#Legacy PC software
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stormkeepergu · 5 months ago
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This is...
My second sealed Cybiko Xtreme that I just received in the post earlier today! The second I saw it on eBay, I knew I needed to get it there and then, as an opportunity like that – and especially at that price – doesn’t come round that often! I’m going to leave it sealed for now, because I think that if it doesn’t touch any air outside of the seal, the batteries will have a better chance of not

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mrchester27 · 2 days ago
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The DooM Bestiary [2/?]
Lost souls part 2 of 2
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Get me on the phone, Id.
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skylertheminish · 1 year ago
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Looking at my old yt videos was a mistake :)
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I'm gonna miss this hot mess of a game. This branch is closing down.
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heronetworkgg · 2 years ago
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Hogwarts Legacy: La magia tras el juego revelada en un nuevo trĂĄiler
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Warner Bros. Games celebra Back to Hogwarts con un emocionante tráiler que muestra los secretos detrás de Hogwarts Legacy, el juego de rol que ha cautivado a fans de todo el mundo. Como parte de las festividades de Back to Hogwarts, Warner Bros. Games ha lanzado el tráiler “La Magia Tras Hogwarts Legacy“, una mirada [
]
Ir a la noticia completa
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c1qfxugcgy0 · 1 month ago
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At my last job, we sold lots of hobbyist electronics stuff, including microcontrollers.
This turned out to be a little more complicated than selling, like, light bulbs. Oh how I yearned for the simplicity of a product you could plug in and have work.
Background: A microcontroller is the smallest useful computer. An ATtiny10 has a kilobyte of program memory. If you buy a thousand at a time, they cost 44 cents each.
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As you'd imagine, the smallest computer has not great specs. The RAM is 32 bytes. Not gigabytes, not megabytes, not kilobytes. Individual bytes. Microcontrollers have the absolute minimum amount of hardware needed to accomplish their task, and nothing more.
This includes programming the thing. Any given MCU is programmed once, at the start of its life, and then spends the next 30 years blinking an LED on a refrigerator. Since they aren’t meant to be reflashed in the field, and modern PCs no longer expose the fast, bit-bangable ports hobbyists once used, MCUs usually need a third-party programming tool.
But you could just use that tool to install a bootloader, which then listens for a magic number on the serial bus. Then you can reprogram the chip as many times as you want without the expensive programming hardware.
There is an immediate bifurcation here. Only hobbyists will use the bootloader version. With 1024 bytes of program memory, there is, even more than usual, nothing to spare.
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Consumer electronics development is a funny gig. It, more than many other businesses, requires you to be good at everything. A startup making the next Furby requires a rare omniexpertise. Your company has to write software, design hardware, create a production plan, craft a marketing scheme, and still do the boring logistics tasks of putting products in boxes and mailing them out. If you want to turn a profit, you do this the absolute minimum number of people. Ideally, one.
Proving out a brand new product requires cutting corners. You make the prototype using off the shelf hobbyist electronics. You make the next ten units with the same stuff, because there's no point in rewriting the entire codebase just for low rate initial production. You use the legacy code for the next thousand units because you're desperately busy putting out a hundred fires and hiring dozens of people to handle the tsunami of new customers. For the next ten thousand customers...
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Rather by accident, my former employer found itself fulfilling the needs of the missing middle. We were an official distributor of PICAXE chips for North America. Our target market was schools, but as a sideline, we sold individual PICAXE chips, which were literally PIC chips flashed with a bootloader and a BASIC interpreter at a 200% markup. As a gag, we offered volume discounts on the chips up to a thousand units. Shortly after, we found ourselves filling multi-thousand unit orders.
We had blundered into a market niche too stupid for anyone else to fill. Our customers were tiny companies who sold prototypes hacked together from dev boards. And every time I cashed a ten thousand dollar check from these guys, I was consumed with guilt. We were selling to willing buyers at the current fair market price, but they shouldn't have been buying these products at all! Since they were using bootloaders, they had to hand program each chip individually, all while PIC would sell you programmed chips at the volume we were selling them for just ten cents extra per unit! We shouldn't have been involved at all!
But they were stuck. Translating a program from the soft and cuddly memory-managed education-oriented languages to the hardcore embedded byte counting low level languages was a rather esoteric skill. If everyone in-house is just barely keeping their heads above water responding to customer emails, and there's no budget to spend $50,000 on a consultant to rewrite your program, what do you do? Well, you keep buying hobbyist chips, that's what you do.
