#macintosh — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #macintosh, aggregated by home.social.
-
I stood in front of this little machine and was completely mesmerized.
Apple Macintosh Classic II (1991) - the very last black-and-white compact Macintosh Apple ever made.
9-inch monochrome screen, 16 MHz 68030 processor, perfect all-in-one design. Even after 35 years it still looks incredibly clean, elegant and timeless.
Sometimes the old machines have a "soul" that modern computers just can't replicate anymore.
Or it's just me getting old now 🥲#Macintosh #VintageApple #RetroComputing #AppleHistory #History #Computer #Apple #Mac #Museum #Blog #Thoughts
-
Bought an #SSD Upgrade to the #Powerbook G4 12" 1.5GHz
- chenyang mSATA Mini SATA SSD to IDE 44Pin
- Transcend MSA230 128GB mSATA SSDOpening up this computer takes some commitment. And while I was in there I also lubricated the CPU fan to fix some noise. Then booted the computer from an external #Firewire disk and restored the #Sorbert Leopard image.
#VintageMac #Retrocomputing #PPC #PowerbookG4 #G4 #msata #Macintosh #PowerPC #osx
-
Bought an #SSD Upgrade to the #Powerbook G4 12" 1.5GHz
- chenyang mSATA Mini SATA SSD to IDE 44Pin
- Transcend MSA230 128GB mSATA SSDOpening up this computer takes some commitment. And while I was in there I also lubricated the CPU fan to fix some noise. Then booted the computer from an external #Firewire disk and restored the #Sorbert Leopard image.
#VintageMac #Retrocomputing #PPC #PowerbookG4 #G4 #msata #Macintosh #PowerPC #osx
-
Bought an #SSD Upgrade to the #Powerbook G4 12" 1.5GHz
- chenyang mSATA Mini SATA SSD to IDE 44Pin
- Transcend MSA230 128GB mSATA SSDOpening up this computer takes some commitment. And while I was in there I also lubricated the CPU fan to fix some noise. Then booted the computer from an external #Firewire disk and restored the #Sorbert Leopard image.
#VintageMac #Retrocomputing #PPC #PowerbookG4 #G4 #msata #Macintosh #PowerPC #osx
-
Bought an #SSD Upgrade to the #Powerbook G4 12" 1.5GHz
- chenyang mSATA Mini SATA SSD to IDE 44Pin
- Transcend MSA230 128GB mSATA SSDOpening up this computer takes some commitment. And while I was in there I also lubricated the CPU fan to fix some noise. Then booted the computer from an external #Firewire disk and restored the #Sorbert Leopard image.
#VintageMac #Retrocomputing #PPC #PowerbookG4 #G4 #msata #Macintosh #PowerPC #osx
-
Bought an #SSD Upgrade to the #Powerbook G4 12" 1.5GHz
- chenyang mSATA Mini SATA SSD to IDE 44Pin
- Transcend MSA230 128GB mSATA SSDOpening up this computer takes some commitment. And while I was in there I also lubricated the CPU fan to fix some noise. Then booted the computer from an external #Firewire disk and restored the #Sorbert Leopard image.
#VintageMac #Retrocomputing #PPC #PowerbookG4 #G4 #msata #Macintosh #PowerPC #osx
-
I wonder if this is the first #ESP32 to run Flying Toasters? #macintosh #retrocomputing
-
#retrocomputing #vintagecomputing #search #searchengine #frogfind #netscape #gold #apple #macintosh #mac #navigator
Catch of the Day: All that glitters is Netscape Gold! ✨
Hey Retro Fans!
While many of us struggle with gigabyte-heavy browsers today, our bouncer welcomed true web royalty last night at 2:30 AM:Netscape Navigator 3.01Gold on a Mac!
Who remembers the "Gold" edition? Back in 1996, this was the absolute premium standard. Netscape 3.0 Gold didn't just bring improved JavaScript support and LiveAudio; it was the first to feature an integrated WYSIWYG HTML editor ("Netscape Composer"). You could view websites and build them in basically the same window—a dream come true for 90s webmasters!
The fact that this roughly 30-year-old browser is still exploring the web from a classic Mac today and using our search engine is simply wonderful, and exactly the reason FrogFind exists.
Stay retro and surf in gold!
