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Tiny C Compiler

https://bellard.org/tcc/
141•guerrilla•5h ago•63 comments

Show HN: LocalGPT – A local-first AI assistant in Rust with persistent memory

https://github.com/localgpt-app/localgpt
20•yi_wang•1h ago•4 comments

SectorC: A C Compiler in 512 bytes

https://xorvoid.com/sectorc.html
221•valyala•9h ago•42 comments

Speed up responses with fast mode

https://code.claude.com/docs/en/fast-mode
128•surprisetalk•8h ago•138 comments

Software factories and the agentic moment

https://factory.strongdm.ai/
160•mellosouls•11h ago•319 comments

OpenCiv3: Open-source, cross-platform reimagining of Civilization III

https://openciv3.org/
896•klaussilveira•1d ago•273 comments

Brookhaven Lab's RHIC concludes 25-year run with final collisions

https://www.hpcwire.com/off-the-wire/brookhaven-labs-rhic-concludes-25-year-run-with-final-collis...
51•gnufx•7h ago•52 comments

Stories from 25 Years of Software Development

https://susam.net/twenty-five-years-of-computing.html
145•vinhnx•12h ago•16 comments

Hoot: Scheme on WebAssembly

https://www.spritely.institute/hoot/
170•AlexeyBrin•14h ago•30 comments

Show HN: Craftplan – Elixir-based micro-ERP for small-scale manufacturers

https://puemos.github.io/craftplan/
15•deofoo•4d ago•3 comments

FDA intends to take action against non-FDA-approved GLP-1 drugs

https://www.fda.gov/news-events/press-announcements/fda-intends-take-action-against-non-fda-appro...
83•randycupertino•4h ago•166 comments

First Proof

https://arxiv.org/abs/2602.05192
110•samasblack•11h ago•70 comments

Vocal Guide – belt sing without killing yourself

https://jesperordrup.github.io/vocal-guide/
282•jesperordrup•19h ago•92 comments

Show HN: I saw this cool navigation reveal, so I made a simple HTML+CSS version

https://github.com/Momciloo/fun-with-clip-path
62•momciloo•9h ago•12 comments

Al Lowe on model trains, funny deaths and working with Disney

https://spillhistorie.no/2026/02/06/interview-with-sierra-veteran-al-lowe/
93•thelok•11h ago•20 comments

The F Word

http://muratbuffalo.blogspot.com/2026/02/friction.html
104•zdw•3d ago•52 comments

Show HN: A luma dependent chroma compression algorithm (image compression)

https://www.bitsnbites.eu/a-spatial-domain-variable-block-size-luma-dependent-chroma-compression-...
31•mbitsnbites•3d ago•2 comments

Start all of your commands with a comma (2009)

https://rhodesmill.org/brandon/2009/commands-with-comma/
560•theblazehen•3d ago•206 comments

IBM Beam Spring: The Ultimate Retro Keyboard

https://www.rs-online.com/designspark/ibm-beam-spring-the-ultimate-retro-keyboard
5•rbanffy•4d ago•0 comments

Eigen: Building a Workspace

https://reindernijhoff.net/2025/10/eigen-building-a-workspace/
9•todsacerdoti•4d ago•2 comments

Microsoft account bugs locked me out of Notepad – Are thin clients ruining PCs?

https://www.windowscentral.com/microsoft/windows-11/windows-locked-me-out-of-notepad-is-the-thin-...
109•josephcsible•7h ago•128 comments

The AI boom is causing shortages everywhere else

https://www.washingtonpost.com/technology/2026/02/07/ai-spending-economy-shortages/
264•1vuio0pswjnm7•15h ago•445 comments

Selection rather than prediction

https://voratiq.com/blog/selection-rather-than-prediction/
28•languid-photic•4d ago•9 comments

I write games in C (yes, C) (2016)

https://jonathanwhiting.com/writing/blog/games_in_c/
175•valyala•9h ago•165 comments

Reinforcement Learning from Human Feedback

https://rlhfbook.com/
114•onurkanbkrc•14h ago•5 comments

Unseen Footage of Atari Battlezone Arcade Cabinet Production

https://arcadeblogger.com/2026/02/02/unseen-footage-of-atari-battlezone-cabinet-production/
142•videotopia•4d ago•47 comments

Learning from context is harder than we thought

https://hy.tencent.com/research/100025?langVersion=en
223•limoce•4d ago•124 comments

Where did all the starships go?

https://www.datawrapper.de/blog/science-fiction-decline
133•speckx•4d ago•210 comments

Show HN: Look Ma, No Linux: Shell, App Installer, Vi, Cc on ESP32-S3 / BreezyBox

https://github.com/valdanylchuk/breezydemo
297•isitcontent•1d ago•39 comments

Hackers (1995) Animated Experience

https://hackers-1995.vercel.app/
579•todsacerdoti•1d ago•280 comments
Open in hackernews

Linux for Nintendo 64 (1997)

https://web.archive.org/web/19990220141243/http://www.heise.de/ix/artikel/E/1997/04/036/
65•flykespice•4mo ago

Comments

AdmiralAsshat•4mo ago
So what happened to it?
hcs•4mo ago
I don't know what ever happened to Netscape's version, but various homebrew attempts have been made.

