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Evolution of my role as a founder CTO

from Miguel Carranza [alt+shift+b] in programming

There is a lot written about the importance of scaling as a founder in a fast-growing startup. Most of it focused on the CEO role. The generic advice on leadership also applies to other non-CEO roles, but I could not find a lot of content targeted to technical founders. In fact, after reading a bunch of S-1 forms, it was hard to find first-time CTOs going all the way from MVP to IPO (as opposed to founding CEOs). I found this fact really intriguing, and I wanted to dig deeper to try to understand the reasons. It was also stressing me out to some degree: what if I don’t manage to scale fast enough? What does scaling even mean? I’d rather prepare before it becomes a real problem! I want to be the CTO who makes RevenueCat a public company!1 Is it really much harder for non-CEO founders to scale quickly? Or perhaps it is that CEOs have a stronger support network. These could be the reasons. Or maybe I was asking the wrong question. After talking to a lot of founder CTOs, there was something clear: there is no standard definition for the CTO role, responsibilities will totally change depending on the company and the stage. At inception, the CTO is probably a glorified individual contributor, but this can escalate very quickly. Everyone’s experiences are different. Unfortunately, I don’t have the answers for other non-CEO founder roles, and maybe I don’t even have it for first-time CTOs either. However, I thought it would be a good self-awareness exercise to reflect on the things I’ve learned and how my responsibilities have changed during the first 3 years at RevenueCat. The CTO vs VP of Engineering dilemma Simplifying, we could say that the CTO role is closer to architecture and code; whereas the VPE would be in charge of processes and management. A simple analogy could be the Senior/Staff Engineer path versus the Engineering Management career path. During the early days, you need a CTO to architect and coordinate a small group of ICs hacking the minimum viable product....
6th Dec 2020

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More from Miguel Carranza

The Dopamine Problem Every New Manager Face

I recently wrote an internal Management 101 guide for new RevenueCat managers. It is not meant to be a universal management guide. Most universal management advice is either too vague to be useful or too generic to survive contact with a real company. My goal was simpler: explain what we expect from managers, why the role matters, what tends to feel weird at first, and where to start when things get messy. One of the sections I think matters most is the dopamine problem, because it is one of the most immediate changes. The weirdest part of becoming a manager is that your old scoreboard disappears. As an IC, you can point to things you shipped. Code merged. Bugs fixed. Systems improved. Customers helped. Even hard weeks usually have visible artifacts. Management work is slower and less satisfying in the short term. You can have a great week and nothing obvious happened. A project got slightly clearer. A candidate stayed warm. A conflict did not become a fire. A direct report heard feedback early enough to fix something. A team avoided a bad architectural decision. A future manager took one more step toward readiness. That is real work. It just does not always feel like it. This is one of the hardest parts of the transition from IC to manager, especially for Engineering Managers. You are used to being useful in a very concrete way. You know how to debug the issue, review the design, write the code, fix the incident, and unblock the team. Then suddenly a lot of your work becomes indirect. You need to stop trying to solve the problem in front of you. You need to make the team better at solving that type of problem in the future. It is also getting harder in the age of AI. Agentic coding is even more addictive. You can describe what you want, watch the agent work, review the diff, and get a working prototype or bug fix in minutes. The loop is fast and incredibly satisfying. This is why many new managers cling to coding, technical details, or direct execution. It gives them the old dopamine. It also feels useful when there is urgency: a project is at risk, a technical issue is blocking the team, or execution is moving slower than you think it should. Sometimes stepping in directly is the right call. If production is broken, do not sit there having a philosophical debate about leverage. Help. But most of the time, direct execution is a patch around the real problem. If the project only moves when you personally drive it, something else is broken. Maybe ownership is unclear. Maybe the team does not have enough context. Maybe the technical plan is too complex. Maybe the bar is too low. Maybe someone needs feedback. Maybe you have the wrong people on the problem. Maybe you are still acting like the tech lead because that is more comfortable than acting like the manager. Your job is to make the team capable of executing without you, either by hiring the right people, training people up, clarifying ownership, or raising the bar. If you keep solving the work yourself, you prevent yourself from learning the new job and prevent the team from growing into it. You need to rewire your satisfaction from “I shipped the thing” to “the team is stronger and shipping better because of the work I did.” That takes time. Some practical advice: Set weekly goals for yourself. Not vague goals like “be a good manager.” Concrete goals: write the 30/60/90 plan, give feedback to X, unblock Y, clarify ownership for Z, source X candidates, review hiring funnel metrics, talk to another manager about a problem. Create accountability. I use weekly emails. Use whatever works, but do not let weeks disappear into meetings. A full calendar is not evidence of impact. Write things down. Writing forces clarity and creates artifacts when the work itself is abstract. If you cannot write the decision clearly, you probably have not made the decision. If you cannot write the feedback clearly, you probably do not understand the behavior well enough yet. Look for compounding work. Better onboarding, better interview calibration, clearer team ownership, stronger tech leads, training people up, and improved decision-making pay off repeatedly. They may not feel as satisfying today, but they make the company more capable. Management is not a promotion from building. It is a different way of building. You are building the system around the work: the team, the standards, the ownership model, the feedback loops, the hiring bar, the culture, the decision-making. The hard part is that the system does not always give you a green checkmark at the end of the day. Do it anyway. Originally published as an X article on July 10, 2026 and archived here.

