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#retrocomputing

22 posts12 participants3 posts today

Inside Commodore Amiga's History: Stories, Secrets & Original Lorraine Prototype at VCF East 2025 youtube.com/watch?v=r_AYDkuMg-

«An unforgettable deep dive into the history of the Commodore Amiga at VCF East Amiga 40 Roundtable 1 of 2 featuring a legendary panel of original engineers: Ron Nicholson, Dale Luck, Glenn Keller, Andy Finkel, Randell Jesup, Peter Cherna, and Jeff Porter coming together to share incredible, behind-the-scenes stories from the birth of the Amiga».

The coder of our former Amiga game dev team has fed an old Polaroid picture of us to ChatGPT's image generator.

The first result shows the now almost obligatory Studio Ghibli style, and the other variant is how we might look when we're 75. 😁

I'm the one with the dark sweater by the way. 🙂

Straight outta 2006! Remember multiple expired antiviruses, obsessive defragging, and "experts" recommending Win9x on new hardware? I wrote about it back then. Here's the translated post for some tech nostalgia (or PTSD?).

my-notes.dragas.net/2023/09/07

#Tech #2006 #Windows #RetroComputing #IT #Blog #Humor

my-notes.dragas.netComputer Scientists, the 'Computer Experts', and Those Who 'Know a Thing or Two' - Part 1: The Average Joe | MyNotes
More from Stefano Marinelli
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Technical commit: I've changed the puck's X,Y coordinates from 8-bit integers in the range of 0-255, to 16-bit in the range 0-511. Along with one less division in the delta X/Y, this allows for twice the precision of movement.

In simple terms, it allows for the equivalent of having deltas 0, 0.5, 1, 1.5, 2, 2.5, 3 delta X/Y instead of only 0-1-2-3

Commit: github.com/colinleroy/a2tools/

GitHubAdd a more precise Y coord (0-512) · colinleroy/a2tools@58a70c0That will allow more precision on puck speed, as DY=1 was too fast in comparison to the original game
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Well hello, Lexan!

As I very much suck at pixel art, I searched for, and found, *perfect* sprites for my Shufflepuck : the ones made by Awot83 at github.com/Awot83/Gamebuino-Sh

They're very well made *and* GPL3+!

I've contacted the author so I can credit them, and in the meantime, I overcame a little challenge of the opponent's sprite being bigger than 256 bytes, commited that (github.com/colinleroy/a2tools/) and am now playing against an embodied opponent!

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The crash effect is now complete, after laboriously pulling a recursive tree drawing in assembly. Commit: github.com/colinleroy/a2tools/

Yes, I have to reload the background, this is not ideal. But I can't resolve myself to add a buffer to hold a full copy of the background, even compressed. I'll add that last if room allows.