1 00:00:04,440 --> 00:00:07,840 Speaker 1: Welcome to text Uff, a production from I Heart Radio. 2 00:00:12,119 --> 00:00:14,680 Speaker 1: Hey there, and welcome to tech Stuff. I'm your host, 3 00:00:14,760 --> 00:00:17,640 Speaker 1: Jonathan Strickland. I'm an executive producer with I Heart Radio 4 00:00:17,720 --> 00:00:22,040 Speaker 1: and how the tech are you. I am currently on vacation, 5 00:00:22,360 --> 00:00:25,760 Speaker 1: which means we're going to have a couple of reruns 6 00:00:25,800 --> 00:00:29,680 Speaker 1: for the rest of this week, and today's episode is 7 00:00:29,720 --> 00:00:33,479 Speaker 1: called what We're c g A, E G A and 8 00:00:33,920 --> 00:00:38,920 Speaker 1: v G A, which originally published on April twenty twenty. 9 00:00:39,320 --> 00:00:43,440 Speaker 1: Hope you enjoy. For today's episode, we're going to learn 10 00:00:43,479 --> 00:00:48,199 Speaker 1: about old computer graphics standards. Don't run away. This is 11 00:00:48,240 --> 00:00:51,280 Speaker 1: actually really interesting. We'll learn how they became standards in 12 00:00:51,280 --> 00:00:54,280 Speaker 1: the first place, and what the company IBM had to 13 00:00:54,320 --> 00:00:57,440 Speaker 1: do with all of this, and why some early decisions 14 00:00:57,480 --> 00:01:01,000 Speaker 1: by IBM would lead to the company x trickating itself 15 00:01:01,040 --> 00:01:05,120 Speaker 1: from the personal computer business altogether a couple of decades later. Now, 16 00:01:05,200 --> 00:01:08,360 Speaker 1: when I was growing up, my family owned a couple 17 00:01:08,480 --> 00:01:12,040 Speaker 1: of personal computers over the course of my childhood. We 18 00:01:12,040 --> 00:01:15,480 Speaker 1: were in that rare small percentage of households with a 19 00:01:16,000 --> 00:01:19,640 Speaker 1: personal computer back in the nineteen eighties, and our first 20 00:01:19,680 --> 00:01:23,440 Speaker 1: computer was an Apple to E with a mono chromatic 21 00:01:23,560 --> 00:01:28,600 Speaker 1: screen that could only display Matrix green style letters. I 22 00:01:28,640 --> 00:01:31,959 Speaker 1: seem to recall that we eventually got a monitor one hundred, 23 00:01:31,959 --> 00:01:35,280 Speaker 1: which is Apple's color monitor, and that was compatible with 24 00:01:35,360 --> 00:01:37,840 Speaker 1: the two E, assuming that you had a to E 25 00:01:38,040 --> 00:01:42,160 Speaker 1: with the appropriate interface card installed. But honestly, that memory 26 00:01:42,240 --> 00:01:45,520 Speaker 1: might be conflated with the second personal computer that my 27 00:01:45,600 --> 00:01:50,280 Speaker 1: dad would purchase. See. Dad got these computers in order 28 00:01:50,320 --> 00:01:53,320 Speaker 1: to work on his novels. He wrote his first couple 29 00:01:53,360 --> 00:01:56,520 Speaker 1: of books on the old Apple to E. I don't 30 00:01:56,560 --> 00:01:58,960 Speaker 1: know if he still has them, but for years he 31 00:01:59,080 --> 00:02:01,840 Speaker 1: had these novels stored on old five and a quarter 32 00:02:01,920 --> 00:02:05,000 Speaker 1: inch floppy disc and those discs could hold about a 33 00:02:05,040 --> 00:02:08,600 Speaker 1: hundred forty kilobytes worth of information each, so to be safe, 34 00:02:08,880 --> 00:02:12,080 Speaker 1: Dad would typically store two to three chapters per disk, 35 00:02:12,240 --> 00:02:15,200 Speaker 1: since his novels were too long to fit onto just 36 00:02:15,400 --> 00:02:17,880 Speaker 1: one five and a quarter inch disc, and the Apple 37 00:02:17,880 --> 00:02:20,720 Speaker 1: to E had no hard drive. Anyway, I digress, but 38 00:02:21,080 --> 00:02:24,000 Speaker 1: I love thinking about those old times. I remember going 39 00:02:24,040 --> 00:02:29,200 Speaker 1: through sleeves of discs and seeing Dad's old novels on there. 40 00:02:29,880 --> 00:02:33,080 Speaker 1: Our second computer that we owned as a family was 41 00:02:33,160 --> 00:02:36,520 Speaker 1: a two eight six. But what does that actually mean? Well, 42 00:02:36,600 --> 00:02:39,440 Speaker 1: it was a personal computer that relied on the Intel 43 00:02:39,639 --> 00:02:43,960 Speaker 1: eight two eight six central processing unit, and it also 44 00:02:44,040 --> 00:02:48,079 Speaker 1: relied on MS DOSS as the operating system. So this 45 00:02:48,240 --> 00:02:51,720 Speaker 1: computer fell into what we would call an IBM compatible 46 00:02:51,800 --> 00:02:54,839 Speaker 1: computer back in the day. It used components and an 47 00:02:54,880 --> 00:02:58,680 Speaker 1: operating system that allowed it to run any software designed 48 00:02:58,720 --> 00:03:02,119 Speaker 1: for those IBM s ccific machines. I think of this 49 00:03:02,240 --> 00:03:05,040 Speaker 1: as an interesting part of personal computer history, and it 50 00:03:05,080 --> 00:03:09,560 Speaker 1: helps illustrate a sharp contrast between IBM S strategy and apples. 51 00:03:09,600 --> 00:03:13,200 Speaker 1: So let's backtrack a little bit now, before there were 52 00:03:13,320 --> 00:03:16,520 Speaker 1: personal computers, back when you needed to work for a 53 00:03:16,600 --> 00:03:20,200 Speaker 1: special research facility or be enrolled in an engineering course 54 00:03:20,200 --> 00:03:23,120 Speaker 1: in the university, or maybe one of a handful of 55 00:03:23,160 --> 00:03:25,480 Speaker 1: folks who knows about computers and works for a big 56 00:03:25,520 --> 00:03:28,960 Speaker 1: financial company, or maybe you're in the military. Back in 57 00:03:29,000 --> 00:03:32,200 Speaker 1: those days, computers really didn't have monitors at all. Computer 58 00:03:32,320 --> 00:03:35,920 Speaker 1: graphics weren't even a thing yet. The computer would typically 59 00:03:36,000 --> 00:03:39,800 Speaker 1: print out the results of a computational process on some 60 00:03:39,880 --> 00:03:43,440 Speaker 1: sort of paper or paper tape. Richard Garriott, who would 61 00:03:43,440 --> 00:03:47,040 Speaker 1: go on to create the Ultimate Computer Game series before 62 00:03:47,040 --> 00:03:49,960 Speaker 1: You would become one of seven private citizens to visit 63 00:03:50,000 --> 00:03:53,120 Speaker 1: the space station, programmed his first games on a computer 64 00:03:53,200 --> 00:03:56,400 Speaker 1: that would print out each move of his dungeon crawler. 65 00:03:56,800 --> 00:04:00,600 Speaker 1: So imagine a top down view of a done gin crawler, 66 00:04:00,640 --> 00:04:02,840 Speaker 1: except you're not looking at it on a screen. You 67 00:04:02,920 --> 00:04:07,400 Speaker 1: actually have to print out each move. So you make 68 00:04:07,440 --> 00:04:10,080 Speaker 1: a move in the game, the printer would print out 69 00:04:10,080 --> 00:04:13,240 Speaker 1: a new display of what had happened, and all the 70 00:04:13,280 --> 00:04:16,640 Speaker 1: figures were represented by the basic characters that the printer 71 00:04:16,880 --> 00:04:20,239 Speaker 1: could replicate, so it was limited to whatever the printer 72 00:04:20,320 --> 00:04:25,120 Speaker 1: could print, and that was typically stuff like your standard letters, numbers, 73 00:04:25,120 --> 00:04:28,080 Speaker 1: and symbols on a keyboard. So making a move would 74 00:04:28,120 --> 00:04:30,200 Speaker 1: require the whole system to print out a new picture 75 00:04:30,240 --> 00:04:32,359 Speaker 1: showing the results of that move. So playing the game 76 00:04:32,880 --> 00:04:37,000 Speaker 1: took a while. Obviously the refresh rate was terrible, but 77 00:04:37,480 --> 00:04:40,839 Speaker 1: eventually engineers began to create a way for computers to 78 00:04:40,880 --> 00:04:44,600 Speaker 1: display information over a screen. You might connect the computer 79 00:04:44,680 --> 00:04:47,279 Speaker 1: to a regular old television system and you might have 80 00:04:47,320 --> 00:04:50,320 Speaker 1: a little adapter to do that, or, as would later 81 00:04:50,400 --> 00:04:54,120 Speaker 1: become the norm, you would build computer monitors specifically for 82 00:04:54,200 --> 00:04:57,280 Speaker 1: the systems you were creating, and later we would call 83 00:04:57,360 --> 00:04:59,880 Speaker 1: these displays, but I'm so old I still refer to 84 00:04:59,880 --> 00:05:03,760 Speaker 1: the them as computer monitors because that's just how it 85 00:05:03,880 --> 00:05:07,440 Speaker 1: cemented itself in my brain. Obviously, you've got to have 86 00:05:07,600 --> 00:05:10,160 Speaker 1: some sort of bridge for a computer to be able 87 00:05:10,200 --> 00:05:13,480 Speaker 1: to send meaningful information to a display, which will then 88 00:05:13,560 --> 00:05:17,000 Speaker 1: follow the instructions sent by the computer to represent the 89 00:05:17,000 --> 00:05:19,880 Speaker 1: information to the end user. There's got to be some 90 00:05:20,000 --> 00:05:23,400 Speaker 1: sort of interface to make this happen on the computer side, 91 00:05:23,839 --> 00:05:26,320 Speaker 1: as well as a port that allows a user to 92 00:05:26,320 --> 00:05:28,640 Speaker 1: connect the computer to the display. There has to be 93 00:05:28,680 --> 00:05:31,479 Speaker 1: some sort of physical connection between the two, and in 94 00:05:31,520 --> 00:05:34,599 Speaker 1: the early days of personal computers there was no set, 95 00:05:34,720 --> 00:05:38,480 Speaker 1: standardized way to do this. The technology used in one 96 00:05:38,520 --> 00:05:42,120 Speaker 1: computer system wasn't compatible with another, so you couldn't mix 97 00:05:42,160 --> 00:05:46,479 Speaker 1: and match monitors and cables and based systems together. These 98 00:05:46,480 --> 00:05:49,960 Speaker 1: were the wild West days of computing, when making a 99 00:05:50,040 --> 00:05:53,240 Speaker 1: choice as a consumer was complicated because you had no 100 00:05:53,279 --> 00:05:56,320 Speaker 1: way of knowing if the computer you chose was going 101 00:05:56,360 --> 