The Creative Singularity

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I’ve watched a lot of really interesting philosophical YouTube videos about the dangers of AI lately. It’s an intriguing subject. Maybe you have already heard a lot of about the possible danger of AI reaching a level in the future where it may be smarter than humans. Imagine if it can also repair and even replicate itself. If we are not careful about the timing of this, it could get out of hand and completely wipe out humanity.

There’s this excellent analogy with ants. Ants can’t possibly understand anything we do and can’t protect themselves against us, but normally we wouldn’t want to do ants any harm either.

Until we need to build a house where an anthill is sprawling.

One of the YouTube videos I watched was Answers With Joe’s video about The Dark Side Of The Singularity. Joe makes a point that he’s actually more worried about the economic singularity than the climate changes. An economic singularity means that AI makes for so much automation that a large portion of humans on the planet will be unemployed. It could get so bad that we may have to rethink how we manage the economy in our societies, create a minimum income, or maybe even change how money works.

It’s a great video and I recommend you watch it:

I’ve had this vague idea that germinated in my mind a few months ago, and Joe’s video made me ponder it a lot more. The thing is, there’s something I’m even more worried about than Joe’s economic singularity, and that’s the creative singularity. It scares the crap out of me.

What do I mean by a creative singularity?

SID: Alligator

Here’s the SID tune I made for Vandalism News #68. It’s my second in GoatTracker and 8580 SID chip only.

Thanks to Cris Ekstrand for recording it on a real C64. He originally did it for me so I could hear if it sounded all right on the real deal (I didn’t have the SidBlaster yet back then).

Here’s the DeepSID entry if you want to listen to the SID file itself.

Here’s a YouTube video recorded on real C64 hardware:

And here’s the discussion about it on Facebook.

SidBlaster Tic Tac

SidBlaster Tic Tac

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After composing a few tunes in GoatTracker and CheeseCutter, both editors that use the reSID emulator in Windows, I thought it might be prudent to test them on the real deal. Stein Pedersen (of Prosonix fame) then recommended the SidBlaster, a small device that can be equipped with a real SID chip.

The device is connected to the USB port of the PC and supports the HardSID DLL standard. This makes it compatible with the classic SidPlay, ACID 64 Player Pro, GoatTracker, VICE, and more.

I got in contact with the creator of the Tic Tac design, Andreas Schumm, on Facebook. He created and sent me the device for 83€ via PayPal. I had mentioned that I intended to use it with an 8580 SID chip and all of its jumpers were already set accordingly when I received it. It was also encapsulated in a Tic Tac box.

Earlier that day, I had also received the 8580 SID chip which I had bought on eBay for 33€. I took the device out of the Tic Tac box and put the chip into the socket. On the GitHub page for the device, there was a document about how to set jumpers, how to connect, and various other practical information.

One of the caveats in that document was that I should avoid using USB hubs as they could be trouble. I first tried connecting the device to a USB port on the front edge side of my PC cabinet, but this didn’t work. I had to use a USB port on the back of the PC before it was detected properly. I guess the front edge line of USB ports is actually regarded as sort of an internal USB hub.

Quote of the Day

One of the sites I visit frequently recently posted an article where the director of Logan (James Mangold) warns that fandom backlash will push talent out of genre films.

I really liked lightninglouie’s comment to that post:

To be fair, it seems to be mainly Star Wars. There have been at least a half-dozen or more disappointing Star Trek movies (conservative estimate), several less-than-great X-Men movies, and a shitload of terrible Bond movies, but I don’t remember any death threats in the aftermath of those films. Almost all of the Alien and Indiana Jones sequels have been mediocre to terrible. The DC movies have also been pretty shitty (pre- and post-DCEU), but I don’t remember anyone suggesting that Bryan Singer should have been murdered for Superman Returns. The Marvel movies go off in all sorts of weird and unorthodox directions and the fans are pretty much on board with that.

