• mathematicalMagpie
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    5 months ago

    To be fair, game devs did the hackiest shit to deal with the constraints of the time. They did things that no programmer would do today because they’re bad practices when you’re not worried about tiny amounts of RAM or storage.

    • jol@discuss.tchncs.de
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      5 months ago

      I love watching videos about old game systems programming. The gymnastics you had to do to code, like, super Mario, just to show more than 3 colors is really interesting.

    • adam_y@lemmy.world
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      5 months ago

      I think it was David Braben that used the video buffer as extra ram. Coded text on screen in the same colour blue as the sky and stored it there.

    • Croquette@sh.itjust.works
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      5 months ago

      The games then were closer to embedded dev than software dev. The cartridge had huge limitations and the devs had to know those limits and work around them.

      • turmacar@lemmy.world
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        5 months ago

        Cartridges were also full on daughter boards instead of just an older version of SD cards. There were massive differences between games. The later SNES games with 3d graphics had a whole extra processor included in the cart.

        • psmgx@lemmy.world
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          5 months ago

          The old Super FX chip. I’m old enough to remember when they released the original Star Fox and flogged the super onboard 3d processing. The ads in comic books mentioned it by name.

        • frezik@midwest.social
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          5 months ago

          2d games did, too. The SA1 chip did a lot to make games run better on the SNES. There’s mods out there for running games on the SA1 chip, especially shooters like Super R-Type, and it’s a substantially better experience.

    • WalrusDragonOnABike [they/them]@reddthat.com
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      5 months ago

      Sometimes they did it just in case they needed those limited resources, but its not really needed. SMW is a good example, where spite interactions are only checked every other frame, but modders generally remove that limitation without any issues. There might be weird edge cases where in vanilla without glitches you could theoretically accumulate enough sprite on stream it causes a slightly more noticeable slowdown without the ever other frame. With cape float, it only checks if you are holding the jump button once every 4 frames or something like that. Totally unnecessary and makes the game feel less responsive. Granted, during a casual playthrough, you’d probably never notice that floating stopping after letting go of the button varies by 50ms depending on which frame you let go of the button relative to which frame it checks.