10th Jul 2026 • 2 votes
100 Lessons From Building a 100-Person Org

RevenueCat now has more than 150 team members. Around 100 of them are in my org. This is still a little crazy to me. My own org is now bigger than any company I had worked at before starting RevenueCat. As a technical founder, I always preferred computers over people. Computers are deterministic. People are emotional. But if you find real PMF, team building becomes unavoidable. You have to build more. You have to move faster. You have to do more things in parallel. And at some point, the company stops being a product that a small group of people can brute force into existence and becomes an organization that needs to keep improving without breaking itself every week. I have made a lot of mistakes over the last almost 9 years. Some were obvious in hindsight. Some were expensive. A few were probably unavoidable. These are 100 of the lessons I have learned getting to a 100-person org. Recruiting is a long game. Just because someone says no today does not mean it is a no forever. Build the relationship, leave a good impression, and keep the door open. Hiring is always a priority, even when you are ahead of the headcount plan. If the company is growing, it is much easier to fall behind than to stay ahead. External recruiting agencies rarely work. Their incentive is not to find the best fit; it is to close a candidate as fast as possible. Excellent recruiters are very hard to find. When you do find one, everyone’s life gets a lot easier. The brand compounds like every other company metric. Candidates who were unreachable a year ago may eventually reply. Great people attract more great people. Hire enough of them and recruiting starts to get its own kind of virality. Most people oversell when recruiting. Don’t. The best candidates see through the BS and value honesty about both the good and the bad. Candidates appreciate knowing the salary and process upfront. It saves time for both sides. Have a compensation philosophy you can explain and defend. People might take a pay cut, but nobody wants an unfair offer. Focus on candidate experience. Some people will inevitably get upset, but keep improving the process. Magic happens when candidates have a great experience even after being rejected: they re-apply later and even refer friends. Technical interviews are already stressful. Do not make them more stressful than necessary. Avoid obscure questions, make the interview close to the real job, and encourage collaboration. If your interview process works, do not bend it under pressure. Consistency and fairness come from sticking to a standard loop. Spend time looking at recruiting metrics: pass rates, interviewer variance, stage conversion, and close rates. They will help you debug calibration problems. At a certain scale, when multiple people run the same interview, assign a DRI to calibrate interviewers and review scorecards. Watch out for interviewers who always grade YES, but never STRONG YES or STRONG NO. Read between the lines. They are probably uncalibrated. A candidate with several STRONG YESes and one NO is often more interesting than someone with YESes across the board. Keep an eye on how many interviews your best ICs are doing. It can become distracting and hurt shipping velocity. Constantly train new interviewers through reverse shadowing. Being desperate for a hire usually turns into lowering the bar. Avoid the temptation. The flags you see during the interview process almost always show up 10x at work. Pedigree is a weak substitute for evidence. We all make mistakes when we see shiny resumes, but there are bad people at great companies too. Watch out for people who have seen scale, but have not done the scaling. They are easy to spot if you ask detailed questions about the problems they faced and how they solved them. Watch out for repeated short stints. Everyone can get unlucky once or make a bad judgment call. Multiple times is a pattern. Never skip reference calls. Even with a strong referral, do at least two. I have yet to see a candidate with weak references work out well. Backchannel references matter even more for executives. You will learn more there than in the interview process. If the references are not stellar, it is probably not worth the risk. Everyone wants feedback when they are rejected, but be careful with what you share. The reason is usually technical ability, culture fit, or both. A lot of people do not want to hear it. If they meet the bar, hiring users can be a great hack. They already know the product, including the good and the bad parts, so onboarding is much faster. Attitude and values alignment matter more than raw technical skill. If the foundations are there and the team is strong, the candidate can grow. A genius who is not aligned with the team is a recipe for disaster. Always hire pragmatic engineers. Avoid dogmatic ones. We only get to play with computers because we serve customers. Migrating to the trendiest architecture with zero customer impact is a red flag. Never hire an engineering leader you cannot have a nerdy conversation with. They need to be deeply technical. Do not settle for a therapist or coach. Everyone wants to work from home, but only a minority of people are disciplined and self-motivated enough to work remotely. Hire for flexibility, but be flexible too. Understand what motivates people. If they are doing great work and are excited about a different internal role, make room when the fit is real. You will mislevel candidates. It is okay. Under-leveling is easier to fix than over-leveling. Correct it as soon as it is obvious, and treat it as fixing a hiring mistake, not as a normal promotion. For every manager you hire, prepare a serious onboarding document: the team, their backgrounds, past reviews, strengths, current problems, and open questions. Then have them write a 30/60/90 plan. The easiest way to know if a new leader is working is to agree upfront on the success case and failure case in the 30/60/90 plan. The more objective it is, the clearer the decision becomes. Hiring mistakes do not mean the person sucks. They mean the person is not a fit for the current team. Not acting quickly is unfair to customers and coworkers. Do a postmortem after every separation, voluntary or involuntary. There is almost always something to learn. Do not be stingy with severance. You made the hiring mistake. Ultimately, that is on you. Most executives are full of shit. Many are career-driven status seekers who know how to sell themselves. The job is to find the actual builders, and they are rare. A great exec will make the company feel brand new. A mediocre one can destroy your culture, and if you are not careful, your company. Spend time with executive candidates in person. Watch how they think, work, and interact when they cannot perform a polished interview answer. Management sucks. Be suspicious of people who want to become managers. The best ones usually never wanted to be managers in the first place, but had to do the job and got good at it. The manager is not expected to do the IC job, but they better be able to do the job and be damn good. Management is not only managing ICs. It is also managing up. The best managers make fewer surprises happen. If you have a good team, managers should spend most of their time on delivery and some of their time on people. Sound the alarm if those percentages flip. Even the best managers need calibration, not just trust. Spend the time with them until they are calibrated. Only then do you get real leverage. Try to keep a healthy ratio between internal and external managers. Internal managers bring institutional knowledge. External managers bring management reps. Both sides need what the other has. Tricking people into management by starting them in technical leadership roles has been a useful way for us to scale, especially with established teams. But the transition from technical leader to actual manager needs to be very intentional. Hiring, org design, and long-term planning do not come naturally to most technical leaders. Middle managers initially have almost no incentive to terminate anyone. It creates conflict and feels optional. Support them through it. Once they see the team is better off without a bad fit, they start to understand. When managing managers, do not let them hire someone you would not want to manage yourself. Never promote someone out of fear or for retention. It almost always backfires. If every promotion case is obvious to the org, you avoid a lot of unnecessary drama. If a termination or “not meeting expectations” review is a surprise, it is a total management failure. A big counteroffer rarely works when someone is already leaving. By then it is too late. It is also unfair and proves the person was probably underpaid before. The only way to build a great team is to hire people better than you. Every hire resets the cultural and talent average. Aim to increase talent density, because otherwise it will naturally go down. B players hire C players. But even A players make hiring mistakes. Correct them quickly or they become a virus in the org. It only takes one unaligned or bad performer to destroy the motivation and momentum of a full team. Bad fits are rarely isolated incidents. There are always multiple signs. Performance issues will eventually become obvious to everyone. Focus on the middle performers. High performers and low performers are obvious. The people right on the line create the most problems because they are usually acted on too late. Top performers compare themselves against the very best people in the company. Reassure them when they are doing great work. On the other hand, underperformers compare themselves to other underperformers. That is how they convince themselves they are doing fine. The best people can stretch a lot. They often rise to the challenge. But watch their limits before they burn out or become the bottleneck. People usually do not burn out because of hard work. They burn out because they are doing shitty work or working with shitty people. Perfectionists can be great, but startups are hard for them. Help them embrace chaos. Things will break. The job is to keep reprioritizing and stop small cracks from becoming big fires. Even the best people have rough patches. Be empathetic, accommodate, and provide early feedback. But be clear that previous performance is not a guaranteed seat forever. Real startup people are not just the ones who enjoy the early stage. They are the ones who keep adapting as the company changes. You cannot build a company for everyone. The earlier you accept that, the more aligned your team will be. Write the company values down and never stop talking about them. Early employees shape the culture more than any values doc. Early employee morale is a good indicator of the state of the culture. Culture needs policing, even (especially) when things are going well. Have zero tolerance for illegal behavior and misconduct. Follow first principles, but remember that one of the best parts of starting a company is building a workplace you would have loved to work at. Do not be afraid to be unique. Don’t network for the sake of networking. It is mostly bullshit. Build great things instead, and the opportunities to meet and recruit interesting people will show up naturally. It is harder to run a 20-person org than a 100-person org. Between 20 and 40 people, systems break and communication lines grow exponentially. Fix the systems and org structure so you can keep scaling. Teams survive being small better than they survive unclear decision-making. Poor performers also have a harder time hiding in smaller teams. If there is no DRI, do not expect it to get done. Shared ownership usually means no ownership. Shipping velocity is a cultural advantage, and it almost always improves morale. If it is important, write it down. Writing is one of the most powerful leadership tools. Founder osmosis stops working around 50 people. Write things down and overcommunicate. Transparency in times of crisis pays dividends. Employees want to be treated like adults, and it builds trust. The same applies externally. Numeric goals are proxies. Missing one is not the end of the world if you learn. But beating the number while ignoring what is broken underneath masks critical issues. In order to preserve talent density, do light 30/60/90-day performance management for new hires. It forces early feedback and avoids surprises later. Do not listen to people who say founders should not waste time interviewing. That is bullshit. Hiring is the highest-leverage thing anyone at the company can do. Founder interviews help in three ways: you meet people you may not work with directly, candidates can ask direct questions, and hiring managers stay accountable. If the founder says no, there was probably a problem earlier in the process. At a certain seniority, it is not about who plays with computers best. It is about who knows the business and customers best, influences the team, and works autonomously without needing management. Create a culture where everyone is encouraged to talk to users. The more they hear the pain directly, the better and faster they will build. Always optimize for simplicity at startups: product, processes, systems, compensation, recruiting, everything. Optimize for simplifiers and avoid complexifiers. Small teams ship faster. This has always been true, and it is even more obvious in the age of AI. Reduce team size, give teams clear ownership, and have managers spend most of their time with the teams that are struggling. Praise people who go above and beyond and do things outside their scope. But a side quest should never replace the main quest. Keep an eye on median tenure, especially during rapid hiring. Sometimes you need to cool down before the team is ready to ingest and onboard more people. Reorgs are inevitable in a growing startup. Build a culture that understands they are necessary, not automatically negative, so you avoid unnecessary emotional damage. By the time a reorg is obvious, you are probably late. Re-evaluate the structure at least twice a year. When doing reorgs, start with an MVP: involve as few people as possible, make as few management changes as possible, and have a clear rollback plan. If you reach PMF and have built a decent pizza team, you have probably achieved more than most of your advisors. Be open to feedback, but do not let imposter syndrome override your gut. Only truly listen to the people who have actually done it. Get a real support system: coaches, other founders, people who understand the game. Family and friends can help, but they will never fully understand, and it is unfair to expect them to. The best way to spend less time managing bad people is to spend a lot more time hiring the right people. It’s never the smartest team that wins. It’s the one that persists, keeps going, day after day, doing thankless work to build something people want. Most companies fail. Life is too short to spend years building with people who drain you. Build a team you are inspired to work with and achieve the impossible.

3rd Jun 2026 • 1 votes
The Long Run

They say only one out of 1000–2000 startups becomes a unicorn, and that only 1% of humans will ever finish a marathon. If you had asked my mother, though, she would have told you it was a thousand times more likely I’d build a billion-dollar tech company than finish a marathon. And I would’ve agreed. I was that kid in school with straight As who still almost failed PE. Two laps around the soccer field and I’d be hyperventilating. On New Year’s Eve last year, my co-founder Jacob slipped on the snow and broke his ankle. A gnarly injury. Fast-forward to March 1st, and he announces to the entire company and our investors that he is going to run the California International Marathon on December 7th. And also, he invited people to join him in his crazy adventure. I considered it for a split second and literally laughed out loud. This guy will do it, I thought. He’s delusional and stubborn enough to crawl the last 10 miles if necessary. But me? No chance. The longest run of my life was a single 10K, once, years ago. I ran it, and then immediately retired from the sport. But the idea stayed in the back of my mind. If Jacob crippled, needing surgery, with months of PT, could commit to running a marathon… what excuse did I realistically have? I was healthy. I had a head start. And honestly, after the twins were born, my exercise routine was basically nonexistent. Running was something I could technically do anywhere. My wife, fully aware of how much I hated running and how hard this would be for me, became a supporter. So I downloaded Runna. And I ran. I hated it. Deeply. Running felt like the most boring, repetitive, form of suffering ever invented. But something weird happened: I started seeing progress. Three miles stopped feeling like a death sentence. Then I ran 10. Then one random morning before giving a conference talk, I ran a half marathon by myself. And it didn’t even feel that hard. I started waking up earlier and earlier to get my mileage in before the morning meetings. Discipline compounds quietly, until suddenly you’re a different person. This year I traveled a lot. Yet running turned out to be the easiest habit to keep. I ran more than 900 km in 18 different cities. Running became a new, exciting way to explore a city. A nice way to start the day with a small win before all the startup chaos. This weekend, we did it. We ended the race in way more pain than we probably should have, but we crossed the finish line. And the biggest lesson I learned, bigger than training plans, pronation, and fueling… is this: You need to be a little crazy and do hard things. And that’s kind of the whole point. Life isn’t about being the best in the world. It’s about being the best version of yourself. Expanding what you thought your limits were. Rewiring your internal narrative from “I could never do that” to “actually, maybe I can.” I’m insanely proud of Jacob for this comeback story, and grateful (even if involuntarily) that he dragged me into another ridiculous adventure. It was worth it. And maybe this story nudges you toward something you’ve always dismissed as impossible. After running these 26.2 miles, building a decacorn feels easy. Okay, not easy, but you get the point. Will I do it again? I don’t know. If I had put this much time into surfing, I would suck a lot less at it and probably enjoy it more 😅. But I’ll keep running. It keeps me fit, clears my mind, and makes me a better version of myself. Which, in turn, helps me be a better founder, partner, and dad. Special thanks To Runna, genuinely a fantastic training app (and RC user!). To Marina, for the endless support and the childcare coverage while I disappeared for very long runs. To Andrew, Harlan, Bobby, Susannah, Sarah, Nacho, Chris, Mica, Matt, and Olga, for the advice, motivation, and for putting up with my running updates.

