Uploaded February 2023 | Updated September 2026, 2 weeks ago
In this video I originally wanted to focus on examining actual serial signal at various baud rates, to present a real feel of what a bit is (electrical pulses) and how they are serially communicated across systems. While I did do that after coming up with a way to intercept the serial pins, the video also grew into doing a presentation of various "terminal emulator" software for the Color Computer system. This shows a nice evolution of capability throughout the 1980s, while also showing increasingly clever software to be able to receive, process (parse escape sequences), and present this streamed data (ultimately using graphics mode to present non-native character sets).
This is not meant as a tutorial of any specific terminal program. But there are some "close up" shots towards the end that may help clarify how they are used.
The specific WiModem232 device I used is:
cbmstuff.com/index.php?route=product/product&product_id=60
This same model is also available for C64 and PET. Ask the shop about a case, I highly recommend a case because the edge of the LCD screen is fairly easy to crack when plugging it in without a case. And I do recommend the LCD version, to make it easier to verify what the current baud rate on the modem is.
For the DELUXE RS232 Pak:
The original versions of these are getting harder to find. What I used is a clone production out of Australia from "dr.ians_junque" (search eBay for "New RS232C Serial Interface for Radio Shack Tandy TRS-80 Color Computer 1 2 3"). While it doesn't come with the same case as the original, it does operate identical to the original and uses much of the same components.
An excellent hardware walk-through of this RS232 Pak is available here:
youtube.com/watch?v=iIsdBGWa1kI
If interested in the terminal setup on the PET side of things, I have another video with more information about PETTERM used on that system:
youtube.com/watch?v=PH7YtoxOdrI
Table of Pertinent Time Indexes
00:10 CoCo1 SerialIO Setup
00:20 Loading COMPAC with CTR-80A Cassette (CLOADM)
00:47 Powering up the WiModem232 (initial router connection)
01:33 Observing serial signal with oscilliscope
02:25 PART 2: Swapping CoCo1 to CoCo3
03:30 Machine to machine bit-bang serial communication demo
04:04 PART 3: To show a variety of connection speeds (110 to 19200 baud)
04:14 CoCo3 SerialIO Setup (plus RGB to HDMI video out)
04:43 Demo of 110 baud speed
05:05 Demo of 300 baud (with signal view)
05:13 Demo of 2400 baud
05:30 Comparison of 9600 vs 19200 baud
05:53 PART 4: BBSing at 9600 baud
05:58 Greg-E-Term 2.5
06:49 PARTICLES BBS (since 1992)
06:58 Ultimaterm 2.4
07:53 Ultimaterm 4.1
09:19 V-Term Terminal Emulator 3.04.00
10:12 Twilight Terminal 2.12
12:13 NETMATE 0.53 beta
13:21 Comparison of 4800 vs 19200 baud
13:44 Official End :D
13:53 Graph of 110/300/19200 serial signal speeds
14:02 Oscilloscope monitoring various alphabet signals
14:33 Closeup View: Greg-E-Term 2.5
15:47 Closeup View: Ultimaterm 4.1
17:09 Checking weather using Ultimaterm
17:24 Closeup View: V-Term
17:55 Closeup View: Twilight Terminal
18:52 Checking weather using Twilight Terminal
19:14 (saying hello to hyjinx, AlsGeekLab SysOp)
19:36 Closeup View: NETMATE
20:27 Checking weather using NETMATE
21:36 Static Images: Greg-E-Term
22:07 Static Images: Ultimaterm 2.7
22:25 Static Images: Ultimaterm 4.1
23:07 Static Images: Twilight Terminal
23:33 Static Images: NETMATE
In this video I originally wanted to focus on examining actual serial signal at various baud rates, to present a real feel of what a bit is (electrical pulses) and how they are serially communicated across systems. While I did do that after coming up with a way to intercept the serial pins, the video also grew into doing a presentation of various "terminal emulator" software for the Color Computer system. This shows a nice evolution of capability throughout the 1980s, while also showing increasingly clever software to be able to receive, process (parse escape sequences), and present this streamed data (ultimately using graphics mode to present non-native character sets).
