Oldskooler Ramblings

the unlikely child born of the home computer wars

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Save States: Things you learn consuming 150+ episodes of a gaming history podcast

Posted by Trixter on March 5, 2026

2026 is the 30-year anniversary I would consider myself having been directly involved in computer/video game archival from a preservation and outreach standpoint. From the early days building up the abandonware movement, to co-founding MobyGames, to continued involvement with the Total DOS Collection, to being a vocal advocate of cycle-accurate emulation and archival best practices… I’d like to think I’ve helped a little bit. There were times when I unsuccessfully tried to make software archival a career, only to have Real Life(tm) step in and force me away from it. Still, I’ve tried.

Once in a while, I feel the need to comment on software archival; something punches my imposter syndrome unconscious, and I gain the confidence to speak up and get involved again. But instead of being Old Guy Shakes Hand At Cloud this time, I decided to step back and get a feel for how things are in this space before getting involved. Am I still doing it right? Would I make a fool of myself recommending a practice that has since been debunked, a person who has since retired, or an organization that is sunsetting? I decided to get caught up by taking a crash course on what the Video Game History Foundation is doing, and since I can listen to podcasts easily during my commute, I decided to listen to their podcast, the Video Game History Hour.

When I say “I decided to listen to it”, I meant all of it. All 150 episodes, plus the bonus episodes (they have since continued with Episode 151). From the introduction of Kelsey, to the departure of Kelsey; from Frank as a host, to Phil as a host; from covering videogame history, to the more inward meta activity of “covering videogame history” itself. I’ve enjoyed consuming it over the past six months of listening, despite overwhelming FOMO sadness on my part.

I took notes. A lot of notes. And organized them into recurring themes. While my goal was to extract what the current state of best practices are, I learned more about the institutional side’s trials and tribulations than I had previously assumed. While I didn’t always agree with some of the viewpoints expressed, I’m grateful for the exposure.

What follows is my “best practices executive summary” of the first 150 episodes of The Video Game History Hour. This was originally meant to be a cheat sheet for just me, but — inspired by Ep. 102: Preservation: How Do I Start? — I thought it would be worth sharing as a primer for anyone else who would like to start learning about the crazy world of saving gaming history. I sincerely hope this is helpful to someone.

Everything that follows this sentence is licensed under a Creative Commons Attribution 4.0 International License (CC BY 4.0). I will make no further edits, but encourage anyone to copy, redistribute, modify, remix, transform, or build upon it as they see fit.

Also note: I used AI to help summarize my notes below this line. Everything above this line was written by a human.


Comprehensive Best Practices and Procedures for Video Game History and Preservation (as gleaned from The Video Game History Hour)

Digital Archiving and Data Recovery

Technical Standards and Verification

  • Bit-Level Imaging: Prioritize bit-level disk imaging for all fragile media (floppies, CD-Rs, magnetic tape) using professional tools like KryoFlux, greaseweasle, applesauce, etc. For laserdisc or analog videotape, shoot for using a Domesday Duplicator, although 4:2:2 uncompressed YUV is acceptable.
  • Bit-Accurate Verification: Confirm “good dumps” by comparing results across multiple hardware/software combinations. Use checksums (MD5/SHA-1) to ensure the digital image perfectly matches the original state, and/or other known good images.
  • Standardize Version Control: Explicitly document ROM revisions, regional variants, and “staged” localizations. Acknowledge that “Version 1.0” code is often an incomplete record of a game’s lived history.
  • Forensic PCB Documentation: Include high-resolution photography of circuit boards and handwritten labels. Labels provide essential provenance (e.g., “Lot Check,” “E3 Build”) that is missing from the binary.

Source Code and Development Data

  • Preserve the Full Repository: A source file is an artifact, but a “buildable repository” — compilers, libraries, asset pipelines — is a research resource. Document the original toolchain and build environment.
  • Code Comments as Oral History: Treat internal comments as primary historical documents, as they can reveal the “why” behind technical trade-offs, and provide context for “bugs turned into features.”
  • Prioritize Internal Storage: Image internal hard drives of development kits (Xbox, PS2, PC) before they are wiped. These often contain unrecorded builds and deleted workspace files not found on retail discs.
  • Document Proprietary Engines: Preserve manuals and documentation for in-house engines to understand the technical factors that shaped a studio’s creative output.

