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I’m always amazed at old nintendo and Gameboy games. I believe the first Pokémon was 512k!
by flatiron 5y ago
I’m always amazed at old nintendo and Gameboy games. I believe the first Pokémon was 512k!
- Ekaros 5y ago512KB sounds pretty reasonable consider how simple the graphics and gameplay actually is. 90s really were much more efficient time. Nowadays we consider nothing of half-a-meg useless images or javascript libraries...
- flatiron 5y agoI disagree. They took a bunch of time to compress the story and characters into that size. It was a triumph. Not close to “reasonable”
- Macha 5y agoA typical PNG screenshot of many classic games is often larger than the game it's taking a screenshot of. Sure, you can save a lot of space building a custom simple indexed palette loader and using some sort of 2bpp format, compared to the standard 32bit ARGB PNG format, but is it worth the dev time cost?
- kd5bjo 5y agoPNG supports an indexed-palette mode natively, so there’s no need to write a custom loader. cf. http://www.libpng.org/pub/png/book/chapter08.html#png.ch08.div.5.1 http://www.libpng.org/pub/png/book/chapter08.html#png.ch08.d...
- TylerE 5y agoThe really amazing one to me is Donkey Kong Country. 40 levels? Most with unique FULL color pre-rendered graphics, and the whole game is 4MB
- edgyquant 5y agoAnd Ocarina of Time is like 30mb. That’s a lot more than 4 but considering it’s a full fledged 3D game with 9 dungeons and a semi-open world (with two states, an adult and child one) it seems crazy considering games are like 100gb these days.
- chongli 5y agoThat’s nothing! The original Super Mario Bros was 40k! What allows these old games to be super small is that they’re 8-bit and use sprite, tiles, and tile maps; and palettes for everything. Almost everything was done in hardware so you didn’t need to implement a renderer in software, you just poked bytes in various places and stuff happened. Even the loading data was handled by DMA.
- flatiron 5y agoMario and Pokémon are in different leagues. Text takes up room.