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spankibalt

890 karma · joined May 24, 2025

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spankibalt··on Os8088: A powerful Mac-like OS for the IBM XT, 286, 386
No, please keep on track. "Mac-like" is a perfect fit for the "Daddy, what's (a) computer/programming?" vibe crowd.

Even The Company itself thinks so, as evidenced by relevant advertisements of the not too distant past. :)

spankibalt··on How to Make a Nintendo 64 Game in 2026
> I suppose what I'm trying to say is that it's ironic that the one guy providing these consumer-friendly features is considered anathema by many of the people clamoring for those features.

Yeah, I got that. I just don't think the fact that a to me detestable individual can have, or work for, an outfit that produces (some) good, interesting, or even highly impactful merchandise is at all remarkable. History is littered with such people, especially in the tech sector (e. g. Ford, von Braun, etc.).

spankibalt··on How to Make a Nintendo 64 Game in 2026
> [...] if only for lack of two thumb sticks.

Certainly one of the most devisive controller designs, but the lack of two thumbsticks is precisely what I like about it. The pad centers one thumbstick and the trigger on opposite sides of the "main hull", with the rest of the inputs divided along two (remappable) zones, i. e. the outriggers. I have never held a controller in my hand with better ergonomics and holding adaptability. Even the size is just right for my hands.

It's the only pad that ever made FPS games on a console a joy to play for me; put in two analog sticks and you fuck with that formula. Its only serious weaknesses are the cheap plastic, especially for the thumbstick, and the weight (too light). Make a full metal version out of it, with some thumbstick material mods known from the PvP fighting game community, and it's the best. Well, at least for me.

spankibalt··on How to Make a Nintendo 64 Game in 2026
> I am nuanced enough to appreciate that these qualities are present in the products being produced and still not buy from this producer because of their industry ties.

ModRetro produces one thing I do have an interest in. A partly aluminium-cast version of the, to me, most ergonomic gamepad made so far: the classic trimaran-style N64 controller. But that marriage ain't gonna happen. And that goes for every other (future) product of theirs as well.

spankibalt··on How to Make a Nintendo 64 Game in 2026
> So you know, either go all in and live like you mean it or stop pointing fingers at only very select individuals.

Careful. You're one step away from playing out the "Yet you participate in society. Curious!" meme. Besides, many people who are not in the Anduril fan club already boycott Microsoft for their ethical transgressions.

spankibalt··on How to Make a Nintendo 64 Game in 2026
> It's ironic, in another world HN commenters would be lauding Luckey and ModRetro for all these virtues.

Lot's of HN (and "social" media) commenters in this world evidently are; nothing ironic about it.

It's just many people have a radically different set of ethics which, once they become principles, can't be easily, or at all, compromised on. And just to be fair, it's not just the what, but the how (which extends not just to Luckey & Friends, but to Anduril & Friends).

spankibalt··on How to Make a Nintendo 64 Game in 2026
That is patently false as a look through the company's wiki page(s) will confirm [1].

1. [https://en.wikipedia.org/wiki/Anduril_Industries]

spankibalt··on MkLinux and the pimped-out Apple Workgroup Server 9150
> [...] and it required a massive PC to run at all -- a Pentium with 16MB was entry level [...].

Minimum was a 386 (12 MB RAM, 16 MB RAM for the ASE); seems the recommended minimum for NT 3.5 (Workstation/Server) according to German trade press of the time (c't, 1994) was a 486. If that made sense given NT's widely reported sluggish performance is another story.

spankibalt··on More German than many Germans
> [...] because I also feel dubbing in Germany comes out pretty much right.

You've got to be kidding me, lol. Anyway, voice (character) mismatch is the first thing I often notice. How often have I heard a commanding adult in English dubbed into what sounds like a tortured, overemoting teen/twen in the German version (I feel it's especially pronounced in women's characters but that might be just sample bias). Even deadpan delivery sounds tryhard. And it's not just for English, either.

Modern German dubs, to me anyway, are their own comedic genre. And make no mistake: I'm fuckin' serious about it. Just study some classics. You'll see.

spankibalt··on More German than many Germans
I wanted to leave this Faden for all the immigrant voices but this misinformation simply cannot stand, lol.

Dubbing for foreign movies is an art long lost in Germany; the East Germans (DEFA) were especially good at it, my favorite being Karel Steklý's eternal Dobrý voják Švejk (The Good Soldier Schweik), for which DEFA tapped the Austro Rudolf Wessely.

And today? Whenever I get exposed to a German dub I get reaquainted why I call that stuff the Fremdschämspur (the cringe track).

spankibalt··on Ron Gilbert started production on Thimbleweed Park 2
> Partially agree, but I also think that they were victims of the graphic cards revolution where each year you could have shiny new GFX and visuals, and that drove new games development (and funding).