00:05:58,560 Speaker 1: to stand the test of time. You could end up 102 00:05:58,560 --> 00:06:02,120 Speaker 1: purchasing a system at rate cost and see the parent 103 00:06:02,200 --> 00:06:06,440 Speaker 1: company crumble and all support for that system would wither away. 104 00:06:06,640 --> 00:06:09,479 Speaker 1: And software developers were affected by this too in a 105 00:06:09,520 --> 00:06:14,360 Speaker 1: big way. Developing software can be an arduous process. Back 106 00:06:14,360 --> 00:06:18,039 Speaker 1: in the early days, it was feasible and even common 107 00:06:18,440 --> 00:06:21,640 Speaker 1: for a single programmer to produce a piece of software 108 00:06:21,680 --> 00:06:24,479 Speaker 1: for a system. But developers had to make the same 109 00:06:24,520 --> 00:06:27,160 Speaker 1: sort of bets that consumers were making. They had to 110 00:06:27,279 --> 00:06:31,200 Speaker 1: choose which systems they would develop four and they would 111 00:06:31,240 --> 00:06:33,720 Speaker 1: hope that they made the right bet, and it often 112 00:06:33,760 --> 00:06:36,720 Speaker 1: been dedicating a lot of their time to learning how 113 00:06:36,760 --> 00:06:40,960 Speaker 1: to program for that particular computers operating system. Since the 114 00:06:41,040 --> 00:06:44,280 Speaker 1: OS of say, an Apple computer was different from that 115 00:06:44,440 --> 00:06:47,719 Speaker 1: of the Texas Instruments trash a D system, which was 116 00:06:47,720 --> 00:06:51,240 Speaker 1: different from the Commodore sixty four, et cetera. So in 117 00:06:51,279 --> 00:06:54,680 Speaker 1: the early days of personal computers, there were many competing 118 00:06:54,720 --> 00:06:57,920 Speaker 1: systems to choose from, both as a consumer and as 119 00:06:57,960 --> 00:07:01,719 Speaker 1: a developer. Apple, Commodo or in Texas Instruments were three 120 00:07:01,760 --> 00:07:03,840 Speaker 1: of the big ones here in the United States, and 121 00:07:03,920 --> 00:07:06,800 Speaker 1: they weren't alone, but they didn't have to contend with 122 00:07:06,920 --> 00:07:10,000 Speaker 1: a really big name in computers for a few years, 123 00:07:10,360 --> 00:07:14,200 Speaker 1: and that was I b M. And that's because initially 124 00:07:14,600 --> 00:07:19,680 Speaker 1: IBM chose to concentrate on its traditional enterprise focused business 125 00:07:19,840 --> 00:07:22,520 Speaker 1: and not really get into the consumer market. They were 126 00:07:22,520 --> 00:07:26,680 Speaker 1: making products and services for other companies, not for end 127 00:07:26,840 --> 00:07:29,640 Speaker 1: users like me and you now. That would change in 128 00:07:29,760 --> 00:07:34,480 Speaker 1: nineteen one when IBM introduced the IBM Personal Computer or 129 00:07:34,600 --> 00:07:38,960 Speaker 1: the fifty one fifty. IBM didn't invent the term personal computer, 130 00:07:39,280 --> 00:07:42,120 Speaker 1: but the fact that this juggernaut had used the phrase 131 00:07:42,240 --> 00:07:45,800 Speaker 1: for its own product would shape the terminology for computers 132 00:07:45,800 --> 00:07:49,960 Speaker 1: in general. We all know that ultimately the two major 133 00:07:50,040 --> 00:07:53,720 Speaker 1: systems to emerge from those early days were Windows based 134 00:07:53,800 --> 00:07:58,160 Speaker 1: PCs and Mac computers from Apple. These would be the 135 00:07:58,160 --> 00:08:01,440 Speaker 1: two big ones for consumers. There are obviously others out 136 00:08:01,480 --> 00:08:05,239 Speaker 1: there there, Linux systems, for example, but for the majority 137 00:08:05,280 --> 00:08:09,120 Speaker 1: of people out there, it's the Windows based PC and 138 00:08:09,280 --> 00:08:14,640 Speaker 1: Apple's Mac. Well, we call the Windows based machines PCs. 139 00:08:14,640 --> 00:08:18,480 Speaker 1: Because of IBM and its influence, a MAC is a 140 00:08:18,520 --> 00:08:22,040 Speaker 1: personal computer, to a Mac is a PC in the 141 00:08:22,080 --> 00:08:24,240 Speaker 1: sense it's a personal computer, but you wouldn't call it 142 00:08:24,320 --> 00:08:28,920 Speaker 1: a PC typically because to us, PCs means a machine 143 00:08:28,960 --> 00:08:32,680 Speaker 1: built upon ibm s approach, and that leads us into 144 00:08:32,679 --> 00:08:36,080 Speaker 1: the choices IBM made that would ultimately contribute to the 145 00:08:36,120 --> 00:08:39,760 Speaker 1: company getting out of the personal computer business. Further down 146 00:08:39,760 --> 00:08:42,319 Speaker 1: the road, it all comes down to how they chose 147 00:08:42,360 --> 00:08:44,400 Speaker 1: to get into it in the first place. You see, 148 00:08:44,800 --> 00:08:48,319 Speaker 1: when IBM was making the personal computer. The company wasn't 149 00:08:48,320 --> 00:08:52,360 Speaker 1: exactly putting its full support behind that effort in order 150 00:08:52,400 --> 00:08:55,480 Speaker 1: to produce the system cheaply, which would mean the company 151 00:08:55,480 --> 00:08:58,360 Speaker 1: could sell the manufactured systems at a premium and have 152 00:08:58,400 --> 00:09:01,280 Speaker 1: a really sweet profit margin. And you know, you you 153 00:09:01,360 --> 00:09:05,160 Speaker 1: buy cheap and you sell high. IBM engineers built the 154 00:09:05,200 --> 00:09:09,319 Speaker 1: PC using off the shelf components. The company didn't build 155 00:09:09,360 --> 00:09:14,080 Speaker 1: a custom made microprocessor or anything. Instead, the original IBM 156 00:09:14,120 --> 00:09:18,920 Speaker 1: PC used an Intel eight chip as the CPU. In 157 00:09:18,960 --> 00:09:22,600 Speaker 1: a similar fashion, the engineers used other standard components to 158 00:09:22,679 --> 00:09:26,360 Speaker 1: build out the PC, and they made an arrangement with 159 00:09:26,480 --> 00:09:30,040 Speaker 1: Microsoft to supply the operating system for this new personal computer. 160 00:09:30,720 --> 00:09:34,120 Speaker 1: And the story behind all of that operating system stuff 161 00:09:34,200 --> 00:09:38,720 Speaker 1: gets really super juicy and bonkers. That has betrayal and backstabbing. 162 00:09:38,720 --> 00:09:41,360 Speaker 1: It's like a Game of Thrones episode. For one thing, 163 00:09:41,720 --> 00:09:45,360 Speaker 1: Microsoft was not the company to originally develop DOSS, but 164 00:09:45,480 --> 00:09:50,560 Speaker 1: it sure is. Heck profited from it, but that's another story. 165 00:09:50,920 --> 00:09:54,880 Speaker 1: The operating system that IBM used was called PC DOSS, 166 00:09:54,880 --> 00:09:59,280 Speaker 1: but IBM did not establish an exclusivity agreement with Microsoft, 167 00:09:59,559 --> 00:10:04,600 Speaker 1: and so Microsoft would also develop another OS called MS DOSS, 168 00:10:04,640 --> 00:10:09,520 Speaker 1: which was to all intents and purposes identical to PC DOSS, 169 00:10:09,600 --> 00:10:13,080 Speaker 1: and it would remain so for several versions. Now, all 170 00:10:13,120 --> 00:10:16,640 Speaker 1: the pieces were in place for IBM's eventual decision to 171 00:10:16,679 --> 00:10:19,800 Speaker 1: get out of the consumer PC market, and it was 172 00:10:20,520 --> 00:10:22,720 Speaker 1: just at the point when it was getting in. You see, 173 00:10:22,800 --> 00:10:26,160 Speaker 1: the basic components for the computers were available to anyone, 174 00:10:26,679 --> 00:10:30,840 Speaker 1: and the operating system was likewise available through licensing with Microsoft. 175 00:10:30,960 --> 00:10:35,800 Speaker 1: So an enterprising computer company with much lower operating costs 176 00:10:35,880 --> 00:10:40,840 Speaker 1: than a behemoth like IBM could conceivably swoop in, build 177 00:10:40,880 --> 00:10:45,679 Speaker 1: a reasonable facsimile of an IBM PC machine using similar components, 178 00:10:46,000 --> 00:10:48,720 Speaker 1: and include a licensed version of MS DOSS as the 179 00:10:48,760 --> 00:10:52,000 Speaker 1: operating system. In presto, you have a computer that runs 180 00:10:52,040 --> 00:10:55,800 Speaker 1: just like an IBM PC, including support for all software 181 00:10:55,840 --> 00:10:59,000 Speaker 1: designed for the IBM system, and it's at a fraction 182 00:10:59,040 --> 00:11:02,240 Speaker 1: of the cost. This gave birth to an entire subclass 183 00:11:02,280 --> 00:11:07,080 Speaker 1: of computers called the IBM clones or IBM compatibles. The 184 00:11:07,080 --> 00:11:08,960 Speaker 1: two eight six I mentioned at the top of this 185 00:11:09,000 --> 00:11:12,760 Speaker 1: episode was just such a machine. We didn't known an 186 00:11:12,800 --> 00:11:16,040 Speaker 1: official IBM birstal computer, but rather a machine with the 187 00:11:16,080 --> 00:11:20,079 Speaker 1: same sort of guts inside and running MS DOSS. It 188 00:11:20,120 --> 00:11:22,160 Speaker 1: would take a long time for all of this to 189 00:11:22,280 --> 00:11:25,319 Speaker 1: actually catch up to IBM. Mind you, it's not like 190 00:11:25,760 --> 00:11:29,320 Speaker 1: they were shot and sunk as soon as they launched. 191 00:11:29,920 --> 00:11:32,800 Speaker 1: The company would ultimately pull back from the PC business, 192 00:11:32,800 --> 00:11:34,520 Speaker 1: but it would stick around long enough to make an 193 00:11:34,720 --> 00:11:38,840 Speaker 1: enormous influence on computers and programming, and that includes graphics. 194 00:11:39,480 --> 00:11:44,040 Speaker 1: When the IBM PC debut in the company offered two 195 00:11:44,040 --> 00:11:47,880 Speaker 1: options when it came to graphics. Each was a type 196 00:11:47,920 --> 00:11:50,880 Speaker 1: of circuit board that could be plugged into the motherboard 197 00:11:51,000 --> 00:11:54,960 Speaker 1: of the computer, the sort of an expansion slot. These 198 00:11:55,000 --> 00:11:58,080 Speaker 1: types of cards were called add in boards or A 199 00:11:58,240 --> 00:12:00,600 Speaker 1: I B s, and they represent in the ways to 200 00:12:00,640 --> 00:12:05,280 Speaker 1: add capabilities to a base computer model. Sometimes those abilities 201 00:12:05,320 --> 00:12:09,520 Speaker 1: were fairly simple additional features. Sometimes, like in this case, 202 00:12:09,600 --> 00:12:12,520 Speaker 1: they were required in order to send images to an 203 00:12:12,520 --> 00:12:15,040 Speaker 1: external display. So without one of these two cards you 204 00:12:15,040 --> 00:12:19,079 Speaker 1: wouldn't have any way of sending information to a computer monitor. 