Maya ShM170/7 Microcomputer

Pictured above is an immaculate example of a popular model of early home microcomputer, the Shankira Mayukabiya 170/7, or "Home Processor 170/7", produced by Maya Computers on Udyana and seeing its initial release in the year RZh 1459. It features a 12-bit microprocessor running at 2.04 megahertz, 96 kilowords of RAM, and 24 kilowords of dedicated system ROM. These values equate to roughly 73.7 kilobytes of ROM and 18.4 kilobytes of ROM.

Its name comes from the specifications of the system, with the 170 being the number of dehshavash of both RAM and ROM the system has in octal counting systems, and the 7 being the speed that the CPU runs at.

While its clock speed was not exactly two million cycles per second in both human and authiik measurements, with a human hertz rate of 2.04 megahertz and an authiik cycles per udyana second (each equivalent to 1.0382 earth seconds and defined as one 64th of one 64th of one 16th of one udyana day) of 1.96 million, written as roughly 7.36 million in the octal counting used by ukitii.

Pictured alongside it is a matching color monitor and game controller, and a trio of software cartridges. The game being played is Vixa Riika Shaxaniivasha, or "Sky Space Colony", more commonly translated to Outer Space Colony, an indie resource management and base-building game programmed for the classic computer in VP 15, after the authiik had reached Pratishaya and 240 Udyana years after the system's original release.

As the capabilities of competing systems increased, the ShM170/7 would be the first platform to be widely expanded. Its base configuration allowed mostly for its text based operating system in ROM and more complex graphical programs loaded from cartridges. The 32-pin CPU itself had an 8 kiloword address space with 13 usable address lines, but in practice, the most significant address line, known as the Banking Address Enable pin, was intended to be used with a 12-bit external buffer to control memory banking. Due to the 12-bit base address bus and 12-bit data bus, this allowed a total effective address space of 16 megawords, the same as a true 24-bit address space allowed, though this would introduce latency due to cycles needing to be taken to switch memory blocks. This address space held a total of 24 mebibytes of information due to the 12-bit width of each address.

It would remain popular with hobbyists and retro enthusiasts, passed down to children to introduce them to typing, and kept working by parting out two or more systems whenever a chip failed. This process would continue on for generations.

#### Schematic

   In the order listed above, the power input for the ShM170/7 is on the left side of the I/O cutout when viewing the computer from behind.

There are three normal I/O ports on the rear of the machine. The first is a normal analog video output used to plug the computer into a television. The second is an IDP11 port that can be used to daisy-chain up to two external drives. The last is a high-fidelity connector used exclusively for computer monitors. It transmits chroma and luma signals for the display alongside mono audio for the monitor's speakers, if they exist.

Moving to the top of the system, The cartridge port is at the top left. Its spring-loaded doors keep dust out when there is no software loaded. Its power switch is at the top right alongside its internal speaker, used when outputting analog video or any display without audio capabilities, and power indicator light, which glows red when the computer is powered on.

Its keyboard, the most obvious feature, set early standards for computer keyboards. Most modern keyboards of smaller form factors use its main block arrangement of the symbols and placement of the modifier keys with some slight changes, such as a 1.5 x 2 unit next key, a 4 unit spacebar, and the duplication of the alt keys.

The left side of the system is home to the controller ports which utilize a cut down IDP-11 port inside the case to transmit inputs to the computer.

There are lines for power and ground, a clock out line, and a data in line. The clock line's speed determines the polling rate of the controller, which is roughly 132.89 Hz. At the beginning of each clock cycle of the controller, it will send one byte of information. Each bit refers to one of the eight primary buttons, while the pause button at the center of the controller sends a signal to the computer that all four directional buttons were being pressed, which is impossible on an unmodified gamepad due to its central pivot point.