Lyonsden Blog

Category - Commodore 64

Commodore 64 IRQ LED Mod

This Commodore 64 IRQ LED mod is a fun little hack that I spotted on eBay last year. Since my C64 mainboard has just come back from being re-capped I finally took the opportunity to fit this whilst I had the case open.

It’s a very simple little device that changes the colour of the C64 (or VIC20) power LED according to IRQ activity. When the computer is just idling the LED will glow red as usual. However when the CPU is active and generating interrupt requests (IRQ’s) the colour changes to green. This allows you to instantly see at a glance if your C64 is doing something. Anything that causes rapid IRQ’s will actually make the LED appear to be orange as it flicks rapidly between red and green.

 

Commodore 64 IRQ LED Mod

Everything supplied in the regular breadbin kit.

 

I picked up two of the devices, one for my 64 and the other for my VIC. I should point out that this isn’t a destructive hack. Nothing is permanently altered or damaged in any way and it can easily be reversed if desired. The device itself is really simple and there’s (usually) no soldering required. It consists of a tiny circuit board containing an LED, a couple of resistors and a single chip that detects the IRQ signals and triggers the LED colour changes. Connected to the board are 3 wires that are terminated with IC clips. These clips attach to the cartridge port pins and this is how the device monitors IRQ’s.

 

Breadbin Install

 

VIC20 Power LED.

Original VIC20 Power LED.

 

For breadbin C64’s and VIC20 computers fitment is extremely simple. You just unplug and remove the existing power LED and replace it with the little circuit board. There’s a small black plastic ring on the inside that needs pulling off and then the LED should push into the case from the outside with a little bit of force.

 

Removing a VIC20 Power LED.

Removing a breadbin C64/VIC20 Power LED.

 

There’s a spare black plastic collar for mounting the LED supplied in the kit in case you break the existing one. Also supplied is a little double-sided adhesive pad that you can use to fix the board in place. The new LED will need a little pressure to snap it into place and with the help of the adhesive pad it should be held nice and secure.

 

Commodore 64 IRQ LED Mod

Fitted board – held in place with a double-sided sticky pad sandwiched between the case and the chip.

 

Now it’s just a matter of wiring the board up. The 3 wires need to be attached to the front row of cartridge port pins using the IC clips as indicated below.

 

Commodore 64 IRQ LED Mod

IC clips connected to VIC20 cartridge port.

 

One the VIC20 the green clip goes onto pin 22 (Ground), Red – Pin 21 (+5V) and White – Pin 19 (IRQ).

On the C64 it gets wired up as follows; Green – Pin 1 (Ground), Red – Pin 3 (+5V), White – Pin 4 (IRQ).

 

Commodore 64 IRQ LED Mod

View showing the completed mod fitted.

 

Time for the moment of truth – putting the case back together and giving it a test drive. The LED in my kit had been soldered on in reverse so when my VIC was idle it lit up green and when busy it changed to red. I could have solved this by de-soldering it and flipping it round but it really doesn’t bother me so I left it alone. Other than that it works exactly as advertised and I’m really happy with the result.

 

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C64C Install

 

UPDATE [March 2024]

Tim over at SharewarePlus now produces a version specifically for the C64C too incorporating a rectangular LED and also a much longer set of cables to allow the clips to actually reach the cartridge port as the LED is on the opposite side to the older ‘breadbin’ style machines.

 

C64C Version.

 

This makes the installation process just as simple as it was for the breadbin case one.

 

Close-up view of the C64C version with rectangular LED.

 

I’ll leave the details of my original installation modification below just in case anyone else finds themselves needing to fit a round peg into a rectangular hole. However realistically this info is now obsolete so long as you are getting one after March 2024 as you can just choose the right one for the job when you buy it.

 

ORIGINAL INSTALL

I hinted earlier that non-breadbin installs aren’t quite so simple. I have a C64C and as supplied the mod will not work with this model. There’s a couple of reasons for this. The most obvious being the C64C has a rectangular LED rather than the usual round one found in Breadbin style machines.

 

Commodore 64 IRQ LED Mod

Board supplied without a round LED and a rectangular one waiting to be fitted.

 

The other problem becomes apparent once you open up the case. As can be seen in the photo below the power LED is at the opposite end of the case to the cartridge port so the supplied wires are too short.

 

Commodore 64 IRQ LED Mod

Here you can see that the supplied wires in the kit only reach half-way across the board.

 

Fortunately these issues are easy to sort. I mentioned about the LED to the seller (Tim Harris who runs Shareware Plus) and he kindly supplied the board without an LED fitted so I could fit a rectangular one myself. These ones here are a good fit: rectangular LED’s on eBay.

 

Commodore 64 IRQ LED Mod

LED fitted to 10′ long wires to allow it reach across.

 

In order for the LED to fit in the existing hole I soldered it to three 10 inch lengths of wire and then soldered the wires to the circuit board. I fitted some heat shrink tubing over the joints to insulate them. This allowed me to mount the circuit board close to the cartridge port and also have the LED in the correct place.