And I talked to these guys. All the time! They were real, functional, profitable businesses, who were giving thousands of dollars to us for no real reason. And the worst thing. The worst thing was... they didn't really care? Once every few months they would talk to their chip guy, who would make vague noises about "bootloaders" and "programming services", while they were busy solving actual problems. (How to more accurately detect deer using a trail camera with 44 cents of onboard compute) What I considered the scandal of the century was barely even perceived by my customers.
In the end my employer was killed by the pandemic, and my customers seamlessly switched to buying overpriced chips straight from the source. The end! No moral.
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ayeforscotland · 11 months ago
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What is Dataflow?
This post is inspired by another post about the Crowd Strike IT disaster and a bunch of people being interested in what I mean by Dataflow. Dataflow is my absolute jam and I'm happy to answer as many questions as you like on it. I even put referential pictures in like I'm writing an article, what fun!
I'll probably split this into multiple parts because it'll be a huge post otherwise but here we go!
A Brief History
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Our world is dependent on the flow of data. It exists in almost every aspect of our lives and has done so arguably for hundreds if not thousands of years.
At the end of the day, the flow of data is the flow of knowledge and information. Normally most of us refer to data in the context of computing technology (our phones, PCs, tablets etc) but, if we want to get historical about it, the invention of writing and the invention of the Printing Press were great leaps forward in how we increased the flow of information.
Modern Day IT exists for one reason - To support the flow of data.
Whether it's buying something at a shop, sitting staring at an excel sheet at work, or watching Netflix - All of the technology you interact with is to support the flow of data.
Understanding and managing the flow of data is as important to getting us to where we are right now as when we first learned to control and manage water to provide irrigation for early farming and settlement.
Engineering Rigor
When the majority of us turn on the tap to have a drink or take a shower, we expect water to come out. We trust that the water is clean, and we trust that our homes can receive a steady supply of water.
Most of us trust our central heating (insert boiler joke here) and the plugs/sockets in our homes to provide gas and electricity. The reason we trust all of these flows is because there's been rigorous engineering standards built up over decades and centuries.
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For example, Scottish Water will understand every component part that makes up their water pipelines. Those pipes, valves, fitting etc will comply with a national, or in some cases international, standard. These companies have diagrams that clearly map all of this out, mostly because they have to legally but also because it also vital for disaster recovery and other compliance issues.
Modern IT
And this is where modern day IT has problems. I'm not saying that modern day tech is a pile of shit. We all have great phones, our PCs can play good games, but it's one thing to craft well-designed products and another thing entirely to think about they all work together.
Because that is what's happened over the past few decades of IT. Organisations have piled on the latest plug-and-play technology (Software or Hardware) and they've built up complex legacy systems that no one really knows how they all work together. They've lost track of how data flows across their organisation which makes the work of cybersecurity, disaster recovery, compliance and general business transformation teams a nightmare.
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Some of these systems are entirely dependent on other systems to operate. But that dependency isn't documented. The vast majority of digital transformation projects fail because they get halfway through and realise they hadn't factored in a system that they thought was nothing but was vital to the organisation running.
And this isn't just for-profit organisations, this is the health services, this is national infrastructure, it's everyone.
There's not yet a single standard that says "This is how organisations should control, manage and govern their flows of data."
Why is that relevant to the companies that were affected by Crowd Strike? Would it have stopped it?
Maybe, maybe not. But considering the global impact, it doesn't look like many organisations were prepared for the possibility of a huge chunk of their IT infrastructure going down.
Understanding dataflows help with the preparation for events like this, so organisations can move to mitigate them, and also the recovery side when they do happen. Organisations need to understand which systems are a priority to get back operational and which can be left.
The problem I'm seeing from a lot of organisations at the moment is that they don't know which systems to recover first, and are losing money and reputation while they fight to get things back online. A lot of them are just winging it.
Conclusion of Part 1
Next time I can totally go into diagramming if any of you are interested in that.
How can any organisation actually map their dataflow and what things need to be considered to do so. It'll come across like common sense, but that's why an actual standard is so desperately needed!
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adafruit · 7 months ago
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đŸŽ„đŸ’ŸđŸ—“ïž Day 2: Retrocomputing Advent Calendar brings us the TRS-80! đŸŽ„đŸ’ŸđŸ—“ïž
Released in 1977, the TRS-80 (also lovingly called the "Trash-80") was a popular personal computer by Radio Shack and Tandy Corporation. Designed for affordability and approachability, it was one of the first mass-market computers, bringing computers into homes, schools, and small businesses.
