Hey everybody,
I decided, since I was between work contracts, and had a little time after putting the little one to bed, that I wanted to experiment with glitch art in the same vein as the Wallflower experiments made popular on the C64, Atari 8-bit, ZX Spectrum, and other machines, and am deciding to try my hand at it with the VCS. I love the glitch scene (Alva Noto, et al), and wanted to produce something worthy of being part of this subculture.
What is it?
The goal is to produce a simple art piece, with soundtrack, that evolves organically over time, using purely 6502 code, in essence, producing algorithmic art.
It will probably take me a considerable amount of effort to refine the piece, to where I see fit, but I will be posting my progress and code here for all.
The current version is attached to this thread.
So far, the current challenges revolve around timing and trying to produce stochastic but interesting effects on a system with very little video abstraction, one instruction change can drastically alter the video and sound output, and the RAM is part of the same page as the hardware, so trying not to make state matter so much, much less stomp all over it, is proving to be interesting.![:)]()
Let me know what you think.
-Thom
I decided, since I was between work contracts, and had a little time after putting the little one to bed, that I wanted to experiment with glitch art in the same vein as the Wallflower experiments made popular on the C64, Atari 8-bit, ZX Spectrum, and other machines, and am deciding to try my hand at it with the VCS. I love the glitch scene (Alva Noto, et al), and wanted to produce something worthy of being part of this subculture.
What is it?
The goal is to produce a simple art piece, with soundtrack, that evolves organically over time, using purely 6502 code, in essence, producing algorithmic art.
It will probably take me a considerable amount of effort to refine the piece, to where I see fit, but I will be posting my progress and code here for all.
The current version is attached to this thread.
So far, the current challenges revolve around timing and trying to produce stochastic but interesting effects on a system with very little video abstraction, one instruction change can drastically alter the video and sound output, and the RAM is part of the same page as the hardware, so trying not to make state matter so much, much less stomp all over it, is proving to be interesting.

Let me know what you think.
-Thom