6 ms·
Quake 1 was roughly 80mb once installed. Why this version is taking 1gb?
by js4ever 4y ago
Quake 1 was roughly 80mb once installed. Why this version is taking 1gb?
- andai 4y agoWhat Moore giveth, Gates taketh away...
- smcl 4y agoBill Gates had a hand in Apple’s Watch OS?
- jamesgreenleaf 4y agoLet us consult the Book of Jobs.
- iquerno 4y agoSo, Lord "Objective-C" Swift's binary blob size is harder to beat than Quake?
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- andrekandre 4y agolooks like music (.wav) files...? from the github: > Extract game music from the gog game files: bchunk -w “game.gog file location” “game.cue file location” track (Music tracks will extract in to current working directory (track02 -track11.wav).)
- bluedino 4y agoOriginal soundtrack was streamed from the CD. Seems like compressing to mp3 would be a big help
- millerm 4y agoDecoding would probably be an issue. It’s already on the cusp with the current audio files, mP3s would probably throw it over the edge.
- justin66 4y agoAssuming for the sake of argument that playing back mp3s during gameplay is beyond this device, resampling the wav files to halve the sampling rate when extracting them certainly isn't. You'd get half the storage back, the audio presumably wouldn't suck any worse than it already does on that little device, and it should all work since the 44.1Khz sampling rate isn't baked into the wav file standard (but who cares, you've got the Quake source code anyhow). It'd be an interesting exercise to see how much you could lower the sample rate without it sucking. On second thought, you could convert stereo to mono first, without even worrying about the sampling rate, and get half the space back. But I'm sure you could do more.
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