Powered by a Zilog Z80 processor running at 1.77 MHz, the TRS-80 Model I came with 4KB of RAM (expandable to 16KB) and an 8KB ROM, preloaded with the Microsoft BASIC programming language. Its black-and-white display supported a resolution of 64x16 characters. It used external cassette tapes for storage, which offered a low-cost solution before floppy drives became more available.
The TRS-80's also had an ecosystem. Radio Shack offered complete setups, monitors, printers, and software - making it easy for beginners. The machine became a favorite for hobbyists and programmers, popularizing early text-based adventure games, educational software, and business applications.
Eventually overtaken by the IBM PC and Apple systems, the TRS-80's legacy lives on!
I had some so-so photos, but these from the Smithsonian are the best I've seen, along with their section on their site -
Have TRS-80 memories, or retro computing memories? Post’em up in the comments, or post yours on socialz’ and tag them #retrocomputing #firstcomputer #electronics see you back here tomorrow!
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plaidos · 14 days ago
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the steam deck would find it difficult if not impossible to run switch 2 games (i think they’re supposed to have quite similar hardware?) so it really isn’t an option
If it isn't a bother would you mind explaining more this please? I'm somewhat tech iliterate with this stuff so please correct me if I'm wrong, but Isn't the Steam Deck supposed to have the performance comparable to that of a standard gaming PC, so I doubt common minimun requirements are an issue (specifically graphics and size because lbh It's nintendo games they can't be that demanding when compared to the average AAA title). Is it because of exclusive controls the switch 2 has?
and whilst the Switch 2 is living up to the Nintendo legacy of underpowered hardware, it would still probably be very hard to run on a desktop at all
1. Damn it is not that better or different from the past switch? Or you mean like underpowered when compared to a PS5 and such? 2. Again I'm admittedly pretty tech ignorant on the nintendo subject but Is the reason nintendo games are hard to pirate bc the company since the 3DS era implement some sort of special barrier software that makes it more annoying to crack than other common games and/or bc they actively track down piracy?
no its just literally that “the switch 2 has much higher specs than the switch 1”. running stuff on an emulator is already harder than running it on the original hardware 9/10 times. the answer to the question “huh? why can’t your pc emulate a switch 2?” is because the switch 2 is, again, a lot more powerful than the switch 1 and thus its games are more demanding. the Steam Deck is meant to be as powerful as a gaming computer, but the Switch 2 is literally a new gaming console that didn’t even exist when the Steam Deck launched. i think modern computers are not as powerful as you seem to think they are! you said “it can’t be that demanding” but actually emulation is just very demanding. the reason the Steam Deck would find it hard/impossible to emulate Switch 2 games (although again it’s really too early to say) is because Switch 2 games were developed with the Switch 2 in mind whereas the Steck has an extra layer of work to do (emulation)
all of this is a moot point anyway because as i said, you can’t emulate the switch 2 yet because nobody has developed the tools to do that.
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ui-alcoholic · 18 days ago
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One of the most defining 16bit computers was introduced in June 1985.
ATARI ST 520
DESIGN HISTORY & STRATEGY
The Atari ST series was born in a turbulent time: Atari had just been acquired by Jack Tramiel, founder of Commodore, after leaving that company. Tramiel pushed for a quick-to-market product to compete with the Apple Macintosh and Commodore Amiga.
Development time: Less than one year — an aggressive schedule for a 16-bit GUI-based machine.
Initial models: The Atari 520ST was the first to ship, showcased at CES in 1985.
Innovative design: All-in-one casing (mainboard + keyboard), like the Amiga 500, but with better modularity (external floppy drive, monitor, etc.).
Former C=64 developer Shiraz Shivji led the design team. He tells a story about the Atari ST/Commodore Amiga history (source) "It is very interesting that the Warner Atari difficulties were due to Tramiel’s Commodore. The Commodore 64 was much more successful (I would say wildly successful) compared to the Atari Computers such as the 800 and the 400. We were also taking away sales from the video games division, the Atari 2600. Jay Miner was at Atari in the old days and was involved in the design of their products. He left Atari to design the Amiga. Atari had funded some of this effort and had an option to buy the Amiga. When we took over Atari in July 1984, the first order of business was to decide what to do with this option. The problem was that the Amiga was not quite ready and would need a lot of money to acquire. We decided to pass on Amiga, but this put enormous pressure on our own development team. Commodore, on the other hand, did not have an internally developed 32-bit graphics-oriented machine and did not have the confidence to develop the machine internally. They ended up buying Amiga for between $25-$30 million and spent a further $20 million or so and yet came out with a product a little after Atari. The roles were reversed, the Atari ST has a Commodore pedigree, while the Amiga has an Atari pedigree!"
