The PC-98, a Japanese personal computer dominant throughout the 80s and 90s, fostered a unique and isolated software ecosystem. Its high resolution graphics, driven by the needs of Japanese text display, and proprietary architecture resulted in a wealth of distinctive games and applications rarely seen elsewhere. While expensive compared to IBM compatibles, its popularity in Japan stemmed from early adoption by businesses and a snowballing effect of software development tailored specifically to its hardware. This created a closed-loop system where the PC-98 thrived, insulated from the global PC market, eventually giving way to more standardized platforms in the late 90s. Its legacy, however, remains a fascinating example of a parallel computing world.
Multipaint is a web-based drawing tool that simulates the color palettes and technical limitations of retro computing platforms like the Commodore 64, NES, Game Boy, and Sega Genesis/Mega Drive. It allows users to create images using the restricted color sets and dithering techniques characteristic of these systems, offering a nostalgic and challenging artistic experience. The tool features various drawing instruments, palette selection, and export options for sharing or further use in projects.
Hacker News users generally praised Multipaint for its clever idea and execution, with several expressing nostalgia for the limitations of older hardware palettes. Some discussed the technical challenges and intricacies of working within such constraints, including dithering techniques and color banding. A few commenters suggested potential improvements like adding support for different palettes (e.g., Amiga, EGA) and implementing features found in classic paint programs like Deluxe Paint. Others appreciated the educational aspect of the tool, highlighting its value in understanding the limitations and creative solutions employed in older games and graphics. The overall sentiment is positive, viewing Multipaint as a fun and insightful way to revisit the aesthetics of retro computing.
The Amiga 600, initially met with disappointment due to its perceived regression from the Amiga 500 Plus – lacking a numeric keypad, expansion options, and a real floppy drive – has become a retro favorite. Its compact size, built-in PCMCIA slot (offering exciting expansion possibilities despite initial limitations), and affordability contributed to its eventual popularity. While initially overshadowed by the more powerful Amiga 1200, the A600's simplicity and ease of use, along with a growing community developing software and hardware enhancements, solidified its place as a beloved and accessible entry point into the Amiga world. Its small footprint also makes it a convenient and portable retro gaming option today.
Hacker News users discussed the Amiga 600's initial lukewarm reception and its current retro appeal. Several commenters pointed to its awkward positioning in the Amiga lineup, being more expensive yet less expandable than the Amiga 500 while also lacking the power of the Amiga 1200. Some felt its small size was a drawback, making upgrades difficult. However, others appreciated its compact form factor and built-in floppy drive. The lack of a numeric keypad was also a frequent complaint. The overall sentiment reflected a re-evaluation of the Amiga 600, acknowledging its initial flaws while also recognizing its strengths as a compact and affordable entry point into the Amiga ecosystem for modern retro enthusiasts. The discussion also touched upon the broader context of Commodore's mismanagement and the Amiga's ultimate demise.
This paper introduces Visual Key-Value (KV) Cache Quantization, a technique for compressing the visual features stored in the key-value cache of multimodal large language models (MLLMs). By aggressively quantizing these 16-bit features down to 1-bit representations, the memory footprint of the visual cache is significantly reduced, enabling efficient storage and faster retrieval of visual information. This quantization method employs a learned codebook specifically designed for visual features and incorporates techniques to mitigate the information loss associated with extreme compression. Experiments demonstrate that this approach maintains competitive performance on various multimodal tasks while drastically reducing memory requirements, paving the way for more efficient and scalable deployment of MLLMs.
HN users discuss the tradeoffs of quantizing key/value caches in multimodal LLMs. Several express skepticism about the claimed performance gains, questioning the methodology and the applicability to real-world scenarios. Some point out the inherent limitations of 1-bit quantization, particularly regarding accuracy and retrieval quality. Others find the approach interesting, but highlight the need for further investigation into the impact on different model architectures and tasks. The discussion also touches upon alternative quantization techniques and the importance of considering memory bandwidth alongside storage capacity. A few users share relevant resources and personal experiences with quantization in similar contexts.
The blog post "The Most Mario Colors" analyzes the color palettes of various Super Mario games across different consoles. It identifies the most frequently used colors in each game and highlights the evolution of Mario's visual style over time. The author extracts pixel data from sprites and backgrounds, processing them to determine the dominant colors. The analysis reveals trends like the shift from brighter, more saturated colors in earlier games to slightly darker, more muted tones in later titles. It also demonstrates the consistent use of specific colors, particularly variations of red, brown, and blue, across multiple games, showcasing the iconic color palette associated with the Mario franchise.
