Re: [Simh] Extended SimH on BeagleBone controls real blinkenlight panels

2013-04-13 Thread Jörg Hoppe

Hi Mark,

I made another page on retrocmp, were I publish the code of SimH with 
the REALCONS/BlinkenBone extension.
I also added some documentation about the concepts behind, so the code 
should be easier to understand.


See here: 
http://www.retrocmp.com/projects/blinkenbone/180-blinkenbone-as-approach-for-simh-device-visualisation


I did only focus on the SimH side, the Java application is not (yet) 
included.


All this was a fast hack, I apologize for any trouble.

Joerg

Am 11.04.2013 02:33, schrieb Mark Pizzolato - Info Comm:

On Wednesday, April 10, 2013 at 1:56 PM, Jörg Hoppe wrote:

Hi Mark,

For me also a year has passed ...

I'm quite busy at the moment, so I'll send you the code of SimH with
REALCONS extension on weekend.
(And I'd like to take a look into it too.)


That will be fine.


You surely found this doc about it:
http://retrocmp.com/projects/blinkenbone/174-blinkenbone-simh-
extended-with-realcons-panel-control


Yes I did.  Good general description, but not enough detail.


The simhv381-j-hoppe.zip you downloaded just contains my stdio telnet
change, it has nothing to do with the REALCONS extension.


That's good.


Thanks.

- Mark




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Re: [Simh] Extended SimH on BeagleBone controls real blinkenlight panels

2013-04-10 Thread Jörg Hoppe

Hi Mark,

For me also a year has passed ...

I'm quite busy at the moment, so I'll send you the code of
SimH with REALCONS extension on weekend.
(And I'd like to take a look into it too.)

You surely found this doc about it:
http://retrocmp.com/projects/blinkenbone/174-blinkenbone-simh-extended-with-realcons-panel-control

The simhv381-j-hoppe.zip you downloaded just contains my stdio 
telnet change, it has nothing to do with the REALCONS extension.


regards,
Joerg





Am 10.04.2013 22:22, schrieb Mark Pizzolato - Info Comm:

Hi Jörg.

Almost a year later I'm getting to this.  I'm the current maintainer of simh.  I'm 
wondering what changes you made to simh to support this functionality.  I found your 
simhv381-j-hoppe.zip file.  I'd like to review the details of the simh side of what 
you've done and possibly include those features in the next or a future release of the 
package.  Meanwhile, I'd like your thoughts on extending your concept of the 
BlinkenBone to beyond the CPU front panel and to potentially include devices 
which are part of the simulated system and have panel/observable components also (i.e. 
Tape Drives, Disk Drives).  Drive devices could show visible activity and/or provide a 
way for the panel operator to 'mount' or 'switch' drive contents (the equivalent of 
changing tapes and/or drive packs).

Can I get the source to your modified simh?  Don't try to merge it into any 
more recent version.  I'd like to review the approach you've taken before any 
merge efforts are attempted.

Thanks.

- Mark

On Wednesday, April 18, 2012 at 1:58 PM, Jörg Hoppe wrote:

Hi,

I just finished another Blinkenlight project:
An extended SimH runs on a BeagleBone (credit card sized Linux platform)
and controls real console panels of historical computers, or simulations of
those panels.
So the project is named BlinkenBone.

First implementation is re-animation of a PDP-11/40 console (KY11-D), others
will follow.
See documentation here: www.retrocmp.com/projects/blinkenbone

I think there are a few? a lot? other SimH-blinkenlight projects out there.
Perhaps it is time to define the definitive SimH - Blinkenlight
interface, so there's a standard for future work. My proposal is
http://www.retrocmp.com/projects/blinkenbone/169-blinkenbone-
architecture-overview

If you like to build this too, we will support you ... but it won't be cheap.
And code deployment isn't organized yet, contact me on demand.

regards
Joerg

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Re: [Simh] Extended SimH on BeagleBone controls real blinkenlight panels

2013-04-10 Thread Jordi Guillaumes i Pons
I've done also a blinkenlights implementation (output only) based on a (pretty 
simple) client-server model. My current physical implementation just emulates 
the data register of a PDP-11 console, and it works either via UDP packets, 
serial communication (with an arduino board) or against a GPIO connected set of 
LEDs (that one is not very stable because I phased it for the serial arduino 
version). 

Jordi Guillaumes i Pons
Barcelona - Catalunya - Europa

El 10/04/2013, a les 22:55, Jörg Hoppe j_ho...@t-online.de va escriure:
 Hi Mark,
 
 For me also a year has passed ...
 