Your FrogFind Team 🐸 -
#retrocomputing #vintagecomputing #search #searchengine #frogfind #netscape #gold #apple #macintosh #mac #navigator
Catch of the Day: All that glitters is Netscape Gold! ✨
Hey Retro Fans!
While many of us struggle with gigabyte-heavy browsers today, our bouncer welcomed true web royalty last night at 2:30 AM:Netscape Navigator 3.01Gold on a Mac!
Who remembers the "Gold" edition? Back in 1996, this was the absolute premium standard. Netscape 3.0 Gold didn't just bring improved JavaScript support and LiveAudio; it was the first to feature an integrated WYSIWYG HTML editor ("Netscape Composer"). You could view websites and build them in basically the same window—a dream come true for 90s webmasters!
The fact that this roughly 30-year-old browser is still exploring the web from a classic Mac today and using our search engine is simply wonderful, and exactly the reason FrogFind exists.
Stay retro and surf in gold!
Your FrogFind Team 🐸 -
#retrocomputing #vintagecomputing #search #searchengine #frogfind #netscape #gold #apple #macintosh #mac #navigator
Catch of the Day: All that glitters is Netscape Gold! ✨
Hey Retro Fans!
While many of us struggle with gigabyte-heavy browsers today, our bouncer welcomed true web royalty last night at 2:30 AM:Netscape Navigator 3.01Gold on a Mac!
Who remembers the "Gold" edition? Back in 1996, this was the absolute premium standard. Netscape 3.0 Gold didn't just bring improved JavaScript support and LiveAudio; it was the first to feature an integrated WYSIWYG HTML editor ("Netscape Composer"). You could view websites and build them in basically the same window—a dream come true for 90s webmasters!
The fact that this roughly 30-year-old browser is still exploring the web from a classic Mac today and using our search engine is simply wonderful, and exactly the reason FrogFind exists.
Stay retro and surf in gold!
Your FrogFind Team 🐸 -
#retrocomputing #vintagecomputing #search #searchengine #frogfind #netscape #gold #apple #macintosh #mac #navigator
Catch of the Day: All that glitters is Netscape Gold! ✨
Hey Retro Fans!
While many of us struggle with gigabyte-heavy browsers today, our bouncer welcomed true web royalty last night at 2:30 AM:Netscape Navigator 3.01Gold on a Mac!
Who remembers the "Gold" edition? Back in 1996, this was the absolute premium standard. Netscape 3.0 Gold didn't just bring improved JavaScript support and LiveAudio; it was the first to feature an integrated WYSIWYG HTML editor ("Netscape Composer"). You could view websites and build them in basically the same window—a dream come true for 90s webmasters!
The fact that this roughly 30-year-old browser is still exploring the web from a classic Mac today and using our search engine is simply wonderful, and exactly the reason FrogFind exists.
Stay retro and surf in gold!
Your FrogFind Team 🐸 -
#retrocomputing #vintagecomputing #search #searchengine #frogfind #netscape #gold #apple #macintosh #mac #navigator
Catch of the Day: All that glitters is Netscape Gold! ✨
Hey Retro Fans!
While many of us struggle with gigabyte-heavy browsers today, our bouncer welcomed true web royalty last night at 2:30 AM:Netscape Navigator 3.01Gold on a Mac!
Who remembers the "Gold" edition? Back in 1996, this was the absolute premium standard. Netscape 3.0 Gold didn't just bring improved JavaScript support and LiveAudio; it was the first to feature an integrated WYSIWYG HTML editor ("Netscape Composer"). You could view websites and build them in basically the same window—a dream come true for 90s webmasters!
The fact that this roughly 30-year-old browser is still exploring the web from a classic Mac today and using our search engine is simply wonderful, and exactly the reason FrogFind exists.
Stay retro and surf in gold!
Your FrogFind Team 🐸 -
More tiny Macs, much much faster on the ESP32 :) #macintosh - #esp32 - #retrocomputing
-
an extremely underrated 2 hour interview with robyn miller by [email protected] several years ago
they provide a walking tour through several of cyan's early titles such as the Manhole, Cosmic Osmo and Spelunx. a live art director's commentary.
what i love the most is how much robyn makes it clear how these games were never built for "gamers" as we understand them now. robyn played very few games, and wasn't familiar with genre expectations.
he and rand just focused on making games that let the player explore a world at their own pace, and all else is secondary to exploration and discovery.
