WEBVTT - Rerun: What were CGA, EGA and VGA?

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<v Speaker 1>Welcome to text Uff, a production from I Heart Radio.

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<v Speaker 1>Hey there, and welcome to tech Stuff. I'm your host,

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<v Speaker 1>Jonathan Strickland. I'm an executive producer with I Heart Radio

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<v Speaker 1>and how the tech are you. I am currently on vacation,

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<v Speaker 1>which means we're going to have a couple of reruns

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<v Speaker 1>for the rest of this week, and today's episode is

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<v Speaker 1>called what We're c g A, E G A and

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<v Speaker 1>v G A, which originally published on April twenty twenty.

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<v Speaker 1>Hope you enjoy. For today's episode, we're going to learn

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<v Speaker 1>about old computer graphics standards. Don't run away. This is

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<v Speaker 1>actually really interesting. We'll learn how they became standards in

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<v Speaker 1>the first place, and what the company IBM had to

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<v Speaker 1>do with all of this, and why some early decisions

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<v Speaker 1>by IBM would lead to the company x trickating itself

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<v Speaker 1>from the personal computer business altogether a couple of decades later. Now,

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<v Speaker 1>when I was growing up, my family owned a couple

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<v Speaker 1>of personal computers over the course of my childhood. We

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<v Speaker 1>were in that rare small percentage of households with a

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<v Speaker 1>personal computer back in the nineteen eighties, and our first

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<v Speaker 1>computer was an Apple to E with a mono chromatic

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<v Speaker 1>screen that could only display Matrix green style letters. I

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<v Speaker 1>seem to recall that we eventually got a monitor one hundred,

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<v Speaker 1>which is Apple's color monitor, and that was compatible with

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<v Speaker 1>the two E, assuming that you had a to E

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<v Speaker 1>with the appropriate interface card installed. But honestly, that memory

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<v Speaker 1>might be conflated with the second personal computer that my

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<v Speaker 1>dad would purchase. See. Dad got these computers in order

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<v Speaker 1>to work on his novels. He wrote his first couple

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<v Speaker 1>of books on the old Apple to E. I don't

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<v Speaker 1>know if he still has them, but for years he

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<v Speaker 1>had these novels stored on old five and a quarter

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<v Speaker 1>inch floppy disc and those discs could hold about a

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<v Speaker 1>hundred forty kilobytes worth of information each, so to be safe,

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<v Speaker 1>Dad would typically store two to three chapters per disk,

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<v Speaker 1>since his novels were too long to fit onto just

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<v Speaker 1>one five and a quarter inch disc, and the Apple

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<v Speaker 1>to E had no hard drive. Anyway, I digress, but

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<v Speaker 1>I love thinking about those old times. I remember going

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<v Speaker 1>through sleeves of discs and seeing Dad's old novels on there.

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<v Speaker 1>Our second computer that we owned as a family was

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<v Speaker 1>a two eight six. But what does that actually mean? Well,

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<v Speaker 1>it was a personal computer that relied on the Intel

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<v Speaker 1>eight two eight six central processing unit, and it also

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<v Speaker 1>relied on MS DOSS as the operating system. So this

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<v Speaker 1>computer fell into what we would call an IBM compatible

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<v Speaker 1>computer back in the day. It used components and an

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<v Speaker 1>operating system that allowed it to run any software designed

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<v Speaker 1>for those IBM s ccific machines. I think of this

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<v Speaker 1>as an interesting part of personal computer history, and it

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<v Speaker 1>helps illustrate a sharp contrast between IBM S strategy and apples.

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<v Speaker 1>So let's backtrack a little bit now, before there were

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<v Speaker 1>personal computers, back when you needed to work for a

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<v Speaker 1>special research facility or be enrolled in an engineering course

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<v Speaker 1>in the university, or maybe one of a handful of

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<v Speaker 1>folks who knows about computers and works for a big

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<v Speaker 1>financial company, or maybe you're in the military. Back in

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<v Speaker 1>those days, computers really didn't have monitors at all. Computer

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<v Speaker 1>graphics weren't even a thing yet. The computer would typically

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<v Speaker 1>print out the results of a computational process on some

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<v Speaker 1>sort of paper or paper tape. Richard Garriott, who would

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<v Speaker 1>go on to create the Ultimate Computer Game series before

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<v Speaker 1>You would become one of seven private citizens to visit

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<v Speaker 1>the space station, programmed his first games on a computer

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<v Speaker 1>that would print out each move of his dungeon crawler.

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<v Speaker 1>So imagine a top down view of a done gin crawler,

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<v Speaker 1>except you're not looking at it on a screen. You

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<v Speaker 1>actually have to print out each move. So you make

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<v Speaker 1>a move in the game, the printer would print out

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<v Speaker 1>a new display of what had happened, and all the

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<v Speaker 1>figures were represented by the basic characters that the printer

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<v Speaker 1>could replicate, so it was limited to whatever the printer

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<v Speaker 1>could print, and that was typically stuff like your standard letters, numbers,

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<v Speaker 1>and symbols on a keyboard. So making a move would

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<v Speaker 1>require the whole system to print out a new picture

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<v Speaker 1>showing the results of that move. So playing the game

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<v Speaker 1>took a while. Obviously the refresh rate was terrible, but

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<v Speaker 1>eventually engineers began to create a way for computers to

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<v Speaker 1>display information over a screen. You might connect the computer

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<v Speaker 1>to a regular old television system and you might have

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<v Speaker 1>a little adapter to do that, or, as would later

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<v Speaker 1>become the norm, you would build computer monitors specifically for

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<v Speaker 1>the systems you were creating, and later we would call

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<v Speaker 1>these displays, but I'm so old I still refer to

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<v Speaker 1>the them as computer monitors because that's just how it

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<v Speaker 1>cemented itself in my brain. Obviously, you've got to have

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<v Speaker 1>some sort of bridge for a computer to be able

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<v Speaker 1>to send meaningful information to a display, which will then

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<v Speaker 1>follow the instructions sent by the computer to represent the

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<v Speaker 1>information to the end user. There's got to be some

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<v Speaker 1>sort of interface to make this happen on the computer side,

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<v Speaker 1>as well as a port that allows a user to

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<v Speaker 1>connect the computer to the display. There has to be

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<v Speaker 1>some sort of physical connection between the two, and in

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<v Speaker 1>the early days of personal computers there was no set,

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<v Speaker 1>standardized way to do this. The technology used in one

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<v Speaker 1>computer system wasn't compatible with another, so you couldn't mix

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<v Speaker 1>and match monitors and cables and based systems together. These

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<v Speaker 1>were the wild West days of computing, when making a

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<v Speaker 1>choice as a consumer was complicated because you had no

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<v Speaker 1>way of knowing if the computer you chose was going

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<v Speaker 1>to stand the test of time. You could end up

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<v Speaker 1>purchasing a system at rate cost and see the parent

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<v Speaker 1>company crumble and all support for that system would wither away.

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<v Speaker 1>And software developers were affected by this too in a

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<v Speaker 1>big way. Developing software can be an arduous process. Back

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<v Speaker 1>in the early days, it was feasible and even common

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<v Speaker 1>for a single programmer to produce a piece of software

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<v Speaker 1>for a system. But developers had to make the same

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<v Speaker 1>sort of bets that consumers were making. They had to

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<v Speaker 1>choose which systems they would develop four and they would

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<v Speaker 1>hope that they made the right bet, and it often

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<v Speaker 1>been dedicating a lot of their time to learning how

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<v Speaker 1>to program for that particular computers operating system. Since the

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<v Speaker 1>OS of say, an Apple computer was different from that

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<v Speaker 1>of the Texas Instruments trash a D system, which was

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<v Speaker 1>different from the Commodore sixty four, et cetera. So in

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<v Speaker 1>the early days of personal computers, there were many competing

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<v Speaker 1>systems to choose from, both as a consumer and as

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<v Speaker 1>a developer. Apple, Commodo or in Texas Instruments were three

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<v Speaker 1>of the big ones here in the United States, and

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<v Speaker 1>they weren't alone, but they didn't have to contend with

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<v Speaker 1>a really big name in computers for a few years,

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<v Speaker 1>and that was I b M. And that's because initially

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<v Speaker 1>IBM chose to concentrate on its traditional enterprise focused business

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<v Speaker 1>and not really get into the consumer market. They were

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<v Speaker 1>making products and services for other companies, not for end

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<v Speaker 1>users like me and you now. That would change in

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<v Speaker 1>nineteen one when IBM introduced the IBM Personal Computer or

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<v Speaker 1>the fifty one fifty. IBM didn't invent the term personal computer,

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<v Speaker 1>but the fact that this juggernaut had used the phrase

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<v Speaker 1>for its own product would shape the terminology for computers

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<v Speaker 1>in general. We all know that ultimately the two major

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<v Speaker 1>systems to emerge from those early days were Windows based

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<v Speaker 1>PCs and Mac computers from Apple. These would be the

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<v Speaker 1>two big ones for consumers. There are obviously others out

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<v Speaker 1>there there, Linux systems, for example, but for the majority

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<v Speaker 1>of people out there, it's the Windows based PC and

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<v Speaker 1>Apple's Mac. Well, we call the Windows based machines PCs.

