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Steve Wetherill

@stevewetherill@oldbytes.space
mastodon 4.7.2+glitch
  • Open on oldbytes.space

Veteran game dev. Manic Miner/Jet Set Willy (CPC464), Nodes of Yesod, Projectyle, Command & Conquer, Red Alert, Tiberian Sun. Now serializing 40 years of it as a memoir.

675 Followers
173 Following
50 Posts
Joined May 10, 2022
Links:
https://stevewetherill.com
Serialized Memoir:
https://stevewetherill.substack.com
Open post
Steve Wetherill @stevewetherill@oldbytes.space
· 4d ago

I took some time off from working on (shh) Nodes of Yesod for the Spectrum Next to see what I could do with Projectyle. Using the complete Atari ST and Amiga disassemblies I produced earlier with Claude Code, I used Codex Astra to build this Spectrum Next version.

It’s fully playable, with working AI and all eight arenas, including parallax. It uses the Next’s hardware tilemap, with a scrolling play area of 304 × 208 pixels, and runs at 25 fps. The original ST sound-effect bank has been ported, but I had trouble recording the audio, so this capture is silent.

Codex reimplemented the game in C, using the original 68000 assembly as a reference. The C is compiled with z88dk’s SDCC toolchain, with optimized Z80/Z80N assembly for performance-critical routines. The Next’s Z80N is running at 28 MHz.

The menus are placeholders, as you can tell, but knockout, league and quickplay are implemented, along with player deployment and training.

To my eyes, this version looks better and scrolls more smoothly than the original Atari ST and Amiga 500 versions, with a larger scrolling play area too.

It’ll need plenty of testing, of course.

If anyone reading this is interested in collaborating on publishing this and other titles for the Speccy Next, let me know. All rights to Projectyle have reverted to me from Electronic Arts.

#GameDevelopment #RetroGaming #GenerativeAI #SpectrumNext

oldbytes.space

OldBytes Space - Mastodon

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Open post
Steve Wetherill @stevewetherill@oldbytes.space
· 1w ago

I'm 16 chapters in on the scribblings I am calling my memoir. Closing in on the first 10 years of my career (and the 20 that came before). I am about 4 chapters out from that point, with a few ups and downs still to come. Granted, my games industry story has another 30-plus years after that.

If you're interested in what the games industry was like in those halcyon days of the 1980s, you're more than welcome to drop by and read for free. Even better, subscribe to my Substack for the price of a Starbucks per month.

https://stevewetherill.substack.com

#GameDevelopment #RetroGaming #Memoir #1980s

stevewetherill.substack.com
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Open post
Steve Wetherill @stevewetherill@oldbytes.space
· 1w ago

Here is some random gameplay from the work-in-progress version of Nodes of Yesod on the Spectrum Next. Still many rough edges, but the core game is pretty much there. This isn't meant to be a polished video by any means, as you can tell, since I keep forgetting where the munchable walls are. :)

Things currently in the build but not evident from the video:

- Edge jumping. Back in 1985, it was kind of expected that platform games would require pixel-perfect jump timing. And 1985 me was OK with that. 2026 me just wants to play and explore without trying 10 times for that one jump and losing all my lives in the process. So, edge jumps. Hold down as you approach the edge of a platform, and Astro Charlie jumps from the last possible point on the platform.

- Jump control. In addition to edge jumping, which isn't always what you want, I've added jump control. It is not quite Mario-level fly-around-in-the-air jump control, but you can accelerate or decelerate while airborne to make the jump a little bit longer, or a little bit shorter.

In practice, these two additions make the game much more enjoyable.

You might spot a couple of other easter eggs in here too, which I'll say nothing about for now.

I'm thinking about what to do with this. Obviously, it is for the Spectrum Next, and I promised during KS1 to make a version of Nodes. I'll provide a digital copy to KS1 backers as and when it is done. Shhh, etc.

I wonder if people would be interested in a physical release?

