Why is a serial bus cheaper? With a parallel bus, you need at least nine wires to run 8-bit values back and forth: the full value is set on the eight Data lines, and then you pulse the Clock line to tell the other side that a value is ready. Add in Power and Ground, you're at 11 wires already. 19/
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A serial bus works one bit at a time: you have one Data line, place a bit on there, and pulse Clock to tell the other side the bit is ready. Then you send the next bit, and the third... Because all the bits have to line up and wait to be sent, it takes at least 8 times longer to send a value. 20/
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But you'll notice there's only one Data line and one Clock. Add in Power and Ground, and you're up to four. You might recognise this actually, if you look at a Universal Serial Bus (USB) cable: the end has four pins, and clocking works differently for USB but the same principle applies. 21/
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So a serial bus cable is a lot cheaper, and a serial interface on your computer's mainboard is cheaper as well, than a parallel setup. It's eight times slower to send a value, but you can make up for that by running the interface at eight times the previous speed, if you have the hardware. 22/
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And while he was at MOS, Chuck Peddle had put something very nifty into the PET's Versatile Interface Adapter chip (model number 6522) which was used to drive the parallel bus: a shift register. 23/
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A shift register is a piece of hardware that lets you very quickly push consecutive bits out of a given wire: you can queue up a full value of 8 bits, and with each pulse of the Clock the register will push the bit at the end out, and 'shift' all the others down one step. 24/
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Conversely, you can have a shift register that listens for bits on a wire, and shifts the value up a step with each clock pulse, building a full value as it goes. Put two of them either side of a serial bus, and you have yourself most of the hardware for high-speed data transfer. 25/
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The only thing you'd need aside from these shift registers is a line for the machines to tell each other they'd pulled in the byte and were ready for another: Commodore were thinking a fifth wire would be useful for this. 26/
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Crucially, the CPU isn't involved at any point until the full byte is ready: this interface runs itself until it has a full value, then signals the CPU to collect it and heads off to build another byte. That means a 1MHz machine could push data at a blistering 10kB/sec or even more. 27/
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The theory was sound, and Commodore's engineers got to work building the VIC-20 (named after its custom Video Interface Chip) heading for that magical price point of $300 for the home market. There was just one problem... 28/
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To quote Butterfield again: "We early PET/CBM freaks knew, from playing music, that there was something wrong with the 6522's shift register: it interfered with other functions." With a speaker attached to the shift register wire, you could play music on the PET, but sometimes it ...got stuck. 29/
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The PET ran on the order of 1MHz, so instructions took microseconds to execute. The 6522's shift register as implemented in hardware had a bug, where if the register line changed within a few nanoseconds of Clock changing, it would go to full voltage and stick until the computer was reset. 30/
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This was a timing bug many times more subtle than the main clock, so it's no surprise that no-one caught it until people started playing with the PET's internals. Importantly, no-one at Commodore knew this bug existed when they designed the VIC-20's serial bus around the 6522. 31/
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The bug was discovered with only a couple of months left to release of the VIC-20, and the boards were already in manufacturing. This problem couldn't be fixed in hardware: the engineers would have to "do it in post", which in the computing world means in software. 32/
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Instead of having the CPU get pinged when each byte was ready, it would have to camp on the serial bus's input itself and listen for changes in the Clock signal, pulling each bit in as it arrived and signalling to the other end that it was ready to receive the next bit. 33/
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Of course, this would mean the 1540 disk drive, which was being released alongside the VIC-20 computer, would also need its software changing: it used the exact same setup of a CPU with a 6522 attached, and it had the same bug, so it would be pushing bits out only when the computer said so. 34/
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In the end, emulating the shift registers in software meant the VIC-20 serial bus could only run at a relatively sedate 1kB/sec, and chewed up all the CPU on the machine to do it. Fortunately there were two things about the VIC-20's design that meant this wasn't so bad. 35/
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The first was its measly offering in terms of memory: targeted for the home market, the VIC-20 came with 5kB of RAM to play with. Would you notice if it took 5s to load a file from disk instead of half a second? And what would you do with a memory full of file and no room to work on it? 36/
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The second was the clever design of the VIC-20's main clock: running at 1MHz, the CPU would kick in when the clock went up, and the video chip worked when the clock went down. Interleaving in this way, both chips could access memory without stepping on each other, both at full speed. 37/
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All this put together meant that you could use a VIC-20 with the 1540 perfectly serviceably: loading a file didn't blank out the screen or anything weird, and it was over in a couple of seconds. The serial bus had done its job, and helped the machine hit that $300 price point. 38/
