AvenellCY-1Cyclorama, home
Fiction

Avenell and the Cyclorama never existed. The hardware is real: specified, emulated and playable here.

The company, its people, dates, prices and sales are alternate-history fiction. On this site every in-universe statement sits under a red tally lamp. The machine is not invented: its specification, emulator, development tools and cartridges are real software, and every game picture is a frame a real cartridge drew.

About the Cyclorama

This console never existed. Its hardware does: specified to the cycle, emulated in your browser, with real cartridges you can play. Below are its light field, a museum den, its history, its hardware and the documents.

In the fiction: “Stagelight”

The light field

The Barndoor video chip doesn’t only draw a pixel’s colour. Every colour exists in eight shade planes, and for every pixel, in hardware, the chip picks the plane from four positioned lights and an ambient level. It costs the program nothing.

Avenell’s advertising called it Stagelight. Programmers called it the light field. Try it: drag a numbered light, or tab to one and use the arrow keys. This is not an animation of the idea. It is the emulator’s own video renderer, running the chip’s real rule.

level  = sign(I) × max(0, |I| − (d >> F))
shade  = (AMBIENT + level₀ + level₁ + level₂ + level₃) mod 8
colour = CRAM[shade × 64 + palette × 8 + pixel]
HED-0041, the programmer’s manual, §5.9. The adder is three bits wide: push the sum past 7 and the light wraps round to black.
Erg on a small stage in front of a blue cyclorama cloth, lit by his helmet lamp and three more lights: drawn by the emulator’s Barndoor renderer.

Four lights, ambient 1. Drag a light to move it.

Five techniques, one frozen chipIn the fiction
  1. 1987

    Lantern

    Ramp-filled shade planes; one light follows the player through an ambient dark. Documented in the launch kit.

  2. 1989

    Gel swap

    Shade planes filled with unrelated colours, so light recolours instead of brightening: hidden ink visible only when lit, colour washes, X-ray effects.

  3. 1990–1991

    Flying

    Rewriting light registers from the LINE interrupt, so each band of the screen sees different lights: more than four lights, and per-line shapes such as flames, beams and roads drawn with no tile memory.

  4. 1992

    Overdrive

    Deliberately overflowing the 3-bit adder, so overlapping lights wrap into contour rings and faceted interference patterns.

  5. 1993–1994

    Follow-spot

    Moving the probe (and lights) mid-frame to use the light field as a coprocessor: hardware distance and visibility queries for game logic.

The hardware never changed. Later games got better only by finding new consequences of the same chip. The three cartridges on this site use the first technique, Lantern.

In the fiction: a living room, 1987

Museum

Take a cartridge from the rack beside the television, put it in the CY-1 and switch on. The room is a 3D render with the set switched off; the picture on the tube is a frame the real cartridge drew. The museum page catalogues every cartridge built so far.

A dark living room: a television on a wooden cabinet, the CY-1 on the carpet in front of it with a CY-10 Control Pad, and a rack holding three cartridges, ERG: NIGHTSIDE RUN, SHADEWORKS and HOUSELIGHTS, their end labels facing out. A 3D render made for this site.

On the rack

Pick one by its end label on the rack; its placard opens here.

In the fiction

History, 1974–1994

In November 1985 Mei-Lin Castellanos wired a spare fade engine, the chip inside Avenell’s Wickline 512 lighting console, to a television instead of a dimmer rack. A soft pool of light followed a joystick around the screen. Everyone who saw it wanted to play in it.

Avenell Stagecraft had built theatre lighting in Toronto since 1974. Harriet Avenell saw a second business; her chief engineer, Samuel Achterberg, saw a chip he already knew how to build. They named the project after the curved, lit backdrop at the back of a stage.

Cue sheetProject Cyclorama · 1974–1994In the fiction
QDateEvent
1Harriet Avenell founds Avenell Stagecraft Ltd. in Toronto.
2Samuel Achterberg joins as chief engineer.
3The Wickline 512 lighting console ships with Achterberg's fade-engine gate array.
4Mei-Lin Castellanos wires a fade engine to a television raster: the first light-field demonstration.
5The board approves Project Cyclorama and forms the Home Entertainment Division.
6Priya Venkataraman joins to build the development kit; Avenell Playhouse is formed.
7The Cyclorama Development Kit and the SCRIM language ship to the first licensed developers.
8The Avenell Cyclorama is announced to the trade.
9Canadian launch at CA$229.99.
10United States launch at US$179.99.
11United Kingdom launch at £149.99.
12US price cut to US$149.99.
13CY-2 cost-reduced model replaces CY-1; programmer-visible hardware unchanged.
14Deep cartridges (512 KiB to 1 MiB, optional battery RAM) introduced.
15A Barndoor chip yield problem leaves stores short of consoles for the holiday season.
16US price cut to US$99.99.
17Dale Oduya leaves; marketing spend is cut as larger rival systems dominate shelves.
18Colette Marchand's internal memo on the platform's decline circulates among Avenell executives.
19US clearance price of US$69.99.
20Avenell announces the discontinuation of the Cyclorama and closes the Home Entertainment Division.