True as well; the race towards photorealism and natural immersion (mostly first-person 3D across various genres) had an almost suffocative, and sometimes obliterative, quality.

spankibalt··on Ron Gilbert started production on Thimbleweed Park 2
> The famous post https://www.oldmanmurray.com/features/77.html illustrates how the genre became too contrived and self-referential (even poking fun at those who blame “television-atrophied attention spans”).

That's a name I haven't heard in a long while. And the "Cat Stache Puzzle", once an infamous case-study of virtual insanity in game design, now nearly forgotten...

spankibalt··on User Interfaces of the Demo Scene
If you have no serious problem to wrap your head around the columnar presentation of data than "intuitive" is not an unapt way to describe the whole deal. Say, where music theory and practice intersect with something like a spreadsheet, for example... two things one might've already been exposed to before.
spankibalt··on User Interfaces of the Demo Scene
> I can verify that modern AI's, even the frontier ones, are absolute crap at producing ASCII art or ANSI art.

That's good.

> We need models to be better trained on digital fine art (digital graffiti).

Only lamers need something like that. And lamers and artists (sceners) don't go together.

spankibalt··on User Interfaces of the Demo Scene
> To the best of my knowledge, the scene never produced a pixel painter for the Amiga (except later ports of Grafx2), [...].

The 86ers got one, on the other hand. It's from Sweden. :)

spankibalt··on The IBM PC, Part 1: Arrival
> The fact that the corpses are kept upright as open source projects doesn’t really change anything.

Bit harsh, lol. And you invited agriculture poetry! Albeit I've heard that many an old school Amiga lifer rejects those "Neomigas" (e. g. the Apollos) for one reason or another. Me, I liken these classics to music instruments, with their own specific capabilities and mythos, etc.

I often pondered about getting one of them, but I've just too much x86 poison in my veins. And putting a Vortex86 board or somesuch into an A600 case is just sacrilege. What would I give for a classy 32- bit x86 keyboard case computer...

spankibalt··on Amiga 1000: Ten years ahead of its time
> The Amiga had a superior and hardware and software combo [...]

All things considered, no. It didn't. It had, for quite a while, a better bang-for-the-buck appeal, hardware- and software-wise, especially in the market niches it was designed to appeal to. But that headstart was over technically in late 1987 (386, VGA, AdLib, MT-32), and economically from ca. 1990/91 onwards, strongly dependent on market, of course, and not including the lowest margins, e. g. the home computers (based on their use cases, for a lot of people, used or new A500s, A600s or A1200s were still excellent deals even in 1993).

And philosophically? I say that was over before the first Amiga was even born. The adaptability speed and sheer potential of an open platform built around the relative stability/predictability of ever-evolving standards, as well as vendor diversity, ate you raw. It was just a matter of time.

The multitasking OS part is, I think, a quite overrated as well as romanticized retelling of history, written mostly by younger retro nerdlingers with roided-out (largely anachronistic) machines, on top of members of the Old Breed that sometimes still fight the Platform War. I can understand that. If Apple and Google won the hardware race by way of elimination with their to me rather miserable offerings, I'd most likely not be in the best of moods either, lol.

> Nothing beats a vertical computer company who has control of the operating system and the hardware that is the edge that Apple has over its competition [...]

Speed and overspecialization/overintegration are not everything. Especially old Amiganers should have learned that lesson by now...

Oddly enough, Apple made exactly one machine I really liked to use: the Newton MessagePad. The rest of their merchandise has been, through the bank, inferior given my specific preferences and use cases. The same goes for all iterations of their mainline operating systems. What remains is a bit of a soft spot for the Apple IIc. Just on account of its really lovely looks.

spankibalt··on The IBM PC, Part 1: Arrival
> It’s close enough. 1990 was pretty much the start of the end of Commodore and Atari.

I got the same impression from the German trade press in 1991, which emphasized the openness, adaptability and standardization of the whole PC platform. I've learned a long time ago that the way to the truth is the way "through the archives"... anecdotes only go so far, and many markets differed wildly, even locally. In my personal circle in big city East Germany, the PC reigned supreme; Amigas were virtually nonexistant, albeit the machines being a huge hit in Germany, especially in the West. For us Easterners most of that can be traced back to accumulated pre-Wende experience with two main general-purpose computing platforms: Z80- as well as x86-machines (clones).

And I've yet to read a thorough, balanced, and clear-eyed comparative analysis of the Amiga and PC (as well as other) platforms, i. e. one that includes some serious market analysis.

spankibalt··on 98.css
> Flat design is so ridiculous.