This is not meant as a tutorial of any specific terminal program. But there are some "close up" shots towards the end that may help clarify how they are used.
The specific WiModem232 device I used is:
cbmstuff.com/index.php?route=product/product&product_id=60
This same model is also available for C64 and PET. Ask the shop about a case, I highly recommend a case because the edge of the LCD screen is fairly easy to crack when plugging it in without a case. And I do recommend the LCD version, to make it easier to verify what the current baud rate on the modem is.
For the DELUXE RS232 Pak:
The original versions of these are getting harder to find. What I used is a clone production out of Australia from "dr.ians_junque" (search eBay for "New RS232C Serial Interface for Radio Shack Tandy TRS-80 Color Computer 1 2 3"). While it doesn't come with the same case as the original, it does operate identical to the original and uses much of the same components.
An excellent hardware walk-through of this RS232 Pak is available here:
youtube.com/watch?v=iIsdBGWa1kI
If interested in the terminal setup on the PET side of things, I have another video with more information about PETTERM used on that system:
youtube.com/watch?v=PH7YtoxOdrI
Table of Pertinent Time Indexes
00:10 CoCo1 SerialIO Setup
00:20 Loading COMPAC with CTR-80A Cassette (CLOADM)
00:47 Powering up the WiModem232 (initial router connection)
01:33 Observing serial signal with oscilliscope
02:25 PART 2: Swapping CoCo1 to CoCo3
03:30 Machine to machine bit-bang serial communication demo
04:04 PART 3: To show a variety of connection speeds (110 to 19200 baud)
04:14 CoCo3 SerialIO Setup (plus RGB to HDMI video out)
04:43 Demo of 110 baud speed
05:05 Demo of 300 baud (with signal view)
05:13 Demo of 2400 baud
05:30 Comparison of 9600 vs 19200 baud
05:53 PART 4: BBSing at 9600 baud
05:58 Greg-E-Term 2.5
06:49 PARTICLES BBS (since 1992)
06:58 Ultimaterm 2.4
07:53 Ultimaterm 4.1
09:19 V-Term Terminal Emulator 3.04.00
10:12 Twilight Terminal 2.12
12:13 NETMATE 0.53 beta
13:21 Comparison of 4800 vs 19200 baud
13:44 Official End :D
13:53 Graph of 110/300/19200 serial signal speeds
14:02 Oscilloscope monitoring various alphabet signals
14:33 Closeup View: Greg-E-Term 2.5
15:47 Closeup View: Ultimaterm 4.1
17:09 Checking weather using Ultimaterm
17:24 Closeup View: V-Term
17:55 Closeup View: Twilight Terminal
18:52 Checking weather using Twilight Terminal
19:14 (saying hello to hyjinx, AlsGeekLab SysOp)
19:36 Closeup View: NETMATE
20:27 Checking weather using NETMATE
21:36 Static Images: Greg-E-Term
22:07 Static Images: Ultimaterm 2.7
22:25 Static Images: Ultimaterm 4.1
23:07 Static Images: Twilight Terminal
23:33 Static Images: NETMATE


![BEAST for the Polymorphic Systems POLY-88 (1976 Intel 8080 System)
Sneak peek preview of a modern-make game for the POLY-88.
POLY-88 Bob Bylee emulator (for MS-DOS):
https://github.com/voidstar78/POLY88_RESOURCE/blob/main/P88SIMV1.ZIP
BEAST source code and prebuilt binary targeted to 0x2000:
https://github.com/voidstar78/POLY88_RESOURCE/blob/main/BEAST_P88_V1.ZIP
On hardware runtime to be presented at VCFSW 2026 in May.
The POLY-88 is an Intel 8080 / S-100 based system, similar to the Altair 8800 and SOL-20, first introduced in April 1976 ( yes, before the Apple ][ ). Had a 60Hz timer interrupt, VTI semi-graphics, System ROM with core utilities (write to screen, poll key press, etc). Also had a 2KB TinyBASIC ROM. Will be preparing a broader preview about this system later in the year.
