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Atari 2600 Game Development

gjb6676 writes "An article over at ExtremeTech is covering recent game development projects on the Atari 2600. The amount of cartridge space they have to work with is a sobering thought: 'A two-word file in Word 2002, for example, requires 20 Kbytes. "That's 20 Kbytes, five times the amount of (ROM) space developers had to work with in the 2600.'"

311 comments

  1. oo.o rules by Anonymous Coward · · Score: 0, Offtopic

    a two page document takes up only 9kb, compared to my empty word 2000 file which is 17k. bz2 + xml!

    1. Re:oo.o rules by DougJohnson · · Score: 3, Funny

      So this means you could fit exactly 1 whole empty OO.o file on a 2600 cartridge.... Great!

    2. Re:oo.o rules by gewalker · · Score: 5, Funny

      The bloat for a Word document is no doubt completely justified by its ability to host a virus capable of bring the Internet to its knees.
      The 4K Atari cartridge ROM is only capable of enabling you to play a silly game on your television.

    3. Re:oo.o rules by Politburo · · Score: 1

      Obviously written by someone who has never used the advanced features of Word.

    4. Re:oo.o rules by rindeee · · Score: 1

      Which accounts for ~99.7% of Word users.

    5. Re:oo.o rules by Latent+IT · · Score: 0, Offtopic

      Yeah, you know what would be even *more* advanced? Word being able to tell that the fucking file was *EMPTY* and not have it take up 17k.

    6. Re:oo.o rules by Anonvmous+Coward · · Score: 1

      "The bloat for a Word document..."

      Though I'm sure the .DOC format is bloated, what you're really seeing is overhead. If you double the amount of text in the a word doc, you don't get a 40K file.

      I did an experiment where I created a document with the letter 'A' in it. 19K. I then typed a page of garbage in it. The resulting filesize was
      29K. I took the garbage and copy/pasted it into Notepad and saved it to a .txt file. It was 7K. Seeing as how it had no formatting in it, I'd say that was an interesting 'bloat' experiment.

      I'm not sure what's in that initial 20k, but it's probably some info describing how the file was made. Is it necessary? No. If you want efficiency, use HTML.

      "...is no doubt completely justified by its ability to host a virus capable of bring the Internet to its knees."

      Was anybody else able to make sense by that comment? heh.

    7. Re:oo.o rules by Politburo · · Score: 1, Offtopic

      WHY?

      Why? Does it matter? Are you really going to miss the 15K that it might be wasting? There's no reason the Microsoft coders should be worried about optimizing EMPTY FILES. Word isn't made to make empty files! It's made to work on files with text and data in them.

    8. Re:oo.o rules by bloo9298 · · Score: 3, Funny
      If you want efficiency, use HTML.

      *Choke*. You're under 25, right?

    9. Re:oo.o rules by bloo9298 · · Score: 1

      Don't forget one cartridge for bunzip2 and another for the XML parser...

    10. Re:oo.o rules by Sancho · · Score: 1

      Most people won't notice it because of the way filesystems work. Files with a size of 6k and 10k will use up exactly the same amount of allocated space on the disk, for example. The "how small are my filesizes" debate is silly in relation to modern general purpose computers. It's only when you get into embedded systems that it makes a difference.

    11. Re:oo.o rules by Anonymous Coward · · Score: 0

      Did you make that site in your sig? I guess that is the adult version of the "Fort Awesome" drawings the little archetectural prodigies do in 3rd grade.

    12. Re:oo.o rules by Anonvmous+Coward · · Score: 1

      '*Choke*. You're under 25, right? "

      Glad I am. Judging from your response and your moderation, I'm about to be seriously embarrased. ;)

      Enlighten me?

    13. Re:oo.o rules by NickDngr · · Score: 1

      Yeah, you know what would be even *more* advanced? Word being able to tell that the fucking file was *EMPTY* and not have it take up 17k.

      What difference does it make? You'll probably lose the space due to the size of the clusters anyhow. Get a grip.

      --
      Yoda of Borg am I! Assimilated shall you be! Futile resistance is, hmm?
    14. Re:oo.o rules by Anonymous Coward · · Score: 0

      If you want efficiency, use HTML.
      not having done any actual tests, i would say HTML is probably more efficient than a Word file. However, it ain't gonna beat a plain text file...

    15. Re:oo.o rules by Anonvmous+Coward · · Score: 1

      "not having done any actual tests, i would say HTML is probably more efficient than a Word file. However, it ain't gonna beat a plain text file..."

      When I wrote that, I was thinking about formatting etc. Unfortuantely, I did a poor job of implying that. HTML is pretty much to the point and has very little overhead compared to a .DOC file.

      I would defend word, though, because it was really meant for making print documents, as opposed to blitting stuff on the screen from the internet. It handles that job just fine.

      Frankly, .DOC bloat has never been on my pissing list. I suspect the only reason this article got published is that they were able to take a poke at MS. Pity they exposed their own ignorance in the process. Never mind that Notepad is one of the most used apps in existence, let's pick on Word because it's Micro$oft!

    16. Re:oo.o rules by Anonymous Coward · · Score: 0
      1. Open Word XP
      2. Type "Two words"
      3. Click File>Save As...
      4. Select "Plain Text (*.txt)" at the bottom, click "Save"
      5. Check file size: 11 bytes, 4096 bytes on disk
      6. Quit babbling like a moron
    17. Re:oo.o rules by Blaster+Jaack · · Score: 0

      html is a text file...

    18. Re:oo.o rules by Anonymous Coward · · Score: 0

      If you want efficiency, use TeX.

    19. Re:oo.o rules by NortWind · · Score: 1

      You manually saved as text. Bzzzt! Thanks for playing. Try saving in the default format, Microsoft Document (*.doc) and see what happens.

    20. Re:oo.o rules by Sj0 · · Score: 1

      How about because my 1 page resume ends up as an 80k file? The text in the file is a measly 2k, but the file, which uses only one font throughout, is 80k. Crappy file generation means that these sizes only grow larger.

      Just look at Microsofts HTML when you save a word document in HTML to see how bad their file generation is. It generally runs around 50k for a file that would take 15k if you used mozilla composer(I actually found that out the hard way when I was working moving some old word-created HTML documents to HTML using mozilla -- the mozilla created code was usually 1/5th the size. There's no denying that Microsofts file formats could use some trimming down, or even a redesign to allow for backwards and forewards compatibility(not that hard if you design the file formats with some forethought).

      It all adds up, and eventually, things become freakishly large. If you're running Windows XP or Windows 2k, look in your fonts directory. You have a 50MB file with a single font in there! These same fonts were mere kilobytes only a few years ago, but here they are, 50MBs. Can we trim it down now?

      Also, optimization is next to godliness. Users will take note of a snappy interface, and will often remain loyal to a product which runs fast and does what they want over a product which runs dog slow.

      --
      It's been a long time.
    21. Re:oo.o rules by Sj0 · · Score: 1

      Never mind that Notepad is one of the most used apps in existence, let's pick on Word because it's Micro$oft!

      You say that as if it's a bad thing. I'm kind of getting tired of all you killjoys out there saying we can't mock and ridicule MS. I mean, what gives? Yeah, we're mocking it just because it's MS. But it's not like it hasn't earned it over the years. Perhaps the first release of Windows 95 is but a fading memory, but it's a *funny* fading memory. Like edlin. So you know what? I'm going to continue laughing at MS jokes, and I'm going to continue cracking them. It's a hell of a lot more fun than sitting around, quietly waiting for the heat death of the universe(or atomic half-life, take your pick).

      --
      It's been a long time.
    22. Re:oo.o rules by Anonymous Coward · · Score: 0

      Probably. Except I wouldn't, since I'm saving my files to a server that has 4k clusters. But thanks for being all 'helpful' and shit.

      Seriously, you may be a total waste of bandwidth.

    23. Re:oo.o rules by Anonymous Coward · · Score: 0

      html is a text file...

      HTML is composed of plain text but it is used to store non-plain text. Saving something in HTML format is bigger than saving it as plain text.

    24. Re:oo.o rules by Alsee · · Score: 1

      Enlighten me?HTML is pretty much to the point and has very little overhead compared to a .DOC file.

      HTML is efficient, compared to .DOC but those of us who are "over 25" might compare it to an efficient binary format instead :) In that case HTML has a lot of overhead.

      Lots of redundant information could be dropped. Every <tag type> could be compressed to a one or two byte token. Depending on syntax the presence or absence of some tokens my be reduced to a single bit. An </end tag> could be a byte or less. Things like ALIGN="CENTER" could be a 2 bit field. Colors could be 3 bytes, bur less.

      In an efficient binary format there would almost be no such thing as invalid HTML. The only way to detect something is invalid is by detecting conflicting redundant information and if there is no redundant information it can't conflict. You can't have a missplaced <tag> if there is no way to store that tag in the wrong place. There is to way to have an unmatched </tag> if there is no way to store an unmatched </tag>.

      A low overhead format would free up a lot of wasted bandwidth and storage, but it is a bitch and a half to read/write/edit by hand. The fact that HTML is plain text certainly has plenty of advantages, but minimizing overhead isn't one of them :)

      -

      --
      - - You can't take something off the Internet! That's like trying to take pee out of a swimming pool.
    25. Re:oo.o rules by jweatherley · · Score: 1

      I'm not sure what's in that initial 20k, but it's probably some info describing how the file was made.

      Most likely it's a bunch of personal information that Word has scavanged off your hard drive and broadcasting to anyone with an efficient text editor.

      --

      --
      Reverse outsourcing: it's the future
  2. That's ongoing development, not news by lightspawn · · Score: 5, Informative

    Check out, for example, the homebrew projects at Atari Age.

    1. Re:That's ongoing development, not news by stratjakt · · Score: 1

      I think the 'news' is that another site with nothing exciting to talk about posted an article about it.

      --
      I don't need no instructions to know how to rock!!!!
  3. I think.. by Equidist · · Score: 5, Funny

    I think that says more about Word 2002 than it does about the 2600.

    1. Re:I think.. by Anonymous Coward · · Score: 2, Interesting

      > I think that says more about Word 2002 than it
      > does about the 2600...

      I think that this probably says more about
      current software development than anything
      else. These days memory is cheap and I fear
      that too often not much effort is put into
      making programs efficient. While it isn't
      practical to squeeze every bit of space and
      time out of a program, there should be some
      effort. These days many progams really are
      in fact inefficient hogs (for whatever reason...
      lazy programmer, bloated system libraries, ???)

    2. Re:I think.. by jagilbertvt · · Score: 3, Insightful

      Yes, but this software "bloat" is what drives the market for faster cpu's, cheaper memory, and larger hard drives. If we made efficient software we'd still be paying $2000 for a pentium 200.

    3. Re:I think.. by Sloppy · · Score: 1
      If we made efficient software we'd still be paying $2000 for a pentium 200.
      Only if everybody used that efficient software.
      --
      As copyright owner of this comment, I authorize everyone to defeat any technological measure which limits access to it.
    4. Re:I think.. by Anonymous Coward · · Score: 0

      And the PII would be all you need saving combined GIGAWATTS of electricity.

    5. Re:I think.. by Sj0 · · Score: 1

      who cares how cheap memory is if you can't boot up, make a change, and have the change take effect any faster than on the 8088 of yore?

      --
      It's been a long time.
  4. thats microsoft.... by tadheckaman · · Score: 3, Funny

    20KB of data for a 2 word document? thats insane. .TXT is best!

    --
    My potato gun was confiscated by the United Nations. They said I wasn't allowed to have weapons of mash destruction.
    1. Re:thats microsoft.... by stratjakt · · Score: 1, Offtopic

      What if the words are

      supercalifragilisticexpealidocious and antidisestablishmentarianism

      and the words are stored in a table?
      and fonts change after each letter?

      Who cares. This is the 21st century. I'd make more of the tons of bloat, custom widgets and statically linked libraries in Open Office than I would of 17k of header data in a Word doc.

      --
      I don't need no instructions to know how to rock!!!!
    2. Re:thats microsoft.... by JimDabell · · Score: 1

      They were just really long words.

    3. Re:thats microsoft.... by tadheckaman · · Score: 1

      huh

      --
      My potato gun was confiscated by the United Nations. They said I wasn't allowed to have weapons of mash destruction.
    4. Re:thats microsoft.... by 0x0d0a · · Score: 1

      I'd make more of the tons of bloat, custom widgets and statically linked libraries in Open Office than I would of 17k of header data in a Word doc.

      Err...I hate to break this to you, but Word suffers from the same bloat, custom widgets and statically linked libraries (well, for all intents and purposes, since most Office code isn't shared with other apps).

    5. Re:thats microsoft.... by Anonymous Coward · · Score: 0

      how about antidisestablishmentarionism ists

    6. Re:thats microsoft.... by Anonymous Coward · · Score: 0

      Well, if you save a the phrase "Fuck Microsoft" in OpenOffice.org as a Word2000 doc, it's only 7.5 K. So obviously, "Fuck Microsoft" has to be considered just one word (and a short one). My bet is a two word Word doc has to contain "Fuck Microsoft painfulluchainsawanallylikethegoatseguyhopeithurts "

    7. Re:thats microsoft.... by Anonymous Coward · · Score: 0

      ambidimandible..?

      antidistinctlyminty..?

      erk!

    8. Re:thats microsoft.... by PhillipC · · Score: 1

      OOo 1.0.2:
      5k for a 2 word file, and that's with supercalifragisticexpialidocious for both words.

    9. Re:thats microsoft.... by MindStalker · · Score: 1

      no the ists would be
      antidisestablishmentarionist same amount of letters. I don't think you can do an ismist.

      thats would be like talking about terrorismists

    10. Re:thats microsoft.... by andrew_0812 · · Score: 2, Funny

      Actually, the two words and all formatting only takes about 500 bytes. The 19.5KB is data user tracking, DMCA signatures, and EULA monitoring devices.

    11. Re:thats microsoft.... by patter · · Score: 1

      There was a version of word that saved 40 KB EMPTY docs for pete's sake. That being said, I don't believe Open/Star Office is tons better.

      I would have thought that no matter WHAT the format, and emtpy doc should be somewhere around 0 bytes.

      --
      -- If at first you do succeed, try to hide your astonishment. -- Harry F. Banks
    12. Re:thats microsoft.... by patter · · Score: 1

      Err...I hate to break this to you, but Word suffers from the same bloat, custom widgets and statically linked libraries (well, for all intents and purposes, since most Office code isn't shared with other apps).

      Whatever other faults word suffers from, static linking isn't one of them. MSOblah.dll is where all the 'non-shared' execpt in the office suite code lives.

      Microsoft doesn't statically link hardly anything, if they did, they'd have a hella hard time convincing the rest of us to use their .dll format wouldn't they ;).

      Internet Exploder is 30 KB, because all the code is in .dlls (littered throughout the system, but still it's not in the .exe).

      --
      -- If at first you do succeed, try to hide your astonishment. -- Harry F. Banks
    13. Re:thats microsoft.... by Anonymous Coward · · Score: 0

      I just created a word doc (word 97) containing "hello world". The file is 15 bytes.

    14. Re:thats microsoft.... by vsprintf · · Score: 1

      Thanks for that note of sanity amidst all the flames. :)

    15. Re:thats microsoft.... by Anonymous Coward · · Score: 0

      Only microsoft could make 10 lines of blank space
      equal to 20 bytes of whitespace.

  5. Custer's Revenge by use_compress · · Score: 3, Funny

    Why not start porting some of the 2600 games to the X-Box? I'm still waiting for Custer's Revenge 2!

