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Absolutely kudos for building this, it's something I've daydreamed about for a while. If you ever do a successor format, color triangle barcodes can store 3x a
by PostOnce 7y ago
Absolutely kudos for building this, it's something I've daydreamed about for a while.
If you ever do a successor format, color triangle barcodes can store 3x as much information per square inch -- so you could either have just one scannable code on the back of the cart, or have 3x as much game with the current method.
https://www.microsoft.com/en-us/research/wp-content/uploads/2016/02/hccb-hccbcompare.jpg https://www.microsoft.com/en-us/research/wp-content/uploads/...
https://www.microsoft.com/en-us/research/wp-content/uploads/2016/02/hccb-lightexamples.jpg https://www.microsoft.com/en-us/research/wp-content/uploads/...
Other random thoughts, if the engine had any "built in assets", the few kb of pure-code could go further.
Anyway, lovely stuff. Good work.
- kesiev 7y agoThank you! When I was looking for a printable format for encoding games I stumbled upon HCCB but I was in a hurry and I didn't managed to find anything stand-alone, opensource, JavaScript, and easy to integrate that could encode/decode HCCB. I've noted your suggestion on README.md, just to not forget your good idea. If you've found some technology that may help, feel free to suggest. Right now the only built-in assets are default fonts, that can be overridden by on-cartridge graphics. I decided to keep out game-specific assets (even generic ones, like arrows, circles, squares etc.) from the console code, keeping only what's usually considered "on the machine ROM". Some 8-bit machines used to have symbols built-in in fonts (like the C64) but I reduced the number of valid string symbols from the usual 256 to 64 in order to spare few bits in long texts :)