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There's a short tale on the Greater Pittsburgh Vintage Computer Museum at https://www.myoldcomputers.com about the VIC-20, but take a moment to revel in the 90s design of that website: the navigation buttons, the tables with the borders... A simpler time. 39/
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Anyway, story goes that Tramiel sold the VIC-20 in Japan, and its price so shocked other manufacturers that they delayed entering the American market to work out how it was possible. We never saw Toshiba or Panasonic 8-bits outside Japan because they were locked out by that delay. 40/
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The VIC-20 ended up selling like hot cakes, becoming the first model of computer to sell more than a million units. The most surprising part to Commodore was people who bought the machine solely to play games: productivity and business software sold poorly in comparison. 41/
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And so in 1981, Commodore's Japan subsidiary began designing the Ultimax console, and dragged their partners at MOS into designing a successor to the VIC chip as well as a more advanced sound interface, aiming for an eventual price point of $200. 42/
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By the start of the next year, the Ultimax was ready, but it had a problem: several problems, in fact. At such a low price, the keyboard was atrocious; it shipped with 2kB of RAM; there was no inbuilt tape-reading software, so each game had to implement its own, and only two games did. 43/
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The Ultimax's biggest problem, though, was the VIC-20: still selling fantastically, it was now regularly discounted to $200, and was a much more capable machine. There's a reason the Ultimax is known as a very rare machine nowadays: Commodore didn't sell many. 44/
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Back in the US, Tramiel was turning his focus back to the business market with new models of PET, but the engineers at MOS thought they had something very capable on their hands that didn't deserve an undignified death in the Ultimax: they proposed a sequel to the VIC-20 for the home market. 45/
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Tramiel agreed to kick off the project (codename VIC-40) but only if it came with 64kB of RAM to make for a more usable computer. The engineers were given two months to turn a machine around in time for CES 1982, and by recycling all of the Ultimax's innards they made it in the nick of time. 46/
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It wasn't called the VIC-40 at CES, of course: it was the Commodore 64. We made it to the machine we actually want to talk about, and it only took 47 posts. If you've slogged through this far, we're almost on the downhill stretch. 47/
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While the C64 was being designed, the engineers at MOS had been hard at work fixing the shift register bug in the 6522. The '64 had an upgraded version of the adapter chip: the 6526 Complex Interface Adapter, with the kinks worked out. 48/
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Back in Commodore Engineering, the team knew from experience with the VIC-20 that they had a very short window to get the hardware design right for the C64, and more time for software, so they devised a clever scheme to keep their options open regarding the 6526's shift register: 49/
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To keep backwards compatibility with the VIC-20's disk drive, the C64 could boot up in a slow-serial-bus mode where the data line was camped on by the CPU in its usual fashion. But the bus's data signals could also go to the 6526, by running a branch off the data line on the mainboard. 50/
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If they got the software right, the user could switch into fast-serial-bus mode and the CIA's shift register would do its job talking to a corresponding faster disk drive (which would also have a 6526 on board). The idea was elegant, but Murphy's Law would get in the way. 51/
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The hardware design was finalised and sent off to be built. David Callan picks up the story: "A minor rework of the board at the board manufacturers (to accommodate a screw hole, I believe) accidentally discarded the high-speed wire." 52/
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Cutting through the fast-serial-bus line doomed the C64 to the same slow data transfer speeds as the VIC-20: around 1kB per second. The boards were already designed around the 6526's layout, but they would be left in VIC-20 compatibility mode. 53/
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But we don't see the 1kB/s achieved by the VIC-20 when measuring the disk loading speed on a real C64: we actually get less than half that. So what's going on to make the C64 slower? Now bear with me, we're going to get technical. (Yep, we haven't been technical thus far.) 54/
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We're going to take a little bit of a detour from talking about disk drives and interface adapters, and look at the history of television real quick. Stay with me, we'll get back on track very shortly. If you're already familiar with TV signals, come back in fifteen posts or so. 55/
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The first TV broadcast systems took a two-dimensional picture that varied with time, and crammed that information into a one-dimensional radio signal: kinda like a sound wave, all you had was a volume (or amplitude) that went up and down with time. 56/
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So how do you turn 2D frames of video into 1D? By breaking them up into lines, and sending the lines one after another. If you used enough lines, you could send a full picture without things looking janky; if you then sent a frame very quickly after the first, you had the illusion of motion. 57/
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In the US, things eventually coalesced around a 525-line standard, but if you wanted to send 525 lines of picture at 60 frames per second there wasn't a way to fit that much signal into the allocated radio bands. The ingenious solution was to send half the picture at a time. 58/
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The transmitter actually takes 60 frames of video per second, but it sends every other line from one frame and the lines it missed from the next frame; at the receiving end, the eye and brain blur things together and it looks like the whole frame is moving at full speed. 59/
