This is an Amiga 3000 in excellent condition, both functionally and
physically. Other than the very slight yellowing of the front face and one
barely visible scrape, it is almost perfect.
It is extremely clean inside as well. The on-board battery has not yet been
removed but it should be soon as it has begun to outgas and affect the
surrounding components. I cleaned up the minimal oxidation it had caused on
some of the various components local to it. The capacitors have no visible
age-related issues.
The system boots up into Amiga WorkBench 3.1 and has numerous applications
and drivers installed. Video output is from the GVP EGS (works with SVGA
monitor) board, which plugs into the on-board video port (via external
connector cable).
Photos: https://flic.kr/s/aHsmxBoNtw
(Despite the marring of the back label, the serial number is readable:
CA1013685.)
Configuration:
16Mhz on-board CPU with Commodore A3640 68040 @ 25 MHz accelerator
2MB Chip RAM
16MB Fast RAM
Great Valley Products L.C. EGS (Rev. 3) 28/24 Spectrum RTG graphics board
w/2MB for 1600?1280?8 interlace, 1152?864?16 interlace, and 800?600?24
non-interlace video modes
Utilities Unlimited Emplant Macintosh emulator board with Macintosh II ROMs
(Apple 342-0105-B, 342-0106-B, 342-0107-B, 342-0108-B)
Conner CFA170S 170MB IDE hard drive
Quantum LPS525S 525MB SCSI2 hard drive
3.5" floppy drive
So many people expressed an interest in this machine that I decided to sell
it by private sealed bid auction.
Between now and Monday, October 21, 8:00PM Pacific Daylight Time, if
interested, please submit your bid to me by e-mail with your bid. I will
confirm your bid by e-mail and notify you if you are the highest bidder, or
otherwise of the final selling price. There is a reserve price of $800.
If you are unfamiliar with a sealed-bid auction, you submit your bid
private to me via e-mail. Your bid is the highest price you are willing to
pay. Whomever has the highest bid by the deadline wins the auction. I will
announce the final sale price to all bidders. The winning bidder has 24
hours to submit payment unless specific arrangements are made otherwise.
Winning bidder pays for shipping via FedEx Ground, shipping from
Sacramento, California. I will ship globally. Local pickup is welcome.
Payment by PayPal using direct funds transfer is required. Other payment
arrangements may be negotiated. My payment policies are explained in full
in my FAQ, located here:
https://tinyurl.com/VWoCW-FAQ
Please let me know if you have any questions.
Thanks, and good luck to all prospective bidders.
Sellam
Hi all --
I picked this DPS-6 up over the summer and it's just taking up space
(quite a bit of space) in the corner of my basement. This is a custom
16-bit, bitsliced, microcoded CPU from the early 80s with (I believe)
8mb of memory, and ethernet. It would originally have run a version of
GCOS. It's about the size of a large-ish minifridge, but a bit deeper.
It's also quite heavy!
It's a neat machine, but it's very obscure and unfortunately incomplete
(it is missing both mass storage and storage controllers). Otherwise,
it is complete and in good condition (albeit a bit dirty). So you can
see why you'd really want to have it in your collection .
If anyone's up for a project, drop me a line. Local pick up in Seattle, WA.
Thanks,
Josh
Paul - I had a quick look at PLATO.
I dont think it was like that.
In this game when you set a movement direction and velocity you moved through the universe in that direction ?forever?.
There was not concept of ?moves? or ?turns?, it was very dynamic.
Spasim looks much closer - but was that ?vector graphics?? The game I was using was just 24 x 80 characters. For the year and the
WYSE terminals (etc) it was great.
>
> I wonder if this is a port of the PLATO game by the same name, which goes back to 1976 or so. PLATO had lots of multi-user games with various levels of graphics sophistication. Space war games included "conquest", "empire", and "spasim" -- that last actually had 3d graphics, which was quite a stretch for 1977. Then there was "airfight" (the inspiration for Microsoft Flight Simulator) as well as a boatload of "dungeon & dragons" games.
>
> paul
> ------------------------------
>
> Was it in use at Berkeley? I might have it stashed away in some of my
> BSD-related tapes.
>
Chuck, I am Scottish, I have never been to Berkeley! I just cant remember the history. I remember playing the game with a bunch of post-graduates.
I was either a post-grad or perhaps an early lecturer in the Uni. That places it square in the mid-80s. I did spend most of my time researching.
The games would have appeared on tapes from other places?.. I am hunting around amongst the post-grads to see if any of them can tell me
where it came from.
I knew the game as ?search? in that that is what you typed in to start it. To keep the undergrads out if it we had to put both passwords and time-locks in
the code?.
Iain
> --Chuck
>
> Date: Thu, 17 Oct 2019 12:55:09 -0400
> From: Bob Smith <bobsmithofd at gmail.com>
> To: Dr Iain Maoileoin via cctalk <cctalk at classiccmp.org>
> Subject: Re: looking for a program - last gasp questions
> Message-ID:
> <CAHtNYbW8s10zaOODxSjvc1UNKpzRRqgcA4su4VW9ZSGw=OvKSA at mail.gmail.com>
> Content-Type: text/plain; charset="UTF-8"
>
> are you thinking of conquest?
> https://github.com/jtrulson/conquest
>
> conquest
>
> Conquest is a top-down, real time space warfare game. It was
> originally written in RATFOR for the VAX/VMS system in 1983 by Jef
> Poskanzer and Craig Leres.
