Kicksmash32 is a dual Kickstart ROM replacement for Amiga computers, offering a streamlined way to switch between different Kickstart versions (1.2, 1.3, 2.04, 3.1, 3.2.1). It uses a compact menu activated by holding both mouse buttons during startup, allowing users to select their desired Kickstart ROM without physical hardware modifications. The project is open-source and supports various Amiga models including A500, A600, A1200, and A4000. This simplifies the process of booting into different AmigaOS versions for compatibility with various software and games.
NTATV is a project aiming to port Windows NT 4, along with later versions like Windows XP and Windows Server 2003, to the first-generation Apple TV. This involves creating custom drivers and leveraging the existing PowerPC architecture of the device. The goal is to achieve a functional Windows installation on the Apple TV, providing a unique and retro computing experience. The project is still under development, but progress is being documented, including details on hardware compatibility and the challenges encountered.
Hacker News users discussed the practicality and legality of running Windows NT on the original Apple TV, expressing skepticism about its usefulness given the hardware limitations. Some questioned the legality of distributing modified Apple firmware and using copyrighted Windows components. Others were curious about the technical challenges involved, particularly regarding driver support and performance. There was some interest in the project as a nostalgic exploration of older operating systems, but overall the comments were more focused on the project's limitations and potential legal issues than its potential benefits. A few users speculated about alternative approaches, such as using a virtual machine, which might offer a more efficient way to achieve similar results.
This blog post details the process of emulating an iPhone 11 running iOS 14.4.2 using QEMU, specifically highlighting the complexities involved. The author explains the necessity of using a pre-built kernel and device tree, obtained through a jailbreak, and emphasizes that building these components from source is not currently feasible. The post walks through setting up the necessary files, including the kernel, device tree, ramdisk, and a signed IPSW, and configuring QEMU for ARM virtualization. While the emulation achieves a basic boot, the author acknowledges significant limitations, such as lack of GPU acceleration, networking, and a functional touchscreen, ultimately rendering the emulated environment impractical for general use but potentially useful for low-level debugging or research.
HN commenters generally praised the technical achievement of emulating iOS 14 on QEMU, calling it "impressive" and "quite a feat." Some discussed the potential for security research and malware analysis, while others speculated about the possibility of running iOS apps on other platforms, though acknowledging Apple's legal stance against this. Several commenters questioned the practicality and performance of the emulation, pointing out the slow speed and limited hardware support. One highlighted the difficulty of getting the GPU to work properly, emphasizing the complexity of fully emulating a modern mobile operating system. The legality of distributing iOS firmware was also a point of discussion.
BrowserCraft allows you to play a near-complete version of Minecraft Classic (specifically version 0.0.23a_01) directly in your web browser, thanks to the CheerpJ Java to JavaScript/WebAssembly compiler. It requires no installation or plugins, boasting full multiplayer support and even the ability to connect to existing Java Minecraft Classic servers. While aiming for feature parity with the original client, some differences exist, notably enhanced performance in certain areas and potential discrepancies in rendering. The project is open-source and actively being developed, welcoming community contributions.
HN commenters express excitement and curiosity about the technical implementation of a Java Minecraft clone running in the browser. Several discuss the clever use of CheerpJ, a Java-to-WebAssembly compiler, noting its surprisingly good performance and suitability for CPU-bound tasks like Minecraft's game logic. Some commenters raise concerns about performance bottlenecks, particularly related to rendering and garbage collection, while others offer potential optimizations. The project's open-source nature and availability on GitHub are praised, with some expressing interest in contributing. A few commenters reminisce about similar projects in the past, comparing their performance and approaches. The overall sentiment is positive, with the project viewed as an impressive technical feat and a promising demonstration of WebAssembly's capabilities.