Physical Preservation and Collection Management

Professional Stewardship

  • Post-Custodial Archiving: Offer on-site digitization for donors who wish to retain physical heirlooms. This respects the owner’s attachment, while ensuring historical data is preserved and accessible.
  • Systematic Categorization: Use clearly labeled, project-specific containers. Categorizing archives by studio, project, and media type (e.g., “Acclaim Projects,” “Simpsons Art”, etc.) significantly increases processing efficiency.
  • Try to maintain vintage hardware: Maintain a separate set of vintage hardware for facilitated public play and exhibits. This not only satisfies the public’s desire for a tactile experience, but properly represents the original experience on period hardware. Use verified copies of original materials, to avoid risking the integrity of permanent collections.
  • Calculated Restoration: Weigh the labor cost of internal repairs against replacement. For common hardware, purchasing a replacement from the secondary market is often more fiscally responsible than in-house restoration.

Print and Ephemera Archiving

  • Analog-to-Digital Standards: Scan magazines and paper files at high resolution (600-1200 DPI) in uncompressed formats (TIFF). Use Optical Character Recognition (OCR) to ensure all text is machine-searchable. Retain the original TIFF files, as future OCR and de-screening methods might produce better results than current ones.
  • Preserve Production Assets: Archive the “paste-ups,” layout link files, and original photographic negatives. These provide higher fidelity than the final printed page.
  • Document Licensing Bibles: Collect merchandising guides, “style bibles,” and trade catalogs. These reveal the economic strategies and brand management that software alone does not.

Research, Journalism, and Oral History

Methodology and Sourcing

  • Archive multiple sources to paint a broader picture: Cross-reference oral accounts with contemporary primary sources (trade ads, magazine previews, financial reports) to correct for “memory drift” and, unfortunately, retrospective embellishment.
  • Interview more than the lead designer: Interview the “invisible” labor force — junior scripters, QA staff, localizers, and support engineers. These roles often hold more accurate “procedural memory” of technical friction.
  • Identify Alternate Records: For marginalized histories (ie. “feminine” games, identity-driven games, LGBTQ+ themes/creators/mechanics, etc.), look beyond gaming press. Traditional press, zines, college materials, lifestyle magazines, fashion journals, local business registrations, and others can sometimes provide better representation.
  • Utilize Academic and Peer Networks: Collaborate with domain-specific experts (e.g., Japanese culture historians, linguistics experts) to ensure nuances of language and “kawaii” trends are accurately recorded.

Interview Techniques

  • Technical Prompting: Use specific technical questions about mechanics (e.g., “How did you handle the limited sprite hardware?”) to trigger deep procedural memory that general questions miss. Consulting with a domain-specific expert can help, or better yet, have the expert perform the interview.
  • Acknowledge “Memory Silence”: Respect when key figures refuse to speak due to trauma or NDAs. Don’t push. If something becomes lost to history, document their silence as one aspect of how the industry can have cultures of secrecy.
  • Interview with visual aids: Use original design sketches or research papers as visual aids during interviews to help veterans reconstruct the development timeline.
  • Nudge, but don’t correct: It is natural for humans to forget or misremember details from 30+ years ago. Try to ask clarifying follow-up questions that don’t outright accuse the interviewee of lying or misrepresenting history.

Organizational Management and Sustainability

Institutional Ethics

  • Combat “Vocational Awe”: Maintain firm boundaries between the mission and the self. Recognize that “saving history” is professional labor that requires fair compensation and personal well-being to be sustainable. (Something I learned the hard way…)
  • Maintain Developer Trust: Act as a “safe harbor” for sensitive material. Establish “Dark Archives” with clear time-embargos (ie. 5-30 years) to ensure survival while respecting proprietary concerns.
  • Transparent Mission Scoping: Clearly define your institution’s role (ie. Research Library vs. Playable Museum vs. Staging Area, etc.). Focus on addressed “information voids” rather than duplicating existing efforts. Look to other organization’s “bounties”, such as The Video Game History Foundation’s “call for missing items”, MobyGames’ “most wanted”, Redump/No-intro/TOSEC missing hashes, etc.

