Kathleen Booth: Assembling Early Computers While Inventing Assembly

Imagine having to program your computer by rewiring it. For a brief period of time around the mid-1940s, the first general-purpose electronic computers worked that way. Computers like ENIAC initially had no internal storage for code. Programming it involved manipulating thousands of switches and cables. The positions of those switches and cables were the program.

Kathleen Booth began working on computers just as the idea of storing the program internally was starting to permeate through the small set of people building computers. As a result, she was one of the first programmers to work on software and is credited with …read more

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Calm Down: It’s Only Assembly Language

Based on [Ben Jojo’s] title — x86 Assembly Doesn’t have to be Scary — we assume that normal programmers fear assembly. Most hackers don’t mind it, but we also don’t often have an excuse to program assembly for desktop computers.

In fact, the post is really well suited for the typical hacker because it focuses the on real mode of an x86 processor after it boots. What makes this tutorial a little more interesting than the usual lecture is that it has interactive areas, where a VM runs your code in the browser after assembling with NASM.

We really like …read more

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Unlocking Animal Crossing’s Debug Mode

Originally released on the Nintendo 64 in 2001, Animal Crossing was the first entry into what has become a massively successful franchise. But while the game has appeared on more modern Nintendo consoles, most recently Android and iOS, the version released on the GameCube holds a special place in many fan’s hearts. The GameCube version was the first time those outside of Japan got a taste of the unique community simulation offered by Animal Crossing, and maintains a following nearly 20 years after its release.

[James Chambers] has recently been investigating creating mods for the GameCube version of Animal …read more

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Writing a New Game for the Game Boy Color

If you’re bored with the Game Boy Color’s offerings, it’s understandable: it’s been around for nearly 20 years, and doesn’t get a lot of new releases these days. [Antonio Niño Díaz] spent over a year coding a game for the GBC: µCity, a Sims City style game. He designed the graphics and even wrote his own music.

[Antonio] did all the programming in Assembly Language, creating modules for managing traffic and the power grid, building creation and destruction, as well as disaster simulations. He has extensive notes in his GitHub page detailing each module and describing how it all works …read more

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Reading Bingo Balls with Microcontrollers

Every once in a while a project comes along with that magical power to consume your time and attention for many months. When you finally complete it, you feel sorry that you don’t have to do anything more.

What is so special about this Bingo ball reader? It may seem like an ordinary OCR project at first glance; a camera captures the image and OCR software recognizes the number. Simple as that. And it works without problems, like every simple gadget should.

But then again, maybe it’s not that simple. Numbers are scattered all over the ball, so they have …read more

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Does This Demo Remind You of Mario Kart? It Should!

Here’s a slick-looking VGA demo written in assembly by [Yianni Kostaris]; it’s VGA output from an otherwise stock ATmega2560 at 16MHz with no external chips involved. If you’re getting some Super Mario Kart vibes from how it looks, there’s a good reason for that. The demo implements a form of the Super Nintendo’s Mode 7 graphics, which allowed for a background to be efficiently texture-mapped, rotated, and scaled for a 3D effect. It was used in racing games (such as Super Mario Kart) but also in many others. A video of the demo is embedded below.

[Yianni] posted the original …read more

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Assembly Required: Subroutine Calls and the 1K Challenge

The first computer I personally owned had 256 bytes of memory. Bytes. The processor in my mouse and keyboard both have more memory than that. Lots more. Granted, 256 bytes was a bit extreme, but even the embedded systems I was building as part of my job back then generally had a small fraction of the 64K bytes of memory they could address.

Some people are probably glad they don’t have to worry about things like that anymore. Me, I kind of miss it. It was often like a puzzle trying to squeeze ten more bytes out of an EPROM …read more

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Assembly Required: Subroutine Calls and the 1K Challenge

The first computer I personally owned had 256 bytes of memory. Bytes. The processor in my mouse and keyboard both have more memory than that. Lots more. Granted, 256 bytes was a bit extreme, but even the embedded systems I was building as part of my job back then generally had a small fraction of the 64K bytes of memory they could address.

Some people are probably glad they don’t have to worry about things like that anymore. Me, I kind of miss it. It was often like a puzzle trying to squeeze ten more bytes out of an EPROM …read more

Continue reading Assembly Required: Subroutine Calls and the 1K Challenge

Linux: Assembly Required

Sometimes you might need to use assembly sometime to reach your project objectives. Previously I’ve focused more on embedding assembly within gcc or another compiler. But just like some people want to hunt with a bow, or make bread by hand, or do many other things that are no longer absolutely necessary, some people like writing in assembly language.

In the old days of DOS, it was fairly easy to write in assembly language. Good thing, because on the restricted resources available on those machines it might have been the only way to get things to fit. These days, under …read more

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