205 00:12:19,679 --> 00:12:22,640 Speaker 1: The first of the two was called the Monochrome Display 206 00:12:22,760 --> 00:12:26,600 Speaker 1: Adapter or m d A. This was a video card 207 00:12:26,640 --> 00:12:30,800 Speaker 1: installed on the PC that would output monochromatic signals to 208 00:12:31,120 --> 00:12:34,920 Speaker 1: the monitor. Furthermore, it didn't do so in a pixel 209 00:12:35,000 --> 00:12:38,200 Speaker 1: addressable way. So wait, wait, wait, what does that mean 210 00:12:38,400 --> 00:12:42,000 Speaker 1: All right. So let's remember that the images we see 211 00:12:42,000 --> 00:12:45,880 Speaker 1: on displays and monitors and screens like on smartphones are 212 00:12:45,920 --> 00:12:49,160 Speaker 1: made up a little points of light. By changing the 213 00:12:49,160 --> 00:12:52,160 Speaker 1: brightness and color of those points of light, you can 214 00:12:52,240 --> 00:12:56,040 Speaker 1: create full images. It's not that different from the technique 215 00:12:56,160 --> 00:12:59,880 Speaker 1: used by the famous painter George Serat in his fame 216 00:13:00,040 --> 00:13:03,959 Speaker 1: its work A Sunday Afternoon on the Island of Lagrange Jatt. 217 00:13:04,679 --> 00:13:08,560 Speaker 1: In that painting, all the images consist of tiny dots 218 00:13:08,600 --> 00:13:10,920 Speaker 1: of paint, but when you view it from a distance, 219 00:13:11,679 --> 00:13:14,480 Speaker 1: they form the shapes of people spending a lovely day 220 00:13:14,480 --> 00:13:17,720 Speaker 1: at a park along the Sin River. It's an example 221 00:13:17,760 --> 00:13:19,720 Speaker 1: of a style called point to lists, and it's perhaps 222 00:13:19,800 --> 00:13:22,960 Speaker 1: the most famous version of this of all time. But 223 00:13:23,400 --> 00:13:27,480 Speaker 1: television's computer monitors and electronic displays like the one smartphones 224 00:13:27,559 --> 00:13:31,040 Speaker 1: use have a similar technique, except they use points of 225 00:13:31,160 --> 00:13:34,959 Speaker 1: light rather than points of paint. Now, as I mentioned, 226 00:13:35,280 --> 00:13:39,760 Speaker 1: the m d A wasn't pixel addressable, and addressability refers 227 00:13:39,800 --> 00:13:45,120 Speaker 1: to the capacity to separately access individual units of something, 228 00:13:45,200 --> 00:13:49,320 Speaker 1: so in this case pixels. A pixel addressable approach allows 229 00:13:49,320 --> 00:13:52,680 Speaker 1: the computer system to send specific instructions to each and 230 00:13:52,960 --> 00:13:57,120 Speaker 1: every pixel, which, in turn, let's computers send full images 231 00:13:57,200 --> 00:14:00,360 Speaker 1: and graphics to a connected monitor, but m d A 232 00:14:00,920 --> 00:14:04,480 Speaker 1: didn't have that capability, so you couldn't send a black 233 00:14:04,520 --> 00:14:07,800 Speaker 1: and white photo to display on a connected monitor. The 234 00:14:08,000 --> 00:14:12,400 Speaker 1: m d A was dedicated purely to text mode. The 235 00:14:12,440 --> 00:14:15,400 Speaker 1: screen consisted not of pixels so much as it did 236 00:14:15,559 --> 00:14:19,680 Speaker 1: of character cells. So imagine a box that's large enough 237 00:14:19,720 --> 00:14:23,440 Speaker 1: to hold the largest text character, like an uppercase G 238 00:14:23,880 --> 00:14:28,120 Speaker 1: or W or something. Now imagine that the entire screen 239 00:14:28,600 --> 00:14:31,920 Speaker 1: is a grid of those boxes. Each box is exactly 240 00:14:31,960 --> 00:14:34,280 Speaker 1: the same shape, so it can a lot for the 241 00:14:34,400 --> 00:14:37,880 Speaker 1: largest of characters inside of it, but that's all they 242 00:14:37,880 --> 00:14:40,840 Speaker 1: can fit inside. Each box is one character. You couldn't 243 00:14:40,880 --> 00:14:45,000 Speaker 1: create more complex images, only pictures that consisted of those 244 00:14:45,040 --> 00:14:48,560 Speaker 1: basic characters, just like the old printers that I mentioned 245 00:14:48,560 --> 00:14:51,560 Speaker 1: earlier that Richard Garriott had been playing with. Well, with 246 00:14:51,680 --> 00:14:57,120 Speaker 1: these displays, you could get really good resolution on those characters, 247 00:14:57,160 --> 00:15:00,240 Speaker 1: so the images were crisp and clear. The picture here's 248 00:15:00,280 --> 00:15:03,440 Speaker 1: the text was incredibly clear to read. It was very 249 00:15:03,600 --> 00:15:06,960 Speaker 1: simple too. With these displays. You could get really good 250 00:15:07,040 --> 00:15:10,720 Speaker 1: resolution on those characters. The text is crisp and clear. 251 00:15:11,440 --> 00:15:14,080 Speaker 1: And that was a big drop because a lot of 252 00:15:14,120 --> 00:15:17,240 Speaker 1: these computers were meant to go towards small businesses, where 253 00:15:17,640 --> 00:15:21,880 Speaker 1: presumably the applications you're running are mostly text based. There 254 00:15:21,920 --> 00:15:24,520 Speaker 1: were some trade offs. Because the screen was made up 255 00:15:24,600 --> 00:15:27,720 Speaker 1: of a grid of equal sized boxes, and each of 256 00:15:27,800 --> 00:15:32,360 Speaker 1: those boxes could contain one character, every letter would use 257 00:15:32,480 --> 00:15:36,320 Speaker 1: up the same amount of space on the screen. So 258 00:15:36,480 --> 00:15:39,400 Speaker 1: an upper case W, which is about as wide as 259 00:15:39,440 --> 00:15:42,320 Speaker 1: it gets, would take up the same amount of space 260 00:15:42,560 --> 00:15:44,600 Speaker 1: as an upper case I. Now I don't mean that 261 00:15:44,720 --> 00:15:48,320 Speaker 1: the upper case I would be wide, but rather it 262 00:15:48,360 --> 00:15:52,000 Speaker 1: would occupy a spot that would be surrounded by an 263 00:15:52,040 --> 00:15:56,120 Speaker 1: invisible box the same size as the invisible box that 264 00:15:56,200 --> 00:15:58,480 Speaker 1: goes around the upper case W. So you get this 265 00:15:58,560 --> 00:16:02,320 Speaker 1: weird spacing between letters in the same word. If you're 266 00:16:02,400 --> 00:16:06,440 Speaker 1: using a collection of wide and narrow letters, it would 267 00:16:06,480 --> 00:16:11,680 Speaker 1: just look off. H It's called monospace font. It's it's 268 00:16:11,720 --> 00:16:13,720 Speaker 1: the same sort of thing that you would see with 269 00:16:14,440 --> 00:16:18,160 Speaker 1: a lot of printers and typewriters because they were limited 270 00:16:18,280 --> 00:16:21,720 Speaker 1: to having all of their stamps at the same size, 271 00:16:21,840 --> 00:16:25,560 Speaker 1: even if the letters were different sizes. In contrast, most 272 00:16:25,600 --> 00:16:29,360 Speaker 1: fonts we use today are proportional fonts, which means individual 273 00:16:29,480 --> 00:16:32,880 Speaker 1: characters are given space proportional to their own size, so 274 00:16:32,960 --> 00:16:35,560 Speaker 1: you don't get these odd gaps between letters that should 275 00:16:35,600 --> 00:16:37,680 Speaker 1: be right next to each other. But that was just 276 00:16:37,840 --> 00:16:40,760 Speaker 1: one option for the IBM PC. The other option had 277 00:16:40,840 --> 00:16:44,600 Speaker 1: direct addressability for pixels. It also had support for colors, 278 00:16:44,640 --> 00:16:47,560 Speaker 1: so you could have color graphics with this version, and 279 00:16:47,680 --> 00:16:50,800 Speaker 1: it was called c g A, and we'll talk about 280 00:16:50,840 --> 00:17:01,760 Speaker 1: it more after the break. So c g A stands 281 00:17:01,880 --> 00:17:06,120 Speaker 1: for Color Graphics Adapter, and describing this technology will also 282 00:17:06,200 --> 00:17:08,359 Speaker 1: require us to examine a couple of other sets of 283 00:17:08,480 --> 00:17:11,320 Speaker 1: standards that affected the graphics that displayed on old c 284 00:17:11,520 --> 00:17:16,280 Speaker 1: g A systems. C g A had big limitations had 285 00:17:16,359 --> 00:17:20,800 Speaker 1: compared to graphics cards today, they seem absolutely stone age. 286 00:17:21,200 --> 00:17:25,440 Speaker 1: The c g A system could support four different modes officially, 287 00:17:25,760 --> 00:17:29,640 Speaker 1: but clever programmers figured out ways to boost this. We'll 288 00:17:29,680 --> 00:17:33,240 Speaker 1: get into that. There were two text modes and two 289 00:17:33,400 --> 00:17:37,560 Speaker 1: graphic modes for the c g A card. The first 290 00:17:37,760 --> 00:17:41,520 Speaker 1: text mode supported four bit color and could display up 291 00:17:41,560 --> 00:17:45,440 Speaker 1: to forty characters per line, with twenty five lines making 292 00:17:45,520 --> 00:17:48,760 Speaker 1: up the total screen space, so twenty five like you 293 00:17:48,800 --> 00:17:52,200 Speaker 1: could stack twenty five vertically or you could stack forty 294 00:17:52,560 --> 00:17:57,600 Speaker 1: horizontally across the screen. The pixel aspect ratio was one 295 00:17:57,920 --> 00:18:01,320 Speaker 1: to one point two. But what that mean, Well, these 296 00:18:01,359 --> 00:18:06,000 Speaker 1: pixels were not perfect squares. They were actually taller than 297 00:18:06,080 --> 00:18:09,760 Speaker 1: they were wide. With that ratio of one for width 298 00:18:10,080 --> 00:18:12,920 Speaker 1: to one point two for height, this would mean that 299 00:18:13,040 --> 00:18:16,120 Speaker 1: the visual resolution of the screen was more like three 300 00:18:16,240 --> 00:18:20,600 Speaker 1: twenty by two forty. In actuality, it was three twenty 301 00:18:20,760 --> 00:18:23,880 Speaker 1: by two hundred. So why the three two forty. Well, 302 00:18:24,320 --> 00:18:28,760 Speaker 1: because the pixels were longer than they were wide. If 303 00:18:28,840 --> 00:18:32,200 Speaker 1: you were clever with the way you create your computer graphics, 304 00:18:32,640 --> 00:18:35,480 Speaker 1: it would seem almost like you had stacked more pixels 305 00:18:35,600 --> 00:18:38,520 Speaker 1: vertically and you could take advantage of things and make 306 00:18:38,560 --> 00:18:41,080 Speaker 1: a picture that had that sort of look as if 307 00:18:41,160 --> 00:18:44,359 Speaker 1: it was a resolution of three twenty by two forty. However, 308 00:18:44,960 --> 00:18:47,840 Speaker 1: if you needed to cut things short and the ratio 309 00:18:48,000 --> 00:18:50,760 Speaker 1: just wasn't working for you, it would become a detriment, 310 00:18:50,920 --> 00:18:53,560 Speaker 1: not an asset. However, if you do the math, you'll 311 00:18:53,560 --> 00:18:56,800 Speaker 1: see that this means every character on screen would have 312 00:18:57,000 --> 00:19:00,520 Speaker 1: eight pixels dedicated to it. And here how I did that. 313 00:19:00,600 --> 00:19:03,720 Speaker 1: You just take the resolution with that's three twenty pixels. 