Category Archives: Other

How Appropriate. You Fight Like a Cow: A Review of Tales of Monkey Island

A lengthy title, but one of the most memorable lines from one of the greatest computer games ever created. I speak, of course, of “The Secret of Monkey Island”, a point-and-click adventure released by LucasArts (then Lucasfilm Games) in 1990. For the uninitiated, The Secret of Monkey Island and its 3 subsequent sequels chronicle the adventures of Guybrush Threepwood, a slightly bumbling but well-intentioned swashbuckling neophyte in his quest to become a pirate. The Secret of Monkey Island Along the way he fights the undead pirate LeChuck and marries the beautiful Elaine Marley, governor of Melee Island. If you haven’t played these games, do yourself a major favor and purchase them right away – they are some of the most enjoyable and funny games ever made, thanks for the genius of the game’s original creator, Ron Gilbert.

A New Chapter

Until recently, the last game to come out of the Monkey Island franchise, slightly before LucasArts had decided that adventure games were no longer profitable, was “Escape From Monkey Island” in 2000. Nearly a decade later, many fans had lost hope of there ever being a continuation in the series. There were a few home brew attempts at games, and lots of artwork, fiction, and messages back and forth, but never an official title… Until now.

Telltale Games (My favvvorrite developer), in cooperation with LucasArts, has released the first in a series of 5 episodic games, continuing the Monkey Island saga. I recently completed the first chapter, “Launch of the Screaming Narwhal”, and as a long-time, die-hard fan who has been with the series since the beginning, I can honestly say that this is a gaming dream come true.

A True Return to Monkey Island

Telltale continues to take classic IP and do the job right. We see the full cast of characters return for the new game, with much of the original voice cast, including Dominic Armato as Guybrush Threepwood. The locations and storylines are right on, with LeChuck again causing mayhem upon the seas deep in the Caribbean. Telltale makes use of their “Telltale Tool” and game engine, and I have to say, it looks fantastic. One of the issues I had had with the fourth in the Monkey Island series was a jump to 3D graphics when 3D wasn’t visually there yet. When comparing the beautiful cartoon illustrations of the third game to the blocky, polygons of the fourth, it just seemed ugly. But no longer is this the case – Telltale did another bang-up job and beautifully rendering both the environment and characters.

Tales of Monkey Island
Guybrush Admires Flotsam Island

Look Behind You! A Three-Headed Monkey!

The true test of any adventure game is the puzzles, and in Monkey Island’s case, the laugh factor. Launch of the Screaming Narwhal does a great job at both, though the puzzles are probably easier than the those found in the rest of the series, due to the length of episodic games. I only found myself majorly stuck once, and after taking a night’s break and coming back, I figured it out fairly quickly. I did find myself smiling and laughing quite a bit though, and definitely felt like I was experiencing a true MI game. The jokes were very “Guybrush”, true to his nature.

Issues

One thing a lot of people had moaned and groaned about on the forums was the control scheme. Telltale has chosen to control Guybrush using the Wallace and Gromit scheme, which means use of the keyboard as opposed to clicking for his destination. Many have gone so far as to declare such a control scheme would ruin the game. While everyone is entitled to their opinion, I found this kind of silly, especially since using the keyboard is not that bad, and probably works better considering all the camera movement there is in the game (well done movement). I did notice Telltale added in a secondary control scheme using the mouse to point in the direction you want your character to go, but honestly I preferred the keyboard.

Really, I had no qualms with the game at all, except the ongoing issue of voice volume – for whatever reason, Telltale continually sets their music much too high to make out what is being said during scenes with a musical score. But after a quick re-adjustment to the music volume, all is good again.

Like all TTG productions, I highly suggest you check it out (on PC or Wii), even if you’re new to the series. Need more convincing? Check out the trailer!

Visit Telltale Games!

A Favorite CS Quote of Mine

This past week I’ve been in Chicago (and Indiana for a couple days) having a blast and enjoying a little vacation time – I really enjoy this city. Back to rainy New Hampshire tomorrow – a little sad to leave, but it will be good to be home. In the mean time, I thought I’d share a favorite Computer Science quote of mine by Edsger Dijkstra:

“Computer Science is no more about computers than Astronomy is about telescopes.”