>
> I spent incredible amounts of time playing this game with my friends
> in the terminal labs at college, and when I actually had a multi-user
> system running at home (Unixware) I decided to try and translate/port
> the code to C in Unix. This was in the early to mid 1990's.
>
> Of course, over the years many things have changed. Today, Conquest is
> a true client/server game. The client uses freeglut, SDL 2.0 (for
> sound) and OpenGL. It uses C++11 to build, though for now it's "C
> software with some C++ containers and constructs?.
Fraid not ;-(
no grid in search?.
You actually scrolled through the universe on your 24 x 80!
If you passed a plannet/star then you could see it on screen ( in the distance, or with a screen full of *?s as you hit it!)
It had a vast universe and you could scroll around the universe for a hour without seeing the same place.
>
4 or 5 of us playing it really cranked up the CPU load. I think many terminals were 9600, if you got your hands on
a 19200 or better you were a p*g *n sh*t.
On and off I have been hunting for this for 3-4 years. I know I am not making it up - it did come from some US university.
Not star-trek....
I am trying to track down the source of a unix game .....
Years and years ago - 1980s - I was in the Computing Science Department
at Strathclyde Uni.? and we had a bunch of BSD4 systems running on VAXen.
I have memory of - but have never located - a curses based 24 x 80
display - multi-user "space-war" game that allowed you to navigate
around a 3D universe with the 24 x 80 giving you a full screen view of
the universe..
In the game you could
* hunt the universe for aliens (like "shankers" I cant remember the
others),
* other players - you saw them as they saw you
you could also team up with other players to have more firepower and
call for help using a 1-line on screen chat/broadcast system,
there were planet(s) scattered about - that you could hide behind.
The students and I modified the program with some "special features".? I
cant remember if the name of program was changed too ;-(
Anyway we knew the game as "search", it was written in C - it was a good
test of serial output capability of the VAXen - it was also a great way
to teach students about the VI keys - since hjkl worked as expected for
movement (at least that was out excuse to the prof when caught playing
the game during the day).
From my poor description can anybody tie down what I am looking for?
Appreciated
Iain
An ex-DEC engineer offloaded some strange stuff that was going to the skip.
I just thought I could have a look. But what is it?
There is two backplanes marked KA14 and BE14. I thought it was the PDP-14,
but I am not sure really.
https://i.imgur.com/86tcLFz.jpghttps://i.imgur.com/BWiCz8l.jpg
I came together with a similar sized PSU.
Then there was a strange DEC workshop built paper tape reader. The reader
mechanics looks similar to PC04 and PC05 but is smaller. The wheel is
smaller and the stepper motor is smaller as well. Are these parts from some
other DEC reader they cobbled together at DEC for inhouse duty.
https://i.imgur.com/0zv55pP.jpghttps://i.imgur.com/rE423Hi.jpghttps://i.imgur.com/8th1y3Z.jpghttps://i.imgur.com/VKoH2LX.jpg
Any clues?
While dumping lispm tapes, I found one with a label saying "Read it into DRAL" (may be "DRAC"?) "and sent a message to cap's bboard saying where it can be found. -Bob?. There was another paper label that had fallen off. What I think is the label in question was later found in the bottom of the box, a strip of masking tape saying ?SPACEWAR FOR VAX (Unix?)?. The contents are a 136KB tar archive containing source to a program called ?orbit?, all files are dated August 22nd, 1983.
The README file follows:
??
To install orbit:
1. Do a 'make all'.
2. Make sure the directories on the path /usr/games/lib/orbit/*
all exist and are writable by you (except /usr, of course).
3. Do a 'make install'.
This should work with no changes on Berkeley 4.2, unless the
structure for the console keyboard buffer has been changed.
The crock that reads the up-down codes here should be changed
to use the real ROM-table hooks, anyway. Unfortunately, all
that nice stuff is in protected memory.
Enjoy!
- Bob Bane (bane.umcp-cs at UDel-Relay)
??
Does anyone know what this is? The (gzipped) tar file is at https://www.bogodyne.com/wp-content/uploads/2019/10/orbit.tar.gz <https://www.bogodyne.com/wp-content/uploads/2019/10/orbit.tar.gz>
David...where did you use Lisp on a B6700?
Bill Gord and I wrote the first INTERLISP interpreter for the B6700 back
around
1974-1975, on a DARPA contract, at UCSD. (At the start, it was to
implement BBNLISP,
but the name changed during the project :)
DARPA found that researchers using INTERLISP (or others) on Dec PDP10s (and
similar) were hampered by the limited address space (256K virtual memory).
The B6700 offered a significantly larger address space (and many other
features, of course :)
(I know our LISP got distributed to other Burroughs sites in those days,
just like our STARTREK and Bob Jardine's SOLAR.)
Danny Bobrow (with Xerox PARC at the time) came and helped us get started.
I met Warren Teitelman ... he had no idea that the cover of the
INTERLISP manual was an homage to his last name. (See:
http://bitsavers.org/pdf/xerox/interlisp/Interlisp_Reference_Manual_Oct_197…
)
We got our system up and running, including DWIM and other packages, and
were told ... oops, DEC figured out how to expand the amount of virtual
memory on the PDP-10, so we don't need to buy Burroughs mainframes now!
Our INTERLISP was a full interpreter, and also had a compiler to LISP
p-code, which might have inspired UCSD Pascal's p-code (Ken Bowles was our
boss).
I believe I have the source, in Burroughs ALGOL.
As a side bonus, I got to interact with Danny, and people from PARC and BBN
as we were watching other UCSD Computer Center people put the B6700 on the
ARPANET. (I think we were something like the 25th computer.)
Stan Sieler