#vintageapple — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #vintageapple, aggregated by home.social.
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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
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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
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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
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Was recently reading about tiny fonts and was reminded of a tiny font called "Jittlov" that I ran across back in the 90’s on a BMUG CD-ROM. I looked it up and was happy to find that a screenshot of the epic ReadMe file has been posted online, it’s worth a look: https://onsug.com/pix/Jittlov_Font_Read_Mes.png
Apparently the creator is well-known for things other than a font https://en.wikipedia.org/wiki/Mike_Jittlov
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Inspired by @fergycool and thanks to some iSight for MacOS 9 driver spelunking by @vga256 I am currently broadcasting a live feed of the Sakurajima volcano erupting on #GlobalTalk via QuickTime Conferencing.
If I’m going to do this again I’m gonna need a longer FireWire cable… the driver is also in trial mode and quits after 30 minutes.
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i just fell in love with an extremely obscure piece of macintosh software that has a 10/10 ui: Calculator Construction Set by dubl-click software
you drag and drop pieces of a calculator: pushbuttons, lcd screens, paper tape printers, and then wire them together using a wiring tool. then you can script in behaviours for every component.
https://macintoshgarden.org/apps/calculator-construction-set
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good night Infinisys.co.jp, and thank you for your 35+ years of selling the official After Dark screen savers and modules. 🫡
here are a few snapshots of their After Dark pages over the past 30 years.
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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.
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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.
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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
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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
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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
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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
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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
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uhhh
is it normal that a Power Mac G4 Digital Audio power supply radiates noticeable warmth even when shut down (but still plugged in) #Macintosh #VintageApple
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There were two versions of Apple's "Star Wars" game for the Apple II. The first version was written by R.J. (Bob) Bishop in 1977. The second version, from 1978, was by Dana Redington. Note that "ammo" has been replaced by "energy," among various other changes. No word on whether Greedo shot first in the later version.
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someone is selling a PowerBook 160 but it has this unusual looking keyboard. was this an original configuration or did these keycaps come from somewhere else? #Macintosh #VintageApple
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Totally unnecessary accessory but still pretty cool.
#vintageapple #macmini -
as far as i know, i found a software preservation zebra this week: this bit of extremely obscure archival work blends together HyperCard, Sierra On-Line and edutainment.
back in the early 90s, a company named EarthQuest started publishing educational reference titles for kids using HyperCard. the early titles were nice hypercard stacks probably drawn in macpaint. this one doesn't depart much from that format, except with nicer art and more creative page layouts
now, here's where things get weird. when saw it on ebay, only one pic buried at the bottom captured my attention: a weird stamped label on the bottom of the box that read Property OF SIERRA with the Half Dome logo. i bought it out of curiosity, and it arrived today.
back in the 90s, the larger game companies routinely maintained their own on-site libraries of competitors' games. Origin Systems in Austin had one. EA Burnaby, when it was known as Distinctive Software, had one. These were kept so marketing folks and developers could get an idea of what other studios were doing.
thing is, i've never seen mention of a library at Sierra On-Line in Oakhurst. the On-Line part of the logo is critical: Time Treks was published in 1992, and this is the year before Sierra moved its corporate offices from Oakhurst, California to Bellevue, Washington.
i have no doubt that there are other games from the Sierra On-Line corporate library somewhere out there, but i've never come across one even once in 30+ years. feel free to share this post with your fellow Sierra collectors :) it would be great if we could figure out where/when the Sierra library existed.
https://macintoshgarden.org/games/time-treks
#hypercard #macintosh #vintageApple #sierraOnline #adventureGames #retrogaming
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as far as i know, i found a software preservation zebra this week: this bit of extremely obscure archival work blends together HyperCard, Sierra On-Line and edutainment.
back in the early 90s, a company named EarthQuest started publishing educational reference titles for kids using HyperCard. the early titles were nice hypercard stacks probably drawn in macpaint. this one doesn't depart much from that format, except with nicer art and more creative page layouts
now, here's where things get weird. when saw it on ebay, only one pic buried at the bottom captured my attention: a weird stamped label on the bottom of the box that read Property OF SIERRA with the Half Dome logo. i bought it out of curiosity, and it arrived today.
back in the 90s, the larger game companies routinely maintained their own on-site libraries of competitors' games. Origin Systems in Austin had one. EA Burnaby, when it was known as Distinctive Software, had one. These were kept so marketing folks and developers could get an idea of what other studios were doing.
thing is, i've never seen mention of a library at Sierra On-Line in Oakhurst. the On-Line part of the logo is critical: Time Treks was published in 1992, and this is the year before Sierra moved its corporate offices from Oakhurst, California to Bellevue, Washington.