I like this because it’s very true. I often feel that the term “Computer Science” is a very poor term for the field of study, since it’s more the study of mathematics, algorithms, logic, symbols, information processing, etc. If anything, I think the average person probably thinks Computer Science means the study of troubleshooting and fixing computers. Which isn’t necessarily a huge deal, people can think what they want, but a more accurate title for the field might be in order.

Network Any Vintage Computer! (Kind Of)

The idea of computers communicating with each other has fascinated me from the very beginning. When I was little, the world of networking was a “mysterious” one, as I didn’t own a modem until I was 12 and had only experienced the idea of computers talking to each other from TV and movies (read: War Games). When I finally did get my first 2400bps, I got huge into BBSes and ran my own (Pig Pen Forever!), learned everything I could about serial communication and modems. Then when I was older and had access to equipment, I got into Ethernet, TCP/IP, and the wonderful world of modern day networking. But it always goes back to that magic of seeing something pop-up on your screen that didn’t originate from the local machine – it came from somewhere else, either another computer in the room, or half way across the world.

PortServer - ExampleBecause of this, a favorite activity of mine is connecting my vintage machines up in one way or another so they can share data and download programs from the rest of my network. These connections range from a sophisticated TCP/IP stack over Ethernet on my Amiga 4000, to a simpler TCP/IP over PPP over serial on my Apple IIGS, to a very simple Kermit over serial on my Osborne-1.

The Problem With This

With the exception of the Amiga which actually makes use of Ethernet, there are a few issues with this setup – all of which originate from these links being RS-232 serial.

  1. RS-232 is physically point to point, each end needs a dedicated serial port for that connection.
  2. RS-232 is also logically point to point, a device can only directly communicate with the device on the other end of the serial link.
  3. Assuming the computers are DTE devices, a crossover adapter (null modem) needs to be used on the serial connection to flip the send/receive pins.
  4. Serial cables tend to be bulky and expensive, especially when you add in gender changers and null modems. Add a few of them and you have cables everywhere.

A Neat Solution

While the best way to tackle this situation is obtain a native Ethernet network card/adapter for the machine in question, this can be difficult, expensive, or impossible in many cases since for many of the lesser known vintage machines, network cards were simply never made, and there isn’t enough of a community to build one. Luckily though, most vintage machines tend to have serial port – wouldn’t it be great if we could convert that serial port into an Ethernet port? Or even better, include a range of network oriented services integrated into that network port?

Enter the Digi PortServer

PortServer - PhotoFor the record, I’ll say that I have no affiliation with Digi, I just think they have a really cool product and wanted to share it. Digi produces a line of hardware devices known as the “PortServer” which basically converts a serial port into a network port. What’s better, it can combine multiple serial ports onto a single network connection, so 8 machines can be plugged in over a serial link, which connect to the network via the PortServer only using a single network cable. More importantly, the PortServer supports the following to make networking vintage machines a reality:

  1. Virtual COM/TTY ports – Digi provides drivers that create a virtual COM port on your Windows box (or TTY on your Linux box) which transparently connects over a network to a PortServer serial port. So you can be two countries away, but as far as Windows, your software, and the software sitting on your vintage machine is concerned, you are connected over a hard serial link. This is great for applications made for serial communication that need a com port.
  2. Outgoing TCP connections – The PortServer can be set to automatically connect to an IP and port when serial traffic originates on the vintage computer – e.g. when I open my terminal up on my Apple IIGS, the port server will automatically connect the serial port to a telnet session on my Linux box, or on my favorite BBS.
  3. Incoming TCP connections – The PortServer can listen for connections made on a specific port, and then connect that traffic to the vintage computer – e.g. I can telnet to port 2002 on my PortServer from my Linux box, and it will connect me to the serial port of my Osborne 1. Now you can access your vintage machine from at work!
  4. Modem Emulation – The Port Server can emulate a Hayes compatible modem, while passing traffic via TCP – which means you can run your favorite old BBS like new over telnet without fear of strange compatibility issues or rewriting any code.
  5. PPP – The PortServer supports the PPP protocol, which means if you have a machine capable of speaking PPP (such as an Apple IIGS running Marinetti), your PortServer can take care of handling the PPP traffic. There are configuration options for IP address assignment and negotiation attributes in the PortServer setup.
  6. Chat Mode – The PortServer can also combine multiple sessions together at once, so more than one computer can be connected to your vintage machine at the same time. This can be a good way to monitor traffic or create a shared environment for 2+ person communication.
  7. Lots more – The PortServer also has options for serial printers, industrial applications, power over serial, remote waking, wireless, users and security – the list goes on and on.