One Linux on N64 project was discussed here a few years ago: https://news.ycombinator.com/item?id=25539319

There was a version of Mosaic in the SharkWire Online device, recently there have been some efforts to make that more usable without the SharkWire, though I don't think much is public yet, some discussion about the ROM here https://www.reddit.com/r/lostmedia/comments/1i2odym/update_f...

ndiddy•4mo ago
In case anyone can't tell from the poorly photoshopped image and the "text input via analog stick rotation" input method, this is an old April Fool's article. See https://groups.google.com/g/fr.comp.os.linux/c/4xO1IcKhRnc/m... for confirmation.
accrual•4mo ago
> each character is represented by a 3 degree angle of the analog stick

This humor is golden. Now I have even more reason to keep my stock sticks in working order.

mattnewton•4mo ago
They had me until the analog stick bit NGL
Lammy•4mo ago
The Netscape thing isn't that far-fetched, though. Sega Saturn had PlanetWeb in 1996: https://segaretro.org/NetLink_Custom_Web_Browser

And I 'member the LinksBoks web browser on XBOX in the 2000s that had workable input via analog stick. Point the stick at one of the clusters of letters and press one of four colored face buttons: https://web.archive.org/web/20050903121908/http://ysbox.onli...

reaperducer•4mo ago
The PSP had a web browser, as well, with d-pad input.
tcdent•4mo ago
The Sega Dreamcast, from a similar era, had a modem for Internet access and web browser.
wicket•4mo ago
The N64 had the 64DD/Randnet in Japan which included a modem and web browser.
chiffre01•4mo ago
The modern version, that's for real:

https://github.com/clbr/n64bootloader/tree/master/n64linux

accrual•4mo ago
It's got busybox, we're in!
leidenfrost•4mo ago
I found a video of a n64 port in action:

https://www.youtube.com/watch?v=ZjG6_UY0ou4

gjsman-1000•4mo ago
What was once a prank...

https://hackaday.com/2021/01/01/a-fresh-linux-for-the-most-u...

firefax•4mo ago
Reminds me of the Slashdot days -- "Linux on [insert device]" articles seemed to pop up every other week. Classic stuff!
abeyer•4mo ago
Immediately answered with a "what if you made a beowulf cluster of those!?" comment
pizzathyme•4mo ago
Interestingly every Famicom and Nintendo Entertainment System in the 1980's shipped with modem capability. Hiroshi Yamauchi the CEO thought the Nintendo Network could be a big play. It never panned out but it was a proprietary pre-internet dial up system.

I read about this in "Game Over" by David Sheff, but here's another source: https://en.wikipedia.org/wiki/Family_Computer_Network_System

ndiddy•4mo ago
The modem was an external add-on, there wasn't any special support for it built into the consoles. I think one reason why it wasn't a big success was that a lot of its appeal was being able to easily do stock trades and check your brokerage account from home, and the Japanese stock market started its decline in the early 90s. I don't think many people were excited to subscribe to a service whose main purpose was showing them how much money they were losing.

Interestingly, the JRA (Japanese horse racing association) continued accepting remote bets from Famicom modem users until 2015. Here's a video of someone placing a bet in 2008: https://www.youtube.com/watch?v=ks0JeyhZsR4

6SixTy•4mo ago
I was skeptical about this claim, as the NES and Famicom are pretty simple at the end of the day, and apparently the NESWiki[1] says that there's a second CPU handling modem capabilies with UART communication to a modem controller. Usually networking gear before VLSI has a second off the shelf CPU on the board.

[1] https://www.nesdev.org/wiki/Family_Computer_Network_System

reaperducer•4mo ago
I was skeptical about this claim

If the Atari 2600 could do it, pretty much anything can.

IIRC, the 2600 had one service that would do it over a dialup modem, and another that got the data from your local cable TV company.

RiverCrochet•4mo ago
Do you mean the Intellivision PlayCable?
RiverCrochet•4mo ago
Yeah, there's no way the Famicom/NES could do audio modulation/demodulation through phone lines to directly be a modem itself. It doesn't have a real audio input, and doesn't have an audio output separate from what's going to the TV.

There is a YouTube video out there of what I believe is a Russian dude copying a Dendy or Famicom cartridge through sound, though. The system is powered up with the copier cart. The copier cart copies its code to the system's 2K of RAM, and runs from there. You then remove the copier cart and insert the game you want to copy. This makes the screen garbled as you are removing the graphics data from reach of the PPU, but the code continues to run as the CPU is not reset. The copier cart will then iterate through each byte of the cart and emit FSK tones through the system's audio out which you can record and then convert to an .nes file with a utility. I suppose it has to know the mapper involved and such.

But there's no way for the NES to shove that modulation through a separate audio out (and definitely no real audio input).

Now the Famicom/NES does have a few GPIO-like lines through the expansion connector, so bit-banging a UART I guess would be possible (if appropriate converters for the voltage are present), but it couldn't be very fast as the CPU has to service the PPU every frame with OAM DMA writes if sprites are enabled.

The Commodore 64 RS-232 built-in capability was driven entirely with software and it didn't go faster than 2400 baud.

tcdent•4mo ago
1997 will be the year of Linux on the console.
wicket•4mo ago
I seem to remember that "runderwo" was working on porting Linux to the N64 back in the "Dextrose" days, when the N64 scene was still active. I can't find much information on his port, but I did find a reference to it here: http://n64.icequake.net/#projects