Showing posts with label IBM PCjr.. Show all posts
Showing posts with label IBM PCjr.. Show all posts

Tuesday, March 3, 2015

PC Keyboards I Have Known

IBM PC (Model 5150) Keyboard

While not the first keyboard I have ever used, the original 83-key IBM PC Model F keyboard is easily the most sturdy and well-constructed keyboard I have ever used.  Unlike the Model M, the 83-key uses a printed circuit board on which the keyboard traces are printed.  This circuit board is sandwiched between two pieces of steel.  The keyboard controller and circuitry is located at the top of the circuit board.

The 83-key keyboard can be completely separated and put back together though the use of steel tabs.  It is not something I advise, because once the back metal plate is removed, the key plates will go out of their places.  It is very tedious putting 83 of them back in their places, and the spacebar plate is especially tough to put back in place.  The top steel plate can show corrosion from any water or ill-usage.

The keys are easy to remove.  You can pop them out with a small, flat stiff object.  Once exposed, you will see the springs.  These should be treated with care, because if they get bent out of shape, the key will no longer work correctly.  The springs of a Model F may not be replaceable by those from a Model M.

The springs in the keys are stiffer than Model M springs and require more force to register a keystroke.  The spacebar is huge and also requires a lot more force to register its press.  The keyboard is extremely heavy but does have angle adjusting feet.  The feet require a good deal of strength to move their position.  It also has four cork pads to lie on and the keyboard can be disassembled with a slotted screwdriver.  The cork pads can fall off over time.

The PC Model F keyboard is not compatible with modern PCs, even with a 5-pin DIN to a 6-pin mini-DIN adapter. It is compatible with the IBM PC/XT, Tandy 1000 TL, SL and (with adapter) RL.  The IBM PC Portable uses the same keyboard but a different type of cable.

When you see the layout of the 83-key Model F, you can understand certain early conventions.  *.* makes perfect sense when you see the . and an * key where only two keys separate them.  Users of the IBM PC AT 84-key Model F keyboard lost out, because their . and * keys are not in a straight line horizontally or vertically from each other.  IBM rectified this in the Model M keyboard, the * key is three keys above the . key on the numberpad.  Ctrl Alt Del also made a great deal of sense when the keys were in an L shape.  Finally, when certain games use F1 as a fire key, it makes sense when the function keys are on one side of the keyboard and the directional keys are on the other side.

Even so, this keyboard is very difficult to get used to after using the standard 101/104 Windows key layout.  Ctrl is not in the place where you would expect, the shift keys are way too small and the vertical enter bar is difficult to hit.  The inverted T for the arrow keys is solely missed.

IBM Model M Keyboard

I have three Model M keyboards, one 1390120, one 1390131 and one 1391401.  These are the Model Ms intended for the IBM PC/XT, IBM PC AT and IBM PS/2 series, respectively.  The first two have the silver IBM badge in the upper right hand corner, the last has a oval gray IBM badge in the upper left corner.

The Model M uses two sheets of plastic for a keyboard matrix and they are sandwiched in between a plastic front and a steel rear.  This base is held together by plastic rivets that were melted and flattened during assembly.  They have a tendency to break off after rough usage, but there are so many that it will take many hard drops before enough break off so that the structural integrity of the keyboard is compromised.  Some people have removed them and drilled screw holes in their place.  The PCB containing the keyboard controller is connected to the plastic sheets and LEDs by plastic ribbons that are easily detachable.  The keyboard also has a metal cable that screws into the back plate (presumably to prevent ground loops) and can also be detached with a flathead screwdriver.

These Model Ms use four non-slotted hex screws.  These can be removed via a long-barrel 7/32" bit.  The keyboard cable on all three is detachable and uses a type of connector called an SDL connector.  It looks like an RJ-45 plug but is wider and has plastic clips on the side that lock it in place.  Even without the plastic clips, the friction between the plug and connector is sufficient for ordinary connections.

My 1390120 was made in 1989, after the IBM PC line was discontinued.  My 1390131 is from 1986 and my 1391401 is from 1989, but made earlier than the 1390120.   It has no status LEDs, which is only occasionally irksome.  Unlike my other two Model Ms, its uses a light gray plastic for the top half of the keyboard assembly.  My other Model Ms use black, which makes the keyboard seem much dirtier if looking down into it.  It also loses the stabilizer bars for the numberpad Enter and + keys.  This is a welcome thing, since removing the stabilizer bars (for cleaning) can often break the small plastic tabs keeping them connected in the first place.  The keyboard also had a tendency to shift a little in its chassis, but a little electrical tape solved that problem.

The Model M has the innovation of using removable key caps over the key stems.  This allows the user to customize his keyboard to a much more advanced degree than the Model F keyboards.  If you want a DVORAK layout, you can make it with a minimum of fuss, assuming the operating system supports it. Removing a keycap is pretty easy.  Unfortunately, this is the reason why you often see keyboards for sale with missing keycaps.

Model Ms can be found for very reasonable prices, Model Fs command huge sums due to their relative rarity.  The Model M does not have quite the level of force required of the Model Fs, and the sound is made by the keyboards is slightly less objectionable to others.  

All three of my Model Ms are autoswitching XT/AT keyboards.  They can work in XTs or AT class PCs without any switches.  My Model Ms do not work in my IBM PC Model 5150, but it is hit and miss which Model M keyboards can do this.  Because they are PS/2 compatible keyboards, they will work in just about any PC, even ones released today, either natively or though a PS/2 to USB adapter.  They will also work in a Mac with a USB adapter.

