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| In 1987, I think you'd be very lucky to have that much RAM. 4MB and higher only started becoming standard as people ran Windows more - so Win 3.1 and beyond, and that was only released in 1992. |
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| The disassembly is great, but I also love the hand-drawn maps. I wish modern games came with thick paper manuals detailing lore, mechanics, development notes and other goodies. |
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| This is awesome. I listen to a video game history podcast with the founder of the video game history foundation, https://gamehistory.org/ , and the one thing he constantly brings up is to send him any and every person in the game industry with fun stories, weird bits and bobs of prototypes, and anything in between. If you've got the time I know that dude would love to pick your brain!
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| >i should do a minesweeper, eh?
Go for it. I just finished a lazy port to C and SDL. Not counting SDL and the spritesheet it's 42Kb. It's a fun weekend hack. |
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| Thank goodness for modernity. Now we wait for white, black, or unpainted aluminum machines to finally do their thing. Sometimes, we never even get to see the machines. :( |
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| Not to mention we're talking about programming games here and you generally preload your assets and don't mess with them dynamically or your performance tanks. It's not only systems programming. |
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| What is a "whole game engine"? Ideally an exported game only includes the parts that are actually used and those should be much smaller than 50 MB for a simple example or even for most games. |
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| Microsoft’s official Minesweeper app has ads, pay-to-win, and is hundreds of MBs
WTF? This is a showcase of everything wrong with the company today. |
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| This source code looks perfectly legible to me. In fact, for C, it's the equivalent of T-Ball.
Nicely and consistently formatted, relevant comments, sane structure, along with decent fn, and var names. What is your definition of "good, readable code?" P.s. I've emailed the mods, but a currently dead child comment from a new account states essentially the same thing (my vouch was insufficient to rez): https://news.ycombinator.com/item?id=40742493 |
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| >They didn't have no gofmt back then.
Didn't need gofmt as plenty of IDEs and editors had automatic indentation and syntax colouring already implemented. 1993 wasn't the dark ages you know. |
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| "Let’s write a video game from scratch like it’s 1987"
"We will implement this in the Odin programming language" checks Odin homepage... "The project started one evening in late July 2016" |
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| Can I say when you said “video game” am thinking arcade, dos, windows … or even mac (1984). Xwindows!!! … as someone said Sdl based … and unix curses based.
It is legitimate but by 1987 … |
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| Even some games from 1984 or even earlier are amazingly complex, making you wonder how they made them in such short time with limited tools and manpower. |
And even with this impressive reduction in resource usage, it's actually huge for 1987! A PC of that age probably had 1 or 2 MB of RAM. The Super NES from 1990 only had 128Kb of RAM. Super Mario Word is only 512KB.
A PlayStation from 1994 had only 2MB of system RAM. And you had games like Metal Gear Solid or Silent Hill.