Category: Retrocomputing

Anyone who has ever played Nintendo 64 games is probably familiar with the ways that large worlds in these games got split up, with many loading zones. Another noticeable aspect is that of the limited drawing distance, which is why even a large open area such as in Ocarina of Time‘s Hyrule Field has many features […]
Although generative language models have found little widespread, profitable adoption outside of putting artists out of work and giving tech companies an easy scapegoat for cutting staff, their their underlying technology remains a fascinating area of study. Stepping back to the more innocent time of the late 2010s, before the cultural backlash, we could examine […]
[Casey Bralla] got his hands on a Rockwell AIM 65 microcomputer, a fantastic example of vintage computing from the late 70s. It sports a full QWERTY keyboard, and a twenty character wide display complemented by a small thermal printer. The keyboard is remarkably comfortable, but doing software development on a one-line, twenty-character display is just […]
One thing SEGA’s MegaDrive/Genisis and the Commodore Amiga had in common was–aside from the Motorola 68000 processor– being known for excellent music in games. As [reassembler] continues his quest to de-assemble Sonic: The Hedgehog and re-assemble the code to run on Amiga, getting the music right is a key challenge. Rather than pull MIDI info […]
Pocket computers like Sharp’s 8-bit computing marvels were a big part of the 1980s, providing super-portable processing power to anyone who wanted a bit more than what something like a scientific calculator could provide at the time. These days they are mostly just a collector’s item for retrocomputing enthusiasts, which also means that a lot […]
Digital Convergence Corporation is hardly a household name, and there’s a good reason for that. However, it raised about $185 million in investments around the year 2000 from companies such as Coca-Cola, Radio Shack, GE, E. W. Scripps, and the media giant Belo Corporation. So what did all these companies want, and why didn’t it […]
After a lot of debugging, [Seth Kushniryk] has managed to get the last issuess shaken out of his port of MS-DOS 2.0 to the Apple II, and has released the project to the public. If you have the requisite AD8088 or similar co-processor expansion card with onboard x86 CPU, this should be all you need […]
The Z80 has been gone a couple of years now, but it’s very much not forgotten. Still, the day when new-old-stock and salvaged DIP-40 packaged Z80s will be hard to come by is slowly approaching, and [eaw] is going to be ready with the picoZ80 project. You can probably guess where this is going: an […]
In the early days of aviation, pilots or their navigators used a plethora of tools to solve common navigation and piloting problems. There was definitely a need for some kind of computing aid that could replace slide rules, tables, and tedious dead-reckoning computations. This would become even more important during World War II, when there […]
The 3DFX Voodoo was not the first dedicated 3D graphics chipset by any means, but it became the favourite for gamers among the early mass-market GPUs. It would be found on a 3D-processing-only PCI card that sat on the feature connector of your SVGA card. The Voodoo took any game that supported its Glide API […]