314 00:19:04,119 --> 00:19:06,040 Speaker 1: You divide that by the number of characters that could 315 00:19:06,040 --> 00:19:09,560 Speaker 1: fit on one line. Remember it's forty characters across, so 316 00:19:09,720 --> 00:19:12,880 Speaker 1: three twenty divided by forty you get eight. The same 317 00:19:13,000 --> 00:19:16,199 Speaker 1: is true vertically. You can have twenty five characters stacked 318 00:19:16,240 --> 00:19:18,840 Speaker 1: from top to bottom on the screen, and the vertical 319 00:19:18,920 --> 00:19:22,240 Speaker 1: resolution is two hundred pixels top to bottom. Two hundred 320 00:19:22,280 --> 00:19:27,360 Speaker 1: divided is eight, So each character and the adapter supported 321 00:19:27,400 --> 00:19:32,000 Speaker 1: two fifty six different characters could use eight pixels for 322 00:19:32,160 --> 00:19:36,760 Speaker 1: display purposes. The four bit color part also needs explaining. 323 00:19:36,920 --> 00:19:40,800 Speaker 1: So a bit is a single unit of computer information, 324 00:19:41,040 --> 00:19:43,840 Speaker 1: and we represent it as either a zero or a one, 325 00:19:44,840 --> 00:19:47,920 Speaker 1: So that means a bit has one of two possible 326 00:19:48,000 --> 00:19:50,320 Speaker 1: states at any given time. You can think of it 327 00:19:50,400 --> 00:19:55,360 Speaker 1: as off or on, zero or one. We have four 328 00:19:55,520 --> 00:19:57,840 Speaker 1: bits for four bit color, so that means we can 329 00:19:57,880 --> 00:20:01,880 Speaker 1: think of having to the possible number of states per bit. 330 00:20:02,480 --> 00:20:06,159 Speaker 1: Raised to the power of four, that's equal to sixteen. 331 00:20:06,640 --> 00:20:11,320 Speaker 1: So four bit color could support sixteen different colors total, 332 00:20:11,760 --> 00:20:17,359 Speaker 1: not all at once, but total. Like, that's the number 333 00:20:17,440 --> 00:20:22,720 Speaker 1: of colors this display could show. In text mode, programmers 334 00:20:22,800 --> 00:20:26,440 Speaker 1: could choose a foreground and background color, choosing from those 335 00:20:26,600 --> 00:20:30,879 Speaker 1: sixteen pre made colors. In addition, a bit for the 336 00:20:30,960 --> 00:20:33,640 Speaker 1: foreground color could be dedicated to make the character blink, 337 00:20:33,720 --> 00:20:37,159 Speaker 1: so you can have blinking text in the foreground. The 338 00:20:37,400 --> 00:20:42,080 Speaker 1: blinking bit, the bit responsible for that blinking command, was 339 00:20:42,160 --> 00:20:45,239 Speaker 1: repurposed for the background color, and it's served as an 340 00:20:45,320 --> 00:20:50,320 Speaker 1: intensity bit instead. Intensity essentially means how dark or bright 341 00:20:50,640 --> 00:20:54,440 Speaker 1: that particular color happens to appear. The second text mode 342 00:20:55,000 --> 00:20:58,840 Speaker 1: was an eighty by twenty five four bit color mode, 343 00:20:59,520 --> 00:21:03,320 Speaker 1: so that meant you could fit eighty letters across in 344 00:21:03,400 --> 00:21:08,600 Speaker 1: a line twenty five lines per screen. These letters were 345 00:21:08,680 --> 00:21:11,600 Speaker 1: half as wide as the forty by twenty five versions. 346 00:21:11,960 --> 00:21:14,760 Speaker 1: Makes sense, right, you could fit twice as many across 347 00:21:14,840 --> 00:21:17,159 Speaker 1: the screen. They must be half as wide as the 348 00:21:17,240 --> 00:21:21,560 Speaker 1: forty by twenty five. The pixel ratio that this would 349 00:21:21,680 --> 00:21:25,560 Speaker 1: create for a visual representation of the resolution was six 350 00:21:25,720 --> 00:21:29,240 Speaker 1: forty by four eighty. Now, in reality, those pixels again 351 00:21:29,320 --> 00:21:32,040 Speaker 1: were taller than they were wide. In fact, they were 352 00:21:32,200 --> 00:21:36,520 Speaker 1: notably taller than they were wide, so the real resolution, 353 00:21:36,600 --> 00:21:39,320 Speaker 1: the true resolution was six forty by two hundred, but 354 00:21:39,440 --> 00:21:43,399 Speaker 1: it looked like six forty eight. More programs were written 355 00:21:43,600 --> 00:21:47,239 Speaker 1: in this mode because that you could fit way more 356 00:21:47,320 --> 00:21:49,600 Speaker 1: text on a screen than you could with the forty 357 00:21:49,800 --> 00:21:53,440 Speaker 1: twenty five mode. It was less chunky, but most text 358 00:21:53,520 --> 00:21:57,680 Speaker 1: based programs relied on the eighty by twenty five approach. 359 00:21:58,640 --> 00:22:00,920 Speaker 1: If you were using a word process or something, this 360 00:22:01,160 --> 00:22:03,879 Speaker 1: was the style that you were most likely looking at. 361 00:22:04,080 --> 00:22:06,159 Speaker 1: That being said, the resolution of text on a c 362 00:22:06,320 --> 00:22:08,960 Speaker 1: g A machine was lower than what you would have 363 00:22:09,040 --> 00:22:12,760 Speaker 1: found on the monochromatic m d A computers, so it 364 00:22:12,920 --> 00:22:15,480 Speaker 1: was a tradeoff. You could have a c g A 365 00:22:16,400 --> 00:22:20,320 Speaker 1: ibm PC running on this eight by twenty five text 366 00:22:20,400 --> 00:22:23,760 Speaker 1: mode for a specific program and it'd be fine. It 367 00:22:23,840 --> 00:22:26,760 Speaker 1: just wouldn't be as crisp and clear as the monochromatic 368 00:22:27,040 --> 00:22:32,359 Speaker 1: m d A text specific machines. Onto the graphics modes, however, 369 00:22:32,560 --> 00:22:35,120 Speaker 1: that's what we're really interested in, right, What actually made 370 00:22:35,600 --> 00:22:41,160 Speaker 1: the images, not just the text on these computers. Well, 371 00:22:41,680 --> 00:22:44,320 Speaker 1: the graphics mode for the c g A machine had, 372 00:22:44,680 --> 00:22:47,480 Speaker 1: like I said, two different modes to it, two different 373 00:22:47,520 --> 00:22:50,959 Speaker 1: official modes to it. One was a three twenty by 374 00:22:51,040 --> 00:22:54,879 Speaker 1: two hundred resolution, but the pixel ratio was one to 375 00:22:55,000 --> 00:22:57,360 Speaker 1: one point two, so again it looked more like three 376 00:22:57,800 --> 00:23:00,960 Speaker 1: by two forty. This mode could just lay up to 377 00:23:01,280 --> 00:23:04,640 Speaker 1: four colors at any one time using one of two 378 00:23:04,840 --> 00:23:08,240 Speaker 1: pre selected palettes. This is why if you ever look 379 00:23:08,280 --> 00:23:10,600 Speaker 1: at old c G A games, they all start to 380 00:23:10,680 --> 00:23:14,160 Speaker 1: look really similar. They're all using the exact same colors. 381 00:23:14,320 --> 00:23:18,520 Speaker 1: For colors, the programmers were working under some really tight restrictions. 382 00:23:18,880 --> 00:23:23,639 Speaker 1: The first palette of colors included black, green, red, and yellow. 383 00:23:23,960 --> 00:23:27,920 Speaker 1: This was palette zero. The second palette, a k A 384 00:23:28,119 --> 00:23:33,159 Speaker 1: Palette one had black, cyan, magenta, and white. Now, as 385 00:23:33,200 --> 00:23:36,640 Speaker 1: you can imagine, it's pretty tough to create good graphics 386 00:23:36,720 --> 00:23:40,040 Speaker 1: with this limited color selection. Now, on top of that, 387 00:23:40,280 --> 00:23:45,399 Speaker 1: programmers could use low intensity or brightness or high intensity 388 00:23:45,840 --> 00:23:49,680 Speaker 1: or brightness. So that would add another variation. And I've 389 00:23:49,720 --> 00:23:53,600 Speaker 1: seen the same screen presented in both palettes at both 390 00:23:53,680 --> 00:23:58,479 Speaker 1: levels of intensity, and there are differences, like you can 391 00:23:58,560 --> 00:24:01,200 Speaker 1: get a very different effect going from one to the other. 