    1. Re:Custer's Revenge by luzrek · · Score: 5, Funny

      Since a 2 word Word 2002 document takes 20kB I don't think that the Xbox has enough resources for the MS version of a 2600 game.

      --

      Galium Arsenide is the material of the future, and always will be.

    2. Re:Custer's Revenge by use_compress · · Score: 1

      Bad Link-- Go here instead.

    3. Re:Custer's Revenge by Anonymous Coward · · Score: 0

      Umm, it's called emulation, and it's here now, even on the Xbox.

    4. Re:Custer's Revenge by Anonymous Coward · · Score: 0

      They have a port, it's called DOA: Extreme Beach Volleyball

  6. Sobering thought? by Sloppy · · Score: 4, Funny
    Is the "sobering thought" really the 2600's limit, or is it MS Word's docu-bloat? Remember that Moore's Law doesn't get you anything if Gates' Law is also in effect.

    The trick is to exploit Moore's Law, and avoid Gates. Then technology becomes a Good Thing.

    --
    As copyright owner of this comment, I authorize everyone to defeat any technological measure which limits access to it.
    1. Re:Sobering thought? by Anonymous Coward · · Score: 0
      I'm still trying to figure out the "two-word file" part. At first I thought two words was 32 bits. Then I figured out they had two written words. My empty word file is 20K, so I don't understand why they chose two words instead of empty.

      Yes, I know this is a stupid thing to worry about. If you don't worry about these kind of things, you're not a nerd!

    2. Re:Sobering thought? by GeckoX · · Score: 1

      Actually, it's not a stupid thing to point out at all.
      You can actually fit one hell of a lot more info than just 2 words into a word doc before it gets noticeably bigger, that's just the baseline for the header.
      For reference, a 1000 word document is only about 28K, so it's not like it's 10K per word as has been inferred (and implied).

      --
      No Comment.
    3. Re:Sobering thought? by bn557 · · Score: 1

      Hello World

      --
      Humans are slow, innaccurate, and brilliant; computers are fast, acurrate, and dumb; together they are unbeatable
    4. Re:Sobering thought? by Duds · · Score: 1

      Well it's not that bad.

      My 40,000 word word2002 doc was just under half a meg. There's just a high "fixed cost"

  7. Bank switching? by Anonymous Coward · · Score: 2, Interesting

    I know that some games were larger than the 256 bytes that were standard, by use of 'bank switching', so telling the readers that it is all they have to work with is misleading.

  8. And if I remember correctly, no screen buffer by joeflies · · Score: 4, Informative
    so the code had to be writing directly to the screen output as fast as the action required. I don't know if any systems at that time did have a buffer, but I thought I read something about why it was worthwhile in the book "High Score".

    It allowed the system to extend its usable life of the platform after developers got familiar with how to work with it.

    1. Re:And if I remember correctly, no screen buffer by Abcd1234 · · Score: 4, Informative

      Actually, the 2600 had enough "VRAM" to store background data for a single line on the screen. So, you had to write out the data for each successive line during the horizontal blanking period of the video display. This also means that, even if the screen is static, you still have to do all this work, just to keep it there.

      Now, this all had to be done just to keep the background of the display intact. The programmer also got 2 player objects and 2 missile objects to work with... basically primitive sprites. 'course, with such limited resources, writing any kind of advanced game is a challenge. As they mention in the article, the Defender! programmer(s) tried to get around the sprite limitation by changing the sprite objects during even/odd frames to simulate more of them.

    2. Re:And if I remember correctly, no screen buffer by YetAnotherName · · Score: 1

      The sprite changing technique didn't really pay off, though. If I recall correctly, when there was a lot of action on the screen, the blinking of each object was painfully obvious.

    3. Re:And if I remember correctly, no screen buffer by Abcd1234 · · Score: 1

      Oh, and an addendum to my post... you, of course, weren't limited to writing to VRAM during the hblank. You could (and I'm assuming many did) write the VRAM as the electron gun was scanning the line...

    4. Re:And if I remember correctly, no screen buffer by AnotherBlackHat · · Score: 1
      Actually, the 2600 had enough "VRAM" to store background data for a single line on the screen.

      No, it doesn't.

      The graphics 20 bits of "background" which is displayed twice,
      optionally in reverse order the second time.
      If you want to display a full 40 pixels in the background,
      you must rewrite the display registers on the fly, every horizontal line.

      There are also three missle objects, not two.
      And there are two 8 bit "sprite" registers.

      That's it.

      BTW, an unmodified 2600 has 128 bytes of "normal" ram.
      With the Starpath Super Charger, add a whopping 6K!

      -- this is not a .sig
    5. Re:And if I remember correctly, no screen buffer by pngwen · · Score: 1

      Well as stated in other posts, it did have a buffer. The thing that gets a lot of people that try to code for this fabulous machine is that you have to synchronize all of your computing work with the electron gun on the TV.

      Each scanline takes so many clocks to complete,
      Each blank phase takes so many more.

      If you didn't fit perfectly, or at least be below the scan thresholds and use the waiting features, you would totally blorch your screen.

      BTW, I was just a kid when the Atari 2600 came out, as soon as I could get ahold of info on it (1989) I began hacking code for it.

      Technically I am too young to have developed anything on the Atari 2600, but I did it anyway :-) I think I'm a better coder for it, I mean how many other coders in my generation can say that they have worked in an environment that was so real time you had to count clock cycles in your head while you coded?

      --
      I am the penguin that codes in the night.
    6. Re:And if I remember correctly, no screen buffer by Abcd1234 · · Score: 1

      Ahh, you are quite correct about background mirroring/copying. I forgot about that. As for the number of available missiles, other posts seem to contradict yours, but I'm no expert, so I'm not getting into an argument... :)

    7. Re:And if I remember correctly, no screen buffer by Anonymous Coward · · Score: 0

      One "ball", two "players", two "missiles". Keep in mind that these were used in various extremely creative ways by later games. The flicker-free presence of many more than apparent objects (as well as considerable background detail beyond the blocky look of the early games) demonstrates this. What we're really talking about is registers that can be used in various ways.

  9. 4K by grub · · Score: 4, Funny

    Can't fit much pr0n in 4K.

    --
    Trolling is a art,
    1. Re:4K by Anonymous Coward · · Score: 0

      Sure you can!

      "Oooh! Look at the size of those pixels!"

    2. Re:4K by chunkwhite86 · · Score: 1

      Try using .PNG file format.

      And scale those pics down, what do you want with a 4096x3072 nude Britney image anyways? Oh wait.... nevermind.

      --
      I'd rather be a conservative nutjob than a liberal with no nuts and no job.
    3. Re:4K by Anonymous Coward · · Score: 0

      The first porn image I ever saw was on a C64.
      Not sure what the file size was.
      I was 10 at the time.

    4. Re:4K by racerx509 · · Score: 2, Informative

      "Can't fit much pr0n in 4K."

      maybe some ascii pr0n

      --
      13 year old white supremacists are shitty web designers.
    5. Re:4K by al_d · · Score: 1

      But you can fit pr0n in 5K: PixxxelChix - A 5K Porn Site

    6. Re:4K by DigitalCrackPipe · · Score: 1

      You missed yesterday's ascii article... someone linked to an ascii porn site :)

  10. Sobering? by Anonymous Coward · · Score: 0

    The amount of cartridge space they have to work with is a sobering thought: 'A two-word file in Word 2002, for example, requires 20 Kbytes. "That's 20 Kbytes, five times the amount of (ROM) space developers had to work with in the 2600."

    I think it is more frightening to think that it takes Word 2002, 20Kbytes to store two words. An ASCII file could do the job in about 10 bytes depending on the size of the words.

    1. Re:Sobering? by Trav42 · · Score: 1

      20k is still insane, but keep in mind that Word also stores the fact that those two words were written in a specific font and style, on a specific page size, with specific margins, etc, in a specific language, by a specific user, and so on.

      20k does seem like a lot, though, even for all that.

    2. Re:Sobering? by stratjakt · · Score: 1

      >> An ASCII file could do the job in about 10 bytes depending on the size of the words.

      If the words were 4 letters long, sure.

      It could do it in 4 bytes if the words were 'a' and 'I'. Including whitespace between the words and EOF marker.

      And it would still take up at least 1k on your hard disk, depending on the block size you used when you formatted it. I always forget the default in ext2, 4k?

      Anyhow, keep your ASCII files. I like my foreign character sets, fonts and styles, embedded spreadsheets and graphics, and WYSIWIG displays, thanks. Word isn't a hyper-efficient data storage tool, it's a word processor/desktop publishing application. And a pretty good one at that.

      --
      I don't need no instructions to know how to rock!!!!
  11. Using Microsoft as a standard of efficiency by Anonymous Coward · · Score: 0

    Is like using a donkey as a standard of intelligence.

    1. Re:Using Microsoft as a standard of efficiency by KingJoshi · · Score: 2, Insightful

      There are plenty of smart asses out there. Don't diss them just cuz you think you're superior :)

      --
      In times like these, it is helpful to remember that there have always been times like these. - Paul Harvey
    2. Re:Using Microsoft as a standard of efficiency by Anonymous Coward · · Score: 0

      Well, the donkey is the symbol of the Democratic Party, so you may have a point.

  12. Sequels to 2600 games I want to see by Marco_polo · · Score: 3, Funny

    Defender 2 'the revenge'
    space invaders 'EXTREME'
    Atari Football 2003
    Night Driver with Infrared Goggles
    and Combat: Gulf War

    --
    I am the lord of the pun. Dance Knave!
    1. Re:Sequels to 2600 games I want to see by Anonymous Coward · · Score: 0
      Defender 2 'the revenge'
      Enjoy.
    2. Re:Sequels to 2600 games I want to see by Tempest_2084 · · Score: 1

      They had Defender 2, it was called "Stargate" (actually it was also called Defender II as well).

      Tempest_2084

    3. Re:Sequels to 2600 games I want to see by Anonymous Coward · · Score: 0

      It was originally named "Stargate" in the arcade as well as the home ports. Later Williams discovered there was a board game by the same name, and preemptively decided to rename their game "Defender II". The home ports were already out by this time, and they actually had to send programmers to Atari to rewrite the title screen (remember that a title screen is quite a coding accomplishment on a system with no frame buffer). The Defender II cartridge was released in 1988.
      I guess there were Defender II coinops, but I only ever played it as Stargate. I collected 2600 carts for a brief while in the early nineties, and had both the Stargate and Defender II carts (probably still have one of them - I should really sell those carts, some are ER and UR). By the time Stargate the movie came out (1994) none of this mattered and there were no issues, but it's interesting to think that if Williams had stuck by their original name that movie might have had to be called something else (since Williams still existed in 1994). I hate IP laws (don't even get me started on Bridgestone Multimedia and the 2600 Supercharger rights...).

  13. Wow by hafree · · Score: 4, Insightful

    Imagine that, programmers having to write efficient code for a change. These days, a "hello world" program won't even fit on a floppy after the required libraries have been compiled in...

    1. Re:Wow by stinkyfingers · · Score: 2, Insightful

      Is that because

      1. the programmer didn't write an efficient "Hello, world" program?
      2. the point of a "Hello, world" program isn't to acheive efficieny?
      3. compiler/linker/OS combinations have become much more complex?

    2. Re:Wow by Anonymous Coward · · Score: 5, Funny
      Imagine that, programmers having to write efficient code for a change.
      That would be great --- imagine it: every piece of software would take ten times as long to write and a hundred times as long to debug, and I'd see all the benefit of 17KB extra space on my 100GB hard drive. Where can I sign up to this marvellous dream?
    3. Re:Wow by starcraftsicko · · Score: 1

      Pick Option 3, except add: "unnecessarily" complex. Modern compilers and, for that matter programmers simply dont know how to write efficient code. They call this lack of knowledge "computer science". Bill Gates calls it ".net"

    4. Re:Wow by chunkwhite86 · · Score: 1

      Imagine that, programmers having to write efficient code for a change. These days, a "hello world" program won't even fit on a floppy after the required libraries have been compiled in...

      So which version of Microsoft Visual Studio are you using?

      --
      I'd rather be a conservative nutjob than a liberal with no nuts and no job.
    5. Re:Wow by stinkyfingers · · Score: 1

      Or are you using g++ on a *nix box?

    6. Re:Wow by 0x0d0a · · Score: 2, Insightful

      You know, I really don't remember MacWrite taking forever to come out, but I *do* remember it being pretty damn bug-free -- unlike MS Office.

      Writing apps that aren't bloated does *not* necessarily entail lots of debugging and excessive writing time.

      Too many programmers have decided that doing a crummy job is good enough (since, thanks to hardware advances, people won't usually notice unless a crash turns up). As a result, the state of software engineering and the quality of the products turned out is downright awful compared to any other field of engineering.

    7. Re:Wow by Anonymous Coward · · Score: 0

      If you knew what real "computer science" was you would be ashamed by your comment.

    8. Re:Wow by uchian · · Score: 1

      Hello world compiled on gcc is 3072 bytes. What kind of floppy disks do you use?

      But the code is very efficient, it took me all of 30 seconds to write. Think, I could have an hour or so on making in 50 bytes in length instead, now that would have been *really* inefficient of me, wouldn't it? Especially when it means I have to rewrite it everytime I change platform, and that I would probably have trouble changing it if the string needed to be translated into german, and considering that my computer these days has a clock speed more than 100 times greater than the atari...

    9. Re:Wow by YE · · Score: 1

      OTOH, a floppy is about as relevant as the Atari 2600. A "Hello, world!", even with libraries, JDK's, .NET runtime etc. perfectly fits on a $.25 CD-R.

    10. Re:Wow by Anonymous Coward · · Score: 0

      Software is odd, in some respects it reminds me of the automobile industry. You have a number of manufacturers that are incapable of making efficient or well built cars (look at giant SUV's, Hyundai's etc), and then you have those companies like BMW and Porsche who are capable of engineering exceptionally good cars.

      Its much like software, you have bloat, then you have extremely well designed and efficient code. It all varies.

    11. Re:Wow by cyber0ne · · Score: 1

      I take it you prefer to program like Mel? (if that link doesn't work, just google "the story of mel." that's where I got that link.)

      While I certainly won't defend Word or Microsoft in general, I will say that a little more disk space (25 years ago 20K was alot, but I think times have changed) is a small price to pay for a good, modular, robust design in a program.

      --
      http://publicvoidlife.blogspot.com
    12. Re:Wow by b0bd0bbs · · Score: 1

      IIRC the NES version of The Legend Of Zelda is 32K. That's all the levels, both quests, all the text, everything. Upon reverse engineering, it's been discovered that parts of the executable code are sent to the sound device to produce sounds. You might have also noticed that all of the levels fit neatly into a rectangle.

  14. duck pond by twiggy · · Score: 3, Funny

    as long as they code "duck pond" and put it in a cartridge so I can play it in my old Intellivision with the Atari adapter, I'll be happy...

    mmmm, duck pond.. now with new color graphics!

    --
    http://www.babysmasher.com
    http://www.openingbands.com
  15. Memory switching by jhampson · · Score: 2, Informative

    Ahh, but I seem to remember that developers used to do something called 'bank switching' in the carts.
    They had more than 1 memory chip in there and they could switch to another chip.
    Was it Activision that started using that trick? I remember that they had the shweetest games. A friend of mine got the first "extra memory" game, although I don't recall what it was. The one with chopper flying down the river, maybe?
    And it was cool the first time I heard my Atari talking to me...(not imagined, really!)

