What about retrogaming, HTML5 and general use?

Well, let’s dig into it and find out!

Note: If emulation is not your cup of tea, I urge you to reconsider. I am a dedicated developer and can tell you that emulation is one of the best methods to find out what your hardware is capable of. Nothing is as demanding for a computer as emulating a completely different cpu and chipset, especially one as elaborate and complex as the Commodore Amiga. But I also use a Smart Pascal demo as a general performance test -so even if gaming is not you thing, the board and its capabilities might be.

EMMC storage, a tragedy without end

EMMC is cheap and easily available

EMMC is cheap and easily available

The UP-board uses something called EMMC storage; this is quite common for embedded devices. Your TV tuner probably has one of these, your $100+ router and in all likelihood so your NAS or laser printer. To make a long story short this storage medium is flexible, cheap and easy for vendors to add to their custom chipset or SoC. It is marketed as a reasonable alternative to SSD, but sadly these two technologies have absolutely nothing in common except perhaps -that they both are devices used to store data. But that’s where any similarities stop; and truth be told the same would be the case for pen and pencil.

EMMC is an appalling technology, honestly. It works for some products, in the sense that you would gladly wear a cardboard box if the alternative is to walk around naked in public. For devices where responsiveness and efficiency is not the most pressing factor (like routers, TV tuners, set-top boxes and similar devices) it can even work well, but for devices where responsiveness and data throughput is the most important thing of all (like a desktop or emulation) EMMC is a ridiculous choice.

Just imagine, a powerful x86 embedded board with 4 gigabytes of ram, 4 x USB 3 ports, outstanding graphical performance, excellent audio capabilities – and all of it for $80?

Honestly, there are many cases where embedded boards are better off without them. I used to hate that the Raspberry PI 3 didn’t ship with EMMC, but that was before I got the pleasure of trying the storage medium myself and experience how utter shit it truly is. It reminds of ZIP disks, remember those? Lumpy overgrown floppy disks that went extinct in the 90’s without realizing it?

In terms of speed EMMC sits somewhere between USB 2 and your average SD card. The EMMC disk on the UP-board falls in the usable category at best. It works ok-ish with a modern operative system like Windows 10 or Ubuntu, but just like the Latte Panda and similar devices are haunted by a constant lag or dullness whenever IO is involved, the same is true for the UP-board. It saturates the whole user experience and its like the computer is constantly procrastinating. Downloading a file that should take 5 minutes suddenly takes 20 minutes. Copying a large file over the network, like a bluray HD file is borderline absurd. It took over half an hour! It normally takes less that 20 seconds on my desktop PC.

I might get flamed for this but my Raspberry PI 3 actually performed better when using a high-speed USB stick. I did the exact same test:

  • Download the same file from my NAS right here at home
  • The data goes straight from my NAS to the router and straight to disk
  • On the PI i used a Sandisk 256 gigabyte USB pen-drive

I don’t have the exact number at hand, but we are talking 10-12 minutes tops, not half an hour. The PI is hopelessly inferior to the UP-board in every aspect, but at least the PI foundation was smart enough to choose low-price over completeness. The people behind UP could learn a thing or two here.

Top the x86 UP board, left bottom a Raspberry PI 3, bottom right the ODroid XU4

Top the x86 UP board, left bottom a Raspberry PI 3, bottom right the ODroid XU4

I simply cannot understand what they were thinking. Consider the following factors:

  • The speed of running a server is now determined by the read/write performance of your storage device. Forget about factors like memory, number of active threads, socket capacity or network throughput.
  • Should the operating system start paging, for example if you run a program that exceed the memory Windows has left (Windows eats 1 gigabyte of ram for breakfast) you are screwed. The system will jitter and lag while Windows desperately map regions of the pagefile to a fixed memory address, perform some work, then page it back again before switching to the next process.

I really wish the architects of the UP-board had just ditched EMMC completely because it creates more problems than it solves. The product would be in a different league had they instead given it four USB 3 ports (it presently have only one USB 3 port, the rest are USB 2). While I can only speculate, I imagine the EMMC unit costs between $20 to $40 depending on model (8 Gb, 16Gb or 32Gb). The entire kickstarter project would be way more successful if they had cut that cost completely. Just imagine, a powerful x86 embedded board with 4 gigabytes of ram, 4 x USB 3 ports, outstanding graphical performance, excellent audio capabilities – and all of it for $80?

It would be nothing short of a revolution.


When it comes to graphics the board just rocks! This is where you notice how slow Raspberry PI 3 truly is. Raspberry PI 3 (RPI3) ships with a fairly decent GPU, and that GPU has been instrumental for the success of the whole endeavour. Without it all you have is a slow and boring ARM processor barely capable of running Linux. Try to compile something on the RPI3 (like node.js from source like I did) and it will quickly burst your bubble.

The UP board ships with a very capable little graphics chipset:

  • Intel® HD 400 Graphics
  • 12 EU GEN 8 up to 500MHz
  • Support DirectX 11 through 12
  • Supports Open GL* 4.2, Open CL*1.2, OGL ES3.0
  • Built in H.264, HEVC, VP8 encoding/decoding

The demo I use when testing boards is a JavaScript demo. You can watch it yourself here.