Nah, it’s mostly Star Wars. And I’d suggest there’s a good reason for that. For 22 years, there were only three Star Wars movies (no, let’s not count the Holiday Special or the Ewok things), and so the hardcore fans had to make do with their own ideas about what the universe was like. (Sure, there were comics and novels in the ‘90s, but nobody was under any illusions that they were 100% canonical.) And so any official attempts to expand that universe are going to run up against those assumptions, whether it was Lucas’s or Disney’s versions of the saga. Most franchises are immunized against that sort of thing because they’re either constantly undergoing soft or hard reboots (like Star Trek and Batman) or have multiple characters and storylines going on simultaneously, like the MCU. That’s where Mangold was dead-on. Star Wars is basically a religion in a way that other franchises aren’t. And when you add newer testaments to the canon, the true believers are gonna get testy.

From JCH’s Special Collection

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I had my entire collection of 2500+ C64 floppy disks converted to D64 files a few years back, but I also had a few special boxes that wasn’t in on that deal. It was mostly my own work disks plus a few unique ones I had set aside for later studying. Back in April, a friend converted all these to D64 files as well.

Lately, I’ve been snooping around in these 670+ D64 files, and oh yes – there were gems to be found.

I’m going to present my findings in this blog post. Some have been uploaded to CDSb already, some are entirely new. Of course it’s mostly SID tunes, but there are a few PRG files to run as well.

DeepSID

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I have made my own online SID player.

This was actually something I had originally discarded since I wasn’t satisfied with the state of the JavaScript SID emulators I had found online. The one for the SID Visualizer (which uses jsSID by jhohertz) couldn’t play digi tunes and neither could the one by Hermit. Playing digi tunes was a requirement for me.

But then I checked out Jürgen Wothke’s WebSID and it was at a level I found satisfying. It can play all sorts of tunes with weird timings, including digi tunes. Only BASIC tunes are not supported (sod those) as well as 2SID/3SID tunes (a shame but I can live with that for now).

Later, I also added Hermit’s jsSID emulator, and it can play those 2SID/3SID tunes. And again later, I added support for Stone Oakvalley’s Authentic SID Collection with real C64 recordings.

Another reason I wanted to make my own SID player was that I didn’t really like most of the existing ones, offline and online. Many are small and doesn’t offer a lot of info, or it’s hidden away in windows and tabs. I wanted to create a player that was KISS while also offering all the useful info at a glance.

CLICK HERE TO FIND YOURSELF IN DEEPSID

Consortium

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Developer: Interdimensional Games | Released: 2014 | Genre: RPG, First Person

This was an FPS+ on a big plane promising to be somewhat akin to Deus Ex, with multiple paths and dialog choices. I pledged $20 for its failed Kickstarter back when it was announced in 2014.

It turned out to be sort of a virtual reality game where I inhabited the body of a soldier on a hi-tech plane in the future, already flying high above the ground. Everything took place on this plane and it took me just over 4 hours to play through it, making it feel like a DLC for another game. In truth, the game is to be construed as an intro for a trilogy of games – the next one taking place around a big tower.

Screenshot

But truth be told, I’m pretty sure I’ll stop after this introduction as there were quite a number of things I didn’t like about it. The ironic thing is, bugs are actually not on that list. Playing this game so many years later means patches must have ironed out most of them.

Anomaly 1729

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Developer: Anvil Drop | Released: 2015 | Genre: 3PS, Puzzle

This was a third person puzzle game with inspiration from games such as Portal and Fez. At times it also felt like a distant sibling to Tron 2.0. I controlled a robot finding my way through chambers of blocks. A hub area filled with blocks led to secluded chambers where I had to puzzle my way to an exit door.

There were three major areas in the game, each concentrated around a hub. The first was dominantly blue with square or rectangular blocks. The second was more cyan with pentagon blocks. And finally the third was blood red, surrounding a big structure with ability-draining fields that had to be turned off.

Screenshot

The robot could shoot orange or blue energy from each hand (mouse buttons) and jump on the blocks. Red jump pads boosted me away or blue gravity wells sucked me in, and their type could be switched with a shot. Later, blocks and platforms also floated on beams. Platforms of this kind had a certain pattern they went through, while the blocks could be started and stopped with a shot. Smoldering platforms were also used although thankfully sparingly, as they disappeared in seconds and always made me frantic.