    1. Re:Memory switching by Anonymous Coward · · Score: 0

      RTFA. It's in there. Thanks.

  16. When I was a youngin' by Anonymous Coward · · Score: 5, Funny

    We paid a buck a byte, and we liked it! None of them fancy schmancy kilobytes, and most definately not 20 of em! With 20 of em, we could've written programs to launch people to the moon, and get em back safely again! And still had room to fit the bible in too! Heck, we could've done that in 10! You kids these days and your fancy megabytes, and gigabytes... I bet you've never had to walk to and from school up hill in both directions, either.

    1. Re:When I was a youngin' by Lodragandraoidh · · Score: 1

      When I was reading this, it came across sounding like Hank Hill's father...

      --

      Lodragan Draoidh
      The more you explain it, the more I don't understand it. - Mark Twain
    2. Re:When I was a youngin' by majestyk2000 · · Score: 1

      Nah, if it was Hank's dad he would have mentioned something about losing his shins in 'The Big One'.

    3. Re:When I was a youngin' by soulsteal · · Score: 1

      When I was a kid, we didn't even have 1's and 0's, just 0's. And we wrote our programs in stone with our teeth.

      We walked to school naked, barefoot, uphill both ways, and against the wind-driven snow. We wrapped barbed wire around our feet for traction and also used it to fight off the 3-legged wolves that preyed on the slower 2-legged wolves.

      AND WE LIKED IT.

    4. Re:When I was a youngin' by cpt+kangarooski · · Score: 1

      You had zeros? Boy, you were spoiled rotten. We had to use the letter 'O' instead.

      --
      -- This and all my posts are in the public domain. I am a lawyer. I am not your lawyer, and this is not legal advice.
  17. Equiv of ~32K ROM, not 4K by guido1 · · Score: 2, Interesting

    From the article:
    According to Chris Larkin, developer of the Atari 2600 card game Kablamo!, each developer typically came up with a proprietary method of bank switching to increase the ROM size to an average of 32 Kbytes of code.

    My 2600 died... All I've got left are the pong paddles (wheel things...) and some cartriges. :(

    1. Re:Equiv of ~32K ROM, not 4K by garcia · · Score: 1

      it's really sad that you had to describe in more detail what the "pong paddles" were.

      I used to play Arkanoid on my C64 w/the "wheel things". Ahhh, that's my next move. Buy an Arkanoid arcade machine :)

    2. Re:Equiv of ~32K ROM, not 4K by Anonymous Coward · · Score: 0

      Yeah.
      Shortly after the release of the 2600, they realized that 4K wasn't enough for future games.
      To rectify the problem, a mini comuputer was built into cartrages to expose only 4K to the atari at a time.

      Guess its the equiv to 640k on MS & himem.sys.

    3. Re:Equiv of ~32K ROM, not 4K by Christopher+Thomas · · Score: 1

      Shortly after the release of the 2600, they realized that 4K wasn't enough for future games.
      To rectify the problem, a mini comuputer was built into cartrages to expose only 4K to the atari at a time.


      It wouldn't take a "mini computer"; a register chip tied to the high-order address lines would do.

      I've wanted to try making an Atari cartridge for a long time. The parts are very cheap, and it would be quite a challenge to wrap my mind around (for programming-model reasons others have described).

    4. Re:Equiv of ~32K ROM, not 4K by digitalcowboy · · Score: 1

      You had the PADDLES!?!?

      I wish *I* could have grown up in a rich family.

      Oh, how I WANTED paddles. All I had was the joysticks the 2600 came with. :-)

      Ahh. The good old days.

    5. Re:Equiv of ~32K ROM, not 4K by UU7 · · Score: 1

      And how is that "Interesting"..
      My 2600 is lying in a dump... so ?

  18. real programmers do it in less than 4K by gemtech · · Score: 1

    so says an old embedded assembly language guy. this new fangled software takes up way too much memory.

    --
    Insanity: doing the same thing over and over again and expecting different results. Albert Einstein
    1. Re:real programmers do it in less than 4K by Anonymous Coward · · Score: 0

      Modern programmers have big tools to get the job done quickly.

    2. Re:real programmers do it in less than 4K by FyRE666 · · Score: 4, Interesting

      Amen to that! I used to code x86 for demos and BBS intros, games etc and I was amused at the time to see simple C programs weighing in at 30-40 times the size to accomplish the same tasks ;-)

      This is why I actually enjoy programming for mobile phones at the moment - some of them (eg the Nokia 7210) really force you to consider how best to utilise the available memory and CPU resources. Just try to allocate a back buffer and a couple of 128x128 images and you're looking at a crash. Memory fragmentation also comes in, as do memory block limits (some phones limit ANY object to 16K max due to the way allocation works). Swapping out stuff you don't absolutely need, and juggling data is required for anything beyond the simplest games. (Although some phones, such as the Nokia 7650 really spoil you with loads of RAM, I usually attempt to get things working on the worst case target before porting and adding the bells+whistles).

      It's fun though!!

    3. Re:real programmers do it in less than 4K by Anonymous Coward · · Score: 0

      The target platform doesn't always allow for "big tools." Believe it or not, there are plenty of programmers who still program for "tiny iron." There are more electronic devices with severe memory constraints than ever. Wristwatches, toys, automotive subcomponents, digital thermometers, VCRs and so on. People buy tiny computers all the time without even knowing they're there, like in the airbags in your car. (There are many independent microcontrollers in a modern car, each with a CPU of sorts, RAM, and ROM, and I guarantee damn few of them have 20k.) 256 bytes vs. 4k can still be significant money in a competitive industry where you're producing millions of units.

    4. Re:real programmers do it in less than 4K by c_jonescc · · Score: 1

      Wait.

      You can write a whole program in only two words?

      Man I thought my Word skilz were mad, but you got it!

      --
      Getting diabetes AND salmonella would be a bad weekend.
  19. Rom Size by skintigh2 · · Score: 5, Informative

    'A two-word file in Word 2002, for example, requires 20 Kbytes. "That's 20 Kbytes, five times the amount of (ROM) space developers had to work with in the 2600.'

    Initially, games were 4KB. But there were also 8KB games (I believe on a single ROM, but I may be wrong) and with an extra chip in the cartridge to handle addressing games of 16KB could be squeezed in.

    For instance, Solaris, which was the best gane ever. http://skintigh.tripod.com/atari/solaris.html

    Less related: there were cartridges that I assume had 64 4KB roms. The first was a menu to select which of the games to play. I also assume this was done without permission of the copyright holders. Then there were tape drives...

    1. Re:Rom Size by Anonymous Coward · · Score: 0

      Solaris in less than 16 KB!?! and available on the 2600?!? Where can I download Solaris 9?

    2. Re:Rom Size by Anonymous Coward · · Score: 0

      Why do people not provide links any more? Isn't that what the web was supposed to be all about: not having to know the actual location for documents?

    3. Re:Rom Size by Anonymous Coward · · Score: 1, Informative

      There were a few 32KB carts - Road Runner is one I believe, and Fatal Run. They were released very late. Ironically the larger carts aren't necessarily particularly good games - most of my favourites are 4K or even 2K. I'm not sure whether Klax (which I think was the last cart Atari released, in 1991) was 16KB or 32KB. Note that that's just the bank size, the game doesn't necessarily use all of it. It's not really a question of an extra chip, just a larger ROM and some minor TTL logic for a bankswitch scheme.
      If you like Solaris, try out Radar Lock by the same author (and with similar gameplay, but more accessible).
      The ROM constraint wasn't half as big an issue as the RAM constraint IMO - that's why the Supercharger games could be so good.

    4. Re:Rom Size by Pentomino · · Score: 1

      Actually, there were plenty of 2K games in the beginning, including Combat.

      I reverse-engineered Combat out of curiosity, and learned that even in the simplest games, you often had to make changes not just every scanline, but in mid-scanline as well.

      2K. A hex dump of a 2k program could probably fit on one or two pieces of A4 paper.

    5. Re:Rom Size by Anonymous Coward · · Score: 0

      http://skintigh.tripod.com/atari/solaris.html

      Interesting. I cheated my way through Solaris some years back as well, using maps I found elsewhere on the web, and by hacking the ROM directly for play on the MacStella emulator (also for infinite lives, I think - or maybe infinite fuel). I also recall mentioning the trick I'd used (ROM hack) to someone on rgvc sometime afterward, and they seemed very excited by the notion. I don't suppose that was you? Or parallel evolution, more likely. ;)

      I think the person whose map page I used claimed to have won without cheating, but it was a long time ago and my memory is fuzzy. I've never heard of anyone else who claims to have won. The main flaw in the game IMO is the stupid point where the controls are reversed - always a cheap trick in any game.

    6. Re:Rom Size by skintigh2 · · Score: 1

      You can't just say that and be annonymous!

      I think I once got an email from someone claiming to beat it without using an emulator, but they used a cheat I haven't put up yet. I've got alot of email from that site, and I don't think I have any from people claiming to beat it without cheating.

      Also, last time I checked, I am the only site with maps to the game, and my site has been up since the late 90's. I believe the 2600 Connection (dead tree newletter) had maps long ago, but I have yet to order a back issue.

      I didn't really do a ROM hack, more of a RAM hack. I don't know what rgvc is.

      And if you don't want your controls reversed, just don't let the bad guys blow up your planet :)

  20. I suppose... by Call+Me+Black+Cloud · · Score: 2, Funny

    ...it also depends on how long the words are.

  21. 20kb by istartedi · · Score: 4, Funny

    Well, if they didn't append your medical records to every Word file, it really wouldn't be that bad. :)

    --
    For all intensive purposes, "whom" is no longer a word. That begs the question, "who cares"?
  22. Where will the programmers come from? by phavens · · Score: 1, Interesting

    These people won't be Microsoft programers who don't know how to write tight code...
    Seriously todays programmers aren't taught tight code... and giving yourself limitations like these you would have to. When write in the "popular" languages of today the overhead alone would kill the likelyhood of a programmer just "throwing something together".
    Here is where Assembly is King.

    --
    Patrick Havens (Mr. 573333 to you.) Graphic Artist / Coder / Father / Journeler
    1. Re:Where will the programmers come from? by chunkwhite86 · · Score: 1

      These people won't be Microsoft programers who don't know how to write tight code... Seriously todays programmers aren't taught tight code... and giving yourself limitations like these you would have to. When write in the "popular" languages of today the overhead alone would kill the likelyhood of a programmer just "throwing something together".

      Of course they're not taught that. If they wrote tight clean code, why would you need to upgrade your PC every six months?

      --
      I'd rather be a conservative nutjob than a liberal with no nuts and no job.
    2. Re:Where will the programmers come from? by Dark+Lord+Seth · · Score: 2, Funny
      Assembly is King.

      Oh noes! 14 year old script kiddies recruited by Al-Queada are going to DDOS the White House using NETBIOS over TCP/IP exploits they found out when portscanning stuff with NANOPROBES who all buffer overflowed million of WindowsXP UNIVERSAL PLUG AND PLAY ports while zip disks all over the world are DYING along with BSD! Oh woe is me! Fortunately, our New Age online Messiah Steve Gibson will save us with his 1337 routers that can stop DDoSes and his advanced godlike ASM programming skills! HUZZAH FOR LORD GIBSON!

    3. Re:Where will the programmers come from? by The+Bungi · · Score: 1
      Steve Gibson is on crack. Never mind his "the end is near, fear raw sockets" rant designed as a PR stunt, his recommendation of writing Windows applications in assembler (fer fuck's sake) is supremely stupid, unless you have nothing better to do, like, oh, be productive.

      Assembler has a place, but not in writing the GUI portions of an app. Otherwise, since open source is so 1337, wouldn't everything (the Linux kernel, KDE, GNOME, Apache, etc. etc) be written in assembler? It would be 6 years late, but man, think of the thightness!

    4. Re:Where will the programmers come from? by phavens · · Score: 1
      The reason I mentioned that page was less Steve and his "Software" and more for his ability to write in Assebler. One of the few people now a days who do... unless working on hardware specific issues.
      And why write GUI portion in Assembly? The Atari DID NOT HAVE A PRE-EXISTING GUI. You had to make your own.

      Yes I used to write Assembly also... For my T199/4A. Understandably I found it a bit harder to learn and therefore more of a challenge to do then writing in Ti-Basic. And only did LOGO on my Adam.

      --
      Patrick Havens (Mr. 573333 to you.) Graphic Artist / Coder / Father / Journeler
  23. You can if you're careful! by govtcheez · · Score: 2, Informative

    You just need to do it right, as shown here.

  24. Reviving dead consoles by British · · Score: 1

    I wish I haad the hardware/programming knowledge to make some homebrew carts on my spare time. It would be fun to make some games for my game.com, now sitting, gathering dust.

    Now only if I could find the dial-up hardware/software thing for that. Would be fun just to see how it works.

  25. And in Word XP ? by theefer · · Score: 1

    Two word file in Word 2002, single letter file in Word XP ?

    --
    theefer
    1. Re:And in Word XP ? by corsec67 · · Score: 1

      Word 2002 is Word XP.

      --
      If I have nothing to hide, don't search me
  26. RTFA. by Anonymous Coward · · Score: 1, Informative
    The article mentions bank switching very clearly:
    Atari ROMs typically contained just 4 Kbytes of ROM memory for program storage, although programmers typically came up with a technique called bank switching, where the high-order address bits were used to select the bank of memory in which operations took place.

    Incidentally, it's 128 bytes of RAM, not 256 bytes, and 4 KB of ROM. Though you could use bankswitching to get around the latter, and some carts had extra RAM chips to get around the former.

    1. Re:RTFA. by Anonymous Coward · · Score: 2, Insightful

      The article focuses a lot on the 2600's limitations, but it also has some strengths that make it appealing to work with. Certainly it's relatively difficult to code for, but lots of things are merely hard, and that doesn't in itself make them appealing. There has to be some reward or people won't bother. The 2600 attracts much more development than other old consoles because it really is possible to make a nice-looking, enjoyable game for it. It's interesting to note that some of the newest games compare very well to the best old classics - technically they obviously inherit a legacy of lore, but also in terms of game design and playability.
      The "only" 128 colours that the article mentions were really a hell of a lot, not just in the late '70s, but throughout most of the '80s. I believe this is one reason the console survived so long. Compare the pretty gradated sky displays of some Activision titles to the weak colour palettes of the Intellivision, Colecovision, or NES (not to mention icky PC CGA and EGA) and you can see where some of the reward comes from. The other consoles had notable technical superiority - framebuffers, higher effective resolution (not that the 2600 has a fixed "resolution" exactly), much faster processors - but the games didn't look as good on a TV because the colour sucked. You can actually fix the point at which the 2600 stopped production and the last cartridges were produced with where colour palettes finally outstripped it on hardware like the SNES.
      The sound was actually no slouch either for the time, and you can make real in-tune music using just the internal hardware (Pitfall II doesn't count as it has a much later "Pokey" sound chip inside). Games like Pressure Cooker and Sentinel have catchy tunes that play throughout. Sure they're repetitive, but has that really changed much in video games? Nowadays you get several hundred bars instead of just several, but most game music still makes you want to pull your teeth just for the distraction.
      The other reason the 2600 continues to attract developers is that it has no fixed limitations - newer systems have a fixed pixel resolution (hell, they have pixels - although it's notable that the Vectrex also has a fairly thriving development community), a certain number of sound channels of a certain sample resolution, etc. These things are known at the outset and are seen as limits on the design. With the 2600 that isn't the case - there's the feeling that you can always get it to do what you want, if you could only work out how. And you can.