Operational Sustainability

  • Professional Resilience: Build multi-channel engagement (email, Patreon, YouTube, multiple social media sites) to avoid over-reliance on a single social media platform for fundraising or communication.
  • The “Monthly Membership” Model: Prioritize recurring revenue over one-off donations. A predictable financial “floor” allows for better long-term project planning and scoping.
  • Institutional Redundancy: Ensure all institutional knowledge (location of files, donor contacts) exists in searchable metadata, rather than “tribal knowledge” stuck in the heads of individual founders.

Game Design and Development History

Documenting Intent and Pacing

  • Archive the Paper Trail: Collect draft scripts, “branching matrix” flowcharts, research notes, and even comments in source code. These reveal the functional relationship between storytelling and design that the final binary code obscures.
  • Physics-First Iteration: Document the “kinetics” of a game — the feel of jumping, flying, or acceleration. Modern research should verify that these “foundational fun” mechanics were perfected before final art was applied.
  • Value the Mistakes: Treat poorly-designed or commercially failed games as primary evidence. “Evolutionary dead ends” provide a more complete map of the industry’s maturation than a simple “best-of” list.

Contextual and Online History

  • Document Live Service Life Cycles: Archive patches, changelogs, and high-quality video of seasonal/ephemeral events. Documenting the “social surround” (Discord logs, Twitch streams) is essential for games that only existed in a connected state.
  • Preserve Regional Realities: Branch out from Western experiences (ie. distinguish between intended speeds (60Hz) and regional realities (50Hz PAL)). Documenting the “stuttered” experience of European players contributes to accurate social history.

Legal Advocacy and Public Policy

  • Evidence-Based Advocacy: Conduct rigorous research (like the 13% availability study) to demonstrate “market failure” when petitioning for copyright exemptions.
  • Differentiate Access from Piracy: Clearly distinguish between institutional access (authenticated research) and commercial piracy in all legal filings, to build institutional credibility. (Ask me how I know!)
  • Join Collective Networks: Collaborate to share legal resources and participate in collective bargaining for better preservation laws.
  • Standardize Obsolescence Metrics: Push for clear, technical, measurable criteria for when a game, platform, or hardware ecosystem should legally count as “obsolete” for the purposes of preservation, access, and copyright exemptions. (This is important due to DMCA §1201, which confuses the simple existence of niche manufacturers as “it’s still available” just because a game client exists when the servers are long dead.)

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Some recent podcast appearances

Posted by Trixter on May 23, 2025

While I get my video editing gear up to HDR standards and prep for Vintage Computer Festival Midwest 2025, I’ve found time to appear on some podcasts the past few months:

hpr4273 :: Improving videography with basic manual settings (or: How I learned to stop worrying and love the exposure triangle)

hpr4368 :: Lessons learned moderating technical discussion panels (Tips for effectively moderating tech panels, from preparation to audience engagement)

More Fun Talking Retro Episode 7: The Oldskool PC Jim Leonard – Piracy Is Not The Theme:

Atari Podcast Episode 55 – The Past, Present, and Future of MobyGames:

I’ve enjoyed all of these, and I think I’m getting slightly better at it each time. If you think I can contribute to your podcast on anything from vintage computing history, PC retrogaming, programming old systems, the early demoscene, 1980s gaming history, or who knows what all else, drop me a line at mobygamer@gmail.com.

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How to shoot vintage computer product photography for YouTube (or anything)

Posted by Trixter on November 14, 2023

On November 1st 2023, I released the first part of a 4-part series on the IBM PCjr on YouTube. The opening shot is a slow dolly push into the frame, showing an IBM PCjr’s startup screen. It is some of the best product footage I’ve ever shot, perfectly calibrated and exposed, showing the CRT’s 16 colors as accurately as I’ve ever seen in 4k footage. You can check out the opening shot (and hopefully the entire video!) here:

Someone mentioned to me that at first they thought it was rendered CGI, which is one of the best complements I’ve ever received. :-)

While I’m not a professional photographer, I’ve been studying videography for about a decade, and gotten some tips from experts that include an Emmy-award-winning cinematographer, so I feel somewhat qualified to advise on the process of shooting vintage computer product photography/video. I’d love to see better vintage computer videography on YouTube, so here’s my process, and I hope it helps someone.