MAME 0.276, the latest version of the Multiple Arcade Machine Emulator, adds support for several newly dumped arcade games, including previously undocumented titles like "Exciting Hour" and "Monster Bash". This release also features improvements to emulation accuracy for various systems, such as Sega Model 2 and Taito X-System, addressing graphical glitches and sound issues. Furthermore, 0.276 includes updates to the internal core, driver optimizations, and bug fixes, enhancing overall performance and stability. The developers encourage users to download the latest version and explore the expanded roster of supported arcade classics.
Hacker News users discussed the new features in MAME 0.276, particularly the improvements to the Apple IIgs driver and the addition of new arcade systems. Some commenters expressed excitement about finally being able to emulate specific Apple IIgs games accurately, while others reminisced about their experiences with these older systems. There was some technical discussion about the challenges of emulating certain hardware and the ongoing work to improve accuracy and performance. Several commenters also appreciated the consistent development and updates to MAME, highlighting its importance in preserving gaming history. Finally, a few users discussed the legal gray area of ROM distribution and the importance of owning original hardware or acquiring ROMs legally.
This blog post details the initial steps in creating a YM2612 emulator, focusing on the chip's interface. The author describes the YM2612's register-based control system and implements a simplified interface in C++ to interact with those registers. This interface abstracts away the complexities of hardware interaction, allowing for easier register manipulation and value retrieval using a structured approach. The post emphasizes a clean and testable design, laying the groundwork for future emulation of the chip's internal sound generation logic. It also briefly touches on the memory mapping of the YM2612's registers and the use of bitwise operations for efficient register access.
HN commenters generally praised the article for its clarity, depth, and engaging writing style. Several expressed appreciation for the author's approach of explaining the hardware interface before diving into the complexities of sound generation. One commenter with experience in FPGA YM2612 implementations noted the article's accuracy and highlighted the difficulty of emulating the chip's undocumented behavior. Others shared their own experiences with FM synthesis and retro gaming audio, sparking a brief discussion of related chips and emulation projects. The overall sentiment was one of excitement for the upcoming parts of the series.
Retro Boy is a simple Game Boy emulator written in Rust and compiled to WebAssembly, allowing it to run directly in a web browser. It features a basic but functional graphical user interface and supports sound, offering a playable experience for a selection of ROMs. While not aiming for perfect accuracy or advanced features, it focuses on clean code and serves as a learning project showcasing Rust and WebAssembly for emulation.
Hacker News users generally praised the Retro Boy emulator for its clean Rust implementation and WebAssembly deployment. Several commenters appreciated the project's simplicity and educational value, seeing it as a good starting point for learning emulator development or Rust. Some discussed performance aspects of WebAssembly and the challenges of accurate emulation. A few users compared it favorably to other Game Boy emulators and highlighted the benefits of Rust's safety features for this type of project. Others pointed out the clever use of a single match
statement in the CPU emulation code. The developer's engagement in the comments, answering questions and acknowledging feedback, was also positively received.
The author details the process of creating a ZX Spectrum game from scratch, starting with C code for core game logic. This C code was then manually translated into Z80 assembly, a challenging process requiring careful consideration of memory management and hardware limitations. After the assembly code was complete, they created a loading screen and integrated everything into a working .tap
file, the standard format for Spectrum games. This involved understanding the intricacies of the Spectrum's tape loading system and manipulating audio frequencies to encode the game data for reliable loading on original hardware. The result was a playable game demonstrating a complete pipeline from high-level language to a functional retro game program.
Hacker News users discuss the impressive feat of converting C code to Z80 assembly and then to a working ZX Spectrum tape. Several commenters praise the author's clear explanation of the process and the clever tricks used to optimize for the Z80's limited resources. Some share nostalgic memories of working with the ZX Spectrum and Z80 assembly, while others delve into technical details like memory management and the challenges of cross-development. A few highlight the educational value of the project, showing the direct connection between high-level languages and the underlying hardware. One compelling comment thread discusses the efficiency of the generated Z80 code compared to hand-written assembly, with differing opinions on whether the compiler's output could be further improved. Another interesting exchange revolves around the practical applications of such a technique today, ranging from embedded systems to retro game development.