7th Dec 2025 • 1 votes
My role as a founder CTO: Year Seven

2024 has come and gone, and it’s time for my annual post. What a year for startups—like squeezing five regular years into one. Do you remember the Apple Vision Pro, the DMA regulation, founder mode, or the o1 launch? All of that happened in just the last twelve months. It’s also been wild at RevenueCat. My journal is full of stories that could fill a whole book or even a few HBO Silicon Valley seasons. Some are inspiring, some are hilarious, and others are honestly gnarly. Due to limited space, the need for context, and respecting everyone’s privacy, I’ll cover only the most interesting topics at a high level. Looking back, it was a good year for RevenueCat. Actually, a great one. Perhaps our best since 2020. We have plenty to celebrate: We accelerated again, and we hit our C10 revenue plan. We made our first acquisition and welcomed an amazing founder to the team. We signed our first multi-million-dollar contracts. We went to more than 20 events around the world… …including hosting our own conference, featuring its own award ceremony. We became the #1 payments SDK on iOS. Our swag went to 11. We launched over 80 user-facing features. We showed up in Times Square and along Highway 101. We raised a mini Series C and welcomed two new board members. We landed in Japan for the first time. Our API grew beyond 2B requests per day. We are processing nearly twice the TAM we had when we started the company. OpenAI is a friend of the cat. We continued building a winning team. We hired people who were on my to work with bucket list even before we started the company. By all the metrics, 2024 was our year of shipping and selling. We absolutely helped developers make more money. My role If you compare our progress to the goals I wrote about in last year’s blog post, it’s clear we succeeded. But the journey itself was a lot rockier than I had imagined. Many things didn’t go as planned, somes hires did not work out, and some strategy changes were really hard to push through. At the start of the year, besides my usual responsibilities, I also set four personal goals to help me scale with the company. I wanted to: Ship code more consistently. Talk to at least one customer every single day. Get more involved in areas outside of engineering. Stay very close to my co-founder Jacob, giving him my full support. I completely missed goal #1. Honestly, that hurts because I love building software. But I’m not too upset about it—our customers care that the team ships, not that I personally do. And in a way, I did help the team ship. As for the other three goals, I hit them, at least based on the company’s results. Still, my self-perception wasn’t always great. I found myself acting much more like a co-founder/executive than a CTO. Some weeks were brutal, with constant context switching across tasks and teams I didn’t always enjoy. At one point, there were over 60 people in my org, spread all around the world, which is pretty intense for an introverted computer kid. A lot of bullshit escalates to the top, making me question my entire existence some days. And then life threw serious personal emergencies at some of our team members too. Like I said last year, life is what happens when you’re busy building your startup. As we got closer to 100 people, it was statistically unavoidable that we’d face a few life-changing traumas—sometimes several all at once. As a founder, you need to be supportive and empathetic, but also protect your mental health. As a human, it’s tough. Add in a couple of two-year-olds who were often sick and not sleeping, and it felt like a ticking bomb. Did I burn out for the first time in my life? I don’t think so, but it got close. I’m confident being a founder (and having a co-founder) kept me going. I care too much and must stay resilient. If I’d been just an employee, I might have tapped out. But enough about the tough parts. Aside from being a professional BS handler, here’s how I spent most of my time: Lots of travel This was the year I traveled the most in my life—and looking back, I probably should have traveled even more. I visited customers, helped with sales, conducted executive interviews, and spoke at a few conferences. It’s hard being away from two little kids, but each trip turned out to be worth it. Support One of my biggest worries this year was our support function. Everything was fine, but our Support Engineering Manager was going on parental leave, and the bus factor was scary. I’ve seen support crises before—they’re not fun. It wouldn’t have killed the company, but at our size, it might have forced us to pull senior engineers into support and slow down our product velocity. Time was short, so we tried a few things that worked: We hired two new Developer Support Engineers who already knew our product—former customers! Their onboarding was smooth, and they hit the ground running. We split the support team into two pods with their own leads. Each pod handles certain tickets, and they collaborate with each other instead of relying too heavily on one person. We finally set up our first on-call rotation for emergencies. Sales and post-sales Reviewing sales and implementation calls, giving technical input, collecting enterprise customer feedback for product and engineering, joining calls, and even doing some in-person visits. Writing more As our team continues to grow across the globe, not everyone has the same direct interaction with me or Jacob as before. A lot of our culture and collaboration style was once passed through observation, but now needs to be written down to reach everyone faster. These days, my code editor is basically replaced by Google Docs. I’ve been publishing more internal and external documents—like our Engineering Strategy and an updated How to Work with Miguel. Product delivery We still have a few details to refine, but our founder Shipping and Timeline reviews have been valuable. It gives Jacob and me a high-level view of everything in progress, lets us offer feedback, and helps us dig deeper where needed. It’s a great way to see each team’s capacity, find bottlenecks, keep a sense of urgency, and deflate anything that’s not truly important for the customers. Re-orgs This year brought a couple of big reorgs in product and engineering. Overall, they went well, but the puzzle gets more complex with each new piece. We created sub-teams to narrow their focus and keep things running smoothly. For the first time, we had a couple of management layers between me and our ICs. One major change was shutting down our Enterprise/Reactive team. The idea was solid at first, and they delivered plenty of value, but eventually they became the random tasks team. Our new plan is to reinforce the rest of the teams: quick enterprise requests go to the right team to handle them reactively, while bigger projects move to the main roadmap (which keeps us disciplined). The engineers from that old team will help bootstrap new teams as we hire in 2025. Hiring Our engineering hiring goals weren’t super ambitious, but we still reached them. The pace was a bit uneven, and some roles took longer to fill than desired. However, when Hiring Managers took ownership of the process (with recruiting as a support) it made a huge difference in the quality of our candidates. We also brought back the founder interview stage: Jacob or I spoke with every single candidate before making an offer, and we plan to keep doing this for the foreseeable future. Random founder stuff Not my main focus, but I still spent a fair amount of time handling people-related topics, operations, investor, customers and partners relations, fundraising, company policies, planning, etc. Learnings: deepened insights On culture Shipping is king. Yes, deadlines are stressful, but failing to ship and getting stuck in endless debates is far worse. It’s depressing. If someone isn’t a good culture fit, it will be more than a single incident. Over time, it becomes pretty clear to everyone. Top performers tend to measure themselves against the very best in the company. Reassure them they are doing a great job. On the other hand, those who underperform will look to other underperformers to gauge their own progress. Even top performers will struggle if they don’t fully align with the vision. Nothing beats talking to customers. Encourage everyone to do it. Better in person. Most managers don’t have a strong incentive to be strict, so finding the right balance takes a lot of calibration. Only once everyone is aligned, you can truly delegate. On hiring Managers hate hiring because it’s binary: a lot of “no”, but eventually one “yes” can change everything. Staying consistent really helps. Simple things, such as weekly updates keep everyone accountable. People management sucks. If someone’s main motivation is to be a manager for the title, or so they can “lead,” that’s a red flag for me. Best managers end up being those who never planned on becoming one in the first place. They actually roll up their sleeves and can do the work. Big ideas are great, but they need to be executed. This matters even more when it comes to executives. A truly great exec can change your life and it will feel like a brand new company. Given their influence, anything less than great will eventually turn into a big mess. Spend time with executive candidates in person. Watch how they work and make sure they’re real builders. Previous founders and true engineers are usually a little bit de-risked, but they’re still not guaranteed. I also like to write a very detailed onboarding doc, clarifying context, expectations, and what success or failure looks like. Having them write a 30/60/90-day plan helps us all align. I’ve learned not to rely on their past pedigree. The real key is their glass eating endurance. On company building Re-orgs are inevitable at a growing startup, and they will feel scary or emotional for people who aren’t used to them. I find it helpful to be super clear about why we’re doing it, and to share the fallback plan if things don’t work out. But I’ve learned that by the time you think you need a re-org, you’re already behind. We now plan to reassess our team structure twice a year for optimal shipping. A numeric goal (like an SLA or revenue target) is just a proxy. Missing it isn’t the end of the world if you learn in the process. But if you surpass it without recognizing what’s broken underneath, you’ll be masking critical issues. Perfectionists are great, but can have a tough time at startups. Some do fine if they’re focused on one specific thing or working as an IC. But as soon as they have to juggle multiple tasks, the chaos can feel overwhelming. Help them embrace it. Things will break. It’s about continuously reprioritizing, and stopping small cracks from becoming big fires. No agenda == no meeting. Synchronous time is expensive. The only exception is the occasional unscheduled call. After you reach around 50 people (especially in a remote setup), documenting every process change becomes crucial. I’ve learned the hard way that simply talking about a new process isn’t enough. Founders can’t talk to everyone all the time anymore, and misunderstandings or gossip can spread fast. Not everyone will read everything, but at least there’s a single source of truth to reference. Best people can stretch quite a bit—they’ll often rise to the challenge. But it’s wise to keep an eye on their limits before they burn out or become a bottleneck. On scaling as a founder A great EA is life-changing. Family will be supportive, but it’s not fair to offload all the stress on them. They will end up feeling helpless. Having a solid co-founder, a network of peers, or a good executive coach makes a world of difference. Founders are the ultimate guardians of the culture. It’s constant work, and it will feel relentless—especially when things are going well and it’s easy to get entitled. The best team members will help uphold the standard, but you cannot expect them to do all the policing. At this stage, it’s stupid not to level up your lifestyle in ways that reduce stress or save time. This might include childcare support, having a second car, investing in a better mattress, or hiring help with housekeeping. The startup is bigger than its founders, and the goal is to continuously remove yourself from the critical path. Still, it’s easy to forget that, as a founder, you literally brought everything into existence from thin air. Imposter syndrome often creeps in when you step outside your core expertise, but if your gut feeling is strong, it’s worth paying attention to. Stay open-minded, yet remember that no one knows the company quite like you do. The future Next year is going to be another big one. We’ll keep shipping and selling, while finally tackling our design and UX debt. We’ll keep investing heavily in our infrastructure. Not just for reliability, but also for real-time data. We want RevenueCat to feel fast, accurate, and easy to use. We’re also upgrading our self-serve and enterprise support, aiming for a truly world-class experience. In many ways, we’re finally seeing the original vision Jacob and I had back in 2017 come to life. We’ll be launching new product lines too, and if we execute well, we will be just a couple of years away from hitting $100M in revenue. We’ll keep building a winning team. We’ll hire about 45 people, 30 in Engineering, Product, and Design. It’s a challenge, but totally doable. As for me, my personal goals haven’t changed much, but my perspective has. Jacob and I used to joke that being happy and winning can’t happen at the same time. But why not? We’re in a privileged position to shape our own path and change anything we don’t like. After a lot of reflection and coaching, I realized I was simply too hard on myself. I was feeling depressed by the constant BS even though we were winning. A hack that helped was working with my EA to set weekly goals and then sending a public update to the full team. It let me see the real progress behind all the drama and back-to-back meetings and stay transparent with everyone. Next year, I’ll avoid meetings before 9 AM, keep an eye on calendar creep, and hold myself accountable to exercise and doing what helps me decompress. I know, it’s obvious. I also plan to travel more. Especially to the Bay Area, which is clearly back again. Meeting up with other founders and customers is always worthwhile. Another thing that made last year tough was having half my direct reports on parental leave for about half of the year. Now they’re back, and I can feel the momentum returning. Jacob has also taken over product again, now that he’s stepped away from directly owning operations and people. Increased shipping velocity has been noticeable. We have all the pieces in place. All that’s left is to keep pushing forward: shipping, selling and enjoying the ride. If there’s one thing I learned in Silicon Valley, it’s that no goal is too crazy if you refuse to give up. I really hope you enjoyed reading this post. As always, my intention was to share it with complete honesty and transparency, avoiding the hype that often surrounds startups. If you are facing similar challenges and want to connect and share experiences, please do not hesitate to reach out on Twitter or shoot me an email! Special thanks to my co-founder Jacob, my EA Susannah, the whole RevenueCat team, and our valuable customers. I also need to express my eternal gratitude to all the CTOs and leaders who have been kind enough to share their experiences over these years. Shoutout to Dani Lopez, Peter Silberman, Alex Plugaru, Kwindla Hultman Kramer, João Batalha, Karri Saarinen, Miguel Martinez Triviño, Javi Santana, Matias Woloski, Tobias Balling, Jason Warner, and Will Larson. Our investors and early believers Jason Lemkin, Anu Hariharan, Mark Fiorentino, Mark Goldberg, Andrew Maguire, Gustaf Alströmer, Sofia Dolfie, and Nico Wittenborn. I want to convey my deep gratitude to my amazing wife, Marina, who has been my unwavering source of inspiration and support from the very beginning, and for blessing us with our two precious daughters. I cannot close this post without thanking my mom, who made countless sacrifices to mold me into the person I am today. I promise you will look down on us with pride the day we ring the bell in New York. I love you dearly.