#GameDevelopment #RetroGaming #SpectrumNext

oldbytes.space

OldBytes Space - Mastodon

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Open post
Steve Wetherill @stevewetherill@oldbytes.space
· 6d ago

For some reason, I forgot to include this photo in my recollections of the 1990s-era Eldritch The Cat. Pictured here (left to right) are Dave Collins, Mark McCubbin, Stefan Walker, Marc Wilding, and me. I'll fix this omission in the book version.

I am clearly, obviously, having a real phone conversation with a real person on our very real fancy phone system that we paid for and that evidently needed to be a character in this scene. While drinking a coffee, while posing for a photo.

We are pictured here in the new Eldritch office at the Brunswick Dock in Liverpool. The offices had no windows in the normal sense, but had glass/perspex/something transparent ceiling/roofs to make up for that. Or at least, you *could* have a window office, but you paid extra for those.

#GameDevelopment #RetroGaming #Liverpool #1990s

oldbytes.space

OldBytes Space - Mastodon

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Open post
Steve Wetherill @stevewetherill@oldbytes.space
· 1w ago

Chapter 16 is up!

Financially, 1990 was a miserable year in the UK. Mortgage interest rates hit 15%, and the housing market was in a brutal crash.

I didn't escape unscathed, and after giving up my house, I needed a new place to live.

And so it was that I made the acquaintance of a contemptible fellow on the tough streets of Liverpool 6.

A shorter chapter this time, a 700-word snack between courses.

https://stevewetherill.substack.com/p/chapter-16-the-twat

#Memoir #GameDevelopment #RetroGaming

stevewetherill.substack.com
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Open post
Steve Wetherill @stevewetherill@oldbytes.space
· 1w ago

Things that (shh) may have happened this week include converting the scripted 'baddies' to world space for their movement and collision, converting the 'bouncies' to world space including spawning logic etc, converting the mole to world space (Charlie can be standing in a logically different room while the mole munches on a wall in an adjacent room), and fixing jump passability for all rooms to compensate for the scrolling camera.

And I may have done some work on music. Although the Speccy 128 version of Nodes had 'AY' music, which was OK, it was simplified to 3 channels: bass plus a twinned, chorused (detuned) lead line. So, 2 channels, really.

I've gone back to Fred Gray's SID source and reconverted the music for the Next, using the Arkos tracker to simulate the SID instruments (to some extent). The Next has a 9-channel AY array (3 AY chips), so I've used between 3 and 6 channels for music, leaving 3 for SFX. The attached video shows a snapshot of the main Nodes theme tune.

Excuse the clicks and stuff; this was a quick screen grab from CSpect.

#RetroGaming #GameDevelopment #SpectrumNext #AYMusic

oldbytes.space

OldBytes Space - Mastodon

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Open post
Steve Wetherill @stevewetherill@oldbytes.space
· 2w ago
One thing I struggled with in this (shh) Spectrum Next version of Nodes (not getting anyone's hopes up, etc.) is the vertical transitions between floors and ceilings, which were never expected to be visible next to their neighbors as the camera now scrolls over them. I've experimented with redrawing the art and various overlay approaches (pipes, chains, etc.), but all of it either i) may as well make a new art set for the game or ii) is hokey-looking. I've landed on an approach that I think honors the original graphics and adds enough connective tissue on the horizontal seams to make it work. I've attached a few screenshots of 4 'room' groups; interested to see what you think. #RetroGaming #GameDevelopment #SpectrumNext
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Open post
Steve Wetherill @stevewetherill@oldbytes.space
· 2mo ago

Crosswize shipped for the ZX Spectrum in 1988. I talk about its development in Chapter 11 of my ongoing serialized memoir.

The link’s in my bio. It’s always free to read, with a paid option.

Evidently, I was keen on space shrimps during this period. :)

Crosswize was the last game I developed for the Speccy, though not quite the last outing for the technology behind it.

Chapter 12 will cover my fairly disastrous stint at Denton Designs. I’ll start blabbing about that next week.