MIDI AND MUSIC PRODUCTION
The 520ST included built-in MIDI ports — a revolutionary move. At the time, most other computers needed expensive third-party MIDI interfaces.
Key Software:
Steinberg Cubase – became the industry standard for MIDI sequencing.
Notator – early version of what later evolved into Logic Pro.
Pro 24, Dr. T's, and Hollis Trackman – widely used for composing, sequencing, and syncing synthesizers.
Used by Artists:
Fatboy Slim composed with the ST well into the 2000s.
Jean-Michel Jarre, Vangelis, The Chemical Brothers, and Underworld used it in studio setups.
Many studios kept an Atari ST just for MIDI due to its tight timing and reliability.
SOFTWARE ECOSYSTEM
TOS/GEM: A fast and responsive GUI OS that was very usable on 512KB of RAM.
Productivity apps:
Calamus DTP – high-quality desktop publishing
NeoDesk – an improved desktop GUI
GFA Basic – a powerful programming environment
Graphics tools:
Degas Elite, NeoChrome – pixel art, animation
Spectrum 512 – used clever tricks to display 512 colors
While the Amiga had better graphics and sound, many games were first developed for the ST, then ported to Amiga. Key games:
Dungeon Master – first-person RPG with real-time mechanics
Carrier Command, Starglider, Blood Money, Rick Dangerous
Flight simulators, strategy, and adventure games flourished
CULTURAL IMPACT
In Europe (especially the UK, Germany, France, and Hungary):
The ST became a cornerstone of bedroom coding, Demoscene, and music production.
Local software houses and users created a vibrant community around the machine.
The Atari ST was used in schools, small studios, and households well into the early '90s.
In education: The ST's affordability and easy-to-use software made it a favorite in European schools and computer labs.
DECLINE & LEGACY
By the early 1990s, the ST line was losing ground to IBM-compatible PCs and faster Amigas.
Later models like the STE, TT030, and Falcon 030 tried to revitalize the line, with limited success.
Atari shifted toward consoles (like the Jaguar) and left the computer market.
Long-term legacy:
The Atari ST's MIDI legacy lives on — it helped standardize digital music production workflows.
Many musicians and retrocomputing fans still collect and use STs today.
A vibrant retro software/demo scene remains active, especially in Europe.
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nhaneh · 5 months ago
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There's a particular type of video on the history of game development that I often struggle to watch - or perhaps more correctly a particular subject matter, which is to say ones looking at games on PC around the mid to late 90s because I mean... that was around the time that I was going to LAN parties and stuff, which is to say that I was fucking there playing those games I can tell when people are skipping key details that might inconvenience the video's narrative.
Now sure, yes, I absolutely agree that John Carmack's legacy of tech wizardry is both very highly impressive and has also had a very significant effect on game development history, as has id Software generally, but he was also far from the only one pushing on the bleeding edge of what kind of graphics the PC was capable of!
Likewise, I fully agree that Doom really was revolutionary in a lot of ways, but it certainly wasn't the first to be able to pull off that kind of graphics, and as much as Quake often tends to get a bit overlooked, I'd argue it might've been even more influential than Doom - I mean the Quake engine was the bedrock on which Valve built Half-Life, nevermind the fact that Team Fortress got started as a mod for Quake, and that's just one company! But also let's not forget that the Build engine, most famously used by Duke Nukem 3D, was also quite revolutionary in its own ways, capable of quite a few things that the Doom engine could not. And you can't just tell me to my face that Quake was the first shooter doing full 3D and expect me to not to slap you around the head with the fact that Descent was released over a full year earlier!
The thing is, as big a deal as id Software and John Carmack both have been, their impact was also never strictly necessary? Carmack has done some brilliant stuff, but he was never the only one - people were making game engines every bit as capable on a contemporary timeline, and the big 3D revolution was pretty much always going to happen the moment computers and consoles turned out powerful enough to be able to pull them off real-time, just as MMOs pretty much began cropping up the very moment the internet started getting fast and widespread enough to support them.
We can marvel at and celebrate the accomplishments people reached without pretending that they are things nobody else could possibly have done.
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born-hater-platinum · 5 months ago
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EA really can do nothing right.
The Sims 2, the game which I had been playing since I was 9 years old, the game I have a very oddly specific talent in heavily modding, the game that had been my longest passion project and I experienced no immersion-breaking issues about, ever, is now broken.
You see, as a kid I owned all expansion packs on CD. Later I had the cracked version. No issues in either.