i have no doubt that there are other games from the Sierra On-Line corporate library somewhere out there, but i've never come across one even once in 30+ years. feel free to share this post with your fellow Sierra collectors :) it would be great if we could figure out where/when the Sierra library existed.
https://macintoshgarden.org/games/time-treks
#hypercard #macintosh #vintageApple #sierraOnline #adventureGames #retrogaming
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as far as i know, i found a software preservation zebra this week: this bit of extremely obscure archival work blends together HyperCard, Sierra On-Line and edutainment.
back in the early 90s, a company named EarthQuest started publishing educational reference titles for kids using HyperCard. the early titles were nice hypercard stacks probably drawn in macpaint. this one doesn't depart much from that format, except with nicer art and more creative page layouts
now, here's where things get weird. when saw it on ebay, only one pic buried at the bottom captured my attention: a weird stamped label on the bottom of the box that read Property OF SIERRA with the Half Dome logo. i bought it out of curiosity, and it arrived today.
back in the 90s, the larger game companies routinely maintained their own on-site libraries of competitors' games. Origin Systems in Austin had one. EA Burnaby, when it was known as Distinctive Software, had one. These were kept so marketing folks and developers could get an idea of what other studios were doing.
thing is, i've never seen mention of a library at Sierra On-Line in Oakhurst. the On-Line part of the logo is critical: Time Treks was published in 1992, and this is the year before Sierra moved its corporate offices from Oakhurst, California to Bellevue, Washington.
i have no doubt that there are other games from the Sierra On-Line corporate library somewhere out there, but i've never come across one even once in 30+ years. feel free to share this post with your fellow Sierra collectors :) it would be great if we could figure out where/when the Sierra library existed.
https://macintoshgarden.org/games/time-treks
#hypercard #macintosh #vintageApple #sierraOnline #adventureGames #retrogaming
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I hope with a new #CEO at #Apple we can return to the brilliance and insight that former Apple CEOs were known for. E.g. CEOs that knew when the OS quality strategy had gone wrong and knew how to fix it. And when they had entertaining keynote speeches with amusing analogies and graphics (just hear how the audience is laughing, do you hear that anymore?)
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catching up on important developments in the world of multimedia this morning with a 10/10 espresso
when i was 16 there was nothing more exciting than going to the Coles bookstore and dropping $10 on a new issue of CD-ROM Today! The coverdisc was dense with game demos, shareware, educational, reference and productivity applications. my love for edutainment games comes purely from its coverdisc.
best of all, it was a win+mac hybrid, so i could take it to school and play *different* games on the classroom mac LC. i can’t think of a single magazine that had such excellent well-rounded taste in every genre of multimedia
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catching up on important developments in the world of multimedia this morning with a 10/10 espresso
when i was 16 there was nothing more exciting than going to the Coles bookstore and dropping $10 on a new issue of CD-ROM Today! The coverdisc was dense with game demos, shareware, educational, reference and productivity applications. my love for edutainment games comes purely from its coverdisc.
best of all, it was a win+mac hybrid, so i could take it to school and play *different* games on the classroom mac LC. i can’t think of a single magazine that had such excellent well-rounded taste in every genre of multimedia
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catching up on important developments in the world of multimedia this morning with a 10/10 espresso
when i was 16 there was nothing more exciting than going to the Coles bookstore and dropping $10 on a new issue of CD-ROM Today! The coverdisc was dense with game demos, shareware, educational, reference and productivity applications. my love for edutainment games comes purely from its coverdisc.
best of all, it was a win+mac hybrid, so i could take it to school and play *different* games on the classroom mac LC. i can’t think of a single magazine that had such excellent well-rounded taste in every genre of multimedia
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catching up on important developments in the world of multimedia this morning with a 10/10 espresso
when i was 16 there was nothing more exciting than going to the Coles bookstore and dropping $10 on a new issue of CD-ROM Today! The coverdisc was dense with game demos, shareware, educational, reference and productivity applications. my love for edutainment games comes purely from its coverdisc.
best of all, it was a win+mac hybrid, so i could take it to school and play *different* games on the classroom mac LC. i can’t think of a single magazine that had such excellent well-rounded taste in every genre of multimedia
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catching up on important developments in the world of multimedia this morning with a 10/10 espresso
when i was 16 there was nothing more exciting than going to the Coles bookstore and dropping $10 on a new issue of CD-ROM Today! The coverdisc was dense with game demos, shareware, educational, reference and productivity applications. my love for edutainment games comes purely from its coverdisc.