 I'm quite busy at the moment, so I'll send you the code of
 SimH with REALCONS extension on weekend.
 (And I'd like to take a look into it too.)
 
 You surely found this doc about it:
 http://retrocmp.com/projects/blinkenbone/174-blinkenbone-simh-extended-with-realcons-panel-control
 
 The simhv381-j-hoppe.zip you downloaded just contains my stdio telnet 
 change, it has nothing to do with the REALCONS extension.
 
 regards,
 Joerg
 
 
 
 
 
 Am 10.04.2013 22:22, schrieb Mark Pizzolato - Info Comm:
 Hi Jörg.
 
 Almost a year later I'm getting to this.  I'm the current maintainer of 
 simh.  I'm wondering what changes you made to simh to support this 
 functionality.  I found your simhv381-j-hoppe.zip file.  I'd like to review 
 the details of the simh side of what you've done and possibly include those 
 features in the next or a future release of the package.  Meanwhile, I'd 
 like your thoughts on extending your concept of the BlinkenBone to beyond 
 the CPU front panel and to potentially include devices which are part of the 
 simulated system and have panel/observable components also (i.e. Tape 
 Drives, Disk Drives).  Drive devices could show visible activity and/or 
 provide a way for the panel operator to 'mount' or 'switch' drive contents 
 (the equivalent of changing tapes and/or drive packs).
 
 Can I get the source to your modified simh?  Don't try to merge it into any 
 more recent version.  I'd like to review the approach you've taken before 
 any merge efforts are attempted.
 
 Thanks.
 
 - Mark
 
 On Wednesday, April 18, 2012 at 1:58 PM, Jörg Hoppe wrote:
 Hi,
 
 I just finished another Blinkenlight project:
 An extended SimH runs on a BeagleBone (credit card sized Linux platform)
 and controls real console panels of historical computers, or simulations of
 those panels.
 So the project is named BlinkenBone.
 
 First implementation is re-animation of a PDP-11/40 console (KY11-D), others
 will follow.
 See documentation here: www.retrocmp.com/projects/blinkenbone
 
 I think there are a few? a lot? other SimH-blinkenlight projects out 
 there.
 Perhaps it is time to define the definitive SimH - Blinkenlight
 interface, so there's a standard for future work. My proposal is
 http://www.retrocmp.com/projects/blinkenbone/169-blinkenbone-
 architecture-overview
 
 If you like to build this too, we will support you ... but it won't be 
 cheap.
 And code deployment isn't organized yet, contact me on demand.
 
 regards
 Joerg
 
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Re: [Simh] Extended SimH on BeagleBone controls real blinkenlight panels

2013-04-10 Thread Mark Pizzolato - Info Comm
On Wednesday, April 10, 2013 at 1:56 PM, Jörg Hoppe wrote:
 Hi Mark,
 
 For me also a year has passed ...
 
 I'm quite busy at the moment, so I'll send you the code of SimH with
 REALCONS extension on weekend.
 (And I'd like to take a look into it too.)

That will be fine.

 You surely found this doc about it:
 http://retrocmp.com/projects/blinkenbone/174-blinkenbone-simh-
 extended-with-realcons-panel-control

Yes I did.  Good general description, but not enough detail.  

 The simhv381-j-hoppe.zip you downloaded just contains my stdio telnet
 change, it has nothing to do with the REALCONS extension.

That's good.


Thanks.

- Mark

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Re: [Simh] Extended SimH on BeagleBone controls real blinkenlight panels

2012-04-21 Thread Quentin North (noisy)

On 20 Apr 2012, at 20:46, Nathan Cutler wrote:

 
 If I remember correctly, the SimH serial-port emulation relies on
 telnet. Awhile back I tried to attach a real VT420 to a SimH/VAX
 instance running OpenVMS 7.3, and as I found out it's not really the
 same as running a VT420 attached to a real VAX. To gain access to SimH
 using the VT420, one first has to get the VT420 connected to the host
 computer (running Linux in my case, so I used the computer's serial
 port and a serial console - getty). From there, one must telnet into
 the VAX, either using OpenVMS TCP/IP Services or using SimH's
 serial-port emulation.

Im just talking about the system console. Im simulating an HP2100 system using 
simh and for this the system console is on the simh console. Consequently, if I 
attach to the host computer using serial and then run up the HP2100 system, the 
system console is on the serial port. All the user terminals via the 
multiplexer are indeed on telenet, for which a terminal server, or something 
similar, would be needed to give serial i/o, but an ASR33 system console would 
be possible.