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So let's have a quick look at one of these lines, as it comes in from the VHF antenna. If we want to show bands fading between white and black across the screen, that's represented by a signal that starts high (for white) and drops to low (for black), then back up. 60/
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But what's this "Horizontal Blanking Period" that shows up after the picture data? To understand why that appears, we need to look at the television technology of the time: the cathode ray tube. 61/
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The CRT is actually a 19th-century invention: the story starts with Julius Plücker playing around with sealed glass tubes containing various gases. By putting a wire at each end, Plücker found he could get a current to run through the tube, and some gases would glow under current. 62/
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(As an aside, the Plücker tube is nowadays called the Geissler tube, and types of Geissler tube include neon signs and the sodium lamps you find in streetlights.) 63/
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In 1859, Plücker noticed that the wall of the tube was itself glowing near the cathode end of the electric flow, and he could get the glow to move around by applying an electromagnet to the outside. There was something about the cathode that was causing the glass to phosphoresce... 64/
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Cathodoluminescence, as it came to be known, was neatly explained by Einstein as a side-effect of his exploration of the photoelectric effect in 1905. If we take the photoelectric effect first, that occurs when light falls on a surface of a particular material, ejecting electrons. 65/
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The opposite of this is when electrons are fired at a substance and it starts to emit light. A mix of zinc cadmium sulfide and zinc silver sulfide will output white light when struck by electrons, and it's this mix that coats the inside of a monochrome display CRT. 66/
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By combining cathodoluminescence and Plücker's insight that the cathode ray can be deflected with magnets, we can program a CRT to scan across the screen and produce a picture: white areas are activated with more power from the cathode, black areas with less power. 67/
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The beam can be deflected from left to right by applying more magnetic field strength to one side or the other, gradually fading from one magnetic coil to the other. But what happens when we reach the right edge, and want to come back to the left? 68/
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Magnetically it's simple: drop the power on the right deflection coil to nothing, and turn the left to full. But the beam doesn't simply blink out of existence and reappear on the left: it takes time for the magnetic field to dissipate. 69/
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And that's why television signals have a blanking period: to provide time for the magnets in the CRT to flip polarity and bring the beam across to the left for the next scan. As well as horizontal blanking, there's a vertical blanking period to allow for travel back to the top for the next run. 70/
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So why do we care about the architecture of TV signals when we're dealing with computers? Because they have to have somewhere to output their video, and it makes sense for computers destined for the home to output onto the TVs that people already had in their homes. 71/
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We've looked at how video comes out of the computer onto a TV, let's have a look at what is displayed. On the VIC-20, the default video mode is tiled, or character mode: 23 rows of 22 characters, with each character being 8x8 pixels, for a resolution of 176x184. 72/
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To get a character rendered on the screen, the VIC chip needs data from three places: which character to show, its colour, and information about its shape. Each of these uses a region of memory on the VIC-20: screen RAM, colour RAM, and the built-in character generator ROM. 73/
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You'll recall from earlier that we talked about how the VIC-20 interleaves its CPU and video clocks, allowing the video chip to access memory at the same time as the CPU. At 22 characters across, it takes 44 cycles of the clock to pull in what the VIC needs to draw a given line. 74/
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"But wait", I hear perhaps a few of you cry. If we need three pieces of data to render a character, that should be 66 cycles of memory access; what magic allows each character to be rendered in two memory reads instead of three? Once again, we turn to the magicians at MOS. 75/
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The VIC has 16 colours: every unique combination can be expressed in four bits. Colour RAM on the VIC-20 isn't the normal eight-bit memory of the rest of the machine, it's four-bit RAM, and the VIC chip itself has a combined 12-bit data bus to read from both types of memory at once. 76/
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And finally, we cycle back around to the disk drive. With this interleaving of memory access in the VIC-20, the CPU does its best impression of a shift register, and the VIC has 65 cycles (including the horizontal blanking period) to do 44 memory reads; positively relaxed. 77/
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The C64 is a different story. We're still in 16 colours, but tiled character mode now yields a screen of 40 characters by 25 rows, for an effective resolution of 320x200; the VIC-II chip would need 80 cycles to get all its data read in, and it only has 65 cycles to play with. 78/
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Yet again we call on the wizards at MOS for an ingenious solution, and this one was a doozy. They noticed that it takes around 500μs to draw eight lines (one row of characters) on the screen, and generally users weren't changing the characters in RAM in that short span of time. 79/
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