 

Commodore 64 IRQ LED Mod

Here you can see the mod fully fitted and wired up. Note there are several other IC clips on this photo – these are from my SIDFX (twin SID chips).

 

I attached the board with a small double-sided sticky pad to hold it in place. I also carefully bent the wires on the LED 90 degrees so the cables would lie flat along the top of the case.

The IC clips were connected to the cartridge port pins as follows:

  • Green – Pin 1 (Ground)
  • Red – Pin 3 (+5V)
  • White – Pin 4 (IRQ)

 

Verdict

After giving it all a quick test I put the case back together and had a play around with it. When idle the LED lights up red as normal – a much more vivid red than the photos show. When the CPU is actively generating an IRQ such as when loading off a disk the LED with light green. Rapid IRQ activity that can happen when playing a game makes the LED appear orange.

I’m really impressed with this little mod. It’s one of those things that’s kind of pointless but also completely essential at the same time. I love having a visual indicator that my computer is doing something and during loading or saving operations it functions as a kind of drive activity light.

You can see it working clearly in the video below, taken whilst I was loading a program off a floppy disk.

 

 

If you enjoy tinkering and like the idea of having an activity light on your C64 or VIC then I can thoroughly recommend this. Did I mention that it costs less than a tenner too? A real no-brainer for me. You can pick up either version from Tim over at SharewarePlus.

iNNEXT USB Game Controller Review

iNNEXT USB Game Controller

Just picked up an iNNEXT USB Game Controller off Amazon to use with my TheC64 Mini and Maxi consoles. Why? Well unfortunately after almost 40 years of faithful service my C64C has started to act up. It’s been crashing and freezing whilst playing games that have always run flawlessly before. I’ve ran my diagnostic cart on it and everything passed so I’m hoping it’s just the electrolytic capacitors. My C64C has never been recapped before so it’s been packaged up carefully and sent away to an expert to get them all replaced. I decided not to attempt it myself as I don’t want to risk causing further damage with my dodgy soldering skills! I’ll know the outcome of this in a couple of weeks when I get it back.

Anyway, in the mean time I still want to be able to play my C64 games without having to resort to the Zip stick wannabe’s that the Mini/Maxi consoles come with. Even though the stick that came with the Maxi is much improved I just prefer a gamepad controller these days.

 

iNNEXT USB Game Controller

iNNEXT USB Game Controller Packaging

 

I’m sure there are other controllers out there that will work but I chose these for a number of reasons. The most important one being that in addition to the D-pad they have 8 buttons, matching the number of buttons on TheC64 joystick. They also looked great and came in a pack of 2 for a reasonable price. I was a little apprehensive when purchasing as I wasn’t sure if all the buttons would actually be recognised by the console. This is why I thought I’d share my experience in case anyone else is looking for a similar gamepad for their TheC64’s.

 

iNNEXT USB Game Controller

Back of the box.

 

I was fully expecting a nondescript plain box as is often the case with cheap Chinese goods. However the gamepads came supplied in a surprisingly attractive box featuring product shots of the controllers on the front. The reverse side lists all the gamepad features in multiple languages.

 

iNNEXT USB Game Controller

The two controllers unboxed.

 

A Closer Look

The iNNEXT USB Game controllers themselves are styled like the old SNES gamepads. In addition to the D-Pad they have ‘Select’, ‘Start’, ‘A’, ‘B’, ‘X’, ‘Y’ and two shoulder buttons. Altogether this makes 8 buttons plus the direction controls which matches the configuration of the TheC64 joysticks exactly.

 

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Taking a Peek Inside

The build quality of the pads is really good and although they’re pretty lightweight, they feel solid and well constructed. They certainly didn’t creak or flex in my hands, even when I deliberately tried to bend them. The D-Pads worked well and the buttons have a decent tactile feel to them when pressed. They didn’t feel spongey or rubbery so I was never in any doubt as to whether I had pressed one or not. One little feature I appreciated was the contrasting convex and concave buttons for the XY and AB buttons which made it easier to know what I was pressing in low light.

 

iNNEXT USB Game Controller

iNNEXT USB Game Controller Internals.

 

The cable is approximately 5 foot long (1.5m) which I found was more than long enough for my needs. The gamepad shell itself is held together with 5 small philips screws. Naturally my curiosity got the better of me and I took it apart to see what was inside.

 

iNNEXT USB Game Controller

The iNNEXT USB Game Controller PCB.

 

As I should have expected from a modern piece of electronics, there wasn’t really much to see. Still, at least my curiosity was sated!

 

iNNEXT USB Game Controller

iNNEXT USB Game Controller with TheC64 Maxi*.

 

*Just in case anyone wants to know where I got the Commodore 64 badge from – check out my post here.

 

Testing

The controller just worked out of the box with the games I tried on TheC64 Maxi carousel. By default both shoulder buttons are configured as ‘Fire’ buttons which I found worked pretty well. The Start button brings up the ‘save state’ menu whilst X and Y operate the two triangular buttons. The first three round buttons on the base of the Joystick are replicated by the A, B and Select buttons. So that was every one of the joystick buttons replicated successfully.