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Re: [Simh] Extended SimH on BeagleBone controls real blinkenlight panels

2012-04-21 Thread Nathan Cutler
 Im just talking about the system console. Im simulating an HP2100 system 
 using simh and for this the system console is on the simh console. 
 Consequently, if I attach to the host computer using serial and then run up 
 the HP2100 system, the system console is on the serial port.

OK, yes, VMS is no different than your HP2100 in this regard. I could
get the VMS system console on the serial port using the tactic you
describe. I prefer to keep the VMS console separate from my user
session, though, so I leave the console in GUI window and use LAT to
log in from the VT terminal.

Talk about elegance and things just working - LAT is an example of
superior DEC engineering. I share Eric's sentiments 100%. I'm sure I'm
not the only one on this list who occasionally misses the good old
days.

It seems like everyone is gripped with a crazy idea that GUIs must be
used for everything. I wonder how many billions of
pick-a-random-currency have been wasted needlessly converting stable,
tested, mature text-interface applications to unstable, untested,
constantly-changing GUIs.
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Re: [Simh] Extended SimH on BeagleBone controls real blinkenlight panels

2012-04-21 Thread Jörg Hoppe
Im just talking about the system console. Im simulating an HP2100 
system using simh and for this the system console is on the simh 
console. Consequently, if I attach to the host computer using serial 
and then run up the HP2100 system, the system console is on the serial 
port. All the user terminals via the multiplexer are indeed on 
telenet, for which a terminal server, or something similar, would be 
needed to give serial i/o, but an ASR33 system console would be possible.


A BeagleBone with our BlinkenCape serves well as serial-to-telnet 
converter.
BlinkenCape has 4 serial ports, over which you can log in to 
Angstrom-Linux on the BeagleBone.

So
1. You connect your historic equipment (VT100, ASR) to one of the 4 
serial UARTs,

2. get the Linux prompt
3. connect to one of SimHs user terminal via telnet
4. then you have your serial device connected over a telnet tunnel to 
one of SimH's user serial ports


Feeling is much the way a LAT server works.
But you can access any simulated machine this way, not LAT serving 
PDP-11's and VAXes.


You don't even need an BeagleBone for this: every PC with login over a 
serial port will do.
For example, you can take the serial port on your desktop PC (if you 
still have one) and allow your Ubuntu to accept login sessions on it.


Joerg
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Re: [Simh] Extended SimH on BeagleBone controls real blinkenlight panels

2012-04-21 Thread Nathan Cutler
 4. then you have your serial device connected over a telnet tunnel to one of
 SimH's user serial ports

This looks great in theory, but breaks down (a little) in practice.
One example: back in the day, I was used to TYPE-ing a long file and
using CTRL-S and CTRL-Q to stop and start the listing. When using the
telnet tunnel, however, for some reason the CTRL-S doesn't make it to
the VAX, so VMS doesn't know about it and merrily goes on sending
data, causing the internal telnet buffer to overflow. As a result,
when I hit CTRL-Q to resume the listing, I've lost data.

(It's been awhile since I researched this, so this description may not
be 100% accurate, but that's essentially what happened. The guys over
on comp.os.vms helped me to troubleshoot the problem, so I refer the
gentle reader to the comp.os.vms archives for more in-depth
information on it.)

There are other glitches using the telnet tunnel as well, all caused
by, well, telnet. Don't get me wrong: it's great that it works at all
and it definitely does provide a good approximation of the experience
of working at a terminal hooked up directly to a VAX, but it's not the
same.
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Re: [Simh] Extended SimH on BeagleBone controls real blinkenlight panels

2012-04-20 Thread Armistead, Jason
Why not go all the way and record video of each type of old hardware in action 
?  Obviously this makes no sense for blinkenlights, but it might be fun to 
watch tape drives spinning back and forth (a series of short sequences of video 
for each operation), or maybe someone opening up a disk pack and installing 
platters.  Of course, this would require yet another interface from SIMH to the 
video playback system.

It would remind me of those old movies where the computer rooms always had rows 
and rows of lights, and tapes running, together with the sounds of teletype 
printers spewing data out ...

Now, if we could just skin our favorite terminal emulator with a VT-220 case 
around the window area, we'd be all set in our virtual retro-computing world !

Wait, did I mention using 3-D glasses ??? LOL !!!