-
an extremely underrated 2 hour interview with robyn miller by [email protected] several years ago
they provide a walking tour through several of cyan's early titles such as the Manhole, Cosmic Osmo and Spelunx. a live art director's commentary.
what i love the most is how much robyn makes it clear how these games were never built for "gamers" as we understand them now. robyn played very few games, and wasn't familiar with genre expectations.
he and rand just focused on making games that let the player explore a world at their own pace, and all else is secondary to exploration and discovery.
-
an extremely underrated 2 hour interview with robyn miller by [email protected] several years ago
they provide a walking tour through several of cyan's early titles such as the Manhole, Cosmic Osmo and Spelunx. a live art director's commentary.
what i love the most is how much robyn makes it clear how these games were never built for "gamers" as we understand them now. robyn played very few games, and wasn't familiar with genre expectations.
he and rand just focused on making games that let the player explore a world at their own pace, and all else is secondary to exploration and discovery.
-
an extremely underrated 2 hour interview with robyn miller by [email protected] several years ago
they provide a walking tour through several of cyan's early titles such as the Manhole, Cosmic Osmo and Spelunx. a live art director's commentary.
what i love the most is how much robyn makes it clear how these games were never built for "gamers" as we understand them now. robyn played very few games, and wasn't familiar with genre expectations.
he and rand just focused on making games that let the player explore a world at their own pace, and all else is secondary to exploration and discovery.
-
an extremely underrated 2 hour interview with robyn miller by [email protected] several years ago
they provide a walking tour through several of cyan's early titles such as the Manhole, Cosmic Osmo and Spelunx. a live art director's commentary.
what i love the most is how much robyn makes it clear how these games were never built for "gamers" as we understand them now. robyn played very few games, and wasn't familiar with genre expectations.
he and rand just focused on making games that let the player explore a world at their own pace, and all else is secondary to exploration and discovery.
-
The entire article is a treasure. I’ve realized that the original core harware and software design team paints a quite different picture of the historic events. Sure, Mac inherited concepts and people from Lisa. But also the Apple II philosophy has played a remarkable role; e.g. save chips to drive down the prise tag.
https://mprove.de/chrono?ll=0,0&q=-0.49633,-0.70786&z=8.39&m=IFbyte-magazine-1984-02-59&s=1&iiif-content=https://iiif.archive.org/iiif/byte-magazine-1984-02/manifest.json -
The entire article is a treasure. I’ve realized that the original core harware and software design team paints a quite different picture of the historic events. Sure, Mac inherited concepts and people from Lisa. But also the Apple II philosophy has played a remarkable role; e.g. save chips to drive down the prise tag.
https://mprove.de/chrono?ll=0,0&q=-0.49633,-0.70786&z=8.39&m=IFbyte-magazine-1984-02-59&s=1&iiif-content=https://iiif.archive.org/iiif/byte-magazine-1984-02/manifest.json -
The entire article is a treasure. I’ve realized that the original core harware and software design team paints a quite different picture of the historic events. Sure, Mac inherited concepts and people from Lisa. But also the Apple II philosophy has played a remarkable role; e.g. save chips to drive down the prise tag.
https://mprove.de/chrono?ll=0,0&q=-0.49633,-0.70786&z=8.39&m=IFbyte-magazine-1984-02-59&s=1&iiif-content=https://iiif.archive.org/iiif/byte-magazine-1984-02/manifest.json -
The entire article is a treasure. I’ve realized that the original core harware and software design team paints a quite different picture of the historic events. Sure, Mac inherited concepts and people from Lisa. But also the Apple II philosophy has played a remarkable role; e.g. save chips to drive down the prise tag.
https://mprove.de/chrono?ll=0,0&q=-0.49633,-0.70786&z=8.39&m=IFbyte-magazine-1984-02-59&s=1&iiif-content=https://iiif.archive.org/iiif/byte-magazine-1984-02/manifest.json -
The entire article is a treasure. I’ve realized that the original core harware and software design team paints a quite different picture of the historic events. Sure, Mac inherited concepts and people from Lisa. But also the Apple II philosophy has played a remarkable role; e.g. save chips to drive down the prise tag.