Audio: Digital Dreamer BEAST for the Polymorphic Systems POLY-88 (1976 Intel 8080 System)](https://i.ytimg.com/vi/k7GsxYuFI3o/mqdefault.jpg)






![Destiny Hunter playthrough on original Commodore PET 4016 hardware
In this video I describe some of the main game-play aspects of Destiny Hunter, a game I created in March 2021.
02:29 MAP 1 (Beach - JACK and JONAS)
05:33 MAP 2 (Meadow - JERRY)
06:20 MAP 3 (River - CROCS)
07:43 MAP 4 (Divinity Island - STRZYGA)
09:13 MAP 5 (Cave Entrance - JAMES and JUSTIN)
12:01 MAP 6 (Cave - SLUAGHS)
13:18 MAP 7 (Valley - JOSEPH and JIMMY)
15:19 MAP 8 (Mountain - JASMINE)
16:52 Artwork
17:24 Game Instructions
17:36 PET Hardware
17:52 Example of Other Platforms
Originally designed for the Commodore PET (using PETSCII characters), but also ported to the Apple2, TRS80, C64, and IBM PC.
You can obtain the pre-built binary of the game (free) at
www.destinyhunter.org
(playable with multiple emulators or on actual vintage hardware)
The C source is available on github:
https://github.com/voidstar78/DestinyHunter
I try to avoid getting into the deep-technical behind-the-scenes aspects of the game. If youre interested in some of that, seek the Appendix sections of the Destiny Hunter manual (at the web link described above), which has Game Lore background, Rulebook, and other technical details (down to code memory map and design-decision notes).
Half-way through the video, I ended up with too much background neighborhood noise to really complete the commentary. Ill be adding CC commentary to cover any highlights that were missed.
Im not affiliated with either TEXELEC or TFW8B, but I ordered their products and think they are fantastic!
PET and C64 SNES GamePad adapter:
https://texelec.com/product/snes-adapter-commodore/
SD2PET floppy disk drive emulator for PET:
https://www.thefuturewas8bit.com/sd2pet-future.html
To write the game code, I just used notepad++
To compile the code and link together the binaries, I used:
CC65 (PET, C64, Apple2 versions)
Open WATCOM v2 (IBM PC version)
Z88DK (Z80/TRS-80 version)
The binaries make various system/BIOS calls, but otherwise do not depend on any particular operating system.
To reduce wear and tear on original hardware, I used emulators to help during development and testing:
VICE (xpet)
AppleWin
trs80gp
86BOX and PCem
The PET 4016 machine used in this video was upgraded to have 32KB total system RAM. Some of the ROM system calls are at above the 32K address.
TRIVIA
There are 8-maps and Divinity Island has a perfect 8x8 yin-yang as my homage to 8-bit computing! As an additional tribute: there are 8 CHIMEs (spirits), there are 8 player stats, there are 8 SLUAGHs in the cave, the game limits itself to 8 terrain types (6 are shown, 2 are special), and the map names are limited to 8 characters.
TRIBUTES... DH borrows some concepts from various historical games, such as:
Pac-Man [May 22, 1980] (naming opponents and orb is like a power-pellet)
https://www.youtube.com/watch?v CbyAk3Sn9I&t=5s
Kings Quest I [May 10, 1984] (animated interactive-story scenes)
Ultima IV Quest of the Avatar [September 16, 1985] (chimes and persistency relate to the Virtues system)
Legend of Zelda [February 21, 1986] (getting the wooden sword)
https://www.youtube.com/watch?v=4NjvG72nz4w&t=95s
1943 [June 1987] (blessing relate to concept of full-map effect: lightning-attack)
(follow-on of 1942 arcade game released in 1984)
https://www.youtube.com/watch?v=FbUN5ITWQQo&t=1405s
Sonic the Hedgehog [June 23, 1991] (cursed monsters are actually cute animals)
https://www.youtube.com/watch?v=Gsa_4s3CjmI&t=286s Destiny Hunter playthrough on original Commodore PET 4016 hardware](https://i.ytimg.com/vi/n0LiTMPaJ4E/mqdefault.jpg)
