DD9 Kaypro Edition
chrisfenton.com
chrisfenton.com
This could be further optimized by keeping a map of dirty/clean bits for each character; then you could just add to the game loop something that polls the ready bit on the latch and writes the next dirty character.
Your setPixel now becomes (read from frame buffer, write if different, mark-dirty if different), which is only a few cycles.
[edit]
Just noticed he mentions something similar as an idea for otimizing. I think my idea is slightly better than his because it can be done with about half as much memory.
Still, wish I'd ended up with an early Mac, for a better entre into microcomputer graphics, but "the powers that be" at that time insisted on the 2x.
I don't know whether the rubber components (e.g. for the floppy drives) in my shelved 2x have deteriorated to the point of failure, but that linked RS-232C WiFi modem is kind of tempting.
There are also various DOS emulators for running CP/M stuff. Which reminds me that I owe archive.org an image of a CD full of contemporary share- and free-ware.
The only non-text program I recall ever using was the kaypro space invaders.