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<v Speaker 1>Because of IBM and its influence, a MAC is a

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<v Speaker 1>personal computer, to a Mac is a PC in the

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<v Speaker 1>sense it's a personal computer, but you wouldn't call it

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<v Speaker 1>a PC typically because to us, PCs means a machine

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<v Speaker 1>built upon ibm s approach, and that leads us into

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<v Speaker 1>the choices IBM made that would ultimately contribute to the

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<v Speaker 1>company getting out of the personal computer business. Further down

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<v Speaker 1>the road, it all comes down to how they chose

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<v Speaker 1>to get into it in the first place. You see,

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<v Speaker 1>when IBM was making the personal computer. The company wasn't

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<v Speaker 1>exactly putting its full support behind that effort in order

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<v Speaker 1>to produce the system cheaply, which would mean the company

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<v Speaker 1>could sell the manufactured systems at a premium and have

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<v Speaker 1>a really sweet profit margin. And you know, you you

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<v Speaker 1>buy cheap and you sell high. IBM engineers built the

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<v Speaker 1>PC using off the shelf components. The company didn't build

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<v Speaker 1>a custom made microprocessor or anything. Instead, the original IBM

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<v Speaker 1>PC used an Intel eight chip as the CPU. In

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<v Speaker 1>a similar fashion, the engineers used other standard components to

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<v Speaker 1>build out the PC, and they made an arrangement with

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<v Speaker 1>Microsoft to supply the operating system for this new personal computer.

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<v Speaker 1>And the story behind all of that operating system stuff

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<v Speaker 1>gets really super juicy and bonkers. That has betrayal and backstabbing.

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<v Speaker 1>It's like a Game of Thrones episode. For one thing,

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<v Speaker 1>Microsoft was not the company to originally develop DOSS, but

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<v Speaker 1>it sure is. Heck profited from it, but that's another story.

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<v Speaker 1>The operating system that IBM used was called PC DOSS,

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<v Speaker 1>but IBM did not establish an exclusivity agreement with Microsoft,

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<v Speaker 1>and so Microsoft would also develop another OS called MS DOSS,

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<v Speaker 1>which was to all intents and purposes identical to PC DOSS,

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<v Speaker 1>and it would remain so for several versions. Now, all

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<v Speaker 1>the pieces were in place for IBM's eventual decision to

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<v Speaker 1>get out of the consumer PC market, and it was

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<v Speaker 1>just at the point when it was getting in. You see,

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<v Speaker 1>the basic components for the computers were available to anyone,

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<v Speaker 1>and the operating system was likewise available through licensing with Microsoft.

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<v Speaker 1>So an enterprising computer company with much lower operating costs

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<v Speaker 1>than a behemoth like IBM could conceivably swoop in, build

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<v Speaker 1>a reasonable facsimile of an IBM PC machine using similar components,

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<v Speaker 1>and include a licensed version of MS DOSS as the

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<v Speaker 1>operating system. In presto, you have a computer that runs

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<v Speaker 1>just like an IBM PC, including support for all software

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<v Speaker 1>designed for the IBM system, and it's at a fraction

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<v Speaker 1>of the cost. This gave birth to an entire subclass

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<v Speaker 1>of computers called the IBM clones or IBM compatibles. The

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<v Speaker 1>two eight six I mentioned at the top of this

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<v Speaker 1>episode was just such a machine. We didn't known an

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<v Speaker 1>official IBM birstal computer, but rather a machine with the

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<v Speaker 1>same sort of guts inside and running MS DOSS. It

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<v Speaker 1>would take a long time for all of this to

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<v Speaker 1>actually catch up to IBM. Mind you, it's not like

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<v Speaker 1>they were shot and sunk as soon as they launched.

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<v Speaker 1>The company would ultimately pull back from the PC business,

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<v Speaker 1>but it would stick around long enough to make an

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<v Speaker 1>enormous influence on computers and programming, and that includes graphics.

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<v Speaker 1>When the IBM PC debut in the company offered two

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<v Speaker 1>options when it came to graphics. Each was a type

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<v Speaker 1>of circuit board that could be plugged into the motherboard

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<v Speaker 1>of the computer, the sort of an expansion slot. These

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<v Speaker 1>types of cards were called add in boards or A

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<v Speaker 1>I B s, and they represent in the ways to

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<v Speaker 1>add capabilities to a base computer model. Sometimes those abilities

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<v Speaker 1>were fairly simple additional features. Sometimes, like in this case,

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<v Speaker 1>they were required in order to send images to an

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<v Speaker 1>external display. So without one of these two cards you

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<v Speaker 1>wouldn't have any way of sending information to a computer monitor.

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<v Speaker 1>The first of the two was called the Monochrome Display

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<v Speaker 1>Adapter or m d A. This was a video card

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<v Speaker 1>installed on the PC that would output monochromatic signals to

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<v Speaker 1>the monitor. Furthermore, it didn't do so in a pixel

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<v Speaker 1>addressable way. So wait, wait, wait, what does that mean

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<v Speaker 1>All right. So let's remember that the images we see

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<v Speaker 1>on displays and monitors and screens like on smartphones are

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<v Speaker 1>made up a little points of light. By changing the

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<v Speaker 1>brightness and color of those points of light, you can

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<v Speaker 1>create full images. It's not that different from the technique

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<v Speaker 1>used by the famous painter George Serat in his fame

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<v Speaker 1>its work A Sunday Afternoon on the Island of Lagrange Jatt.

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<v Speaker 1>In that painting, all the images consist of tiny dots

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<v Speaker 1>of paint, but when you view it from a distance,

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<v Speaker 1>they form the shapes of people spending a lovely day

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<v Speaker 1>at a park along the Sin River. It's an example

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<v Speaker 1>of a style called point to lists, and it's perhaps

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<v Speaker 1>the most famous version of this of all time. But

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<v Speaker 1>television's computer monitors and electronic displays like the one smartphones

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<v Speaker 1>use have a similar technique, except they use points of

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<v Speaker 1>light rather than points of paint. Now, as I mentioned,

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<v Speaker 1>the m d A wasn't pixel addressable, and addressability refers

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<v Speaker 1>to the capacity to separately access individual units of something,

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<v Speaker 1>so in this case pixels. A pixel addressable approach allows

0:13:49.320 --> 0:13:52.680
<v Speaker 1>the computer system to send specific instructions to each and

0:13:52.960 --> 0:13:57.120
<v Speaker 1>every pixel, which, in turn, let's computers send full images

0:13:57.200 --> 0:14:00.360
<v Speaker 1>and graphics to a connected monitor, but m d A

0:14:00.920 --> 0:14:04.480
<v Speaker 1>didn't have that capability, so you couldn't send a black

0:14:04.520 --> 0:14:07.800
<v Speaker 1>and white photo to display on a connected monitor. The

0:14:08.000 --> 0:14:12.400
<v Speaker 1>m d A was dedicated purely to text mode. The

0:14:12.440 --> 0:14:15.400
<v Speaker 1>screen consisted not of pixels so much as it did

0:14:15.559 --> 0:14:19.680
<v Speaker 1>of character cells. So imagine a box that's large enough

0:14:19.720 --> 0:14:23.440
<v Speaker 1>to hold the largest text character, like an uppercase G

0:14:23.880 --> 0:14:28.120
<v Speaker 1>or W or something. Now imagine that the entire screen

0:14:28.600 --> 0:14:31.920
<v Speaker 1>is a grid of those boxes. Each box is exactly

0:14:31.960 --> 0:14:34.280
<v Speaker 1>the same shape, so it can a lot for the

0:14:34.400 --> 0:14:37.880
<v Speaker 1>largest of characters inside of it, but that's all they

0:14:37.880 --> 0:14:40.840
<v Speaker 1>can fit inside. Each box is one character. You couldn't

0:14:40.880 --> 0:14:45.000
<v Speaker 1>create more complex images, only pictures that consisted of those

0:14:45.040 --> 0:14:48.560
<v Speaker 1>basic characters, just like the old printers that I mentioned

0:14:48.560 --> 0:14:51.560
<v Speaker 1>earlier that Richard Garriott had been playing with. Well, with

0:14:51.680 --> 0:14:57.120
<v Speaker 1>these displays, you could get really good resolution on those characters,

0:14:57.160 --> 0:15:00.240
<v Speaker 1>so the images were crisp and clear. The picture here's

0:15:00.280 --> 0:15:03.440
<v Speaker 1>the text was incredibly clear to read. It was very

0:15:03.600 --> 0:15:06.960
<v Speaker 1>simple too. With these displays. You could get really good

0:15:07.040 --> 0:15:10.720
<v Speaker 1>resolution on those characters. The text is crisp and clear.

0:15:11.440 --> 0:15:14.080
<v Speaker 1>And that was a big drop because a lot of

0:15:14.120 --> 0:15:17.240
<v Speaker 1>these computers were meant to go towards small businesses, where

0:15:17.640 --> 0:15:21.880
<v Speaker 1>presumably the applications you're running are mostly text based. There

0:15:21.920 --> 0:15:24.520
<v Speaker 1>were some trade offs. Because the screen was made up

0:15:24.600 --> 0:15:27.720
<v Speaker 1>of a grid of equal sized boxes, and each of

0:15:27.800 --> 0:15:32.360
<v Speaker 1>those boxes could contain one character, every letter would use

0:15:32.480 --> 0:15:36.320
<v Speaker 1>up the same amount of space on the screen. So

0:15:36.480 --> 0:15:39.400
<v Speaker 1>an upper case W, which is about as wide as

0:15:39.440 --> 0:15:42.320
<v Speaker 1>it gets, would take up the same amount of space

0:15:42.560 --> 0:15:44.600
<v Speaker 1>as an upper case I. Now I don't mean that

0:15:44.720 --> 0:15:48.320
<v Speaker 1>the upper case I would be wide, but rather it

0:15:48.360 --> 0:15:52.000
<v Speaker 1>would occupy a spot that would be surrounded by an

0:15:52.040 --> 0:15:56.120
<v Speaker 1>invisible box the same size as the invisible box that

0:15:56.200 --> 0:15:58.480
<v Speaker 1>goes around the upper case W. So you get this

0:15:58.560 --> 0:16:02.320
<v Speaker 1>weird spacing between letters in the same word. If you're

0:16:02.400 --> 0:16:06.440
<v Speaker 1>using a collection of wide and narrow letters, it would

0:16:06.480 --> 0:16:11.680
<v Speaker 1>just look off. H It's called monospace font. It's it's