Flat, or quasi-flat (minimalistic/brutalist), design is fantastic if one makes use of appropriate visual discriminators, e. g. shadows, outlines, contrasts etc. Less is more here. Which makes this design philosophy clash with Apple's, Google's, or their imitators, oversaturated Fisher-Price playdough-UIs.

spankibalt··on Amiga 1000: Ten years ahead of its time
> Amiga was basically the poor man's UNIX-like workstation when you couldn't afford to shell out somewhere between 10k and 100k for a NeXT, Sun or SGI workstation.

Or 6K (1.5K used in 92/93) for a well-specced 386 that can actually run UNIX, multiple DOS versions (including preemptive multitaskers), OS/2, Windows (3.x/NT). And that's just the surface of the mainstream.

> But where the Amiga really was ahead was in software, [...].

You confuse "software" for your specific preferences in GUIs. And software? The PC software catalog in DOS alone towers over Amigas, with a couple of notable outliers (the odd exclusive here and there, especially in cost-effective video production).

> The 256 color mode only really made sense when coupled with a powerful enough CPU which had enough oompfh to update each pixel each frame (for instance Doom's recommended spec was a 486).

Yeah, like 2D platformer Stormlord (VGA version released in 1989) or Red Baron (1990). Played the latter first in VGA on a 286. Ran smooth. Amiga 500? Stutterfest. The game that allegedly sold more 386 machines than any other? Wing Commander. 1990. The late OCS port was technically inferior. Yeah, yeah, I know. 2.5D only counts when one invokes Doom.

spankibalt··on Amiga 1000: Ten years ahead of its time
The PC made it. Decisively and on all accounts. Save one. You Amiga nerdlingers got adequate enough hardware in them nice wedge-style keyboard computer cases (i. e. not counting Amiga buckets).

AFAIK the highest high a (vintage) PC reaches here is the Japanese Epson PC-286C with a 486SLC CPU and the matching FasMath FPU upgrade. Time to change that. :)

spankibalt··on Amiga 1000: Ten years ahead of its time
> The A3000 had a ficker fixer.

That's demonstratably false. But the A3000 was a ficker fixer.

spankibalt··on Judge a book by its first pages
> But, the counterargument to this is if it helps people start books, [...].

It certainly doesn't. Not that it matters to people who love reading books, for they know judging a whole book by its first page(s), or based on some formula extracted from one of those silly self-improvement tomes, is just ridiculous (especially the latter reminiscent of "Pritchard's graph" from Dead Poets Society).

spankibalt··on Judge a book by its first pages
Another day, another rotten candy apple for giggling postliterates.
spankibalt··on We Are the Last People Who Know How It Works
The average user didn't have "to mess much" with that in DOSland either. Most of that is just false memory.

IRQ settings? Pffft. Cards came factory-configured to a default that was then detected by the setup routine of any game coded in a merely competent enough fashion. And you were free to change the jumper config on the card... which obviously meant you had to change it accordingly in a game's (or application's) setup config. It's all in the manual. Et cetera.

That indeed teached you at least a modicum of working basic literacy of how some of the systems in your computer worked. Back then, I never heard PC people bitching about these trivialities. That came much later, often in form of lamentations of still bitter Amiga nerdlingers, confused "retro" gamers, or (other) computer illiterates.

spankibalt··on Starring the Computer
Of course: [https://www.starringthecomputer.com/feature.html?f=10]
spankibalt··on Starring the Computer
"A machine of this make was Yelena's choice to confirm Xander's car payment and facilitate image uploads of Yorgi's safe!"
spankibalt··on Wing Commander IV and the FMV future that never quite was
> [...] because interactive and non-interactive forms of storytelling have different narrative needs and require different approaches.

Which can be blended and remixed successfully. The follow-up, Prophecy, is a clear testament to that (while another family member, The Darkening, was a total disaster). The only reason Wing Commander IV feels rough around the edges is because of the still immature emergent multimedia technology, some problematic game mechanics, and related design as well as narrative choices.

spankibalt··on David Potter, founder of Psion, dead at 82
RIP.

> When I posted a notice of his death on Bluesky, Shane McKee, a consultant in genetic medicine in Northern Ireland, responded: “I'm still using my Psion Series 5mx daily.”

Psion's little marvels were (and in some instances still are) the backbone of many outfits in my industry, especially smaller ones.

spankibalt··on The Vespa at 80
> And that can be a problem. Especially in a city like, say, Vienna, where people just do not check before they cross some of these little cosy streets.

And not just that: Street's full of smombies, already keeping in mind that the situation awareness of the average pedestrian is a joke to begin with.

Also... mopeds and scooters are not a problem here in big-city Europe, they blend virtually completely into the vehicle hum, with two notable outliers: a) asshole mods, and b) the odd classic, two-stroke sewing machine. But even then, there's many other vehicles much louder than scooters. In the countryside they might be more of burden, for obvious reasons.

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