6th Jan 2025 • 88 votes
Full Circle

I’m back in Spain for my brother’s wedding. I rarely visit during the summer. The heat in my hometown is brutal, around 40 degrees Celsius (over 100 Fahrenheit for my imperial friends). Most people escape to the coast, just like my family did when I was a kid. I haven’t been here in years. As I drive along the coast, I find myself reflecting on a tweet about money and happiness, a vivid memory pulls me back in time. It’s August 22nd, 2007. The iPhone, the first real smartphone, has just been announced. It’s so cool, but of course I cannot afford it. It’s not even going to be released in Spain. I’ve just gotten my driver’s license, and I’m about to dive into my third year of Computer Science. I set up my clunky TomTom navigator knockoff, and hit the road. I’m on my way to meet Marina for our first real date. She’s cool, pretty, and kind. She likes the same music as I do, and even has distant relatives in California, the place we jokingly plan to visit someday (if I ever get enough cash). I’m listening to a pirated Blink-182’s self-titled CD. Pop-punk is pretty niche in the south of Spain, and it’s dying. Blink-182 has split up, and I missed my window to see my favorite band live. The Atlantic Ocean is as flat as a lake. This corner of Huelva’s coast is sheltered from any real waves, a stark contrast to the world-class surf breaks I drool over in magazines. And suddenly, reality hits: my childhood dreams of building a tech company in Silicon Valley, while vacationing in Southern California feel impossibly far. Even getting through my degree feels like a pipe dream. School isn’t fun anymore. It’s grueling, especially the parts I thought I’d enjoy, like algorithms and Data Structures. I might never become a Software Engineer. I feel stuck, trapped by my lack of direction. I am seriously considering quitting. But no degree means no job in the US, and good tech gigs are rare here in Spain. The only cool company is Tuenti, a new startup that is cloning Facebook. I’m nowhere near smart enough to land a job there though. Flash forward to today, 17 years later. It’s almost laughable to think about how hopeless things once seemed. Even now, it doesn’t feel like I’ve “made it.” The path and the results look nothing like what teenage me envisioned, but somehow, I’m realizing I’ve kind of checked off every box. I married Marina, and we live in Southern California with our two beautiful identical kids. We’ve become American citizens, and I’ve lived in the Golden State for nearly a third of my life. I’ve worked as a Software Engineer at a Silicon Valley startup, learned from the best, and found the best co-founder I could ask for. We launched our own company. Smartphones? They’re in everyone’s pockets now. Our product is in a third of all new apps shipped in the US. We’ve helped developers reach millionaire status, and we’ve made more money than I ever thought possible. But I’ve learned that a lot of money is a relative term. Somehow, I managed to hire insanely talented engineers—a bunch of them, ironically, from Tuenti. Blink-182 is back together, and I’ve been fortunate enough to see them live five times. I’ve even bumped into Tom Delonge after surfing world-class waves a few times. I’m literally just realizing how surreal all of this is. I tend to get caught up in the chaos of what’s next—the next big fire, the next goal—but sometimes you’ve got to stop, be present, and reflect on how far you’ve come. It wasn’t easy. It wasn’t without loss, sacrifice, and a fair share of doubts. Am I truly happy? Maybe not in a perfect, all-the-time kind of way. There are external things humans cannot control. But when I look at my life, I realize there’s no real reason not to be. The journey has been was worth it so far: the ups, the downs, the unexpected turns. So, here’s to your journey, whatever it looks like. Keep going, keep dreaming. It might not turn out the way you envisioned it, but it’s only impossible if you quit.

28th Aug 2024 • 94 votes

More in programming

Organising my cross-stitch patterns

I have a lot of digital cross-stitch patterns and until recently they were a mess. My “collection” was a series of several hundred PDFs, disorganised and spread across my disk. Recently, I was looking for a pattern and it took me several minutes to find it. I had a brief moment of panic, thinking that I’d lost it, and the website this pattern came from is long since gone. Fortunately it did turn up, but it was clear I had to organise my pattern collection. Some people would use apps like Pattern Keeper or Flosshaven, but I just created another static website on my media drive. This is what it looks like: The patterns are arranged in a masonry layout with a preview thumbnail for each pattern, which is normally the first page of the PDF. If a pattern has multiple files – for example, different files for colour and black-and-white printing – there’s a list of links below the thumbnail. I can also add a source link to where I bought the pattern, if I want to find more patterns by the same author. Internally, it’s structured like my other static websites. The metadata for the patterns is stored in a JavaScript file, and then I have an HTML page which renders that metadata in this visual design. My pattern collection doesn’t change very often, so I’m adding new files by hand. There are no sorting or filtering options, because my collection is small enough that they’re unnecessary. I can scroll through the entire list in less than a minute and find whatever I need. I’d like to start making my own clothes soon, and I expect to copy this design to store clothing patterns. This collection now sits alongside my saved bookmarks, podcasts, TV shows, and more. I can keep all my patterns organised, and I won’t lose them in the depths of my hard drive. Technical tricks There are a couple of technical pieces I’m quite pleased with in this process: Masonry layout. I love the cascading grid style of a masonry layout, and I think they’re great when you have variable-sized content – like my pattern cards. I’ve been using them for over a decade; screenshots of my early web apps show my experiments with David Desandro’s Masonry.js library. Masonry layouts are now a native feature of CSS called “Grid Lanes”, which is simpler and more performant than the JavaScript approach. I’m excited to use these layouts in even more places. Thumbnails of PDFs. Most digital postage patterns are shipped as PDFs, and I’m creating the thumbnail images with my create_thumbnail tool. I had to extend my tool to support PDFs, which turned out to be straightforward with the pdf_oxide crate. I’d not come across Oxide before, but it’s a cross-language library for working with PDFs, and I can imagine using it in future. A coloured stripe for the palette. In the metadata for each project, I have the complete list of DMC thread colours and the pattern dimensions. I have a lookup table that converts DMC thread colours to hex codes, and then I’m able to create a linear gradient in CSS to render a coloured stripe of the pattern colours. Here’s an example from a pattern with four colours: border-bottom: 12px solid transparent; border-image: linear-gradient( to right, #7a451f 0%, #7a451f 25%, #985e33 25%, #985e33 50%, #e4bb8e 50%, #e4bb8e 75%, #361f0e 75%, #361f0e 100% ) 1; Building the HTML, CSS, and JavaScript was very quick – I have notes on how I build my media sites, and I’ve done it plenty of times before. I threw together the initial prototype in less than 15 minutes. The longer part was finding all the PDFs scattered across my disk – but now that’s done, and I know exactly where to find my patterns. [If the formatting of this post looks odd in your feed reader, visit the original article]