The particles javascript canvas demo was coded in Smart Mobile Studio and push the HTML5 graphics engine to the edge

The particles JavaScript canvas demo was coded in Smart Mobile Studio and push the HTML5 graphics engine to the edge

Here are some figures for this particular demo. It will help you get a feel for the performance:

  • Raspberry PI 2b, 1 frames per second
    • Overclocked 2 frames per second
  • Raspberry PI 3b, 3 frames per second
    • Overclocked 7 frames per second
  • UP-board 18 frames per second
    • Overclocked: not overclocked yet

As you can see, out of the box the UP board delivers 6 times the graphics throughput of a Raspberry PI 3b. And remember, this is a browser demo. I use this because webkit (the browser engine) involves so many factors, from floating point math to memory management, sub pixel rendering to GPU powered CSS3 effects.

What really counts though is that the PI’s CPU utilization is always at 100% from beginning to end; this demo just exhausts the RPI3 completely. This is because this JavaScript demo does not use the GPU to draw primitives. It uses the GPU to display a pixel buffer, but drawing pixels is purely done by the processor.

Where the RPI3 went through the roof and is almost incapable to responding while running that demo in full-screen, the UP-board hardly breaks a sweat.

It’s strolls along with a CPU utilization at 23%, which is nothing short of fantastic! Needless to say, its allocating only a fraction of its potential for the task. It is possible under Windows to force an application to run at a higher priority. The absolute highest mode is tp_critical, which means your program hogs the whole processor. Then you have tp_highest, tp_higher, tp_high, to_normal – and then some slow settings (tp_idle for example) that is irrelevant here.

Still, six times faster than the Raspberry PI 3b yet only utilizing 23% of its available horsepower? That means we got some awesome possibilities at our fingertips! This board is perfect for the dedicated retrogamer or people who want to emulate more modern consoles, emulation that is simply too much for a Raspberry PI 3 or ODroid to handle. Personally I’m looking forward to the following consoles:

  • Playstation 1 and 2
  • Nintendo Wii
  • XBox one
  • Nintendo Gamecube
  • Sega Saturn

Keep in mind that we are running Windows 10, not some esoteric homebrew Linux distro. You can run the very best emulators the scene has to offer. Hyperspin? No problem. Playstation 2 emulation? No problem. Sega Saturn emulation? A walk in the park. And before you object to Saturn, this console is actually a very difficult chipset to emulate. It has not one but 3 risc processors, a high quality sound chip and a distributed graphics chipset. It represents one of the most complex architectures even to this day.

As you can imagine, emulating such a complex piece of hardware requires a PC with some punch in it. But that’s not a problem for the UP board. It will happily emulate the Saturn while playing you favorite MP3’s and stream a movie from NetFlix.

Conclusion: the UP-board delivers a really good graphics experience. It has support for the latest DirectX API and drivers; OpenGL (and associated libraries) is likewise not a problem. This board will deliver top retro gaming experiences for years to come.

Amiga Forever

Right, since I own Amiga forever from Cloanto and recently bought Amiga OS 4.1 to use exclusively with that – it made more sense for me to just install Amiga forever directly on the UP-board and copy the pre-installed disk image over. I do have the ordinary and latest build of UAE, but I wanted to just see how it performed.


This is where I first noticed just how darn slow EMMC is. Even simple things like downloading Amiga Forever from Cloanto’s website, not to mention copying the OS 4.1 disk image over the local network took 10-15 minutes each (!). This is something that on my ordinary work PC would have taken seconds.

At this point I became painfully aware of its limitations. This is just a low-priced x86 embedded board after all, it’s not going to cure cancer or do your dishes. Just like the Raspberry PI 3 suffers whenever you perform disk IO – so will all embedded boards bound to less than optimal storage devices. So the CPU is awesome, memory is great, USB 3 port blazing, graphics and GPU way ahead of the competition; in short: the UP board is a fantastic platform! So don’t read my negative points about EMMC storage as being my verdict on the board itself.

Now let’s look at probably the most advanced emulation task in the world: to emulate the Commodore Amiga with a PPC accelerator.

Emulating Amiga OS 4.1, is the UP board capable of it?

If we look away from the staggering achievement of emulating not one chipset, but two (both 68k and PPC) side by side, I can tell you that AmigaOS 4.1 works. I write works because in all honesty, you are not going to enjoy using Amiga OS 4.1 on this board. Right now I would categorize it as interesting and impressive, but it’s not fast and it’s not enjoyable. Then again, OS 4.1 and PPC emulation is probably the hardest and most demanding emulation there is. It is a monumental achievement that it even works, let alone boots up a $150 embedded computer the size of a credit card.

Next generation Amiga, it works but the board is not powerful enough to deliver an enjoyable experience. Classic Amiga's however is the best you can imagine.

Next generation Amiga, it works but the board is not powerful enough to deliver an enjoyable experience. Classic Amiga’s however is the best you can imagine.

So if you are considering the UP-board solely to emulate a next generation Amiga, then you either wait for the “UP 2 board” that will be released quite soon (march 2017) or look at alternatives. I honestly predicted that it would pull this off, but sadly that was not the case. It lacks that little extra, just a little bit more horse-power and it will be a thing of beauty.

Storage blues

Had I known how slow the EMMC storage was I would have gone for the UDOO ultra instead, which is a big step up both is power and price. It retails at a hefty $100 above the UP board, but it also gives you a much faster CPU, 8 gigabyte memory and hopefully – a faster variation of EMMC storage. But truth be told I sincerely doubt the disk IO on the EMMC is significantly faster than for the UP-board.