0:16:11.720 --> 0:16:13.720
<v Speaker 1>the same sort of thing that you would see with

0:16:14.440 --> 0:16:18.160
<v Speaker 1>a lot of printers and typewriters because they were limited

0:16:18.280 --> 0:16:21.720
<v Speaker 1>to having all of their stamps at the same size,

0:16:21.840 --> 0:16:25.560
<v Speaker 1>even if the letters were different sizes. In contrast, most

0:16:25.600 --> 0:16:29.360
<v Speaker 1>fonts we use today are proportional fonts, which means individual

0:16:29.480 --> 0:16:32.880
<v Speaker 1>characters are given space proportional to their own size, so

0:16:32.960 --> 0:16:35.560
<v Speaker 1>you don't get these odd gaps between letters that should

0:16:35.600 --> 0:16:37.680
<v Speaker 1>be right next to each other. But that was just

0:16:37.840 --> 0:16:40.760
<v Speaker 1>one option for the IBM PC. The other option had

0:16:40.840 --> 0:16:44.600
<v Speaker 1>direct addressability for pixels. It also had support for colors,

0:16:44.640 --> 0:16:47.560
<v Speaker 1>so you could have color graphics with this version, and

0:16:47.680 --> 0:16:50.800
<v Speaker 1>it was called c g A, and we'll talk about

0:16:50.840 --> 0:17:01.760
<v Speaker 1>it more after the break. So c g A stands

0:17:01.880 --> 0:17:06.120
<v Speaker 1>for Color Graphics Adapter, and describing this technology will also

0:17:06.200 --> 0:17:08.359
<v Speaker 1>require us to examine a couple of other sets of

0:17:08.480 --> 0:17:11.320
<v Speaker 1>standards that affected the graphics that displayed on old c

0:17:11.520 --> 0:17:16.280
<v Speaker 1>g A systems. C g A had big limitations had

0:17:16.359 --> 0:17:20.800
<v Speaker 1>compared to graphics cards today, they seem absolutely stone age.

0:17:21.200 --> 0:17:25.440
<v Speaker 1>The c g A system could support four different modes officially,

0:17:25.760 --> 0:17:29.640
<v Speaker 1>but clever programmers figured out ways to boost this. We'll

0:17:29.680 --> 0:17:33.240
<v Speaker 1>get into that. There were two text modes and two

0:17:33.400 --> 0:17:37.560
<v Speaker 1>graphic modes for the c g A card. The first

0:17:37.760 --> 0:17:41.520
<v Speaker 1>text mode supported four bit color and could display up

0:17:41.560 --> 0:17:45.440
<v Speaker 1>to forty characters per line, with twenty five lines making

0:17:45.520 --> 0:17:48.760
<v Speaker 1>up the total screen space, so twenty five like you

0:17:48.800 --> 0:17:52.200
<v Speaker 1>could stack twenty five vertically or you could stack forty

0:17:52.560 --> 0:17:57.600
<v Speaker 1>horizontally across the screen. The pixel aspect ratio was one

0:17:57.920 --> 0:18:01.320
<v Speaker 1>to one point two. But what that mean, Well, these

0:18:01.359 --> 0:18:06.000
<v Speaker 1>pixels were not perfect squares. They were actually taller than

0:18:06.080 --> 0:18:09.760
<v Speaker 1>they were wide. With that ratio of one for width

0:18:10.080 --> 0:18:12.920
<v Speaker 1>to one point two for height, this would mean that

0:18:13.040 --> 0:18:16.120
<v Speaker 1>the visual resolution of the screen was more like three

0:18:16.240 --> 0:18:20.600
<v Speaker 1>twenty by two forty. In actuality, it was three twenty

0:18:20.760 --> 0:18:23.880
<v Speaker 1>by two hundred. So why the three two forty. Well,

0:18:24.320 --> 0:18:28.760
<v Speaker 1>because the pixels were longer than they were wide. If

0:18:28.840 --> 0:18:32.200
<v Speaker 1>you were clever with the way you create your computer graphics,

0:18:32.640 --> 0:18:35.480
<v Speaker 1>it would seem almost like you had stacked more pixels

0:18:35.600 --> 0:18:38.520
<v Speaker 1>vertically and you could take advantage of things and make

0:18:38.560 --> 0:18:41.080
<v Speaker 1>a picture that had that sort of look as if

0:18:41.160 --> 0:18:44.359
<v Speaker 1>it was a resolution of three twenty by two forty. However,

0:18:44.960 --> 0:18:47.840
<v Speaker 1>if you needed to cut things short and the ratio

0:18:48.000 --> 0:18:50.760
<v Speaker 1>just wasn't working for you, it would become a detriment,

0:18:50.920 --> 0:18:53.560
<v Speaker 1>not an asset. However, if you do the math, you'll

0:18:53.560 --> 0:18:56.800
<v Speaker 1>see that this means every character on screen would have

0:18:57.000 --> 0:19:00.520
<v Speaker 1>eight pixels dedicated to it. And here how I did that.

0:19:00.600 --> 0:19:03.720
<v Speaker 1>You just take the resolution with that's three twenty pixels.

0:19:04.119 --> 0:19:06.040
<v Speaker 1>You divide that by the number of characters that could

0:19:06.040 --> 0:19:09.560
<v Speaker 1>fit on one line. Remember it's forty characters across, so

0:19:09.720 --> 0:19:12.880
<v Speaker 1>three twenty divided by forty you get eight. The same

0:19:13.000 --> 0:19:16.199
<v Speaker 1>is true vertically. You can have twenty five characters stacked

0:19:16.240 --> 0:19:18.840
<v Speaker 1>from top to bottom on the screen, and the vertical

0:19:18.920 --> 0:19:22.240
<v Speaker 1>resolution is two hundred pixels top to bottom. Two hundred

0:19:22.280 --> 0:19:27.360
<v Speaker 1>divided is eight, So each character and the adapter supported

0:19:27.400 --> 0:19:32.000
<v Speaker 1>two fifty six different characters could use eight pixels for

0:19:32.160 --> 0:19:36.760
<v Speaker 1>display purposes. The four bit color part also needs explaining.

0:19:36.920 --> 0:19:40.800
<v Speaker 1>So a bit is a single unit of computer information,

0:19:41.040 --> 0:19:43.840
<v Speaker 1>and we represent it as either a zero or a one,

0:19:44.840 --> 0:19:47.920
<v Speaker 1>So that means a bit has one of two possible

0:19:48.000 --> 0:19:50.320
<v Speaker 1>states at any given time. You can think of it

0:19:50.400 --> 0:19:55.360
<v Speaker 1>as off or on, zero or one. We have four

0:19:55.520 --> 0:19:57.840
<v Speaker 1>bits for four bit color, so that means we can

0:19:57.880 --> 0:20:01.880
<v Speaker 1>think of having to the possible number of states per bit.

0:20:02.480 --> 0:20:06.159
<v Speaker 1>Raised to the power of four, that's equal to sixteen.

0:20:06.640 --> 0:20:11.320
<v Speaker 1>So four bit color could support sixteen different colors total,

0:20:11.760 --> 0:20:17.359
<v Speaker 1>not all at once, but total. Like, that's the number

0:20:17.440 --> 0:20:22.720
<v Speaker 1>of colors this display could show. In text mode, programmers

0:20:22.800 --> 0:20:26.440
<v Speaker 1>could choose a foreground and background color, choosing from those

0:20:26.600 --> 0:20:30.879
<v Speaker 1>sixteen pre made colors. In addition, a bit for the

0:20:30.960 --> 0:20:33.640
<v Speaker 1>foreground color could be dedicated to make the character blink,

0:20:33.720 --> 0:20:37.159
<v Speaker 1>so you can have blinking text in the foreground. The

0:20:37.400 --> 0:20:42.080
<v Speaker 1>blinking bit, the bit responsible for that blinking command, was

0:20:42.160 --> 0:20:45.239
<v Speaker 1>repurposed for the background color, and it's served as an

0:20:45.320 --> 0:20:50.320
<v Speaker 1>intensity bit instead. Intensity essentially means how dark or bright

0:20:50.640 --> 0:20:54.440
<v Speaker 1>that particular color happens to appear. The second text mode

0:20:55.000 --> 0:20:58.840
<v Speaker 1>was an eighty by twenty five four bit color mode,

0:20:59.520 --> 0:21:03.320
<v Speaker 1>so that meant you could fit eighty letters across in

0:21:03.400 --> 0:21:08.600
<v Speaker 1>a line twenty five lines per screen. These letters were

0:21:08.680 --> 0:21:11.600
<v Speaker 1>half as wide as the forty by twenty five versions.

0:21:11.960 --> 0:21:14.760
<v Speaker 1>Makes sense, right, you could fit twice as many across

0:21:14.840 --> 0:21:17.159
<v Speaker 1>the screen. They must be half as wide as the

0:21:17.240 --> 0:21:21.560
<v Speaker 1>forty by twenty five. The pixel ratio that this would

0:21:21.680 --> 0:21:25.560
<v Speaker 1>create for a visual representation of the resolution was six

0:21:25.720 --> 0:21:29.240
<v Speaker 1>forty by four eighty. Now, in reality, those pixels again

0:21:29.320 --> 0:21:32.040
<v Speaker 1>were taller than they were wide. In fact, they were

0:21:32.200 --> 0:21:36.520
<v Speaker 1>notably taller than they were wide, so the real resolution,

0:21:36.600 --> 0:21:39.320
<v Speaker 1>the true resolution was six forty by two hundred, but

0:21:39.440 --> 0:21:43.399
<v Speaker 1>it looked like six forty eight. More programs were written

0:21:43.600 --> 0:21:47.239
<v Speaker 1>in this mode because that you could fit way more

0:21:47.320 --> 0:21:49.600
<v Speaker 1>text on a screen than you could with the forty

0:21:49.800 --> 0:21:53.440
<v Speaker 1>twenty five mode. It was less chunky, but most text

0:21:53.520 --> 0:21:57.680
<v Speaker 1>based programs relied on the eighty by twenty five approach.