Several Hacker News commenters discussed the methodology used in the original blog post, pointing out potential flaws like the exclusion of certain games and the subjective nature of color selection, especially with sprite limitations. Some users debated the specific colors chosen, offering alternative palettes or highlighting iconic colors missing from the analysis. Others appreciated the nostalgic aspect and the technical breakdown of color palettes across different Mario games, while some shared related resources and personal experiences with retro game color limitations. The overall sentiment leaned towards finding the blog post interesting, though not scientifically rigorous. A few commenters also questioned the practicality of such an analysis.
Windows 95's setup process involved three distinct operating systems to ensure a smooth transition and maximize compatibility. It began booting from a DOS-based environment to provide basic hardware access and initiate the installation. Then, a minimal Windows 3.1-like environment took over, offering a familiar GUI for interacting with the setup program and allowing access to existing drivers. Finally, the actual Windows 95 operating system was installed and booted, completing the setup process and providing the user with the full Windows 95 experience. This multi-stage approach allowed the setup program to manage the complex transition from older systems while providing a user-friendly interface and maintaining compatibility with existing hardware and software.
Hacker News commenters discuss the complexities of Windows 95's setup process and the reasons behind its use of MS-DOS, a minimal DOS-based environment, and a pre-installation environment. Several commenters highlight the challenges of booting and managing hardware in the early 90s, necessitating the layered approach. Some discuss the memory limitations of the era, explaining the need to unload the DOS environment to free up resources for the graphical installer. Others point out the backward compatibility requirements with existing MS-DOS systems and applications as another driving factor. The fragility of the process is also mentioned, with one commenter recalling the frequency of setup failures. The discussion touches upon the evolution of operating system installation, contrasting the Windows 95 method with more modern approaches. A few commenters share personal anecdotes of their experiences with Windows 95 setup, recalling the excitement and challenges of the time.
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https://news.ycombinator.com/item?id=44076501
Hacker News users discuss the unique characteristics of Japan's PC-98, praising its high-quality sound and graphics for its time. Several commenters reminisce about using the platform, highlighting specific games and the distinct experience of Japanese computing culture during that era. Some lament the lack of PC-98 emulation options compared to other retro platforms, citing technical challenges in accurately replicating the system's intricacies. Others delve into the technical specifications, explaining the reasons behind the platform's isolation and the challenges it posed for international developers. The discussion also touches on the eventual decline of the PC-98, attributing it to the rising popularity of IBM PC compatibles and Windows 95. Several users shared links to relevant resources like emulators, ROM archives, and technical documentation for those interested in exploring the PC-98 further.
The Hacker News post titled "The world of Japan's PC-98 computer," linking to an article on strangecomforts.com, has generated a healthy discussion with several insightful comments.
Many commenters reminisce about their experiences with the PC-98, painting a picture of a unique and fascinating ecosystem. One commenter fondly recalls encountering the PC-98 in the early 90s, captivated by its vibrant 16-color graphics and distinct sound capabilities, particularly in games like Ys I & II. This commenter also highlights the system's impressive processing power for its time and its prevalence in Japanese businesses.
Another commenter emphasizes the PC-98's role as a catalyst for the burgeoning Japanese game development scene, particularly for doujin games and visual novels. They note that the relative affordability and accessibility of the PC-98 hardware and software, compared to other platforms like the Macintosh, facilitated a boom in independent game creation. This fostered a vibrant community and ultimately contributed to the distinctive style and themes prevalent in many Japanese games even today.
The discussion also touches upon the technical specifications of the PC-98, with one user delving into the specifics of its graphics capabilities, explaining the limitations of its color palette and the techniques developers employed to overcome these restrictions and create visually appealing games. The commenter also clarifies that the PC-9801's graphical capabilities evolved over time, with later models offering improved color depth and resolution.
Several commenters discuss the challenges of emulating PC-98 games today, noting the complexities of accurately replicating the system's unique architecture and sound hardware. This difficulty contributes to the relative obscurity of many classic PC-98 titles outside of Japan.
One user expresses a desire to see more preservation efforts focused on the PC-98's software library, arguing for its historical significance and its influence on the broader landscape of Japanese computing and gaming.
Finally, the conversation also branches into the broader context of Japanese computing history, with some commenters comparing the PC-98 to other Japanese platforms of the era and discussing the factors that contributed to its dominance in the Japanese market. One commenter specifically notes the parallel existence of a strong NEC PC-88/98 ecosystem and a separate MSX standard ecosystem in Japan, highlighting the fragmented nature of the Japanese personal computer market at the time. They posit that a similar split occurred in word processing software, with Japanese word processors evolving on a separate trajectory from the rest of the world.