Either way, if fast and furious PPC emulation is your thing, then $250 for the ODOO Ultra is still half the price of the A1222 PPC board. I mean, the A1222 next generation Amiga motherboard is just that: a motherboard. You don’t get a nice reasonably priced Amiga in a sexy case or anything like that. You get the motherboard and then you need to buy everything else on the side. $500 buys you a lot of x86 power these days so there is no way in hell im buying a PPC based Amiga motherboard for that price. Had it been on sale 10-15 years ago it would have been a revolution, but those specs in 2017? PPC based? Not gonna happen.

So if you really want to enjoy OS 4.1 and use it as a real desktop, then I have to just say go for the real deal. Get the A1220 if you really want to run OS 4.1 as your primary desktop. I think it’s both a waste of time and money, but for someone who loves the idea of a next generation Amiga, just get it over with and fork out the $500 for the real thing.

Having said all this, emulating OS 4.1 on the UP board is not terrible, but it’s not particularly usable either. If you are just curious and perhaps fire up OS 4 on a rare occasion – it may be enough to satisfy your curiosity; but if you are a serious user or software developer then you can forget about the UP-board. Here it’s not just the EMMC that is a factor, the CPU simply don’t have the juice.

Classic Amiga is a whole different story. Traditional UAE emulating an Amiga 4000 or 1200 is way beyond anything the Raspberry or ODroid can deliver. The same goes for retrogaming or using the board for software development.

Unless you are prepared to do a little adaptation that is.

Overcoming the limitations

Getting around the slow boot time (for OS 4) is in many ways simple, as is giving the CPU a bit of kick to remove some of the dullness that is typical for embedded boards. The rules are simple:

  • Files that are assessed often, especially large files should be dumped on a USB thumb-drive. Make sure you buy a USB 3.0 compliant drive and that its class 10 (the fastest read/write speed). And naturally, use the USB 3.0 socket for this one
  • Adding a fan and then doing some mild tweaking in CPU-Z and GPU-Z overclocking tools for Windows. As mention in other articles, you don’t want to mess around with overclocking if you don’t have the basic setup. Lack of cooling will burn your SoC in a couple of minutes. There is also much to be said about restraint. I find that mild overclocking does wonders, it also helps preserve the cpu for years to come (as opposed to running the metal like a hound from hell, burning it to a crisp within a year or less).
  • Drop using the EMMC completely and install Windows on a dedicated USB 3.0 external harddisk. But again, is it a full PC you want? Or is it a nice little embedded board to play with?

Since Amiga forever and Amiga OS 4.1 was where I really had problems, the first thing I did was to get the Amiga system files out of the weird RP9 file format. Its is basically just a zip-file containing the harddisk image, configuration files and everything you may need to run that Amiga virtual machine. But on a system with limited IO capacity, that idea is useless.

Once I got the harddisk HDF file exported, I mounted that and also added harddisk folder. Then its just a matter of copying over the whole Amiga OS disk to the folder. This means that the Amiga files will now reside on the PC drive directly rather than in some exotic structured storage file mimicking a harddisk from the mid 90’s.

As expected, booting from Windows to Workbench went from 1 minute (yes, I kid you not!) to 20 seconds. Still a long wait by any measure — but this can be easily solved. It become clear to me that maybe, just maybe, the architect of an otherwise excellent embedded board had a slightly different approach to storage than we do.

I know for a fact that it’s quite common to use EMMC purely as a boot device, and then distribute IO payload to external drives or USB sticks. Some also do the opposite and place the OS on a high-speed USB stick (as mentioned above) and use the EMMC to store their work. With “work” I am here referring to documents, email, perhaps some music, images and your garden variety assortment of data.

Add overclocking to the mix and you can squeeze out much better performance of this fantastic little machine. I still cant believe this tiny little thing is capable of running Windows 10 and Ubuntu so well.

Final verdict

I could play with this board all day long, but I think people get the picture by now.

The UP-board is fantastic and I love it. I was a bit let down by not having enough juice to run Amiga OS  4.1 final edition, but in all honesty it was opportunistic to expect that from an Intel Atom processor. I’m actually impressed that it could run it at all.

I was also extremely annoyed with the EMMC storage device (a topic I have exhausted in this article I think), and in the end I just disabled the whole bloody thing and settled on a high-quality USB 3 stick with plenty of space. So it’s not the end of the world, but it does feel like I have just thrown $50 down the toilet for a feature I will probably never use. But who knows, when I use it to run my own programs and design a full system – perhaps it wont matter as much.

Is it worth $150 for high-end model? I cannot get myself to say yes. It is worth it compared to the high-end ARM boards that go for $80-$120, especially since x86 runs Windows, and that opens up for a whole universe of software that Linux just don’t have; at least not with the same level of user-friendlyness.

Having said that, there are two new x86 boards just around the corner, both cheaper and more powerful. So would I buy this board again if I could return it? No.

I love what I can do with it, and its way ahead of Raspberry PI or the ODroid boards I have gotten used to and love, but the EMMC storage just ruins the whole thing.

Like I wrote – perhaps it will grow on me, but right now I feel it’s overpriced compared to what I would have gotten elsewhere.

UP-board for software developers

So far I have focused exclusively on retrogaming and emulating the next generation PPC based Amiga systems. This is an extremely demanding task, way beyond what a normal Windows application would ever expect of the system. So I havent really written anything substantial about what UP has to offer software developers or system integrators.