Misconceptions

There’s a lot of bad advice out there, so let’s start by tackling some misconceptions:

Color grading is a stylistic step, not a correction step. Color grading is the process of adjusting and enhancing the colors of a video to achieve a desired visual aesthetic or mood, but in order for grading to work consistently, the input footage needs to be perfectly exposed and neutral. The procedures in this blog post will help you get your footage to be as close to neutral as possible out of the camera, which you can then color grade if you want to.

Gear Doesn’t Matter — but whatever you use, it must have manual controls for aperture, ISO, and shutter speed if you want to control the process. If any of these are outside of your control, then you probably need to revisit your choice of camera or cell phone. (Most modern iphones and android phones either come with a “pro camera” app, or you can buy one, or try an Android open-source solution such as Open Camera.

Achieving neutral footage via best practices

There is a fairly consistent workflow you can use to achieve neutral and balanced video footage every time. As mentioned above, it requires manual control over several camera settings, so if you’re using a full-automatic camera, or a cell phone without a dedicated “pro camera” app, not all of these steps will apply to your gear, but following as many of them as you can will certainly help.

Also, it is best to follow these basic photograph steps in order. ISO, aperture, and shutter speed are all points on the exposure triangle, but two of them affect video much more than photography, so it’s important to set them in the correct order to prevent unintended artifacts in video.

Let’s go! Here’s the basic process I follow after I set up my scene:

1. Adjust lighting in the real world to get the look you want. Vintage computing enthusiasts understand “garbage in, garbage out”, and the same applies to videography. You can’t fix everything in post, so make sure you have enough light. Not sure if you have enough light? Add more light! The more light you add, the more photons hit the camera sensor, which translates to less noise in the final video. (As a bonus, additional light sometimes fills in harsh shadows.)

2. Set camera to full manual. We need individual control over ISO, aperture, and shutter speed. Preferably, also manual white balance.

3. Set ISO to the base ISO of your camera. This reduces noise in the video. Think of ISO as amplification, or gain, added to the signal registered by the camera sensor: Higher settings produce more noise, just like turning up the volume on a vintage stereo system adds more noise and hiss. Base ISO settings differ from camera to camera, and the base setting is usually NOT the lowest ISO setting of 50 or 100, so you need to check your camera’s manual (or, sadly, the internet) to determine the correct setting. For example, on my Panasonic GH5s, the base ISO is 800 for its LOG picture profile, and ISO 400 for all other picture profiles. (On my Panasonic G9 II, the camera limits the low end of ISO adjustments to its base of 400, and won’t let you go below that. I find that very helpful, but I think that default behavior can be toggled.)

Some cameras have two base ISO settings that produce the lowest noise; for example, the Sony A7 IV has multiple base ISO settings depending on the profile. You can experiment with both settings to see which works best for the amount of light you have available in your scene.

4. Set shutter speed to match the frequency of your lighting. This eliminates subtle “banding” in the picture that results from a mismatch between shutter speed and light flicker. There are really only two settings, 1/50 or 1/60, and you should pick whichever matches the AC frequency of your mains voltage. For Europe, this is 1/50; for North America, this is 1/60. (European users might have some trouble getting exactly 1/50, as that is not a traditionally common shutter speed; pick 1/48 instead as a compromise.)

If you’re using professional flicker-less light rigs, then you don’t need to worry about mains/electrical flicker, and can set the shutter angle to something that looks more natural. Set your shutter angle to 180 degrees if your camera has a “shutter angle” setting. If it doesn’t, set it to double your shooting framerate; for example, if shooting video at 24 frames per second, set shutter to 1/48.

5. Adjust exposure using the aperture. With our ISO and shutter speeds set, the only way we can adjust exposure is by adjusting how much light entering the lens hits the camera sensor. If the picture is too bright, stop the aperture down (ie. go from f/4, to f/5.6, to f/8, etc.) until nothing is clipping in the whites. If too dark, stop the aperture up (ie. go from f/8, to f/5.6, to f/4, etc.) until it nothing is crushed in the shadows. If it’s still too dark after opening the aperture all the way, then add more light (see “Adjust lighting” above).

