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Tiny Apps

box2321 writes: "There's a time and a place for large and feature-filled software. And there's a place for tiny apps - in fact, there's tinyapps.org. This is a mighty-fine resource for free and shared Win/DOS programs that weigh in under 1.44 MB. I learned of TinyApps from a pleasant source."

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  1. Atari by goingware · · Score: 4, Interesting
    I invited a couple friends who were old time Atari programmers to post here. I hope they do.

    But in case they don't, I'll tell you what the Atari programmers had to deal with. I'm hazy about the model, but I think it was the 2600.

    The unit had 128 BYTES of RAM, which included both the heap and the stack. It had a one byte framebuffer, and you effected the drawing of objects and animation by carefully timed changes of its value during the horizontal or vertical blanking intervals.

    One big help is that collision detection was implemented in hardware.

    You had a choice of a 2k or a 4k cartridge to store the executable code and graphics. You could do a lot more with 4k, and potentially make a game with greater appeal and thereby greater sales, but it came at the cost of the 4k cartridge yielding the programmer half the rolyalties per unit, because the ROM chips were more expensive.

    Dave told me of the long hours the programmers would put in trying to get the last few bytes out of a program, to make the transition from 4k to 2k. Suppose you had a program that absolutely required 2050 bytes - wouldn't that be heartbreaking? Sometimes the programmer would think he had a way to shrink the code enough, but it had the effect of screwing up the timing on the graphics.

    The royalties could be considerable on those little cartridges. I understand the 19-year-old who wrote Pac Man for Atari received $1 million in royalties.

    Again I say: Kids These Days.

    --
    -- Could you use my software consulting serv