0:21:58.640 --> 0:22:00.920
<v Speaker 1>If you were using a word process or something, this

0:22:01.160 --> 0:22:03.879
<v Speaker 1>was the style that you were most likely looking at.

0:22:04.080 --> 0:22:06.159
<v Speaker 1>That being said, the resolution of text on a c

0:22:06.320 --> 0:22:08.960
<v Speaker 1>g A machine was lower than what you would have

0:22:09.040 --> 0:22:12.760
<v Speaker 1>found on the monochromatic m d A computers, so it

0:22:12.920 --> 0:22:15.480
<v Speaker 1>was a tradeoff. You could have a c g A

0:22:16.400 --> 0:22:20.320
<v Speaker 1>ibm PC running on this eight by twenty five text

0:22:20.400 --> 0:22:23.760
<v Speaker 1>mode for a specific program and it'd be fine. It

0:22:23.840 --> 0:22:26.760
<v Speaker 1>just wouldn't be as crisp and clear as the monochromatic

0:22:27.040 --> 0:22:32.359
<v Speaker 1>m d A text specific machines. Onto the graphics modes, however,

0:22:32.560 --> 0:22:35.120
<v Speaker 1>that's what we're really interested in, right, What actually made

0:22:35.600 --> 0:22:41.160
<v Speaker 1>the images, not just the text on these computers. Well,

0:22:41.680 --> 0:22:44.320
<v Speaker 1>the graphics mode for the c g A machine had,

0:22:44.680 --> 0:22:47.480
<v Speaker 1>like I said, two different modes to it, two different

0:22:47.520 --> 0:22:50.959
<v Speaker 1>official modes to it. One was a three twenty by

0:22:51.040 --> 0:22:54.879
<v Speaker 1>two hundred resolution, but the pixel ratio was one to

0:22:55.000 --> 0:22:57.360
<v Speaker 1>one point two, so again it looked more like three

0:22:57.800 --> 0:23:00.960
<v Speaker 1>by two forty. This mode could just lay up to

0:23:01.280 --> 0:23:04.640
<v Speaker 1>four colors at any one time using one of two

0:23:04.840 --> 0:23:08.240
<v Speaker 1>pre selected palettes. This is why if you ever look

0:23:08.280 --> 0:23:10.600
<v Speaker 1>at old c G A games, they all start to

0:23:10.680 --> 0:23:14.160
<v Speaker 1>look really similar. They're all using the exact same colors.

0:23:14.320 --> 0:23:18.520
<v Speaker 1>For colors, the programmers were working under some really tight restrictions.

0:23:18.880 --> 0:23:23.639
<v Speaker 1>The first palette of colors included black, green, red, and yellow.

0:23:23.960 --> 0:23:27.920
<v Speaker 1>This was palette zero. The second palette, a k A

0:23:28.119 --> 0:23:33.159
<v Speaker 1>Palette one had black, cyan, magenta, and white. Now, as

0:23:33.200 --> 0:23:36.640
<v Speaker 1>you can imagine, it's pretty tough to create good graphics

0:23:36.720 --> 0:23:40.040
<v Speaker 1>with this limited color selection. Now, on top of that,

0:23:40.280 --> 0:23:45.399
<v Speaker 1>programmers could use low intensity or brightness or high intensity

0:23:45.840 --> 0:23:49.680
<v Speaker 1>or brightness. So that would add another variation. And I've

0:23:49.720 --> 0:23:53.600
<v Speaker 1>seen the same screen presented in both palettes at both

0:23:53.680 --> 0:23:58.479
<v Speaker 1>levels of intensity, and there are differences, like you can

0:23:58.560 --> 0:24:01.200
<v Speaker 1>get a very different effect going from one to the other.

0:24:01.800 --> 0:24:04.359
<v Speaker 1>So programs had a little bit of flexibility, but not

0:24:04.480 --> 0:24:09.080
<v Speaker 1>by much. In both palettes, black is color zero, and

0:24:09.200 --> 0:24:13.000
<v Speaker 1>color zero was actually customizable. You could swap it out.

0:24:13.720 --> 0:24:17.240
<v Speaker 1>You could choose one of the other fifteen colors that

0:24:17.400 --> 0:24:20.880
<v Speaker 1>c g A supported and use that as color zero.

0:24:21.200 --> 0:24:23.600
<v Speaker 1>Black would no longer be used. The flip side of

0:24:23.680 --> 0:24:26.640
<v Speaker 1>this is that the new color would replace color zero

0:24:26.720 --> 0:24:29.320
<v Speaker 1>in all of the image. So if you wanted the

0:24:29.400 --> 0:24:32.760
<v Speaker 1>image to have black in it, it would get replaced

0:24:32.800 --> 0:24:36.119
<v Speaker 1>by whatever color you had now designated as color zero.

0:24:36.880 --> 0:24:40.240
<v Speaker 1>If you wanted to have green included with your white, cyan,

0:24:40.400 --> 0:24:43.679
<v Speaker 1>and magenta, then it would mean that if you had

0:24:43.760 --> 0:24:47.399
<v Speaker 1>a scene with a night sky, that night sky is

0:24:47.440 --> 0:24:50.399
<v Speaker 1>going to be green because it would normally be black,

0:24:50.920 --> 0:24:53.520
<v Speaker 1>but you've designated that color to go to green instead

0:24:53.520 --> 0:24:57.639
<v Speaker 1>of black. So yeah, very limited. However, another trick programmers

0:24:57.680 --> 0:25:01.200
<v Speaker 1>could do is leverage the way see our T screens work.

0:25:01.760 --> 0:25:05.199
<v Speaker 1>I'm gonna gloss over the details, but in CRT screens

0:25:05.280 --> 0:25:08.520
<v Speaker 1>there is an electron gun and it paints the back

0:25:08.560 --> 0:25:11.960
<v Speaker 1>of the screen with electrons. That causes phosphor to glow

0:25:12.359 --> 0:25:15.720
<v Speaker 1>as the phosphor absorbs electrons. But the painting is the

0:25:15.800 --> 0:25:19.520
<v Speaker 1>important part. It happens at the top line on the screen.

0:25:20.119 --> 0:25:23.119
<v Speaker 1>It goes all the way across horizontally, then it moves

0:25:23.160 --> 0:25:25.760
<v Speaker 1>down the line and it does this again, and it

0:25:25.880 --> 0:25:30.960
<v Speaker 1>does this really fast. A slow CRT monitor would repaint

0:25:31.080 --> 0:25:35.159
<v Speaker 1>the entire screen sixty times a second. But this means

0:25:35.480 --> 0:25:38.960
<v Speaker 1>that if you're programming, you know precisely what parts of

0:25:39.000 --> 0:25:41.400
<v Speaker 1>an image are going to be painted first, because it's

0:25:41.440 --> 0:25:44.360
<v Speaker 1>going to go top to bottom. So if you're meticulous.

0:25:44.920 --> 0:25:48.760
<v Speaker 1>You can swap from one pallette set to the other

0:25:48.880 --> 0:25:53.240
<v Speaker 1>palette set in mid screen draw. That allows for slightly

0:25:53.320 --> 0:25:56.600
<v Speaker 1>more colors to display on screen at one time, or

0:25:56.640 --> 0:25:59.000
<v Speaker 1>at least what we perceive to be at one time,

0:25:59.400 --> 0:26:03.600
<v Speaker 1>because our reception lags behind this refresh rate. So in

0:26:03.800 --> 0:26:07.280
<v Speaker 1>any given band of horizontal lines, you would be limited

0:26:07.320 --> 0:26:10.160
<v Speaker 1>to four colors because you'd be limited to one palette. However,

0:26:10.280 --> 0:26:13.159
<v Speaker 1>you could swap from band to band, so you might

0:26:13.240 --> 0:26:15.520
<v Speaker 1>have a screen with an image in it that has

0:26:15.880 --> 0:26:18.919
<v Speaker 1>the four colors represented from pallette zero, and then at

0:26:18.920 --> 0:26:21.760
<v Speaker 1>the bottom you swap out to pallet one and you

0:26:21.840 --> 0:26:25.280
<v Speaker 1>get a little more variety that way. The second official

0:26:25.440 --> 0:26:29.240
<v Speaker 1>graphics mode that the c g A chip supported was

0:26:29.359 --> 0:26:33.639
<v Speaker 1>a six forty by two hundred one bit color mode.

0:26:34.200 --> 0:26:38.240
<v Speaker 1>Now this was a monochromatic approach, so you had black

0:26:38.640 --> 0:26:41.600
<v Speaker 1>the background color, and then whatever the foreground color was,

0:26:42.440 --> 0:26:46.119
<v Speaker 1>whether it's white or green or amber. With color monitors,

0:26:46.119 --> 0:26:49.680
<v Speaker 1>you could technically choose any of the sixteen colors the

0:26:49.800 --> 0:26:52.920
<v Speaker 1>c g E chips supported to be the foreground color.

0:26:53.600 --> 0:26:56.040
<v Speaker 1>And the bonus of this was that it allowed for

0:26:56.119 --> 0:26:58.840
<v Speaker 1>more fine detail. It is a greater resolution than what

0:26:58.960 --> 0:27:02.399
<v Speaker 1>you would find in the their mode, but now you

0:27:02.480 --> 0:27:05.760
<v Speaker 1>were reduced to just one color in addition to the background.