The build-quality on true IBM Model Ms is fantastic.  IBM made Model Ms from 1986-1992 before they handed them over to Lexmark, which in turn sold the designs and the equipment to make buckling spring keyboards to Unicomp.  I highly recommend scoring an original IBM Model M.  

IBM PCjr. Keyboard 7257

My PCjr. has the second version of the PCjr. keyboard.  The 7257 uses molded keys instead of the chicklet-style keys of the original keyboard.  However, both use the same printed circuit board and the same 62 keys.    These keyboards are rubber dome keyboards, but use a capacitative based approach.  Underneath each rubber dome is a conductive carbon pad that will complete the circuit on the PCB underneath.  The PCB is really thin and the keyboard controller is attached to it.  

These keyboard connect via a wireless infrared transmitter or an optional keyboard cable,  The keyboard cable uses an RJ-11 jack on one end and a unique PCjr. connector on the other end.  Wireless operation requires 4xAA batteries and can last for a few months.  If you obtain one of these keyboards, you may be disappointed to find ancient, corroded batteries inside the battery compartment.  Possible damage to the keyboard may have been caused, but at the very least the corrosion needs to be cleaned out.  The battery contact leads will require special attention, preferably with alcohol, white vinegar and Deoxyit in that order.  Fortunately, the PCjr. keyboard is only held together with Phillips screws.  

The PCjr. keyboard is very light compared to other IBM keyboards and virtually silent because of the rubber domes.  The newer keyboard, with its keys practically touching each other and the key symbols printed directly on the face of the key is much more acceptable to people who value a traditionalist IBM keyboard.  The older keyboard had much more space over the keys and labeled the keys above the keys instead of on the keys to accommodate keyboard overlays.  

This is the only rubber dome keyboard I own, and not out of choice but it is the only keyboard that I have that will work with the PCjr.  Using a PC keyboard on a PCjr required a special adapter with circuitry to account for the low level differences between the keyboards. 

Because there are only 62 keys, the remaining keys required key combinations to activate.  The Fn key was included for this purpose, and this Fn key has been used in laptops starting with the IBM PC Convertible in 1986.  The function keys do not exist, thus the equivalent number key and the Fn key serves the same purpose.  Of course, when programs use combinations like Ctrl F5, this becomes more cumbersome.  Most of the numberpad keys were lost.  The arrow keys pulled double duty as cursor control keys.  Typing the \ key required the use of the Alt key, which DOS users probably did not appreciate.  

Using this keyboard, with its mushy keys, does not give a very good tactile experience.  Moreover, due to the slow processing of keys by the PCjr., you will often have to "race the keyboard buffer".  Fast typing or holding down keys can give you a warning beep from the system telling you that the buffer is full and your key press will not be processed.  Also, key presses are not processed during disk accesses and the keyboard is should be ignored during serial port transfers.  

Tandy 1000 Keyboard

I have two of these keyboards, one for my Tandy 1000SX and one for my Tandy 1000TX.  The 1000 keyboards are physically identical each other and to the MS-DOS compatible (but not really IBM PC compatible) Tandy 2000 computer.  Tandy saw that the 2000's keyboard was good enough for the PC compatible 1000s.  I do not know if the 1000 keyboard works in the 2000, but I know it only otherwise works in the 1000/A/HD/SX(AX)/TX.  The all-in-one Tandy EX and HX have keyboard that function and feel like the standalone 1000 keyboard and share the layout, except their status LEDs are not in the keys themselves. 

The 1000 keyboard, unlike the Model F PC/XT keyboard, has status LEDs for the Num Lock and Caps Lock keys.  It does not have a Scroll Lock key.  It is held together by Phillips screws and uses square cork feet that can fall off over time.  The keys are susceptible to plastic yellowing from UV rays.  IBM's keyboards never seemed to have this problem.  

The keyboard has 90 keys.  Its F11 and F12 and keys are unique and only generally supported in Tandy Deskmate software.  Its inverted-T cursor control keys are unique only via their low level scancodes, their translated scancodes make them appear like numberpad cursor keys.  Nonetheless, this could cause confusion, which is why some programs require you to put the Num Lock on when using a Tandy keyboard. 

The Function keys are arranged at the top of the keyboard instead of on the sides.  This makes many older PC programs more difficult to use because they were written with the function keys were on the side.  Also, there is no easy way to do *.* because there is no distinct * key, and the \ character requires that Num Lock be off (which it is by default).  Ctrl Alt Del is also awkward due to the position of these keys, but the standalone Tandy systems have a reset button.  

One extremely annoying key is the HOLD key.  The closest key on the Model M keyboard is the Pause/Break key, but on the Tandy keyboard, the HOLD key acts something like a universal pause key. Unfortunately, you may hit this key by accident and it appears like the computer has frozen or crashed.  You have to press it again to unfreeze your program.  The key is right next to the Enter key, making it easy to brush up against.

The Tandy 1000 keyboard was designed by Fujitsu.  The keys use 3rd Generation Fujitsu Leaf Switches and use a linear design.  There is a PCB for the keyboard matrix and a a black metal base for holding the key stems and sockets.  The key caps are high quality double shots, with beige over black.  You can remove them with a chip puller, but I am not sure how to remove the spacebar without damaging the two retention clips on the sides, which acts like a stabilizer bar.  None of the other keys have stabilizer bars.  

While the 1000 keyboard does not use rubber dome technology, the keys feel somewhat mushy to the touch.  There is no question, however, that the keyboard was much improved over the PCjr. keyboard.  However, the shift keys are still too small, the enter and backspace keys are also small and the layout is very cramped feeling.