 

iNNEXT USB Game Controller

iNNEXT USB Game Controller being used to bring up the Save State menu during a game of Soul Force.

 

I tried a number of non carousel games off a USB flash drive too like Galencia and Soul Force. Happily I experienced no issues at all with these either. Of course if there had been problems there’s always the option of creating custom .CJM files to change the button configuration for specific games if needs be too.

Perhaps you’d like the left shoulder button to operate the spacebar in Ghostbusters for example? No problem, simply add that to a Ghostbusters.CJM file and you can get your C64 shouting ‘Ghostbusters’ without reaching for the keyboard. This is an even more useful feature when dealing with the keyboard-less TheC64 Mini..

iNNEXT USB Game Controller – Verdict

All in all I think these are terrific gamepads and fulfil their retro gaming duties admirably. They’re very reasonably priced, well built, comfortable to hold and work exactly as I’d hoped. I’ll be keeping the 2nd pad as a spare but there’s no reason why you couldn’t plug them both in and enjoy some 2-player games like Pit Stop II or Spy vs Spy. Oh and they work perfectly on PC as well, whether for native PC gaming or some retro emulator action. Definitely recommended.

Retro 3 Port USB Cassette Hub Review

I spotted this little USB Cassette hub on social media over Christmas and thought it looked cool so had a look around to pick one up for myself. After some searching I found one on Amazon and for the price I couldn’t resist taking a punt.

 

Packaging

The Packaging

 

It arrived in a plain black box with no indication of what was inside at all. Inside the box there’s what at first glance appears to be a standard looking cassette in a transparent library case along with a micro-USB cable.

 

USB Cassette Package Contents

Package Contents

 

Opening up the case reveals a ‘C90 Cassette’ styled very much like a tape from the 1970’s or 80’s.

 

USB Cassette Hub

USB Cassette Hub in library case

 

Look a little closer though and you start to see that things are not as they first seem. For example, the centre view window where you would normally see the tape spools is merely a sticker. However the two spools are real and can actually be freely rotated. Perfect for reliving your youth by inserting a Bic pen and twirling it around like madman!

 

USB Cassette Hub

Looks can be deceiving!

 

If you flip the cassette over you also notice that both sides are labelled as ‘Side 1’. Perhaps with a little more effort that could have been remedied but that’s a minor niggle.

 

USB Cassette Hub

Side by side comparison with a regular cassette tape.

 

The shell itself is the exact same shape and size as a regular cassette with the main difference being that where the tape transport holes usually lives there are now three USB sockets. There are also no holes for the capstan spindles.

 

USB Cassette Hub

USB Cassette Hub placed on top of a real cassette tape. I thought the way the 3 ports are perfectly aligned with the tape transport holes of the original was a nice touch.

 

Along the top where you might expect to find a write-protect tab there is a micro-USB socket for connecting the hub to your computer using the supplied cable.

 

USB Cassette Hub

No plastic tabs to snap off (or tape over) here. Just a micro USB port.

 

The J card is completely blank – I think they missed a trick here and could have had a nice cover image for the hub and printed the instructions inside in the form of an album listing. That’s a little project I will probably do myself on a rainy Sunday afternoon…

 

Case

The case is just a regular old transparent library case with a blank J card.

 

Instead of a printed J-card there is a small fold-out guide that gives brief specs and some warnings.

 

USB Cassette Hub Instructions

Minimalist instructions.

 

Specifications

In terms of specs it’s positively ancient, supporting only USB 1.1. However, given it’s a retro styled hub it kind of makes sense that the hardware it houses also dates back to the late 1990’s!

 

USB Cassette Hub

Another comparison with an old tape.

 

Manufacturer specs:

  • 3 Port USB 1.1 Hub
  • Supports OHCI and UCHI
  • 1.5Mbps – 12Mbps
  • Includes mini USB cable
  • Rated 5V DC

Thankfully USB 1.1 is perfectly fine for the likes of keyboards and mice which makes it a terrific accessory to use with TheC64 Mini and Maxi machines when you need a few extra USB ports.

 

Putting it to good use

 

Cassette Hub working with TheC64 Mini, 2 joysticks and a USB drive.

 

In addition to USB keyboards and mice I found it also worked perfectly with both my TheC64 Mini and Maxi joysticks and my mini USB drive. Great news if I want to play any 2 player games that aren’t on the built in carousel.

 

Cassette Hub working with TheC64 Mini

 

I also tested it with my TheC64 Maxi and it worked just as well. However with 4 built-in USB ports on the Maxi it’s not really necessary. Still, it’s nice to know it’s an option in the future.

 

Cassette Hub working with TheC64 Maxi

 

Just for kicks I tested the hub out on my PC by transferring a few files across to a USB flash drive. It worked but was very slow – maxing out at a pretty measly 2.77MB/s. Of course this wouldn’t be much of an issue if I was just transferring a few games across to play on TheC64 Mini.

 

PC file transfer speed graph

Testing out the transfer speed on my PC.

