Jeff Dunham next to a Philco Predicta TV

Jeff Dunham Finds A NOS 1958 Philco Predicta

When you see a ventriloquist like [Jeff Dunham], you probably expect to see him with a puppet. This time – spoilers ahead – you won’t. Besides his fame on stage, [Dunham] is also a collector of vintage tech and a die-hard television enthusiast. In the video below, [Dunham] has gotten his hands on a rarity: an unboxed 1958 Philco Predicta TV. The original tape was still on the box. We get to follow along on his adventure to restore this sleek, retro-futuristic relic!

[Dunham]’s fascination with the Predicta stems from its historical significance and bold design. At a time when television was making its way into American homes, the Predicta dared to be different with its swivel-mounted picture tube and early printed circuit boards. Despite its brave aesthetics, the Predicta’s ambition led to notorious reliability issues. Yet, finding one in pristine condition, sealed and untouched for over six decades, is like unearthing a technological time capsule.

What makes this story unique is [Dunham]’s connection to both broadcasting and his craft. As a ventriloquist inspired by Edgar Bergen — whose radio shows captivated America — [Dunham] delights in restoring a TV from the same brand that first brought his idol’s voice to airwaves. His love for storytelling seamlessly translates into this restoration adventure.

After unboxing, [Dunham’s] team faces several challenges: navigating fragile components, securing the original shipping brace, and cautiously ramping up voltage to breathe life into the Predicta. The suspense peaks in the satisfying crackle of static, and the flicker of a 65-year-old screen finally awakened from slumber.

Have you ever come across an opportunity like this? Tell us about your favorite new old stock find in the comments. Buying these can be a risk, since components have a shelf life. We appreciate when these old TVs play period-appropriate shows. Who wants to watch Game of Thrones on a Predicta?

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Modern AI On Vintage Hardware: LLama 2 Runs On Windows 98

[EXO Labs] demonstrated something pretty striking: a modified version of Llama 2 (a large language model) that runs on Windows 98. Why? Because when it comes to personal computing, if something can run on Windows 98, it can run on anything. More to the point: if something can run on Windows 98 then it’s something no tech company can control how you use, no matter how large or influential they may be. More on that in a minute.

Ever wanted to run a local LLM on 25 year old hardware? No? Well now you can, and at a respectable speed, too!

What’s it like to run an LLM on Windows 98? Aside from the struggles of things like finding compatible peripherals (back to PS/2 hardware!) and transferring the required files (FTP over Ethernet to the rescue) or even compilation (some porting required), it works maybe better than one might expect.

A Windows 98 machine with Pentium II processor and 128 MB of RAM generates a speedy 39.31 tokens per second with a 260K parameter Llama 2 model. A much larger 15M model generates 1.03 tokens per second. Slow, but it works. Going even larger will also work, just ever slower. There’s a video on X that shows it all in action.

It’s true that modern LLMs have billions of parameters so these models are tiny in comparison. But that doesn’t mean they can’t be useful. Models can be shockingly small and still be perfectly coherent and deliver surprisingly strong performance if their training and “job” is narrow enough, and the tools to do that for oneself are all on GitHub.

This is a good time to mention that this particular project (and its ongoing efforts) are part of a set of twelve projects by EXO Labs focusing on ensuring things like AI models can be run anywhere, by anyone, independent of tech giants aiming to hold all the strings.

And hey, if local AI and the command line is something that’s up your alley, did you know they already exist as single-file, multi-platform, command-line executables?

Hear A Vintage Sound Chip Mimic The Real World

Sound chips from back in the day were capable of much more than a few beeps and boops, and [InazumaDenki] proves it in a video recreating recognizable real-world sounds with the AY-3-8910, a chip that was in everything from arcade games to home computers. Results are a bit mixed but it’s surprising how versatile a vintage sound chip that first came out in the late 70s is capable of, with the right configuration.

Recreating a sound begins by analyzing a spectrograph.

Chips like the AY-3-8910 work at a low level, and rely on being driven with the right inputs to generate something useful. It can generate up to three independent square-wave tones, but with the right approach and setup that’s enough to get outputs of varying recognizability for a pedestrian signal, bird call, jackhammer, and referee’s whistle.

To recreate a sound [InazumaDenki] begins by analyzing a recording with a spectrogram, which is a visual representation of frequency changes over time. Because real-world sounds consist of more than just one frequency (and the AY-3-8910 can only do three at once), this is how [InazumaDenki] chooses what frequencies to play, and when. The limitations make it an imperfect reproduction, but as you can hear for yourself, it can certainly be enough to do the job.

How does one go about actually programming the AY-3-8910? Happily there’s a handy Arduino AY3891x library by [Andreas Taylor] that makes it about as simple as can be to explore this part’s capabilities for yourself.

If you think retro-styled sound synthesis might fit into your next project, keep in mind that just about any modern microcontrollers has more than enough capability to do things like 80s-style speech synthesis entirely in software.