0:27:06.240 --> 0:27:08.399
<v Speaker 1>This mode was primarily meant for users who had a

0:27:08.480 --> 0:27:12.320
<v Speaker 1>monochromatic display but who wanted to have graphics support. They

0:27:12.359 --> 0:27:15.080
<v Speaker 1>didn't want to just get the text based m d

0:27:15.240 --> 0:27:18.440
<v Speaker 1>A approach. You could enable this mode on a color

0:27:18.520 --> 0:27:21.040
<v Speaker 1>display and swap out that foreground color like I said,

0:27:21.080 --> 0:27:23.000
<v Speaker 1>but you were still limited by that one color on

0:27:23.080 --> 0:27:25.119
<v Speaker 1>a screen at a time. There were a couple of

0:27:25.160 --> 0:27:28.399
<v Speaker 1>other tricks programmers could use to to kind of fool

0:27:28.560 --> 0:27:31.639
<v Speaker 1>the system to get more colors on screen. One involved

0:27:31.760 --> 0:27:35.280
<v Speaker 1>using the text mode instead of the graphics mode. So

0:27:35.400 --> 0:27:38.639
<v Speaker 1>the text mode actually supported more colors on screen at once.

0:27:39.480 --> 0:27:43.119
<v Speaker 1>And if you could just make your game out of text,

0:27:43.760 --> 0:27:47.359
<v Speaker 1>then you could have much more colorful games. However, there

0:27:47.400 --> 0:27:49.399
<v Speaker 1>are games that are made up of text, So how

0:27:49.440 --> 0:27:53.080
<v Speaker 1>do you adjust for that. Well, one of the two

0:27:53.560 --> 0:27:56.800
<v Speaker 1>fifty six characters that you could choose from was a

0:27:56.920 --> 0:28:00.280
<v Speaker 1>simple shape. It took up half of the character cell,

0:28:00.800 --> 0:28:04.160
<v Speaker 1>so one half of the cell would be this color

0:28:04.320 --> 0:28:06.240
<v Speaker 1>and the other half would be the background color. So

0:28:06.320 --> 0:28:08.600
<v Speaker 1>you have a foreground color in the background color. However,

0:28:08.880 --> 0:28:11.400
<v Speaker 1>what if you set both the foreground and the background

0:28:11.440 --> 0:28:14.080
<v Speaker 1>to the exact same color. Well, you would get a

0:28:14.160 --> 0:28:18.600
<v Speaker 1>solid block of that color, and using those blocks you

0:28:18.680 --> 0:28:21.520
<v Speaker 1>could create simple graphics. But it's kind of like using

0:28:21.880 --> 0:28:24.480
<v Speaker 1>wooden blocks that you would have as a kid. Right,

0:28:24.600 --> 0:28:26.320
<v Speaker 1>you can make stuff out of it, but it's gonna

0:28:26.359 --> 0:28:30.400
<v Speaker 1>be chunky. You're not gonna get the fine graphic detail

0:28:30.480 --> 0:28:33.440
<v Speaker 1>you would down to the pixel level. Now, your pixels

0:28:33.720 --> 0:28:36.720
<v Speaker 1>are much much bigger than they would have been otherwise,

0:28:36.760 --> 0:28:40.200
<v Speaker 1>so the resolution was just one sixty by one hundred

0:28:40.320 --> 0:28:42.920
<v Speaker 1>in this mode, but you'd be able to use a

0:28:43.000 --> 0:28:46.240
<v Speaker 1>lot more colors. The last trick programmers could rely upon

0:28:46.560 --> 0:28:48.959
<v Speaker 1>had to do with the monitors themselves, so there were

0:28:49.000 --> 0:28:53.360
<v Speaker 1>two big categories at this time. The IBM PC had

0:28:53.400 --> 0:28:56.280
<v Speaker 1>an r G B I monitor, and r g B

0:28:56.480 --> 0:29:01.160
<v Speaker 1>I stands for red, green, blue and inten city, which

0:29:01.200 --> 0:29:03.680
<v Speaker 1>again is the brightness of a color. But you could

0:29:03.760 --> 0:29:08.880
<v Speaker 1>also use a composite video monitor like a television set.

0:29:08.960 --> 0:29:11.600
<v Speaker 1>You could use that as your computer monitor, and you

0:29:11.680 --> 0:29:15.480
<v Speaker 1>could feed video to it through a composite cable that's

0:29:15.560 --> 0:29:18.640
<v Speaker 1>the yellow r c A cables of old. That one

0:29:18.720 --> 0:29:22.600
<v Speaker 1>cable would carry out all the video information to the display. However,

0:29:22.760 --> 0:29:26.920
<v Speaker 1>composite video monitors had an interesting tendency. Colors would bleed

0:29:27.040 --> 0:29:29.600
<v Speaker 1>into each other a little bit, and that bleed that

0:29:30.280 --> 0:29:34.360
<v Speaker 1>melding of colors would present other colors that you might

0:29:34.440 --> 0:29:38.560
<v Speaker 1>not otherwise be able to create in c g A graphics.

0:29:38.960 --> 0:29:43.760
<v Speaker 1>So you could kind of create through the process of transmission,

0:29:44.040 --> 0:29:47.080
<v Speaker 1>brand new colors. So it's not like it's in the programming.

0:29:47.200 --> 0:29:51.680
<v Speaker 1>It's literally impairing two different colors that could be represented

0:29:51.800 --> 0:29:54.560
<v Speaker 1>in c g A next to each other, because you

0:29:54.640 --> 0:29:56.760
<v Speaker 1>know when it's going to be shown on a screen,

0:29:56.800 --> 0:29:59.400
<v Speaker 1>they're going to bleed together a little bit, so you

0:29:59.480 --> 0:30:04.080
<v Speaker 1>get a a more rich from a color perspective image. However,

0:30:04.600 --> 0:30:07.560
<v Speaker 1>there was a drawback to this as well. It would

0:30:07.600 --> 0:30:10.000
<v Speaker 1>mean that the image is a little more blurry and

0:30:10.640 --> 0:30:13.200
<v Speaker 1>not as sharp, so it would almost be like you're

0:30:13.280 --> 0:30:17.240
<v Speaker 1>ending up with a lower resolution image. However, you would

0:30:17.280 --> 0:30:19.800
<v Speaker 1>get more colors. So it just depended on what was

0:30:19.880 --> 0:30:22.680
<v Speaker 1>most important to you when you were putting these things together.

0:30:23.200 --> 0:30:25.480
<v Speaker 1>But why was there such a limitation on colors in

0:30:25.560 --> 0:30:28.760
<v Speaker 1>the first place, Like, what was the factor that was

0:30:29.040 --> 0:30:32.960
<v Speaker 1>making this be so primitive. Well, it wasn't because of

0:30:33.040 --> 0:30:37.640
<v Speaker 1>display technology, like color televisions have been around since the seventies,

0:30:37.680 --> 0:30:41.680
<v Speaker 1>really earlier technically, but definitely commercially. They had been available

0:30:41.760 --> 0:30:44.760
<v Speaker 1>since the seventies, and there's no reason why a monitor

0:30:44.800 --> 0:30:47.920
<v Speaker 1>wouldn't be able to handle lots of different colors. The

0:30:48.040 --> 0:30:51.760
<v Speaker 1>real issue lay with computer memory. See in the early days,

0:30:52.160 --> 0:30:55.920
<v Speaker 1>computer memory was a pretty valuable and scarce resource. It

0:30:56.040 --> 0:30:59.600
<v Speaker 1>was expensive, it was hard to implement. Most computers had

0:30:59.600 --> 0:31:03.120
<v Speaker 1>a very limited amount of random access memory or RAM.

0:31:03.960 --> 0:31:08.080
<v Speaker 1>Computers pulled data into RAM from some other storage source

0:31:08.160 --> 0:31:10.600
<v Speaker 1>like a floppy disk or a hard drive, and then

0:31:10.640 --> 0:31:14.200
<v Speaker 1>the computer response to input provided by the user or

0:31:14.240 --> 0:31:17.720
<v Speaker 1>by some program and performs operation on the data in

0:31:17.800 --> 0:31:21.600
<v Speaker 1>this memory, thus producing output. The more information the computer

0:31:21.720 --> 0:31:24.760
<v Speaker 1>can hold in RAM, generally speaking, the better because it

0:31:24.880 --> 0:31:28.720
<v Speaker 1>brings downloading times and speeds things up quite a bit.

0:31:29.120 --> 0:31:32.480
<v Speaker 1>But RAM was pretty precious in the early days of computing.

0:31:32.920 --> 0:31:37.320
<v Speaker 1>The IBM PC shipped standard with just sixteen kill a

0:31:37.400 --> 0:31:40.720
<v Speaker 1>bytes of RAM, so rather than eat up that memory

0:31:40.800 --> 0:31:44.720
<v Speaker 1>by supporting more colorful graphics, IBM chose to give limited

0:31:44.760 --> 0:31:48.680
<v Speaker 1>support to color representation and reserve that RAM for other stuff, like,

0:31:48.840 --> 0:31:52.880
<v Speaker 1>you know, actually helping the computer execute programs. Other companies

0:31:52.920 --> 0:31:55.320
<v Speaker 1>looked at IBM s c g A approach and they

0:31:55.400 --> 0:31:59.480
<v Speaker 1>reverse engineered it. Soon they could also produce computers that

0:31:59.560 --> 0:32:02.320
<v Speaker 1>supported a c g A graphics. Thus c g A

0:32:02.360 --> 0:32:05.760
<v Speaker 1>approach became a standard, and originally you could just think

0:32:05.800 --> 0:32:09.600
<v Speaker 1>of it as being proprietary. It was an IBM proprietary technology,

0:32:09.720 --> 0:32:14.000
<v Speaker 1>but through reverse engineering it became a standard in computer graphics.