I had known that serial IP extenders existed, but when I finally picked up one of the Digi boxes, I was truly amazed by how many options the firmware provides – it’s really impressive.

PortServer - Wireless
A 4 port wireless Digi PortServer

It’s Not All Roses

There are a few issues though:

  1. Latency – since the data is being converted from a hardwired RS-232 to packet based back to RS-232, there is definitely an increase in latency, and issues with the network can mean lost or slow data, which isn’t a problem for a direct, hardwired link.
  2. RJ-45 Ports – The PortServers don’t have DB-9 ports, rather RJ-45 ports akin to Cisco or other networking equipment console ports. They understandably do this so any range of converter cables can be used with a wide variety of ends, but in most cases you’ll just want a DB-9. I ordered a two port PortServer and it came with a single RJ-45->DB-9 cable, so I’ll need to get/build another if I want to use the other serial port on the box simultaneously.
  3. Price – They can get a bit expensive. A two porter can go anywhere from $250-$340 depending on the options it’s equipped with. Also available are 4 port, 8 port, and 16 serial port models, the latter which gets close to $1200. However, depending on how many machines you actively would like “networked”, 2-4 would probably suit most peoples’ needs – I know I’ll be fine with 2.

The Sky’s the Limit

I’ve only had mine hooked up for the last few hours, and already I’m thinking about a dozen uses for this thing. And while it isn’t a miracle product for anything modern that features a network jack – it is an amazing buddy for vintage computers in need of network communication.

Well, I’m off to surf some BBSes on my Osborne-1!

Digi Official Website

Ghostbusters: The Video Game

Before going any further, I’ll preface this by saying I am a insanely huge Ghostbusters fan. It’s been my favorite movie since I first saw it when I was little, and all subsequent 5 billion viewings. I’m surprised my C64 Ghostbusters disk still works from the number of times I played the game, and I have a large portion of the action figures – moreso than anyone should have. I even dressed up as Egon for Halloween when I was 10, and had a Staypuft plush toy. Without mentioning how I own the entire series of The Real Ghostbusters on DVD (oops), I think it’s safe to say I’m a fanatic.

That being said, I’m going to try my best to give a non-biased review of the game. And there were some issues I noticed along the way, so I feel that I’m doing a just critique.

Basic Info

Ghostbusters: The Video Game was developed by Terminal Reality and Threewave Software (for PC/XBox/PS3 versions), and published by Atari and Sony. Its publishing history is a bit bizarre and probably warrants its own post – suffice it to say, it changed hands through mergers until it ended up with Activision, who made the choice not to publish it (Please note, I’ll keep this post professional and make no mention of Activision’s market research team apparently inhaling a large number of drugs that day, or the fact that Activision in general is slightly higher than amoebic dysentery on my list of favorite things). Atari grabbed it up.

It was/will be released for PC, PS3, XBox 360, Wii, PS2, and PSP.

I purchased and played the PC version via Steam.

Ghostbusters - Slimer

The Good

First off, the best part is: it’s GHOSTBUSTERS. Seriously, that just scores a lot of points right there. But without going too fanboy – it features all the original voice cast (Bill Murray, Dan Aykroyd, Harold Ramis, Ernie Hudson, Annie Pots, William Atherton), and features other well known actors (Brian Doyle-Murray, Alyssa Milano). The script was written in part by Aykroyd and Ramis (the former who stated “this is essentially the third movie.” [game informer]).

The story is fun and interesting and visits a lot of locations, characters, and mythologies from the original two films. Some of it is a bit contrived, but overall it flows pretty well. The music is mostly all from the original movie, which is great – I enjoyed it quite a bit. Some people have said it gets repetitive, but I’ve heard that music so much in my life regardless that it doesn’t wear on me.