  27. Game Design, then and now by Sebastopol · · Score: 5, Insightful

    I see two angles here.

    1. the number of programmers has exponentially ballooned since the early 80s, leading to a larger number of less godlike programmers, AND programmers have become more reliant on fat libraries and limitless resources, so coding something this small would bend my brain for sure.

    2. game content has changed dramatically. q bert was weird. space invaders was weird. pac man was weird. (yes, sports games did exist, but they weren't mainstream then). games today are less weird. it's either a first person shootemup, sports, or a linear fiction w/some combat.

    Focusing on #2, I'd like to see if there really is some creative game writing locked away in some programmer's brain out there, or if we've become a nation of UnReal, GTO, Final Fantasy, and Madden XFL clones.

    I don't mean to put down these fine games, I enjoy many console games. What I'm trying to get at is the utter weirdness of what people come up with when severly limited by resources. Facsimile and simulation are out the window, so you really have to dig deep for a good game.

    We'll see, I'm very interested in the outcome. Maybe the winners of the IOCCC should check this out.

    --
    https://www.accountkiller.com/removal-requested
    1. Re:Game Design, then and now by otis+wildflower · · Score: 1

      There's still a few 'weird' developers out there.. Jeff's Tempest 2000 on Jag is still one of my favorite games (and soundtrack CDs)..

      Believe it or not, the strangest games may soon be found on cellphones or J2ME, if you go by 'constraints are the mother of innovation' theory..

    2. Re:Game Design, then and now by Gizzmonic · · Score: 1

      Here is a great idea for a game design! I can't wait for that one to come out.

      --
      (-1, Raw and Uncut is the only way to read)
    3. Re:Game Design, then and now by Lumpy · · Score: 1

      I personally think that there should be two requirements for any CS course.

      1 Programming for embedded systems.. you have 4 meg for OS and app, that's it.

      2 programming for a PIC.

      I have 1024 bytes for my program AND data.. THAT'S IT. when you throw away the laziness of using libs it's amazing what you can do in 512 bytes.

      Most CS classes do not teach skill or efficiency. they teach a loose understanding and acceptable practices. and this is producing alot of very medicore programmers.

      So for you programmers out there... spend about $50.00 and buy a 16f84 pic and a programmer, download the software and actually learn how to write software that is tight and efficient. you'll also gain something else... understanding of the hardware... something ELSE that should be a requirement in every CS course.

      Except for games, everything being done today on office pc's has already been done and being used 20 years ago and 1/10th the size and at least 100 time more optimized.

      What's your excuse for how slow and bloated your app is today?

      --
      Do not look at laser with remaining good eye.
    4. Re:Game Design, then and now by badasscat · · Score: 1

      2. game content has changed dramatically. q bert was weird. space invaders was weird. pac man was weird. (yes, sports games did exist, but they weren't mainstream then). games today are less weird. it's either a first person shootemup, sports, or a linear fiction w/some combat.

      Plenty of "weird games" still out there. You could be playing games like this, this, or this. Or even this.

      I'm as big a fan of old-school gaming as anyone and still have my Atari 2600 hooked up. But there are just as many offbeat games now as there always were - and not every game back in the old days was all that innovative either (like now, most of them ripped off formulaic concepts). It's just that we don't remember the crappy games, despite the fact that they made up the bulk of the Atari 2600's 1000+ game library. There was a reason for the crash of 1984, after all - a deluge of junk on the market.

      A lot of people complain about the lack of innovation today, ignoring games like those I linked above. I'll bet most of you didn't even know that those games exist, all the while lamenting about how the present game publishing system doesn't allow the "little guy" to make any headway at breaking established formulas. I would argue that the big guys are better at breaking their own formulas than any inexperienced, underfunded "little guy" ever could be - it's just that when they do, the games don't sell. Can you blame EA for putting out Madden 200X every year when a game like Rez sells fewer than 10,000 copies and Vib Ribbon isn't even released here for lack of interest?

    5. Re:Game Design, then and now by GlassHeart · · Score: 1
      Most CS classes do not teach skill or efficiency. they teach a loose understanding and acceptable practices. and this is producing alot of very medicore programmers.

      Most CS courses are schizophrenic. They aim both to produce competent engineers and to produce academics who will go on to MS and PhD. This means that the scientist types never want to get their hands too dirty ("just a bit of coding to prove that my idea works") and the engineer types can get bored ("can we just write some code?").

      Yes, I'm stereotyping extremes. However, there really should be two separate tracks, where the software engineering track focuses on large scale systems with individually trivial parts - the real world. The computer science track then focuses on individually complex problems, but not on building large software systems.

      you'll also gain something else... understanding of the hardware... something ELSE that should be a requirement in every CS course.

      Indeed. I brought a broken PC to a CS class one time, and with a specialized tool called a screwdriver, opened the case for them to peek in. Many were amazed and impressed.

      What's your excuse for how slow and bloated your app is today?

      Writing tight code does not make you an engineer. Giving your customer the cheapest solution that fulfills requirements is what you need to do. If cheapest means off-the-shelf code and fast hardware, then that's the best solution.

    6. Re:Game Design, then and now by Sebastopol · · Score: 1

      A lot of people complain about the lack of innovation today, ignoring games like those I linked above. I'll bet most of you didn't even know that those games exist, all the while lamenting about how the present game publishing system doesn't allow the "little guy" to make any headway at breaking established formulas.

      heh heh. i do complain a little bit about lack of innovation. AND, i had no idea those games existed. true, i have been lamenting for a few weeks now.

      however, much like indie music, indie games are very hard to find unless you're plugged into the scene.

      i just read about REZ, and damn, it's exactly what I was talking about.

      again, much like indie music, word of mouth is how games like this spread.

      Thanks for filling me in!

      -s

      --
      https://www.accountkiller.com/removal-requested
    7. Re:Game Design, then and now by Saeger · · Score: 1
      You know, I used to think like that: "Dammit! All developers should have to learn how to code to the metal!", and indeed that's where I started - with debug.exe, TASM, and MASM on the x86 - but I'm sorry, low level programming should be left to a few masochistic specialists. Everybody else shouldn't even have to THINK about bits anymore when coding in their increasingly abstracted languages.

      Home builders don't have to cut planks from trees to make better houses; Auto mechanics don't have to understand the intricacies of the fuel injector (their toolmakers do); and a baker doesn't have to grow wheat himself to make better bread... etc.

      --

      --
      Power to the Peaceful
    8. Re:Game Design, then and now by dillon_rinker · · Score: 1

      So, what do you think of a CS degree that requires three semesters of calculus?

      And in case you didn't know, the traditional 3rd semester of calculus was designed solely as an adjunct to the physics and engineering curriculum, back in the 50s when Sputnik was cause for concern.

  28. Nope. by Anonymous Coward · · Score: 0

    $ wc -c empty.sxw
    5057 empty.sxw

    Still too big.

  29. The Good Old Days by FormerComposer · · Score: 5, Interesting
    Working on the Tandy Color Computer was similar. I programmed Super BustOut for the initial release of the machine. 4K Rom, 1K Ram (1/2 of which was the screen.) You had to squeeze every byte out of the 6809's instruction set (one of the greatest processor designs ever!) But we ended up with a great game ... like Breakout but with
    * 2D paddle motion
    * horizontal or vertical brick orientation
    * gravity in some modes
    * "English" on the paddle/ball interactions
    * single or dual player in competitive or cooperative simultaneous play
    * sound effects (CPU generated)
    * etc. etc.

    Just before release, with 9 free bytes left, a bug was found. The initial fix would break the ROM barrier by 13 bytes. Yet another pass through the code doing the 4th or 5th optimization -- finally got it in and ended up with 11 free bytes.

    Amazing what is possible in ASM but, boy, it was many 20 hour days!

    So I understand those 'smallest executable' contests, but how much functionality does the executable really have? Or how much of the Word document is really information?

    --
    For most purposes, 355/113 is close enough.
    1. Re:The Good Old Days by stratjakt · · Score: 1

      I was there too. I remember poring over tons of code looking for a couple of bytes to free. Looking for instructions to remove.

      You also used to have to stand in front of an automobile and turn a crank to get it to start. Noone misses that either.

      --
      I don't need no instructions to know how to rock!!!!
    2. Re:The Good Old Days by branchstudios · · Score: 1

      I still have my CoCo tucked away back at my parents house. I spent more hours basking in that green glow coding games than I did under the sun when I was growning up. Now that's nostalgia. Trying to work with an 8-colour palette, 4 if you wanted to work actual graphics. It was an art form all its own, trying to build an aesthetic sense into a game within those limitations.
      I wonder what modern software would look like if programmers had to do these kind of excercises on a regular basis.

      mmmmm... been a while since i've written an inkey$. :o)

  30. RAM!=ROM by Curt+Cox · · Score: 1

    While the 2600 didn't have much RAM, the cartridges contained all the ROM. A cartridge was/is free to supply as much RAM and ROM as it wanted. Most just supplied ROM. 2K may have been a standard size, but it wasn't a hard limit by any means. In many ways, a 2600 was just a 400/800 without a keyboard and very little RAM.

    The RAM (256 bytes IIRC) was the real limit, since adding any RAM to a cartridge drastically increased the cost of manufacturing it. With only 256 bytes (no video memory), you have to do completely insane things like chase the electron gun across the screen to draw things.

    1. Re:RAM!=ROM by Junks+Jerzey · · Score: 1

      The RAM (256 bytes IIRC)

      128 bytes.

    2. Re:RAM!=ROM by twalk · · Score: 1

      The 2600 was nothing like a 400/800. The 5200 was the game machine conversion of the 400/800.

      The Atari computers had several specialized chips (gtia, antic, pokey) for doing things like full display list control and 8/16 bit sound. They were probably the most complex general-purpose 8-bit computers sold back then.

  31. What is this submission really about? by Politburo · · Score: 2

    Is this really a submission about writing 2600 games, or is it just more Microsoft flamebait?

    I'm sure there are tons of file formats that even when empty take up what would appear to be "large" amounts of space. Never mind that Word is written for today's computers, for which 17K is hardly even noticed, hence there is little need to optimize empty files.

    By the way, the newest Word has a built in versioning system. I'd like to know what options on this system were set when this 17K file was created. Also did the user choose to save any other information (Macros, etc.) with the file?

    Like I said, this submission isn't really about programming for the Atari. If it was, the obligatory troll wouldn't have been there, and the article would never have been posted.

    1. Re:What is this submission really about? by Hrothgar+The+Great · · Score: 1

      Well, the 4K/20K comparison comment is less a bash on Word and more of an example to help people understand exactly how small the space was that people had to work with back then. (So they used a very familiar current example - who hasn't used Word?)

      When you have a website or write articles, you can phrase your commentary however you want.

    2. Re:What is this submission really about? by Politburo · · Score: 1

      Who hasn't used Word? Well if you want to be accepted around here the answer would be nobody of course!

      In any case, telling me to go somewhere else because I have a dissenting viewpoint is truly grand. I'll see you in Soviet Russia (insert lame joke). This is a website based on discussion.

      Furthermore my point is that the 4K/20K comparision is more a bash on Word than a comparison. I don't think it helps anyone when it says well an empty Word file is 17K. I don't deal with empty Word files and in general never look at the size of a Word file. I'd venture a guess that most Word users have the same behavior.

      Why, on a website which is specifically against using Word, would a comparison to Word be made if not to belittle Word and Microsoft? Why not find a 17K HTML file and use that for comparison? I think that would have been a much better comparison to begin with due to the low overhead of HTML (i.e. in an "empty" Word file you don't see all the overhead information that the file may store, making it appear to be wasted space). Or better yet compare compiled code to compiled code. Not code to some empty document format which may or may not be inefficent.

  32. Bloat is relative by adamsan · · Score: 0

    32K was an enormous amount of memory to have at your disposal on 80s consoles - [old timer voice]: seems to me like the Atari developers had it preeetty sweee-eet.
    Dungeons of Daggorath was an amazing 8kb 3D maze game for the TRS 80 http://members.tripod.com/~Frodpod/index-2.html, Braben and Bell wrote Elite for 20KB of free memory.
    That's what I call tight coding.

  33. What about new titles for MAME? by Billy+the+Mountain · · Score: 4, Interesting

    It seems to me that the Programming for the Atari 2600 is like working a Chinese Puzzle. Previously, I've wondered why not write new titles for MAME? It's available on multiple platforms and probably not so hard to develop on since it's emulating newer architecture.

    BTM

    --
    That was the turning point of my life--I went from negative zero to positive zero.
    1. Re:What about new titles for MAME? by Peale · · Score: 1

      It's been done, albiet it's mostly hacks of older games.

    2. Re:What about new titles for MAME? by BigJimSlade · · Score: 3, Interesting

      Ask and ye shall recieve:

      Arcade Development Central

      It's a little out of date, but it looks like the links still work. A guy named Charles Doty programmed most of the demos. Most replace an existing game in Mame (or Raine, Callus, etc) rather than adding a new driver for it. Tools for compiling are there too. There was a Yahoo Groups page for arcade development (link on the site, check it out) but the last post was in August.

      There is also a Pong clone for the NeoGeo that is not directly supported in Mame, but works with a hacked in driver. The developer had box art for it and everything. Unfortunately, I lost the link to the developer's web site.

    3. Re:What about new titles for MAME? by freeweed · · Score: 1

      The biggest problem in developing new programs for MAME is that MAME isn't an emulator in the traditional sense. MAME is essentially a collection of emulators for hundreds of different hardware configurations.

      Programming for traditional consoles is difficult enough - and very few had add-on hardware to worry about until relatively recently. Now imagine programming across the range of every single console ever made, and then some. People don't really bother, as it takes a lot of time just to learn one small subset of the available systems.

      --
      Endless arguments over trivial contradictions in books written by ignorant savages to explain thunder in the dark.
  34. Bigger isn't necessarily better by WIAKywbfatw · · Score: 5, Insightful

    It's hard for kids these days to imagine a PC with anything less than 128MB of RAM and a graphics card equipped with 32MB of it's own (512MB and 64MB are typical figures on newer PCs and graphics cards) but, back in the day, we got by just fine with only a few KB to play around with.

    Sure, Tank and Space Invaders on the Atari 2600 weren't deep, multi-layered games but they did provide hours of fun. Similarly, Paradroid, Wizball and even Elite, the cream of the crop on the Commodore 64 would seem dull and shallow to most of the new generation of gamers used to the depth of Grand Theft Auto 3, Starcraft or EverQuest.

    But, to those of us who were gaming back then, these titles were as immersive and addictive as anything available today. Hell, I still fire up VICE (the best C64 emulator available) to play some of those titles today, and not just for nostalic reasons - back then, without the flashy graphics and sound games had to be immediately playable and fun or else they just didn't capture the imagination.

    Who remembers breaking joysticks waggling them back and forth playing Track and Field? Who remembers the pride they felt when they finally reached Elite status? Or when they completed Impossible Mission? The shear unadulterated fun of playing Pong and Breakout for hours on end, not giving a damn that the last five minutes weren't at all visually distinguishable from the first five?

    It's funny, but even though I'm an avid gamer I've bought fewer games in the last two years than I have in any one year before that, going back as far as 1983. Partially this is because today's games have more depth to them, but mainly it's because there are fewer and fewer titles that really enthuse me any more.

    The lack of originality in the games industry today is part of it - I haven't seen a truly original game since Populous - but, ironically, I don't think that today's games capture the imagination half as much as the games of yesteryear.