 

Verdict

This is a super little device to use with a TheC64 Mini and gives you an extra 2 ports overall. (One of the built-in ports is taken up by the hub). It looks really cool and very nostalgic and compliments TheC64 mini perfectly. The extra ports allow you to hook up a USB keyboard and use a flash drive for extra games along with a joystick or two. This simply isn’t possible without the use of a hub. Sure you could get a modern USB 3 hub but where’s the fun in that!

I can’t recommend it for everyday PC use… it’s just far too slow as you’d expect from a USB1.1 device. But for less than a fiver I think it’s a great little device for retro gaming and sure to put a smile on your face when you use it. An added bonus is that it stores neatly away in a cassette rack when not in use!

 

Freeze 64 Issue #38 Fanzine is out now

Freeze 64 Issue #38

It’s always nice to be able to start the weekend with the latest edition of Freeze64. In todays case it’s issue #38 featuring the unmistakable Rambo on the front cover.

 

Freeze 64 Issue #38

Here’s a look at the front cover of issue 38.

 

Here’s a rundown of the contents of this issue taken straight from the magazines’ directory listing! As always there’s no shortage of interesting Commodore 64 articles to get stuck into.

 

Freeze 64 Issue #38

Freeze64 Issue 38 Contents Page.

 

If you fancy getting hold of your own copy of Freeze 64, Issue #38 then head over to the Freeze64 website and show your support by purchasing this issue.

Physical copies (it isn’t available digitally) are priced at £3.99 plus postage. There are also subscriptions available which offer the opportunity to save a little money.

Finally, here’s a link to my previews of several earlier editions of Freeze64. If you’re new to Freeze64 and would like to check out what you’ve been missing all this time then this is a great place to find out!

Cosmic Force Review

This was a game I backed on Kickstarter back in March 2019 and a couple of weeks ago it finally arrived through my letterbox.

 

Cosmic Force Review

Cosmic Force Box Cover.

 

The front box artwork is nicely done featuring your spaceship surrounded by blueprints of what are presumably enemy spacecraft. The back of the box shows a few screenshots of the game along with a description of the gameplay elements you will encounter.

 

Cosmic Force Review

Back of the Cosmic Force box.

 

Opening up the box reveals a number of physical goodies that enhance ownership of the game, harking back to a time when this sort of thing was commonplace.

 

Cosmic Force Box Contents

Cosmic Force Box Contents

 

Included inside is a Blu-ray ‘making of’ documentary, a Cosmic Force sticker plus the game on a 5.25″ floppy disk along with a paper jacket to store the disc in.

 

Cosmic Force Box Contents

Goodies laid out.

 

Completing the physical box contents is a full colour instruction manual with a cover that duplicates the artwork found on the box.

 

Cosmic Force Instruction Manual.

 

The instruction manual is terrific and includes a little bit of history behind the games creation along with some technical insights into how it was programmed. Littered throughout are many colour screenshots of the game to accompany the instructions and gameplay hints provided.

 

Cosmic Force Review

A look inside the instruction manual.

 

Rounding off the manual is a list of all the Kickstarter backers who enabled the game to be created. I really liked this feature and it gave me a warm fuzzy feeling inside seeing my name listed amongst them.

 

Cosmic Force Review

My name in the Kickstarter backer list.

 

The Game

Upon first loading the game you are presented with a menu screen of sorts allowing you choose between starting the game, loading the pixel art title screen and resetting the high score. This game stores your high score on the disk which is a terrific feature that I wish a lot more games offered.

 

This is the first screen you are presented with after loading the game.

 

The vibrant pixel art title screen is well worth a load at least once. The fact that it is accompanied by a funky piece of Rob Hubbard/Jason Page music certainly doesn’t hurt it either!

 

The ‘Pixel Art’ title screen.

 

Once you’ve had enough of the title screen and music you can press fire and the game will load. You get a brief overview of the games plot and also a view of the current high score. This is a pretty spartan screen compared to the title screen which is a bit of a shame. The use of a custom font here at the very least would have elevated its appearance greatly.

 

Cosmic Force Review

This is the main title screen of the game proper.

 

Phase 1

Pressing fire starts the game proper. The first section is, as the game event admits in the manual, just like Galaxians. Waves of enemies will make their way down the screen in various formations whilst shooting at you. When destroyed some of the enemies will drop a range of power ups for you to pick up. These include a twin shot, a protective force field, a bomb which will destroy everything on screen, extra lives and an EMP that that freezes enemies in place allowing you to pick them off with ease.

If you die you will lose your current power-up. In fact even if you don’t you will lose it as soon as you enter the next level. Fortunately they are not in short supply. Extra lives in particular are thrown at you regularly and you will need them all if you are to stand a chance of reaching level 108.

 

Cosmic Force Review

The ‘Galaxians’ Phase.

 

Your ship is able to move both vertically and horizontally as you would expect and firing speed is only limited by how fast you can mash the fire button. A simplified version of the music continues to play during the game using one less channel leaving room for the sound effects of your laser fire and enemy explosions.