Tandy Enhanced Keyboard

This Tandy keyboard was used for the Tandy 1000 TL and SL computers and the later computers in the line and its other PC compatible computers after 1987.  The Enhanced Keyboard uses the same layout as the Model M.  Like the Model M, it is an autoswitching XT/AT keyboard.  However, the Tandy Enhanced Keyboard did work in my IBM PC Model 5150, even more versatile.  They come with non-detachable cables with a 5-pin or a 6-pin connector.  Unlike the Model M, the status LEDs are underneath the keycaps of the Num Lock, Caps Lock and Scroll Lock keys.  

The keys on this keyboard feel much stiffer than a Model M keyboard.  The Shift keys and the long Enter and + keys feel like they have large dead areas which feel hard to the touch and will not register a keypress.  To be fair, my Model Ms' right shift key also has this issue to a lesser degree.  

This keyboard is a rebadged Fujitsu keyboard, and has removable keycaps like a Model M.  These keyboards use Type 2 Fujitsu Peerless switches.  The key caps pull off without too much difficulty and use dye sublimation like IBM's keyboards.

Also like a Model M, the key stems sit on top of a rubber dome membrane.  The key action is much simpler, there is a spring underneath the key stem that pushes the key back up once it has pushed the rubber dome down.  Not quite as complex as the switch over membrane technology of the Model M, which use the movement of a spring to shift a piece of plastic that makes the two membranes contact each other.  

Dell AT101W

I found this keyboard at a thrift store for $1.00 sitting on a shelf with half a dozen cheap rubber dome USB keyboards.  I was told there were no returns, but the keyboard looked in good enough shape that I felt the dollar was worth it.  The Dell AT101W is my only 104-key keyboard, and its Windows keys and Menu key are the same size as the Ctrl and Alt keys.  Unlike a 101 keyboard, all the keys on this row until the cursor keys, are convex instead of concave.  A Unicomp 104 keyboard has convex keys on this row, except for the space bar.  The Unicomp's space bar is smaller than the Dell's, consequently the other keys on this row are the same size as a Ctrl or Alt key on a Model M.  

This keyboard uses complicated black ALPS switches.  The keycaps required a tremendous amount of force to remove, and I eventually resorted to using a chip puller, which worked well.  All the large keys have stabilizer bars : both shift and enter keys, the plus key, the backspace key, the numberpad 0 key and the spacebar.  This is a bit of overkill in my opinion due to the longevity concerns, but it eliminates dead spots on the right shift key.

The keyboard is not quite as large or as heavy as a Model M, and the keycaps show signs of UV yellowing.  The PS/2 connector has a purple sheath.  Interestingly, the are three channels underneath the keyboard where you can thread the keyboard cable to the left, right or center of the keyboard.  The keyboard is held together by Phillips screws and plastic tabs that are easy to pry open.  The top of the keyboard assembly is a metal plate that showed corrosion from whatever moisture got into the keyboard, just like a Model F.  

I am using this keyboard to type this article.  Since I acquired it recently, it is the only serious experience I have had with it so far.  There is still a sound when the keys are pressed, but it does not have the same harshness of a buckling spring.  The concave of the Ctrl key has gotten some taking used to.  I do not find that I miss the Windows keys since owning a Unicomp 104 some years ago.  The Menu key has always been almost useless.  Even so, after about two days of typing on the keyboard, I find that it is a very good keyboard for the time.  I make more mistakes than with a Model M, but less than with a nasty cheap rubber dome keyboard.  

Saturday, February 7, 2015

Found PC Game Versions

Updated 07-03-2019

Some time ago, I made an entry about Lost PCjr. and Tandy game versions.  That entry turned into Lost PC Versions as the number of PCjr. and Tandy games dwindled down to very few : http://nerdlypleasures.blogspot.com/2014/09/the-lost-tandy-and-pcjr-game-versions.html

This post discusses games that are now or will be available for the use and enjoyment of everyone.  I have either personally tested each game or know of trusted people who have tested them.  Here in alphabetical order we have the following :

Action Fighter - Tandy
http://www.pixelships.com/adg/epf006.html - Supports 16-color 320x200 graphics and 3-voice sound. Only EGA and CGA versions widely available.

B.C.'s Quest for Tires
There are two versions of this game, one with a Sierra copyright only screen and another with a Sierra and Tandy copyright logo screen.  Regardless of whether the game is played on the PC, PCjr. or Tandy 1000, there is only PC speaker sound effects.  RGB graphics are the same on all three systems, but the PC and Tandy share the same composite color graphics patterns.  If a PCjr. is detected, the game displays different composite color graphics patterns that show appropriate colors on a color composite monitor or TV.

The original Sierra version may only support color composite graphics.  Only a hard drive conversion exists, and there is no proper PCjr. support in it.  Here are some screenshots of the various graphics modes :

BC's Quest for Tires Sierra Version - PC Composite Title Screen
BC's Quest for Tires Tandy Version - PC Composite Title Screen
BC's Quest for Tires Tandy Version - Tandy Composite Title Screen
BC's Quest for Tires Tandy Version - PC and Tandy RGB Title Screen
BC's Quest for Tires Tandy Version - PC and Tandy RGB In-Game Graphics
BC's Quest for Tires Tandy Version - PCjr Title Screen
BC's Quest for Tires Tandy Version - CGA (New) & Tandy Composite In-Game Graphics
BC's Quest for Tires Tandy Version - PCjr Composite In-Game Graphics
Unfortunately, unlike the Tandy Composite Graphics, I have no way of simulating PCjr. Composite Graphics.  (Tandy 640x200 Composite = DOSBox CGA machine type, SVN set to Late CGA, use Hue 140 degrees).  The PC and Tandy use the 640x200 resolution for its composite color graphics.  However, as you can see, Tandy and Sierra put absolutely no effort into making sure color composite graphics looked appropriate for its 1000 series.

