My dad used one of those on his OU course years ago. I followed the unit myself for fun, it was a great little machine to try stuff out with.
@retrotechtive
Retro computing and games enthusiast. Games industry coder by day, electronics + old computer tinkerer the rest of the time. π: retrotechtive@retrochat.online #retrocomputing #amiga #appleii #macintosh #atari #c64 #zxspectrum #amstradcpc #tandy
My dad used one of those on his OU course years ago. I followed the unit myself for fun, it was a great little machine to try stuff out with.
The number of talented colleagues I keep seeing being laid off from the jobs in the games industry is becoming increasingly bleak with every passing week. I genuinely hope every one of you finds the peace and security you deserve.
I implemented the speedup for fragmented images for PicoIDE and I'm excited to see it in BlueSCSI as well! Big release all around for them.
This is a pretty good example why, even outside of creative, if I find out your business uses AI at any point in your workflow, I lose 90% confidence.
Itβs not an ethical concern, itβs a competency one. I assume youβre an idiot if you think these things can work reliably in any critical role.
In Wisconsin we have a saying that goes βF*** Ron Johnson.β
But βF*** Ulineβ should join the dialogue.
BUY NOW: FREEZE64 issue 81
Features a whole host of new & exclusive #Commodore64 #C64 content, along with an interesting interview with game developer David Broadhurst.
Grab your copy from:
freeze64.com/freeze64-iss...
#SupportingTheCommodore64Community
#Commodore64Ultimate
In 2022 I was finally able to reunite Paul Proctor with his BBC Micro development disks that he left with me back in 1986. He'd moved home several times and we completely lost touch. These contained the source code for Knight Lore, Alien 8, Lunar Jetman and Nightshade. All safely archived.
I've got Basilisk set up for Mac stuff too. Everything I create is tested on real hardware as well, but dev work iteration is obviously a lot faster on a PC.
(Btd that's actually WinUAE running with Wine, though I've got fs-uae on there too)
Okay, so got Linux cross-compiling up and running for Atari ST and Amiga, good. Now, can I also somehow make this work for the 68k Macs? π€
PCB into production in 3* minutes
Create schematic
Assign footprints
Import to board
Place components
Define edge
Connect tracks
Add text
Runs checks
Upload
Easy peasy, get on it...
Music by @lukhash.bsky.social
linktr.ee/lukhash
*4 minutes 30
#electronics #chiptune #pcbdesign
Happy #TillysGameVersary π, the Commodore 64 (1982)!
With its childishly chunky keys, it was created as a Duplo-style learner machine for those wanting to graduate up to a Spectrum.
Even so, it was a surprisingly popular computer at the time due to its daring colour graphics; 16 shades of beige.
I did beat 4, I rather like the game, though I know a lot don't.
Doesn't hold a candle to New Vegas though, which I still think is the best of all the Fallout games - and yep, I include the fab originals too there (controversial ;))
ZX History - January 1980: The Guardian covers the launch of the ZX80.
#zxspectrum #retrogaming
Have yout tried these:
github.com/markmoxon/c6...
Also. I'd make sure you're emulating a 1541 drive on the C64U, I had some issues with the 1571 setting (some I don't with a real 1571 in fact).
Anyway, flicker free Elite worked for me.
I am delighted to announce the release of my latest project:
Fully documented source code for The Sentinel, Geoff Crammondβs 1986 masterpiece.
Hereβs the repository; deep dives coming soon.
See thread for details.
1/9
github.com/markmoxon/th...
#retrocomputing #retrogaming #bbcmicro #c64 #8bit
Itβs coming home.
Roguecraft DX arrives on #Amiga this February!
Rebuilt, expanded, and sharpened for the Evercade... and now unleashed where it all began.
Expect more monsters, more potions, more levels, and achievements!
Welcome back to Mordecoom.
#screenshotsaturday #roguecraft #roguelike
Complete Spectrum ROM Disassembly
Funnily enough I thought of this one:
A planet has moved fully around a star.
Stewart Cheifet of Computer Chronicles has sadly left us π
obits.goldsteinsfuneral.com/stewart-chei...
Canva seriously considering porting Affinity to Linux?
Affinity is one of the few apps tying me to macOS.
techcentral.co.za/affinity-for...
A clipped picture of the folder containing SKALD's exe (Linux Mint shown here).
Also, if you get this from the Epic store and have trouble running it on Linux, just navigate to the wine folder for the game and run the exe selected in the image here directly (with wine). No need for Epic's nonsense at all.
Screenshot from SKALD: Against the Black Priory, showing three characters exploring a dank underground cave system.
Been playing SKALD: Against the Black Priory for the last day or so.
A great RPG with a retro feel, the only drawback so far being it doesn't appear to have an overview map of the area. Strange omission for this type of thing, but otherwise definitely my sort of game.
A snippet of the Macintosh IIsi schematics from BOMARC Services showing the audio section of the logic board.
Do any Mac repair aficionados know what pin 16 on both Sony sound chips in the Mac IIsi connect to? The BOMARC schematics show it going off page to a page I don't have.
Oh do they? So not in any way biased then π
It looks like they marked the C64U down for the bendy keyboard issue. To me, it's more important the machine works as intended. I was interested in the A3D, but its compatibility issues mean that for now at least, I'll stick to the original machine. No such issue with the C64U. It should have won.
Entering the coastal town of Eastport. A signpost says, "Welcome to Eastport. Pirates NOT Welcome".
#C64 #Kouyate #RPG progress: working on the town of Eastport, getting all the shops working and finalising the layout.
Also added The Hidden Way, the passage that leads to Pirate's Cove. Now I can get to Pirate's Cove, I'd better get all the shop maps there done...
Cartridge used: 320 of 960K.
Oh no worries, I didn't think you were actually, just feel bad about not getting that one done. It was a fond memory from the 80s, I'd have liked to have done it! But it's good to see it finally ported :)
I started a conversion myself a few years back, was about a third of the way through documenting and converting the code but family stuff took me from it. It's a simple enough game, just needed someone with the focus to finish the port!