#RetroGaming #GameDevelopment #ZXSpectrum

oldbytes.space

OldBytes Space - Mastodon

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Open post
Steve Wetherill @stevewetherill@oldbytes.space
· 2mo ago
I happened upon the website of David Rowe, one of the defining illustrators of the golden age of British video games, who created memorable cover art for titles including Ant Attack, The Way of the Exploding Fist, and Populous. He also created the atmospheric backgrounds for the cult TV series Knightmare. His work helped shape the visual identity of an era when the artwork on the box was often as memorable as the game inside. He also did the Crosswize cover art, linked here. :) David is selling prints of his art on his website. I might just pick one up! https://davidrowe.net/product/crosswize/ [edit: added screen cap because the preview card does not seem to work for the site for some reason] #RetroGaming #CoverArt
Crosswize - David Rowe Retro Artwork
David Rowe Retro Artwork

Crosswize - David Rowe Retro Artwork

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Open post
Steve Wetherill @stevewetherill@oldbytes.space
· 2mo ago

Sometimes the magic works. Sometimes it's knowing when to stop.

Chapter 11 of my serialized memoir is up!

https://stevewetherill.substack.com/p/chapter-11-sometimes-the-magic-works?utm_source=mastodon

I picked up this hand-painted shirt at the Maryland Renaissance Festival, near Annapolis, during my first visit to the USA in 1987. It was my favorite shirt for years, and the slogan came to mean something to me then, and even more in retrospect. Photo taken in Baltimore's Inner Harbor on that trip.

#RetroGaming #GameDevelopment #Memoir #ZXSpectrum

Chapter 11: Sometimes the Magic Works
stevewetherill.substack.com

Chapter 11: Sometimes the Magic Works

The contract, the VIC-20, and the getaway car

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Open post
Steve Wetherill @stevewetherill@oldbytes.space
· 2w ago
Replying to
@richcarl@mastodon.nu there’s a few and I’ve addressed it by making those passable from below. If you jump up you pass through.
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Open post
Steve Wetherill @stevewetherill@oldbytes.space
· 2mo ago

I recently came across this stitched panorama, which I took in 1999 while visiting the site of Odin Computer Graphics’ former offices at Canning Place, opposite Liverpool’s Albert Dock.

The pile of rubble on the left, where the yellow machinery is working, is roughly where our first office in Steers House stood. Mulberry House would have been above the platform visible on the right.

I’ve written about my time at Odin in my serialized memoir:

https://stevewetherill.substack.com

I found this panorama too late to include it in the Odin chapters, though I’ll retcon it into them later. In the meantime, I thought I’d share it here.

#Memoir #RetroGaming #Liverpool #CanningPlace #Demolition

stevewetherill.substack.com
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Open post
Steve Wetherill @stevewetherill@oldbytes.space
· 2mo ago
Sidewize features in chapter 10 of my serialized memoir. You can read it here: https://stevewetherill.substack.com/p/chapter-10-the-future-that-never-was Note for nerds: The video here is captured at 25 fps, and since the game itself runs at 50 fps, the flicker visible here is due to quantization of the multiplexed weapon rendering (player weapons/enemy weapons were rendered on alternate frames). Also, in the video, depending on which frames were dropped by the 25 fps capture, some weapons will be dropped altogether. It looks great on a real CRT with real phosphor decay characteristics! #RetroGaming #GameDev #Memoir #ZXSpectrum
Chapter 10: The Future That Never Was
stevewetherill.substack.com

Chapter 10: The Future That Never Was

Chasing the raster, glimpsing the future, and a critical disagreement.

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Open post
Steve Wetherill @stevewetherill@oldbytes.space
· 2mo ago

It's early 1988, and I start work at Denton Designs, a period of personal, professional, and financial tumult. Fired by Dentons, losing my cat, working on three games at once, all of this chaos would lead to new horizons.

