Ich habe gerade eine Einladung zu einem der nächsten Computerclub Treffen für Retro Freunde bekommen. Da lerne ich dann hoffentlich noch einige Gleichgesinnte mehr kennen.
Wer sich dafür interessiert, folgt bitte diesem Link:
This week's game is P.O.D.: Proof of Destruction, a hectic single screen shoot 'em up for Commodore computers (and the ZX Spectrum) with a bit of Jeff Minter energy. Simple as it may be, it's got ideas, and those ideas give it a distinct feel:
My new #MegaWang2000 video board for the #Commodore64 was built by @PCBWayOfficial and worked first time! This board provides RGB565 colour and 32 palette banks each with 256 colours. I'm really happy with the build quality from PCBWay. https://youtu.be/z-Phui5EcDo
Thirty years ago today, #Commodore International declared bankruptcy. Not the #Commodore64, not the #Amiga, and certainly not the #CD32 could save them.
Our fourth #GTW64#Commodore64 update of the year has been published today, where we've hit a magic 2,500 entries in our C64 archive since starting in 1999. Including a number of recent games that seem to have been abandoned and 24 other entries updated:
I asked ChatGPT and another AI to generate qbsh scripts and even gave it commands like CALC and PIP to incorporate. It clearly had bash in the crunchbang. When I suggested it wasn't qbsh, it apologized, removed that line and told me it was more using correct syntax and not "bash built-ins" and hallucinated qbsh commands that don't exist like GREP. It was pretty hilarious.
Close to none of this is true whatsoever. It was partly inspired by #Commodore64, but also by CP/M. And while #qbsh does support basic scripting, it is very much not BASIC compatible with any retro BASIC platform.
qbsh won't teach you to program in #BASIC by using it, even though it is #opensource and written in QBASIC, but to that end, qbsh won't teach you how to code in BASIC any more than #bash will teach you to code in C.
Se avete avuto un #c64 negli anni ottanta lo avete giocato quasi sicuramente su cassetta pirata dell'edicola.
Senza sapere che il suo titolo era "Raid On Bungeling Bay" e che è stato il primo gioco realizzato da Will Wright, il pluripremiato autore di SimCity e The Sims.
Super Stardust almost had a conversion underway of sorts to the #Commodore64, when a prototype of the tunnel section was released in 2016. Requiring a REU, it sadly never had any serious plans to be finished and turned into a proper conversion.