Ghostbusters - StaypuftMost importantly, the game play is A LOT of fun. A serious amount – the physics engine developed for the game, the “Infernal Engine”, is the absolute BEST I have ever seen in any game. Virtually any item can be broken/burned/moved/etc, and movement is incredibly realistic. They did a really nice job with it – I hope it gets used in more games to come. It must also be fairly efficient, as it didn’t tax my processors as much as Left 4 Dead or other recent games do. Big score on that. And the mechanics of actually catching and trapping the ghosts is just a crapload of fun – from the little guys to (semi spoiler) the Staypuft Marshmallow man. It made me feel like I was actually a Real Ghostbuster (LOLZ).

The Bad

Okay – the big one that has set the forums aflame: There is no multiplayer in the PC version. This was a big shock to everyone, as it was pretty much advertised during the pre-order weeks as having multiplayer. A lot of people, including myself, were pretty ticked off about it, and Atari has done virtually no damage control. Hopefully there will be a patch – this would be a great game for LAN parties.

A lot of people have reported some major issues with saving/restoring games (I experienced a bit of this), slowdowns/lockups, and issues installing it. Also, for those purchasing the PS3 version, they’ll notice it looks quite a bit fuzzier and lower-res than its PC or XBox counterpart.

Lastly, and this one especially bugged me, the code used to process mouse acceleration is the same as what’s used to process joystick acceleration. Because of this, moving the mouse slowly doesn’t fine-control your character, it simply doesn’t have any effect at all. You need to budge the mouse quite a bit to get your character to move normally, which is not great for an action game.

I appreciate the extra time being taken to bump up the gameplay and creepiness, they did an AWESOME job, but there have been enough reports of issues to know that QA was not quite where it should have been on this one.

The Ugly

Really, the lack of PC multiplayer was the only thing that was a major bummer. Overall, I really enjoyed this game – and I want to keep enjoying it, which is why I hope they patch it for multiplayer – the physics and gameplay are awesome, and would be fun for a LAN party or online play.

So Who You Gonna Call?

If you are a Ghostbusters fan, or just want to try a new game, I highly suggest this one – it’s great to see new light brought to old characters with a continued storyline, and the gameplay is just a blast. Overall, if you’re shooting for the best balance of multiplayer and good graphics, pick up the XBox version. If you’re shooting for the best possible graphics and have a bumpin’ gaming rig, pick up the PC version and jack up the settings – and hope they’ll release a patch one day. But regardless of what system you go for, GET THIS GAME NOW!

And an important safety tip while playing: Don’t cross the streams – it would be bad.

Ghostbusters: The Video Game Official Site

5 Reasons for Putting Your Personal Code Into Subversion

If you’ve ever programmed for an organization with multiple developers, you’ve most likely used some kind of system to synchronize, combine, and version code. Without a such a tool, changes to the same files amongst two or more people can get very confusing and hard to manage very quickly. However, even if you’re just dealing with your own, personal projects, a code repository is still a must.

1 – Versioning

One of the most powerful aspects of subversion is the ability to track changes to your code. I can’t count the number of times in the past where I’d make a change to my source and totally botch the program up. And often times, I wouldn’t realize the screw up until later on, when it was too late to remember exactly when it had started acting up. With your code versioned (using copious comments), it is easy to look through the history of changes, revert back to a version or just grab the specific lines of code you need.

2 – Multiple Backups

Though it is, of course, possible to manually back up your code, the nice thing about working with a repository is the ease in maintaining backups. First off, if you’re actively working on a project, you’ll have two copies already – your working copy, and the copy in the repository. And when you backup the repository, you’ll be grabbing all your versions and comments at the same time. Combined with having all your repositories in one location that can be easily be grabbed, this makes for an easy to manage solution.

3 – Synchronize Code Between Multiple Computers

Like many people, I have both a desktop and a laptop (well, a netbook), and when at home, I of course prefer the large screen of the desktop. But I also am a fan of enjoying a cup of tea and a little programming at the cafe around the corner from me. Because of that, having code on my netbook is a necessity. Subversion allows me to quickly and easily synchronize my code between both machines, no problem.