-Original Message-
From: simh-boun...@trailing-edge.com [mailto:simh-boun...@trailing-edge.com] On 
Behalf Of dott.Piergiorgio d' Errico
Sent: Thursday, 19 April 2012 12:24 PM
To: simh@trailing-edge.com
Subject: Re: [Simh] Extended SimH on BeagleBone controls real blinkenlight 
panels

Il 19/04/2012 15:21, Bucher, Andreas (Andreas)** CTR ** ha scritto:
 Hi,

 I just finished another Blinkenlight project: An extended SimH runs 
 on a BeagleBone (credit card sized Linux platform) and controls real 
 console panels of historical computers, or simulations of those 
 panels. So the project is named BlinkenBone.

 First implementation is re-animation of a PDP-11/40 console (KY11-D), 
 others will follow. See documentation here:
 www.retrocmp.com/projects/blinkenbone

 I think there are a few? a lot? other SimH-blinkenlight projects 
 out there. Perhaps it is time to define the definitive SimH - 
 Blinkenlight interface, so there's a standard for future work. My 
 proposal is 
 http://www.retrocmp.com/projects/blinkenbone/169-blinkenbone-a
 rchitecture-overview

 If you like to build this too, we will support you ... but it won't 
 be cheap. And code deployment isn't organized yet, contact me on 
 demand.



 Hi,

 that's waaay cool ! Not really useful for practical computing, but 
 absolutely mandatory for the genuine look-and-feel of some ancient 
 big iron :-)

 I like your modular approach - it allows people NOT owning true 
 hardware blinkenlights to replace them with some software simulated 
 frontend instead ! Would be cool to have SIMH equipped with all kind 
 of genuine virtual (or real, for the purists) designs of the systems 
 it emulates ! Have a look for PINMAME, the pinball emulator software, 
 and you know what I mean :-) (wll, yes, a pinball machine's main 
 item IS the hardware you see, and the CPU is only some aid in behind, 
 while our emulated data processing systems are vice-versa - but anyway 
 ...)

 And - finally ... that's what I already suggested years ago (and only 
 got startled looks): Equip SIMH with some standard interface to 
 optionally drive real hardware components of the systems it 
 emulates, like console panels and stuff. I even went as far as to 
 suggest incorporating all other kind of events from inside the system 
 beeing signalled out - this could be used to generate sound events as 
 well !

Perhaps the startled looks came from people whose main interest is keeping 
running legacy software, an important thing in se, but driving real 
(reconstructed) hardware is equally important, if not for the recovering  
preservation of software  source codes on DECtapes, tapes, removable platters 
c

On the blinkenlighten project, I have indeed suggested (ands ends
rejected...) that ex and de command accept (and outputs) binary digits and 
space, (e.g. de 000 100 111 ) whose IMVHO is not only a convenient means when 
dealing with old big iron software, but also a convenient protocol (being 
*both* human and machine readable/writable) for a blinkenlighten protocol.

Seems that there's a consensus in starting working on graphics emulation after 
3.9.0 release and the sort of retirement (If I have understand
well...) of bob from the active development of SIMH.

I reckon that my perspective (of Historian of technology and random hacking 
when the mood is in) differ from the other member of this fair ML, but it's my 
perspective (for the record my lack of frequent contribuition is because of the 
extreme dispersiveness in dealing with project (I suspect that my WIP list is 
in high 10s or low 100s, but I have never done a census of it...)

 Think about your DECbox emitting true 11/750 noises, perhaps with some 
 TE16 tape in the background, hehe :-)

 So, you better go ahead and digitize not only the Front Panels, but 
 also the sound of the remaining hardware that is alive, or sythesize 
 the sound of dead hardware and have it proof-listened by the few 
 people knowing the hardware that still are alive as well ...

I'm deaf and not much interested in that ambient sound emulation idea, but 
ISTR to have pointed to bob in a PM the group whose mantain and keep running

Re: [Simh] Extended SimH on BeagleBone controls real blinkenlight panels

2012-04-20 Thread David Moisan
I want to suggest simulating the distinctive sound of an LA36 backspacing.

But I think I'd turn it off 2 minutes later!
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Re: [Simh] Extended SimH on BeagleBone controls real blinkenlight panels

2012-04-20 Thread Mark Benson
I have a real yin to build something like this that uses USB or serial for 
comms and a software module that can be optionslly compiled into SimH to allow 
it to work on any system (perhaps via an extra device that can be configured in 
the SimH terminal) rather than spitting the console commands out. The key point 
is it should work on any machine with a USB port or better a Serial port (can 
be adaoted to USB) that can build SimH.