 

Phase 2

After a few waves of Galaxians you move onto the next series of levels – the ‘Star Wars’ phase. This is easily the weakest part of the game for me. Waves of enemy drones follow an elliptical path ‘into’ the screen. To give a 3D effect, blocky sprites are reduced in size to make them appear to fly away into the distance which in itself is an acceptable effect. However they do not fire back at you!! You can sit there doing nothing and the drones will just appear in front of you and fly away into the distance only to reappear in front of you and do the same again and again until you shoot them down. At the very least there should have been a timer or something to add some level of tension here but really the enemies should have been firing back at you.

 

Cosmic Force Review

The ‘Star Wars’ Phase.

 

Another niggle I have with this section is the lack of a firing animation. When you press fire the crosshairs will briefly flash and you hear a beep… and that’s it. If an enemy is under the crosshairs at the time it will be destroyed. Some sort of laser beam effect would have been nice here… even if it was just a couple of flashing lines like you got in Elite so you know your weapon is actually firing.

 

Phase 3

When you complete the star wars bit (and lets face it, it’s impossible to fail) it’s on to the final Defender phase. Here you fly your ship horizontally left and right across a scrolling vector landscape shooting down enemies and trying to prevent them from building bases on the planet surface.

 

Cosmic Force Review

The ‘Defender’ Phase.

 

The enemies are by and large the same as the ones you faced in the first stage of the game. They share similar attack patterns even though the screen is now scrolling horizontally. The new mechanic here is preventing the aliens from landing and building bases on the surface. Sadly there is no radar included for this section of the game which is an odd omission for a defender clone. It doesn’t ruin the gameplay completely but it does make accidental mid-air collisions with enemies more frequent than I would have liked.

Interspersed between the three phases are the occasional challenge levels. These are a variation of the Galaxians phase but enemies drop lots of pick-ups giving you a chance to stock up on extra lives and bonus score. After phase three you go back to phase one with slightly more enemies to deal with.

Verdict

The presentation of the game is a little disappointing I feel. The game makes a great first impression with a high quality box, physical goodies and that impressive pixel art screen. However things take a turn for the lacklustre once the main game loads with a screen full of text using the C64’s standard font. The enemy sprites are also very dull with poor use of colour making the game look very drab and uninteresting.

After the three phases the levels just loop around with maybe a few extra enemies so you are basically playing the same levels over and over with little to set them apart. There’s the occasional challenge level thrown in that offers extra lives and score bonuses but these don’t look much different from the standard levels.  There are 108 levels in total and so far I’ve reached level 40. Other than encountering an asteroid field once there hasn’t been anything radically different from the first few levels of play.

 

Cosmic Force High Score Screen.

The ‘Game Over’ / High Score Screen.

 

Despite appearances though it’s actually a fun little shooter once you get into it. I highly recommend using a gamepad rather than a joystick as you really need that extra responsiveness you get with a D-pad. The inclusion of a permanent high score is a big positive too as you are always striving to beat it. Sadly it is literally just a high score that is saved though. No names or initials are stored so if your wife beats your score there’s no way to save that fact for posterity.

So is it worth the £35 I pledged on Kickstarter? Sadly I don’t think so, no. It would definitely make a great budget game, maybe on Itch.io for a few pounds. However I feel it just doesn’t have the polish or variety I expect for a game at this price level.

A look at Fusion #12

Fusion #12

Time to take a look through this months Fusion #12 magazine and give a little insight into what you can find inside it.

 

Fusion #12

A look at the cover of Fusion #12.

 

As I’ve come to expect there’s a broad range of content this month. Topics include (non computer) games, toys, TV shows and of course computer games. Buckaroo is in the spotlight this month and is a game I played a lot with my mates during the 80’s. There’s also a look at merchandise from the TV show ‘V’ (and a look at the associated computer game too). I was glued to the TV every night when that show was on and remember being genuinely shocked when Diana stuffed a hamster into her mouth! Needless to say the article triggered many happy memories and reminded me of my teenage crush on Diana 😉.

Elsewhere there’s articles covering the Frey twins, the 1942 arcade game, Teenage Mutant Ninja Turtles, a flashback 1999 PlayStation chart and loads more.

Here’s a little peak at some of the stuff in this new issue:

 

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Here’s the contents page so you can see what else features in this issue:

 

Fusion #12

Fusion #12 Contents.

 

If you want to pick up a copy of Fusion #12 magazine then head on over to their website. The mag is £3.99 plus postage. Use the code ‘LYONSDENBLOG’ at the checkout to get a 15% discount. I will also receive a tiny bit of commission which helps towards the hosting costs of running this blog.

Commodore 1530/1531/C2N/Datasette Dust Cover

Datasette dust cover

A modern, stylish datasette dust cover is something I’ve been after for quite some time. I do still have the burgundy leatherette one that my parents bought me back in the 80’s but it is seriously hideous now. In fact who am I kidding? It was probably hideous even back then but being just a kid I didn’t know any better!

 

Datasette Dust Cover

Was this even cool back in the 80’s? Regardless, the time has come for it to go…

 

Why do I need a dust cover anyway?