Below the Root - Tandy
PCjr. version supports 3-voice music in intro, but this only works if a PCjr. is detected.  The Tandy label release behaves identically on a PC and a Tandy 1000, no changes to the graphics, no PCjr. music on bootup.

The Black Cauldron - Tandy & PCjr.
Retrograde Station released cracked versions of the booter version of this game.  The versions they released were v1.1J, v1.1K, v1.1K Tandy and v1.1m.  None will not work on either a Tandy or PCjr. with the exception of v1.1m.  The DOS-installable AGI2 and AGI3 versions of this game will run just fine on these systems.  All versions have been fixed to run on the PCjr. and Tandy 1000.

Bruce Lee
This booter supports 160x200x16 color graphics and 3-voice music (title screen only) and sound effects when played on a PCjr.  PC and Tandy use CGA graphics, composite or RGB selectable, and PC speaker sound.  Screenshots for all there graphics types are here : http://www.mobygames.com/game/pc-booter/bruce-lee/screenshots  Note that the PCjr. graphics use 20-column text and the PC graphics use 40-column text

Crossfire
The PCjr. disk version of this game, compared to the cartridge or PC disk version has a 3-voice piece of music which can fortunately be turned off.  It also uses more than four colors on the screen at a time and has three speed settings.  Keyboard keys can be redefined and high scores can be saved to disk.  However, the PCjr. cartridge version uses 2x2 sized bullets, whereas both disk versions use a 1x1 pixel   It is easier to progress in the cartridge version for this reason.  Here are some screenshots to compare the Cartridge and Disk versions, and you can find screenshots of the PC CGA disk version at : http://www.mobygames.com/game/pc-booter/crossfire/screenshots

Crossfire - PCjr. Cartridge Version Title Screen
Crossfire PCjr. Cartridge Version - In-Game Screen
Crossfire PCjr. Disk Version - Title Screen
Crossfire PCjr. Disk Version - In-Game Screen 1
Crossfire PCjr. Disk Version - In-Game Screen 2
Crossfire PCjr. Disk Version - Game Over Screen
Demon Attack
The Tandy version of this game comes on disk and will not run in a PCjr.  It requires a joystick, has a title screen but looks, sounds and plays exactly like the PCjr. cartridge version.  The title screen screenshot can be found here : http://www.mobygames.com/game/pc-booter/demon-attack/screenshots

Demon's Forge
There was a PCjr. release of this game and Mastertonic re-released it later with 16-color 320x200 graphics support for Tandys.  Unfortunately it's Tandy detection relied on the absence of a DMA controller, which was present in most models.  Additionally, the Retrograde Station image (Mastertronic) was broken for the PCjr. and machines with an 8088 or 8086 CPU.  The DOS conversion has since been fixed to run on the PCjr., 8088/8086 machines and DMA-equipped Tandys.  No 3-voice sound support.  Screenshots of all three modes can be found here, with a caveat : http://www.mobygames.com/game/pc-booter/demons-forge/screenshots  The caveat is that the CGA with RGB monitor should show red, not magenta, in the screenshots.  The game has since been patched to work on DMA Tandys and the PCjr.

Donald Duck's Playground
The Retrograde Station booter image was broken so that the game would refuse to work if it detected a PCjr. or Tandy 1000.  It would only give CGA RGB or Composite Color and PC Speaker sound.  It has since been fixed.  I have since found a true DOS installable version of this game, but I cannot be certain whether it was actually released.

Falcon - Tandy
http://www.mobygames.com/game/dos/falcon/cover-art - Box with the Tandy sticker specifically advertises 16-Color/Enhanced Sound Version Included!  The Tandy version came on a separate 5.25" disk, and while the non-Tandy releases came on one 5.25" and 3.5" disk, I believe that unless the disk has the Tandy sticker, it will not include the Tandy version.  No EGA support.

Hardball - Tandy
This box indicates that a Tandy upgrade disk existed : http://www.mobygames.com/game/hardball/cover-art/gameCoverId,211542/  Also, the graphics selection screen also instructs the user to insert disk 3 for Tandy (disk 1 is CGA and Hercules, disk 2 is EGA).  Because you had to send away for it, it is rare.  The Tandy support is like Test Drive, only the Tandy graphics are be supported, not the Tandy sound chip.

King's Quest I
This game in its AGI form was constantly in print from 1984 to at least 1990.  Sierra kept periodically updating it as their AGI engine evolved.  I recently acquired version 1.0U, which uses AGI interpreter 2.272.  This was one of the earliest AGI engine versions to support hard disk installation, but like version 1.1A of Space Quest and 1.01 of King's Quest III, there are no drop down menus.  The Escape key pauses the game.  To change the animation speed, you need to type slow, normal or fast.  F4 does not do the "see object" function."  You quit with Alt + Z, just like the later release.  Here is the title screen :

King's Quest v1.0U, note the erroneous red leaf in the lower right corner
King's Quest II
Tandy released a version for the 1000 computers, Tandy version  under its own label, but it works in a PC and PCjr.  Here is the title screen :

King's Quest II Tandy Version - Title Screen
The game is otherwise identical to version 1.1H.