Chapter 12 is live today for paid subscribers, with a free sneak peek for everyone else. The full chapter unlocks free for all this Sunday. Subscribe (free or paid) to get it in your inbox.

https://stevewetherill.substack.com/p/chapter-12-the-confrontation-and-the-cat?utm_source=mastodon

#RetroGaming #GameDevelopment #ZXSpectrum

stevewetherill.substack.com
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Open post
Steve Wetherill @stevewetherill@oldbytes.space
· 2mo ago

Chapter 11 of my serialized memoir drops Sunday.

It’s 1987. Odin is gone, and I’m broke. Colin Grunes and I throw in with Firebird to build Crosswize, the sequel to Sidewize. What could possibly go wrong?

That September, two things happen. First, I meet the woman I’ll marry. She has a VIC-20. Second, I visit the USA for the first time and interview at MicroProse in Baltimore.

Subscribe free to get it in your inbox. Paid support is optional.

https://stevewetherill.substack.com/p/chapter-11-sometimes-the-magic-works?utm_source=mastodon

#RetroGaming #GameDev #ZXSpectrum #Memoir

Chapter 11: Sometimes the Magic Works
stevewetherill.substack.com

Chapter 11: Sometimes the Magic Works

The contract, the VIC-20, and the getaway car

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Open post
Steve Wetherill @stevewetherill@oldbytes.space
· 6mo ago

I was told I was “on the chopping block” in my first job in games.

Chapter 5 of my memoir is now live.

This continues my time at Software Projects in 1984, with no real idea what I was doing and nobody there to tell me otherwise, learning fast as I went.

It includes a wiped Tatung Einstein boot disk and porting *Manic Miner* and *Jet Set Willy* without the original source code.

It also marks a turning point. Getting those first games shipped, and realizing I could actually do this.

Posting on a Saturday this time instead of the usual Monday. We’ll see how that goes.

https://stevewetherill.substack.com/p/chapter-5-the-caveman-and-the-pirate

#GameDev #RetroGaming #SoftwareDevelopment #Programming #80sComputing #ZXSpectrum #Amstrad #ComputingHistory #VideoGames #Memoir #Writing #Substack

Chapter 5: The Caveman and the Pirate Ship
stevewetherill.substack.com

Chapter 5: The Caveman and the Pirate Ship

"The cavemen didn't need paintbrushes." Tommy Barton, 1984

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Open post
Steve Wetherill @stevewetherill@oldbytes.space
· 3mo ago
Heartland features in chapter 9 of my serialized memoir. https://open.substack.com/pub/stevewetherill/p/chapter-9-the-firebird-factory #RetroGaming #GameDevelopment #Memoir
open.substack.com
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Open post
Steve Wetherill @stevewetherill@oldbytes.space
· 4mo ago

Read about astronauts, ne'er-do-wells, business trousers, and other things in Chapter 7 of my ongoing serialized memoir.

In this one I write mostly about Nodes of Yesod, Odin Computer Graphics, and 1980s Liverpool.

https://stevewetherill.substack.com/p/chapter-7-the-astronaut-and-the-sleeping

#RetroGaming #Memoir #NodesOfYesod #SinclairSpectrum #ZXSpectrum #Liverpool #OdinComputerGraphics

Chapter 7: The Astronaut and the Sleeping Bag
stevewetherill.substack.com

Chapter 7: The Astronaut and the Sleeping Bag

A Crash Smash, business trousers, and a dubious charge.

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Open post
Steve Wetherill @stevewetherill@oldbytes.space
· 4mo ago
Replying to
Link: https://stevewetherill.substack.com/p/chapter-8-the-clone-the-flan-and-the-forest #Memoir #SubStack #RetroGaming
stevewetherill.substack.com
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Open post
Steve Wetherill @stevewetherill@oldbytes.space
· 5mo ago

Chapter 6 of my serialized memoir, covering the transition from Software Projects to Odin Computer Graphics in 1985, is now live.