13 hours ago • 1 votes
Writing a Demoscene Intro for the ZX Spectrum

Download Now View on pouet.net Intro In the late 80s, I spent an embarrassing number of hours hunched over my ZX Spectrum, typing in Sinclair BASIC programs and rudimentary assembler routines copied from magazines, trying to re-create the Amiga crack intros I’d seen round at a friend’s house. Obviously, they never came even slightly close - but now, many decades later, I’ve finally managed it! I’m now the proud author of a hand-rolled retro demoscene intro that runs on a stock 128Kb Spectrum. It features all those late 80s tropes: A smooth scrolltext (with ‘leet custom fonts!), a three-channel AY soundtrack, bouncing VU meters and the essential parallax starfield. It’s currently 10287 bytes of code, or 19552 bytes as a complete tape image - which, given I’ve been working on this since December 13th last year, means my average rate of code-production is a paltry ~ 455 bytes per week! This blog post is a technical overview of how I got there, some cool tricks I picked up, and everything I had to learn (and re-learn) about the Speccy and Z80 assembly along the way. It simultaneously rates as one of my favourite side-projects ever, and also the one that most often nearly triggered a foot put through my monitor in frustration. I’ll reflect on all that at the end, but for now if you just want to see the finished product, the download button is at the top of the article and the included .tap cassette tape image should load into any emulator. There’s also a YouTube capture, links to the production on pouet.net, and you can run it from within a web browser by visiting my TNFS site portal - check option 4 for recent uploads. Be Kind, Rewind But let’s skip back briefly to the late 80s. Coming from the world of an 8-bit, cassette tape loading computer, seeing an Amiga for the first time was like encountering something from outer space. Like everyone who saw one back in the day, I was blown away by the amazing graphics and sound on display, not to mention the library of ground-breaking games. But I found myself even more captivated by the mysterious (and totally badass) “intros” displayed at the beginning of pirated games. Created by the software piracy groups that had cracked the copy protection and distributed the floppy-disk based games, they were mini works of art in their own right - music, graphics and usually some cool-looking effect to show off the group’s prowess. There’s a great collection of these intros (or “cracktros”) archived on YouTube. Watch a few of those videos and you’ll quickly notice the “design” tropes that almost every cracktro shares: a cool, edgy logo at the top of the screen (bonus points if it’s dripping blood or in any way “metal”), some boastful text displayed on top of an effect of some sort - usually a scrolling parallax starfield, or rotating 3d object - and a further scroll-text full of shout outs, greetings to fellow pseudonymous crackers and adverts for illegal BBS systems galore. Needless to say, to a kid in the 80s/early 90s this was possibly the coolest thing ever. I thought this one was the absolute bomb when I first saw it. Sine-scroller, pirate BBS adverts, cool logo with a sword - and of course, a starfield. There’s something for everyone here. The music from this is burned into my brain. I think pretty much everyone of my classmates knew this intro given the popularity of Lemmings in the early 90s. Skid Row as a group are still active to this day and this is probably the quintessential Amiga cracktro of the period. Endless Piracy. Edgy. Another cool logo, sine-wave scroller, starfield and boasting text. The classics never go out of style. Another great combination of all the essential ingredients. Cool logo, even cooler text font, scrolling starfield and a scroll-text running along the bottom. Vintage stuff. Logo. Text. Scroller. But no starfield - otherwise a solid effort from Anthrox here :) The demoscene grew out of these intros. The cracking eventually faded into the background, and coders, “graphicians” and musicians all contributed to feature-length productions that showcased their abilities, competed with other groups and pushed the machine to its limits. In amazing feats of ingenuity and pure “code as an art form”, the scene lives on today, with groups producing breathtaking productions like this and this - bear in mind, both of those are running on a 7Mhz home computer equipped with a floppy disk, 1Mb of memory and a sound chip from 1985. But much as I admire the sheer skill and dedication that takes, it’s the early “single screen” scrolly-text-and-starfield cracktros I’ve always found captivating. They took on a sort of mystical quality for me, hinting at a scene and a culture I could only ever experience from the outside - which is exactly why I spent all those hours in Sinclair BASIC, trying in vain to re-create them, and dreaming of the day I’d eventually have an Amiga of my own. The Jump Back I eventually did trade up to a range of Amiga systems, joined a few “scene” groups myself and threw myself into a variety of activities until exams and the end of my teenage years beckoned. I dabbled with Z80 code back then, and at one point knew enough 68k assembly to bluff my way through - partly from the Amiga’s heyday, partly from a few “embedded systems” modules at University where I had to program a set of traffic lights or lift-controllers. Given there’s not much call for that sort of thing at my $DAYJOB, though, it had all pretty much faded from my memory. I have kept working on a bunch of projects in my spare time, and one of my favourites is my TNFS site - sort of an old-school BBS system or interactive “website” for the Spectrum, which grew out of a fun experiment to see how far I could push Sinclair BASIC. It relies on a modern network card fitted to the Spectrum, which is how I came to be chatting to “Desertkun”, another TNFS-protocol enthusiast. He’s now producing a great new WiFi network card for the Speccy, and was kind enough to send me a few of the prototypes to test out for him. I was massively inspired by his hardware and low-level coding chops, and during one of our video calls where we’d been comparing our development setups, he asked why I didn’t write any Z80 assembly myself. A throw-away comment, but the challenge was set! Now, I couldn’t face re-writing the whole site in asm, but I figured I could produce a self-contained intro to promote it in the style of the early “BBStros”, and finally be one of the cool kids with a scene production of my own :) I mean, how hard could it be ? (ooooh - foreshadowing!) Dev Environment My development environment through this was pretty straightforward, and is the same stack I use for developing my TNFS site. I just used a Makefile-driven build system which ran my code through the Pasmo assembler, my fork of zmakebas to build BASIC files, and the FUSE emulator for testing. For final testing on the real hardware, I uploaded my .tap files to my local TNFS server where I could run them on my +3. A few additional tools I have to call out because they ended up making a big difference - one is the amazing web-based “asm-editor” I discovered while looking up Z80 instructions. Not only does this site have a great reference of all the Z80 instructions, but it also has an editor where you can run example code and see how the memory and/or various registers change state. Take for example, the djnz instruction - you can build it and step through the example loop construct one instruction at a time. Or try my example of an add instruction in the screenshot to see how the carry flag works when a bit gets shifted out of a register. Although it uses a slightly different syntax to Pasmo (so I couldn’t drop my code directly in it), it massively helped when manually stepping through things. And lastly, probably the most significant debugging tools I used on this project - a notepad and pen, and my two dogs (say “Hi!” to Biscuit & Pebble…) I’ll write some more about this in the wrap-up, but this really was a highly unusual project for me, coming from decades of much higher-level languages and constructs. Most of my z80 code I only ever really understood after drawing out the bytes and bitmasks, keeping a table of register flags and drawing chunks of screen memory out by hand. And I found my evening walks with the two dogs provided ideal rubber duck exercises, although I’m not sure what they both made of my protracted mutterings about the hl register pair. Either way, debugging-by-dog is highly recommended! The Starting Point So, let’s get started. I followed a great “Hello, world!” example from futurice.com to validate my build environment. Beyond that, the first thing I wanted to do was load in my logo and background image I’d use as a “stage” for the remainder of the planned intro. I wasn’t really sure what I was going to do at this point, just that I wanted my logo at the top, and a scrolltext along the bottom row of the screen. As my TNFS site header already looked kinda demoscene-y, I made a quick edit putting in place two blue guide-bars inside which I’d put further content. Memory map courtesy of breakintoprogram.co.uk A Spectrum SCREEN$ file (usually displayed as loading screens) is just a dump of screen memory, starting from byte 16384, and running for 6912 bytes. The weird layout of this is very relevant later, but in order to display it all you need to do is load your file into that memory location. After a few hour’s work of reviewing Speccy internals and following various guides, I had a very simple starting point for my demo that served as the basis for everything else that came after. org $8000 screen EQU $4000 ; address of the first byte of screen memory, 16384 in dec scrlen EQU 6912 ; total length of the screen memory inc. attributes ula EQU $FE ; I/O port for the ULA to control the border black EQU 0 ; Spectrum colour number, the exact same ones BASIC uses start: ld a,black ; Set the border colour to black using the ULA out (ula),a ; Copy my logo header picture to screen memory ld hl,header ; HL = location of my screen file in this code ld de,screen ; DE = start of screen memory ld bc,scrlen ; BC = 6912 bytes to copy ldir ; block copy, see https://jnz.dk/z80/ldir.html ; busy loop - rest of intro goes here :P hold: halt ; sleep until the next interrupt (1/50 second) jr hold ; then jump back and sleep again, for ever header: incbin "assets/header.scr" ; my logo header/background end start Not much to look at now, but this simple starting point introduced me to important concepts like interfacing with the Spectrum’s hardware (ULA chip to start with, and AY sound chip later) via the out instruction, how to pull in binary files using Pasmo’s INCBIN directive, using the Z80’s block copy ldir instruction, the use of register pairs for 16-bit addressing, and simple branching to labels. Hello World The next step was to print something on the screen and explore some of the Speccy’s built-in ROM routines, which are somewhat analagous to syscalls on modern operating systems. There are plenty of disassemblies and guides to the Spectrum ROM available on the internet, one of the best commented and linked one is at https://skoolkid.github.io/rom/. Using this as a reference alongside the various “Hello, world!” tutorials showed me how this sort of thing is built up: at EQU 22 ; "at" control character used to position the cursor row EQU 11 ; coordinates where to print the message col EQU 9 prstring EQU $203C ; where the pr_string routine lives in ROM ld de,msg ; DE = address of the first character ld bc,msglen ; BC = how many characters to print call prstring ; print the lot ; busy loop is the same... msg: db at,row,col ; equivalent of "PRINT AT 11,9" in BASIC db "Hello, world!" msglen EQU $-msg ; 16 bytes in all, pasmo shortcut, $=program counter I ended up mostly not using the ROM routines in my code as they dragged in all sorts of things I didn’t need, but it was massively useful to understand how they worked as they introduced me to yet more commonly-used constructs. For example, the PR_STRING routine defined here shows how you can build a loop over each character. If you’re just starting out, I highly recommend going over the 8 lines in that routine with a notepad and pen, working out the contents of the registers and following the loop constructs. I also made a version of it in asm-editor you can try. If you click that link, you’ll see a version of the code loaded into the web editor. Click “Build”, and then step through the code using the “Step” button - although no text will be actually displayed (I skipped over the call to the Spectrum ROM “restart” vector that does this), you’ll see the various states of the registers and for example the BC register counting down as each byte of the string is processed. Adding Some Style Problem is, the Speccy’s built-in font is not exactly dripping with demoscene credibility. I wanted to use some stylish fonts and this turned out to be super easy - a quick search turned up Jim Blimey’s awesome font collection, which included a ready-to-use set of assembler files and some instructions which soon led me to these additions in my code: ; CHARS is the address the ROM's printing routine reads to find the font. ; Picking our own font is simply a matter of over-writing this chars EQU $5C36 ; from Jim's docs - POKE 23607=5C36 in hex ld hl,myfont-256 ; HL = font address - 256 as per docs ld (chars),hl ; from now on the ROM draws with it! ; rest of code is the same myfont: include "textfont.asm" ; "Cartoon" font from jimblimey.com There we go! Now that’s looking a little more elite. Sorry, I mean 31337. Strap in folks, we’re leaving lamer city… So at this point, a month or so in to my dabblings and I’d started to get a reasonable understanding of common idioms and was starting to feel like this was a project that might actually go somewhere. The problem started when I moved on to trying to implement actual demo effects: It became very apparent, very quickly, just how much I didn’t know about how this all worked. Not to mention the fact that at this level, you’re really closely exposed to the physical hardware intricacies, including the design decisions and trade-offs that the hardware designers had to make when working with the extremely limited specs of the early 1980s. Cursed Screen Layout The first such problem - and the cause of probably 90% of my pain - is the Speccy’s extremely weird screen layout. Rather than standard bitmapped display you might expect on more modern hardware, it is instead split into 3 sections, each with a set of interleaved rows (so if you keep adding 1 to a screen address, eventually instead of reaching the next row, you’ll instead end up 8 rows down, and so on until you hit the bottom of the section and then loop back