This project aims to port Windows NT 4.0 to the Nintendo GameCube and Wii. It utilizes a custom HAL (Hardware Abstraction Layer) built upon the already existing Wii and GameCube homebrew scene and leverages existing open-source drivers where possible. While still in its early stages, the project has achieved booting to the NT kernel and displaying the blue screen. Significant challenges remain, including implementing proper drivers for the consoles' unique hardware and optimizing performance. The goal is to eventually create a fully functional NT 4.0 environment on these platforms, showcasing the operating system's adaptability and offering a unique retro-computing experience.
Hacker News users discuss the "entii-for-workcubes" project, expressing fascination with the technical challenge and achievement of porting Windows NT 4 to the GameCube and Wii. Several commenters reminisce about the era of NT 4 and its perceived robustness. Some discuss the limitations of the port, like slow performance and lack of sound, acknowledging the hardware constraints. Others speculate about potential uses, such as retro gaming or running period-specific software. The practicality is questioned, with many recognizing it more as a fun technical exercise than a genuinely useful tool. There's also discussion of the legal implications of using copyrighted BIOS files. The project's clever name, a play on "Nintendo" and "entities," receives positive remarks.
Eli Lipsitz has introduced Game Bub, an open-source handheld console built around a Field-Programmable Gate Array (FPGA) designed for accurate retro game emulation. Unlike software emulation, the FPGA hardware recreates the original consoles' logic, offering cycle-accurate performance. The device features a 3.5-inch LCD, familiar gamepad controls, and a MicroSD card slot for ROMs. All design files, including the hardware schematics, FPGA code, and 3D-printable case designs, are available on GitHub, enabling others to build, modify, and improve the project. While currently focused on Game Boy, Game Boy Color, and Game Boy Advance titles, future expansion to other systems is possible.
Hacker News users discussed the Game Bub, an open-source FPGA retro emulation handheld. Several commenters expressed excitement about the project, praising its open-source nature and the potential for customization. Some questioned the choice of using an iCE40 FPGA, considering its limited resources compared to other options, particularly for more demanding systems like the PlayStation. The project's reliance on a soft CPU core for some systems also drew some skepticism about performance. Others raised concerns about battery life and the overall cost, but many remained optimistic about the Game Bub's potential, especially for simpler 8-bit and 16-bit systems. There was interest in seeing future updates and improvements to the project.
RetroFab lets you experience classic electronic games like handheld LCD titles and LED tabletop games in a new way. It provides playable 3D simulations of these vintage devices, complete with accurate logic and visuals, capturing the charm of the original hardware. Users can browse a library of built-in games or even design and play their own creations using a visual editor, effectively emulating the experience of building circuits for these devices. RetroFab aims to preserve and share the joy of these often-forgotten gaming experiences in an interactive and accessible format.
Hacker News users discussed RetroFab's impressive emulation accuracy and attention to detail, particularly regarding the CRT simulation. Some debated the value of simulating the imperfections of older hardware, with some arguing it enhances the nostalgic experience while others found it unnecessary or even detrimental. Several commenters expressed excitement about using the software for educational purposes, like teaching electronics and reverse engineering. The legality of distributing ROMs was also touched upon, with a reminder that users are responsible for acquiring ROMs legally. Finally, there was praise for the developer's technical skills and the use of WebGL for accessibility. Some wished for features like save states and improved UI navigation, but overall, the response was positive, appreciating the unique approach to emulation.
PlayStation 2's backwards compatibility with PS1 games wasn't a simple software emulation. Sony engineer Matt Doherty reveals the PS2 hardware incorporated a full PS1 CPU, dubbed the "IOP," alongside the PS2's "Emotion Engine." This dual-core approach, while costly, provided near-perfect compatibility without the performance issues of emulation. The IOP handled PS1 game logic, graphics, and sound, sending the final video output to the PS2's Graphics Synthesizer. Minor compatibility hiccups stemmed from differences in CD-ROM drives and memory card access speeds. Doherty highlights challenges like fitting the IOP onto the already complex PS2 motherboard and ensuring smooth handoff between the two processors, emphasizing the tremendous engineering effort that went into making the PS2 backward compatible.