How to check exposure? If your camera supports it, turn on a “levels”, “histogram”, or “waveform monitor” display in your camera’s settings (or cell phone’s “pro camera” app). If your camera doesn’t have that, enable the “zebras” camera setting with the threshold set to 95% or 100% to ensure nothing is clipping; with this setting on, moving “zebra outlines” will appear on-screen where clipping is occurring. (And if your camera doesn’t have either of these monitoring features, consider getting a better camera.)

6. Set white balance in camera. This is to ensure nothing has a color cast, and that white is truly white. Use your camera’s function to set white balance, which usually involves putting a white balance target in front of your camera so it can calibrate itself. Ideally, use an “18% grey card” (they’re cheap on B&H or Amazon), but you can also get by with a pure white sheet of paper.

7. Focus on your subject. If you’ll be moving the camera or subject a lot, or you know your camera uses a superior focus system like phase detection, it’s ok to use autofocus. If you are not moving the camera or subject significantly, or your camera uses an inferior focus system for video like contrast detection, use manual focus instead.

You don’t have to be scared by manual focus: If your camera supports a feature called “focus peaking”, you can enable it to make in-focus areas easier to see. But you don’t have to trust your eyes using manual focus; your camera should support a “tap to focus” feature when in manual focus mode, where it will focus exactly where you tap on the camera’s flip-out screen. (Just remember that tap-to-focus only sets focus once — it will not track your subject and continually adjust focus.)

8. Put a color chart in front of your subject for a few seconds when you start shooting video. This provides a known good reference to further correct any color issues later during editing. The Calibrite (formerly X-rite) ColorChecker Passport Video is a great choice, as its “video” chart can be used directly by some editors, like DaVinci Resolve, to automatically color-correct any subtle differences from neutral in the footage. If using other video editors, both the MBR Color Corrector III plugin (Premiere, After Effects) as well as Cinema Grade (Premiere, Final Cut) can also use this specific color chart. Simply apply whichever process you have to a frame that contains the color chart, and you will notice the footage will subtly get more accurate; you can then cut out the piece with the color chart in it so it doesn’t show up in the final result.

What about picture profiles?

As long as you’re not using a “special effects” profile, anything called “standard”, “natural”, “rec709”, or similar will be just fine. The actual picture profile doesn’t matter as much, because as demonstrated above, we use the color chart shot to correct the footage to a neutral color balance anyway. But if you’re not sure, take some time to test these procedures with all of your picture profile settings, to see which works best. For example, some picture profiles have different contrast levels than others, even if they don’t change the colors, so you may want to find a low-contrast profile to fill in the shadows if you have trouble lighting your scene.

You don’t have to color-grade

Now that you have color-corrected neutral footage, you may be artistically tempted to color-grade your footage. While it can be fun to make video look like your favorite movie or tv show, stop first and think about what your video is trying to do: If you’re trying to convey a certain narrative, color grading might make your footage more impactful and dramatic… for example, going for earth tones if simulating a 1970’s flashback. But when it comes to historical accuracy, the last thing I want to do is color my footage artistically. For example, CGA has 16 distinctive colors; I want everyone to know exactly what those colors looked like, in ideal conditions. So what I put on YouTube is the neutral, balanced footage out of the camera with very few adjustments, and certainly no color grading. I want people to see what the machines actually look(ed) like.

It is entirely possible I am a moron

I hope this helps you with your own product photography — but if you’ve had better results with a different process, I’d love to read about them; post your experiences in the comments.

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How I got into tech

Posted by Trixter on September 13, 2023

Recorded something for Hacker Public Radio when their queue was getting low: How I got into tech.

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MartyPC: Finally, a cycle-accurate IBM PC emulator!

Posted by Trixter on July 5, 2023

When my crew and I wrote 8088 MPH and Area 5150, we had a secondary goal other than to amaze: It was to spurn emulator authors into improving the emulators. Anyone who grew up with a 4.77 MHz system understands that most emulators just don’t play pre-1985 games very well, as most of them were written for that target speed and are unplayable on anything faster. DOSBox is woefully inaccurate for this era of PC gaming — which is why I think most people are trying to forget it, but that would be a shame, as there are some wonderfully surprising action games for this class of system.