Only issue is I have no programming experience outside PHP5, I'm awful at 
soldering and I'm no genius with making panes and stuff like that either. 
However my *dad* has offered to build the hardware for me if I can come up with 
a plan.

I don't really know where to go from just the idea. Loads of people seem to 
have done it in various ways but they seem to be tailor made solutions. I'd 
like to make something generic and boxed so I can plug, configure in a suitably 
compiled SimH and go. Any guidance out there?

-- 
Mark Benson

http://markbenson.org/blog
http://twitter.com/MDBenson
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Re: [Simh] Extended SimH on BeagleBone controls real blinkenlight panels

2012-04-20 Thread dott.Piergiorgio d' Errico

Il 20/04/2012 14:39, Armistead, Jason ha scritto:

Why not go all the way and record video of each type of old hardware
in action ?  Obviously this makes no sense for blinkenlights, but it
might be fun to watch tape drives spinning back and forth (a series
of short sequences of video for each operation), or maybe someone
opening up a disk pack and installing platters.  Of course, this
would require yet another interface from SIMH to the video playback
system.


I guess that you will surely enjoy this YT link:

http://www.youtube.com/watch?v=7WaYYNUCWMY

But on your idea, honestly, seems to me that FMV video sequences are a 
tad overboard; we're discussing simulator design, not console RPGs 
design ! ;)



Now, if we could just skin our favorite terminal emulator with a
VT-220 case around the window area, we'd be all set in our virtual
retro-computing world !


I use Linux and of course the gnome-terminal is rigorously 
green-on-black ;) and there's at least one proper font (that is, with 
slashed zero and five-star * char...) albeit I *really* dislike its name 
(Addolorata, whose in Italian means doleful/sad (woman) and I'm 
Italian)


In this context, I guess you need a good window dressing, and I'm sure 
that there's more than enough tools in X environment for building 
yourself the window decoration(s) you link ;)


Best regards from Italy,
dott. Piergiorgio.

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Re: [Simh] Extended SimH on BeagleBone controls real blinkenlight panels

2012-04-20 Thread Quentin North (noisy)
Very off topic, but there is a old HP computer simulator called HP9800E which 
fully simulates in software the look, feel and sound of the HP98XX range of 
programmable calculators/computers. If you run it up it makes the fan noises 
and the printer noises and everything whilst flashing all thr right lights. If 
you use some of the peripherals, like the plotter or tape drive, it even makes 
plotter and tape drive noises. Very comprehensive. 
http://hp9800e.sourceforge.net/

Also, I have simh running on a SheevaPlug plug computer under Debian linux 
which provides a UART and USB for serial connections (it has no PC type 
console). I use a serail terminal emulator as the console, but If I had a 
Decwriter or a teleetype it would work. 
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Re: [Simh] Extended SimH on BeagleBone controls real blinkenlight panels

2012-04-19 Thread Bucher, Andreas (Andreas)** CTR **
Hi, 

 I just finished another Blinkenlight project:
 An extended SimH runs on a BeagleBone (credit card sized 
 Linux platform) 
 and controls real console panels of historical computers, or 
 simulations 
 of those panels.
 So the project is named BlinkenBone.
 
 First implementation is re-animation of a PDP-11/40 console (KY11-D), 
 others will follow.
 See documentation here: www.retrocmp.com/projects/blinkenbone
 
 I think there are a few? a lot? other SimH-blinkenlight 
 projects out 
 there.
 Perhaps it is time to define the definitive SimH - Blinkenlight 
 interface, so there's a standard for future work. My proposal is
 http://www.retrocmp.com/projects/blinkenbone/169-blinkenbone-a
rchitecture-overview
 
 If you like to build this too, we will support you ... but it 
 won't be 
 cheap.
 And code deployment isn't organized yet, contact me on demand.



Hi, 

that's waaay cool ! Not really useful for practical computing, but absolutely 
mandatory for the genuine look-and-feel of some ancient big iron :-)

I like your modular approach - it allows people NOT owning true hardware 
blinkenlights to replace them with some software simulated frontend instead ! 
Would be cool to have SIMH equipped with all kind of genuine virtual (or real, 
for the purists) designs of the systems it emulates ! Have a look for PINMAME, 
the pinball emulator software, and you know what I mean :-)
(wll, yes, a pinball machine's main item IS the hardware you see, and the 
CPU is only some aid in behind, while our emulated data processing systems are 
vice-versa - but anyway ...)

