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And much like society has rebuilt itself around, for example, the cellular phone and even the car, it’s rebuilding itself around LLMs. Yes, now you have to buy a thing you didn’t in the past. A bunch of capitalists have found a new way to build capital. I guess we get some value out of it too, but once it becomes built-in it can be hard to see it.

And if you get a taste for opinionated Siracusa, look up the toaster ovens saga.

I recently moved to Eindhoven and have been meaning to get to the museum in Helmond. This has prompted me to make the trip this weekend!


It’s truly a great museum! A trip down memory lane and they do their best to keep most machines operational. That’s no small feat. Enjoy!


And just last week they opened a store diagonally across from the museum where you can buy their surplus.


Likely a very dangerous temptation :)


It’s very confusing to me too. I clicked an icon to see what it was, and it was opening times of a supermarket, which I had no idea about. But I couldn’t find a way to just get back to where I was before. My workflow now is to keep force killing the app frequently when I get stuck.


Same here, I can't believe there is no way to go back. I have to s of things around my house that I can just add because I live here, but I don't remember everything, and once I hit a question that I cannot answer from memory, I am stuck.


Click into open source on the map (on android). I think for Ios it might be back gesture.


The back gesture works indeed. I didn't figure it out. Thank you!


Same here, but the GitHub thread actually calls that out as a known bug. Swipe from the left. Intention is that clicking sonewhere on the map closes the dialog.


Click into open source on the map (on android). I think for Ios it might be back gesture.


I think that’s the point.


The biggest thing for me was just being brave enough to go for it and give it a try, and then learning how to undo your mistakes. Re-do things you’re not happy with with braid, reflow things with flux, etc. I’ve torn vias out of old valuable boards doing restoration, and I learned trace repair and fixed it.


> just being brave enough to go for it and give it a try, and then learning how to undo your mistakes

This is true for most things. Don’t let the naysayers discourage you.


I love this, but feedback to the author: the combination of a quirky font and quirky colours make this incredibly hard to read.


I think it’s the contrast that’s the problem, rather than the choice of font (although serif fonts can be slightly harder to read). Lighten the background slightly, and darken the text slightly, and it would be much more readable.

(But I too love the project, and am interested to see the result when the BBS is available via packet radio.)


How many DOS games used an FPU though? I can only think of one.


Mobygames got a list [1]. No idea on accuracy.

1. [https://www.mobygames.com/game/attribute:115/include_dlc:tru...]


A lot more than I thought! I wonder if that’s _requires_ FPU or can use an FPU.


The $64k question! The very first title on the list f. e., Falcon 3.0, only requires it for the "hi-fi" flight model. Quake certainly needs an FPU. Don't know about the others.

So or so, the info needs to be verified for accuracy, e. g. if a 486DX-specced title really needed (or profited from the the presence of) an FPU, or if was just a speed requirement/recommendation. And some of the game covers's spec boxes don't mention anything about an FPU at all. Etc.


Games, very few, if any. But software in general, quite a lot.


It’s a neat core, but z386 is where the action is right now (https://github.com/nand2mario/z386_MiSTer). Interestingly this core doesn’t output a proper analogue signal. I always wondered why until I recently tried to implement a real EGA pixel clock on the PCXT EGA core. Basically, video cards with dual (or more) pixel clocks are not realistic on MiSTer. The PLLs are there, but once you get too many clock sources the routing becomes quickly impossible. MiSTer framework’s pipeline also forces pixel clocks tied directly to video output (for good reason) and switching that clock at runtime gets very tricky.


Thanks for mentioning z386. Much of its recent progress was made possible by the reverse engineering and disassembly of the original 80386 microcode (https://news.ycombinator.com/item?id=48247004), which z386 uses as its control program. That work has been especially valuable for reproducing obscure protected-mode behavior correctly.

With correctness helped greatly by that, development is now focused mainly on performance. In Doom, z386 is currently about 30% faster than ao486 on the same MiSTer setup, with benchmark performance roughly comparable to a 486DX2-66.


I'm pretty sure there was a more recent 386 clone than that


z386 is in development right now, and isn't even finished. Do you mean between ao486 and z386?


I remember blog post somewhat recently here on HN comparing 2 386 opensource cores


the z386 doesn't output a proper analogue signal, or the ao486?


Aww :( Tragic


This was actually just how CDDA music tracks worked in almost all CD games in the late 90s. :)


Tony Hawk's Pro Skater 1 and 2 got more play in my car than they ever did in my Playstation.


That might be a false memory, check the comment linking to consolemods.org below


Same with my Wipeout 3 disc


HOLY SHIT THOSE SOUNDTRACKS WERE JUST CDS?!

THPS and Crazy Taxi had some of the best soundtracks ever compiled.


The ConsoleMods wiki[0] has a list of games that contain standard CD-DA tracks, which doesn't include any Tony Hawk Pro Skater releases (nor Crazy Taxi).

[0]: https://consolemods.org/wiki/PS1:List_of_Multi-Track_PS1_Gam...


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