Programming on retro PCs was a profoundly different experience than coding today. Early computers demanded a deep understanding of the hardware and software environment. Limited resources, basic tools, and a hands-on approach shaped the way programmers wrote code. Yet, these constraints fostered ingenuity and laid the groundwork for modern software development.
In this article, we’ll explore what programming was like on vintage machines, from the tools and languages used to the challenges and joys of coding on early computers.
Table of Contents
1. The Environment: Hardware Constraints
Programming on retro PCs was influenced by the hardware of the time. Machines had limited memory, slow processors, and primitive storage, requiring programmers to be efficient and resourceful.
Key Hardware Characteristics:
- Memory Limitations:
- Early PCs often had 4 KB–64 KB of RAM. Even high-end systems like the IBM PC maxed out at 640 KB.
- Programmers optimized code to run in these tight constraints, avoiding memory waste.
- Processor Speed:
- Systems like the Commodore 64 and Apple II ran at 1 MHz or slightly higher.
- Coding had to account for slow execution speeds, ensuring that programs performed adequately.
- Storage:
- Programmers often saved and loaded code from cassette tapes or floppy disks, both of which were slow and prone to errors.
- Hard drives, when available, were small (10–20 MB) and expensive.
- Display and Input:
- Many systems relied on text-based interfaces, with basic monitors displaying monochrome text or low-resolution graphics.
- Input was done through keyboards or even toggle switches on very early machines like the Altair 8800.
2. Programming Languages of the Era
Programming on retro PCs revolved around a handful of languages, each suited to the constraints of the hardware.
2.1. Assembly Language
- Overview: Assembly provided direct access to the CPU’s instruction set, allowing programmers to write highly optimized code.
- Uses: System programming, game development, and performance-critical applications.
- Challenges:
- Difficult to learn and prone to errors.
- Required an intimate understanding of the hardware.
- Example:
For the MOS 6502 processor (used in the Apple II and Commodore 64):assemblyCopy codeLDA #$01 ; Load the value 1 into the accumulator STA $0200 ; Store it in memory address $0200
2.2. BASIC (Beginner’s All-purpose Symbolic Instruction Code)
- Overview: BASIC was the most common language on early PCs, included with systems like the Apple II, TRS-80, and Commodore 64.
- Uses: Hobbyist programming, educational tools, and simple games.
- Advantages:
- Easy to learn and use.
- Supported by built-in interpreters on many systems.
- Example: A simple program on the Commodore 64:basicCopy code
10 PRINT "HELLO, WORLD!" 20 GOTO 10
2.3. FORTRAN (Formula Translation)
- Overview: Popular for scientific and engineering applications. Used extensively on minicomputers and early mainframes.
- Uses: Numerical computation and data processing.
2.4. Pascal
- Overview: Developed for teaching programming, Pascal became popular in the late 1970s and 1980s with compilers like Turbo Pascal.
- Uses: Educational programming, business applications, and structured software development.
2.5. C
- Overview: The C language, introduced in the 1970s, gained traction on systems like UNIX-based machines and later DOS PCs.
- Uses: Operating systems, application software, and portable programs.
- Impact: C became the foundation for many modern programming languages and systems.
2.6. Other Languages
- COBOL: Used in business and government applications.
- LOGO: Aimed at education, LOGO was famous for its “turtle graphics.”
- Lisp: Popular in artificial intelligence research on early systems.
3. Development Tools and Environments
3.1. Text Editors
- Programming often began with simple text editors, such as edlin on DOS or the built-in editors of systems like the Apple II.
- Syntax highlighting and auto-completion were non-existent, requiring programmers to meticulously review their code.
3.2. Compilers and Interpreters
- Many languages, like BASIC, used interpreters, which executed code line by line. This made debugging easy but slowed performance.
- Compilers (e.g., Turbo Pascal) converted code to machine language, producing faster programs but requiring more preparation.
3.3. Debugging Tools
- Debugging was done manually or with basic tools like memory monitors and disassemblers.
- Programmers often inserted print statements or used LEDs on the hardware to diagnose issues.
4. The Joys and Challenges of Retro Programming
4.1. Challenges
- Manual Optimization: Every byte mattered. Writing efficient code required deep hardware knowledge.
- Slow Development: Compiling, saving, and loading were slow processes compared to modern systems.
- Limited Error Checking: Simple environments meant fewer tools for catching errors, leading to tedious debugging.
4.2. Joys
- Direct Control: Programmers could manipulate hardware directly, enabling creative solutions and deep satisfaction.
- Immediate Feedback: The simplicity of systems like BASIC allowed for quick experimentation.
- Cultural Impact: Retro programming gave rise to early software communities, including the demo scene and open-source projects.
5. Iconic Programs and Games of the Era
Programming on retro PCs led to some of the most innovative and influential software in history:
- Spacewar! (1962): One of the earliest computer games, written in assembly for the PDP-1.
- VisiCalc (1979): The first spreadsheet program, created for the Apple II in assembly.
- Wolfenstein 3D (1992): A groundbreaking FPS game written in C for DOS.
- King’s Quest (1984): One of the first graphical adventure games, developed for the IBM PCjr.
6. Retro Programming Today
Modern Retro Development
Enthusiasts continue to develop for vintage systems, using emulators or original hardware. Examples include:
- Homebrew Games: New titles for systems like the Commodore 64 or NES.
- Demoscene Projects: Showcasing the graphical and musical capabilities of old hardware.
Tools for Retro Programming
- Emulators: Programs like DOSBox or VICE enable retro development on modern machines.
- Modern IDEs: Tools like CBM prg Studio for Commodore programming.
- Cross-Compilers: Allow writing code on modern PCs and running it on vintage systems.
7. Conclusion
Programming on retro PCs required skill, creativity, and a deep understanding of hardware limitations. While modern tools have made development more accessible, the hands-on experience of coding on vintage machines fostered ingenuity and problem-solving skills that shaped the tech industry.
Retro programming remains a beloved hobby, keeping the spirit of vintage computing alive. Whether revisiting BASIC on a Commodore 64 or crafting assembly code for the Atari 2600, programming on retro PCs is a fascinating blend of history, art, and engineering.