https://mprove.de/chrono?ll=0,0&q=-0.49633,-0.70786&z=8.39&m=IFbyte-magazine-1984-02-59&s=1&iiif-content=https://iiif.archive.org/iiif/byte-magazine-1984-02/manifest.json -
okay so i found something pretty awesome
the 3d scenes in Myst were all built using a mac modeller/renderer called Strata Vision 3D. i bought a boxed copy of this program with the intention of trying to recreate a model or two in the game, using the original renderer.
the box came with an extra disc - a library of shapes and textures. i noticed on the inside flap of the cd that it apparently included textures from Myst!
unfortunately, it turns out the disc was a demo. you browsed through the library until you found something you wanted, and then called a 1-800# to buy a serial number. you could enter the serial number and instantly have access to that texture.
unfortunately, no one has ever figured out how to crack Strata Clip 3D, and i couldn't figure it out today either.
fortunately, some creative digging turned up the Myst textures. they've been hiding on a Warez cd from 1996 for the past 30 years.
i just managed to load the program into system 7 and it's all there. these are the original textures used to render some areas of Myst. i still need to install Strata Vision to test them out, but afaik this is the first time these original textures have been seen since.
-
okay so i found something pretty awesome
the 3d scenes in Myst were all built using a mac modeller/renderer called Strata Vision 3D. i bought a boxed copy of this program with the intention of trying to recreate a model or two in the game, using the original renderer.
the box came with an extra disc - a library of shapes and textures. i noticed on the inside flap of the cd that it apparently included textures from Myst!
unfortunately, it turns out the disc was a demo. you browsed through the library until you found something you wanted, and then called a 1-800# to buy a serial number. you could enter the serial number and instantly have access to that texture.
unfortunately, no one has ever figured out how to crack Strata Clip 3D, and i couldn't figure it out today either.
fortunately, some creative digging turned up the Myst textures. they've been hiding on a Warez cd from 1996 for the past 30 years.
i just managed to load the program into system 7 and it's all there. these are the original textures used to render some areas of Myst. i still need to install Strata Vision to test them out, but afaik this is the first time these original textures have been seen since.
-
okay so i found something pretty awesome
the 3d scenes in Myst were all built using a mac modeller/renderer called Strata Vision 3D. i bought a boxed copy of this program with the intention of trying to recreate a model or two in the game, using the original renderer.
the box came with an extra disc - a library of shapes and textures. i noticed on the inside flap of the cd that it apparently included textures from Myst!
unfortunately, it turns out the disc was a demo. you browsed through the library until you found something you wanted, and then called a 1-800# to buy a serial number. you could enter the serial number and instantly have access to that texture.
unfortunately, no one has ever figured out how to crack Strata Clip 3D, and i couldn't figure it out today either.
fortunately, some creative digging turned up the Myst textures. they've been hiding on a Warez cd from 1996 for the past 30 years.
i just managed to load the program into system 7 and it's all there. these are the original textures used to render some areas of Myst. i still need to install Strata Vision to test them out, but afaik this is the first time these original textures have been seen since.
-
okay so i found something pretty awesome
the 3d scenes in Myst were all built using a mac modeller/renderer called Strata Vision 3D. i bought a boxed copy of this program with the intention of trying to recreate a model or two in the game, using the original renderer.
the box came with an extra disc - a library of shapes and textures. i noticed on the inside flap of the cd that it apparently included textures from Myst!
unfortunately, it turns out the disc was a demo. you browsed through the library until you found something you wanted, and then called a 1-800# to buy a serial number. you could enter the serial number and instantly have access to that texture.
unfortunately, no one has ever figured out how to crack Strata Clip 3D, and i couldn't figure it out today either.
fortunately, some creative digging turned up the Myst textures. they've been hiding on a Warez cd from 1996 for the past 30 years.
i just managed to load the program into system 7 and it's all there. these are the original textures used to render some areas of Myst. i still need to install Strata Vision to test them out, but afaik this is the first time these original textures have been seen since.