to the row underneath where you started!) followed by a block of “attribute” bytes which determine the colours of each 8x8 block. The attribute blocks are the reason why each 8x8 character cell can only have two colours (a PAPER and INK attribute) which led to the garish “colour-clash” of spectrum games and distinctive style where artists try to keep inside 8x8 blocks as much as possible. But it was the layout of the bitmap portion that is such a mind twister. Download the video You can see this illustrated whenever a game reads in a loading screen from tape. You can see each section built up with the interleaved rows one at a time, and then finally the colour and other attributes (like flashing ). There’s a lot of detail at the fantastic Break Into Program site. In the defense of the designers, they were working with extremely limited hardware and I don’t think the Speccy was ever imagined as a games machine. When you start shuffling bytes around, you realise that this approach is really optimised for displaying text which is neatly arranged into 8x8 character boundaries. For example, using this “scrambled” bit order, if you have a screen address in the hl register pair, you can quickly get to the next pixel line of a given address by simply incrementing the “high” byte. There’s a bunch of other “cheap moves” you can make by simply shifting bits around: Move Instruction Right 8 pixels inc l Left 8 pixels dec l Down 1 pixel line inc h Up 1 pixel line dec h Down 1 character row add 32 to l It was a reasonable choice for a machine that would probably spend a lot of it’s time displaying BASIC program listings - it’s only when you start trying to write demo or sprite routines that it starts to feel really weird. This also means you’ll pretty quickly need a routine to convert X,Y addresses to the relevant memory addresses. Again, L Break Into Program has a useful routine and if you disassemble more or less any spectrum game or demo, you’ll find a version of this procedure somewhere. And yes, this all became horribly relevant later on… The Scroller Download the video Admittedly, not the most interesting demonstration - but this was the first time I had made something move on the Spectrum’s screen with assembly! I watched this with pride more times than I care to admit :) I had a snazzy logo and “Hello World” text, but that doesn’t make for a very interesting intro! The first effect I wanted was the scrolltext - without that, it’s not really an intro. Now, the Amiga had all kinds of hardware sprites, blitter operations, custom chips but the Spectrum had none of that. I was going to have to work out how to do things the hard way - “banging on the metal”, literally by shifting bits around the screen memory by hand and having the CPU do all the work. This is where understanding the Speccy’s weird screen and character cell layout is so important. It turns out there’s a neat trick as long as I stay inside one character row - there’s a RL instruction, which takes a byte and “rotates” it left. It inserts whatever is in the carry flag into the rightmost bit, and whatever gets shifted out ends up in the carry bit again. That means if you string a bunch of them together, you can move a set of pixels across the screen - the moment they “fall off” one character cell, they end up in the carry flag and then the next rl instruction inserts them at the beginning of the next character cell to the left. Repeat 32 times, and you’ve just moved a pixel (or set of pixels) across a line of the screen: linestart EQU $4880 ; leftmost byte of the line 12 rows down lineend EQU linestart+31 ; rightmost byte column ($489F) linelen EQU 32 ; one whole line is 32 bytes (character cells) across dot EQU %00000001 ; the dot "shape", just one pixel lit at the far right end newdot: ld a,dot ; load the dot shape (only rightmost pixel lit) into a ld (lineend),a ; store it in the rightmost byte of the line, pixel is now lit frame: halt ; wait for the next frame, otherwise it whizzes across too fast to see ld hl,lineend ; hl = last (rightmost) byte of the line ld b,linelen ; loop counter, 32 bytes to work through or a ; trick to clear the carry flag, or against itself leaves a register ; unchanged but clears various bits including the carry flag ; see https://jnz.dk/z80/or_r.html shift: rl (hl) ; rotate this byte left (00000001 -> 00000010) dec hl ; point hl at the next byte to the left djnz shift ; loop construct: b=b-1 and then jump back to shift label until b=0 jr c,newdot ; now we've shifted the whole line, so if the carry flag is set now it means ; the dot has just left the screen, so we jump back to the start jr frame ; otherwise it is still somewhere on the screen, so keep shifting! Download the video Hell yeah. It’s almost a proper scrolltext now! Wrapping this in another loop that increments h each time (remember - that gets us moving down a scanline) gets us moving an entire character cell. Here you can see it moving an entire row of my “Hello world” message. There was however a lot more work needed to make a proper scrolltext, with each letter appearing smoothly. I started off by just printing an entire character at a time on the right-hand edge of the screen - it worked, but was pretty ugly as you saw each new character appear at once in the right-hand side of the screen, scrolling 8 pixels over and then the next character flashed up. Instead, I wanted to make each character appear pixel by pixel and that required a bit more bit juggling. The routine I ended up with effectively streams each character in, line by line, pixel by pixel using the font data directly instead of calling the ROM print character routine. It does this by looking up the ASCII code for a character, and then fetching the corresponding font representation into a 8-byte buffer, one byte for each line of data. The font data starts with the space character (character code 32), so a lookup is simply font code base address + (ascii code - 32) * 8 to get to the bits for that letter. Arranged into an 8x8 grid, the bits for the letter H in the font data look like this. For each row of bits, I shift the line left using a neat trick. The byte is loaded into the a register, and then by adding itself to itself - add a,a we shift the value left (in binary, multiplying by 2 moves everything over one bit) so that the pixel I want to draw ends up dropping into the carry flag. This is an idiomatic way of doing it in Z80 code as it’s faster and smaller than the sla instruction. And every cycle quickly adds up when you’re re-drawing 256 bytes every frame! The character buffer then looks like this, with the top line shifted. Now, with the hl register pair pointing at the correct location on the screen, I can then use the rl trick discussed above. This shifts a scanline from the bottom character row of the screen left by one pixel and draws my pixel in the rightmost position by moving it in from the carry flag. Looping 32 times over this moves the entire row by 1 pixel with my new pixel inserted at the right. I then repeat this step again using inc h to move down one scan line until the entire character column has been drawn. At this point, the character buffer looks like this, and all 8 lines of the bottom screen row have all been shifted left by one bit by looping over all 32 character columns. The whole thing then repeats another 7 times until the entire character has been smoothly scrolled onto the screen. So just to re-state this because I think it’s worth the emphasis - just to scroll a message across the bottom of the screen, we’re having to loop over and re-draw 256 pixels every frame! It shows how much faster assembly is than the BASIC interpreter built into the spectrum’s ROM. I found it amazing to see my code finally working and imagining all the bits flying around and registers flapping away. It really makes me appreciate just how much effort went into creating the games I played back then. Music The original Amiga module I converted. A proper 1980s ear-worm! Of course, any good intro needs some music. On the Amiga, the standard was the “tracker” module format, which has a long and involved history of different forks, versions and tweaks. A song is built up from a series of patterns, each made up of rows of instructions. Each instruction usually includes note or pitch information, which sample to play and various parameters such as volume, effects - or in the case of some instructions, which position in the song to jump to. In many ways, it’s almost like a programming language for music. Using ProTracker as an example, a typical note cell is 4 bytes, shown on-screen as something like C-2 01 C20. That breaks down into three fields: the note and octave (C-2), the sample number (01), and the effect and its parameter (C20 - in this case, “set the volume to $20”, which is half of the maximum $40). A close-up of Protracker playing a tune. Note the VUmeters - another classic demo effect I would pinch later on! For an impressive demonstration of what’s possible with a tracker and to see what the note data looks like on-screen, check out the work of h0ffman, and in particular his winning “Professional Tracker” entry from the Revision 2014 competition. He’s an undisputed master of the science (or art!) of tracking, and his “Secrets of Protracker” talk gives a great overview of what’s possible. The Amiga’s sound hardware far eclipsed anything else on the market at the time, and the ZX Spectrum is paltry by comparison. The original 48K models only offered a rudimentary “beeper”, but the later 128K models included a 3-channel AY-3-8912 sound chip. This was very popular in 8-bit micros of the time, and a more-or-less identical variant was also used in the Atari ST. While it only offers basic waveforms and sound processing, it does enable multi-channel “chip music”, and so it became the mainstay of the ZX Spectrum demoscene. It also spawned a variety of SoundTracker clones on the Spectrum itself, although most musicians these days prefer to work in modern tools like Vortex Tracker II, which runs natively under Windows. The Conversion Pex looking back on his demos - this starts at the point where he features my letter and plays a bit of my cover version! For my intro, I wanted to port an Amiga module - and I had the perfect one in mind. One of my favourite Amiga music disks was “Sounds Of Gnome”, released in 1989 by the Swedish duo “Mahoney & Kaktus”. Mahoney also wrote NoiseTracker, one of the first really widely used trackers on the Amiga, and the program that served as my teenage introduction to making computer music of my own. Back in 2018 I made a rock cover of one of the other tunes on that disk, and wrote to Mahoney (real name “Pex”) about it. He ended up showing my “music video” at a demo conference, which I am eternally grateful for! So it seemed only fitting that I mangle another song from that collection with a Spectrum conversion… Sorry, guys! I picked the track “Milkman” which was written by “Glue Master”, an associate of Mahoney’s who had a few of his tracks featured on the compilation. It’s an ideal track for converting: It’s short (only 7 patterns in total), most of those patterns share the same chord sequence, and it looked fairly easy to squeeze the original 4 channels down into the Spectrum’s 3. Plus, it’s an incredibly catchy tune and I knew it well - I’ve been listening to it for 35+ years and often jam along to it on guitar or bass. The conversion started off pretty easily: all I really had to do was copy the patterns note-for-note from the Amiga mod, which I had open in OpenMPT as my Windows tracker. Below is a session with both trackers open on the same pattern - the original Amiga mod on the left, and my 3-channel Spectrum conversion on the right. Note the 11.7 in the 3rd channel of the Spectrum version. This is a “pitch slide down” effect in Vortex Tracker syntax, which drops the pitch by about a quarter-tone. It’s repeated on the next line, so the overall effect is a slide down from the A# that leads in to the next bass note. The original Amiga mod does the same thing using its own syntax - those are the 202s you can see on the same notes, at the bottom of the 4th track. Using just a single “beep” sound for everything was enough to check everything was working, and after a few weeks of hacking on it and re-arranging things in the evenings, I had a basic version which sounded surprisingly good for a first draft: Download the MP3 instead. I have to give a special mention to this forum post which was a massive help getting me started. It’s probably the best introduction to Vortex Tracker I’ve found - many, many thanks to the original author for taking the time to write it all up! The real challenge was making it sound as close to the original as possible. That meant building up a library of better-sounding samples for the different parts, and making extensive use of Vortex Tracker’s “ornaments”. Vortex Tracker comes with a great selection of sounds, and fortunately I’m also a weirdo who likes to listen to chiptunes in the background while I work! So whenever I found something particularly enticing, I filed it away for later pilfering inspiration. A Vortex Tracker sample isn’t really a “sample” in the Amiga sense of a recorded sound - it’s a definition of how a note sounds, one line per frame. Each line can mix in a tone or the white noise generator (useful for snare effects and suchlike), along with various other parameters. Ornaments, on the other hand, give you extra control over what pitch a note plays - and this enables really useful tricks like “arpeggio chords”. For example, an ornament of 0,4 makes the channel switch rapidly (25 times a second) between the note being played and the one 4 semitones above it. It happens so quickly that it sounds much like two notes played at the same time, which means you can build up full-sounding triad chords using only two channels. Take the opening chord in my fully converted version, Cm: It plays C in the first channel and the minor 3rd (D#) in the second, then I apply an ornament to the second channel to bring it up 4 semitones to the 5th (G). That gives all three notes of the chord, while keeping the 3rd channel free for other parts. As well as making much more efficient use of the limited 3 channels, this also gives Spectrum music that characteristic “warbling” sound, which I find really appealing in a retro kind of way! Between tricks like this and samples that mix tones with white noise (to make a combined “bass-snare” sound, for example), I managed to condense the full track down to 3 channels. Many months later, I have to say I’m really pleased with the final result. Playback The original site that was home to Vortex Tracker, documentation and other resources appears to be offline at the moment. I managed to grab a copy of everything