Lost Tomb
This game supports 160x200x16 color graphics and 3-voice music and sound effects when played on a PCjr.  PC and Tandy use CGA graphics and PC speaker sound.  Screenshots of both graphics types here : http://www.mobygames.com/game/pc-booter/lost-tomb/screenshots  Note that there is no choice with a PC, the graphics you get depends solely on the monitor.

Microsoft Flight Simulator 2.12
There are separate versions of 2.12 for the PC and Tandy, and both use the same composite color and RGB graphics and both use PC Speaker sound.  The difference is in the keyboard support.  In the PC 2.12 version, the PCjr and PC keyboards are supported, and in the Tandy 2.12 version, the Tandy 1000 and Tandy 1200 keyboards (the latter functions identically to the PC keyboard) are supported.

All 2.xx versions of Microsoft Flight Simulator support the PCjr. and all offer a 16-color low resolution 160x200 graphics mode in addition to the 320x200 4-color high resolution graphics mode.  This 16-color low resolution graphics mode is offered in the Tandy version for the Tandy 1000. I am not sure about the 2.13 or 2.14 versions.  Also, there does not appear to be 3-voice sound support on the PCjr., despite what MobyGames thinks.

The graphics patterns for the color composite mode are the same for the PC and Tandy versions, but when a PCjr. is detected, they are somewhat different.  Also, the Tandy version will work in a PC because the Tandy 1200 (an XT clone) is supported, but not in a PCjr.  Here are some screenshots of each version :

Microsoft Flight Simulator 2.12 PC Version - Composite Title Screen
Microsoft Flight Simulator 2.12 PC Version - Composite In-Game Screen (Old CGA)
Microsoft Flight Simulator 2.12 PC Version - Composite In-Game Screen (New CGA)
Microsoft Flight Simulator 2.12 PC Version - RGB Title Screen
Microsoft Flight Simulator 2.12 PC & Tandy Version - RGB In-Game Graphics
Microsoft Flight Simulator 2.12 Tandy Version - Composite Title Screen
Microsoft Flight Simulator 2.12 Tandy Version - Composite In-Game Screen
Microsoft Flight Simulator 2.12 Tandy Version - RGB Title Screen 
Microsoft Flight Simulator 2.12 PC Version - PCjr. Low Resolution 160x200 16-Color RGB In-Game Graphics
Microsoft Flight Simulator 2.12 PC Version - PCjr. High Resolution 320x200 4-Color RGB In-Game Graphics
Microsoft Flight Simulator 2.12 PC Version - PCjr. Composite In-Game Graphics

Music Construction Set - IBM Music Feature
http://www.vintage-computer.com/vcforum/showthread.php?44477-WTB-Music-Construction-Set-(IBM-Music-Feature-edition) - Apparently there exists a version of EA's Music Construction Set with explicit support for the IBM Music Feature Card.  The card is rare and this version is much rarer.  It has been found and described here :
http://nerdlypleasures.blogspot.com/2015/02/electronic-arts-music-construction-set.html
It still supports the PC Speaker and especially the Tandy 3-voice sound, because the system requirements sticker indicates the software works on Tandy 1000s, but the IBM Music Feature itself will not fit inside a Tandy 1000's case!

Oil's Well
The Retrograde Station booter was broken so that it would not load past the title screen with the PCjr.  The original disk was not dumped perfectly, so the issue cannot be truly fixed until it is.  In the meantime, there is a fix that allows the game to work in the PCjr. with the RGB colors corresponding to the composite colors of the CGA.  PC Speaker sound only.  Here are some screenshots of the "fixed" PCjr. version :

The title screen is absolutely correct, the Retrograde Station booter would get that far on a PCjr.

Oil's Well - PCjr. Title Screen
Oil's Well - PCjr. Level 1 Screen (Does not show color cycling)
Oil's Well - PCjr. In-Game Screen 1
Add captionOil's Well - PCjr. In-Game Screen 2
Oil's Well - PCjr. Game Over
Compare with the CGA screenshots here :
http://www.mobygames.com/game/pc-booter/oils-well-/screenshots

One on One
The Tandy release only works on a Tandy 1000, all other Tandy releases work on a PC, PCjr. or both.  No other differences from the Electronic Arts version.

Styx - PCjr.
http://www.mobygames.com/game/styx/cover-art - Styx came in a version for the PCjr., and while it looks identical to the PC version, it supports 3-voice sound.  https://youtu.be/vbH95Bzu_DQ

Super Boulderdash (I & II)
The Retrograde Station booter image was broken so that the game would refuse to work if it detected a PCjr. or Tandy 1000.  It has since been fixed, so players can enjoy 160x200x16 graphics and 3-voice sound.  The original Boulderdash games only support PC and PCjr.  The 16-color graphics look like this:
http://www.mobygames.com/game/boulder-dash/screenshots
http://www.mobygames.com/game/boulder-dash-ii-rockfords-revenge/screenshots

Test Drive - Tandy
http://www.pixelships.com/adg/epf006.html - Supports 16 color 320x200 graphics, just like EGA.  No 3-voice sound support.