Since purchasing the Disaster Legacy version, the following issues have occured:
- Game crashes after a few minutes of playtime.
- Game begins showing pink soup (Y'know, the thing they allegedly """fixed""" with this version)
- Game doesn't recognise my graphics card because apparently the graphics file wasn't updated for modern software even still
- Game crashes immediately when clicking on any manual roofing button and trying to drag the tool
- Auto-roofing doesn't work because there are no sidewalls on the slanted roofing ???
- Game is not compatible with any external tool (Radiance, RPC, Scriptorium, etc.) due to its location on the drive
EA could've gone two ways about this, one involving 1 thing to do, the other involving 2 things to make this re-release work.
1. Make the OG version available again via the EA app like they've done FOR FREE like, what, 2 years ago?
2. Fix up 2 (two) things.
a. Allocate more memory to game so pink soup doesn't happen.
b. Add modern graphics cards to the graphicrules file so game recognises them by default.
That's it. That's all they needed to do. Modern PCs can carry the Sims 2 with no problem. My laptop, and I'd like to specifically stress again: a LAPTOP, can run the Sims 2 which is heavily modded, full of CC, while running Firefox and other programs in the background with an extra monitor plugged into it.
I am 200% sure this whole shtick was just so it didn't become abandonware. I am certain.
Bottomline: fuck EA. If you want to have the Sims 2, go for the cracked version. The easiest website to get it from is literally among the top results, you will find it. Don't give them a cent more. Not for this game, not for any other Sims game.
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digitalsfontssoccer · 2 months ago
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Argentina 50 Años Jersey Font – Celebrate a Legacy in Style
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Celebrate the golden legacy of Argentine football with the exclusive Argentina 50 Años Jersey Font – a tribute to the nation’s rich history and its collaboration with Adidas. Perfect for custom jerseys, Cricut projects, or football-themed gifts, this font echoes the design of Argentina's 50th Anniversary Kit and honors their 1978 World Cup win.
👉 Get the Argentina 50 Años Jersey Font on Etsy
🏆 Adidas x Argentina 50th Anniversary Kit – On-Pitch Tribute
Kit Release & Debut: Adidas released the Argentina 50th Anniversary Kit on November 14th, 2024, and the national team debuted it during a match against Peru on November 19th.
Design & Features: The kit blends classic white and light blue stripes with gold details, including the Adidas Trefoil logo and AFA lettering. It features a special collar graphic, black and gold shorts, and matching socks. The look is both modern and nostalgic.
Historical Significance: This is Argentina’s first-ever anniversary kit, celebrating 50 years of partnership with Adidas, which began in 1974. Though Argentina worked with other brands like Le Coq Sportif in the past, the Adidas connection was renewed in 2001 and remains iconic today.
Color Palette:
Main color: Ambient Sky
Gold accents for the Trefoil, AFA, and laurel wreath
3 stars symbolizing Argentina’s World Cup wins
🎹 What You’ll Get – Argentina 50 Años Font
This font is inspired by the unique number and name styling seen in the anniversary kit. You’ll receive:
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✅ OTF & TTF files for easy installation
✅ Complete A–Z and 0–9 set
✅ Retro feel blended with modern block design
✅ High-resolution quality for vinyl and fabric use
👉 Get the Argentina 50 Años Jersey Font on Etsy
đŸ–šïž How to Customize Your Jersey
Whether you're a collector or a fan who loves to wear your pride, you can apply this font to your own kit using:
Install the font on your computer
Open your software (like Canva, Illustrator, Cricut)
Create your name + number using this font
Export it for print
Use HTV or DTF printing with a heat press for best results
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đŸ› ïž 5 Best Tools for Using Football Jersey Fonts
To create your custom designs professionally, try:
Canva – Quick and easy mockups
Cricut Design Space – For vinyl cutting and layout
Adobe Illustrator – Vector editing and pro design
CorelDRAW – Great for large-format printing
Inkscape – A free alternative for SVG editing
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đŸ›ïž Why Buy from Etsy?
Our fonts are listed on Etsy, a safe and trusted marketplace for creatives. With instant download and secure checkout, Etsy gives you:
🔐 Trusted payments
đŸ“„ Immediate access to your files
✉ Easy communication and support
🌍 Global accessibility
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❓ Frequently Asked Questions (FAQ)
Can I use this font with Cricut or Silhouette? Yes – the SVG and vector files are fully compatible.
Is this an official AFA font? No. This is a fan-made recreation inspired by the 50 Años kit for personal use.
Can I sell jerseys made with this font? The font is for personal use only. Contact us if you need a commercial license.