4 – Secure Method of Remotely Accessing Code

Related to #3, since SVN can integrate with SSH, it provides a method of securely accessing your code from anywhere in the world. Though I’ll normally sync my code to my netbook at home, if I get in a jam and ever need to grab my code from another machine, or if I forget to update my code at home, I have the ability to do so. And since it uses SSH, I simply need to map 1 port on my firewall, no crazy set up required.

5 – Integration With Popular IDEs

With Subversion being so popular, many IDEs and other tools have plugins to integrate the use of a svn repository directly into the program. Visual Studio, Eclipse, Anjuta, and Emacs all have subversion plugins/support. Additionally, Windows, OS X and Linux all have utilities to integrate SVN into the file managers/explorers (E.g. TortoiseSVN for Windows). With all these plugins, it makes using subversion a snap.

So if you haven’t already, take a day some weekend and move your source over into Subversion – it’ll take a little time depending on how much code you have, but you’ll be happy you did in the long run – it’s a fantastic tool, whether dealing with 50 developers or just yourself.

Classic Gaming Review – Quackshot

A Fun Activity to Share

One of the interests my girlfriend and I share is our love of gaming, specifically retro gaming. She did a lot of Genesis gaming when she was a kid, while I was exposed mainly to C64 and Nintendo gaming, so we have a fun time sharing our favorites with the other and playing through them together. It’s a pretty relaxing and fun way to spend a rainy Saturday. Recently, we decided to tackle Sega’s Quackshot.

Quackshot Specifications

Quackshot BoxQuackshot was released in 1991 for the MegaDrive/Genesis. It’s a single player game featuring Donald Duck and many of Disney’s Ducktales characters in a platform style adventure.

The game was also released in 1998 for the Sega Saturn. We played the Genesis version on the Fusion Genesis emulator.

Overview

The story of Quackshot features Donald finding a treasure map in one of Scrooge McDuck’s old books, and deciding to set out to find said treasure. Big Bad Pete overhears this and decides to try to stop/steal the treasure from Donald. Donald flies from location to location with the help of Huey, Duey, and Louie who pilot the airplane (why not Launchpad I wonder?). The game is definitely reminiscent of Indiana Jones, and features many of the same scenes (Running from boulder ala Raiders, making a leap of faith across a chasm ala Last Crusade, mine carts ala Temple, etc).

Donald makes use of a plunger he fires from a gun as a weapon, which later can be upgraded to provide different abilities, such as sticking to walls. He also has a popcorn gun which can destroy enemies, and a bubble gum gun that can destroy blocks (makes sense!).

Thoughts

I’m a fan of side-scrolling platformers in general – especially old school 2D ones, just because they’re simple but can be challenging, especially when crazy pit jumping or enemy dodging is involved. I enjoyed this one as well – the difficulty level wasn’t bad (though we were using a game genie code), we cleared it under an hour or two (can’t remember exactly), but it wasn’t an overly long time. I both like Ducktales characters and Indiana Jones as well, so this game made the perfect combination.

Quackshot - SnowThere wasn’t a lot going on in this game – which is not a bad thing. There was a little puzzle solving, but one part I found especially annoying was the Maharajah’s Palace stage, in which you’re trapped in a maze of rooms connected by mirrors. You need to choose the right combination of mirrors to advance to the boss or else you’ll just keep retracing your steps over and over. Maybe the correct sequence was mentioned somewhere in the game, but we missed it – we had to look it up.

The last boss wasn’t bad – if you know his strategy he’s extremely easy to beat, especially as there’s a location on the screen you can’t be hit if you know the pattern. This is either good or bad depending on if you like a big challenge for the last guy. I thought he was pretty cool though, a knight just like at the end of Last Crusade.

Overall

I recommend this game if you’re looking for a fun little platformer to play and enjoy Disney characters. There’s nothing revolutionary going on in this game, but it’s colorful and fun, and the music is not bad – it’s enjoyable. And if Donald eats a bunch of Chili peppers he goes nuts and runs across the screen, invincible to enemies, that part is a HOOT. And there were a few other Disney games released by Sega at this time (reviews on those later!) so you can keep filling that cartoon video game hunger when you’re done with this one. Hurray!

Creating a 555 Timer Based Variable Tone Generator

I’ve finally started settling into my new job a bit more, and the huge waves of feeling overwhelmed have turned into small ripples, so time to step up the blogging again!