Touchdown Football
Tandy released a version, and on the copyright screen, the announcer will say "Imagic and Tandy present" rather than "Imagic and IBM present".  The same voice is used, and must be run on a 4.77MHz 8088 machine to hear the voice with the proper pitch.  You can hear voice samples from both the Tandy and PCjr. versions in this blog entry : http://nerdlypleasures.blogspot.com/2014/09/non-pc-speaker-digitized-sound-part-ii.html

Gameplay is the same, but the game will probably run too slowly on a PCjr.  Here is a screenshot of the copyright screen :

Touchdown Football Tandy Version - Copyright Screen
You can find screenshots of the IBM copyright screen, the title screen and in-game screens (common to both versions) here : http://www.mobygames.com/game/pc-booter/touchdown-football/screenshots

Ultima II - Revenge of the Enchantress - PC & PCjr.
All the available versions are from the Origin Systems re-release, either from one of the Ultima compilations or from the Ultima Trilogy.  The original Sierra On-line release is not available.  The Sierra release for the IBM PC has differences in the text and different sound effects.  Sierra also released a version for the IBM PCjr. which has the graphic patterns re-arranged so they give appropriate colors on a color composite monitor, see here : http://www.vogons.org/viewtopic.php?f=7&t=41889

Wizard and the Princess
This game was originally released for the PC under IBM's label as Adventure in Serenia.  Sierra later released the game for the PCjr. under its original title and used 320x200 graphics.  Still only supports PC Speaker sound and will not run on a Tandy with more than 128KB.  You can see screenshots of the RGB CGA, composite color CGA and PCjr graphics here :

http://www.mobygames.com/game/pc-booter/hi-res-adventure-2-the-wizard-and-the-princess/screenshots

Friday, January 2, 2015

Ultima II - The Long PC Journey




In 1982, Richard Garriott, Lord British, made Ultima II: Revenge of the Enchantress for the Apple II computer.  His previous games, Akalabeth and Ultima, had been released in ziplock bags, but not only did LB demand a box for his sequel, but also a cloth map.  No publisher would agree to this,except for up-and-coming Sierra On-line.  There began a short-lived relationship between two soon-to-be giants of the computer gaming industry.

As part of its SierraVenture line, Sierra would also release a port of Ultima for the Atari 8-bit computers, and would eventually release the obscure Ultima : Escape from Mt. Drash for the Commodore VIC-20.  However, Sierra and LB's main collaboration would be Ultima II, which would be released for the Apple II, Atari 8-bit, Commodore 64, Macintosh and Atari ST computers as well as the IBM PC.  Sierra would commission ports and sold the game at least until 1986.  LB decided to start his own publishing company with Ultima III: Exodus.  It is the PC version of Ultima II which this entry will primarily focus upon.

There are four major physical versions of Ultima II for the PC.  The first is the original release for the IBM PC by Sierra.  Next came the IBM PCjr release, also by Sierra.  Later, Origin Systems reacquired the rights to Ultima II and included it in the Ultima Trilogy.  Finally, Origin released it on CD collections with other Ultima games, culminating in the Ultima Collection.

1.  Ultima II for the IBM PC















This was ported by Jay Sullivan and released in 1983, not too long after the Apple II version in 1982.  It can be found in the large, borderless box, but later came in the black bordered box and later gray bordered boxes as well.  The borderless and black boxes are guaranteed to have the 22"x17" cloth map.  The borderless box cloth map typically has a "Sierra On-line" logo in the bottom right corner, while the black-bordered box cloth map will typically have a "Sierra" logo in the bottom right corner.  The later gray bordered boxes have a smaller, 16"x12" cloth map with no logo on it.  You can see lots of scans of the original IBM PC borderless-boxed version here : http://www.mocagh.org/loadpage.php?getgame=u2

The system requirements were very modest indeed, only 64KB of RAM, a CGA card, one floppy drive and DOS 1.1 were required.  Use of DOS 2.0 required 128KB of RAM.  While an RGB monitor could be used to play the game, it was intended for color composite monitors and TVs.  This is a game where an older CGA card may be more appropriate to use because the Viper in the dungeon demonstration screen is green with old CGA and blue with new CGA.  However, the old CGA card requires quite the brightness and contrast boost on most TVs to make the blue color stand out.

Ultima II came on three 160KB single sided floppy disks.  Disk 1 is the Program Master Disk, Disk 2 is the Player Disk and Disk 3 is the Galactic Disk.  This version's Program Master Disk is copy protected with a protection called "Copylock", which was used on several other Sierra Online releases during the 1983-1984 period.

All disks are readable by real MS-DOS or PC-DOS.  Windows may not be able to read these disks because they use the DOS 1.x format, which is slightly different from the standard 2.0 format.  Sierra did not to use flippy disks because double sided drives were beginning to be introduced.  In fact, you can install DOS 1.1 on the disk to make it bootable.  DOS 2.0 takes up too much room, so it cannot be installed, at least for the releases of the game that came on a 160KB disk.

A later 1985 release had a Program Master Disk that came on a 320KB disk, presumably to accommodate DOS 2.0-3.2.  The type of copy protection has changed to Softguard 2.0.3 with the original loader.  Here is an article mentioning the company behind it, Softguard Systems, Inc. : https://books.google.de/books?id=nC8EAAAAMBAJ&pg=PA28&lpg=PA28#v=onepage&q&f=false
Sierra used the Softguard protection on the DOS releases of its AGI engine games but with its own, easier to crack loader.  The Player Master and Galactic Disks are still singled sided 160KB disks and unchanged from the 1983 disks.

The Player Master disk was meant to be copied through a normal DOS DISKCOPY command.  The original Player Master disk should never be used to play a game because it cannot be reset.  If you see a copy of any version of Ultima II with the write tab perforated on or cut into the Player Master disk, be very wary of buying it if you intend to use the software.