What formats are included? You’ll get OTF, TTF, SVG, AI, EPS files in a zip download.
How do I install the font? Just double-click the OTF or TTF file and click "Install" on your Mac or PC.
—
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archoneddzs15 · 9 months ago
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PC Engine - Wizardry III-IV
Title: Wizardry III-IV / ă‚Šă‚Łă‚¶ăƒŒăƒ‰ăƒȘィIII・IV
Developer: Sir-Tech Software / Access Co. Ltd.
Publisher: Naxat Soft
Release date: 4 March 1994
Catalogue No.: NXCD4029
Genre: Compilation / RPG
Format: Super CD-ROM2
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More of the same, continuing on from Wizardry I-II, this time featuring two succeeding scenarios - Legacy of Llylgamyn and The Return of Werdna. The Return of Werdna is pretty special in the fact that it is brutally difficult. So much so that it only saw two console ports - this PC Engine one, and the PS1 version that goes under the compilation name 'Wizardry New Age of Llylgamyn'. Otherwise, it's the same Wizardry experience you know and love.
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kieuecaprie · 1 year ago
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So, after 34 hours of playing Dr. Robotnik's Ring Racers on the Deck, I think I can give a somewhat decent performance report for the handheld PC.
So, let's get the positive stuff out of the way first:
The game, while it does boot into a smaller resolution than expected, supports the Deck's standard resolution. In fact, I believe all the 16:10 resolutions are supported.
All text is clearly legible, although pretty much every piece of text in the game is large and chat is definitely readable.
The default graphics settings work well on the Deck out of the box*.
Both Windows via Proton and Linux Flatpak work.
All fields can be filled in using the Deck's default controls.
And now, the not-so-good:
The game may fail to maintain 60 FPS in most cases, oftentimes losing frames for seemingly no reason. Turning off the frame limiter and switching to Legacy GL helped.
This point becomes incredibly obvious once you start the second cup and play on Emerald Coast. After the first few turns and as you pass over the bridge, you get a good look at the rest of the map. HOWEVER, on Software, it appears that the framerate tanks heavily during this time, dropping to as low as 45. Below, I have some screenshots to explain this:
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(1280x800, running Windows version via Proton, Software rendering mode, note the 44FPS next to GAMESCOPE)
Lowering the resolution, expectedly, mitigates this somewhat at the cost of the game becoming crusty.
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(640x400, running Windows version via Proton, Software rendering mode, the 44 FPS has increased to be just above the 60 FPS threshold)
There is one solution for this and that's playing in Legacy GL, which enables model support among other things and resolves the above-mentioned issue:
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(1280x800, running Windows version via Proton, Legacy GL rendering mode, models have negligable impact on performance, the lack of character models is just a preference.)
Of course, this introduces another issue where special stages (pardon, Sealed Stars) tend to have lag upon start-up and lag when the game state changes after claiming the emerald:
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But, it's worth mentioning that: since this is an issue happening on the legacy GL renderer, this won't be fixed due to the fact that legacy GL is planned to be replaced sometime in the future.
So, both versions have their tradeoffs, personally, I kind of prefer to keep to Legacy GL simply because the framerate is more consistent across the board and the special stages have initial lag spikes at the start is a small price to pay. Here's hoping the replacement performs better.
This does give me some insight as to how I should've been playing with a different renderer when I played SRB2 and SRB2 Kart, as both of those tended to have a bit of frame issues when playing under Software.
While the game supports the default controller configurations, the controller glyphs do not represent the controller layout, instead opting for a Sega Saturn-like controller. This can be a tad confusing for people who haven't looked inside the controller settings when they see "C" when the game wants "Y" and it still trips me up when it wants me to press "Y" in Match Race's options to change item drops when it actually wanted "Left Bumper". I do sorta understand the artistic choice to go for a Saturn controller layout but it's definitely tripping me up lmao.
And with that, the performance report has concluded. I couldn't find any worst-case scenarios outside of a 16-man race and even then it ran fine and I have yet to try online and splitscreen, but as it stands, game runs good, as it should.
TL;DR - Game runs fine out of the box. Swap to Legacy GL in the video options if framedrops in courses are beginning to get you down. I have not tested online or splitscreen.
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demifiendrsa · 11 months ago
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youtube
DOOM + DOOM II | Official Trailer
 DOOM + DOOM II, a combined re-release of the first two DOOM games and plenty of additional content, is available now for PlayStation 5, Xbox Series X|S, PlayStation 4, Xbox One, Nintendo Switch, and PC via Steam, GOG, and Microsoft Store for $9.99. Users who already own DOOM or DOOM II will receive DOOM + DOOM II as a free upgrade.