0:32:14.040 --> 0:32:16.560
<v Speaker 1>And some of these third parties took this approach a

0:32:16.600 --> 0:32:21.120
<v Speaker 1>step further. There was a company called Hercules Computer Technology

0:32:21.440 --> 0:32:25.400
<v Speaker 1>that introduced the Hercules Graphics card in n two. The

0:32:25.480 --> 0:32:28.520
<v Speaker 1>card came about as a matter of necessity. The developer

0:32:28.640 --> 0:32:32.880
<v Speaker 1>needed a way to display Thai characters from from the

0:32:33.000 --> 0:32:36.160
<v Speaker 1>language of Thailand, and that was his native language, was Thai,

0:32:36.720 --> 0:32:38.880
<v Speaker 1>and in a resolution similar to I B M S

0:32:38.920 --> 0:32:40.680
<v Speaker 1>M D A. That was the goal, like to have

0:32:40.840 --> 0:32:44.480
<v Speaker 1>these very clear, crisp figures in the Thai language, but

0:32:45.320 --> 0:32:48.760
<v Speaker 1>the M D A didn't support that alphabet. The Hercules

0:32:48.800 --> 0:32:52.280
<v Speaker 1>Graphics card had a resolution of seven twenty by three fifty,

0:32:52.600 --> 0:32:56.080
<v Speaker 1>but unlike the m D A, it was pixel addressable,

0:32:56.440 --> 0:32:59.880
<v Speaker 1>so it could display both text and graphics at high resolution.

0:33:00.400 --> 0:33:03.600
<v Speaker 1>It was a monochromatic technology, so you weren't going to

0:33:03.680 --> 0:33:07.120
<v Speaker 1>get full color this way, but the resolution was superior

0:33:07.280 --> 0:33:10.320
<v Speaker 1>to the c g A standard, So you could program

0:33:10.440 --> 0:33:13.160
<v Speaker 1>a game in the c g A one bit mode,

0:33:13.360 --> 0:33:17.320
<v Speaker 1>that monochromatic graphics mode of c g A, but at

0:33:17.360 --> 0:33:19.600
<v Speaker 1>a much higher resolution than what you would do with

0:33:19.680 --> 0:33:22.000
<v Speaker 1>the c g A computer. Now that being said, not

0:33:22.120 --> 0:33:25.880
<v Speaker 1>many programmers actually took advantage of this, because it wasn't

0:33:25.960 --> 0:33:28.880
<v Speaker 1>standard for developers to cater to a specific add in

0:33:29.040 --> 0:33:32.320
<v Speaker 1>board like that, but man those times would change. However,

0:33:32.720 --> 0:33:35.360
<v Speaker 1>a lack of BIOS support for this card meant not

0:33:35.480 --> 0:33:38.880
<v Speaker 1>many programmers would actually take advantage of this and develop

0:33:39.040 --> 0:33:42.680
<v Speaker 1>games specifically for computers with that type of card. Other

0:33:42.760 --> 0:33:46.120
<v Speaker 1>companies would begin producing similar cards, and IBM was hard

0:33:46.160 --> 0:33:49.240
<v Speaker 1>at work on the next generation of graphics capabilities. We'll

0:33:49.240 --> 0:33:52.400
<v Speaker 1>talk about how they enhanced graphics in just a second,

0:33:52.440 --> 0:34:04.320
<v Speaker 1>but first let's take another quick break in IBM boosted

0:34:04.360 --> 0:34:07.320
<v Speaker 1>the graphical capabilities of its line and personal computers by

0:34:07.360 --> 0:34:11.200
<v Speaker 1>a decent amount, though again by today's standards, still primitive.

0:34:11.560 --> 0:34:16.160
<v Speaker 1>The company introduced e g A, or Enhanced Graphics Adapters.

0:34:16.760 --> 0:34:19.880
<v Speaker 1>These add in boards, similar to c g A, included

0:34:19.920 --> 0:34:22.280
<v Speaker 1>a bunch of chips that would show a marked improvement

0:34:22.480 --> 0:34:25.520
<v Speaker 1>over the old c g A approach, e g A

0:34:25.640 --> 0:34:30.080
<v Speaker 1>could support sixteen colors at the same time for some resolutions,

0:34:30.360 --> 0:34:33.200
<v Speaker 1>So think of that four times the number of colors

0:34:33.280 --> 0:34:36.840
<v Speaker 1>on screen at once. Wow, and it could pull colors

0:34:36.880 --> 0:34:40.959
<v Speaker 1>from a palette of sixty four total options. No longer

0:34:41.040 --> 0:34:43.880
<v Speaker 1>were you forced to decide between supporting dark yellow or

0:34:43.960 --> 0:34:47.680
<v Speaker 1>having brown. C g A chose brown because it was

0:34:47.800 --> 0:34:49.879
<v Speaker 1>decided that that was a color that would far more

0:34:49.960 --> 0:34:53.759
<v Speaker 1>frequently be used than dark yellow. The resolution support for

0:34:53.880 --> 0:34:56.880
<v Speaker 1>graphics had increased as well. E g A support resolutions

0:34:56.920 --> 0:35:00.600
<v Speaker 1>of up to six forty by three fifty, though there

0:35:00.640 --> 0:35:03.120
<v Speaker 1>are some caveats I'll get to in a second. The

0:35:03.200 --> 0:35:07.439
<v Speaker 1>card itself included sixteen kilobytes of RAM. RAM is read

0:35:07.640 --> 0:35:11.520
<v Speaker 1>only memory, and as the name suggests, read only memory

0:35:11.600 --> 0:35:15.080
<v Speaker 1>cannot be written to or changed. Data stored in ROM

0:35:15.239 --> 0:35:18.439
<v Speaker 1>typically includes sets of instructions that are necessary for doing

0:35:18.480 --> 0:35:21.640
<v Speaker 1>stuff like booting up a program or running a critical process.

0:35:22.200 --> 0:35:24.440
<v Speaker 1>In the case of e g A cards, the RAM

0:35:24.560 --> 0:35:28.120
<v Speaker 1>included basic instructions for graphics applications that took some of

0:35:28.200 --> 0:35:32.040
<v Speaker 1>the load off the host computer's own memory. In addition

0:35:32.120 --> 0:35:35.000
<v Speaker 1>to those kilobytes of RAM, the card also had sixty

0:35:35.040 --> 0:35:39.360
<v Speaker 1>four dedicated kilobytes of RAM or random access memory. This

0:35:39.560 --> 0:35:42.000
<v Speaker 1>is like the short term memory stuff, you know, the

0:35:42.040 --> 0:35:44.760
<v Speaker 1>memory where a computer stuff's data in order to access

0:35:44.840 --> 0:35:48.600
<v Speaker 1>that information rapidly while carrying out operations. The card also

0:35:48.680 --> 0:35:52.319
<v Speaker 1>allowed for a secondary memory card to boost the capability

0:35:52.560 --> 0:35:56.000
<v Speaker 1>of e g A another sixty four kilobytes, which is

0:35:56.040 --> 0:35:59.120
<v Speaker 1>good because at the base level of sixty four kilobytes

0:35:59.280 --> 0:36:01.719
<v Speaker 1>from the basic e g A card, you would only

0:36:01.760 --> 0:36:04.400
<v Speaker 1>get four colors on screen at once if you were

0:36:04.440 --> 0:36:07.040
<v Speaker 1>showing graphics at the full resolution of six forty by

0:36:07.120 --> 0:36:10.200
<v Speaker 1>three fifty. The e g A card provided support for

0:36:10.280 --> 0:36:12.800
<v Speaker 1>both the c g A and m d A modes

0:36:12.840 --> 0:36:16.200
<v Speaker 1>of IBM's previous graphics adapters, in addition to the new

0:36:16.320 --> 0:36:19.960
<v Speaker 1>capabilities of the e g A itself. And IBM provided

0:36:20.080 --> 0:36:24.359
<v Speaker 1>extensive documentation on the e g A, and that documentation

0:36:24.480 --> 0:36:27.000
<v Speaker 1>came in handy not just for people who wanted to

0:36:27.040 --> 0:36:29.800
<v Speaker 1>program for systems with an e g A card, but

0:36:30.000 --> 0:36:32.640
<v Speaker 1>for companies that wanted to produce their own version of

0:36:32.719 --> 0:36:34.840
<v Speaker 1>the e g A card. It would go on to

0:36:34.920 --> 0:36:38.400
<v Speaker 1>become one of the most cloned cards in computer history,

0:36:38.640 --> 0:36:41.520
<v Speaker 1>and only that companies were upping the anti by including

0:36:41.600 --> 0:36:45.800
<v Speaker 1>more ram on these cloned cards, providing greater graphical support

0:36:45.840 --> 0:36:48.160
<v Speaker 1>than what IBM was offering out of the gate. So

0:36:48.440 --> 0:36:51.239
<v Speaker 1>while a basic e g A card would support four

0:36:51.360 --> 0:36:54.600
<v Speaker 1>colors at full resolution, these clones would allow for all

0:36:54.640 --> 0:37:00.279
<v Speaker 1>sixteen colors simultaneously at that same resolution. OUCH. Just two

0:37:00.400 --> 0:37:03.719
<v Speaker 1>years after IBM introduced e g A, we saw more

0:37:03.800 --> 0:37:08.520
<v Speaker 1>than twenty companies offering up clones of that technology. Some

0:37:08.880 --> 0:37:11.200
<v Speaker 1>iconic games that came out during the e g A

0:37:11.320 --> 0:37:15.160
<v Speaker 1>era include Ultimate five Warriors of Destiny. I mentioned the

0:37:15.560 --> 0:37:19.080
<v Speaker 1>Ultimate series earlier in this episode. The first several Ultimate

0:37:19.160 --> 0:37:22.440
<v Speaker 1>games came out for the Apple platform primarily and then

0:37:22.480 --> 0:37:26.280
<v Speaker 1>we're later reported to other computer systems. Ultimate Five included

0:37:26.400 --> 0:37:28.800
<v Speaker 1>e g A Support, and I remember this game fondly.