2.  Ultima II for the IBM PCjr.

Apparently, IBM and Sierra's close working relationship encouraged Sierra to enhance several of its PC titles for the PCjr.  Among these were Wizard and the Princess, Crossfire (floppy, not the cartridge) and Ultima II.  For Ultima II, the chief improvement was that the graphics were adjusted to show appropriate composite colors.  Thus for both the PC and PCjr, you can see purple mountains, blue water and green trees, but the brick streets in the town are red for the IBM PC with a CGA card and greenish yellow for the IBM PCjr.'s graphics adapter.  You can find screenshots showing the differences in the attachment to the first post here : http://www.vogons.org/viewtopic.php?f=7&t=41889

Sierra apparently could not get its Formaster Copylock copy protection working on the PCjr. (due to the lack of DMA most likely) so the Program Master Disk is actually not copy protected.  Disk 1 is increased in size to 180KB to accommodate copying DOS 2.1 with the SYS command to make it bootable on the PCjr.

Considering that this version was generally unknown until recently, it almost certainly did not sell many copies.  The only known complete physical copy comes in the black bordered box and the full-size 22"x17" cloth map.



When this is run on a PCjr., the system will need 128KB.  You should boot this disk from the built-in DOS, if any, or make it bootable with PC-DOS 2.1 SYS command.  Otherwise, if your system has a sidecar RAM expansion, do not load a memory manager when playing this game.  The game will run too fast.

The PC version can be run on the PCjr if cracked, but the colors will be less than ideal.  However, if run with 128KB, it will run slower than it should.  If run with 256KB or more and a memory manager installed, it should run at an appropriate speed.

3.  Ultima Trilogy
















By 1989, Origin Systems had reacquired the rights to publish Ultima II, and they were preparing to release the first Ultima trilogy with Ultima I, II and III.  This box came with four disks, with Ultima I (Enhanced Re-release) taking up one disk, Ultima III taking up a second disk, and Ultima II requiring two disks.  All three games are copy protected, with Ultima I and II using Origin Systems, Inc.-1 (OSI-1)  in-house copy protection.

For all PC floppy versions of Ultima II, you cannot run them from a hard drive, despite being DOS disks. This is because the Player Master and Galactic Disks use several of the same file names, but the files themselves are different.  This reflected the way the disks were distributed on the Apple II original, which used 143KB disks.  When the game was ported to the IBM PC, they used single sided disks with 8 sectors for 160KB, allowing the game to be used with single-sided drives and DOS 1.1.

For the Ultima Trilogy, Origin Systems used 360KB disks and put the Program Master and Galactic Disks onto a single disk.  In 1989 everybody was using 360KB disks (requiring DOS 2.0 or better) and double sided drives, so this was unobjectionable.  The were no files with the same names on the separate Program Master and Galactic Disks.  The Player Master Disk was left on a separate disk.  The game will not save when you are not on Earth and never writes to the Program Master* or Galactic Disks.

* - The player may write to the Program Master disk to make it bootable, but for the Ultima Trilogy version, it comes as a bootable DOS 2.1 disk.

4.  Ultima I-VI Series and the Ultima Collection

These represent the last time Ultima II was released on physical media, in this case CD-ROMs.  These versions of Ultima II are not copy protected and are intended to be run from a hard drive.  Moreover, they did not do anything sensible like update the program to support subdirectories.  Had they done so, they could have put the Player Master and Galactic Disk files in separate subdirectories.  Instead they copied the Galactic Disk files then overwrote them with the more important Player Master files.  Thus several planets maps are replaced by Earth maps.  Here is the file overlap between the two disks :

Player Disk
File
Location

Galactic Disk
File
Location

MAPX00 Legends

MAPX03 Shadow Guard

MAPX10 Pangea 9,000,000 B.C. MAPX10 Mercury
MAPX11 Baradins Town

MAPX15 Greenland Dungeon MAPX15 Mercury Dungeon
MAPX20 1423 B.C. MAPX20 Venus
MAPX21 Le Jester

MAPX22 Towne Linda

MAPX23 Castle of Lord British

MAPX24 South America Tower

MAPX25 Greenland Dungeon

MAPX30 1990 A.D. MAPX30 Mars
MAPX31 Port Bonifice

MAPX32 New San Antonio MAPX32 Towne Mary
MAPX33 Castle of Lord British

MAPX34 Egypt Tower

MAPX35 Greenland Dungeon

MAPX40 Aftermath 2112 A.D. MAPX40 Jupiter
MAPX41 Pirates Harbour MAPX41 Jupiter Village


MAPX44 Jupiter Tower
MAPX45 Greenland Dungeon MAPX45 Jupiter Dungeon


MAPX50 Saturn


MAPX60 Uranus


MAPX61 New Jester


MAPX70 Neptune


MAPX71 Computer Camp


MAPX80 Pluto


MAPX81 Tommersville


MAPX82 Towne Makler


MAPX85 Pluto Dungeon


MAPX90 Planet X


MAPX92 Towne Basko


MAPX93 Castle Barataria
MONX00


MONX03


MONX10
MONX10
MONX11


MONX15
MONX15
MONX20
MONX20
MONX21


MONX22


MONX23


MONX24


MONX25


MONX30
MONX30
MONX31


MONX32
MONX32
MONX33


MONX34


MONX35


MONX40
MONX40
MONX41
MONX41


MONX44
MONX45
MONX45


MONX50


MONX60


MONX61


MONX70


MONX71


MONX80


MONX81


MONX82


MONX85


MONX90


MONX92


MONX93
TLKX03


TLKX11


TLKX21


TLKX22


TLKX23


TLKX31


TLKX32
TLKX32
TLKX33


TLKX41
TLKX41


TLKX61


TLKX71


TLKX81


TLKX82


TLKX92


TLKX93
MONSTERS


PLAYER



MAPX## gives the tile definitions for each of the 64x64 tiles on each map and the definitions for each dungeon and tower level and the MONX## are the monster/NPC placement files.  The TLKX## files are for the text for the NPCs in the towns, villages and castles only.  PLAYER gives the stores the statistics for the player character.   MONSTERS holds the graphics for the dungeon monsters.