392 00:24:01,800 --> 00:24:04,359 Speaker 1: So programs had a little bit of flexibility, but not 393 00:24:04,480 --> 00:24:09,080 Speaker 1: by much. In both palettes, black is color zero, and 394 00:24:09,200 --> 00:24:13,000 Speaker 1: color zero was actually customizable. You could swap it out. 395 00:24:13,720 --> 00:24:17,240 Speaker 1: You could choose one of the other fifteen colors that 396 00:24:17,400 --> 00:24:20,880 Speaker 1: c g A supported and use that as color zero. 397 00:24:21,200 --> 00:24:23,600 Speaker 1: Black would no longer be used. The flip side of 398 00:24:23,680 --> 00:24:26,640 Speaker 1: this is that the new color would replace color zero 399 00:24:26,720 --> 00:24:29,320 Speaker 1: in all of the image. So if you wanted the 400 00:24:29,400 --> 00:24:32,760 Speaker 1: image to have black in it, it would get replaced 401 00:24:32,800 --> 00:24:36,119 Speaker 1: by whatever color you had now designated as color zero. 402 00:24:36,880 --> 00:24:40,240 Speaker 1: If you wanted to have green included with your white, cyan, 403 00:24:40,400 --> 00:24:43,679 Speaker 1: and magenta, then it would mean that if you had 404 00:24:43,760 --> 00:24:47,399 Speaker 1: a scene with a night sky, that night sky is 405 00:24:47,440 --> 00:24:50,399 Speaker 1: going to be green because it would normally be black, 406 00:24:50,920 --> 00:24:53,520 Speaker 1: but you've designated that color to go to green instead 407 00:24:53,520 --> 00:24:57,639 Speaker 1: of black. So yeah, very limited. However, another trick programmers 408 00:24:57,680 --> 00:25:01,200 Speaker 1: could do is leverage the way see our T screens work. 409 00:25:01,760 --> 00:25:05,199 Speaker 1: I'm gonna gloss over the details, but in CRT screens 410 00:25:05,280 --> 00:25:08,520 Speaker 1: there is an electron gun and it paints the back 411 00:25:08,560 --> 00:25:11,960 Speaker 1: of the screen with electrons. That causes phosphor to glow 412 00:25:12,359 --> 00:25:15,720 Speaker 1: as the phosphor absorbs electrons. But the painting is the 413 00:25:15,800 --> 00:25:19,520 Speaker 1: important part. It happens at the top line on the screen. 414 00:25:20,119 --> 00:25:23,119 Speaker 1: It goes all the way across horizontally, then it moves 415 00:25:23,160 --> 00:25:25,760 Speaker 1: down the line and it does this again, and it 416 00:25:25,880 --> 00:25:30,960 Speaker 1: does this really fast. A slow CRT monitor would repaint 417 00:25:31,080 --> 00:25:35,159 Speaker 1: the entire screen sixty times a second. But this means 418 00:25:35,480 --> 00:25:38,960 Speaker 1: that if you're programming, you know precisely what parts of 419 00:25:39,000 --> 00:25:41,400 Speaker 1: an image are going to be painted first, because it's 420 00:25:41,440 --> 00:25:44,360 Speaker 1: going to go top to bottom. So if you're meticulous. 421 00:25:44,920 --> 00:25:48,760 Speaker 1: You can swap from one pallette set to the other 422 00:25:48,880 --> 00:25:53,240 Speaker 1: palette set in mid screen draw. That allows for slightly 423 00:25:53,320 --> 00:25:56,600 Speaker 1: more colors to display on screen at one time, or 424 00:25:56,640 --> 00:25:59,000 Speaker 1: at least what we perceive to be at one time, 425 00:25:59,400 --> 00:26:03,600 Speaker 1: because our reception lags behind this refresh rate. So in 426 00:26:03,800 --> 00:26:07,280 Speaker 1: any given band of horizontal lines, you would be limited 427 00:26:07,320 --> 00:26:10,160 Speaker 1: to four colors because you'd be limited to one palette. However, 428 00:26:10,280 --> 00:26:13,159 Speaker 1: you could swap from band to band, so you might 429 00:26:13,240 --> 00:26:15,520 Speaker 1: have a screen with an image in it that has 430 00:26:15,880 --> 00:26:18,919 Speaker 1: the four colors represented from pallette zero, and then at 431 00:26:18,920 --> 00:26:21,760 Speaker 1: the bottom you swap out to pallet one and you 432 00:26:21,840 --> 00:26:25,280 Speaker 1: get a little more variety that way. The second official 433 00:26:25,440 --> 00:26:29,240 Speaker 1: graphics mode that the c g A chip supported was 434 00:26:29,359 --> 00:26:33,639 Speaker 1: a six forty by two hundred one bit color mode. 435 00:26:34,200 --> 00:26:38,240 Speaker 1: Now this was a monochromatic approach, so you had black 436 00:26:38,640 --> 00:26:41,600 Speaker 1: the background color, and then whatever the foreground color was, 437 00:26:42,440 --> 00:26:46,119 Speaker 1: whether it's white or green or amber. With color monitors, 438 00:26:46,119 --> 00:26:49,680 Speaker 1: you could technically choose any of the sixteen colors the 439 00:26:49,800 --> 00:26:52,920 Speaker 1: c g E chips supported to be the foreground color. 440 00:26:53,600 --> 00:26:56,040 Speaker 1: And the bonus of this was that it allowed for 441 00:26:56,119 --> 00:26:58,840 Speaker 1: more fine detail. It is a greater resolution than what 442 00:26:58,960 --> 00:27:02,399 Speaker 1: you would find in the their mode, but now you 443 00:27:02,480 --> 00:27:05,760 Speaker 1: were reduced to just one color in addition to the background. 444 00:27:06,240 --> 00:27:08,399 Speaker 1: This mode was primarily meant for users who had a 445 00:27:08,480 --> 00:27:12,320 Speaker 1: monochromatic display but who wanted to have graphics support. They 446 00:27:12,359 --> 00:27:15,080 Speaker 1: didn't want to just get the text based m d 447 00:27:15,240 --> 00:27:18,440 Speaker 1: A approach. You could enable this mode on a color 448 00:27:18,520 --> 00:27:21,040 Speaker 1: display and swap out that foreground color like I said, 449 00:27:21,080 --> 00:27:23,000 Speaker 1: but you were still limited by that one color on 450 00:27:23,080 --> 00:27:25,119 Speaker 1: a screen at a time. There were a couple of 451 00:27:25,160 --> 00:27:28,399 Speaker 1: other tricks programmers could use to to kind of fool 452 00:27:28,560 --> 00:27:31,639 Speaker 1: the system to get more colors on screen. One involved 453 00:27:31,760 --> 00:27:35,280 Speaker 1: using the text mode instead of the graphics mode. So 454 00:27:35,400 --> 00:27:38,639 Speaker 1: the text mode actually supported more colors on screen at once. 455 00:27:39,480 --> 00:27:43,119 Speaker 1: And if you could just make your game out of text, 456 00:27:43,760 --> 00:27:47,359 Speaker 1: then you could have much more colorful games. However, there 457 00:27:47,400 --> 00:27:49,399 Speaker 1: are games that are made up of text, So how 458 00:27:49,440 --> 00:27:53,080 Speaker 1: do you adjust for that. Well, one of the two 459 00:27:53,560 --> 00:27:56,800 Speaker 1: fifty six characters that you could choose from was a 460 00:27:56,920 --> 00:28:00,280 Speaker 1: simple shape. It took up half of the character cell, 461 00:28:00,800 --> 00:28:04,160 Speaker 1: so one half of the cell would be this color 462 00:28:04,320 --> 00:28:06,240 Speaker 1: and the other half would be the background color. So 463 00:28:06,320 --> 00:28:08,600 Speaker 1: you have a foreground color in the background color. However, 464 00:28:08,880 --> 00:28:11,400 Speaker 1: what if you set both the foreground and the background 465 00:28:11,440 --> 00:28:14,080 Speaker 1: to the exact same color. Well, you would get a 466 00:28:14,160 --> 00:28:18,600 Speaker 1: solid block of that color, and using those blocks you 467 00:28:18,680 --> 00:28:21,520 Speaker 1: could create simple graphics. But it's kind of like using 468 00:28:21,880 --> 00:28:24,480 Speaker 1: wooden blocks that you would have as a kid. Right, 469 00:28:24,600 --> 00:28:26,320 Speaker 1: you can make stuff out of it, but it's gonna 470 00:28:26,359 --> 00:28:30,400 Speaker 1: be chunky. You're not gonna get the fine graphic detail 471 00:28:30,480 --> 00:28:33,440 Speaker 1: you would down to the pixel level. Now, your pixels 472 00:28:33,720 --> 00:28:36,720 Speaker 1: are much much bigger than they would have been otherwise, 473 00:28:36,760 --> 00:28:40,200 Speaker 1: so the resolution was just one sixty by one hundred 474 00:28:40,320 --> 00:28:42,920 Speaker 1: in this mode, but you'd be able to use a 475 00:28:43,000 --> 00:28:46,240 Speaker 1: lot more colors. The last trick programmers could rely upon 476 00:28:46,560 --> 00:28:48,959 Speaker 1: had to do with the monitors themselves, so there were 477 00:28:49,000 --> 00:28:53,360 Speaker 1: two big categories at this time. The IBM PC had 478 00:28:53,400 --> 00:28:56,280 Speaker 1: an r G B I monitor, and r g B 479 00:28:56,480 --> 00:29:01,160 Speaker 1: I stands for red, green, blue and inten city, which 480 00:29:01,200 --> 00:29:03,680 Speaker 1: again is the brightness of a color. But you could 481 00:29:03,760 --> 00:29:08,880 Speaker 1: also use a composite video monitor like a television set. 482 00:29:08,960 --> 00:29:11,600 Speaker 1: You could use that as your computer monitor, and you 483 00:29:11,680 --> 00:29:15,480 Speaker 1: could feed video to it through a composite cable that's 484 00:29:15,560 --> 00:29:18,640 Speaker 1: the yellow r c A cables of old. That one 485 00:29:18,720 --> 00:29:22,600 Speaker 1: cable would carry out all the video information to the display. However, 486 00:29:22,760 --> 00:29:26,920 Speaker 1: composite video monitors had an interesting tendency. Colors would bleed 487 00:29:27,040 --> 00:29:29,600 Speaker 1: into each other a little bit, and that bleed that 488 00:29:30,280 --> 00:29:34,360 Speaker 1: melding of colors would present other colors that you might 489 00:29:34,440 --> 00:29:38,560 Speaker 1: not otherwise be able to create in c g A graphics. 490 00:29:38,960 --> 00:29:43,760 Speaker 1: So you could kind of create through the process of transmission, 491 00:29:44,040 --> 00:29:47,080 Speaker 1: brand new colors. So it's not like it's in the programming. 492 00:29:47,200 --> 00:29:51,680 Speaker 1: It's literally impairing two different colors that could be represented 493 00:29:51,800 --> 00:29:54,560 Speaker 1: in c g A next to each other, because you 494 00:29:54,640 --> 00:29:56,760 Speaker 1: know when it's going to be shown on a screen, 495 00:29:56,800 --> 00:29:59,400 Speaker 1: they're going to bleed together a little bit, so you 496 00:29:59,480 --> 00:30:04,080 Speaker 1: get a a more rich from a color perspective image. However, 497 00:30:04,600 --> 00:30:07,560 Speaker 1: there was a drawback to this as well. It would 498 00:30:07,600 --> 00:30:10,000 Speaker 1: mean that the image is a little more blurry and 499 00:30:10,640 --> 00:30:13,200 Speaker 1: not as sharp, so it would almost be like you're 500 00:30:13,280 --> 00:30:17,240 Speaker 1: ending up with a lower resolution image. However, you would 501 00:30:17,280 --> 00:30:19,800 Speaker 1: get more colors. So it just depended on what was 502 00:30:19,880 --> 00:30:22,680 Speaker 1: most important to you when you were putting these things together. 