Using this board to deliver custom applications written in Delphi, C++ or Smart Pascal [node.js] is a whole different ballgame. The criteria in my line of work are very different and it’s rare that I would push the board like I have done here. It may happen naturally, perhaps if I’m coding a movie streaming server that needs to perform conversion on demand. Even a SVN or Github server can get a CPU spike if enough people download a repository in ZIP format (where a previously made file is not in the cache). But if you have ever worked with embedded boards you should know what to avoid and that you cannot write the code like you would for the commercial desktop market.

The UP board is more than suitable for products like a NAS, personal cloud server or kiosk systems running node.js and rendering with webkit. Native Delphi or C++ applications perform even better.

The UP board is more than suitable for products like a NAS, personal cloud server or kiosk systems running node.js and rendering with webkit. Native Delphi or C++ applications perform even better.


If you need an affordable, powerful and highly versatile embedded board for your Delphi, C++ or Smart Pascal [node.js] products, then I can recommend the UP boards without any hesitation!. The board rocks and has more than enough juice to cover a wide range of appliances and custom devices.

As a Delphi or Smart Pascal centric board it’s absolutely brilliant. If you work with kiosk systems, information booths or media servers along the lines of PLEX or Asustor, then no other board on the market gives you the same bang for your bucks. There is simply no traditional embedded retailer than can offer anything close to UP in the $90- $150 range.

If we compare it to traditional embedded boards, for instance a similar configuration sold by Advantec, you save a whopping 50% by getting the UP board instead (!)

Take the MIO-2261N-S6A1E embedded board. This has roughly the same specs (or in the same ballpark if you will), but if you shop at Advantec you have to fork out 215 euros for the motherboard alone! No ram, no storage – just the actual motherboard. You don’t even get a power supply.

What you do get however, is a kick ass sata interface, but you still have to get a drive.

If we try to match that board to what UP gives you for $150 (and that is the high-end UP board, not the cheap model) you hit the 300 euro mark straight away, just by getting the ram chips and a power supply. And should you add a tiny SSD disk to that equation, you have now reached a price tag of 350 euros ($366). So the UP-board is not just competitive, it’s trend setting!

So even though I would refrain from getting the UP board purely for emulating next generation PPC Amiga computers, I will most definitively be using it for work! It is more than capable of becomming a kick-ass NAS, a fast and responsive multimedia center, a web server for small businesses, a node.js service stack or cloud machine – and when it comes to kiosk systems, the UP-board is perfect!

So for developers I give it 4 out of 6 stars!


3D mathematics [book]

September 11, 2016 Leave a comment

It’s not often I promote books, but this time I’ll make an exception: Mathematics for 3d programming and computer graphics.

Sooner or later, all game programmers run into coding issues that require an understanding of mathematics or physics concepts such as collision detection, 3D vectors, transformations, game theory, or basic calculus

A book worth every penny, even if you dont use 3d graphics very often

No matter if you are a Delphi programmer, Smart Pascal, Freepascal, C# or C++; sooner or later you are going to have to dip your fingers into what we may call “primal coding”. That means coding that was established some time ago, and that have since been isolated and standardized in APIS. This means that if you want to learn it, you are faced with the fact that everyone is teaching you how to use the API — not how to make it or how it works behind the scenes!

3D graphics

Once in a while I go on a retro-computer rant (I know, I know) talking about the good ol’ days. But there is a reason for this! And a good one at that. I grew up when things like 3d graphics didn’t exist. There were no 3d graphics on the Commodore 64 or the Amiga 500. The 80’s and early 90’s were purely 2d. So I have been lucky and followed the evolution of these things long before they became “standard” and isolated away in API’s.

Somewhere around the mid 80’s there was a shift from “top-down 2d graphics” in games and demo coding. From vanilla squares to isometric tiles (actually the first game that used it was Qbert, released in 1982). So rather than building up a level with 32 x 32 pixel squares – you built up games with 128 degrees tilted blocks (or indeed, hexagon shaped tiles).

This was the beginning of “3D for the masses” as we know it because it added a sense of depth to the game world.


Qbert, 1982, isometric view

With isometric graphics you suddenly had to take this depth factor into account. This became quite important when testing collisions between sprites. And it didn’t take long before the classical “X,Y,Z” formulas to become established.

As always, these things already existed (3D computation was common even back in the 70s). But their use in everyday lives were extremely rare. Suddenly 3d went from being the domain of architects and scientists – to being written and deployed by kids in bedrooms and code-shops. This is where the european demo scene really came to our aid.

Back to school

This book is about the math. And it’s explained in such a way that you don’t have to be good in it. Rather than teaching you how to use OpenGL or Direct3D, this book teaches you the basics of 3D rotation, vectors, matrixes and how it all fits together.

Why is this useful? Because if you know something from scratch it makes you a better programmer. It’s like cars. Knowing how to drive is the most important thing, but a mechanic will always have a deeper insight into what the vehicle can and cannot do.


Every facet is explained both as theorem and practical example

This is the book you would want if you were to create OpenGL. Or like me, when you don’t really like math but want to brush up on old tricks. We used this in demo coding almost daily when I was 14-15 years old. But I have forgotten so much of it, and the information is quite hard to find in a clear, organized way.

Now I don’t expect anyone to want to write a new 3D engine, but 3D graphics is not just about that. Take something simple, like how an iPhone application transition between forms. Remember the cube effect? Looking at that effect and knowing some basic 3D formulas and voila, it’s not a big challenge to recreate it in Delphi, C++, C# or whatever language you enjoy the most.