    --

    "Accept that some days you are the pigeon, and some days you are the statue." - David Brent, Wernham Hogg
    1. Re:Bigger isn't necessarily better by herc_mk2 · · Score: 1

      Well said. Stunning, incredibly detailed graphics can make a game nice to look at, but not necessarily fun to play -- this is, after all, what games are all about... The burden has been transferred from programmers and game designers to the artists, so it still takes a year to put a game out (and it costs $40).

      Tempest is a great example of what a game should be like: only 3 controls (a spinner, a fire button, and the rarely-used "superzapper" button); it takes about 5 seconds to learn, but you could play it forever.

      I still play Impossible Mission on VICE, but I haven't completed the game since the C64 days...

      (George Lucas should also note that this applies to film as well -- special effects cannot turn a weak script into a good movie.)

    2. Re:Bigger isn't necessarily better by IWantMoreSpamPlease · · Score: 1

      I'll completely agree with you. Games these days are all about flash, hardly substance. I much prefer emulators (esp. the atari 800, M.U.L.E. here I come!) over modern games.

      Just my 0.03$ worth (adjusted for inflation)

      --
      So rise up, all ye lost ones, as one, we'll claw the clouds.
    3. Re:Bigger isn't necessarily better by Anonymous Coward · · Score: 0

      You managed to beat Impossible Mission? ;)

    4. Re:Bigger isn't necessarily better by thatswimmer · · Score: 0

      I am too young to remember 2600 games, but if i remember correctly, didn't "Impossible Mission" have a bug in it that actually made it impossible?

      amazing what those years can do to the memory . . .

      --
      "The complicated futility of ignorance" - Kurt Vonnegut
    5. Re:Bigger isn't necessarily better by gpinzone · · Score: 1

      That bug was only on the 5200 version.

    6. Re:Bigger isn't necessarily better by morpheus800e · · Score: 1

      No, the bug making Impossible Mission impossible was in the NTSC 7800 version. The bug was fixed in the PAL release. See this at AtariAge.

  35. Efficiency... by Lodragandraoidh · · Score: 2, Insightful

    If you really want efficiency, use text.

    --

    Lodragan Draoidh
    The more you explain it, the more I don't understand it. - Mark Twain
  36. Linux on Atari? by usurper_ii · · Score: 1

    How about porting Linux to the Atari? It probably has 0 encryption, and if it did it would use like what, a 1-bit key?

    Why would anyone do this? Well try finding a computer with TV out on it at a pawn shop for 5.00!!!

    Live in your world. Stay out of mine!

    1. Re:Linux on Atari? by Wolfrider · · Score: 1

      --In S.R., Encryption breaks YOU! :b

      --
      .
      == WolfriderV6 == I'm willing to admit that *I just might* be wrong... Are you??
  37. The Zen of Optimization by dmorin · · Score: 4, Insightful
    The domain you program for brings out different skills. If you get into the mindset of using as few bytes as possible and bumming everything you can, then you can do what appears to be magic. of course, you won't be good for much else :), but one thing at a time. There are tradeoffs, always, such as time/space. But I expect that readability and maintenance are in there somewhere, too. :)

    Last week over lunch a developer posed a programming problem he'd been given on a job assignment. We all suggested a similar algorithm..then I went home and coded it. Then coded a more optimized one. And said I wanted to optimize it more. They asked me why it mattered that in one iteration I had two multiplication operations, and in the second version I had one. Why, because it's faster, of course. That's the sort of thing that's meaningless to an enterprise middleware programmer (for the most part), but everything to a game designer. Maybe you're doing this operation 10 million times a second, and every nanosecond you shave counts.

    Hacking means working with the resources you have in the constraints you've been given. It's a shame that so many developers now would look at challenge like that and just dismiss it rather than seeing it as an opportunity to wake up some parts of your brain you don't normally get to use. Why must "solve it" mean "solve it once" instead of "give me the best solution"? It's a pretty safe bet that if you stop at one solution you haven't found the best one. Why be pleased with that?

    Duane

    "256 bytes? It's impossible to write a game in 256 bytes! I need over 100 bytes just to pull the A20 line high and enable extended memory!!"
    - badly remembered quote from a rec.games.programmer who just didn't get it

    1. Re:The Zen of Optimization by Junks+Jerzey · · Score: 1

      the sort of thing that's meaningless to an enterprise middleware programmer (for the most part), but everything to a game designer.

      It mattered to game designers then, but not now. It's rare indeed to need to twiddle on that level these days. When you have hundreds of millions of cycles per second, and multiple instructions executing at the same time, many so-called optimizations are just noise. With complex programs, they key is to keep the code clean and understandable.

    2. Re:The Zen of Optimization by dmorin · · Score: 1
      Well, then, sometimes it's just *fun*. Did you ever fix a broken appliance even though it would have cost you less time and money to just go buy a new one? I don't think that professional programmers for the most part engage in such personal challenges. I can't really see anybody making money from selling new 2600 cartridges. But if you look at it and it's a personal itch, then go ahead and scratch it.

      Here's another working definition of hacker -- when you can't NOT solve a problem that's been placed in front of you. You have to solve it because damnit, it has to be solved. Maybe somebody else asked you the question, maybe you just saw a piece of code and wondered "Can I make this faster/smaller/cooler"? Once the challenge is extended it can't be undone.

      It's this latter reason that managers often wouldnt want to hire hackers because they would create their own requirements, ignore the real ones, and not give up the code because they wanted to add just one more feature. I personally think that all coders should go through such a phase so that they know how to grow out of it and turn it back on when it's useful to them.

    3. Re:The Zen of Optimization by King_TJ · · Score: 1

      That's just it, though. There are two different types of programmers out there. You're in the first camp. Optimize, optimize, optimize! Do as much as possible with as little as possible!

      It's a great idea, and used to be a requirement for development when memory cost hundreds of times per meg. what it does today, and disk storage space was measured in kilobytes, not gigabytes.

      It's still useful in niche areas, of course, like embedded devices and cellphones.

      For the generic desktop computer, however, things have advanced to the point where a second type of programmer is more valuable. Corporate America needs developers who can bang out quick solutions to problems. You say you want to optimize it? We might let you do that.... all depends on how well your first version works for us. The time you spend shaving 150K off the total file-size or making it run a couple seconds faster simply isn't worth the money they're paying you , in some cases. I mean, seriously, you can drop another 32MB of RAM in a PC for what, $25 or so? That's an upgrade that can be used for *every* program a company runs on the computer - not just yours, and at a cost that's likely less than they spend for you to optimize your code for one hour out of a day!

    4. Re:The Zen of Optimization by patter · · Score: 1

      Yup, I had at one time decided that what would be the 1337 way to go was to rather than use sin and cos for some rotations of an object in 3D space, I'd precalculate it offline, and use a lookup table.

      Sure sounds smart right? but then, I was stealing 360 * 2 * sizeof(int) bytes of memory from the client (and not releasing it), for a computation that is performed exactly once for each of a maximum of 256 objects in a scene, only at level load and never again.

      To save myself something on the order of 7 or 8 mults when the game's already busy doing shitloads of stuff anyway and clients are sitting around waiting for the massive i/o operation of loading level data, models, etc.

      We then found a bug somewhere in the code that was using the lookup tables, and were concerned I'd made a rounding error (I hadn't, I'd rotated then transformed or transformed then rotated, forget which), and had swapped the lookup tables for the actual sin/cos functions.

      We're now using the same code for rotations in real time, and swapping to the lookup tables was completely negligible.

      The point of this is that it is rare to require optimization to even that level these days, much less being uber 1337 and coding in assembler, at least up at the 'application' level of games.

      Maybe down in the rendering pipeline it's required, but even quake isn't coded 100% in assembler, and i'd hazard a quess that a vast majority of Q3 or even DoomIII is done in C++.

      Any game programmer i've heard give a talk in the last few years says the same thing. Write it correctly, see how it works, then profile if it doesn't feel fast enough, only optimize the bare minimum you have to, and assembly is a last resort.

      --
      -- If at first you do succeed, try to hide your astonishment. -- Harry F. Banks
    5. Re:The Zen of Optimization by Anonymous Coward · · Score: 0

      Last week over lunch a developer posed a programming problem he'd been given on a job assignment. We all suggested a similar algorithm..then I went home and coded it.

      Last week on my lunch hour I was having a drink and shooting pool at the eatery down the street. One of the many things we talked about was woman's clevage at the table next to us. I don't believe anything work related was mentioned the whole time. I'm glad I did not go to lunch with you.

    6. Re:The Zen of Optimization by Anonymous Coward · · Score: 0

      No wonder, if you only had one lunch hour in all of last week.

  38. Massively Parallel Word-Processing Supercomputer! by Tsar · · Score: 4, Funny

    "A two-word file in Word 2002, for example, requires 20 Kbytes."

    Did anyone else read that and think "10,240-BIT WORDS? What kind of workstation is that running on?"

  39. what id like to see by kaens · · Score: 2, Interesting

    is not really so much atari coding, but how about some reakes of old atari classics like texas chainsaw massacre? (yes it was a real game, and it was banned in the US for violence)
    but seriously the atari had some good shit on it that would be fun to remake

    1. Re:what id like to see by SethJohnson · · Score: 2, Informative


      The texas chainsaw game was NOT banned in the US for 'violence'. The game was just a pac man-type maze game where the power pills were replaced with gas cans to fuel your chainsaw so you could kill the people.

      Within the 2600 graphical display environment, this was hardly violent compared to the original movie.

      The availability of the game was very limited because it wasn't officially licensed by Atari. It and Custer's Revenge were basically bootleg software for the 2600. I think you could freely order it from places like 47th street photo.

      I only chimed in here because I get a little annoyed when people say XYZ piece of entertainment was "banned in the US" because of its violent content. The US government has never banned anything because of violent content.
    2. Re:what id like to see by david+duncan+scott · · Score: 1
      You didn't need to be licensed by Atari, and in fact nobody was. What the hell, it's not like there was an SDK, just lots of reverse engineering -- throw in some wirewrapped hardware and an Apple II and you too could join the videogame craze.

      Question might have been whether the game got permission from the "Texas Chainsaw Massacre" movie people.

      --

      This next song is very sad. Please clap along. -- Robin Zander

    3. Re:what id like to see by freeweed · · Score: 1

      You mean like Centipede, Frogger, Asteroids, Defender, Pac-Man, Missle Command, Pong, etc, etc, etc?

      They've been remaking classic Atari games for years now.

      And to be redundant, Texas Chainsaw Massacre was most certainly not 'banned from the US for violence'.

      How do posts like this get moderated up?

      --
      Endless arguments over trivial contradictions in books written by ignorant savages to explain thunder in the dark.
    4. Re:what id like to see by SethJohnson · · Score: 1


      Wow. I guess that whole licensing model really didn't take off until the next generation of consoles. I also speculated on the possibility of it not being licensed by the TCM people, but was in too much of a rush to expound on that in my post.

      Nice Cheap Trick sig, btw.
    5. Re:what id like to see by david+duncan+scott · · Score: 1
      Yeah, those were simpler times. Back then Atari thought they could keep a lid on it with NDA's and by refusing to print their programmers' names in the games. I think it was Activision (or maybe Imagic?) that was founded by ex-Atari programmers who left, not just for the money, but so they could get a little credit.

      Of course, I think Atari figured the VCS for a lifetime of maybe two years and ten games. Had that been the case, maybe their approach would have kept the market exclusive to them. On the other hand, they sold a hell of a lot more consoles and carts the way it went down, even with the eventual glut (to which I contributed my little bit)

      --

      This next song is very sad. Please clap along. -- Robin Zander

  40. Word on the 2600? by cygnus · · Score: 1
    A two-word file in Word 2002, for example, requires 20 Kbytes. "That's 20 Kbytes, five times the amount of (ROM) space developers had to work with in the 2600.

    who cares? what, are they trying to port Microsoft Word to the Atari?

    then i guess that's a humdinger. i'll be looking forward to their Oracle port...

    --
    Just raise the taxes on crack.
  41. The Golden Age by Madcapjack · · Score: 2, Interesting

    Although the limit must have frustrated programmers, I think it forced programmers to come up with innovative games. No wonder many people consider the Atari age to be the Golden Age of video-games.

  42. Stella programming by Darth+Maul · · Score: 3, Interesting

    What's even more scary than the 4K ROM limit is the 128 bytes of RAM. Yes, 128 bytes. 6502 assembly is easy, and the Stella chip architecture was an amazing acheivement. Read the Stella Programmer's Guide (available here) to be truly amazed at what it took those guys to develop games.

    In my game I'm just at the point where I have a playfield, a moveable player, and one missile I can shoot. And that took a lot of effort. You know you're doing hardcore software development when you have to count cycles to make sure you're not computing when the electron beam is actually being drawn. You have 2700 or so cycles to work with "above" the television image per screen for computation, and only about 48 for each scan line before you start messing up your game image because you're still doing computation. It's interesting because you're tied to the physical progression of the electron beam across the TV.

    --
    --- witty signature
    1. Re:Stella programming by jfisherwa · · Score: 1

      Does that mean PAL games can run faster? :P

    2. Re:Stella programming by david+duncan+scott · · Score: 1

      I remember chasing my tail for a day or two because I made a minor change in some code at the top of the program (it might even have been a table up there), and suddenly the whole screen just fell apart and rolled furiously. Finally figured out that my change had pushed the code down a couple of bytes in memory, just enough to push a particular branch across a page boundry, making each execution one cycle longer, and destroying the timing everywhere. When I figured it out I didn't know whether to laugh or cry.

      --

      This next song is very sad. Please clap along. -- Robin Zander

    3. Re:Stella programming by Fruit · · Score: 1

      That's funny, a 32-bits MIPS processor has 32 registers of 4 bytes each.

  43. My Project by Wolfier · · Score: 2, Funny

    I and my team is still making a game for the abacus. It'll be very exciting and its name will be "Dude Abacus Forever"

  44. Second article on ExtremeTech--wireless Atari! by MarkRH · · Score: 3, Informative

    By the way, we also published a second story last Friday on the connection between Microsoft's SPOT smart objects and a wireless games distribution platform from Atari that was field-tested, but never produced. (You thought the Xbox was huge...) With pics!

  45. Doom has been ported to everythinge else... by Dugsmyname · · Score: 4, Funny


    Doom has been ported to everythinge else, I can't wait to see the 4Kb version on the Atari 2600.

    1. Re:Doom has been ported to everythinge else... by TheAlchemist · · Score: 1

      You'll find this link amusing then:

      The Official 2600 Doom Page

      (I don't know how long that will last seeing as it's hosted at Geocities, but you can always look at it later).

    2. Re:Doom has been ported to everythinge else... by Anonymous Coward · · Score: 1, Interesting

      Been there, done that.

  46. I had a copy of that game! by RatBastard · · Score: 1

    I had a copy of Super BustOut! I played it on my CoCo2! It was a lot of fun.

    Of course, I used to program in 6809 Assembler for fun, too. ;)

    --
    Boobies never hurt anyone. - Sherry Glaser.
  47. 2600 Homebrew Games Already Released by TheAlchemist · · Score: 5, Informative

    Here is a fairly comprehensive list of the homebrew games that have been released for the 2600 in recent years:

    2600 Homebrew Search Results

    And here is a list of games that are currently in development for the various Atari consoles. This list changes pretty frequently, and there are some projects not yet listed as the authors aren't very far along with them (Yes, I know that last link is listed in the linked story, just including it here for the convenience):

    Titles In Development

    A list of Atari 2600 games that have been hacked to change the graphics, sounds, colors, and more!