503 00:30:23,200 --> 00:30:25,480 Speaker 1: But why was there such a limitation on colors in 504 00:30:25,560 --> 00:30:28,760 Speaker 1: the first place, Like, what was the factor that was 505 00:30:29,040 --> 00:30:32,960 Speaker 1: making this be so primitive. Well, it wasn't because of 506 00:30:33,040 --> 00:30:37,640 Speaker 1: display technology, like color televisions have been around since the seventies, 507 00:30:37,680 --> 00:30:41,680 Speaker 1: really earlier technically, but definitely commercially. They had been available 508 00:30:41,760 --> 00:30:44,760 Speaker 1: since the seventies, and there's no reason why a monitor 509 00:30:44,800 --> 00:30:47,920 Speaker 1: wouldn't be able to handle lots of different colors. The 510 00:30:48,040 --> 00:30:51,760 Speaker 1: real issue lay with computer memory. See in the early days, 511 00:30:52,160 --> 00:30:55,920 Speaker 1: computer memory was a pretty valuable and scarce resource. It 512 00:30:56,040 --> 00:30:59,600 Speaker 1: was expensive, it was hard to implement. Most computers had 513 00:30:59,600 --> 00:31:03,120 Speaker 1: a very limited amount of random access memory or RAM. 514 00:31:03,960 --> 00:31:08,080 Speaker 1: Computers pulled data into RAM from some other storage source 515 00:31:08,160 --> 00:31:10,600 Speaker 1: like a floppy disk or a hard drive, and then 516 00:31:10,640 --> 00:31:14,200 Speaker 1: the computer response to input provided by the user or 517 00:31:14,240 --> 00:31:17,720 Speaker 1: by some program and performs operation on the data in 518 00:31:17,800 --> 00:31:21,600 Speaker 1: this memory, thus producing output. The more information the computer 519 00:31:21,720 --> 00:31:24,760 Speaker 1: can hold in RAM, generally speaking, the better because it 520 00:31:24,880 --> 00:31:28,720 Speaker 1: brings downloading times and speeds things up quite a bit. 521 00:31:29,120 --> 00:31:32,480 Speaker 1: But RAM was pretty precious in the early days of computing. 522 00:31:32,920 --> 00:31:37,320 Speaker 1: The IBM PC shipped standard with just sixteen kill a 523 00:31:37,400 --> 00:31:40,720 Speaker 1: bytes of RAM, so rather than eat up that memory 524 00:31:40,800 --> 00:31:44,720 Speaker 1: by supporting more colorful graphics, IBM chose to give limited 525 00:31:44,760 --> 00:31:48,680 Speaker 1: support to color representation and reserve that RAM for other stuff, like, 526 00:31:48,840 --> 00:31:52,880 Speaker 1: you know, actually helping the computer execute programs. Other companies 527 00:31:52,920 --> 00:31:55,320 Speaker 1: looked at IBM s c g A approach and they 528 00:31:55,400 --> 00:31:59,480 Speaker 1: reverse engineered it. Soon they could also produce computers that 529 00:31:59,560 --> 00:32:02,320 Speaker 1: supported a c g A graphics. Thus c g A 530 00:32:02,360 --> 00:32:05,760 Speaker 1: approach became a standard, and originally you could just think 531 00:32:05,800 --> 00:32:09,600 Speaker 1: of it as being proprietary. It was an IBM proprietary technology, 532 00:32:09,720 --> 00:32:14,000 Speaker 1: but through reverse engineering it became a standard in computer graphics. 533 00:32:14,040 --> 00:32:16,560 Speaker 1: And some of these third parties took this approach a 534 00:32:16,600 --> 00:32:21,120 Speaker 1: step further. There was a company called Hercules Computer Technology 535 00:32:21,440 --> 00:32:25,400 Speaker 1: that introduced the Hercules Graphics card in n two. The 536 00:32:25,480 --> 00:32:28,520 Speaker 1: card came about as a matter of necessity. The developer 537 00:32:28,640 --> 00:32:32,880 Speaker 1: needed a way to display Thai characters from from the 538 00:32:33,000 --> 00:32:36,160 Speaker 1: language of Thailand, and that was his native language, was Thai, 539 00:32:36,720 --> 00:32:38,880 Speaker 1: and in a resolution similar to I B M S 540 00:32:38,920 --> 00:32:40,680 Speaker 1: M D A. That was the goal, like to have 541 00:32:40,840 --> 00:32:44,480 Speaker 1: these very clear, crisp figures in the Thai language, but 542 00:32:45,320 --> 00:32:48,760 Speaker 1: the M D A didn't support that alphabet. The Hercules 543 00:32:48,800 --> 00:32:52,280 Speaker 1: Graphics card had a resolution of seven twenty by three fifty, 544 00:32:52,600 --> 00:32:56,080 Speaker 1: but unlike the m D A, it was pixel addressable, 545 00:32:56,440 --> 00:32:59,880 Speaker 1: so it could display both text and graphics at high resolution. 546 00:33:00,400 --> 00:33:03,600 Speaker 1: It was a monochromatic technology, so you weren't going to 547 00:33:03,680 --> 00:33:07,120 Speaker 1: get full color this way, but the resolution was superior 548 00:33:07,280 --> 00:33:10,320 Speaker 1: to the c g A standard, So you could program 549 00:33:10,440 --> 00:33:13,160 Speaker 1: a game in the c g A one bit mode, 550 00:33:13,360 --> 00:33:17,320 Speaker 1: that monochromatic graphics mode of c g A, but at 551 00:33:17,360 --> 00:33:19,600 Speaker 1: a much higher resolution than what you would do with 552 00:33:19,680 --> 00:33:22,000 Speaker 1: the c g A computer. Now that being said, not 553 00:33:22,120 --> 00:33:25,880 Speaker 1: many programmers actually took advantage of this, because it wasn't 554 00:33:25,960 --> 00:33:28,880 Speaker 1: standard for developers to cater to a specific add in 555 00:33:29,040 --> 00:33:32,320 Speaker 1: board like that, but man those times would change. However, 556 00:33:32,720 --> 00:33:35,360 Speaker 1: a lack of BIOS support for this card meant not 557 00:33:35,480 --> 00:33:38,880 Speaker 1: many programmers would actually take advantage of this and develop 558 00:33:39,040 --> 00:33:42,680 Speaker 1: games specifically for computers with that type of card. Other 559 00:33:42,760 --> 00:33:46,120 Speaker 1: companies would begin producing similar cards, and IBM was hard 560 00:33:46,160 --> 00:33:49,240 Speaker 1: at work on the next generation of graphics capabilities. We'll 561 00:33:49,240 --> 00:33:52,400 Speaker 1: talk about how they enhanced graphics in just a second, 562 00:33:52,440 --> 00:34:04,320 Speaker 1: but first let's take another quick break in IBM boosted 563 00:34:04,360 --> 00:34:07,320 Speaker 1: the graphical capabilities of its line and personal computers by 564 00:34:07,360 --> 00:34:11,200 Speaker 1: a decent amount, though again by today's standards, still primitive. 565 00:34:11,560 --> 00:34:16,160 Speaker 1: The company introduced e g A, or Enhanced Graphics Adapters. 566 00:34:16,760 --> 00:34:19,880 Speaker 1: These add in boards, similar to c g A, included 567 00:34:19,920 --> 00:34:22,280 Speaker 1: a bunch of chips that would show a marked improvement 568 00:34:22,480 --> 00:34:25,520 Speaker 1: over the old c g A approach, e g A 569 00:34:25,640 --> 00:34:30,080 Speaker 1: could support sixteen colors at the same time for some resolutions, 570 00:34:30,360 --> 00:34:33,200 Speaker 1: So think of that four times the number of colors 571 00:34:33,280 --> 00:34:36,840 Speaker 1: on screen at once. Wow, and it could pull colors 572 00:34:36,880 --> 00:34:40,959 Speaker 1: from a palette of sixty four total options. No longer 573 00:34:41,040 --> 00:34:43,880 Speaker 1: were you forced to decide between supporting dark yellow or 574 00:34:43,960 --> 00:34:47,680 Speaker 1: having brown. C g A chose brown because it was 575 00:34:47,800 --> 00:34:49,879 Speaker 1: decided that that was a color that would far more 576 00:34:49,960 --> 00:34:53,759 Speaker 1: frequently be used than dark yellow. The resolution support for 577 00:34:53,880 --> 00:34:56,880 Speaker 1: graphics had increased as well. E g A support resolutions 578 00:34:56,920 --> 00:35:00,600 Speaker 1: of up to six forty by three fifty, though there 579 00:35:00,640 --> 00:35:03,120 Speaker 1: are some caveats I'll get to in a second. The 580 00:35:03,200 --> 00:35:07,439 Speaker 1: card itself included sixteen kilobytes of RAM. RAM is read 581 00:35:07,640 --> 00:35:11,520 Speaker 1: only memory, and as the name suggests, read only memory 582 00:35:11,600 --> 00:35:15,080 Speaker 1: cannot be written to or changed. Data stored in ROM 583 00:35:15,239 --> 00:35:18,439 Speaker 1: typically includes sets of instructions that are necessary for doing 584 00:35:18,480 --> 00:35:21,640 Speaker 1: stuff like booting up a program or running a critical process. 