I get bored and read old assembly games. It's fascinating to see how they did it. There are online emulators to make games for Atari with Assembly. That is a lot of fun.
I feel like it should be more of a thing for game devs to challenge themselves with code and space limitations. The big studios would never be able to cope, 90% of devs would fail, not even necessarily sure I could manage it though I'd probably get close depending on how small the limits were. It would be a few indie autists that manage to create something entertaining with that much limitation on what they can make.
I do admire people that can churn out small projects like that even if it's only decent. Still better than a lot of the crap out there with 120gb install sizes. If you can make small projects and make lots of money doing it then that's just a money printer.
Jay Miner, the head of Amiga in the 80s/90s, famously told bill gates to get the fuck out after they had an argument about how much space GeOS needed to take up to include all the features he wanted.
sadly, amiga was bought by commodore, and they wouldn't listen to Miner when he said they needed to advertise, and both companies went belly-up...
The "libraries" were a collection of registers that tell the sound chips what sounds to make and tell the "gpu" what pixels to display. There were no "libraries" that resemble anything that we'd recognize today.
And it wasn't 2k for code. It was 2/4/8k for code and graphics and sound.
Imagine programming an entire game with 2k of space for code.
Enjoy your Atari 2600.
To be fair, the actual game software was most-likely RISC based with the main libraries on the console chips and not the carts.
I get bored and read old assembly games. It's fascinating to see how they did it. There are online emulators to make games for Atari with Assembly. That is a lot of fun.
Look at the original code for Rollercoaster Tycoon one. That game was written in assembler.
Do you have a link?
I've read the old code for Atari 2600 games and a few Intelivison games.
I feel like it should be more of a thing for game devs to challenge themselves with code and space limitations. The big studios would never be able to cope, 90% of devs would fail, not even necessarily sure I could manage it though I'd probably get close depending on how small the limits were. It would be a few indie autists that manage to create something entertaining with that much limitation on what they can make.
I do admire people that can churn out small projects like that even if it's only decent. Still better than a lot of the crap out there with 120gb install sizes. If you can make small projects and make lots of money doing it then that's just a money printer.
Jay Miner, the head of Amiga in the 80s/90s, famously told bill gates to get the fuck out after they had an argument about how much space GeOS needed to take up to include all the features he wanted.
sadly, amiga was bought by commodore, and they wouldn't listen to Miner when he said they needed to advertise, and both companies went belly-up...
The "libraries" were a collection of registers that tell the sound chips what sounds to make and tell the "gpu" what pixels to display. There were no "libraries" that resemble anything that we'd recognize today.
And it wasn't 2k for code. It was 2/4/8k for code and graphics and sound.