All You Need For Artificial Intelligence Is A Commodore 64

Artificial intelligence has always been around us, with [Timothy J. O’Malley]’s 1985 book on AI projects for the Commodore 64 being one example of this. With AI defined as being the theory and development of systems that can perform tasks that normally requiring human intelligence (e.g. visual perception, speech recognition, decision-making), this book is a good introduction to the many ways that computer systems for decades now have been able to learn, make decisions and in general become more human-like. Even if there’s no electronic personality behind the actions.

In the book’s first chapter, [Timothy] isn’t afraid to toss in some opinions about the true nature of intelligence and thinking. Starting with the concept that intelligence is based around storing information and being able to derive meaning from connections between stored pieces of information, the idea of a basic AI as one would use in a game for the computer opponent arises. A number of ways of implementing such an AI is explored in the first and subsequent chapters, using Towers of Hanoi, chess, Nim and other games.

After this we look at natural language processing – referencing ELIZA as an example – followed by heuristics, pattern recognition and AI for robotics. Although much of this may seem outdated in this modern age of LLMs and neural networks, it’s important to realize that much of what we consider ‘bleeding edge’ today has its roots in AI research performed in the 1950s and 1960s. As [Timothy] rightfully states in the final chapter, there is no real limit to how far you can push this type of AI as long as you have more hardware and storage to throw at the problem. This is where we now got datacenters full of GPU-equipped systems churning through vector space calculations for the sake of today’s LLM & diffusion model take on ‘AI’.

Using a Commodore 64 to demonstrate the (lack of) validity of claims is not a new one, with recently a group of researchers using one of these breadbin marvels to run an Ising model with a tensor network and outperforming IBM’s quantum processor. As they say, just because it’s new and shiny doesn’t necessarily mean that it is actually better.

Apple Forces The Signing Of Applications In MacOS Sequoia 15.1

The dialogue that greets you when you try to open an unsigned application in MacOS Sequoia 15.1.

Many MacOS users are probably used by now to the annoyance that comes with unsigned applications, as they require a few extra steps to launch them. This feature is called Gatekeeper and checks for an Apple Developer ID certificate. Starting with MacOS Sequoia 15, the easy bypassing of this feature with e.g. holding Control when clicking the application icon is now no longer an option, with version 15.1 disabling ways to bypass this completely. Not unsurprisingly, this change has caught especially users of open source software like OpenSCAD by surprise, as evidenced by a range of forum posts and GitHub tickets.

The issue of having to sign applications you run on MacOS has been a longstanding point of contention, with HomeBrew applications affected and the looming threat for applications sourced from elsewhere, with OpenSCAD issue ticket #880 from 2014 covering the saga for one OSS project. Now it would seem that to distribute MacOS software you need to have an Apple Developer Program membership, costing $99/year.

So far it appears that this forcing is deliberate on Apple’s side, with the FOSS community still sorting through possible workarounds and the full impact.

Thanks to [Robert Piston] for the tip.

KolibriOS: The Operating System That Fits On A 1.44 MB 3.5″ Floppy Disk

While most operating systems are written in C and C++, KolibriOS is written in pure x86 assembly and as a result small and lightweight enough to run off a standard 1.44 MB floppy disk, as demonstrated in a recent video by [Michael].

Screenshot of the KolibriOS desktop on first boot with default wallpaper.
Screenshot of the KolibriOS desktop on first boot with default wallpaper.

As a fork of 32-bit MenuetOS back in 2004, KolibriOS has since followed its own course, sticking to the x86 codebase and requiring only a modest system with an i586-compatible CPU, 8 MB of RAM and VESA-compatible videocard. Unlike MenuetOS’ proprietary x86_64 version, there’s no 64-bit in KolibriOS, but at this level you probably won’t miss it.

In the video by [Michael], the OS boots incredibly fast off both a 3.5″ floppy and a CD-ROM, with the CD-ROM version having the advantage of more software being provided with it, including shareware versions of DOOM and Wolfenstein 3D.

Although web browsers (e.g. Netsurf) are also provided, [Michael] did not get Ethernet working, though he doesn’t say whether he checked the hardware compatibility list. Quite a few common 3Com, Intel and Realtek NICs are supported out of the box.

For audio it was a similar story, with the hardware compatibility left unverified after audio was found to be not working. Despite this, the OS was fast, stable, runs DOOM smoothly and overall seems to be a great small OS for x86 platforms that could give an old system a new lease on life.

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Haiku OS’s Beta 5 Release Brings Us Into A New BeOS Era

The name BeOS is one which tends to evoke either sighs of nostalgia or blank stares, mostly determined by one’s knowledge of the 1990s operating system scene. Originally released in 1995 by Be Inc., it was featured primarily on the company’s PowerPC-based BeBox computers, as well as being pitched to potential customers including Apple, who was looking for a replacement for MacOS. By then running on both PowerPC and x86-based systems, BeOS remained one of those niche operating systems which even the free Personal Edition (PE) of BeOS Release 5 from 1998 could not change.

