• RightHandOfIkaros@lemmy.world
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    17 days ago

    Wait, are entrants allowed to spread their game across multiple floppy disks, as was commonplace in the 90s?

    Bonus points for saves being written to the floppy without checking if there is important files there already, leading to a broken game if the save file is put on the wrong floppy.

      • RightHandOfIkaros@lemmy.world
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        17 days ago

        Good idea, but then you cannot write the save to the floppy. Some older games would disable write protection to every disk instead of just the one you should store saves on. Lead to a lot of problems, you can imagine.

          • RightHandOfIkaros@lemmy.world
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            16 days ago

            Yes. Most floppies had a write protect tab you would slide to set whether writing was protected or not. However, when buying games some floppies didn’t have that tab exposed because the write protection was supposed to be set by the manufacturers when they created them for sale. On some games, they messed up and set the disk write protect to the unprotected setting (thus disabling write protection) on ALL of the disks and not just the disk they intended you to use for saves. If you didn’t read carefully, forgot, or were playing a foreign imported game in a language you don’t quite understand, you might accidentally write a save onto a disk you weren’t supposed to, and the games with this problem usually didn’t check to see if there were important files it was overwriting before just writing the save file.

    • MurrayL@lemmy.world
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      17 days ago

      the freshly prepared game must be able to squeeze onto a single HD floppy disk - that’s just 1.44MB

      Literally in the first paragraph of the article.

  • melsaskca@lemmy.ca
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    16 days ago

    I remember installing “PowerBuilder” onto my machine back in the day. It was 22 floppy discs to get the complete enterprise edition installed.

  • frunch@lemmy.world
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    17 days ago

    I would love to see a return to the floppy and old-school computing, esp in response to hardware skyrocketing in price… I know it’s unrealistic but it hits me right in the nostalgia reading about this stuff

    • insomniac_lemon@lemmy.cafe
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      17 days ago

      I love the idea, but it seems like a difficult (but not impossible) limitation. Godot won’t make it even with heavy minification of a hello-world, Raylib is more realistic but I think the 3D rendering on its own already puts it above the limit so even untextured 3D is out. So, 2D or write-your-own-engine.

      Well, maybe Raylib 3D might work with a static binary via musl, but at that point I’m pretty sure game design and programming would be small steps at that point.

      • Axolotl@feddit.it
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        16 days ago

        The best bet is to generate some stuff on the fly or on demand, if you wanna make it 3D

      • I Cast Fist@programming.dev
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        16 days ago

        Most ready-to-use engines simply cannot compete in these kinds of challenges, they have too much “cruft”. Simply exporting an empty project will result in a ~35mb executable.

        Funnily enough, SDL might also not be worth it, as the .dll alone will blow the limit. So people will either have to use whatever native win32 API there are, or directx calls, or going with VGA, which will also look era appropriate.

        • insomniac_lemon@lemmy.cafe
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          16 days ago

          It’s not clear if dynamic linking is allowed or not (considering it’s something you really have to go out of your way to avoid), which is a big difference.

          I was also going by some modified Raylib examples (+bindings, Linux, so size is influenced by that) I already had compiled, 1,372,160 bytes for the 2D one (no textures/sounds, just collision detection and some polygons). With my original comment I wasn’t even thinking about how dynamic links could be counted for size, only that static linking could be smaller (which isn’t even a guarantee).

          EDIT: Actually, the 3D one (yaw_pitch_roll example with plane replaced with a vertex-painted office plant) is smaller after the binary is stripped.

          Just the logic .so for one of my Godot projects is significantly big (761,856 bytes for something with ~250LoC) though that might be on the bindings or even my compilation settings.

    • MurrayL@lemmy.world
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      17 days ago

      And, to further honour the Zip drive, every game submitted must be corrupt and unreadable.

    • Prathas@lemmy.zip
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      17 days ago

      Holy moly, this is insanely awesome. Can this revive Chromebooks and ancient machines? Can it actually play YouTube videos with sound, though?

      • yogurtwrong@lemmy.world
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        16 days ago

        It is mostly an incredibly cool hobby project, nothing that you can daily drive nor something that strives to be daily drivable

  • nonentity@sh.itjust.works
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    17 days ago

    The raw capacity of a 1.44MB 3.5” diskette[0] is 2MB, 1MB per side. The FAT12 formatting chews >25% of its usable capacity. I realised this when the ‘backup’ systems for the Super Nintendo could write a 16Mbit cartridge to a single diskette.

    This raises the question: Is a console game up to 2MiB eligible?

    [0]: 3.5” are diskettes, 5.25” and 8” are floppies.

      • nonentity@sh.itjust.works
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        17 days ago

        I lived through all 3, and I’ve always called them diskettes. My recollection is they were called that in the original Sony documentation, which appears to be elided from my brief searches this evening.

        I’ll chalk it up to colloquial laundering, much like all 8P8C ports and cables now being called ‘Ethernet’.

  • taiyang@lemmy.world
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    17 days ago

    I actually had 5 and a quarter inch floppies as a kid and apparently they cap out at 1.2MB. They had pretty rad games, although I barely remember why we had like, hundreds of them, obtained second hand I guess.

    • titanicx@lemmy.zip
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      16 days ago

      Minimum specs

      Intel i5 or equivalent

      GTX 770 or equivalent

      8 GB RAM

      64 KB disk space

      That makes me laugh. 64kb space. But still needs 8gb of RAM and an i5.

      • raze2012@lemmy.world
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        15 days ago

        you might already know, but this is because the game has a small executable but basically spends minutes at startup generating all the possible textures the game will need procedurally.

        I do find it funny how they were nice enough to compress this executable, with the uncompressed version coming at a whopping 108kb. Meanwhile, the screenshots are each about 2MB