Most of my retro computers have very nice, custom made transparent perspex covers. They offer great protection from dust and scratches whilst also still allowing me to see my beloved machines.

We have two cats in our household that think everything is fair game to sleep on. Besides keeping dust at bay they are great at keeping cat hairs out of keyboards and everywhere else cat hairs shouldn’t be. I buy all my dustcovers from a company called Retronics based in Poland.

 

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Anyway back in February I spotted this teaser on their Facebook page which clearly showed they were  working on a dust cover for the Commodore Datasette. I duly made a mental note to keep checking back to see when it was available. A few weeks ago I checked again and noticed that it was finally available so I went ahead and bought one from their eBay shop.

Inside the box.

 

Sweeties!

 

It arrived yesterday so here’s a quick look at it. It was packed inside a very attractive box displaying a nice photo of a 1530 Datasette on the cover. Opening it up revealed the cover tucked into a plastic bag along with some delicious freebie Polish sweets. (Every order I have ever received from them has contained these) 🙂

 

Datasette Dust Cover

Naked Dust Cover.

 

With it being transparent it’s quite a tricky thing to photograph!

 

Datasette dust cover

The unmistakable bump for the counter reset button.

 

Impressions & Photos

There isn’t really a great deal you can say about a dust cover. This product does exactly what it says on the box. It’s very well made and the dimensions are just right so that it rests securely on top of the datasette without sliding around. It has all the lumps, bumps and ridges exactly where they need to be to fit correctly and look the part.

They say a picture speaks a thousand words, so here’s a bunch of photos of the dust cover doing its thing. From certain angles it almost looks like there’s no cover on at all, which for me, is exactly how I like it.

 

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The bottom line? If you own a 1530/1531/C2N/Datasette and you are in the market for a stylish dust cover then I don’t think you will find anything better than this.

Freeze 64 Issue #37 Fanzine is out now

Freeze 64 Issue #37

Looks like the post is finally getting back to normal after all the disruption brought about by the Coronavirus pandemic. How do I know this? Because I’ve just received the latest issue of Freeze 64, Issue #37 within a week of it being posted out!

 

Freeze 64 Issue #37

Here’s a look at the front cover of issue 37.

 

Here’s a rundown of the contents of this issue taken straight from the magazines’ directory listing! As always there’s no shortage of interesting Commodore 64 articles to get stuck into.

 

Freeze 64 Issue #37

Freeze64 Issue 37 Contents Page.

 

If you fancy getting hold of your own copy of Freeze 64, Issue #37 then head over to the Freeze64 website and show your support by purchasing this issue.

Physical copies (it isn’t available digitally) are priced at £3.99 plus postage. There are also subscriptions available which offer the opportunity to save a little money.

Finally, here’s a link to my previews of several earlier editions of Freeze64. If you’re new to Freeze64 and would like to check out what you’ve been missing all this time then this is a great place to find out!

How to Build Your Own Cassette Tape Winder

I’ve always wanted a cassette tape winder so when I stumbled across this plan on Thingiverse I thought it would make a great little project for my 3D printer. Sure I could search on eBay and maybe pick up an old one but where’s the fun in that? So here’s a little guide to how I built my own cassette tape winder.

Computer Stuff

First off I had to download the zipped STL files from the Thingiverse site. (STL files contain 3D CAD objects that you can print).

Each component has it’s own STL file and there were 10 of them for this project. You can see them all listed in the folder screenshot below.

 

These are the components that you need to 3D print.

 

You cannot print STL files directly so I use a piece of free software called Cura to work with them. This software allows you to see the STL files as an interactive 3D model. It also processes STL files by ‘slicing’ them into layers that can then be saved as GCODE files and printed on a 3D printer. If you’ve never 3D printed something this might all sound very complicated but it really isn’t.

 

Build Your Own Cassette Tape Winder

Winder case as viewed within Cura software.

 

The image above shows the main case for the winder in Cura. I have already sliced it and it shows an estimate of how long it will take to print, over 7 hours in this case. 3D printing is not a fast process!

 

Beginning the 3D Printing

 

Freshly printed winder case.

 

Above you can see the finished case print… but there’s some extra support material that will need to be removed from underneath it. 3D printers can’t print (over long distances at any rate) in thin air so they need to create a kind of scaffolding system (supports) in order to do so.

 

Removing the 3D printed support material.

 

Support material is designed to break away easily from the main print. In the above photo I used a sharp craft knife to break away the support material. It only took a couple of slices and then I was able to get my fingernail under it and simply pull it away in one piece.

 

View showing the support material removed.

 

With the support material removed you can now see the winder start to take shape. In the above photo you can see the latticed support material too. It’s made this way to minimise plastic wastage and also allow it to be broken away easily. The fewer points of contact it has with the main build, the easier it is to break off.

 

Here the few little pieces of support material that were clinging on have been removed with a craft knife.

 

In the above photo I have cleared away the few little straggly bits of plastic left by the supports with my craft knife.

 

This is the case viewed from the other side.