In this chapter, I find myself in hot water with the police for stealing my own trousers. And a routine car park handoff triggers something nobody expected.

https://stevewetherill.substack.com/p/chapter-6-the-holt-road-heist

#RetroGaming #SoftwareProjects #OdinComputerGraphics #Memoir #GameDevelopment

Chapter 6: The Holt Road Heist
stevewetherill.substack.com

Chapter 6: The Holt Road Heist

I got in trouble with the law for stealing my own trousers

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Open post
Steve Wetherill @stevewetherill@oldbytes.space
· 4mo ago

Angine de Poitrine. IYKYK

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Steve Wetherill @stevewetherill@oldbytes.space
· 2mo ago

Not seen in Yorkshire.

#Humor #Yorkshire

oldbytes.space

OldBytes Space - Mastodon

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Steve Wetherill @stevewetherill@oldbytes.space
· 5mo ago

Chapter 6 of my serialized memoir is live, “The Holt Road Heist”.

https://open.substack.com/pub/stevewetherill/p/chapter-6-the-holt-road-heist

#Memoir #GameDevelopment #1980s #RetroGaming

open.substack.com
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Open post
Steve Wetherill @stevewetherill@oldbytes.space
· 5mo ago
Replying to
Thanks to everyone who voted.
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Steve Wetherill @stevewetherill@oldbytes.space
· 4mo ago

My other life. Here exploring abandoned Nightingale Tungsten ore (Scheelite) mine in remote north west Nevada. The mine was opened in 1917 and closed in 1956 after the demands of the Korean War subsided. Apparently Tungsten is used for armor piercing munitions.

https://youtube.com/shorts/uCK3M25BuwA

#explorenevada #overlanding

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Steve Wetherill @stevewetherill@oldbytes.space
· 4mo ago
Replying to
@mattround@crispsandwi.ch to say it was a different world would be an understatement.
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Steve Wetherill @stevewetherill@oldbytes.space
· 3mo ago
Replying to
@scudderfish@weird.autos thanks! Yes, I am publishing a new chapter every 2 weeks. Chapter 10: The Future That Never Was is set for next weekend, and Chapter 11: Sometimes The Magic Works is set for 2 weeks after that.
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Steve Wetherill @stevewetherill@oldbytes.space
· 6mo ago
Replying to
@haitchfive it’s a good question. Stream of consciousness follows. It was a hope born of possibilities. I’d found something I truly believed I could participate in professionally. It was truly an exciting time in the world of home computing and video games. I’d catch the red Yorkshire Traction double-decker bus into town, 8 pence in 1983 money, and go to WH Smith (and to a lesser extent Boots) with a feeling of palpable excitement in anticipation of what may present itself on the shelves (no internet of course). And all the while I was working into the wee small hours each night, with the infinite energy of youth, trying to build something of my own. I’ve written about reverse engineering the games of the day by disassembly, but there was also a lot of visual “disassembly” happening too. Lunar Jetman scrolls smoothly because it’s not really scrolling much at all. A lot of observation about the tricks needed to pull off impressive graphics. By the time I was applying to companies with my own demo, I already had interrupt driven sprite routines and smooth scrolling platforms (à la platform games) on the Speccy. I’ve written before that several of the sprites in the demo I’d sent to Software Projects made it into Jet Set Willy 2. And I suppose for me it was even more important that I pulled myself up by the bootstraps and course correct after dropping out of university, so that inspired some “hope” too.
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Steve Wetherill @stevewetherill@oldbytes.space
· 5mo ago

Quick post to note that there will be a new post on my Substack soon. I was away on a trip last week. I am aiming for the weekend, and if not, then soon after.

The title of the next post is, “The Holt Road Heist”.