585 00:35:22,200 --> 00:35:24,440 Speaker 1: In the case of e g A cards, the RAM 586 00:35:24,560 --> 00:35:28,120 Speaker 1: included basic instructions for graphics applications that took some of 587 00:35:28,200 --> 00:35:32,040 Speaker 1: the load off the host computer's own memory. In addition 588 00:35:32,120 --> 00:35:35,000 Speaker 1: to those kilobytes of RAM, the card also had sixty 589 00:35:35,040 --> 00:35:39,360 Speaker 1: four dedicated kilobytes of RAM or random access memory. This 590 00:35:39,560 --> 00:35:42,000 Speaker 1: is like the short term memory stuff, you know, the 591 00:35:42,040 --> 00:35:44,760 Speaker 1: memory where a computer stuff's data in order to access 592 00:35:44,840 --> 00:35:48,600 Speaker 1: that information rapidly while carrying out operations. The card also 593 00:35:48,680 --> 00:35:52,319 Speaker 1: allowed for a secondary memory card to boost the capability 594 00:35:52,560 --> 00:35:56,000 Speaker 1: of e g A another sixty four kilobytes, which is 595 00:35:56,040 --> 00:35:59,120 Speaker 1: good because at the base level of sixty four kilobytes 596 00:35:59,280 --> 00:36:01,719 Speaker 1: from the basic e g A card, you would only 597 00:36:01,760 --> 00:36:04,400 Speaker 1: get four colors on screen at once if you were 598 00:36:04,440 --> 00:36:07,040 Speaker 1: showing graphics at the full resolution of six forty by 599 00:36:07,120 --> 00:36:10,200 Speaker 1: three fifty. The e g A card provided support for 600 00:36:10,280 --> 00:36:12,800 Speaker 1: both the c g A and m d A modes 601 00:36:12,840 --> 00:36:16,200 Speaker 1: of IBM's previous graphics adapters, in addition to the new 602 00:36:16,320 --> 00:36:19,960 Speaker 1: capabilities of the e g A itself. And IBM provided 603 00:36:20,080 --> 00:36:24,359 Speaker 1: extensive documentation on the e g A, and that documentation 604 00:36:24,480 --> 00:36:27,000 Speaker 1: came in handy not just for people who wanted to 605 00:36:27,040 --> 00:36:29,800 Speaker 1: program for systems with an e g A card, but 606 00:36:30,000 --> 00:36:32,640 Speaker 1: for companies that wanted to produce their own version of 607 00:36:32,719 --> 00:36:34,840 Speaker 1: the e g A card. It would go on to 608 00:36:34,920 --> 00:36:38,400 Speaker 1: become one of the most cloned cards in computer history, 609 00:36:38,640 --> 00:36:41,520 Speaker 1: and only that companies were upping the anti by including 610 00:36:41,600 --> 00:36:45,800 Speaker 1: more ram on these cloned cards, providing greater graphical support 611 00:36:45,840 --> 00:36:48,160 Speaker 1: than what IBM was offering out of the gate. So 612 00:36:48,440 --> 00:36:51,239 Speaker 1: while a basic e g A card would support four 613 00:36:51,360 --> 00:36:54,600 Speaker 1: colors at full resolution, these clones would allow for all 614 00:36:54,640 --> 00:37:00,279 Speaker 1: sixteen colors simultaneously at that same resolution. OUCH. Just two 615 00:37:00,400 --> 00:37:03,719 Speaker 1: years after IBM introduced e g A, we saw more 616 00:37:03,800 --> 00:37:08,520 Speaker 1: than twenty companies offering up clones of that technology. Some 617 00:37:08,880 --> 00:37:11,200 Speaker 1: iconic games that came out during the e g A 618 00:37:11,320 --> 00:37:15,160 Speaker 1: era include Ultimate five Warriors of Destiny. I mentioned the 619 00:37:15,560 --> 00:37:19,080 Speaker 1: Ultimate series earlier in this episode. The first several Ultimate 620 00:37:19,160 --> 00:37:22,440 Speaker 1: games came out for the Apple platform primarily and then 621 00:37:22,480 --> 00:37:26,280 Speaker 1: we're later reported to other computer systems. Ultimate Five included 622 00:37:26,400 --> 00:37:28,800 Speaker 1: e g A Support, and I remember this game fondly. 623 00:37:28,880 --> 00:37:32,200 Speaker 1: In fact, it's my favorite of the Ultimate series. But 624 00:37:32,360 --> 00:37:36,320 Speaker 1: other iconic e g A games included Cosmos, Cosmic Adventure, 625 00:37:36,880 --> 00:37:41,920 Speaker 1: Commander Keene, and the original Newcomb platforming game, and many more. 626 00:37:42,719 --> 00:37:45,080 Speaker 1: One of the big advances in graphics found its way 627 00:37:45,120 --> 00:37:48,000 Speaker 1: into e g A, which was the concept of bit mapping. 628 00:37:48,280 --> 00:37:50,680 Speaker 1: So remember when I said that images on a screen 629 00:37:50,800 --> 00:37:54,399 Speaker 1: are made up of individual points of light called pixels. Well, 630 00:37:54,560 --> 00:37:58,080 Speaker 1: in the older version of interlaced graphics. You would include 631 00:37:58,160 --> 00:38:02,440 Speaker 1: information about each pixel, so you might say pixel in 632 00:38:02,600 --> 00:38:06,600 Speaker 1: column one row one is red pixel, and column two 633 00:38:07,040 --> 00:38:10,960 Speaker 1: row one is red pixel and column three in row 634 00:38:11,080 --> 00:38:15,680 Speaker 1: one is red. That gets pretty tedious. Bit mapping allowed 635 00:38:15,719 --> 00:38:18,520 Speaker 1: for a different approach. With bit mapping, you would only 636 00:38:18,640 --> 00:38:21,920 Speaker 1: include data on a pixels color if the color was 637 00:38:22,040 --> 00:38:26,279 Speaker 1: different from the pixel immediately before that one. So if 638 00:38:26,360 --> 00:38:30,080 Speaker 1: pixels one, two, and three are all red, you would 639 00:38:30,160 --> 00:38:33,360 Speaker 1: only have to define it for pixel one. The system 640 00:38:33,400 --> 00:38:36,400 Speaker 1: would understand that if you didn't have any new information 641 00:38:36,520 --> 00:38:39,719 Speaker 1: for pixel two that it would also be red, the 642 00:38:39,800 --> 00:38:42,120 Speaker 1: same as for pixel three. It would only be when 643 00:38:42,200 --> 00:38:44,560 Speaker 1: you had new information that would say, all right, now 644 00:38:44,640 --> 00:38:47,920 Speaker 1: we have a new color like blue. This made displaying 645 00:38:47,960 --> 00:38:51,840 Speaker 1: shapes that all were the same color throughout much more efficient. 646 00:38:52,239 --> 00:38:54,560 Speaker 1: There's more to it than that, but it gets technical 647 00:38:54,600 --> 00:38:57,080 Speaker 1: and we'd have to talk more about electron guns and stuff, 648 00:38:57,120 --> 00:38:59,279 Speaker 1: so we'll just leave it off from here. But it 649 00:38:59,440 --> 00:39:02,760 Speaker 1: was a big fans. It wouldn't be long before IBM 650 00:39:02,840 --> 00:39:06,800 Speaker 1: introduced another advance in graphics technology. E G A debut 651 00:39:06,960 --> 00:39:10,840 Speaker 1: in nine four, and just three short years later, IBM 652 00:39:10,880 --> 00:39:15,279 Speaker 1: introduced the video graphics array or v G A. No 653 00:39:15,520 --> 00:39:19,680 Speaker 1: longer were we talking about adapters. Nah, This here was 654 00:39:19,680 --> 00:39:22,360 Speaker 1: an array. So what does that mean? Well, it actually 655 00:39:22,440 --> 00:39:24,880 Speaker 1: matters in this case. The c G A and e 656 00:39:25,040 --> 00:39:28,240 Speaker 1: g A adapters were added boards that you would slot 657 00:39:28,480 --> 00:39:31,640 Speaker 1: onto the main frame circuit board of a computer. So 658 00:39:31,719 --> 00:39:34,120 Speaker 1: you'd open up the computer case. There would be these 659 00:39:34,160 --> 00:39:37,200 Speaker 1: little slots where you could slide in circuit boards. You'd 660 00:39:37,239 --> 00:39:39,719 Speaker 1: slide the circuit board in and it would have a 661 00:39:39,920 --> 00:39:41,920 Speaker 1: port in the back that would poke out the back 662 00:39:42,000 --> 00:39:44,759 Speaker 1: of the computer case and you could plug stuff in 663 00:39:44,920 --> 00:39:47,840 Speaker 1: that way. This was very typical VEXT still is to 664 00:39:47,960 --> 00:39:51,680 Speaker 1: this day. There's still computers that do this with expansion slots. 665 00:39:52,080 --> 00:39:55,520 Speaker 1: So v G A was different. V g A was 666 00:39:55,680 --> 00:40:00,759 Speaker 1: hardwired onto the motherboard itself for the IBM computers. Later, 667 00:40:01,320 --> 00:40:04,520 Speaker 1: third party companies would make v g A adapter cards 668 00:40:04,719 --> 00:40:07,160 Speaker 1: to give computers that did not have the v GA 669 00:40:07,239 --> 00:40:10,440 Speaker 1: installed directly on the motherboard the added capabilities of the 670 00:40:10,480 --> 00:40:15,240 Speaker 1: new graphics standard. So while IBM took a different approach 671 00:40:15,320 --> 00:40:18,719 Speaker 1: to this, other companies would replicate what IBM was doing 672 00:40:18,920 --> 00:40:22,160 Speaker 1: on expansion cards that you could then plug into an 673 00:40:22,200 --> 00:40:25,399 Speaker 1: existing machine. So what were those capabilities? Well, you could 674 00:40:25,440 --> 00:40:28,640 Speaker 1: use lots of colors if you were also using lower resolutions. 675 00:40:29,080 --> 00:40:32,200 Speaker 1: So at a resolution of three twenty by two hundred pixels, 676 00:40:32,440 --> 00:40:35,480 Speaker 1: the array could support up to two hundred fifty six 677 00:40:35,600 --> 00:40:42,200 Speaker 1: colors simultaneously. Wow, But if you want better resolution, then 678 00:40:42,239 --> 00:40:44,480 Speaker 1: you had to reduce the number of colors. Higher resolution 679 00:40:44,520 --> 00:40:46,960 Speaker 1: mode of six forty by four eighty supported just a 680 00:40:47,160 --> 00:40:51,120 Speaker 1: modest sixteen colors. The palettes could draw from a global 681 00:40:51,160 --> 00:40:55,480 Speaker 1: collection of more than two hundred sixty thousand colors. One 682 00:40:55,520 --> 00:40:58,560 Speaker 1: other big difference between v G A and its predecessors 683 00:40:59,040 --> 00:41:01,080 Speaker 1: is that v G A would send out data in 684 00:41:01,200 --> 00:41:04,040 Speaker 1: an analog signal. E G A and c G A 685 00:41:04,320 --> 00:41:08,400 Speaker 1: used digital signals. So what's the difference there, Well, an 686 00:41:08,440 --> 00:41:13,400 Speaker 1: analog signal is continuous. It's unbroken, so you can plot 687 00:41:13,480 --> 00:41:16,719 Speaker 1: that as a smooth wave. Uh, it doesn't have to 688 00:41:16,800 --> 00:41:20,279 Speaker 1: be like a smooth, gentle repeating pattern. It can be 689 00:41:20,440 --> 00:41:24,440 Speaker 1: all over the place, but it's unbroken. It's a continuous signal, 690 00:41:24,960 --> 00:41:28,759 Speaker 1: so it can get really squiggly, but it's still one continuous, 691 00:41:29,000 --> 00:41:32,640 Speaker 1: unbroken signal. So imagine playing a stringed instrument and you 692 00:41:32,760 --> 00:41:35,680 Speaker 1: strum a string and it's playing a tone, but then 693 00:41:36,080 --> 00:41:38,480 Speaker 1: you move your finger up the front board while the 694 00:41:38,520 --> 00:41:43,040 Speaker 1: string is vibrating. That increases the frequency of the strings vibration, 695 00:41:43,320 --> 00:41:46,640 Speaker 1: and thus we perceive that as the pitch of the 696 00:41:46,719 --> 00:41:49,239 Speaker 1: note going up, and you can bend the note up. 697 00:41:49,880 --> 00:41:53,120 Speaker 1: So if you've ever heard that kind of sound, you know, oh, well, 698 00:41:53,160 --> 00:41:57,200 Speaker 1: that's like a continuous experience. It's not like I've heard 699 00:41:57,239 --> 00:42:00,360 Speaker 1: it play low and then play high. I heard it 700 00:42:00,920 --> 00:42:04,960 Speaker 1: shift through all those different frequencies until it reached its 701 00:42:05,120 --> 00:42:08,799 Speaker 1: its ending frequency. It was a very smooth transition. That's 702 00:42:08,880 --> 00:42:13,600 Speaker 1: kind of like describing just an analog signal, this smoothness. 