 

This is what the inside of the winder case looks like. There are 8 posts to support the case screws, a hole for the winder spool and 3 protrusions where the gears will sit.

 

Gathering the parts together

 

Build Your Own Cassette Tape Winder

All the 3D printed components ready for assembly.

 

This photo shows all the parts of the winder fully printed a few days later. The instructions advise printing the cogs on rafts because they can be difficult to remove from the print bed. However I didn’t bother… I have glass bed and things pop off very easily once it cools down. It also means the finished prints are smooth and clean but of course YMMV. I did use supports for everything where the instructions recommended to do so and carefully removed them after printing.

 

The bearings and screws needed.

 

What you will need

In addition to the 3D printed parts a few bits of hardware are also required. Some bearings, screws and a rubber belt. Here’s a rundown:

  • 6x  4x8x3 miniature ball bearings for the gear wheels – I used these.
  • 1x  3x8x3 miniature ball bearing (for the winder knob) – I used these.
  • 14x  3x12mm pan head self-tapping screws – I used these.
  • A 1mm square rubber belt approximately 55mm in diameter.
  • Philips screwdriver.
  • Craft Knife.
  • Side cutters (to help remove support material if necessary).
  • Silicone Grease (optional but recommended).
  • 3D printer!

 

Gears with bearings fitted.

 

The next step was to fit the 6 bearings into the gear wheels. The two pulley cogs are fitted with two bearings, one each side whilst the driving gear and spool take just one.

 

Gears with bearings fitted.

 

The bearings were a snug fit but I didn’t have to force them in at all. Once fitted they remained in place by friction alone so there was no need to glue them in.

 

One-way clutch.

 

The winder incorporates an ingenious little one-way clutch mechanism that will only rotate in one direction. The benefit of this is it prevents you from accidentally winding a tape in the wrong direction causing it to unspool inside the case. Impressively it prints in situ too – there are 6 moving parts which are all printed as one complete mechanism together.

 

Putting it all Together

 

Start with these gears first.

 

Next came the exciting part – putting it all together. The driving gear, both pulley’s and spool went in first, making sure the bearings all seated correctly on the pegs.

 

Then add these. Note that pulley 1 and the clutch have already been assembled in this photo.

 

Next to go in was the one-way clutch which fitted onto the hexagonal shaft of pulley 1.  It can fit either way around but needs to installed so that it ‘sticks’ when turned anti-clockwise but free-wheels clockwise. The instructions said to glue this in position but I didn’t bother as its going nowhere once the lid is attached.

 

Build Your Own Cassette Tape Winder

The rubber belt is added last.

 

The belt went in next and simply needed stretching around the clutch and pulley 2. There was a fair amount of tension here with the clutch being pulled over to one side, however once the lid goes on and the pegs slot into the bearing top and bottom, it sorts itself out.

 

A minor issue…

I did have one issue at this point when putting everything together. There was too much friction with the spool and it wasn’t turning freely. I tried shaving/filing plastic from the cog teeth, adding a drop of oil to the bearing and adding a little silicone grease to the teeth but none of this really helped.

In the end I reprinted the part scaled down slightly to 98% which allowed the spool to spin freely. I also had to enlarge the bearing recess slightly with a Dremel so the bearing would still fit inside. Possibly if I’d persevered a little longer with the file I could have got the original part to work. However given how everything else fits together perfectly I figured the part needed re-designing slightly for a better fit. Regardless, I’m happy with my fix and how it now operates.

Before I screwed the back cover on I also added a tiny bit of silicone grease to the other gear wheels just to help keep them lubricated.

 

The Finished Winder

 

View of the back of the assembled winder.

 

Here’s the winder with the back screwed on and the handle and knob attached.  The knob also has a bearing inserted into it so that when it’s screwed to the handle it will still spin freely.

I had no issues screwing things together but the instructions did advise caution in case the plastic splits and suggested drilling out the holes further as a precaution. Again I didn’t bother as I felt my screws were a good fit for the holes but again YMMV.

 

Front of Winder with retaining clips attached.

 

The two retainer clips attached to the front of the case using a couple more screws. The dimples are positioned such that they face the back of the winder.

 

Tape held captive by retaining clips.

 

The screws need to be tightened just enough so that the clips can move with a little force but remain in any position. These are used to hold cassette tapes securely in place whilst winding.

 

Build Your Own Cassette Tape Winder

View of the winder looking down.

 

Video of winder in use

And here’s the finished winder. I have to say it works extremely well and will be a great help in minimising wear and tear to my various C2N Datasette’s, Walkman’s and tape decks. It’s fast too, I managed to rewind a C90 tape in around 30 seconds. The use of a belt helps to ensure that when reaching the end of a tape, any excess force results in the belt slipping rather than damaging the tape.

 

Retro Format – A Brand new Retro Computer Magazine

Retro Format

Believe it or not there is now another Retro Computing magazine on the block! It’s called Retro Format and it’s a multi-format magazine that caters for all retro 8/16/32-bit systems. Born from a successful Kickstarter campaign, this magazine is mostly focussed on games, specifically reviewing them, much like you’d imagine an all format ZZap!64 might look.