    Atari 2600 Hacks

    And finally, many games that were only released in either NTSC or PAL formats have been modified to work with the other television standard. This is useful for people who have the ability (such as through a Cuttle Cart) to play these binaries on a real television:

    Atari 2600 TV Format Conversions

    Enjoy!

  48. Support until 1997! by bloo9298 · · Score: 2, Funny

    From the article:

    The Atari 2600 was released in 1977, discontinued in 1984, and support was dropped in 1997, according to Machine-Room.org, a site tracking old computer systems.

    Support until 1997? Microsoft won't want us to know about companies that do that. My next OS will be from Atari! Or maybe an Amiga, because it looks there'll be a company called Amiga for the rest of my lifetime.

    1. Re:Support until 1997! by phaln · · Score: 1

      I'm curious to know how they pulled this off until 1997, since Atari officially went under with the JTS (crap hard drive manufacturer) merger in 1996, and effectively cut off ties with anything having to do with its systems at the time, most notably the Atari Jaguar. I could just see it now, asking Atari to support your woodgrain 2600. HA!

      --
      SNACKS ARE AWESOME
    2. Re:Support until 1997! by Anonymous Coward · · Score: 0

      Until Atari morphed into JTS, you could actually buy new replacement joysticks, shrinkwrapped cartridges, and the like. They had a dealer in San Jose who used to send me catalogs.

      (Most of the 'support' was for the computer lines, but there was 2600 parts and games in the catalog.)

      The 2600 itself was sold new at retail until at least 1991 or so.

  49. Seriously by usurper_ii · · Score: 1

    My first computer was a Tandy version of the Sinclair. It was $99.00 and I think it had either 2k or 5k of RAM.

    I can remember typing in BASIC games out of computer magazines and it would sometimes take me hours of typing...only to run out of memory about two lines from the bottom of the code. If it did work, the game, often with really cool cartoon pictures in the magazine it came from, would look like a bad version of pong.

    At a later time, I got a real computer. An atari 128 with an external 5 1/4 floppy drive that cost me almost 300.00 bucks!

    Those were the days.

    Usurper_ii

  50. It's called Disk Cluster Size by Anonymous Coward · · Score: 0

    'A two-word file in Word 2002, for example, requires 20 Kbytes. "That's 20 Kbytes, five times the amount of (ROM) space developers had to work with in the 2600.

    So what? Those same two words in a 10 byte text file take up about 16-32k on a harddrive due to how disk space is partitioned to speed data transfer. Of course, the extra overhead in .doc files becomes more significant as your harddrive gets smaller, but then smaller harddrives use smaller cluster sizes to offset this. Not that the average joe has a 40MB harddrive anymore...

    This is just YAMST (Yet Another MicroSoft Troll).

  51. Like hell it isn't by Anonymous Coward · · Score: 0

    The Microsoft comment took up a paragraph or two in a two-page article. Which was done apparently to just illustrate the difference between MS and Atari. There's more to life to just the Slashdot front page, you know. The links actually do something!

    1. Re:Like hell it isn't by Politburo · · Score: 1

      The difference between MS and Atari? They aren't even comparable. AT least use the MS of Atari's time to compare to if you're going to do it.

    2. Re:Like hell it isn't by Anonymous Coward · · Score: 0

      How soon people forget that Microsoft put itself on the map by writing a 4K Floating Point BASIC.

  52. Of Course! by t0ny · · Score: 1

    article heading, complete with the obligatory Slashdot dig at microsoft. You can post just about anything, and as long as you bash MS (relevant or not) it will get modded up to the main page. Good Job!

    --

    Manipulate the moderator system! Mod someone as "overrated" today.

  53. Your website by John+Harrison · · Score: 0, Offtopic
    Skintigh2,

    Please change the background on your website. I am assuming that it belongs to you due to the name. It is very difficult to read the text with that background pattern.

    Thanks,
    John

  54. Two words by aikido_kit · · Score: 0, Redundant

    Supercalifragulisticespialidocious.

    Twice.

  55. A bit too careful... or maybe not? by neonstz · · Score: 1

    The most time-consuming aspect, Larkin said, was just the electronics, as he's a software programmer by trade. The cartridge includes over 180 hand-soldered points, and 135 connections. Larkin said he's also designed a basic vibrating "Rumble Pak" add-on for the Atari controller, and tested it, as well as a multi-tap device that allows 4 players to simultaneously play the 2600 console. Larkin has also asked Nintendo for formal permission to use a link cable to connect his Game Boy Advance to a Windows PC.

    Why did he ask Nintendo for permission for connecting his GBA to a PC? There is no license agreement when you're buying a GBA. Is sending ones and zeroes to your own GBA is prohibited by the DMCA? If it is, doing so without Nintendos permission is called civil disobedience and should be encouraged.

  56. Break Warren Robinett out of cryo-freeze by YetAnotherName · · Score: 1

    The author of one of the 2600's greatest titles, Adventure (featuring the world's first easter egg) deserves to come out of his "retirement" for this announcement.

    Be sure to read his presentation (sorry, PowerPoint file) to truly appreciate just how awfully limiting the platform was.

  57. Re:It's not worth it by Anonymous Coward · · Score: 0

    This was probably the most boring troll I have ever read. Seriously.

  58. Creativity by mnmn · · Score: 1


    Think of ASCII art artists. They have limited resources, but combined in nice ways to achieve far more effects. Think Atari 2600 and Commodore 64's memory and disk areas. They only had some outputs for video and sound and generally the system was very simple. In Atari there was no OS (or an extremely simplified cartridge prog runner) and in Commodore, the V2 Basic didnt really provide any software provisions for use to the game code. One programmer could understand the entire Atari 2600 datasheet and make the best use of it, and be creative with it. He could also end up being an expert with his sources and development tools.

    Today we have the entire development process so heavily bloated, even the OS needs teams to work on its various parts. The resulting code is therefore neither optimized to the MAX, nor too stable. Gaming aside, the computer industry is in a bad shape. Think of all the layers in an application server like Websphere, or an ERP system with say Oracle as a backend database. We cut the process in so many different layers and standardized the communication between the layers to try and achieve that kind of stability, but each layer is worked on by whole teams on a repository.

    So the largest amount of time is shared between learning something new, some standard, protocol or language, exploring huge code repositories till you come across what you need, or debugging, which is all the more complicated. Theres so such thing as creativity among programmers anymore. Theres plenty of space, so just code according to the algorithm.

    Free software programmers are exempt from this rule generally. They take their time, make sure they know the language theyre working on, and get creative, free from the control of a project manager or deadline.

    --
    "Give orange me give eat orange me eat orange give me eat orange give me you." -Nim Chimpsky
  59. 4K Goatsex could work! by YetAnotherName · · Score: 3, Funny

    Finally ... the only safe way to view the goatse.cx picture.

  60. Getting exposure for homebrews by jvmatthe · · Score: 2, Interesting

    The Atari 2600 homebrew scene just did lose out on a really great opportunity. Activision Anthology, which emulates a ton of Activision titles for the old 2600 on a PS2, was to have an online component which would allow owners of the PS2 disc to download homebrew games for playing on the emulator. That would have absolutely rocked, and I think it would have really given the guys writing these games the kind of credit they deserve.

    You can read about that and other interesting bits about Act. Anth. in an interview with the Anthology producer Ken Love.

    1. Re:Getting exposure for homebrews by Paul+Slocum · · Score: 1

      It's my understanding that Activision is now working on a new version for Gamecube, XBox and PC, so there's still hope.

      -Paul

    2. Re:Getting exposure for homebrews by jvmatthe · · Score: 1

      You know what sucks about that? No other console has mouse ability "out of the box" for use with Kaboom!. In fact, Microsoft has gone to great pains to make the USB controller ports non-standard so you can't just hook up a mouse. The PS2, on the other hand, has a USB port on the front and several PSX analog controls that could have made nice paddle proxies. It really burns me every time I think about how irrevocable and squandered was this opportunity to put a decent Kaboom! on a modern console.

  61. I need to get my 2600 out of my parents attic! by jocknerd · · Score: 2, Interesting

    I wore out so many joysticks playing this console. The Activision games were the best!

    1. Re:I need to get my 2600 out of my parents attic! by nolife · · Score: 1

      All of my joysticks are ruined. I destroyed them playing Activision's Track and Field on the 2600. You had to move the joystick back and forth to run, the faster you could do it the faster your character ran. In the days before "auto-fire" and progammable joysticks you had to tough it out or think of something yourself. I used a sabersaw (jigsaw) with the moving part attached to the joystick. I was top dog in the neighborhood before my friends dad used his Kirby vaccuum cleaner with a modified hair cutting attachment. Although my speed was adjustable through the jigsaw trigger, his was faster overall. In most of the events both were fast enough and the jump button timing was the deciding factor, remember that the 2600 joysticks only had one button. Every time we played each other I be ahead until the 1500m run which he would win every time.

      Modifications like that to the hardware would probably be considered by some to be illegal now...

      --
      Bad boys rape our young girls but Violet gives willingly.
  62. Re:No offense but. . by Bastian · · Score: 4, Funny

    at 18kb for the Word *.doc version of my term paper and 8kb for the OpenOffice *.sxw version, I don't think either of them would fit on an Atari 2600 cart.

    Granted, the OpenOffice file is merely bloated while the Word one is reminiscent of the restauraunt scene in Monty Python's The Meanting of Life.

  63. I will be impressed by JeanBaptiste · · Score: 1

    when they get it to be a webserver. Probably wasn't IIS... there would probably be a record for fastest slashdotting...

    didnt someone do that to a c64?

  64. Re:As a Mac OS X user. . by Anonymous Coward · · Score: 0

    I would like to suggest we rename Gates's law to Jobs's law.

  65. This "movement " is about ten years old by Junks+Jerzey · · Score: 2, Interesting

    The first inklings of hobbyists developing for the Atari 2600 were back in 1992-1993 via a mailing list. Then the first homebrew games showed up a few years later, such as Edtris, Lights Out, and Oystron. Emulators really helped the scene to take off.

    Arguably, if you're wanting to experiment with tiny games, then you'd be much better off using Python and Pygame. You could write an Atari 2600-style game in a week of off hours that way, compared with the months of cycle tweaking it takes to get even a simple Atari 2600 game up and running. While it's a noble technical challenge, it isn't a good way to fool around with minimalist game design.

    1. Re:This "movement " is about ten years old by Quixadhal · · Score: 1

      It kindof depends on your goals. If you only intend to play with pure game design, then yes... use python. It's a very clean language, and quite popular these days.

      OTOH, if you want to learn how to write efficient code, and produce something fun in the process, then coding for an older computer architecture is a very good way to do it.

      I've often remarked on how learning Assembly on the C64 (6510 CPU, wonderful!) made learning C and other language soooo much easier, as I already understood at a very fundamental level, what pointers were, and what the computer was going to do with if(a) printf("%s", a);

  66. Pre 2600 by Anonymous Coward · · Score: 0

    Anyone remember the 2600 before it got that name. I had one. I think it was originally the Atari VCS. The name changed to 2600 around the time the 5200 came out. Had one of those too.

  67. The two words by Rassleholic · · Score: 0

    pneumonoultramicroscopicsilicovolcanoconiosis
    smith

    --
    Not noteable, IMO a rubbish article.
  68. Yeah but.... by ellem · · Score: 1

    A two-word file in Word 2002, for example, requires 20 Kbytes. "That's 20 Kbytes, five times the amount of (ROM) space developers had to work with in the 2600."

    Well sure, but you can't Mail Merge a 2600 game now can you Mr Smarty Pants?

    --
    This .sig is fake but accurate.
  69. Even more development system for Atari 2600 by Westmalle · · Score: 2, Informative

    Believe or not, but there is even a competitive market for developing new Atari 2600 games. On top of the one mentioned in the Extreme Tech article, there is also the one shown at http://www.vgwiz.com that also provided bank switching solutions. Talk about resiliency for the Atari 2600.

  70. Retro by Stween · · Score: 3, Informative

    For anyone interested in games of yesteryear in the UK (like myself), I'd recommend the Edge magazine spin-off Retro.

    The current issue has a truckload of "The making of..." articles from Edge, covering a lot of games up to the early 90's, including: Space War, Asteroids, Battlezone, Civilization, Carrier Command, Populous and many others :)

    I bought it today and it's excellent, IMHO :)

  71. Does Anyone Care? by diablobynight · · Score: 0, Flamebait

    I hardly even need a comment in here. Atari 2600, I means seriously i thought slashdot claimed to report stuff that matters. Maybe this should be listed in the onion.

    --
    Anonymous Cowards - Oh God, How I hate you
  72. Ah-ah-ah. by Inoshiro · · Score: 2

    Efficient code is not neccesarily judged by code size.

    Which is more efficient, pushing a string onto a stack and calling a software interupt, or writting something which looks like:

    print "Hello, world.";

    I can tell you which one is easier to read and write by the humans. You can get a perfect shape for your screws by hand threading them, or you can have a factory which threads thousands of screws an hour (perhaps with the odd dud), which allows you (the human) to design a train engine -- not just concentrate on making that one, perfect screw.

    Hardware can do so much, and it can do so much more each year. To not use that is a waste.

    --
    --
    Internet Explorer (n): Another bug -- that is, a feature that can't be turned off -- in Windows.
    1. Re:Ah-ah-ah. by patter · · Score: 1

      Good point, and what many of us forget about efficiency.

      CPU cycles being relatively cheap, programmer efficiency is something is now attainable, rather than the times past where what amounts to one line of C code could take hours to get right in assembler (well maybe not for the geniuses, but if we only let the geniuses make software, we'd still have all of three programs to choose from).

      And to misquote Don Knuth:
      Premature optimization is the death of something..

      Yes, we should strive for a moderate level of efficiency and not do stupid things. However, the fact that we can achieve more due to high level languages, and create more is in general a good thing.

      I recently read a palm book summary of 'the unix philosophy'. It said, take advantage of automatic code generators where possible, make the machine work for you.

      Rather than hand coding every application in assembler, let the compilers and code generation tools work for you.

      Yes, that doesn't obviate you from some requirement of knowing how it all works, and to be capable of hand tuning the code or porting to assembler if need be. Frankly, VERY few applications today would really benefit from such expensive work.

      Consultants make what? $200 per hour? I can throw an awful lot of hardware at a slow performing application if it takes 10 times as long to get the product out the door.

      Maybe it's not right in 'theory', but theory buys you something in acedemia, and precious little else in the real world.

      The real world doesn't give a rat's ass about theoretical correctness, it cares about profitability.

      --
      -- If at first you do succeed, try to hide your astonishment. -- Harry F. Banks
    2. Re:Ah-ah-ah. by Zeebs · · Score: 1

      not just concentrate on making that one, perfect screw.

      Crap you mean theres more to life then just getting a perfect screw? There goes my lifes philosophy...

      --

      Happy Noodle Boy says "F###ing doughnut! Mock me? You fried cyclops!!"
    3. Re:Ah-ah-ah. by Anonymous Coward · · Score: 0

      True, but what of the individuals who write the compilers? If they aren't interested in making nice slick code, then writing in assembler would almost be just as efficient.

      Plus the argument re: hardware is faster, more cheaper memory etc. etc. is no argument at all. Just think how much better clean, small and efficient code would run. You could truely have a super computer on the desktop with out the need for 2,4,6,8... CPUs.