-
okay so i found something pretty awesome
the 3d scenes in Myst were all built using a mac modeller/renderer called Strata Vision 3D. i bought a boxed copy of this program with the intention of trying to recreate a model or two in the game, using the original renderer.
the box came with an extra disc - a library of shapes and textures. i noticed on the inside flap of the cd that it apparently included textures from Myst!
unfortunately, it turns out the disc was a demo. you browsed through the library until you found something you wanted, and then called a 1-800# to buy a serial number. you could enter the serial number and instantly have access to that texture.
unfortunately, no one has ever figured out how to crack Strata Clip 3D, and i couldn't figure it out today either.
fortunately, some creative digging turned up the Myst textures. they've been hiding on a Warez cd from 1996 for the past 30 years.
i just managed to load the program into system 7 and it's all there. these are the original textures used to render some areas of Myst. i still need to install Strata Vision to test them out, but afaik this is the first time these original textures have been seen since.
-
this is not well known, so i thought i'd share this -
way back in 2020, ars released a short interview with rand miller about myst and the challenges of the cd-rom format. it's mildly interesting, but obviously cut from a much larger tapestry.they eventually released the full, 2h interview with rand, but very few people saw it. in the extended version, he talks about the very early days of working with HyperCard, from the Manhole to Cosmic Osmo to Spelunx. he goes into obscene amounts of detail with the constraints of working with HC and 80s/90s macs, writing custom XCMD and XFCNs, building in 3d with StrataVision, and using Debabelizer to build palettes.
he does an amazing job of explaining what the constraints were for computing in that era. for anyone curious about what it was like making games in the 80s/90s, i can think of few other interviews that express the realities and joys of working in confined space so well:
https://www.youtube.com/watch?v=5qxg0ykOcgM
#retrocomputing #macintosh #vintageApple #hypercard #myst #riven
-
this is not well known, so i thought i'd share this -
way back in 2020, ars released a short interview with rand miller about myst and the challenges of the cd-rom format. it's mildly interesting, but obviously cut from a much larger tapestry.they eventually released the full, 2h interview with rand, but very few people saw it. in the extended version, he talks about the very early days of working with HyperCard, from the Manhole to Cosmic Osmo to Spelunx. he goes into obscene amounts of detail with the constraints of working with HC and 80s/90s macs, writing custom XCMD and XFCNs, building in 3d with StrataVision, and using Debabelizer to build palettes.
he does an amazing job of explaining what the constraints were for computing in that era. for anyone curious about what it was like making games in the 80s/90s, i can think of few other interviews that express the realities and joys of working in confined space so well:
https://www.youtube.com/watch?v=5qxg0ykOcgM
#retrocomputing #macintosh #vintageApple #hypercard #myst #riven
-
this is not well known, so i thought i'd share this -
way back in 2020, ars released a short interview with rand miller about myst and the challenges of the cd-rom format. it's mildly interesting, but obviously cut from a much larger tapestry.they eventually released the full, 2h interview with rand, but very few people saw it. in the extended version, he talks about the very early days of working with HyperCard, from the Manhole to Cosmic Osmo to Spelunx. he goes into obscene amounts of detail with the constraints of working with HC and 80s/90s macs, writing custom XCMD and XFCNs, building in 3d with StrataVision, and using Debabelizer to build palettes.
he does an amazing job of explaining what the constraints were for computing in that era. for anyone curious about what it was like making games in the 80s/90s, i can think of few other interviews that express the realities and joys of working in confined space so well:
https://www.youtube.com/watch?v=5qxg0ykOcgM
#retrocomputing #macintosh #vintageApple #hypercard #myst #riven
-
this is not well known, so i thought i'd share this -
way back in 2020, ars released a short interview with rand miller about myst and the challenges of the cd-rom format. it's mildly interesting, but obviously cut from a much larger tapestry.they eventually released the full, 2h interview with rand, but very few people saw it. in the extended version, he talks about the very early days of working with HyperCard, from the Manhole to Cosmic Osmo to Spelunx. he goes into obscene amounts of detail with the constraints of working with HC and 80s/90s macs, writing custom XCMD and XFCNs, building in 3d with StrataVision, and using Debabelizer to build palettes.