I mean, adding OpenGL or WebGL dependencies just to spin a few cubes or position stuff in 3D space? That’s overkill. It’s actually less than 200 lines of code.

Well, im not going to rant on about this — this book is a keeper!
A bit expensive, but its one of those books that will never go out of date and the information inside is universal and timeless.




The case for Raspberry PI, FPGA and AmigaOS 4.1

September 10, 2016 3 comments

First, thanks for so many good comments on the whole Amiga retro-emulation concepts. I think there is a sort of resurgence today of the whole retro gear thing. On Facebook the Amiga forums and groups are growing, and there is really a sense of community there. Something I havent experienced with the Amiga for well over a decade (or was it two?).

To those that grew up without an Amiga we “old timers” must seem nuts. But that is to be expected by generations growing up with 24/7 internet connections. I’m not dizzing young programmers in any way, absolutely not; but I will make a case that you are missing out on something very valuable in terms of learning and evolving your skill.

“It’s just that it’s based on pre-existing hardware, not an imaginary instruction-set that
assaults the stack while raping the instruction cache”

The term “personal computer” (PC) doesnt really have any meaning today. I see that with my son as well. He has no personal relationship with his computer at all. The computer is a means to an end for him and his friends – a portal if you like, to the reality on the internet. Be it steam, Photoshop express, chatting or whatever. Young coders sort of have a split reality, where their friends online that they have never meet plays a bigger role in their lives than, well, their best friend across the street.

Classic Amiga Workbench

Classic Amiga Workbench running under Amibian

People who grew up without the internet had only their computer to deal with. It was the center of music, demos, games and creativity. Be it coding, graphics, sound or whatever was the interest. The result was naturally that you created bonds to that computer that, to other people, could seem odd or silly. But the phrase “personal computer” is not just a throwback to the time when you no longer needed a campus mainframe or terminal. It also hints to a more personal approach to technology. Which is easy to forget in an age where you switch mobile phones once a year, and the average phone has more computing power than was on the planet in the 1970’s.

Amiga emulation; why it’s a good thing

If we forget the visual aspects of the grey “classical” Amiga OS for a moment and put the looks on the backburner — why on earth should a modern programmer or computing enthusiast even consider Amiga OS? What could a 30-year-old tech bring to a modern world of high-powered CPU and GPU driven monsters?

In a word: efficiency.

AmigaOS thrives with just one megabyte of memory. Stop and think about that for a moment. The core operating system itself resides in a 512kb (half a megabyte) ROM – and the rest fits nicely on a couple of 720kb disks. So if we say that a full desktop experience can fit in 4-5 megabytes (if we include the programs, accessories and extras), what does that tell you?

It should tell you something about how the code is written. But secondly it should tell you about how we write code today (!)

“You think Linux is a fast and efficient operating system? You don’t have a clue”

An average Microsoft Windows installation is what? 16 gigabytes? You can probably trim it down to 8 gigabytes by removing services, graphics and drivers you don’t use. There is also a huge difference in the size of executables and the amount of information stored in the binaries — but ultimately it comes down to a shift in mindset that occurred back in the late 90’s: rather than forcing coders to write efficient programs, the emphasis was placed on the hardware to deliver enough power to run crap and bloated code.

Now being a programmer myself I have no illusions that if AmigaOS, this time the modern and latest 4.x version, was ever re-compiled for x86 it would naturally result in bigger binaries. Depending on the amount of drivers, you would probably end up with at least 512 megabytes to 1 gigabyte of software. Add presentation and media to that and we are quickly breaching the 1.5 to 2 gigabyte boundary. But that in itself would be revolutionary compared to the size of Ubuntu or Windows. Yet the core of the operating system is so small that many young developers find it hard to believe.

And yes I know the Linux kernel and base packages can be squeezed down. But in all honesty, Amiga has much more interesting system. Some of the stuff you can do with shell scripting and Arexx on the Amiga, the lack of cryptic complexity, the ease of use and control you as an end-user had; im sorry but Linux is anything but user-friendly.

Why Raspberry PI

By any modern measure, the Raspberry PI is an embedded board at best, and a toy at worst. It exists there between the cusps of single-function boards and a modern computer. But is it really that bad? Actually, its bloody smashing. It’s just that people havent really been able to run anything written specifically for it yet.

Amibian, a debian based distro that boots straight into UAE (Unix Amiga emulator) and runs classical 16/32 bit Amiga OS, presently performs at 3.2 times the speed if an Amiga 4000\o60. So for $35 you will own the most powerful Amiga ever devised. If you take it one step further and overclock the PI (and add a heat-sink so you don’t burn out the SoC) it emulates the Amiga operating system roughly 4 times the speed of the flagship high-end Amiga of the late 90’s and early 2k’s. You also get 32bit graphics, HDMI output, USB device access through the Linux sub-layer, built-in tcp/ip (and WiFi built-in on the model 3b). And naturally: a hell of a lot more ram than the Amiga even needs (!)

Not exactly technologically impaired

AmigaOS 4, not exactly technologically impaired

Now remember, this is emulated on 68k instruction level (!) It is practically the same as running Java or CLR bytecodes (!) Which is a good parallell. People ask me why i bother with 68k; My reply is: why the hell do you bother with Java bytecodes if you don’t have a clue what a virtual machine is! An emulator is a virtual machine in the true sense of the phrase. It’s just that it’s based on pre-existing hardware, not an imaginary instruction-set that assaults the stack while raping the instruction cache (yeah I’m looking at you Java!).

