Amiga 3000UX and Sun: A Deal That Never Was?

2025-07-05

This article investigates unsubstantiated rumors of a deal between Amiga 3000UX and Sun Microsystems. Conflicting accounts from Commodore engineers Dave Haynie and Bryce Nesbitt—one claiming Sun's interest in OEMing the Amiga 3000UX, the other suggesting Commodore's attempt to license Amiga UNIX to Sun—are analyzed. The author casts doubt on these narratives by examining the market and technological context, suggesting they are likely embellished internal rumors. The article concludes that a lack of concrete evidence prevents confirmation of a substantial deal; joint marketing efforts are a more plausible explanation.

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Tech

How Doom Didn't Kill the Amiga (But Maybe Commodore Did)

2025-07-03

This is a nostalgic account of an Amiga enthusiast's journey, exploring the rise and fall of the Amiga platform. The author, captivated by the Amiga 500 since 1988, remained loyal despite the PC's rise, upgrading their Amiga over the years. The article argues that Doom wasn't the killer app that brought down the Amiga, but rather the PC's economies of scale and standardization, coupled with Commodore's strategic missteps. While the Amiga boasted superior graphics and multitasking, it ultimately lost out to cheaper, more powerful PC hardware and a larger software ecosystem. The author's personal experience highlights the Amiga's strengths and the challenges Commodore faced in competing with the PC's dominance.

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Game

Is Another AI Winter Coming?

2025-05-19

This article explores the current state of artificial intelligence, arguing that current expectations are overly optimistic. From the failed machine translation projects of the 1960s to the limitations of Large Language Models (LLMs) today, the author contends that while AI finds application in specific areas like medical image recognition, it remains far from a true 'thinking machine'. LLMs suffer from 'hallucinations,' frequently generating false information requiring extensive human fact-checking, a significant gap between reality and hype. Current AI applications in customer service and code assistance show promise but their profitability and broad applicability remain unproven. The author suggests that given the changing economic climate and inherent limitations of the technology, the AI field may face another 'winter'.

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Nostalgia Trip: Why Early Computers Were More Fun

2025-04-18

This article explores why older generations find early computers more enjoyable than modern ones. The author argues that the simplicity and limitations of early hardware – slow processors, low resolutions, limited memory – forced creative problem-solving, making the experience more engaging. The largely text-based internet fostered stronger human interaction, lacking the pervasive advertising and passive content consumption of today. The author posits that the appeal lay in the exclusivity; only those truly passionate about computers invested the time, creating a tight-knit community. As computers became ubiquitous and user-friendly, this unique aspect faded, replaced by accessibility but at the cost of depth and challenge.

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AmigaDOS String Interpolation: Beyond {} Braces

2025-03-22

This blog post explores the flexibility and quirks of string interpolation in AmigaDOS shell scripts. While AmigaDOS defaults to using `<` and `>` for interpolation, it allows customization via `.BRA` and `.KET` directives. Experiments demonstrate the successful use of various character pairs, including printable and non-printable ASCII characters (like BEL and NAK). This highlights the robustness of the AmigaDOS script parser and its resilience in handling unusual input.

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Development string interpolation

The Past, Present, and Uncertain Future of Desktop UI Design

2025-03-18

From Engelbart's 1968 'Mother of All Demos' to today's touchscreen ubiquity, this article traces the evolution of desktop user interface design. Examining iconic examples like the Xerox Alto and Sun Starfire, it explores visions for future UIs, including touch, voice control, and infinite canvases. However, the author argues many innovations haven't been true improvements, adding friction instead. The article concludes that the future of desktop UI might not be radical reinvention, but rather incremental refinement of existing designs, emphasizing consistency and familiarity over novelty.

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Cracks, Demos, and the Fuzzy Copyright of the Demoscène

2025-03-17

This article explores the long-standing ambiguity surrounding copyright within the demoscene. Since the heyday of Amiga and C64 game cracking in the 1980s, a complex relationship has existed between cracking groups and demo production groups. While cracking was commonplace, even seen by some as a rebellion against expensive games, the demoscene itself has a zero-tolerance policy for plagiarism among its members. Using examples like Unit A and The Movers' cracktros, the article highlights this paradoxical culture, discussing how former crackers coexist with game companies in commercial game development, and how to view originality, code sharing, and AI-generated art. Ultimately, the article points out that the demoscene's understanding of copyright is fluid and ever-changing, lacking clear rules, relying instead on unwritten norms and community consensus.

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Game cracking

The Sickest Amiga Setup at GERP 2025

2025-02-08

At GERP 2025, a modified Amiga 1200 stole the show. This wasn't just any Amiga; it served as the competition hub, running entries and connected to a VCR, CRT TV, and genlock for multi-source video output to a large screen. Boasting a 68060 accelerator, ample RAM, and a network card, it even leveraged a Raspberry Pi for modern connectivity. More than a retro machine, this Amiga 1200 was a demoscene powerhouse, highlighting the enduring appeal and expandability of the Amiga platform.

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Game demoparty