Earlier quoted context omitted.
I loved those Amdek monitors. Never got one for myself. Now that I am a grownup who can afford such eccentric hobbies, I got myself a pair of http://tulip-house.ddo.jp/digital/SDISK2/english.html and one http://dreher.net/?s=projects/CFforAppleII&c=projects/CF... Worth every penny.
You mean I could put my library of software on an SD card and convince the Apple computer that it was reading from a floppy drive? Wow.
Apple ][ game server
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Re: Apple ][ game server
#32In my Steve Jobs memorial ( http://www.ericjgruber.com/blog/2011/10/thank-you-steve-jobs... ), I opined about the Apple IIe and one of my favorite games growing up, Montezuma's Revenge. And sure enough, it's there. Seeing this made me wish I could play it again. Excellent job.
Re: Apple ][ game server
#33Where is the hell is Oregon trail? I could have sworn that was Apple 2 maybe it was 2e.
I think it was Apple 2 as well. This was the first thing I looked for.
Re: Apple ][ game server
#34Does anyone have any links or resources on how to do a 'hello world' of audio-based data transfer?
Re: Apple ][ game server
#35So I am basically clueless on how to transfer bits via audio without data loss (doesn't noise corrupt the bits?) Does anyone have any links or resources on how to do a 'hello world' of audio-based data transfer?
"the most common cause of error is external sounds being piped into the download stream (e.g. mail alerts) and low volume" -- http://asciiexpress.net/gameserver/readme.html
There are many ways to transfer info via audio (e.g. google for modem or frequency-shift keying). The Apple Game (and Disk) Server does not use FSK however. It relies on the Apple II cassette port which is nothing more than a 1-bit digital-analog-converter. IOW, it can detect the shift from positive to negative (zero crossing). The game server WAV files encode the game @ 48K samples/second using a single 12kHz wave for the zeros and a single 8kHz wave for the ones. IOW, 4 pulses for 12kHz (2 +, 2-) and 6 pulses for the 8kHz. The Apple II has a 1023000 cycles/second clock. So I have to detect the zero crossing, chksum and write the data in 1023000/12000 ~= 85 clock cycles. As long as the audio stream is clean and perfect (something only a computer or CD player can do), then it works every time.
If you load up any of the games in Audacity (freeware waveform editor), you can actually "see" the 0's and 1's. The 0's will be thinner.
Lastly, I will be publishing an article on my blog (http://jerkwerks.com) this month with how it works and all the source code.
Re: Apple ][ game server
#36So I am basically clueless on how to transfer bits via audio without data loss (doesn't noise corrupt the bits?) Does anyone have any links or resources on how to do a 'hello world' of audio-based data transfer?
Re: Apple ][ game server
#37So I am basically clueless on how to transfer bits via audio without data loss (doesn't noise corrupt the bits?) Does anyone have any links or resources on how to do a 'hello world' of audio-based data transfer?
http://en.wikipedia.org/wiki/Error_Control_Coding#Data_stora...
Re: Apple ][ game server
#38Anyway I put up a video about it as well and figured I'd share it here as well. Thanks so much for this!
Re: Apple ][ game server
#39I said, "Cool, let me see what I can do, here's my email."
I was an idiot, really. I forgot that she might not know how to use email, and I didn't ask her contact.
Re: Apple ][ game server
#40Earlier quoted context omitted.
You mean I could put my library of software on an SD card and convince the Apple computer that it was reading from a floppy drive? Wow.
The sdisk is not that clever - I got it for a clone that has an onboard disk II and no slot 7. For the more Apple-like I got the CFFA, which is very smart and can emulate an HDD controller and a disk II
How much did it cost? I can't see a price on his site.