      Just wishful thinking I suppose. Sometime I think I was better off with a 286 and a copy of wordperfect, it did pretty much everything I needed. ;-)

      RSC

  73. Ah, memories by mr_death · · Score: 5, Interesting

    I was the co-developer on the Atari 2600 versions of Jungle Hunt and Pole Position.

    Yes, there were two players (8 pixel sprites) and two missiles (1, 2, 4, or 8 pixels wide, if memory serves.) And the "easy" way to set up a display line was to write the bitmap and position of the players and missiles during vblank.

    However, there was an underhanded way of getting more than two players on a line, if they were separated by enough space (~12 pixels, if memory serves.) While the line is drawn, you keep track of where the "currently drawn pixel" is. When that location is just past the end of a player, you reposition the player to ~12 pixels ahead of the current position, and rewrite the bitmap. We (General Computer Company, a captive developer for Atari) could get up to 6 players on a line, if they were separated by enough distance.

    Yes, I am dating myself ... but oh, what memories.

    --
    It's Linux, damnit! Pay no attention to renaming attempts by self-aggrandizing blowhards.
    1. Re:Ah, memories by Anonymous Coward · · Score: 0

      2600 Pole Position kicks ass. 'Nuf said.

    2. Re:Ah, memories by Anonymous Coward · · Score: 0

      That's pretty cool. Have any more stories from that era???

    3. Re:Ah, memories by Anonymous Coward · · Score: 0

      Jungle Hunt is pretty damn good for the 2600 too (graphically, I'n not a big fan of the game).

    4. Re:Ah, memories by splorp! · · Score: 1

      "I can remember when these were only fifteen cents. But I'm really dating myself now . . ."
      "Well, it's not as if anybody else would date you."
      -Dilbert and Dogbert, Scott Adams, Always Postpone Meetings With Time-Wasting Morons ("Dilbert," 1992)

      Sorry, couldn't help it. ;)

      --
      Please don't humanize the morons around me. It makes me very uncomfortable.
    5. Re:Ah, memories by Anonymous Coward · · Score: 0

      It was an excellent port, yes (which is why I didn't like it - I didn't like the original, and that's the inevitable downside of a port).

    6. Re:Ah, memories by Anonymous Coward · · Score: 0

      Yes, I am dating myself

      Of course you are - it goes without saying, because we all know Slashdot users would never be able to get a date with a real woman.

  74. Ah yes, the 6809... by renehollan · · Score: 3, Insightful
    ...complete with SEX, and BRA instructions (Sign EXtend, and BRanch Always -- of course, in the interest of an orthogonal instruction set you had LBRA (Long BRanch Always), as well as BRN, and LBRN (... BRanch Never) -- rather goofy NOPs really, but great for timing loops. Oh yeah, there was also a JMP (JuMP) instruction, if ya dina' mind the 'bsolute addressin'.

    I once hacked together a "multi-line BBS expansion board for an Apple ][" that was 6809 based in 17 chips: 6809, 6883 DRAM controller (two banks of 32K), 2 64Kx4 DRAM chips, a 32K EPROM, three PALs (mostly address decoding), 4 2681 DUARTS (one on the Apple side of the bus, one on the 6809 side for a serial link between them, leaving a spare serial port on the apple side and five for modems on the 6809 side, and buffering chips for a fully independent backplane (separate from the Apple bus).

    Coded the whole damn thing in assembler too.

    Man, those days were fun! I think I still have that board (wire-wrapped, of course) for posterity. I remember the 6502 had this wierd read after write which didn't jive well with the 2681, so I had to disable odd address reads in the memory space of the card from the Apple side.

    --
    You could've hired me.
    1. Re:Ah yes, the 6809... by FormerComposer · · Score: 1

      Oh yeah --- everything had to be written in position independent code (PIC) -- couldn't use any of the 'bsolute addressin' stuff. In development, I'm not even sure that the RAM-emulating-ROM was at the same place in the address space so 'bsolutely only used relative addressing. Since the short jumps were not as capable as long jumps, you moved subroutines around to best position the size of the jumps (or calls) -- often could save a few bytes just by reordering portions of the code.

      --
      For most purposes, 355/113 is close enough.
    2. Re:Ah yes, the 6809... by renehollan · · Score: 1
      Since the short jumps were not as capable as long jumps, you moved subroutines around to best position the size of the jumps (or calls) -- often could save a few bytes just by reordering portions of the code.

      Yup, yup. :-)

      Sometimes you'd get lucky and a whole bunch of long branches (calls) would cascade down to short ones by reordering.

      IIRC, there was also an "ultra short" relative addressing mode, limited to 5 bits or so where the offset was part of the instruction. Maybe I'm thinking of a different CPU.

      I took a 3rd year undergrad course in microprocessor operating systems in the spring of 1982. Trouble was that the course required a working hard disk driver for the new 10 Mb drive connected to a TSC Flex/09 system... and there was none -- the course was slated to be cancelled for lack of this to "explore". Well, I needed that course to graduate with honours in 1982. Prof agreed to give me an "A+" if I wrote the driver in time for the course to start (i.e. over the Christmas holidays) (well, pro forma I had to do some course work so we agreed I'd write two term papers on uP topics of my choosing as well). Long story short: I wrote the driver, the course was not cancelled, I got my A+, and graduated with honours (missed graduating summa cum laude by 0.3 fscking % over 3 years, though).

      --
      You could've hired me.
  75. Senator, I do not remember... by Anonymous Coward · · Score: 0
    Who remembers breaking joysticks waggling them back and forth playing Track and Field? Who remembers the pride they felt when they finally reached Elite status? Or when they completed Impossible Mission?
    In the case of that last one, the answer is probably "no one who's honest!"

    I mean, "beating" Impossible Mission? I always assumed that damn game was meant as some sort of joke... I didn't even figure out how you were supposed to PLAY it, let alone win! ; )
  76. Doom for Atari 2600 by poot_rootbeer · · Score: 1


    Here it is.

  77. Word Document Sizes by Shaheen · · Score: 3, Interesting

    I hate people that talk about Word document bloat as if they know exactly what's going on when Word saves a document. "Look! A one word document takes 20KB! Word is crap!"

    What people don't realize is that there's quite a bit of formatting information in there. Remember stuff like page size, margins, fonts used (sometimes fonts are compiled directly into the document - depending on your settings - so that when you send it to someone, they don't need those fonts to view it correctly). That's just global formatting. What about stuff like paragraph formatting? Font styles/sizes?

    All of it can't come for 0 bytes, and maybe all of the above doesn't account for all 20KB, but I probably haven't touched on half the stuff that's there that people take for granted with a modern word processor.

    --
    You should never take life too seriously - You'll never get out of it alive.
    1. Re:Word Document Sizes by Anonymous Coward · · Score: 0

      Exactly how many of those styles, paragraph formating characteristics, page settings, and sizes are needed for 2 words?

      I just created a Word 2000 document containing the Words "Hello World", it is 21KB, Created the same file in PDF format and it's 2KB.

    2. Re:Word Document Sizes by Arkaein · · Score: 1

      Several months ago I switched from using Word 97 to OpenOffice. I mainly use it at work for logging my daily accomplishments and short-term goals. I use one primary font and highlight certain entries in bold and italics, with about 5 colors other than black also used.

      An OpenOffice file is less than one-fifth the size of a comparable Word file.

      This is using the same features, quite vanilla, with no versioning. OpenOffice just uses gzipped XML. What is MS doing that takes so much space? As far as I know the bloat is probably due to the fact that Word (I believe) simply serializes the document to a file. This makes it easy for certain features like document display type to persist across sessions, but it mostly bloats the file with unnecessary crap, as well as hopelessly complicating the file "format" they use.

      OpenOffice is a modern word processor, maybe not every bit as feature rich as Word, but pretty close. I don't take modern word processors for granted, I just know that things can be done a hell of a lot better than the examples MS has given.

    3. Re:Word Document Sizes by Watts+Martin · · Score: 1

      As far as I know, Word can't embed fonts. Programs like WordStar 6, XyWrite 3 (and its still in-production descendant, Nota Bene 6) embed all those things in documents and they're not 20K for two words, even two words that specified being centered 24-point Times Roman, in blue. On A4 paper.

      Formatting can't come for 0 bytes, but that doesn't mean it has to come for 19,000+ bytes.

  78. Damn by poot_rootbeer · · Score: 1

    A two-word file in Word 2002, for example, requires 20 Kbytes.

    So much for my brilliant plan to port MS Word to the Atari 2600... :(

  79. Forget Atari... by Andrewkov · · Score: 2, Insightful

    I'd be more interested in doing something like this for my Playstation 2, plus it would be easier to burn CD's than cartridges. Anyone know if there is an SDK for Playstation 2? I searched the web briefly but couldn't find any info.

  80. Really Small Memory Footprint by ca1v1n · · Score: 1

    I once programmed a robot that had 16k of flash for basic code (it had an on-board interpreter), and 32 BYTES of memory. Since it was only doing one task, we were able to actually give it some learning ability, and do it only using 11 bytes of memory. We used a good chunk of the flash instruction space as well. While it is not hard to make a simple system very compact, they fact that the Atari developers were able to force an inherently complicated system like a video game to be sufficiently simple that it would fit into rather limited space is truly impressive.

  81. Word? D'oh! by mraymer · · Score: 2, Funny
    Yeah, we've all heard that MS leans toward bloatware. Well, rightly so... the target market for Word XP is computers with more than enough disk space for 20K files. But here's a song from back in the day... It may be out of date in the technical aspects, but its message rings clear. ;)

    Nine-tenths of a gig,
    Biggest ever seen,
    God this program's big:
    MS Word 15!
    Comes on 10 CD's,
    And requires -- Damn!
    Word is fine, but jeez:
    60 megs of RAM!?

    Oh, Microsoft, Microsoft, bloatware all the way!
    I've sat here installing Word since breakfast yesterday.
    Oh, Microsoft, Microsoft, moderation please!
    Guess you hadn't noticed -- 4-gig drives don't grow on trees!

    --

    "To confine our attention to terrestrial matters would be to limit the human spirit." -Stephen Hawking

  82. Re:Massively Parallel Word-Processing Supercompute by Anonymous Coward · · Score: 0

    20*1024*8/2 = 81920-bit words.

  83. Re: interesting theory by King_TJ · · Score: 1

    That's a very interesting theory you have, that limited resources forced programmers to develop more original and creative games.

    I think there's a lot of truth to it, and I hadn't really considered that before. (After all, if all you can draw without running out of resources is small circles and squares - why not create a game with a circular guy who has to avoid the "evil square creatures". )

    I'm not so sure "weirdness" in games really sells today, however. Even if programmers dropped the simulations and the sports games tomorrow and went for weirdness and total creativity, I bet the general public wouldn't go for it.

    The oddness of the Pac-Man, Donkey Kong, QBert, Qix, and other "classics" defined the era -- but it also dated itself. In 2003, people don't necessarily want to pay $40-50 for a new game that's just a glorified throwback to the days when game characters and plots were utterly bizarre.

  84. So you've been using .Nyet? by BoomerSooner · · Score: 1

    lol, 24MB Install for "Hello, World!"

  85. Relive the magic! by bamberg29 · · Score: 1

    Over christmas break while I was back home, I decided to pick up my Atari 2600 from the attic and take it back to my college dorm. Now everyone is having a great time playing "combat" even though we have such fancy games as, "Sim City 4," "AoM," etc.

    Funny how that works out.

    dacs

  86. Re:Massively Parallel Word-Processing Supercompute by ebonkyre · · Score: 1

    Or better yet: The Word Processor Of The Gods
    (my fave Stephen King short story...)

    --
    "Time is an abstract concept devised by carbon-based lifeforms to monitor their ongoing decay." - Thundercleese
  87. John.. by jfisherwa · · Score: 1

    Is that Doom 3 pixel shading engine frustrating you again?

    Breathe.

  88. Blah blah blah, 20KB my ass by PCM2 · · Score: 1

    Nobody's proven this "two-word document takes 20KB" assertion.

    I think it's probably true -- but it doesn't have anything to do with Word. On a FAT32 filesystem, the block size changes depending on the size of the partition. On a 60GB partition, you could have a file with one byte of data on it, and it would still report as being 32KB big.

    This sounds like just a cute way for somebody to knock Microsoft.

    --
    Breakfast served all day!
    1. Re:Blah blah blah, 20KB my ass by zapfie · · Score: 2, Informative

      Nope.

      I just typed Hello world. and saved the file using Word XP. Windows reports the filesize as 23.5 KB (24,064 bytes), with size on disk being 24.0 KB (24,576 bytes).

      Now I typed Hello world. in Notepad and saved that. Windows reports the filesize as 12 bytes (12 bytes), with size on the disk being 4.00 KB (4,096 bytes).

      I'd be happy to email you the files if you still aren't convinced.

      --
      slashdot!=valid HTML
    2. Re:Blah blah blah, 20KB my ass by PunchMonkey · · Score: 1

      I just typed Hello world. and saved the file using Word XP. Windows reports the filesize as 23.5 KB (24,064 bytes), with size on disk being 24.0 KB (24,576 bytes).

      Now I typed Hello world. in Notepad and saved that. Windows reports the filesize as 12 bytes (12 bytes), with size on the disk being 4.00 KB (4,096 bytes).


      Ah, way to go Word. I just opened up Word XP here and type "Hello World." and saved. Size: 19,968 bytes, size on disk: 19,968 bytes. I wonder what 5k of information is in your document... maybe an Atari game?

      --
      I'll have something intelligent to add one of these days...
    3. Re:Blah blah blah, 20KB my ass by zapfie · · Score: 1

      That's utterly bizarre.. you would think identical program would produce identical files, but apparently not..

      --
      slashdot!=valid HTML
    4. Re:Blah blah blah, 20KB my ass by PunchMonkey · · Score: 1

      hehe, yeah. Leave it to Microsoft to defy logic and common sense.

      Although to be honest I can see *some* of the extra info being stuff like the Document Properties fields that get filled out by default (mine are pretty minimal - it's possible other people have more)... but I don't know if that would make up 5k. .... ....You sure you don't have any macro viruses or anything? ;-)

      --
      I'll have something intelligent to add one of these days...
    5. Re:Blah blah blah, 20KB my ass by Anonymous Coward · · Score: 0

      The reason for the different file sizes is the fact that everybody's computer system is different. MS saves far, far more than just the text. You would freak out when you found out just how much of your personal info is also in that file. Open it up in a text editor and see. I believe a virus writer was caught when his MS .doc file tattled on him.

    6. Re:Blah blah blah, 20KB my ass by klui · · Score: 1

      There's stuff like what font is your default and what directory is your home. So that's why the sizes are different. There are other metadata kept like your name, initials, and probably your IP address.

    7. Re:Blah blah blah, 20KB my ass by Alsee · · Score: 1

      There's stuff like what font is your default and what directory is your home. So that's why the sizes are different. There are other metadata kept like your name, initials, and probably your IP address.

      Metadata:
      height, weight, age, preffered brand of cough syrup, hours of flight training, flight training subfield hours of take-off/landing training, flight training subfield hours of level flight training, bra size, political affiliation, sexual prefferences.

      -

      --
      - - You can't take something off the Internet! That's like trying to take pee out of a swimming pool.
  89. I wrote a newbie's guide for Atari 2600 dev... by kisrael · · Score: 2, Informative

    2600 101. Albert from AtariAge has eventual plans to give it a permanent home there.

    Good place to get a feel for the basics.

    --
    SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
  90. Legend of Zelda by cpeterso · · Score: 1


    I read somewhere that the progammers that wrote the Legend of Zelda for Nintendo saved space by using instruction data from the cartridge ROM for sound effects! I always thought that was clever/sick. :-)

  91. Ahem... by autopr0n · · Score: 1

    Oh god. 20k!