Imagine then for a second what the situation would be if Amiga OS was compiled for Arm, running natively on the Raspberry PI with direct access to everything. You think Linux is a fast and efficient operating system? You don’t have a clue.

I mean, the PI was initially created to deliver cheap computing power to schools and educational centers, not to mention third-world countries. It made big waves as it blew the ridicules “$100 one PC per child” campagne out of the water (which was more an insult to the poor living in Africa than anything resembling help). Yet at the end of the day – what do these third world countries have to work with? Raspbian and Ubuntu are usable, but only superficially.

Try compiling something on the PI with a modern compiler. What would take less than a second to compile under Amiga OS can take up to 45 minutes to build under Linux on that SoC. If a kid in Africa starts learning C++ with Linux on a PI, he will be 59 years old before he can even apply for a job.

AmigaOS 4 is a sexy desktop

AmigaOS 4 is a sexy desktop

If AmigaOS 4 was ever compiled and setup to match the SoC firmware (which is also a benefit about the PI, the hardware is fixed and very few drivers would have to be made), it would revolutionize computing from the ground up. And I think people would be amazed at just how fast programs can be,when written to be efficient – rather than the onslaught of bloat coming out of Redmond (not to mention Ubuntu which is becoming more and more useless).

The benefit for Hyperion Entertainment, which has done a phenomenal job in upgrading AmigaOS to the modern age, are many:

  • Increased sales of the operating system
  • Sale of merchandize surrounding the AmigaOS brand
  • Sale of SDK and associated development tools
  • The establishment of a codebase for OS 4 that is modern

If we take it one step further and look at what would be the next natural step:

  • Team up with case producers to deliver a more “normal size” case for the PI with keyboard
  • Team up with Cloanto to ship the old ROM files for the built-in 68k emulation layer

The point of all this? To build up money. Enough money for Amiga Inc, Commodore or Hyperion to buy time. Time enough for the codebase to grow and become relevant in the marketplace. Once established, to further sale of a dedicated Amiga HW platform (preferably ARM or X86) and secure the investment the owners have made over the years.

FPGA, the beast of xmas future

FPGA (field programmable gate array) is the future. I don’t care how proud you are of your Intel i7 processor (I have a couple of those myself). Mark my words: 20 years from now you will be blazing behind your FPGA based computer. And I have no doubt that games and applications will adapt the hardware to their needs – with possibilities we can’t even dream about today; let alone define.


Mist. A low-cost FPGA computer capable of becoming an Amiga (and about 10 other platforms). The closest thing to new Amiga hardware to be created in 20 years.

Todays processors are fixed. They have a fixed architecture that is written silicon and copper. Once cooked they cannot be altered in any way. Nanotubes is just about to drop, but again the nature of fixed systems – is that they cannot be altered once cooked.

FPGA however is based on gate logic. Which means (simply put) that the relations that make up the internal architecture is fluid, like a million doors that can be opened or closed to create all manner of living space. In many ways its like a virus, capable of absorbing existing blueprints and becoming “that blueprint”. If we dip into sci-fi for a moment this is the computer variation of a xenomorph, a shape shifter. A creature that can adapt and alter itself to become any other thing.

As of writing this tech is in its infancy. It’s just getting out there and the prices and speed of these spectacular devices bears witness to its age and cost of production. If you want a FPGA with some kick in it, you better be prepared to take out a second mortgage your house.


The Vampire 2 accelerator for Amiga 600. This takes over and gives the Amiga so much power that it can play movies, modern music and 3d games faster than ever imagined. At the same time! In fact, I bought an A600 just to get this!

One of the cool things about this hardware is how it’s being used today. One of the first hardware platforms to be devised for FPGA was (drumroll) the Amiga. And you have to understand that we are not talking just the 68k cpu here – but the whole bloody thing: paula, agnus, deniese, fat agnus and the whole crew of chips that made the Amiga so popular in the first place. All of it coded in gate-logic and uploaded to a cpu that with a flick of a switch can turn right around and become an x86 pc, a PPC Mac, a Commodore 64, a Nintendo 64 or whatever tickles your fancy.

Lets stop and think about this.

Today we use virtual machines to mimic or translate bytecode (or pre-existing cpu instructions). We call these solutions by many names: virtual machine, emulator, runtime – but its all the same really. Even if you slap a JIT (just in time compilation) into the mix, which is the case of both emulators, Java and .NET compilers — it still boils down to running an imaginary (or pre-defined) platform under the umbrella of a fixed piece of kit.

Now what do you think would be the next logical step in that evolution?

The answer is naturally being able to sculpt virtual machines in hardware (read: fixed hardware that gives you a non-fixed field). Fixed processors is a costly process. Yet primitive when we really look at it. We may have shrunk the brilliance of the 1800’s and early 1900’s and made all the great inventions of the past fit on the head of a pin — but its all based on the same stuff: physical implementation. Someone has to sit there with a microscope and hammer the damn circuits out (although “hammer” is maybe the wrong word on particle level).

This is also the problem with western culture: the use and throw away mentality that creates mountains of technological garbage – and powers child labour and sickness beyond belief in poor parts of the world. You have six years old kids that work with melting out copper and quicksilver. A waste of life, tech and nature. So yeah, a bit of morality in this as well.