703 00:42:14,200 --> 00:42:18,520 Speaker 1: Digital signals are done in a series of steps, so 704 00:42:18,680 --> 00:42:22,240 Speaker 1: this is more about taking slices of time and applying 705 00:42:22,280 --> 00:42:25,520 Speaker 1: a specific value to whatever signal you're sending out in 706 00:42:25,680 --> 00:42:29,200 Speaker 1: that slice of time. The finer you slice the time, 707 00:42:29,680 --> 00:42:33,800 Speaker 1: so the smaller or thinner the slices, the smoother you 708 00:42:33,920 --> 00:42:37,440 Speaker 1: can make the signal. But in turn, it requires way 709 00:42:37,520 --> 00:42:41,880 Speaker 1: more information to describe that signal. So rather than it 710 00:42:42,040 --> 00:42:45,880 Speaker 1: being smooth and continuous and unbroken, if you were to 711 00:42:46,080 --> 00:42:49,040 Speaker 1: zoom in on a digital signal, you would see these 712 00:42:49,120 --> 00:42:53,280 Speaker 1: little edges of these steps of time as the signal 713 00:42:53,440 --> 00:42:56,120 Speaker 1: goes up or down, depending on whatever it is you're 714 00:42:56,120 --> 00:42:59,960 Speaker 1: measuring or indicating here, but it indicates a discrete amount 715 00:43:00,040 --> 00:43:03,120 Speaker 1: of time and the data associated with that discrete amount 716 00:43:03,120 --> 00:43:05,359 Speaker 1: of time. If you've got a lot of processing power, 717 00:43:05,680 --> 00:43:08,839 Speaker 1: you can make those time slices very very very thin. 718 00:43:09,440 --> 00:43:12,600 Speaker 1: And if you can do that thin enough, then it's 719 00:43:12,800 --> 00:43:16,640 Speaker 1: almost as if you're listening to an unbroken signal. You 720 00:43:16,760 --> 00:43:19,840 Speaker 1: get beyond the level of human perception. But there is 721 00:43:19,840 --> 00:43:23,200 Speaker 1: a point where human perception definitely picks up on this stuff. 722 00:43:23,840 --> 00:43:28,600 Speaker 1: So one downside of analog is that analog cables, if 723 00:43:28,600 --> 00:43:32,880 Speaker 1: they're not properly shielded, can suffer from interference problems. Digital 724 00:43:32,960 --> 00:43:36,920 Speaker 1: cables don't. You don't get interference with digital cables, but 725 00:43:37,040 --> 00:43:39,800 Speaker 1: generally speaking, with an analog cable, the longer the cable, 726 00:43:39,960 --> 00:43:44,080 Speaker 1: the more prone it is to interference issues. Uh. And 727 00:43:44,400 --> 00:43:46,719 Speaker 1: the shielding, as I said, is a big factor. So 728 00:43:46,800 --> 00:43:48,880 Speaker 1: if you think of a cable as having several wires 729 00:43:48,960 --> 00:43:52,880 Speaker 1: inside of it, if the individual wires are not shielded properly, 730 00:43:53,200 --> 00:43:56,720 Speaker 1: you could get interference between them and that would result 731 00:43:56,760 --> 00:44:00,839 Speaker 1: in poor performance. From graphics perspectives, v g A really 732 00:44:00,880 --> 00:44:03,680 Speaker 1: did set a new standard for computer graphics. On the 733 00:44:03,760 --> 00:44:05,719 Speaker 1: PC side of things, and it would also lead to 734 00:44:05,800 --> 00:44:09,400 Speaker 1: IBM no longer being the entity that would define those standards. 735 00:44:10,000 --> 00:44:14,000 Speaker 1: The rise of third party companies creating IBM clones by 736 00:44:14,080 --> 00:44:17,200 Speaker 1: this time we pretty much just called them PCs would 737 00:44:17,280 --> 00:44:21,919 Speaker 1: prompt ANYC home Electronics to announce the intention to form 738 00:44:22,080 --> 00:44:26,600 Speaker 1: a new organization. This organization is called the Video Electronics 739 00:44:26,800 --> 00:44:30,880 Speaker 1: Standards Association or VESA, and the purpose of vesas to 740 00:44:30,960 --> 00:44:34,880 Speaker 1: come up with technical standards for computer video displays and graphics. 741 00:44:35,760 --> 00:44:38,880 Speaker 1: The group would build upon the v g A proprietary 742 00:44:39,080 --> 00:44:43,080 Speaker 1: standard to create what has collectively been referred to as 743 00:44:43,360 --> 00:44:46,759 Speaker 1: super v g A. So think of v g A, 744 00:44:46,880 --> 00:44:51,040 Speaker 1: but with even more capabilities and no longer dictated by 745 00:44:51,080 --> 00:44:54,440 Speaker 1: a single company, but rather by a consortium of companies 746 00:44:54,520 --> 00:44:57,880 Speaker 1: that have decided what the standards should be. Super v 747 00:44:58,000 --> 00:45:00,839 Speaker 1: g A could expand the resolution up eight hundred by 748 00:45:00,880 --> 00:45:05,040 Speaker 1: six hundred pixels. Again, it's not one single standard, it's 749 00:45:05,120 --> 00:45:07,480 Speaker 1: rather a collection of super sets of the v g 750 00:45:07,600 --> 00:45:09,479 Speaker 1: A standards. So it's a little tricky to talk about 751 00:45:09,480 --> 00:45:13,040 Speaker 1: super v g A. It's not just one thing. IBM 752 00:45:13,080 --> 00:45:16,360 Speaker 1: would continue to go on to create the Extended Graphics 753 00:45:16,520 --> 00:45:19,560 Speaker 1: Array or x g A, but by that time super 754 00:45:19,640 --> 00:45:21,399 Speaker 1: v g A had kind of taken on a life 755 00:45:21,440 --> 00:45:24,320 Speaker 1: of its own as the new model for computer graphics. 756 00:45:24,840 --> 00:45:27,840 Speaker 1: IBM would no longer be front and center when it 757 00:45:27,920 --> 00:45:32,280 Speaker 1: came to defining how PCs would display graphics on a monitor. 758 00:45:33,120 --> 00:45:36,080 Speaker 1: By this time, we're getting into the mid nineties, and 759 00:45:36,160 --> 00:45:38,760 Speaker 1: the term IBM clone was pretty much dropped in favor 760 00:45:38,840 --> 00:45:42,560 Speaker 1: of PC, and that would apply to any computer running MS, 761 00:45:42,640 --> 00:45:46,440 Speaker 1: DOSS or later like after nine five or so Windows. 762 00:45:47,040 --> 00:45:50,239 Speaker 1: IBM's decision to cut down costs by going with the 763 00:45:50,440 --> 00:45:53,800 Speaker 1: off the shelf components, coupled with the failure to secure 764 00:45:53,840 --> 00:45:57,600 Speaker 1: an exclusive license for DOSS from Microsoft, meant that IBM 765 00:45:57,640 --> 00:46:02,640 Speaker 1: set the stage for its own competition in the consumer space. Ultimately, 766 00:46:03,000 --> 00:46:06,480 Speaker 1: those competitors got big enough to create their own standards organizations, 767 00:46:06,560 --> 00:46:08,680 Speaker 1: and so it became a group effort to come up 768 00:46:08,719 --> 00:46:12,200 Speaker 1: with the way computers would continue to work. This, in turn, 769 00:46:12,480 --> 00:46:15,120 Speaker 1: made it easier for lots of companies to enter the space, 770 00:46:15,360 --> 00:46:19,759 Speaker 1: offering up competing products at competitive prices. IBM, for its part, 771 00:46:19,800 --> 00:46:22,680 Speaker 1: would exit the personal computer market completely by the mid 772 00:46:22,800 --> 00:46:26,080 Speaker 1: two thousand's. The company sold off its PC division to 773 00:46:26,239 --> 00:46:29,000 Speaker 1: Lenovo in a deal that was valued at one point 774 00:46:29,080 --> 00:46:34,480 Speaker 1: seven five billion dollars a princely some IBM was just 775 00:46:34,760 --> 00:46:37,760 Speaker 1: finding it impractical to compete in that space and instead 776 00:46:37,800 --> 00:46:41,640 Speaker 1: would return a full focus on enterprise level products and services. 777 00:46:42,200 --> 00:46:45,080 Speaker 1: But if it weren't for IBM, we wouldn't have seen 778 00:46:45,120 --> 00:46:48,520 Speaker 1: this particular progression with computer graphics. I'm sure we would 779 00:46:48,560 --> 00:46:51,160 Speaker 1: have arrived at some sort of place similar to where 780 00:46:51,200 --> 00:46:55,160 Speaker 1: we are now without the IBM PC. But who knows 781 00:46:55,480 --> 00:46:58,000 Speaker 1: what it would look like. You know, maybe there's a 782 00:46:58,040 --> 00:47:00,720 Speaker 1: parallel universe out there, and which we see a world 783 00:47:00,800 --> 00:47:03,919 Speaker 1: where IBM never gotten to the consumer market at all 784 00:47:04,440 --> 00:47:07,640 Speaker 1: and someone else took on that role, and maybe computer 785 00:47:07,760 --> 00:47:10,120 Speaker 1: graphics themselves would be very different from the way they 786 00:47:10,160 --> 00:47:14,920 Speaker 1: are today. But I can't travel in parallel dimensions, so 787 00:47:15,840 --> 00:47:19,239 Speaker 1: I'll just have to imagine it. That was what we're 788 00:47:19,360 --> 00:47:21,000 Speaker 1: c G A, e G A and v G A 789 00:47:21,280 --> 00:47:23,759 Speaker 1: from a couple of years ago. I will be back 790 00:47:23,960 --> 00:47:27,200 Speaker 1: with all new episodes next week, so I look forward 791 00:47:27,239 --> 00:47:29,279 Speaker 1: to chatting with you then. As always, if you have 792 00:47:29,400 --> 00:47:32,400 Speaker 1: suggestions for topics for me to cover on tech stuff, 793 00:47:32,840 --> 00:47:34,759 Speaker 1: or suggestions for people I should have on the show, 794 00:47:34,840 --> 00:47:37,160 Speaker 1: anything like that, let me know on Twitter. The handle 795 00:47:37,239 --> 00:47:40,000 Speaker 1: for the show is Text Stuff hs W and I'll 796 00:47:40,040 --> 00:47:48,279 Speaker 1: talk to you again really soon. Text Stuff is an 797 00:47:48,320 --> 00:47:51,959 Speaker 1: I heart Radio production. For more podcasts from my heart Radio, 798 00:47:52,360 --> 00:47:55,480 Speaker 1: visit the i heart Radio app, Apple Podcasts, or wherever 799 00:47:55,600 --> 00:48:00,319 Speaker 1: you listen to your favorite shows. Zero