0:37:28.880 --> 0:37:32.200
<v Speaker 1>In fact, it's my favorite of the Ultimate series. But

0:37:32.360 --> 0:37:36.320
<v Speaker 1>other iconic e g A games included Cosmos, Cosmic Adventure,

0:37:36.880 --> 0:37:41.920
<v Speaker 1>Commander Keene, and the original Newcomb platforming game, and many more.

0:37:42.719 --> 0:37:45.080
<v Speaker 1>One of the big advances in graphics found its way

0:37:45.120 --> 0:37:48.000
<v Speaker 1>into e g A, which was the concept of bit mapping.

0:37:48.280 --> 0:37:50.680
<v Speaker 1>So remember when I said that images on a screen

0:37:50.800 --> 0:37:54.399
<v Speaker 1>are made up of individual points of light called pixels. Well,

0:37:54.560 --> 0:37:58.080
<v Speaker 1>in the older version of interlaced graphics. You would include

0:37:58.160 --> 0:38:02.440
<v Speaker 1>information about each pixel, so you might say pixel in

0:38:02.600 --> 0:38:06.600
<v Speaker 1>column one row one is red pixel, and column two

0:38:07.040 --> 0:38:10.960
<v Speaker 1>row one is red pixel and column three in row

0:38:11.080 --> 0:38:15.680
<v Speaker 1>one is red. That gets pretty tedious. Bit mapping allowed

0:38:15.719 --> 0:38:18.520
<v Speaker 1>for a different approach. With bit mapping, you would only

0:38:18.640 --> 0:38:21.920
<v Speaker 1>include data on a pixels color if the color was

0:38:22.040 --> 0:38:26.279
<v Speaker 1>different from the pixel immediately before that one. So if

0:38:26.360 --> 0:38:30.080
<v Speaker 1>pixels one, two, and three are all red, you would

0:38:30.160 --> 0:38:33.360
<v Speaker 1>only have to define it for pixel one. The system

0:38:33.400 --> 0:38:36.400
<v Speaker 1>would understand that if you didn't have any new information

0:38:36.520 --> 0:38:39.719
<v Speaker 1>for pixel two that it would also be red, the

0:38:39.800 --> 0:38:42.120
<v Speaker 1>same as for pixel three. It would only be when

0:38:42.200 --> 0:38:44.560
<v Speaker 1>you had new information that would say, all right, now

0:38:44.640 --> 0:38:47.920
<v Speaker 1>we have a new color like blue. This made displaying

0:38:47.960 --> 0:38:51.840
<v Speaker 1>shapes that all were the same color throughout much more efficient.

0:38:52.239 --> 0:38:54.560
<v Speaker 1>There's more to it than that, but it gets technical

0:38:54.600 --> 0:38:57.080
<v Speaker 1>and we'd have to talk more about electron guns and stuff,

0:38:57.120 --> 0:38:59.279
<v Speaker 1>so we'll just leave it off from here. But it

0:38:59.440 --> 0:39:02.760
<v Speaker 1>was a big fans. It wouldn't be long before IBM

0:39:02.840 --> 0:39:06.800
<v Speaker 1>introduced another advance in graphics technology. E G A debut

0:39:06.960 --> 0:39:10.840
<v Speaker 1>in nine four, and just three short years later, IBM

0:39:10.880 --> 0:39:15.279
<v Speaker 1>introduced the video graphics array or v G A. No

0:39:15.520 --> 0:39:19.680
<v Speaker 1>longer were we talking about adapters. Nah, This here was

0:39:19.680 --> 0:39:22.360
<v Speaker 1>an array. So what does that mean? Well, it actually

0:39:22.440 --> 0:39:24.880
<v Speaker 1>matters in this case. The c G A and e

0:39:25.040 --> 0:39:28.240
<v Speaker 1>g A adapters were added boards that you would slot

0:39:28.480 --> 0:39:31.640
<v Speaker 1>onto the main frame circuit board of a computer. So

0:39:31.719 --> 0:39:34.120
<v Speaker 1>you'd open up the computer case. There would be these

0:39:34.160 --> 0:39:37.200
<v Speaker 1>little slots where you could slide in circuit boards. You'd

0:39:37.239 --> 0:39:39.719
<v Speaker 1>slide the circuit board in and it would have a

0:39:39.920 --> 0:39:41.920
<v Speaker 1>port in the back that would poke out the back

0:39:42.000 --> 0:39:44.759
<v Speaker 1>of the computer case and you could plug stuff in

0:39:44.920 --> 0:39:47.840
<v Speaker 1>that way. This was very typical VEXT still is to

0:39:47.960 --> 0:39:51.680
<v Speaker 1>this day. There's still computers that do this with expansion slots.

0:39:52.080 --> 0:39:55.520
<v Speaker 1>So v G A was different. V g A was

0:39:55.680 --> 0:40:00.759
<v Speaker 1>hardwired onto the motherboard itself for the IBM computers. Later,

0:40:01.320 --> 0:40:04.520
<v Speaker 1>third party companies would make v g A adapter cards

0:40:04.719 --> 0:40:07.160
<v Speaker 1>to give computers that did not have the v GA

0:40:07.239 --> 0:40:10.440
<v Speaker 1>installed directly on the motherboard the added capabilities of the

0:40:10.480 --> 0:40:15.240
<v Speaker 1>new graphics standard. So while IBM took a different approach

0:40:15.320 --> 0:40:18.719
<v Speaker 1>to this, other companies would replicate what IBM was doing

0:40:18.920 --> 0:40:22.160
<v Speaker 1>on expansion cards that you could then plug into an

0:40:22.200 --> 0:40:25.399
<v Speaker 1>existing machine. So what were those capabilities? Well, you could

0:40:25.440 --> 0:40:28.640
<v Speaker 1>use lots of colors if you were also using lower resolutions.

0:40:29.080 --> 0:40:32.200
<v Speaker 1>So at a resolution of three twenty by two hundred pixels,

0:40:32.440 --> 0:40:35.480
<v Speaker 1>the array could support up to two hundred fifty six

0:40:35.600 --> 0:40:42.200
<v Speaker 1>colors simultaneously. Wow, But if you want better resolution, then

0:40:42.239 --> 0:40:44.480
<v Speaker 1>you had to reduce the number of colors. Higher resolution

0:40:44.520 --> 0:40:46.960
<v Speaker 1>mode of six forty by four eighty supported just a

0:40:47.160 --> 0:40:51.120
<v Speaker 1>modest sixteen colors. The palettes could draw from a global

0:40:51.160 --> 0:40:55.480
<v Speaker 1>collection of more than two hundred sixty thousand colors. One

0:40:55.520 --> 0:40:58.560
<v Speaker 1>other big difference between v G A and its predecessors

0:40:59.040 --> 0:41:01.080
<v Speaker 1>is that v G A would send out data in

0:41:01.200 --> 0:41:04.040
<v Speaker 1>an analog signal. E G A and c G A

0:41:04.320 --> 0:41:08.400
<v Speaker 1>used digital signals. So what's the difference there, Well, an

0:41:08.440 --> 0:41:13.400
<v Speaker 1>analog signal is continuous. It's unbroken, so you can plot

0:41:13.480 --> 0:41:16.719
<v Speaker 1>that as a smooth wave. Uh, it doesn't have to

0:41:16.800 --> 0:41:20.279
<v Speaker 1>be like a smooth, gentle repeating pattern. It can be

0:41:20.440 --> 0:41:24.440
<v Speaker 1>all over the place, but it's unbroken. It's a continuous signal,

0:41:24.960 --> 0:41:28.759
<v Speaker 1>so it can get really squiggly, but it's still one continuous,

0:41:29.000 --> 0:41:32.640
<v Speaker 1>unbroken signal. So imagine playing a stringed instrument and you

0:41:32.760 --> 0:41:35.680
<v Speaker 1>strum a string and it's playing a tone, but then

0:41:36.080 --> 0:41:38.480
<v Speaker 1>you move your finger up the front board while the

0:41:38.520 --> 0:41:43.040
<v Speaker 1>string is vibrating. That increases the frequency of the strings vibration,

0:41:43.320 --> 0:41:46.640
<v Speaker 1>and thus we perceive that as the pitch of the

0:41:46.719 --> 0:41:49.239
<v Speaker 1>note going up, and you can bend the note up.

0:41:49.880 --> 0:41:53.120
<v Speaker 1>So if you've ever heard that kind of sound, you know, oh, well,

0:41:53.160 --> 0:41:57.200
<v Speaker 1>that's like a continuous experience. It's not like I've heard

0:41:57.239 --> 0:42:00.360
<v Speaker 1>it play low and then play high. I heard it

0:42:00.920 --> 0:42:04.960
<v Speaker 1>shift through all those different frequencies until it reached its

0:42:05.120 --> 0:42:08.799
<v Speaker 1>its ending frequency. It was a very smooth transition. That's

0:42:08.880 --> 0:42:13.600
<v Speaker 1>kind of like describing just an analog signal, this smoothness.

0:42:14.200 --> 0:42:18.520
<v Speaker 1>Digital signals are done in a series of steps, so

0:42:18.680 --> 0:42:22.240
<v Speaker 1>this is more about taking slices of time and applying

0:42:22.280 --> 0:42:25.520
<v Speaker 1>a specific value to whatever signal you're sending out in

0:42:25.680 --> 0:42:29.200
<v Speaker 1>that slice of time. The finer you slice the time,

0:42:29.680 --> 0:42:33.800
<v Speaker 1>so the smaller or thinner the slices, the smoother you

0:42:33.920 --> 0:42:37.440
<v Speaker 1>can make the signal. But in turn, it requires way

0:42:37.520 --> 0:42:41.880
<v Speaker 1>more information to describe that signal. So rather than it

0:42:42.040 --> 0:42:45.880
<v Speaker 1>being smooth and continuous and unbroken, if you were to

0:42:46.080 --> 0:42:49.040
<v Speaker 1>zoom in on a digital signal, you would see these

0:42:49.120 --> 0:42:53.280
<v Speaker 1>little edges of these steps of time as the signal

0:42:53.440 --> 0:42:56.120
<v Speaker 1>goes up or down, depending on whatever it is you're

0:42:56.120 --> 0:42:59.960
<v Speaker 1>measuring or indicating here, but it indicates a discrete amount

0:43:00.040 --> 0:43:03.120
<v Speaker 1>of time and the data associated with that discrete amount

0:43:03.120 --> 0:43:05.359
<v Speaker 1>of time. If you've got a lot of processing power,

0:43:05.680 --> 0:43:08.839
<v Speaker 1>you can make those time slices very very very thin.