he does an amazing job of explaining what the constraints were for computing in that era. for anyone curious about what it was like making games in the 80s/90s, i can think of few other interviews that express the realities and joys of working in confined space so well:
https://www.youtube.com/watch?v=5qxg0ykOcgM
#retrocomputing #macintosh #vintageApple #hypercard #myst #riven
-
this is not well known, so i thought i'd share this -
way back in 2020, ars released a short interview with rand miller about myst and the challenges of the cd-rom format. it's mildly interesting, but obviously cut from a much larger tapestry.they eventually released the full, 2h interview with rand, but very few people saw it. in the extended version, he talks about the very early days of working with HyperCard, from the Manhole to Cosmic Osmo to Spelunx. he goes into obscene amounts of detail with the constraints of working with HC and 80s/90s macs, writing custom XCMD and XFCNs, building in 3d with StrataVision, and using Debabelizer to build palettes.
he does an amazing job of explaining what the constraints were for computing in that era. for anyone curious about what it was like making games in the 80s/90s, i can think of few other interviews that express the realities and joys of working in confined space so well:
https://www.youtube.com/watch?v=5qxg0ykOcgM
#retrocomputing #macintosh #vintageApple #hypercard #myst #riven
-
this is insanely impressive work, and i don’t think i’ve ever seen people talk about it.
lots of us remember Broderbund’s Living Books series from the 90s - like Just Grandma & Me or Arthur’s Teacher Trouble. the cartooning was exquisitely well done, and the voice work was top notch.
they completely disappeared in the late 90s because they were built for 16-bit Win 3.1, and compatibility problems only got worse with every revision of Windows into the 32-bit era
apparently back in 2010, one of the original managers from the Living Books team hired several programmers who had built the runtime. they either had access to the source (likely) or reversed it, bought the rights back from the holders, and released 32 and 64 bit iOS and Android editions of the Living Books titles with tap support and a nice launcher.
this is really, really well done. the art and sound have aged very well despite not having any remastering.
it’s called Wanderful Interactive Storybooks on the play and apple stores. there is a free version with samples from 7 books.
#android #ios #retrogaming #macintosh #win31 #kids #edutainment #multimedia
-
oooo this plex bug made me nuts. this post is for anyone running the plex htpc client on an intel-based mac.
a week ago i swapped in an old mac mini 2012 as a plex media player. it did a perfect job with 1080p.
after five days of flawless operation, it started stuttering, turning the screen magenta on playback, and then inevitably crashing with a meaningless gpu-related crash report.
okay, i thought: nothing has changed with the machine in the past week. it must be some kind of hardware or OS issue that suddenly cropped up.
first stop: check the fan and heatsink to make sure the gpu heatsink hadn't detached. everything good.
okay, so maybe a Catalina compatibility issue magically appeared? i *had* recently upgraded it to the latest macOS security patch, which may have introduced some undisclosed gpu issues. okay, so i upgraded it (via OpenCore Legacy Patcher) to Monterey.
same behaviour. stuttering, 1-3 fps on playback in plex. everything else works great. so... an issue with plex?
i noticed after a few days of playback, Plex had quietly selfupdated. pieces starting to fall together....
... one search later: every person with an older Intel-based mac experiencing the same crashes with 1.71.1 🤬 https://forums.plex.tv/t/htpc-1-71-1-crashes-fails-video-playback/927580
the only solution: downgrade to 1.71.0. (which plex made almost impossible, because it buried its client downloads behind a web API.)
/user/adsyuk1991 did the hard work to scrape their API to pull down the right version. i've uploaded a copy of the binary to IA here: https://archive.org/details/plex-htpc-1.71.0.334-aaf-6bcca-universal
finally - critical last step: stop plex from selfupdating:
- Exit HTPC
- Open
macOS: ~/Library/Application Support/Plex HTPC/plex.iniFind the [debug] section - add one if one does not exist
Add disableUpdater=true directly under the [debug] header
Save your changes
look, i get it plex. no one likes maintaining backwards compatible code forever. but a showstopper of this magnitude *has* to be patched even if it's tiresome.
-
@splorp it was packed this year! Can’t wait for next year!
#vcfpnw
#retrocomputing
#AppleNewton #Macintosh #portable #BeigeTown -
@splorp it was packed this year! Can’t wait for next year!
#vcfpnw
#retrocomputing
#AppleNewton #Macintosh #portable #BeigeTown -
@splorp it was packed this year! Can’t wait for next year!
#vcfpnw
#retrocomputing
#AppleNewton #Macintosh #portable #BeigeTown -
@splorp it was packed this year! Can’t wait for next year!
#vcfpnw
#retrocomputing
#AppleNewton #Macintosh #portable #BeigeTown