One love I’ve cultivated a lot over the past few years is that of EE. Designing circuits and building them is just a lot of fun. It’s almost like getting to program with physical objects and connections instead of code. At least that’s how I view it, though I’m sure the electrical engineers out there are rolling their eyes.

I like designing and working on complex digital circuits, but it’s also fun just to make quick, neat little projects. Often times they have more uses than you’d even think of.

Annoy Your Friends!

One I made a few years ago for a yankee swap gift (I made two, kept one for myself), was what I called the “Super Noise Maker 5000”. In truth, it was just a variable tone generator. I put a nice loud microspeaker and a pot on it so you could basically drive people nuts with a nice loud noise that you could twist from low to high pitch over and over again. I even put a 1/8″ mono jack so you could pump the volume up through an external amp. ๐Ÿ˜‰

Specs

Aside from annoying people, tone generators are pretty neat and have a lot of uses. Tracing lines, telcom uses, music generation, etc, they’re just a lot of fun. While the specific application you’re designing it for dictates what kind of control you have over which frequency is produced, for our purposes, we want a fun toy, so the Super Noise Maker 5000 does the following:

1. Uses a 9 volt for power (this lasts a long time, this circuit doesn’t use much juice)
2. Has a push button to activate the sound (press the button, hear the tone!)
3. Has a potentiometer to control frequency (turn knob right, lower frequency, turn right, higher frequency)
4. Has a second push button to change octaves (well, not an exact octave, but if the button isn’t pushed, its lower frequencies – push the button, it jumps to higher frequencies – you can get some awesome effects tapping this button while adjusting the frequency)
5. Has a 1/8″ mono jack for piping the sound out to a receiver/amp/recording device/whatever.
6. Onboard speaker hits high frequencies VERY well and it hurttttsss. I don’t do this too often for both my and my cats’ sake.

Super Noise Maker 5000

How Sound and Speakers Work

The theory behind this is pretty easy and is a good starter project. First off, remember that sound is a pressure wave – it is the movement of air at a frequency – these pressure waves hit your eardrum, and you hear sound. Higher frequency, or more waves per second, is a higher note – lower is lower. So speakers operate by vibrating, which produce these pressure waves at different frequencies. The speaker vibrates by the magic of magnets. Since magnets can either attract or repel each other depending on the polar orientation, speakers use this by having one permanent magnet that is always aligned with a specific polarity and an electromagnet that gets its current polarity from running current in a specific direction over it.

So if we run current back and forth over the electromagnet in the speaker at 1000 times a second, we get a 1000 hz, or 1khz tone out of the speaker. If we make the electromagnet switch poles 5000 times a second, we get a 5khz tone. Etc!

Now, the problem arises that we need to turn the steady voltage from our battery into an oscillating amount. If we just ran steady DC power over a speaker, it wouldn’t do anything except damage the speaker – the electromagnet would just stay at the same polarity, hence no sound. We need to take that steady stream of electricity and turn it into a wave, so it moves the magnet back and forth. There are a lot of ways of getting oscillated power, some are geared toward fixed amounts, but we want a variable amount (we want to control the frequency of oscillation). An awesome little chip to do this is the 555 Timer, one of the most multipurpose chips EVER, it’s great.

The 555 Timer

555 Timer The 555 timer family (when in astable mode, the 555 timer has multiple uses) takes steady voltage, say from our 9 volt battery, and pumps out a square wave, or in other words, oscillates back and forth between 0 volts and 9 volts. The frequency is driven by the use of resistors and a capacitor across its control pins – which we can control. We can either use specific resistors for a fixed frequency, or we can use a potentiometer and have a user controlled resistance, and hence frequency. There are lots of 555 timer calculators online too for figuring out what values to use for the desired frequency.

AC/DC

We still have a small problem though. Our 555 is putting out an oscillation between 0 and 9 volts. This isn’t quite what the speaker wants – instead of driving the electromagnet back and forth, we’re driving it in one direction and then turning it off over and over again. While this does make a sound, it’s not a clear sound or at the right frequency (and I’m sure not so great for the speaker). We need to turn this oscillation in DC current into AC current, i.e. instead of 0 to 9, we want -9 to 9. We want the current to go back and forth equally in both directions, not just in one direction and then not at all.

