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Fun
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Ben Eater: Voltage Multiplier
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Imagesource: https://youtu.be/4alV5LzHLE4
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Ben Eater is back at it again. His publishing frequency seems to match the one of old times and the coming months you can certainly look forward to exciting content. It's always a little difficult to predict, which direction Ben will take right next. But with the current video he gets to the bottom of a voltage multiplier - even closer to electrical engineering. The circuit required for this task is relatively simple to understand, but as always, almost inimitably simple explained and presented. The goal is to be able to derive higher voltages from a single available voltage level - presumably to make use of higher voltages for a homebrew RS-232 implementation. As always lot's of information and fun to watch.
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Imagesource: https://youtu.be/_3cNcmli6xQ
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@SebastianLague seems to focus on the important and right thing in life again: Retrocomputing! 💡 We won't complain, because his 4-part series so far has been in the works for 2 years. But the last two episodes have only been released by him in the last 2 months. Sebastian's style is a bit different than Ben Eater's, but that's not a bad thing. He explores fundamental ideas behind CPUs and their design in detail and uses a self-written tool for simulation and visualization (which is also available as open source btw). Current topic: Experimenting with Buses and Three-State Logic More than worth seeing and a definite recommendation.
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Imagesource: https://sonicslothgames.itch.io/
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Ahhh. Turrican. The graphics, the Hülsbeck sound, the gameplay. How many hours I personally spent in front of the 2D shooter ... sweet memories 🤤. Turrican II was (at least on the Amiga 500) always inferior to the DOS version. Reason: the limited color palette. For me, this never really influenced the gaming fun, and an Amiga 1200 or 4000 with AGA graphics were unfortunately a bit out of my financial reach at that time. And in addition there was never an AGA port! Until today. Sonic Sloth aka @SonicSlothGames changed that a few days ago. His version of Turrican II has nothing to do with Factor 5, costs no money, but is true to the original and comes with flawless AGA color palette. Playable also in the well-known emulators, but really fun of course only with a Competition Pro connected via cable to real hardware and on a real CRT. Big thanks. Great game, awesome graphics!
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Imagesource: https://archive.org/
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Another classic that might have been part of your youth or childhood is Zelda. Among others, Zelda 3 - Link to the Past will be very well remembered by some. Unfortunately, only a console title. Right❓ Nope. Not anymore! Thanks to an unknown creator to be found on GitHub as snesrev we can now play Zelda 3 on Windows, Linux and macOS. The reimplementation in C requires Python3 and SDL2 depending on the platform - but that should not be a problem. A perfect match (though unfortunately only for the German speaking part of our audience) comes from the phantastic team behind archive.org. The Zelda 3 Guide is available in extraordinary quality. 109 pages with all the information you need to successfully complete the adventure. 🧑🎤 Those who want to relive old times, and for whom the Zelda series has played a real role in their own digital past, will certainly get their money's worth here. Important: You have to have the original ROM, gamefiles and assets are of course not part of the project. Game on!
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Imagesource: https://pexels.com/
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Sometimes the way is the goal. Sometimes the goal is the goal. With Space Travel it is more a matter of personal taste, if you want to have fun with the game (the goal) or if you are more interested in how the assembly code written for the PDP-7, was ported to C (the way) by Mohamed Akram also known as @tixilite. Both are possible. Both are interesting. Although it should be said that real control of the game is only feasible (without further adjustments) if you have a numeric keypad on your keyboard. What you get then, however, does have a certain historical smell, and is at least as interesting for any space nerd. The actual game was developed in 1969 by Ken Thompson (yes, the Ken Thompson). I guess it was probably a good year for space simulations. 👩🚀 Initially developed for Multics and later ported to GECOS Ken ported the code to the PDP-7. In order to do so, Ken developed his own operating system, which later formed the core of the UNIX operating system. What a legacy. Thanks to SDL2, the thing should run almost anywhere, a C compiler feels at home. On our M1 we were only able to compile and run it with the help of Rosetta2.
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Imagesource: https://youtu.be/T_5ZYJBgQyM
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If you are a real DOOM fan or even a freak, the following should be nothing new for you. The so-called All Ghosts Effect is interesting on the one hand, and apparently non-deterministic on the other. So far there has been no explanation as to what could actually cause this problem with the game, and how the effect - to be experienced then - really comes about. Karl Jobst aka @karljobstgaming finally puts an end to this 30 years later. The result is a quite interesting video, which not only combines all details worth knowing about the topic, but is also fun to watch. Whether you want to call it retro or not, is up to you. But a bug that is finally identified 30 years later, and that in a title like DOOM, should not be missing in this issue.
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Imagesource: https://youtu.be/e0FXy1Mho3c
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If you've been following our issues over the past few months, you know that we're big fans of UsagiElectric. Hardly anyone puts so much enthusiasm and energy into restoring ... let's say slightly aged hardware. His latest video is about the legendary PDP-11. A fan of the channel has provided a whole bunch of functional components, and UsagiElectric plans to use them, to build the Best-Mega-PDP-11 Ever™. Enough said. The rest is cleared up by the (as always) very entertaining video
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