FPGA represents, really, the first actual breakthrough and paradigm shift since the invention of the first electric circuit. For the first time in history a medium has been created that is not fixed. It has to be created of course, and it’s not like its wet-wire technology or anything — but for the first time anyone with the skill to code the gates, can shape and adapt the hardware without the need to cook the chips first.

And they can be infinitely re-used, which is good for both people and nature.

Think about it.. then go “holy cow”.

And that my friend – is the thought of the day!


In defense of Howard Scott Warshaw

April 23, 2015 1 comment

Howard Scott Warshaw was one of the lead programmers for Atari back in the eighties. While I can’t say I have followed his early career, at least not as closely as my generations’ heroes like Peter Molyneux or Sid Meyer, I knew like most people that Howard was responsible for the so-called “worst game ever”. Of that was the rumor anyways, which I first heard back in the nineties or something.

The myth goes that the 1982 E.T game was so bad, that Atari actually dumped millions of returned cartridges out in the dessert somewhere in an attempt to cover up the failure. It’s turned into an X-Files type operation where the game sucked so much, that the financial losses ended up killing the once mighty entertainment giant Atari.

Howard and Steven Spielberg, roughly  6 weeks before deadline

Howard and Steven Spielberg, roughly 6 weeks before deadline

Being a programmer myself I know how much it can hurt when you have worked for months on something, only to have 2-3 individuals tear it apart publicly (which in this case represents a tiny forum, way out in the suburbs of cyberspace). I can only imagine what it would be like to not only get an impossible project like the E.T game dumped in your lap, with a deadline of five weeks. And please remember guys, this is hand-written 8 bit machine code running on a now ancient piece of hardware.

The urban legend from hell

There are variations to the myth of course, like with all urban legends. In later years Howard is said to have gone to Commodore shortly after, implying that he was actually a spy of sorts, destined to kill Atari so that Commodore could make its way into the market. Which is utter rubbish because these companies were, at that time, galaxies apart. Commodore was never a big hit in the US, it struck root primarily in England and Europe. Particularly in scandinavia. In the US Amiga machines were primarily used for video production and television. It never really caught the public eye. So a programmer would be less likely to want to work for Commodore than Atari.

Raymond Kassar

Raymond Kassar

Add to this the fact that Howard was actually never again able to get a job as a programmer due to the myth, should be enough to dismiss this rumor as pure urban legend.

I mean, just imagine it: How would you feel if every single person on the planet was told that your code was the worst ever written or published? Not on some minuscule forum where you at least can defend yourself or just fix the bugs as they are reported. No, we are talking universally across the globe for thirty years !

It just makes me so angry and sad for what truly is one of the best programmers Atari ever had.

Was E.T really that bad?

I have never played the game myself, but I have seen plenty of you-tube reviews and gameplay. And having been an avid technologist since I was in high-school I can honestly say that this is not the worst game of all time. Far from it. I have played thousands of games in my time, from the green-mesh that was ZX-Spectrum, through Commodore VIC-20, 64, 128 and all the way up to Amiga, PC and lately, an overpriced iMac, iPhone and iPad.

The E.T game is now a highly priced collectors item

The E.T game is now a highly priced collectors item

I also own nearly every console known to mankind, missing only the Nintendo Gamecube and the Philips 3DO in my collection. So as far as games go, I am fairly confident that I have enough experience and insight to make a fair judgement. And if E.T was the worst game, I for one would not lie about it.

But let’s look at the system we are dealing with here first.

The Atari game console that Howard worked on was the Atari-2600. This is a system which in terms of features is somewhere along the lines of a Commodore 64. Just to place the hardware and capabilities in some sort of context. All games were hand written in machine-code, a task which by today’s standards is applaudable in itself. There were no C compilers, no Turbo Pascal and certainly no Delphi, Smart Mobile Studio or SDL libraries.

The Atari 2600, over 30 years old

The Atari 2600, over 30 years old

Developers essentially had a primitive text-editor, less evolved than even the most low-level linux command-line variation (which I must admit that I detest), and that was it. You punched in machine code and compiled with a second program. And there was no multi-tasking remember, so you had to quit the editor to compile. Just imagine how fun it was when a typo was present in line 26000 or something. Back into the editor, fix, save, exit – and try to compile again.

This is just to place the work in some form of context, so the reader get’s an idea of what being a programmer in the late 70’s early 80’s was like.

Now back to E-T and the whole “worst game” thing.

First of all, turns out that Howard had only successes up until E.T came along. Most of his games, especially the smash hit “Yar’s revenge” sold millions of copies and were immensely popular; making truckloads of cash for Atari. So Howard is absolutely not a bad coder. Quite the opposite, he was a highly skilled computer engineer; top of his class.

Yars Revenge was a smash hit and sold by the millions

Yars Revenge was a smash hit and sold by the millions

The E.T project was essentially a task thrown in his lap by management, who for some reason had managed to muscle the rights to E.T from Steven Spielberg personally. So Howard got the great honor of writing a complete self-contained gaming world in just five weeks. That is insane by any standards, and no matter how good you are at coding – five weeks is just madness. Even a small title could not be completed in that time, let alone a ROM image trying to capture the essence of a movie success like E.T.

And E.T was huge. If you think Star-Wars is big and all the commercialism around it is awesome, well with E.T you can triple that. So if you released all 3 initial star-wars movies at the same time, then you will have a good idea of how big E.T actually was.