best of all, it was a win+mac hybrid, so i could take it to school and play *different* games on the classroom mac LC. i can’t think of a single magazine that had such excellent well-rounded taste in every genre of multimedia
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after a 4 year hiatus, i finally completed my podcast series on Another World. 🤯
if you're new to the podcast: Multimedia HyperGuide is my love letter to 1990s multimedia CD-ROM games, edutainment and productivity software. each episode is an hour-long dive into a specific game or application.
listen in-browser here:
https://podcast.vga256.compodcast player rss here:
https://podcast.vga256.com/rss.xmlapple podcasts here:
https://podcasts.apple.com/us/podcast/multimedia-hyperguide-windows-3-1-macintosh-and-ms/id1393890581#podcasts #retrogaming #retrocomputing #dosgaming #msdos #win31 #amiga #macintosh #vintageApple
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I had a good time restoring these five Macintosh IIsi, and I learned some things along the way.
I documented my progress at https://tinkerdifferent.com/threads/mac-iisi-repairathon.4923/
The IIsi may not be the coolest Mac of its era, but it deserves to live a long life.
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Made progress on this over the weekend!
It seems to be mostly working (see screenshot of 9 sessions connected at once to a server running on my 16 MHz 68020 Mac IIcx), but I'm still worried about obscure minor bugs like race conditions showing up when I put it live (yeah there are still around 5-9 of us online at any given time on #GlobalTalk Chat even into the end of April!)
To get all the pieces I needed to get it to work, I had to cobble together info from a all over
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for years i've used a dual-core i5 2012 mac mini as my web server, file server, usenet client and music server. it's incredibly energy efficient, and has handled anything i've thrown at it.
less well known is that the late 2012 mac mini is the last of its series to have upgradeable SATA drives. it takes about 2 minutes to fully disassemble the machine - despite having a rather goofy internal design. it has room for *two* 2.5" sata drives, and the logic board has two sata ports. (by 2014, apple got rid of the two sata bays and replaced it with a single msata port)
today i replaced the dual-core i5 with its minihulk cousin: apple's BTO "Mac Mini Server" with a 2.3 ghz quad core i7. the server has two 500GB SSDs running - one drive handles mastodon, the other is for file sharing. those two extra cores are going to be a ton of help dealing with mastodon video encodes.
the old dual-core i5 has been turned into my home theatre plex client, and happily chews away at 1080p video like it's nothing.
these are 14+ year old machines, found dirt cheap through electronics recyclers. i've never had a single failure to date. with any luck, they'll continue to work for another 10 years.
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I've come to terms with the fact that now that I actually own a printer, despite the type I get called on to actually print normal, day-to-day things, so I put in the effort to turn my raspberry pi into a CUPS server to re-share share the ImageWriter to my modern machines so I can print out PDFs without manually converting them to PNGs and booting up the G4 every time
It's very weird to see an ImageWriter show up in iOS
Thanks to @paulrickards for the guide in your blog!
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The iMac monitor conversion is complete!
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I am not sure why deleting a page break in AppleWorks for the #IIgs can reliably reproduce this error message.
But, I can say that I do love that I am presented with a second option.
("OTHER button" sadly does nothing. It would be even more entertaining if it did something.)
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@requiem Welcome! I'm not going to be able to offer you much more than moral support, but there are kind people around here in the #VintageApple community. If you haven't found them already, there are also good forums for us Apple II people:
Applefritter: https://www.applefritter.com/forum/84
TinkerDifferent: https://tinkerdifferent.com/forums/apple-i-ii-iii.29/
68kMLA: https://68kmla.org/bb/forums/apple-i-lisa.27/
AtariAge: https://forums.atariage.com/forum/158-apple-ii-computers/
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There's some retrocomputing among these boxes...
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I've tried to turn this iMac into a monitor, but it is not displaying anything :(
After making sure it's getting the (unusual) resolution it wants, and putting the old logic board in to confirm that the screen does still work, it looks like I may need to collect my own initialization data to send to the display. I've wanted to finally get familiar with I2C so maybe today is the day.
(The project https://github.com/qbancoffee/imac_g3_ivad_board_init )
(Carpet is the ideal surface for ESD safety)
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I've made great progress so far today on #VirtusVR. I'm getting what seem to be coordinates, so I've cleaned up the C parser and started working on an OpenGL renderer...
On another note, apparently this software is part of a family of CAD programs and a 1988 FPS called "The Colony" for the early Mac: https://en.wikipedia.org/wiki/The_Colony_(video_game)
I'm surprised nobody's taken a crack at this yet, but I guess I was bumping my head against it for a while. Thanks a bunch, ImHex! 😌
#VintageApple I guess.
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Some good reads for cherry blossom viewing 🌸
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Some light Easter reading in the park before the Kids' Egg hunt
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TIL that Apple actually released the source code to SimpleText! I don't know how I missed this for so long...