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Donated Atari Mega ST Gives A Peek At Game Development History

[Neil] from The Cave, a computer and console gaming museum in the UK, has a treat for vintage computing and computer gaming enthusiasts. They received an important piece of game dev history from [Richard Costello], who coded ports of Gauntlet 2, Mortal Kombat, and Primal Rage for Atari ST and Amiga home computers. [Richard] brought them his non-functional Atari Mega ST in the hopes that they could get it working again, and demonstrate to visitors how game development was done back in the 80s — but sadly the hardware is not in the best shape.

The Atari ST flagged deleted files for overwriting but didn’t actively wipe them, allowing an undelete utility to work.

That doesn’t stop [Neil], however. The real goal is seeing if it’s possible to re-create the development environment and access the game assets on the SCSI hard drive, and it’s not necessary to revive every part of the hardware to do that. The solution is to back up the drive using a BlueSCSI board which can act as a host, scan the SCSI bus, and dump any device it finds to an SD card. The drive didn’t spin up originally, but some light percussive maintenance solved that.

With the files pulled off the drive, it was time to boot it up using an emulator (which begins at the 16:12 mark). There are multiple partitions, but not a lot of files. There was one more trick up [Neil]’s sleeve. Suspecting that deleting everything was the last thing [Richard] did before turning the machine off decades ago, he fired up a file recovery utility. The Atari ST “deleted” files by marking them to be overwritten by replacing the first letter of the filename with a ‘bomb’ character but otherwise leaving contents intact. Lo and behold, directories and files were available to be undeleted!

[Neil] found some fascinating stuff such as mixed game and concept assets as well as what appears to be a copy of Ramrod, a never-released game. It’s an ongoing process, but with any luck, the tools and environment a game developer used in the 80s will be made available for visitors to experience.

Of course, modern retro gaming enthusiasts don’t need to create games the classic way; tools like GB Studio make development much easier. And speaking of hidden cleverness in old games, did you know the original DOOM actually had multi-monitor support hidden under the hood?

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Behold A First-Person 3D Maze, Vintage Atari Style

[Joe Musashi] was inspired by discussions about 3D engines and decided to create a first-person 3D maze of his own. The really neat part? It could have been done on vintage Atari hardware. Well, mostly.

He does admit he had to do a little cheating to make this work; he relies on code for the ARM processor in the modern Atari VCS do the ray casting work, and the 6507 chip just handles the display kernel. Still, running his demo on a vintage Atari 2600 console could be possible, but would definitely require a Melody or Harmony cartridge, which are special reprogrammable cartridges popular for development and homebrew.

Ray casting is a conceptually simple method of generating a 3D view from given perspective, and here’s a tutorial that will tell you all you need to know about how it works, and how to implement your own.

[Joe]’s demo is just a navigable 3D maze rather than a game, but it’s pretty wild to see what could in theory have run on such an old platform, even if a few modern cheats are needed to pull it off. And if you agree that it’s neat, then hold onto your hats because a full 3D ray casting game — complete with a micro physics engine — was perfectly doable on the Commodore PET, which even had the additional limitation of a monochrome character-based display.

A 1930s Ham Station

[Mikrowave1] wanted to build an authentic 1930s-style ham radio station that was portable. He’s already done a regenerative receiver, but now he’s starting on a tube transmitter that runs on batteries. He’s settled on a popular design for the time, a Jones push-pull transmitter. Despite the tubes, it will only put out a few watts, which is probably good for the batteries which, at the time, wouldn’t have been like modern batteries. You can see the kickoff video below.

According to the video, these kinds of radios were popular with expeditions to exotic parts of the world. He takes a nostalgic look back at some of the radios and antennas used in some of those expeditions.

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Apollo Computer: The Forgotten Workstations

Ever heard of Apollo Computer, Inc.? They were one of the first graphical workstation vendors in the 1980s, and at the time were competitors to Sun Microsystems.

But that’s enough dry historical context. Feast your eyes on this full-color, 26-page product brochure straight from 1988 for the Series 10000 “Personal Supercomputer” featuring multiple processors and more! It’s loaded with information about their hardware and design architecture, giving a unique glimpse into just how Apollo was positioning their offerings, and the markets they were targeting with their products.

Apollo produced their own hardware and software, which meant much of it was proprietary. Whatever happened to Apollo? They were acquired by Hewlett-Packard in 1989 and eventually shuttered over the following decade or so. Find yourself intrigued? [Jim Rees] of The Apollo Archive should be your next stop for everything Apollo-oriented.

Vintage computing has a real charm of its own, but no hardware lasts forever. Who knows? Perhaps we might someday see an Apollo workstation brought to life in VR, like we have with the Commodore 64 or the BBC Micro (which even went so far as to sample the sound of authentic keystrokes. Now that’s dedication.)