Fortunately, Moonstone Dragon's Patch fixed this in time for the Ultima Collection.  The PC and Apple II versions of the game use the same Player Master and Galactic Disk files.  None of the official Origin releases contain the patch.  As you can see, there was nothing critical omitted from the game by the effective removal of Mercury, Venus, Mars and Jupiter.

5.  Differences

The Sierra IBM PC and PCjr. versions say "SIERRA ON-LINE PROUDLY PRESENTS" where the Ultima Trilogy says "ORIGIN PROUDLY PRESENTS"  The copyright is "(C)-1983 BY LORD BRITISH AND SIERRA ON-LINE", whereas the Ultima Trilogy and later gives a copyright of "(C)-1983, 1989 BY LORD BRITISH AND ORIGIN".  That is it for text differences.  The IBM PC and PCjr. versions use PWM sound effects during the intro where the Ultima Trilogy and later versions are silent.  There are also PWM sound effects in the game, like the attack sound effect, that were replaced with simpler sweep type effects for the Trilogy and later.  This could have been done because the originals sound rather harsh.  More likely it was done because the PWM effect is mostly lost at the higher CPU speeds available in the late 1980s.  (See Section 7 below)

In the original Apple II version, there is a screen in the demonstration that says "PLEAD WITH MEDIEVAL KINGS FOR ASSISTANCE."  Unfortunately, due to the inefficient way in which the demonstration screens were stored (16KB CGA full-screen bitmap instead of using a 200 byte tilemap) and the use of PC-DOS instead of a custom bootloader, there was no room on the Program Master Disk for this screen.  This can be restored with Voyager Dragon's Ultima II Upgrade Patch. Additionally, the Apple II and Atari 8-bit versions have an animated title screen with the dragon breathing fire to reveal the ][ and the  "REVENGE OF THE ENCHANTRESS" caption.  In the PC versions, this is a static screen and the sound effects are not present.

One improvement of the PC version vs. the Apple II and Atari 8-bit versions is that the Strength bug is apparently absent on all copies.  In the early Apple II and Atari 8-bit versions of the game, the Clerk in New San Antonio will not raise your Strength attribute, but will raise other attributes.  This is the only way to raise your Strength in the game, absent hacking or implementing a bug fix by writing to the affected sector on the disk.

One other point of interest is the Pangea Greenland Dungeon.  According to the README supplied with Moonstone Dragon's Patch, Origin apparently removed the entrance to the Pangea Greenland Dungeon because the map file for the dungeon itself was corrupted when they ported the game to the Ultima I-VI Series CD.  However, the entrance is not on the IBM PC, IBM PCjr. or Ultima Trilogy versions.  It seems that if the error was "fixed", it was fixed by Sierra back in 1983.  Of course, no one apparently realized that the Greenland Dungeon is present in all four Earth timezones and is identical in each.  All they had to do was to make a copy from one of the other files and rename it.  (This is not the only time a port of Ultima II was missing a feature, the Atari 8-bit version is missing Pangea dungeon and the demonstration screens, probably because the disks at 90KB were too small to include the pictures).  The Apple II versions, both the older :ON-LINE SYSTEMS PRESENTS" version and the re-released "Origin Systems Presents" version have a Pangea dungeon entrance and an uncorrupted dungeon.

The Sierra On-line versions of Ultima II had no speed limiting of any kind.  At the time, 1983-1984, there were only two system speeds in wide use, the PC and the PCjr.  These games will not necessarily crash when played at faster speeds, but may be unplayable at AT speeds.  When Origin released the Ultima Trilogy in 1989, it included speed adjustment code in this release for people with AT class systems.  The program will count CPU cycles and try to adjust itself, but eventually will give a Divide By Zero error once the CPU speed increases past a certain threshold.  This was carried over to the Ultima I-VI Series CD. The version in the Ultima Collection replaces the speed test with a hard coded delay value, but the value was way too small for the systems of 1998. However, the Collection included a version of MoSlo for all the Ultima games.

6.  Fixing the Player Disk

Ultima II is very annoying because it can overwrite the files on the Player disk.  If some cheap idiot used his original Player disk to save a game, then the game will not be able to restore it to its pristine state.  Fortunately, they can be fixed.  The only files the game saves to are MAPX10, MAPX20, MAPX30, MAPX40, PLAYER, MONX10, MONX20, MONX30 & MONX40.  Replace those files with untouched versions and you enjoy a new game of Ultima II.  The pristine PLAYER and MONX files only have 00s in them.  Note that MAPX10, which is the Pangea map, will not have the dungeon entrance unless the file has been patched.

7.  Sound Effects of the Sierra Online PC and PCjr. Versions

Since I own an IBM PC and an IBM PCjr. and have access to all PC versions of Ultima II and some of the sounds rely on effects not properly emulated at present and speed-sensitive, I decided to record the playback from the respective speakers of these systems.  In each case I placed my smartphone close to the speaker's location outside of the case.  You will therefore hear keyboard keys, fans and other background noise.  I chose to do it this way in order to give the listener a true impression of how these games will sound to the actual computer user.  Note that the PCjr. was recorded without a memory device driver loaded for the proper speed.









I did not feel anything was to be gained by recording the Origin System's version, DOSBox can do justice to its simple sound effects.