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Going faster than memcpy(squadrick.dev)
125 points by snihalani | 63 comments
Getting old Macromedia Director Games to run on modern Hardware(werwolv.net)
78 points by speckx | 15 comments
Blog post describing how the author got childhood Macromedia Director games running on modern hardware by working around old copy-protection mechanisms.
Mergiraf: a syntax-aware merge driver for Git(mergiraf.org)
394 points by p4bl0 | 81 comments
Documentation homepage for Mergiraf, a syntax-aware Git merge driver that resolves merge conflicts using knowledge of language syntax trees.
The scourge of x86 emulation(fex-emu.com)
264 points by dagmx | 74 comments
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Commodore 64 released September 1, 1982(dfarq.homeip.net)
328 points by giuliomagnifico | 173 comments
A blog post on The Silicon Underground recounting the Commodore 64's launch on September 1, 1982, its 64KB of memory, and its sub-$600 price.
The Commodore 64 hardware simulator: break chips and pins, see the results(github.com)
219 points by antirez | 34 comments
GitHub repository for antirez's c64-hw-simulator, a pin-level Commodore 64 hardware simulator that lets users break chips and pins and observe the results.
Porting my 1993 Amiga game to Godot, with an LLM reading the 68000 assembly(babyloniantwins.com)
356 points by rabahs | 123 comments
Developer's blog post on porting his 1993 Amiga game Babylonian Twins, written in 68000 assembly in Baghdad, to the Godot engine with help from an LLM.
Making Graphics Like it's 1993(staniks.github.io)
894 points by sklopec | 150 comments
Personal blog post by Marko Stanic about Catlantean 3D, a side-project game with early-1990s style graphics he plans to release on Steam.
How I fell in love with Erlang(boragonul.com)
366 points by asabil | 215 comments
A personal blog post recounting the author's path from Commodore-64 BASIC to discovering and loving Erlang, starting with how mutable assignment like X = X + 1 confused him.
I love software rendering(jamesfmackenzie.com)
337 points by speckx | 212 comments
A personal blog post by James Mackenzie about his love of software-rendered 3D graphics in classic MS-DOS and PC games like Quake.