About
Developed by id Software, and originally released in 1993, DOOM pioneered and popularized the first-person shooter, setting a standard for all first-person shooter games. The critically acclaimed sequel, DOOM II, followed in 1994. Now the definitive, newly enhanced versions of DOOM + DOOM II are available as a combined product.
Included Content
DOOM
DOOM II
TNT: Evilution
The Plutonia Experiment
Master Levels for DOOM II
No Rest for the Living
Sigil
Legacy of Rust (a new episode created in collaboration by id Software, Nightdive Studios and MachineGames)
A new Deathmatch map pack featuring 25 maps
Altogether, there are a total of 187 mission maps and 43 deathmatch maps in DOOM + DOOM II.
New Enhancements
Online, cross-platform deathmatch and cooperative play for up to 16 players.
Community-published mod support (PC) with an in-game mod browser.
Choose between the original midi DOOM and DOOM II soundtracks or the modern IDKFA versions by Andrew Hulshult (including brand-new DOOM II recordings).
Improved performance with multithreaded rendering supporting up to 4K resolution and 120 frames per second on PlayStation 5, Xbox Series X|S, and PC.
Now on the KEX engine.
BOOM source compatibility makes it possible for hundreds of community-created mods from the past 25 years to be published in-game.
Accessibility options, such as a modern font to improve legibility, high contrast mode, text-to-speech, speech-to-text multiplayer chat, and more.
Translated into eight new languages: Mexican Spanish, Brazilian Portuguese, Polish, Russian, Japanese, Korean, Traditional Chinese and Simplified Chinese.
Existing Enhancements
Upgraded visuals.
Modern controller support.
Weapon carousel for faster weapon switching.
Gyroscopic aiming on PlayStation 5, PlayStation 4, and Switch.
Improved mouse and keyboard controls.
Local split-screen deathmatch and cooperative for up to four players.
Featured community mods, including REKKR, Revolution!, Syringe, Double Impact, Arrival, and more! Expect an ever-expanding list of single player mods to be added by the community modders.
60 frames per second and native 16:9 support—up to 1080p.
Restored original in-game music using original hardware.
Quick Save / Load support.
DeHacked mod support.
About the Included Games
DOOM (1993) (Original Version) – The demons came and the marines died
except one. You are the last defense against Hell. Prepare for the most intense battle you’ve ever faced. Experience the complete, original version of the game released in 1993, now with all official content and Episode IV: Thy Flesh Consumed.
DOOM II (Original Version) – Hell has invaded Earth, and to save it, you must battle mightier demons with even more powerful weapons. This beloved sequel to the groundbreaking DOOM (1993) introduced players to the brutal Super Shotgun, the infamous Icon of Sin boss, and more intense FPS action.
TNT: Evilution – The UAC relocated their experiments to one of the moons of Jupiter. A spaceship, mistaken for a supply vessel, was granted access. But when it got close to the base, demons poured out. All your comrades were slaughtered or zombified. This time it’s not about survival. It’s about revenge.
The Plutonia Experiment – Every effort has been made by the nation’s top scientists to close the seven interdimensional Gates of Hell, but one portal remains open. Alone, you must infiltrate the ravaged base, defeat the demon Gatekeeper, and seal the last Hell portal before the undead take over the world.
Master Levels for DOOM II – This expansion includes twenty additional levels, all with the same hell-spawned horrors and action of the base game. Each level was created by independent designers and supervised by id Software.
Sigil – Created by id Software co-founder, John Romero, and released as an episode-sized mod consisting of 18 new maps, Sigil fits in between the timelines of DOOM (1993) and DOOM II. Baphomet, the gatekeeper of Hell, “glitched the final teleporter with his hidden sigil, whose eldritch power brings you to even darker shores of Hell. You fight through this stygian pocket of evil to confront the ultimate harbingers of Satan, then finally return to become Earth’s savior.”
Legacy of Rust – Created in collaboration by id Software, Nightdive Studios, and MachineGames, Legacy of Rust is the newest episode for DOOM, and the first official episode since DOOM II to feature new demons and weapons. This 16-map Episode is broken up into two eight-map sections: The Vulcan Abyss and Counterfeit Eden.