Hacker News commenters generally praised the article for its technical depth and the engineer's clear explanations of the challenges involved in achieving PS1 backwards compatibility on the PS2. Several commenters with hardware engineering backgrounds offered further insights into the complexities of hardware/software integration and the trade-offs involved in such projects. Some discussed the declining trend of backwards compatibility in newer consoles, attributing it to increasing complexity and cost. A few nostalgic comments reminisced about their experiences with the PS2 and its extensive game library. Others pointed out interesting details from the article, like the use of an interpreter for PS1 games and the clever way the engineer handled the different memory architectures. The engineer's pragmatic approach and dedication to quality were also frequently commended.
Vic-20 Elite is a curated collection of high-quality games and demos for the Commodore VIC-20, emphasizing hidden gems and lesser-known titles. The project aims to showcase the system's potential beyond its popular classics, offering a refined selection with improved loading speeds via a custom menu system. The collection focuses on playability, technical prowess, and historical significance, providing context and information for each included program. Ultimately, Vic-20 Elite strives to be the definitive curated experience for enthusiasts and newcomers alike, offering a convenient and engaging way to explore the VIC-20's diverse software library.
HN users discuss the impressive feat of creating an Elite-like game on the VIC-20, especially given its limited resources. Several commenters reminisce about playing Elite on other platforms like the BBC Micro and express admiration for the technical skills involved in this port. Some discuss the challenges of working with the VIC-20's memory constraints and its unique sound chip. A few users share their own experiences with early game development and the intricacies of 3D graphics programming on limited hardware. The overall sentiment is one of nostalgia and appreciation for the ingenuity required to bring a complex game like Elite to such a constrained platform.
This blog post details a modern approach to building a functional replica of a Sinclair ZX80 or ZX81 home computer. The author advocates using readily available components like an Arduino Nano, a PS/2 keyboard, and a composite video output for a simplified build process, bypassing the complexities of sourcing obsolete parts. The project utilizes a pre-written ROM image and emulates the Z80 CPU via the Arduino, allowing for a relatively straightforward construction and operation of a classic machine. The author provides complete instructions, including schematics, Arduino code, and links to necessary resources, enabling enthusiasts to recreate this iconic piece of computing history.
Commenters on Hacker News largely express nostalgia for the ZX80/81 and similar early home computers, recalling fond memories of learning to program on them and the ingenuity required to overcome their limitations. Several commenters discuss their experiences building replicas or emulating these machines, sharing tips on sourcing components and alternative approaches like using Raspberry Pis. Some debate the historical accuracy of classifying the ZX81 as a "full computer," with others pointing out its significance in democratizing access to computing. A few commenters express interest in the simplicity and elegance of the design compared to modern computers, while others share links to similar retro-computing projects and resources. The overall sentiment is one of appreciation for the ingenuity and historical importance of these early machines.
Someone has rendered the entirety of the original Doom (1993) game, including all levels, enemies, items, and even the intermission screens, as individual images within a 460MB PDF file. This allows for a static, non-interactive experience of browsing through the game's visuals like a digital museum exhibit. The PDF acts as a unique form of archiving and presenting the game's assets, essentially turning the classic FPS into a flipbook.
Hacker News users generally expressed amusement and appreciation for the novelty of rendering Doom as a PDF. Several commenters questioned the practicality, but acknowledged the technical achievement. Some discussed the technical aspects, wondering how it was accomplished and speculating about the use of vector graphics and custom fonts. Others shared similar projects, like rendering Quake in HTML. A few users pointed out potential issues, such as the large file size and the lack of interactivity, while others jokingly suggested printing it out. Overall, the sentiment was positive, with commenters finding the project a fun and interesting hack.