MartyPC rises to that challenge, and because the author is as tenacious as we are, he didn’t stop until it ran Area 5150 perfectly. You can even see it single-stepping through the demo’s bit-banged video mode here:

MartyPC single-stepping through a portion of Area 5150

Viler has an amazing write-up on what MartyPC does well beyond just our demos. Highly recommended reading.

It took 42 years, but we finally have a decent 4.77 MHz 8088 + CGA emulator. And if you’re into that sort of thing, you can even run it in your web browser.

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Protected: The semantics of discourse

Posted by Trixter on December 30, 2022

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What they don’t tell you about getting older

Posted by Trixter on July 16, 2018

I’m nearing 50.  I’m developing the usual amount of physical issues for someone who doesn’t take care of themselves, but nobody told me about the mental issues that follow.

The human brain is an organ, just like every other organ in your body.  It’s highly specialized, but then again so are most major organs.  As we age, our organs don’t perform as well: We are slower to perform, slower to adapt, slower to heal.  Sometimes organs that performed well in our youth start losing the ability to perform their primary function, such as your kidneys leading to early-onset diabetes.  And, I’m now finding out, the brain suffers from this as well.

It’s no secret that the elderly have easily-identifiable mental issues, mostly speed of processing and the difficulty of forming short-term memory.  What isn’t as well communicated is how less-than-peak-performance brain function affects you long before you become that old.  In the last few years, I find myself:

  • Sensitive to emotion and empathy.  I guess this comparison is inevitable, given my nerd pedigree, but it’s very much like Bendii Syndrome, where you feel emotion more strongly.  There have been times when I was expected to be impartial in a situation, only to find myself quite subjective and borderline irrational based on how I personally felt.
  • Feeling a pervasive sense of loss.  When I first started out in my career (and hobbies), I had an experience and intellectual advantage in my field.  Someone much older than me described me as “the smartest kid in the room”, and I definitely felt that way up until about 8 years ago.  You can see a definite correlation between how much I felt I was losing that and my demoscene productions from 2013 through 2015 — almost as if I was desperately trying to cling to that feeling of being the smartest kid in the room.
  • Being resistant to change.  As emotional response increases, logical reasoning has to fight harder to win.  There are many changes in last few years I’ve resisted because I felt about them a certain way, when logically they made perfect sense to me.
  • Tiring after periods of concentration.  What happens when you work a muscle too much?  It gets tired and hurts.  What happens when I have to learn something new, or concentrate on a difficult problem?  I feel fatigued.

There are ways to mitigate the above, but the cruel irony is that your brain is the organ that has to fix itself, and it’s malfunctioning.  I should get more sleep, exercise, eat better — but my brain wants everything to just go away.

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A Reason to Disregard Copyright Law

Posted by Trixter on April 25, 2018

(This is a short rant about morals and obligations, not the ability to make money off of your work.  If you rely on copyright law to earn your living, you are not the audience for this article.  It is also not a call to action to break the law, which you do at your own risk without holding me responsible.)

Everyone knows that anything created more than 90 years ago is no longer eligible for copyright and is in the public domain, right?  Not so fast: In 2011, copyright law was amended in a way that affects audio recordings:  The composition might be public domain, but any recordings of it are not.  From https://www.copyright.gov/docs/sound/pre-72-report.pdf :

As a consequence of this legal construct, there is virtually no public domain in the United States for sound recordings and a 55 year wait before this will change. To put this in perspective, one need only compare the rules of copyright term for other works. For example, a musical composition published in 1922 would have entered the public domain at the end of 1997, but a sound recording of that same musical composition that was fixed the same year will remain protected for another 70 years, until 2067.

That means this recording from 1887 will somehow have a copyright term of 180 yearsThat’s seven generations.  But hey, the recording artist’s great-great-great-great-great-grandchildren will still have the right to earn money off of the work or remove it from public consumption, and that’s the important thing, right?

It’s laws like this that turn people like Jason Scott into crazed archival psychopaths.  While I don’t agree with his methods, we definitely share the same concerns:  Copyright law in the US is not merely unrealistic, but works to actively and permanently destroy original works every year by preventing their archival.