We can do this with a capacitor. Remember, a capacitor acts kind of like a little battery that can charge and discharge quickly – we can charge its terminal, and when current is removed, the capacitor discharges. This means that it will either draw or discharge current depending on if you are charging the other terminal. Hence if we put the capacitor between our 555 and the speaker, when the 555 pushes out 9 volts, the capacitor will charge and pull the current in one direction, and when the 555 goes to 0, the capacitor discharges and pushes the current the other direction. This causes AC power, since it oscillates between positive and negative, which is exactly what our speaker needs. And since it’s driven by the 555 timer, we get the correct frequency!

The Schematics

Here is a (somewhat messy, I’ve gotten better at circuit diagrams over time) schematic of the device. You can see I’ve used an LM555 timer, a speaker, stereo jack, a couple resistors, a couple buttons, a potentiometer and a couple capacitors. While this is a fun, neat little circuit to build, feel free to expand on your own and make your own ways of controlling the frequency, or combining tone generators together for multi-tone fun!

SNM5K Schematics

I’m Back! PSX64 Sold Out (more soon)! New Job!

Lots of exclamation marks up there!

The Big Project Done

First off, I’m back to blogging after a 2-3 week hiatus finishing up fairly large programming project for work. The site has launched and things have (mostly) wrapped up. I’m glad to have done it for the experience, both the project itself and the issues that can go along with a large project, but I can’t explain how relieved I am to be done with it as well. I’ve read many horror stories concerning crunch time at dev houses (some of my favorites concerning projects at Commodore in On the Edge: the Spectacular Rise and Fall of Commodore, READ this book if you haven’t) – and while this one wasn’t a “pitch a sleeping bag under your desk for two weeks” kind of scenario, it was definitely a working into the wee hours of the morning for a while kind of deal. But it’s over, I had a very relaxing weekend of some serious video game playing, and I’m rested up for…

My New Job!

I will be starting as network administrator for Manchester Boston Regional Airport next week. I’m sad to be leaving friends at work, but I’m extremely psyched for the job. I’m a programmer and CS guy to the core, but there is a huge piece of me that misses network administration and working with a team managing infrastructure, and an airport seems like such an awesome environment to do it in. Plus, programming all day, sometimes you can get a little burnt out by the end of the day and not want to look at code at all. This has been a bummer in the past, because there are a lot of times when I want to work on private projects or blog related stuff, but have just been too pooped. Hopefully this will help that a bit. Trying to find the perfect balance.

PSX64

Lastly – I had opened up the Synthetic Dreams store to sell a small batch of PSX64s left over from conventions, and they sold out before I got a chance to advertise them. I will be putting in an order with the fab house on Wednesday, and soldering them up as soon as I get them. Look for the store to reopen with stock in the next 4 weeks. I apologize for the long wait, unfortunately it’s tough to turn out the boards as fast as I’d like to with full-time work and the time it takes to make the boards. But they are indeed coming!

Until the 19th

Just a heads up, I’m wrapping up a large project at work and it’s uber crunch time, so I’ll be posting mainly on the weekends only until the 19th. Purchasing is ready to go for the PSX64, I just had to push it off a few days unfortunately – the button to purchase will be up by this weekend.

In the meantime, for you text adventure fans like myself, check out this absolutely awesome video featuring MC Frontalot , nerdcore rapper extraordinaire (And guest appearance by Steve Meretsky!). I figured it was most appropriate with all the Gruepal work going on. ๐Ÿ™‚

Great Retro Computing Podcast

As is painfully apparent by my projects/blog posts/hobbies, I’m a huge retro computing fan. As such, I find it interesting to hear about others’ experiences with retro hardware – what they have in their collection, forgotten tidbits about these computers, things currently going on in the community, etc.

A fantastic podcast I’ve been listening to for a couple months now and really digging is The Retrobits Podcast.

There have been 116 shows or so, all covering a variety of different machines and topics. If you’re a classic computer fan like me, you should check it out – the host, Earl Evans, seems like a nice guy and does a good job with presenting the info in a clear and entertaining manner. Plus he’s a Commodore fan so bonus points there.

So load up your iPod or Smart Phone and give it a listen on your way into work, it definitely makes my morning commute more enjoyable.