I needed from archive.org - you’ll want the PTxTools.7z file for the playback routines discussed here. The playback was simple in theory: As this overview notes, you basically just pull in the player routine, include your module file and call the playback routine once per frame in your main loop. The catch is, none of the source code versions supplied in the archive worked with my Pasmo assembler. Fortunately, there is a pre-compiled binary object shipped alongside the source (VTII10bG in the PTxTools/PT3Play directory). This just has to be loaded in at address $C000 - this cannot be changed, as it has lots of absolute addresses baked in. My code to handle module playback now looks something like this, with the binary module loaded in place: ; Define the start address of the player routine and functions we need player EQU $C000 ; hard-coded org address of binary player plinit EQU player+3 ; init function in docs, module address in hl plplay EQU player+5 ; play and move on one frame ; from the docs - this "analyzes PT3 module header and prepares ; corresponding note and volume tables" ld hl,moduleimg call plinit ; main loop hold: halt call plplay call scroll ; other effects / routines go here... jr hold moduleimg: incbin "assets/music.pt3" Starfield Download the video Well, that didn’t work as hoped. TNFStro - tortoise edition. This brings me to the main event. No self-respecting cracktro is complete without a starfield! My first, naive approach to the classic starfield effect was to scatter random stars across the screen, then move down each scan-line applying the same rl trick I’d used for the scroll-text. I figured I could get parallax by shifting each row a different amount: One pixel for the first row, two for the second, three for the third, then back to one again, all the way down the screen to give the impression of several “fields” of stars moving at different speeds. It turned out there were two major problems with that approach. Firstly, shifting an entire row smeared whatever else was on it along with the stars - which I’d expected, and had filed away as a problem for future me. The bigger issue was speed: by the time I’d finished the first three rows I’d already performed hundreds of shift operations, and it was nowhere near fast enough to fit inside a single frame. Everything crawled across the screen, and the music playback slowed down so much that you could actually hear the arpeggio ornaments warbling away as separate notes. Clearly I was going to have to keep track of the individual stars instead. I found this routine, which was more-or-less what I had in mind and started me off with the idea of a structure to hold the state of each star. It also uses a screen address lookup much like the one from “Break Into Program”. Download the video Dammit. Back with another funeral dirge rendition :( That got things moving, but the co-ordinate lookup and tracking proved expensive to do (it has to run for every star, every frame as well as keep track of the old position for erasing) and I’d been ignoring the bigger question how to display stuff on top of the starfield. My original idea was simply to draw the stars and then paint text over them each frame, which blew the frame budget just as comprehensively as my first attempt. If I wanted something more interesting than an empty starfield, I’d have to keep track of which cells were occupied by text and avoid drawing stars in them in the first place, rather than over-painting them every time. After lots of scribbling in my notepad and visualising rows of bits, I eventually solved both challenges by “cheating” fairly liberally. So now, I don’t generate a random starfield at all. Instead, I built a table of pre-calculated Y and X position pairs: stdata: defb 109, 25, 88,182, 42, 96, 155,226 defb 59,254, 137,169, 160, 84, 125,193 ; ... and so on, for 32 stars ... This saves faffing about with an RNG, and once I have a layout that looks good I know it’ll always look good. I can also “fudge” things and ensure no two stars share the same y co-ordinate which sidesteps a whole class of problems like stars sharing a scanline, and having to deal with them overtaking each other. The “random” layout is generated by a simple Ruby script: #!/usr/bin/env ruby PAIRS = 32 PER_LINE = 4 # pairs per line Y_RANGE = 40..175 # exclude rows taken up by my logo & bars X_RANGE = 0..255 raise "y range too small" if Y_RANGE.size < PAIRS # no duplicate y values ys = Y_RANGE.to_a.sample(PAIRS) pairs = ys.map { |y| [y, rand(X_RANGE)] } pairs.each_slice(PER_LINE) do |row| body = row.map { |y, x| format('%3d,%3d,', y, x) }.join(' ') puts "defb #{body.chomp(',')}" end When the routine initialises, I convert those co-ordinate pairs into a table that tracks the state of each star. So rather than storing a position and translating it to a screen address every frame, each of my star records now looks like this (offsets from the base address): STSCR EQU 0 ; screen address of the byte the star is in, e.g. $4123 STOCC EQU 2 ; a pointer to the "occupancy check" table cell STMASK EQU 4 ; the star's bit pattern, e.g. %00010000 STSTEP EQU 5 ; "speed" - num. of pixels this star travels per frame The key thing is that there are no X/Y co-ordinates at all. For each star I store the screen byte it sits in and the bit mask within that byte, so it’s already in the form the screen writes need. That means no address conversion per frame, just simple bit shifting and rotation. Moving a star is then dead simple. I rotate its mask left with rlca, and when the bit rotates out of bit 7, it lands back in bit 0 with the carry flag set. That’s the signal I need to move the star one character cell to the left, which is one of the “cheap moves” from earlier. Because I’m tracking which cell each star is in, the collision check comes almost for free. That’s what the second pointer is for: STOCC (Star Occupancy) moves in step with STSCR through a table holding one byte per character cell. The “typewriter” routine sets a byte to 1 for every cell containing a text character or the cursor, so checking whether a star is hidden behind text is a single or instruction. If the cell is occupied, I skip drawing the star but carry on rotating and stepping it along until it reaches a cell where it can be displayed: ld l,(ix+STOCC) ld h,(ix+STOCC+1) ld a,(hl) ; A = the occupancy check for this cell or a ; test A against zero jr nz,stmove ; it's occupied, so leave the screen alone Parallax is still handled by moving each star a different number of pixels per frame, but the cost is a lot lower this time as I’m only touching the cells the stars actually occupy, rather than every byte of every row. Download the video That’s looking more like it! The typewriter routine is a simple copy of the font data from memory, and is very cheap as we can use the “cheap moves” to quickly fetch the 8x8 block. I also skip drawing any space character so it leaves the “occupancy cell” unmarked. This means the stars keep drifting through the gaps in the text - you can see here the odd star passing in between the words. I switched to ALL CAPS writing for the final version which helps the effect even more as the font is quite blocky, so you don’t really notice stars skipping the spaces inside a glyph at all. Misc Notes A few odds and ends that didn’t warrant a section of their own… VU Meters Some sort of graphic display bouncing along with the audio playback was another common early demo trope. I did originally consider a real-time graphic equaliser, but that would have been far too complex, probably in terms of spare cycles per frame, and definitely in terms of my limited mental capacity at this point! So I settled for a simple set of bouncing meter bars instead. It’s worth a mention mostly because it gives me an excuse to link to the awesome chibiakumas website! I just love the late 90s web design on display - one can argue that readability and accessibility take a hit, but it’s just so much fun to encounter a site that still looks like this. It’s a clear labour of love and there’s a wealth of content there as well, if your eyeballs are up to it. Their guide on Making Sound with the AY-3-8910 was what showed me how to get the data I needed to draw the meter bars. The examples write a register number to $FFFD to select a register, and I realised that once a register is selected, I could use the in instruction to read its value back out instead of writing a new one. As the page says, R8, R9 and R10 hold the channel amplitudes, so they feed nicely into the height parameter for drawing a bar. Getting the amplitude for channel A is then as simple as: ld a,8 ; Channel A register call ayread ; ... rest of code here ... ayread: ld bc,$FFFD ; Register select port out (c),a in a,(c) ret Twinkle, Twinkle, Little Star This is a simple effect that makes the header logo a little more interesting. I’m not sure where I originally got the idea - I’ve definitely seen something like it on a few late 80s/early 90s demos, though. All I wanted was to pick random star dots in the logo background and animate them. Here’s the header image loaded in ZXPaintbrush with the character cell grid showing. By happy chance, there are four stars which each sit neatly inside a single character cell with enough surrounding space, so they can be used to give an animated “twinkle” effect by drawing a cross out from the centre point and back in again. These dots map to the following co-ordinates, which target the top scanline of each fully-grown star (two pixels up from the centre): twkdata: defb 1,5 ; char row 0, col 5, centre y=3 ink 5 defb 1,20 ; char row 0, col 20, centre y=3 ink 1 bright defb 26,7 ; char row 3, col 7, centre y=4 ink 4 defb 25,22 ; char row 3, col 22, centre y=3 ink 6 bright The “twinkle” routine itself is simple enough: it adds a pixel on either axis to grow the star, waits a few frames, then shrinks it back down again. The interesting bit was how I made the twinkle order pseudo-random. Remember that my starfield was entirely pre-calculated from a data table generated by a Ruby script, which meant I’d never actually needed a random number generator in assembly. From Jonathan Cauldwell’s “How To Write Spectrum Games” e-book, I found another great “hack” which simply walks through the start of the Spectrum’s ROM, picking out random-looking bytes as it goes. As he says, he uses it in most of his games, and it does the job in a really simple way - as long as you stay below the block of structured, repeating data that sits 8Kb into the ROM. twkrand: push hl ld hl,(twkseed) ld a,h and 31 ; keep it within the first 8k of ROM ld h,a ld a,(hl) ; the "random" byte inc hl ld (twkseed),hl pop hl ret Out Of Space About halfway through writing the intro, I hit a fairly predictable problem: I had run out of memory. In an attempt to keep everything self-contained in one block of code, I was pulling all of the assets (the screen background, the player binary, the music file etc.) into the program itself, and then using the ldir block copy instruction to move each one into its correct location. Since that meant effectively storing every block twice, and the player routine had a hard-coded start address of $C000, I quickly ran out of room and my code started crashing into the playback routine. The simplest option was to split things out into separate code blocks, load each one directly to the address it needed to live at, and wrap the lot in a multi-stage BASIC tape loader: 10 CLEAR 32767 20 BORDER 0: PAPER 0: INK 0: CLS 30 LOAD "" CODE 40 LOAD "" CODE 50 LOAD "" CODE 60 RANDOMIZE USR 32768 This loads the main program, then the player routine directly into $C000, and finally the background screen straight into screen memory. It does mean the background starts appearing before the demo has fully loaded, but as I imagine most people will be seeing this running in an emulator or on my TNFS site, it doesn’t really matter. Plus, at this point I was in danger of disappearing down yet more rabbit holes (I still really want to work out how to do multi-colour border effects!) and I’d never have got this thing released. The Zen Of Z80 This whole project is a really weird one to look back at. On the one hand, I’ve fulfilled a childhood ambition and have something I’m very proud of. It’s also pretty unusual these days to end up with a binary where you can say pretty much what every single byte is doing and the story of how it got there. But on the other hand - I now have an answer for why I don’t code in assembly: It’s because I value (what’s left) of my sanity! The thing is, in order to write code like this you have to start thinking like the machine itself. You have to visualise the registers and the status flags flapping away, graphics as lines of bits slotted into strange orders, loops and conditionals as binary logic and so on. Getting this close to the hardware definitely brought about a greater sense of attachment to the hardware of my childhood, and it’s easy to see why assembly coders and sceners get so passionate about it. That said, I’m in no hurry to start re-writing my body of work in assembly! The projects I really enjoy are those that give me an excuse to learn something for the sheer hell of it, and to slow down a little from the ever-increasing velocity and demands of the modern work world. Going back to Z80 code is probably about the furthest I could have taken this, short of going into hardware hacking. I found it at times an intriguing puzzle, often a frustrating exercise that nearly had me throwing in the towel at several stages. This project has certainly taken the longest to go from the “idea” stage of any given feature to any kind of meaningful output. True, I didn’t spend every day of the last year working on it - my actual coding time was probably only a few hours over a couple of evenings a week. But I’ve certainly been thinking about it and pondering it most days (as my dogs will attest). The biggest breakthroughs and “aha!” moments usually didn’t come from behind the keyboard; they came from scribbles in my notebook and thinking about processor states while doing something unrelated. It has however given me massive appreciation and respect for the coders who pull this stuff off and make it look easy. And that goes double for those kids and bedroom coding superstars who managed all of this back in the 80s, and had to work it all out by experiment themselves. I only managed to get this far because of numerous books, online tutorials, GitHub repositories with sample code, YouTube videos… I can’t imagine how much longer this would have all taken me if the only resources I had were my Spectrum, a cassette tape recorder and a notepad. So, as I draw a line under this project - for now! - I raise a glass, and in the words of h0ffman: “Shout out to the hackers, graphicians and protrackers.”