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satoshi-mochida · 11 months ago
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DOOM + DOOM II announced for PS5, Xbox Series, PS4, Xbox One, Switch, and PC - Gematsu
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id Software has announced DOOM + DOOM II, a combined re-release of the first two DOOM games and plenty of additional content. It is available now for PlayStation 5, Xbox Series, PlayStation 4, Xbox One, Switch, and PC via Steam, GOG, and Microsoft Store for $9.99. Users who already own DOOM or DOOM II will receive DOOM + DOOM II as a free upgrade.
Here is an overview of the collection, via its Steam page:
About
Developed by id Software, and originally released in 1993, DOOM pioneered and popularized the first-person shooter, setting a standard for all first-person shooter games. The critically acclaimed sequel, DOOM II, followed in 1994. Now the definitive, newly enhanced versions of DOOM + DOOM II are available as a combined product.
Included Content
DOOM
DOOM II
TNT: Evilution
The Plutonia Experiment
Master Levels for DOOM II
No Rest for the Living
Sigil
Legacy of Rust (a new episode created in collaboration by id Software, Nightdive Studios and MachineGames)
A new Deathmatch map pack featuring 25 maps
Altogether, there are a total of 187 mission maps and 43 deathmatch maps in DOOM + DOOM II.
Online, cross-platform deathmatch and cooperative play for up to 16 players.
Community-published mod support (PC) with an in-game mod browser.
Choose between the original midi DOOM and DOOM II soundtracks or the modern IDKFA versions by Andrew Hulshult (including brand-new DOOM II recordings).
Improved performance with multithreaded rendering supporting up to 4K resolution and 120 frames per second on PlayStation 5, Xbox Series X|S, and PC.
Now on the KEX engine.
BOOM source compatibility makes it possible for hundreds of community-created mods from the past 25 years to be published in-game.
Accessibility options, such as a modern font to improve legibility, high contrast mode, text-to-speech, speech-to-text multiplayer chat, and more.
Translated into eight new languages: Mexican Spanish, Brazilian Portuguese, Polish, Russian, Japanese, Korean, Traditional Chinese and Simplified Chinese.
Existing Enhancements
Upgraded visuals.
Modern controller support.
Weapon carousel for faster weapon switching.
Gyroscopic aiming on PlayStation 5, PlayStation 4, and Switch.
Improved mouse and keyboard controls.
Local split-screen deathmatch and cooperative for up to four players.
Featured community mods, including REKKR, Revolution!, Syringe, Double Impact, Arrival, and more! Expect an ever-expanding list of single player mods to be added by the community modders.
60 frames per second and native 16:9 support—up to 1080p.
Restored original in-game music using original hardware.
Quick Save / Load support.
DeHacked mod support.
About the Included Games
DOOM (1993) (Original Version) – The demons came and the marines died
except one. You are the last defense against Hell. Prepare for the most intense battle you’ve ever faced. Experience the complete, original version of the game released in 1993, now with all official content and Episode IV: Thy Flesh Consumed.
DOOM II (Original Version) – Hell has invaded Earth, and to save it, you must battle mightier demons with even more powerful weapons. This beloved sequel to the groundbreaking DOOM (1993) introduced players to the brutal Super Shotgun, the infamous Icon of Sin boss, and more intense FPS action.
TNT: Evilution – The UAC relocated their experiments to one of the moons of Jupiter. A spaceship, mistaken for a supply vessel, was granted access. But when it got close to the base, demons poured out. All your comrades were slaughtered or zombified. This time it’s not about survival. It’s about revenge.
The Plutonia Experiment – Every effort has been made by the nation’s top scientists to close the seven interdimensional Gates of Hell, but one portal remains open. Alone, you must infiltrate the ravaged base, defeat the demon Gatekeeper, and seal the last Hell portal before the undead take over the world.
Master Levels for DOOM II – This expansion includes twenty additional levels, all with the same hell-spawned horrors and action of the base game. Each level was created by independent designers and supervised by id Software.
Sigil – Created by id Software co-founder, John Romero, and released as an episode-sized mod consisting of 18 new maps, Sigil fits in between the timelines of DOOM (1993) and DOOM II. Baphomet, the gatekeeper of Hell, “glitched the final teleporter with his hidden sigil, whose eldritch power brings you to even darker shores of Hell. You fight through this stygian pocket of evil to confront the ultimate harbingers of Satan, then finally return to become Earth’s savior.”
Legacy of Rust – Created in collaboration by id Software, Nightdive Studios, and MachineGames, Legacy of Rust is the newest episode for DOOM, and the first official episode since DOOM II to feature new demons and weapons. This 16-map Episode is broken up into two eight-map sections: The Vulcan Abyss and Counterfeit Eden.
Watch the launch trailer below.
Launch Trailer
youtube
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