And - finally ... that's what I already suggested years ago (and only got 
startled looks): Equip SIMH with some standard interface to optionally drive 
real hardware components of the systems it emulates, like console panels and 
stuff. I even went as far as to suggest incorporating all other kind of events 
from inside the system beeing signalled out - this could be used to generate 
sound events as well !

Think about your DECbox emitting true 11/750 noises, perhaps with some TE16 
tape in the background, hehe :-)

So, you better go ahead and digitize not only the Front Panels, but also the 
sound of the remaining hardware that is alive, or sythesize the sound of dead 
hardware and have it proof-listened by the few people knowing the hardware 
that still are alive as well ...

And ... yes: This IS over-engineering ;-)

Regards,
Andreas









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Re: [Simh] Extended SimH on BeagleBone controls real blinkenlight panels

2012-04-19 Thread dott.Piergiorgio d' Errico

Il 19/04/2012 15:21, Bucher, Andreas (Andreas)** CTR ** ha scritto:

Hi,


I just finished another Blinkenlight project: An extended SimH
runs on a BeagleBone (credit card sized Linux platform) and
controls real console panels of historical computers, or
simulations of those panels. So the project is named
BlinkenBone.

First implementation is re-animation of a PDP-11/40 console
(KY11-D), others will follow. See documentation here:
www.retrocmp.com/projects/blinkenbone

I think there are a few? a lot? other SimH-blinkenlight projects
out there. Perhaps it is time to define the definitive SimH -
Blinkenlight interface, so there's a standard for future work. My
proposal is
http://www.retrocmp.com/projects/blinkenbone/169-blinkenbone-a

rchitecture-overview


If you like to build this too, we will support you ... but it won't
be cheap. And code deployment isn't organized yet, contact me on
demand.




Hi,

that's waaay cool ! Not really useful for practical computing, but
absolutely mandatory for the genuine look-and-feel of some ancient
big iron :-)

I like your modular approach - it allows people NOT owning true
hardware blinkenlights to replace them with some software simulated
frontend instead ! Would be cool to have SIMH equipped with all kind
of genuine virtual (or real, for the purists) designs of the systems
it emulates ! Have a look for PINMAME, the pinball emulator software,
and you know what I mean :-) (wll, yes, a pinball machine's main
item IS the hardware you see, and the CPU is only some aid in behind,
while our emulated data processing systems are vice-versa - but
anyway ...)

And - finally ... that's what I already suggested years ago (and only
got startled looks): Equip SIMH with some standard interface to
optionally drive real hardware components of the systems it
emulates, like console panels and stuff. I even went as far as to
suggest incorporating all other kind of events from inside the system
beeing signalled out - this could be used to generate sound events as
well !


Perhaps the startled looks came from people whose main interest is 
keeping running legacy software, an important thing in se, but driving 
real (reconstructed) hardware is equally important, if not for the 
recovering  preservation of software  source codes on DECtapes, tapes, 
removable platters c


On the blinkenlighten project, I have indeed suggested (ands ends 
rejected...) that ex and de command accept (and outputs) binary digits 
and space, (e.g. de 000 100 111 ) whose IMVHO is not only a convenient 
means when dealing with old big iron software, but also a convenient 
protocol (being *both* human and machine readable/writable) for a 
blinkenlighten protocol.


Seems that there's a consensus in starting working on graphics emulation 
after 3.9.0 release and the sort of retirement (If I have understand 
well...) of bob from the active development of SIMH.


I reckon that my perspective (of Historian of technology and random 
hacking when the mood is in) differ from the other member of this fair 
ML, but it's my perspective (for the record my lack of frequent 
contribuition is because of the extreme dispersiveness in dealing with 
project (I suspect that my WIP list is in high 10s or low 100s, but I 
have never done a census of it...)



Think about your DECbox emitting true 11/750 noises, perhaps with
some TE16 tape in the background, hehe :-)

So, you better go ahead and digitize not only the Front Panels, but
also the sound of the remaining hardware that is alive, or sythesize
the sound of dead hardware and have it proof-listened by the few
people knowing the hardware that still are alive as well ...


I'm deaf and not much interested in that ambient sound emulation idea, 
but ISTR to have pointed to bob in a PM the group whose mantain and keep 
running the lone working LGP-30 (whose emulation, last time I checked, 
seems to have some issues)


Best regards from Italy, hoping that my suggestion will be understand

(looks like that lately I have some issues in writing understandable 
English)


Dott. Piergiorgio.
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