yesterday • 1 votes
CalVer 26.0: 10th Anniversary Edition

A decade ago, a little bit of history was made. I didn't realize it, but a colleague made a great point, one of those real mind-changing points that seem too obvious to admit same-day. But, the next day, calver.org was born. At the time my team maintained the Python infrastructure for eBay and PayPal, and we were stuck deciding whether we were really ready for a "major" 1.0 release. Semantic Versioning was the only game in town and "major" means "big", right?! Thankfully, a wiser colleague mentioned: Ubuntu and Twisted don't struggle with version number debates. They slap a date on it and keep shipping. In fact, their date-based versions were even better because you always knew where it stood, in terms of updatedness and support. The only problem is that no one really knew about it. Somehow, this problem solving versioning alternative, arguably as old as history itself, had gone nameless for millenia, conspiring to make me feel foolish in an office meeting. Never again! Ten years of adoption Fast forward 10 years, we've seen CalVer adopted by Apple, Nvidia, JetBrains, and countless others. (We have a timeline!) The site may have more inbound links than any other project of mine. Apple made the biggest jump, at WWDC 2025: iOS went from 18 to 26 macOS from 15 to 26 watchOS from 11 to 26 and visionOS from 2 to 26 All landing on one, consistent number like a car's model year. I still remember the texts from the Venn diagram fanbase of my friends who love Apple and reasonable versioning. No such texts from when NVIDIA announced calendar versions across the GPU Operator, RAPIDS, and its monthly NGC containers, but still very cool. Open source, too: Home Assistant, pip, CockroachDB, and yt-dlp all ship on dates, with plenty more on the users page. The conversation even reached the language core; PEP 2026 proposed versioning CPython as 3.YY, and it almost happened, too. And it's never too late, time marches on! Fixing the notation But I don't think I got every detail right from day 1. That's the main motivator for CalVer 26. It's high time to start righting a couple idiosyncratic token design choices, starting with some additions: Meaning Before 26.0 26.0 Full year YYYY YYYY Short year (6, 16) YY YY Zero-padded year (06, 16) 0Y 0Y Short month (1 ... 12) MM M Zero-padded month (01 ... 12) 0M 0M Short week (1 ... 52) WW W Zero-padded week (01 ... 52) 0W 0W Short day (1 ... 31) DD D Zero-padded day (01 ... 31) 0D 0D Seeing double First, the doubled letters. From the first version (16.6), MM and DD meant the unpadded month and day, which reads backwards to anyone who knows date formats (ISO 8601's YYYY-MM-DD, Java, moment.js, day.js), as some community members correctly pointed out. I was ready to flip them, until I checked what people actually use: most projects with a YY.MM.MICRO badge (conda, Twisted, Ansible's tooling) don't pad, and more than a dozen other version management tools (like bumpver and bump-my-version) implement the old meaning. So, it's too late to flip MM's meaning. Instead, 26.0 deprecates it and offers a more explicit and hopefully clearer option: M is the short month, 0M the padded one, and MM is a technically-retired synonym for M. In case you're wondering, the explicit 0M was me being overinspired by Ubuntu's approach, perhaps: 6.06 pads its month but not its year, and YY.0M says exactly that. To pad or not to pad I think it's worth a detour into why padding is even a thing anyways. It's become important now that new ecosystems have emerged that enforced SemVer formatting semantics, and I wanted clear guidance about on the spec site. SemVer forbids leading zeros outright, so Cargo rejects 26.04.0 and Go modules reject v26.04.0. Even Python's packaging spec normalizes leading zeros away, so you can tag 2026.08.19 if you want, but PyPI will still show 2026.8.19. NVIDIA's GPU Operator docs put it this way: "Zero padding is omitted for month to be still compatible with semantic versioning." CalVer was always intended to drop in where SemVer was used. So 26.0 recommends unpadded (YYYY.M.D) as a sane "pure" default for software libraries. But libraries are not the only objects of versioning schemes. The exception is a version that becomes a filename, an image tag, or an object-store key that gets listed lexically. There, padding keeps 26.10 sorted after 26.09, which is why Ubuntu, NixOS, and NVIDIA's own NGC containers pad. More evidence of teams designing their versions. We love to see it. Our FAQ has a longer discussion of the padding issue, as well. Optional segments There was never any rule against them, but 26.0 makes optional trailing segments more explicit with square brackets. Now, yt-dlp's scheme can finally be written down: YYYY.0M.0D[.MICRO]. For the CalVer badges I could find on GitHub, they all stay valid for now. I've got a note on the deprecated spellings and a new copy-paste badge section for new ones. What else is new? It's always a great time to add more citations to the site. A spec changelog; the spec now versions itself: 16.6, 19.7, 26.0. A FAQ: breaking changes, same-day releases, and padding. The users page, rebuilt by category, with past users of note (schemes change; that's fine) and tooling. Case studies: Apple and NVIDIA in, yt-dlp replacing youtube-dl. Much of the thinking behind these changes happened in the GitHub issue tracker over the years, and 19 or so issues close with this release. That's where ideas for CalVer should go, so by all means, open an issue, and we'll get it sorted! In due time, of course. In closing, I can't believe I still love belaboring these numbers so much. Thanks to all (but especially Mark, Glyph, Hugo, issue reporters, translators, and maintainers) for the discussion, and ultimately making the most timely versioning system a timeless classic. See also 2016 announcement Designing a version My Yap on Why CalVer beats Semver

2 days ago • 1 votes
"You didn't do it right"

Four sincere attempts at OKRs, four failures, and every time: "you didn't do it right." Maybe the framework doesn't fit you -- so how do you find one that does?

2 days ago • 1 votes
We solved SQLite's single-writer limitation

Multiple concurrent writers. Multiple processes. Same SQLite. No modifications.

4 days ago • 1 votes
📚 BoredReading

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