I had this conversation with my father recently, who is a numismatist internationally recognized as an expert in some areas in his field. He has archives of the articles he’s written over the past 50 years, but wants none of it archived in a public forum because the work is technically under copyright under various publications’ names, and he holds a firm moral stance on playing by the rules. In my opinion, this dooms his work: None of those publications have publicly-accessible archives. His articles are already inaccessible (unless some library somewhere has numismatic publications from 40 years ago, which is not a realistic expectation as libraries these days are migrating towards digital as a way to save money and offer more services), so unless somebody does something, his work over the last half century will likely be lost forever.

Nobody cares about your work enough to preserve it after you’re gone. If you don’t do it, it won’t get done. The changes in information technology over the last 20 years have enabled the human race to produce so much content per second, over so many different topics and channels, that anything you produce has hardly any audience.  Worse, any tiny audience you might have rarely has the free time to consume it.  At the end of the day, that leaves a handful of people who consume your content and care about preserving it for future consumers, but the existing state of copyright law enforces penalties for that.  The days of printing a book and expecting it to be available in public libraries for 50+ years are long gone.

For those who desire copyright law so that they retain control over their work, realize this:  Our contribution to the world — our only purpose in life — is what we do, and what we leave behind.  If you write a book, it’s ostensibly because you have something to say, and want people to read what you have to say.  You create a work that you’re proud of, and release it into the world.  Copyright law grants you the right to request it destroyed at a later date, but it is selfish, petty, and immature to do so.

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Color #23 (CGA Update)

Posted by Trixter on February 25, 2018

There was a time when conversion of real-world images to computer screens was considered a black art. Those days are gone, but it’s still fun to dabble.

r3cgm's avatarThe Mann Cave

My friend Jim ‘Trixter’ Leonard is a bit of a CGA aficionado.  You know, that computer graphics mode from the 1980’s?  He did a nostalgic conversion of my photo into one of the two available 4-color pallets (I think that’s correct?) and the results are dithertastic.  Take a look.

fullsizeoutput_274b

Pretty remarkable how well the photo holds up with such a severe restriction on colors.  Thanks for the fun conversion, Jim!

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The End of a Perfect Day

Posted by Trixter on May 11, 2017

I remember a time when I was productive in my home life and my hobbies, both of which brought me great joy and validation.  What’s changed since then?  What’s happened to my output and my mental state?  Two things: Social media distraction and impostor syndrome.

Dealing with social media distraction has many gradients of severity and treatment, but being a member of Generation X gives me an advantage: Because I didn’t grow up with social media, it is easier for me to quit it cold turkey.  I’m going to gain back the time I waste on social media by cutting it out completely for several months, if not an entire year.  I might pop on once on a while to announce something, but it won’t be a daily check-up.  Back-of-the-napkin calculations suggest I will gain back at least 120 hours (that’s 5 days!) of free time per year giving up twitter and facebook alone.

Impostor Syndrome is possible to overcome if you can accept that you have provided real value at one or more points in your life.  If you accept that, there are various methods that can help.  I’ve adopted some, and they are indeed helping, such as keeping a file of nice things people have said about you, finding one person to confide in about feeling like a fraud, and — cliched as it is — “fake it ’til you make it”.  (If it’s good enough for Henry Rollins, it’s good enough to give it a shot.)

I want to get back to a time when I wasn’t worried about what people thought of me.  I want to feel like one of the smartest kids in the room again.  I want to will new things into existence because I feel they should exist and can help or entertain people.  Most importantly, I want to work on myself so that I am available for my family, and be mentally sound enough to not lose sight of how important that is.

To accomplish all this, I’ve removed all social media apps from my phone.  I’m also clearing out both of my email accounts, and being realistic about what I can and cannot accomplish for people.  (If I’ve volunteered to do something for you, I promise you’ll hear from me, but you might not like the answer.)  I might still be active on a forum or two, but with much less frequency.  If you need to contact me this year, please email me instead of trying to reach out to me over social media.

Self-improvement is a journey that requires a realistic world view and making some hard choices.  With sincere apologies to Johnny Marr and the late Kirsty MacColl:

No it’s not a pretty world out there
With people dying of their own despair
But in a written testimonial you’d say
You never really knew them anyway
I’ll never satisfy you
I’ll never even try to
I really couldn’t tell
It just depends what you remember
At the end of a perfect day

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