You could hardly walk into a mall or store without some piece of E.T merchandise being offered. From posters to puppets, pencil cases, nap-sacks, bed-sheets, lamps, T-shirts (I loved mine to death and actually sold my BB gun just to buy the T-Shirt), shoes — everything which could be stamped with an E.T image or name was branded and sold. It was a billion dollar orchestration on a global scale.

So. Can you imagine the pressure and commercial anticipation for the computer game? The world was in a E.T frenzy, and every child in the western hemisphere was counting down for christmas, hoping to find the game under the tree.

The blame game

I think it’s so sad for Howard that people still talk about E.T as “the worst game of all time”. It’s worse than sad, it’s almost heartbreaking – even though I have never met the man.

It’s simply not true. E.T is not the worst game at all. From what I’ve seen (and I watched two whole reviews of the game) it’s absolutely not deserving of such a title. And I know this because I lived with the alternatives. Hell I had a ton of C64 games on Turbo-Tape which just sucked the marrow from your bones every time. The way it worked back then was that you could get bootleg games on tape. Normal music cassettes. That was how games for the Commodore 64, Spectrum and all those early “home computer kits” were distributed and sold.

Howard at his developer station at home

Howard at his developer station

You had a tape recorder hooked up to your computer, and the analog sounds from the casettes were transformed into digital patterns (data). If you ever had a PC in the 90’s you most likely remember the strange sounds it made when connecting to the internet? Well, that sound is the analog version of digital data. And that technology has only recently been replaced by fiber-optics. In some parts of the world modems are still used, like south america, Africa and regions of the middle-east.

Cut from CG magazine

Cut from CG magazine

Anyways, hackers existed back then as well and you could get bootleg versions of games and programs in compressed form (a bit like winzip or rar in our age) using a packer called Turbo. Turbo allowed you to stuff 10 games into the space of a single, un-compressed game. So what we did was put as many as 50 games on a 60 minute tape. These tapes were called “Turbo Tape’s”.

You would not believe some of the games that were sold for these computers; computers which were en-par with and better than the Atari’s 2600. And judging by what I’ve seen of E.T’s gameplay, it’s a much higher quality production than the early Commodore offerings I enjoyed as a child growing up in the riches country in the world: Norway.

So whenever someone says that E.T is the worst game ever made — just tell them that it’s not true. It’s a stupid urban legend that has practically destroyed a very accomplished programmer’s career and haunted him for 30 years. It’s a total lie and any gamer or programmer with half a conscience intact should stamp the myth out utterly.

Atari as a company was massive, with thousands of employees and hundreds of programmers. So the myth that E.T sucked so much that it toppled an entire industry is a joke at best. And what a complete disaster for Howard which until recently have been carrying this label around, unable to get even a clerical job in the computer game industry because of it. People dont care that he was in fact one of the best coders at Atari and that all his games sold millions of copies. They all just remember him through the E.T myth. It has been a clear case of character assassination from day one.

From what my reading has availed, Howard had re-invented himself and is now a “silicon valley head doctor”. It makes sense to have a programmer who speaks geek fluently to also be a doctor. And considering what he’s been through thanks to this stupid myth, he no doubt have a lot of wisdom to share with stressed out programmers who need help to deal with the problems we all face in life. A lesser man would have thrown himself in front of the metro for carrying such a label, but not Howard. A testament to his character and ability to find solutions.

A global apology

Howard Scott Warshaw

Howard Scott Warshaw, modern photo

The gaming community at large owes Howard an apology. Especially teenagers who have absolutely no insight into what software development is, nor would they have the skill or intelligence to produce anything like what Howard did back then. Even if they worked for years on it, they would not be able to re-produce what Howard did in just five weeks.

Nothing provokes me more than a 15-year-old kid thrashing stuff he doesn’t even know how works. He sits there with his X-Box or PSX4 and acts like he – based on his wast experience – had the right to thrash talk anything and everyone. Youth is wasted on the young plato once wrote, and no where is it more evident than in the mentality of spoiled western teenagers.

In all fairness the Kassar family and even Warner Bros themselves should write a huge check for Howard; for damages endured over a period of 30 odd years. It must have been practical to have a scape goat to blame the results of poor business decisions on; but eventually the truth comes out.

I also hope Howard one day receives the recognition he so deeply deserves, not for the five-week marathon that he incredibly enough delivered on — but for all the games he built prior to that, and for the fact that he was a pioneer. No one had done these things before. There were no books on coding games or courses you could take. These guys at Atari were the first to venture into a purely abstract science expressed through electronics; And they went in there armed only with their own ideas and ability to solve problems.

Well Howard, I can’t give you a huge check, nor can I give you an award — except to say that I will do my best to stamp out this lie which has haunted you for so many years. And I hope others who read this does the same.

Facts unearthed

Turns out that a movie about this was made a year or two back, called “Atari:Game over” which deals with the subject directly. In the movie they film as the graveyard where the so-claimed millions of games were burried, in fact contained very little E.T games. Instead some of the biggest Atari sellers were buried out there.

So what has been called a coverup and scandal, was nothing more than Atari cleaning out their storage space. No doubt to save money. Yet it ended up as a myth that killed the career of an excellent and innocent developer.

Here is a link to the movie “Atari: Game over” which can now be seen on NetFlix.

Howard at the excavation site, digging up E.T

Howard at the excavation site, digging up E.T from the dessert