As one of the many who downloaded BeOS R5 PE and installed it on a Windows system to have a poke at it, I found it to be a visually charming and quite functional OS, but saw no urgent need to use it instead of Windows 98 SE or 2000. This would appear to have been the general response from the public, as no BeOS revival ensued. Yet even as BeOS floundered and Be Inc. got bought up, sold off and dissected for its parts, a group of fans who wanted to see BeOS live on decided to make their own version. First called OpenBeOS and now Haiku, it’s a fascinating look at a multimedia-centric desktop OS that feels both very 1990s, but also very modern.

With the recent release of the R1 Beta 5 much has been improved, which raises the interesting question of how close Haiku is to becoming a serious desktop OS contender.

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FreeBSD At 30: The History And Future Of The Most Popular BSD-Based OS

Probably not too many people around the world celebrated November 1st, 2023, but on this momentous date FreeBSD celebrated its 30th birthday. As the first original fork of the first complete and open source Unix operating system (386BSD) it continues the legacy that the Berkeley Software Distribution (BSD) began in 1978 until its final release in 1995. The related NetBSD project saw its beginnings somewhat later after this as well, also forking from 386BSD. NetBSD saw its first release a few months before FreeBSD’s initial release, but has always followed a different path towards maximum portability unlike the more generic nature of FreeBSD which – per the FAQ – seeks to specialize on a limited number of platforms, while providing the widest range of features on these platforms.

This means that FreeBSD is equally suitable for servers and workstations as for desktops and embedded applications, but each platform gets its own support tier level, with the upcoming version 15.x release only providing first tier support for x86_64 and AArch64 (ARMv8). That said, if you happen to be a billion-dollar company like Sony, you are more than welcome to provide your own FreeBSD support. Sony’s Playstation 3, Playstation 4 and Playstation 5 game consoles namely all run FreeBSD, along with a range of popular networking and NAS platforms from other big names. Clearly, it’s hard to argue with FreeBSD’s popularity.

Despite this, you rarely hear people mention that they are running FreeBSD, unlike Linux, so one might wonder whether there is anything keeping FreeBSD from stretching its digital legs on people’s daily driver desktop systems?

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Atari’s Pac-Man Flop: How A Classic Went Off-Course

For fans of retro games, Pac-Man is nothing short of iconic—a game so loved it’s been ported to nearly every console imaginable. But the Atari 2600 version, released in 1982, left players scratching their heads – as laid out in a video by [Almost Something]. Atari had licensed Pac-Man to ride the wave of its arcade success, but the home version, programmed solely by [Todd Fry], missed the mark, turning an arcade icon into a surprising lesson in over-ambitious marketing.

Despite the hype, [Fry] faced an almost impossible task: translating Pac-Man’s detailed graphics and complex gameplay to the Atari’s limited 4 K cartridge with only 128 bytes of RAM. Atari’s strict limitations on black backgrounds and its choice to cut costs by sticking with a 4 K cartridge left the game barely recognizable. The famous pellet-chomping maze became simpler, colors were changed, and the iconic ghosts—reduced to single colors—flickered constantly. And then, Atari went all in, producing twelve million copies, betting on the success of universal appeal. In a twist, Pac-Man did sell in record numbers (over seven million copies) but still fell short of Atari’s expectations, leaving millions of unsold cartridges eventually dumped in a New Mexico landfill.

This debacle even kind of marked Atari’s 1983 decline. Still, Pac-Man survived the hiccup, evolving and outlasting its flawed adaptation on the 2600. If you’re interested in learning more about the ins and outs of game ports, check out the fantastic talk [Bob Hickman] gave during Supercon 2023.

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DIY 3D Hand Controller Using A Webcam And Scripting

Are you ready to elevate your interactive possibilities without breaking the bank? If so, explore [Caio Bassetti]’s tutorial on creating a full 3D hand controller using only a webcam, MediaPipe Hands, and Three.js. This hack lets you transform a 2D screen into a fully interactive 3D scene—all with your hand movements. If you’re passionate about low-cost, accessible tech, try this yourself – not much else is needed but a webcam and a browser!

The magic of the project lies in using MediaPipe Hands to track key points on your hand, such as the middle finger and wrist, to calculate depth and positioning. Using clever Three.js tricks, the elements can be controlled on a 3D axis. This setup creates a responsive virtual controller, interpreting hand gestures for intuitive movement in the 3D space. The hack also implements a closed-fist gesture to grab and drag objects and detects collisions to add interactivity. It’s a simple, practical build and it performs reliably in most browsers.

For more on this innovation or other exciting DIY hand-tracking projects, browse our archive on gesture control projects, or check out the full article on Codrops. With tools such as MediaPipe and Three.js, turning ideas into reality gets more accessible than ever.