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Steve Wetherill @stevewetherill@oldbytes.space
· 5mo ago
Replying to
@grumpysmiffy @arclight thanks for your comment. If I am not mistaken, when Derrick ported the game back to the Spectrum, the music from the original Manic Miner, “In the Hall of the Mountain King” by Grieg was used. I think that’s the English version of what you wrote. :) I do vaguely recall somebody from Software Projects asking me to port the in game music I’d written for the Amstrad version back to the Spectrum after I’d left, but I never did that, so presumably they just ripped the music from Manic Miner and went with that. The music I did sounded something like this (done on a lazy Sunday morning in Garage Band a few years back). Obviously the amount of sound processing in Garage Band is massive compared to the humble AY chip in the Amstrad. :)
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Steve Wetherill @stevewetherill@oldbytes.space
· 4mo ago
Replying to
@arclight@oldbytes.space my visit to New Idria abandoned Mercury mine and ghost town. https://youtu.be/YFzMuD_eDxk

New Idria via Clear Creek Management Area | Ghost Town and Abandoned Mercury Mine [OTBT 19]

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Steve Wetherill @stevewetherill@oldbytes.space
· 4mo ago

Seemed rude not to stop. Somewhere in the High Rock Canyon Wilderness near Black Rock Desert Nevada.

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Steve Wetherill @stevewetherill@oldbytes.space
· 5mo ago
Replying to
@RobeeShepherd@mastodon.art yea it’s a long time ago for me, I probably wouldn’t even recognize the place these days.
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Steve Wetherill @stevewetherill@oldbytes.space
· 5mo ago
Replying to
@RobeeShepherd@mastodon.art right, Tranmere Rovers IIRC
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Steve Wetherill @stevewetherill@oldbytes.space
· 5mo ago
Replying to
@RobeeShepherd@mastodon.art ha, small world! From my memory it is a long road, but at that time I didn’t drive so all roads felt long to me, either walking or on the bus. :)
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Steve Wetherill @stevewetherill@oldbytes.space
· 5mo ago
Replying to
@Craktok@mas.to it really was
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Steve Wetherill @stevewetherill@oldbytes.space
· 5mo ago
Replying to
@haitchfive @quazarsamcoupe missed opportunity! :)
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Steve Wetherill @stevewetherill@oldbytes.space
· 5mo ago
Replying to
@quazarsamcoupe haha love it!!
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Steve Wetherill @stevewetherill@oldbytes.space
· 5mo ago
Replying to
@Kroc thanks for the comment.
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Steve Wetherill @stevewetherill@oldbytes.space
· 5mo ago
Replying to
@psychicparrot42 thanks for the feedback.
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Steve Wetherill @stevewetherill@oldbytes.space
· 5mo ago

@douglasvb@m.ai6yr.org yeah my transfer case does, and engine oil.

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Steve Wetherill @stevewetherill@oldbytes.space
· 5mo ago

@douglasvb@m.ai6yr.org it's the RAM truck. Locking front and rear diffs, IDK if that is why, but drain plugs there ain't!

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Steve Wetherill @stevewetherill@oldbytes.space
· 5mo ago
Replying to
@douglasvb oh I am sure my gaming followers will be thrilled to hear all this, lol. :)
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Steve Wetherill @stevewetherill@oldbytes.space
· 6mo ago
Replying to
@haitchfive ha! Some of those other fonts are instantly recognizable. Atic Atac for one.
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Steve Wetherill @stevewetherill@oldbytes.space
· 5mo ago
Replying to
@quazarsamcoupe the Sam Coupe was very colorful! What is it, 16 colors from 128?
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Steve Wetherill @stevewetherill@oldbytes.space
· 4mo ago
Replying to
@arclight@oldbytes.space we tend to know it primarily as light bulb filament (when light bulbs used to have filaments) but knowing that it is so hard makes sense. Wartime use of rare metals tends to spike mining activity. Nearby (to me) New Idria Mercury mine production spiked in WWII, Mercury is used in detonators.
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Steve Wetherill @stevewetherill@oldbytes.space
· 6mo ago
Replying to
@jamesjefferies I might have used one as a dev kit a few years later. Companies such as Ocean in Manchester used them quite a bit, I believe.
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