2,400,000consoles sold, 1987–1994

Why it failed

  1. Dark screens. Light-field games were designed dark. Under store fluorescents and on living-room televisions in daylight they looked murky, and magazine screenshots printed muddy. The machine looked best with the lights off.
  2. Cost. Barndoor’s four per-pixel light pipelines made it a large, expensive chip.
  3. Developer friction. Shade planes, 3-bit tiles and an unfamiliar CPU slowed third-party developers; strong support arrived only around 1990.
  4. Retail. A theatre-lighting company had no toy-retail relationships, and the November 1990 Barndoor shortage cost it the most important holiday season.
  5. Rivals. By 1992, larger systems with more colours and bigger marketing budgets dominated the shelves.

After June 30, 1994, Avenell Stagecraft went back to theatre lighting.

Real hardware: specified and emulated

Hardware

The Cyclorama is fiction. Its hardware is not: every number on this sheet is implemented in the emulator you can run on this site, and documented in its programmer’s manual.

The CY-1 in profile against black, its edges picked out by a rim light. A 3D render.
CY-1, side elevation · 3D render made for this site
Block diagram of the Cyclorama The Tally CPU and 16 KiB of work RAM share a bus with the cartridge slot, the two controller ports, the Cue audio chip and the Barndoor video chip. Barndoor owns 32 KiB of video RAM and its light field of four lights, and sends the picture to the television; Cue sends the sound. SYSTEM BUS · 16-BIT TALLYCPU · AV-1601~3.58 MHz · 16-bit WORK RAM16 KiB CARTRIDGEROM up to 4 MiB16 KiB banks PADS × 2CY-10 CUEAV-3105 · 3+1 voices BARNDOORAV-2210 · 256 × 22432 KiB VRAM 4 LIGHTS TV
Block diagram, after HED-0041. Drawn for this site.
Cyclorama hardware specification
CPUTally (AV-1601). Original 16-bit design, 8 general registers, 64 KiB address space, about 3.58 MHz.
VideoBarndoor (AV-2210). 256 × 224 pixels, 32 KiB video RAM, 2 tile layers of 8 × 8 tiles, 64 sprites, 16 per line.
Colour64 base colours × 8 shade planes = 512 entries of 12-bit RGB, from 4096 colours.
Light field4 lights: position, intensity −8 to 7, falloff 0 to 7, shape diamond, square, octagon or band. A 3-bit adder that wraps.
AudioCue (AV-3105). 3 tone voices and 1 noise voice, mono, about 47,940 Hz.
Memory16 KiB work RAM. Cartridge ROM up to 4 MiB in 16 KiB banks; 8 KiB optional battery-backed RAM.
TimingMaster clock 945/44 MHz (about 21.477 MHz). 262 lines, 224 visible; about 59.92 frames per second.
Input2 controller ports. Up, Down, Left, Right, A, B, C and START.
InterruptsVBLANK, LINE, TIMER.
In the fiction: document numbers

Documents

The machine is documented the way Avenell would have documented it, and the documents are real: you could write a Cyclorama game from them.

What was actually built

  • A hardware specification, written to the cycle.
  • A deterministic emulator of the CPU, the video chip and its light field, and the sound chip.
  • An assembler, CYASM, and a compiler for the SCRIM language.
  • Three cartridges, and the test cartridges that prove the hardware behaves as written.

About this site

We invented a game console that never existed, wrote its hardware specification, built its emulator and development tools, created its software library, and then reconstructed the fictional history around it.

Avenell Stagecraft, its people, dates, prices and sales are alternate-history fiction, marked on this site with a red tally lamp. The machine is not: its specification, the emulator, the development tools and every cartridge here are real software, and every picture of a game screen is a frame a real cartridge drew.

No account and no cookies. Apart from its own files, the site loads one script: Cloudflare Web Analytics, which counts visits and page speed without cookies.

Type
Newsreader, Archivo and Martian Mono, under the SIL Open Font License (Newsreader, Archivo, Martian Mono).
Pictures
The console and cartridges are 3D renders made for this site in Blender, from the project’s industrial-design canon; the screens on them are real frames. The light-field pictures are drawn by the emulator.
Sound
Off until you switch it on. Every sound is synthesised in your browser.
Contact
Write to hello@playcyclorama.com.