0:43:09.440 --> 0:43:12.600
<v Speaker 1>And if you can do that thin enough, then it's

0:43:12.800 --> 0:43:16.640
<v Speaker 1>almost as if you're listening to an unbroken signal. You

0:43:16.760 --> 0:43:19.840
<v Speaker 1>get beyond the level of human perception. But there is

0:43:19.840 --> 0:43:23.200
<v Speaker 1>a point where human perception definitely picks up on this stuff.

0:43:23.840 --> 0:43:28.600
<v Speaker 1>So one downside of analog is that analog cables, if

0:43:28.600 --> 0:43:32.880
<v Speaker 1>they're not properly shielded, can suffer from interference problems. Digital

0:43:32.960 --> 0:43:36.920
<v Speaker 1>cables don't. You don't get interference with digital cables, but

0:43:37.040 --> 0:43:39.800
<v Speaker 1>generally speaking, with an analog cable, the longer the cable,

0:43:39.960 --> 0:43:44.080
<v Speaker 1>the more prone it is to interference issues. Uh. And

0:43:44.400 --> 0:43:46.719
<v Speaker 1>the shielding, as I said, is a big factor. So

0:43:46.800 --> 0:43:48.880
<v Speaker 1>if you think of a cable as having several wires

0:43:48.960 --> 0:43:52.880
<v Speaker 1>inside of it, if the individual wires are not shielded properly,

0:43:53.200 --> 0:43:56.720
<v Speaker 1>you could get interference between them and that would result

0:43:56.760 --> 0:44:00.839
<v Speaker 1>in poor performance. From graphics perspectives, v g A really

0:44:00.880 --> 0:44:03.680
<v Speaker 1>did set a new standard for computer graphics. On the

0:44:03.760 --> 0:44:05.719
<v Speaker 1>PC side of things, and it would also lead to

0:44:05.800 --> 0:44:09.400
<v Speaker 1>IBM no longer being the entity that would define those standards.

0:44:10.000 --> 0:44:14.000
<v Speaker 1>The rise of third party companies creating IBM clones by

0:44:14.080 --> 0:44:17.200
<v Speaker 1>this time we pretty much just called them PCs would

0:44:17.280 --> 0:44:21.919
<v Speaker 1>prompt ANYC home Electronics to announce the intention to form

0:44:22.080 --> 0:44:26.600
<v Speaker 1>a new organization. This organization is called the Video Electronics

0:44:26.800 --> 0:44:30.880
<v Speaker 1>Standards Association or VESA, and the purpose of vesas to

0:44:30.960 --> 0:44:34.880
<v Speaker 1>come up with technical standards for computer video displays and graphics.

0:44:35.760 --> 0:44:38.880
<v Speaker 1>The group would build upon the v g A proprietary

0:44:39.080 --> 0:44:43.080
<v Speaker 1>standard to create what has collectively been referred to as

0:44:43.360 --> 0:44:46.759
<v Speaker 1>super v g A. So think of v g A,

0:44:46.880 --> 0:44:51.040
<v Speaker 1>but with even more capabilities and no longer dictated by

0:44:51.080 --> 0:44:54.440
<v Speaker 1>a single company, but rather by a consortium of companies

0:44:54.520 --> 0:44:57.880
<v Speaker 1>that have decided what the standards should be. Super v

0:44:58.000 --> 0:45:00.839
<v Speaker 1>g A could expand the resolution up eight hundred by

0:45:00.880 --> 0:45:05.040
<v Speaker 1>six hundred pixels. Again, it's not one single standard, it's

0:45:05.120 --> 0:45:07.480
<v Speaker 1>rather a collection of super sets of the v g

0:45:07.600 --> 0:45:09.479
<v Speaker 1>A standards. So it's a little tricky to talk about

0:45:09.480 --> 0:45:13.040
<v Speaker 1>super v g A. It's not just one thing. IBM

0:45:13.080 --> 0:45:16.360
<v Speaker 1>would continue to go on to create the Extended Graphics

0:45:16.520 --> 0:45:19.560
<v Speaker 1>Array or x g A, but by that time super

0:45:19.640 --> 0:45:21.399
<v Speaker 1>v g A had kind of taken on a life

0:45:21.440 --> 0:45:24.320
<v Speaker 1>of its own as the new model for computer graphics.

0:45:24.840 --> 0:45:27.840
<v Speaker 1>IBM would no longer be front and center when it

0:45:27.920 --> 0:45:32.280
<v Speaker 1>came to defining how PCs would display graphics on a monitor.

0:45:33.120 --> 0:45:36.080
<v Speaker 1>By this time, we're getting into the mid nineties, and

0:45:36.160 --> 0:45:38.760
<v Speaker 1>the term IBM clone was pretty much dropped in favor

0:45:38.840 --> 0:45:42.560
<v Speaker 1>of PC, and that would apply to any computer running MS,

0:45:42.640 --> 0:45:46.440
<v Speaker 1>DOSS or later like after nine five or so Windows.

0:45:47.040 --> 0:45:50.239
<v Speaker 1>IBM's decision to cut down costs by going with the

0:45:50.440 --> 0:45:53.800
<v Speaker 1>off the shelf components, coupled with the failure to secure

0:45:53.840 --> 0:45:57.600
<v Speaker 1>an exclusive license for DOSS from Microsoft, meant that IBM

0:45:57.640 --> 0:46:02.640
<v Speaker 1>set the stage for its own competition in the consumer space. Ultimately,

0:46:03.000 --> 0:46:06.480
<v Speaker 1>those competitors got big enough to create their own standards organizations,

0:46:06.560 --> 0:46:08.680
<v Speaker 1>and so it became a group effort to come up

0:46:08.719 --> 0:46:12.200
<v Speaker 1>with the way computers would continue to work. This, in turn,

0:46:12.480 --> 0:46:15.120
<v Speaker 1>made it easier for lots of companies to enter the space,

0:46:15.360 --> 0:46:19.759
<v Speaker 1>offering up competing products at competitive prices. IBM, for its part,

0:46:19.800 --> 0:46:22.680
<v Speaker 1>would exit the personal computer market completely by the mid

0:46:22.800 --> 0:46:26.080
<v Speaker 1>two thousand's. The company sold off its PC division to

0:46:26.239 --> 0:46:29.000
<v Speaker 1>Lenovo in a deal that was valued at one point

0:46:29.080 --> 0:46:34.480
<v Speaker 1>seven five billion dollars a princely some IBM was just

0:46:34.760 --> 0:46:37.760
<v Speaker 1>finding it impractical to compete in that space and instead

0:46:37.800 --> 0:46:41.640
<v Speaker 1>would return a full focus on enterprise level products and services.

0:46:42.200 --> 0:46:45.080
<v Speaker 1>But if it weren't for IBM, we wouldn't have seen

0:46:45.120 --> 0:46:48.520
<v Speaker 1>this particular progression with computer graphics. I'm sure we would

0:46:48.560 --> 0:46:51.160
<v Speaker 1>have arrived at some sort of place similar to where

0:46:51.200 --> 0:46:55.160
<v Speaker 1>we are now without the IBM PC. But who knows

0:46:55.480 --> 0:46:58.000
<v Speaker 1>what it would look like. You know, maybe there's a

0:46:58.040 --> 0:47:00.720
<v Speaker 1>parallel universe out there, and which we see a world

0:47:00.800 --> 0:47:03.919
<v Speaker 1>where IBM never gotten to the consumer market at all

0:47:04.440 --> 0:47:07.640
<v Speaker 1>and someone else took on that role, and maybe computer

0:47:07.760 --> 0:47:10.120
<v Speaker 1>graphics themselves would be very different from the way they

0:47:10.160 --> 0:47:14.920
<v Speaker 1>are today. But I can't travel in parallel dimensions, so

0:47:15.840 --> 0:47:19.239
<v Speaker 1>I'll just have to imagine it. That was what we're

0:47:19.360 --> 0:47:21.000
<v Speaker 1>c G A, e G A and v G A

0:47:21.280 --> 0:47:23.759
<v Speaker 1>from a couple of years ago. I will be back

0:47:23.960 --> 0:47:27.200
<v Speaker 1>with all new episodes next week, so I look forward

0:47:27.239 --> 0:47:29.279
<v Speaker 1>to chatting with you then. As always, if you have

0:47:29.400 --> 0:47:32.400
<v Speaker 1>suggestions for topics for me to cover on tech stuff,

0:47:32.840 --> 0:47:34.759
<v Speaker 1>or suggestions for people I should have on the show,

0:47:34.840 --> 0:47:37.160
<v Speaker 1>anything like that, let me know on Twitter. The handle

0:47:37.239 --> 0:47:40.000
<v Speaker 1>for the show is Text Stuff hs W and I'll

0:47:40.040 --> 0:47:48.279
<v Speaker 1>talk to you again really soon. Text Stuff is an

0:47:48.320 --> 0:47:51.959
<v Speaker 1>I heart Radio production. For more podcasts from my heart Radio,

0:47:52.360 --> 0:47:55.480
<v Speaker 1>visit the i heart Radio app, Apple Podcasts, or wherever

0:47:55.600 --> 0:48:00.319
<v Speaker 1>you listen to your favorite shows. Zero