The Mac Mini G4 strikes a sweet spot for classic Mac gaming, balancing performance, affordability, and size. Its PowerPC G4 processor handles early 2000s Mac OS X games well, including some Classic environment titles. While not as powerful as the Power Mac G5, its smaller footprint and lower cost make it more practical. The option for an internal optical drive is beneficial for playing original game discs, and it supports various controllers. Though not perfect due to limitations with certain later-era games and the eventual demise of Rosetta, the Mini G4 remains an excellent entry point for exploring the older Macintosh gaming library.
Hacker News users generally agree with the article's premise that the Mac Mini G4 is a good choice for classic Mac gaming. Several commenters praise its relatively compact size, affordability, and ability to run OS 9 and early OS X, covering a wide range of game titles. Some highlight the ease of upgrading the RAM and hard drive. However, some dissent arises regarding its gaming capabilities compared to earlier PowerPC Macs like the G3 or G4 towers, suggesting they offer superior performance for certain games. Others point to the lack of AGP graphics as a limitation for some titles. The discussion also touches on alternative emulation methods using SheepShaver or Basilisk II, though many prefer the native experience offered by the Mini. Several commenters also share personal anecdotes about their experiences with the Mac Mini G4 and other retro Macs.
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https://news.ycombinator.com/item?id=43666341
Commenters on Hacker News largely expressed excitement and nostalgia for the Amiga, praising the Kicksmash project for its ingenuity and potential. Several users shared their personal experiences with Amiga kickstart ROMs, highlighting the challenges of managing multiple versions for different software and configurations. The convenience of switching between ROMs using a selector was lauded as a major benefit. Some questioned the legality of distributing ROMs, even modified ones, and discussed the nuances of copyright law concerning abandonware. Others delved into technical details, speculating about the possibility of running Kickstart 3.1.4 from RAM and exploring the intricacies of Amiga hardware. A few users also inquired about compatibility with various Amiga models and expansions. The overall sentiment was one of positive interest and appreciation for the project's contribution to the Amiga community.
The Hacker News post titled "Dual Kickstart ROM Replacement for Amiga" sparked a discussion with several interesting comments.
Several users expressed appreciation for the project and its potential. One commenter highlighted the elegance of using a single flash chip to store multiple Kickstart ROMs, eliminating the need for physical switches. They also praised the project's integration with the original Amiga hardware, allowing for a clean installation without significant modifications.
Another user reminisced about their experience with older Amiga models and the challenges of managing multiple Kickstart ROMs. They lauded the project for solving this long-standing issue and simplifying the process of switching between different Kickstart versions. They further inquired about the possibility of including more ROMs beyond the two currently supported.
The project's creator, cdhooper, actively engaged in the comments section, responding to questions and providing additional details. They clarified the compatibility of the project with different Amiga models, confirming support for the A500, A600, and A1200. They also addressed the limitations of using a single flash chip, explaining the trade-offs involved in terms of storage capacity and cost. Furthermore, they discussed the potential for future enhancements, such as adding support for more Kickstart ROMs and improving the user interface.
One commenter raised a concern about the licensing of the Kickstart ROMs, questioning the legality of distributing them as part of the project. The project creator clarified that the project only provides the hardware and software for switching between ROMs, and users are responsible for obtaining their own Kickstart ROM files. They emphasized the importance of respecting copyright laws and encouraged users to acquire the ROMs through legitimate channels.
Another discussion thread focused on the technical aspects of the project. Users inquired about the specifics of the flash chip used, the programming process, and the method for switching between ROMs. The project creator patiently answered these questions, providing detailed explanations and links to relevant documentation. They also discussed the challenges they encountered during development and the solutions they implemented.
Finally, several users expressed interest in purchasing the finished product, inquiring about availability and pricing. The creator indicated that the project is still in development but plans to make it available for purchase in the future. They invited interested users to follow the project on GitHub for updates.