 

Retro Format

Retro Format Cover.

 

Initial impressions are very good indeed. It’s a full-size magazine, 64 pages in length (cover to cover) and all printed in full colour. There are over a dozen full reviews of games for retro systems inside. The games themselves are almost exclusively new ones created recently for retro systems. The two main exceptions to this are John Wick (a new NES styled game for modern PC’s) and Strike Commander – an old DOS game.

 

Retro Format

Retro Format Contents Page.

 

The Reviews

I really like the review style. It breaks game scores down by Graphics, Audio, Playability, Lastability and then gives an Overall score. This is how games used to be reviewed back in the day and I welcome seeing this format again.

 

Retro Format

Retro Format Game Scoring System.

 

As for the reviews, the bulk of the magazine is split almost 50/50 between Commodore and Spectrum games with the remainder made up of a handful of MSX, CPC and PC titles.

There’s also a future classics section which looks at a couple of modern games for the Vita and Playstation VR systems. I’d say the jury is out on this section though as I’m not sure I felt it was relevant.

Besides the games there was a really interesting 8-page feature on the SEGA Dreamcast system along with some of the best games available for it. I ended my SEGA experience with the Mega Drive but this definitely piqued my interest and made me think about getting one…

 

More than just games…

 

Retro Format

A look at the Christopher Reeve Superman Movies.

 

The magazine is rounded off by a classic Movie and TV section which I enjoyed a lot. It features the Christopher Reeve Superman movies and also delves into some past episodes of The Twilight Zone. As a big  Sci-Fi fan I found these articles to be right up my street.

 

The original Twilight Zone – NOT the recently re-hashed abomination.

 

Here’s a peek at some of the reviews featured in the magazine.

 

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How to get your own copy…

If you are interested in purchasing your own copy of the magazine then head on over to the Retro Format website.

Latest Retrokomp Issue 2 is now out

Retrokomp Issue 2

Just received my copy of Retrokomp Issue 2, the multi-format retro magazine.

 

Retrokomp Issue 2

Retrokomp Issue 2 Cover

 

Once again there is plenty of content with a hefty count of 72 thick glossy pages and over a third of them devoted to Commodore machines. If you are interested in other machines besides Commodore then there’s even more on offer with the like of ZX Spectrum, Atari, Amstrad, Apple 2 and even old IBM PC’s covered.

 

Retrokomp Issue 2

Contents of this issue

 

Here’s a few highlights of this issues contents.

 

C64 Restoration project.

 

Retrokomp Issue 2

A look at Simon’s BASIC on the C64.

 

How to clear the Hi-Res screen on a C64.

 

A look at the Pi1541 disk drive emulator.

 

Retrokomp Issue 2

Part two of the Project Stealth Fighter article.

 

Comparison between Atari and CBM BASIC.

 

A look at file backup on the Amiga.

 

24-bit datatypes on the Amiga.

 

A look at archiving software for PowerPC equipped Amiga’s.

 

Card readers on the Amiga.

 

Amiga Modula-2 Programming.

 

A quick run-down of the Commodore-centric articles in Retrokomp Issue 2:

  • Sysres
  • Commodore 1541 Drive – Typical Problems
  • Simon’s BASIC – Sprites mean strange objects on the screen
  • Raspberry Pi 1541
  • Commodore PET vs Atari BASIC
  • Using the USR statement
  • Clearing the high resolution screen
  • Commodore 64 Restoration
  • Modula-2 Programming
  • 24-Bit datatypes for Workbench
  • Simple file backup
  • Memory card readers

If you’ve never come across Retrokomp magazine before you might like to read through my preview of the first issue here and the second, here.

Alternatively if you’d like to purchase a copy of Retrokomp Issue 2 for yourself then visit the publishers website here and show your support.

Fusion Magazine #11 just arrived

Fusion #11

Received the latest edition of Fusion Magazine, issue #11, a couple of days ago. This little magazine has really grown in terms of content and quality over the past year thanks in no small part to the diverse range of contributors. This issue see articles from Retro Man Cave, Octav1us and Dave Perry to name but three.

 

Fusion #11

A look at the cover of Fusion #11.

 

I’m focussing on the retro gaming content here but there is more to it than that as it covers a smattering of modern games along with retro toys and memorabilia. All in there’s 60 pages worth of content, which for £3.99 is great value for money and should ensure that even if some of the content doesn’t interest you, there should be plenty that will. I’ve got a discount code for 15% off the price at the bottom of this page too.

Here’s a little peak at some of the stuff in this new issue:

 

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Here’s a little look the contents page so you can see what else features in this issue:

 

Fusion #11

Fusion #11 Contents.

 

If you want to pick up a copy of Fusion #11 magazine then head on over to their website. The mag is only £3.99 plus postage, a very reasonable amount for such a well produced magazine. If you use the code ‘LYONSDENBLOG’ at the checkout you will also get 15% off the price making it just £3.40! I will also receive a tiny bit of commission which will help towards the hosting costs of running this blog.