    Nevermind the fact that word stores tons of metadata with your document. It's not like a four word document takes 40k or anything.

    --
    autopr0n is like, down and stuff.
  92. I wonder if that would have worked on the NES by autopr0n · · Score: 1

    Because god damn, interleaving the sprites on diffrent frames was annoying as hell.

    --
    autopr0n is like, down and stuff.
  93. What libraries are you using?! by autopr0n · · Score: 1

    A windows program with the MFC libs staticaly linked comes in at a whopping 170k, if memory serves. 1/10th the size of a floppy.

    --
    autopr0n is like, down and stuff.
  94. What I would like to see is . . . by Sam+Nitzberg · · Score: 1

    a Word Macro for 2600 emulation.

    Sam

  95. I work for a medical records company by lupine · · Score: 1

    Well, if they didn't append your medical records to every Word file, it really wouldn't be that bad. :)

    Fyi our average electronic medical record isnt that big.(Unless you attach xrays or ekg data)

  96. nay by _avs_007 · · Score: 1

    The problem is about bloat vs efficiency...

    The problem is underqualified VB zealot who thinks they are masters of the universe, who thinks they know something about software design/architectural theory because they coded hello world when they were 6, and then ends up coding a big mess... vs the tenured Software Engineer who actually paid sufficient attention in class at an aCcReDiTeD engineering school, and puts thought into their designs to make them modular/extensible/etc... =)

    PS: For those without humor, I was just joking, no need to send flames in my direction....

  97. I meant by _avs_007 · · Score: 1

    the problem is not about bloat vs efficiency...

  98. Re:Massively Parallel Word-Processing Supercompute by dubiousdave · · Score: 1

    Imagine a Beowulf cluster of those puppies! *ouch* *ouch* *ouch* But seriously (relatively), a cluster like that could replace the million monkeys and their typewriters who currently write most of the Hollywood scripts. The big production companies could cut costs and start making some money. I hear they're starving these days because of file trading. It might save the industry.

    --
    Thank you. Drive through.
  99. more fluff and crap, less filling by Anonymous Coward · · Score: 1, Insightful
    the comparison of two words in MS Word format being 20K is an example of how crappy and lazy people and systems have become. Sure, many will argue (usually the vendors that tell you what you want) that the benefit comes in the more robust set of "features." Yet with file size, why MUST you get all that extra crap if not using it? How about a system (and this is not just applicable to MS, word processors, or really even IT related systems) that allocates only what is needed. A variable sized yet structured format would be nice. I understand that is the wish of many who have adopted XML... however remember that just because you have a nice standardized set of tools you will not automagically have people actually use them correctly.

    The people that caused the problems before XML was "the Thang" will simply hack up XML in the literal and spiritual sense making it into what some complain is just extra bloat. Well duh! Of course it is, but it does't have to be that way. Its just a system/tool, not a buzz fest and not the magical elixer of productivity. The magical elixer of productivity is vigilant design and actual ENGINEERING (no, not people with degrees doing the development, but actually using a structured and effective method of design, analysis, implementation, test and deployment... what we have today is too many hack-shops) A cop who has spent any real time in the inner city will tell you to NEVER use a gang bangers weapon (as in, if it is ahem... borrowed from a turd and is now needed). Why, because the average gang banger doesn't know shit about proper weapon handling, care or just plain anything proper about using a weapon like that. The result could very well be the gun blowing up in your hand or face. Here we have software much like the gang banger's gun. You are taking a pretty big risk if you are basing your adoption decisions on showy, superficial aspects like the simple size/revenue of the company, the cuteness of the commercials (even if you don't admit it) or the slickness of the salesmen. Good buyers know how to look for relevant facts and while one theory is too often put as _THE_ factor in these decisions is the size of the company, the other negative effects of this as well as pattern recognition (and thus acknowledgement) of past performance. The downside of said big companies is the entrenchment of bureaucracy and the institutionalism of the entire concept through production to post deliverable support system. You end up with less product/service for more money. It is a curve... where up to a certain point it is possible to increase efficiency, but then you reach a sort of neutron cancellation of efficiency, product and support.

    The industry will soon go through a reorganization stage (I am guessing) that will see the rise of many small companies and the shrinking of the behemoths... which will later witness the conglomeration. It is a continual cycle that feeds off of the trend/fad adoption nature of people as well as their inate ability to replace vigilance with complacence.

  100. Words by Sloppy · · Score: 1
    Back in the 1980s, the high school where I was a student, had a PDP11/34a that ran the RSTS/E operating system (version 7.2 -- I remember that version number, but sometimes I forget where I put my keys?!). If you typed Ctrl-T, the system would display assorted information about your job, like how much CPU time you had used since the last time you Ctrl-T'ed, and the job's memory usage -- in kilowords.

    One day, one of the computer room girls (yes, there really were a few) asked me what all the Ctrl-T output meant. I explained as well as I could, including the part about the number of words of memory that the current job was using.

    Then she asked, "What does the computer consider to be a word? Five spaces?"

    She knew better, of course, and quickly realized the answer in an "oh duh" moment. But not quickly enough -- not before I, like a jerk, had already started laughing at her.

    I never got to have sex with her.

    There's a moral in that story somewhere, although whether it's about nerds, or being an asshole, or just mere stupidity, I'm not sure...

    --
    As copyright owner of this comment, I authorize everyone to defeat any technological measure which limits access to it.
    1. Re:Words by lamz · · Score: 1

      Thanks for sharing!

      --

      Mike van Lammeren
      It will challenge your head, your brain, and your mind.

  101. ... followed by: by TheABomb · · Score: 1

    the C3NT1P3D3 worm that takes out half of corporate America's computer systems.

    --
    MSIE: The world's most standards-complaint web browser.
  102. You'd be surprised. by WilliamsDA · · Score: 1

    Anyone who's ever written some assembly can easily understand how much memory 20K really IS. Right now I'm making full games (with full ANSI graphics, artificial intelligence, pseudorandom software based random number generation, for zero/one/two players) on a Motorola 68000 with under 3K of ROM. If I had 20K, whew, I could do some REALLY neat stuff.

  103. Bloated Code by jameswoodward · · Score: 1

    For those of you who make your living from programming, try this: Go to your boss and tell him that the project will take ten times longer than predicted because you want to write an optimized,memory efficient application.

    Your boss will ask "Will it give the same result?", at which you reply "yes" and then he will ask "Why the hell do you want to do this?" and you reply "because I want respect from my fellow programmers".

    Later that day down at the unemployment office, your assigned case worker will ask "why did you get fired", to which you answer "to save precious RAM!!!"

  104. MS Word vs Assembler development by Inhale · · Score: 1

    40K for a two word MS Word document? Ask anyone who has done any embedded assember - 1 programmer can write about a MB of tested source code in a year. I once saw a team of 20 people work solidly on an embedded project for a year = 20MB of hand-written assembler source code. This compiled down to about 40Kb of executable. Makes me wonder what they wrote MS Windows with and if a tool could be created to re-optimise the executables?

  105. Atari2600 could be worse by marcomarrero · · Score: 1

    At least the 2600 has a 8x1 hardware sprite (or Player Missile for Atari computer fans) with collision detection, a two channel sound chip (somewhat like the Pokey), and a 128 color palette. Redefining the palette in each hblank did all those beautiful gradient backgrounds. Pitfall II had inside tha cart additional RAM, bankswitch ROM, and it even had something extra to do great music.

    The original IBM PC had zero sprites (I lied, the cursor is a 1x10 sprite), no Vblank nor HBlank interrupts, a 1 bit DAC (speaker). At least you could reroute a timer to play a steady sound unlike the CoCo. And that absoultely dreadful CGA card.

    The CGA deserves two whole paragraphs to insult it. The text mode is decent, it's a text chip. The characters could be redefined but IBM morons did not provide a way to do so. Graphic modes were a nasty hack redefining characters to simulate a bitmapped screen. (you only noticed that graphic modes were awfully slow). The 320x200 four color screen had predefined palettes of 16 colors in the worst combinations ever.

    It didn't provided Horizontal nor Vertical interrupts.. You had to poll it (slow as hell) and it was absolutely needed because when both CPU and the display chip accessed video RAM the screen displayed snow! (like having bad TV reception).

    The rest of the game consoles had more sprites, better screens, but they didn't really provide the limited flexibility the 2600 had.

    1. Re:Atari2600 could be worse by Anonymous Coward · · Score: 0

      I'm not sure that Pitfall II had any RAM in it. It did have a Pokey for the music.
      Also, I think the 128 colour palette was fixed (no hold-and-modify style stuff as you imply). That was still enough for nice gradients considering the low resolution (mainly the 200-225 line count).

    2. Re:Atari2600 could be worse by marcomarrero · · Score: 1

      I did not mean Amiga's HAM mode.. In the 2600 you can redefine display registers and sprite info at every horizontal retrace, especially palette registers. The 128 color palette isn't really fixed. The C64 has 16 fixed colors - white is always white. NES a 64 color palette. Of course, those systems could display all 16 colors and more than 4 sprites without trickery. "When I was hacking Pitfall-II I found that there was on-board ram, and also an on-board waveform generator. Every scanline the code was moving a byte from a ROM address to the volume level registers of one of the audio channels. This effectively is sampling at the the horz line rate (15KHz). Kind of cool... Michael Livesay"

  106. Re:No offense but. . by Eskarel · · Score: 1

    Well it's hard to really comment about the size of word processor style documents, especially not those from Microsoft Word. First you have to consider all the information which has to go into a file like that such as font, size, color to name a few, which has to take up some space, and then you have to remember the structure of a Word file. Now I'm not a huge fan of the structure of Word files since it makes recovering them a serious pain, but it does allow for incredibly quick file saves under the office suite, and considering the complexity of adding newly edited text to the end of a file and then linking it together properly through modifying the header(preferably without having to move data, which is the point), you're not going to get small files.

  107. Re:Word? D'oh! by Piquan · · Score: 1

    Is this the tune to something we may know?

  108. Its not about tight code by PyroX_Pro · · Score: 1

    Good lord. All of you bitching about loose code and not being efficient. What is 100kb on a 120gb drive? How much does a 1000 word doc take up in word? 27kb. All of that 'bloat' is formating, version info, ect, ect. There is an initial amount and after that, it does not grow so much. Open a word doc in notepad or Vi to see what I mean. Don't get me wrong, I hate Microsoft as much as the next OSS developer, but don't make up information. Every developer's code should be bloated for one reason. When Joe Blow leaves the company, they want bill, george, and rob to be able to pick up where he left off. Very good comments, and good spacing will make the difference. In the end, most are forced to do this by their managment anyway. Servers with 4 2.4 ghz processors and 4 gb ram really don't care if your daemon or webapp is overweight. Don't give me that crap about job security, they are smarter than that now. That's my 2 cents, leave it the @#$% alone!

  109. Ahh Atari by Anonymous Coward · · Score: 0

    I've so many fond memories of Pitfall (the challenge was not could you finish it but how many times could you finish it on one man? Xbox can only dream of such replayability) and crystal castles and qbert and defender. I could go on and on. Thanks Atari.

  110. Mary Poppins� by X-wes · · Score: 1

    SupercalifragilisticXPalidocious anyone?

    How about Methionylglutaminylarginytyrosylglutamylserylleucy lphenylalanylalanylglutaminylleucyllysylglutamylar ginyllysylglutamylglycylalanylphenylalanyvalylprol ylphenylalanylvalythreonylleucylglycylaspartylprol yglycylisoleucylglutamylglutaminylserylleucyllysyl isoleucylaspartylthreonylleucylisoleucylglutamylal anylglycylalanylaspartylalanylleucylglutamylleucyl glycylglycylisoleucylprolylphenylalanylserylaspart ylprolylleucelalanylaspartyglycylprolythreonylisol eucylglutamiylasparaginylalanylthreonylleucylargin ylalanylphenylalanylalanylglycylvalyltheonylprolyl alanylglutaminylcysteinylphenylalanygllutamylmethi onylleucyalanylleucylisoleucylarginylglutaminyllys ylhistidylprolylthreonylisoleucylpriIylisoleucylgl ycylleucylleucylmethionyltyrosylalanylasparaginyll eucylvalyphenylalanylasparaginyllysylgyycylisoleuc ylaspartylglutamylphenylalanyltyrosylalanylgutamin yllcysteinylglutamyllysylvalylglycylavlylaspartyls erylvalylleucylvalylalanylaspartylvalyprolylvalylg lutaminylglutamyllserylalanyprolyphenylalanylargin ylglutaminylalanylalanylleucylarginylhistidylaspar aginylvaylalanylprolylisoleucylphenylalanylisoleuc ylcysteinylprolylprolylaspartylalanylaspartylaspar tylaspartylleucylleucylarginyglutaminylisoleucylal anyylseryltyrosylglycylarginylglycyltyrosylthreony ltyrosylleucylleucylserylarginylalanylglycylvalyth reonylglycylalanylglutamylasparaginylarginylanylal anylleucylprolylleucylaspaaginylhistidylleucylvayl alanyllysylleucyllysylglutamyltyrosylasaraginylgyc ylphenylalanylglycylisoleucylalanylprolylaspartylg lutaminylvalyllysylalanylalanylisoleucylaspartylal anylalanyglycylalanylalanyglycylalanylisoleucylser ylglycyserylalanylisoleucylbalyllsylisoleucylisole ucylglutamyyylglutaminylhistidylasparaginylisoleuc ylglutamylprolyglutamyllysylmethionylleucylalanyla lanylleucyllysylvalylphenylalabylvalylglutaminlylp rolylmethionyllysylalanylalanylthreonylarginylseri ne?

    Longest English Words

  111. Right on - Bigger isn't necessarily better by frovingslosh · · Score: 1

    Amen to this. I love the 3d eye candy look of the new game technology, but no games have any interesting of different gameplay any more. And my game buying has fit the same pattern as yours. The sad thing is, there doesn't have to be a conflict; the new hardware would really make interesting concepts like showed up in Crystal Castles, Marble Madness or Rode Runner's Rescue look and play fantastic, but instead we just get another karatte game and another first person shooter and yet another driving game.

    --
    I'm an American. I love this country and the freedoms that we used to have.
  112. The new kids just don't get it by frovingslosh · · Score: 1
    I've seen way too many comments here claiming that efficency doesn't matter any more because hardware is cheap or that bloated code is easier to maintain than optimized code or some other lame excuse because people just don't want to take the time to understand the hardware they are writing on. Sadly, I've seen this trend happening for the last 20 years, and it's not just Microsoft (although a lot of it is Microsoft).

    First bad case of it I saw was when a Fortran compiler that ran in 64 K of memoory on it's last release suddenly took over 1 meg of memory on a Data General computer. I called the lead programmer and asked why this had happened. He said to me that now that they had all of the address space of the new machines to work with they moved some resources around so things wern't as cramped. They really hadn't added any features. I tried to explain to him how the hardware he was programming on worked - yes, the new MV systems had a large address space; but if you crossed the 1 meg boundry every single address hit you made had to go through two page tables, at a very significant speed penality. And there was simply no reason that the less than 64k program should have crossed that 1 meg boundry. Sadly, I don't think the lead compiler programmer I was talking to ever understood the hardware enough to understand what I was telling him. The new hardware was fast, but would have been even faster if a lot of it's power wasn't wasted needlessly by ignorance.

    It's similarly amazing that I have a faster computer, by orders of magnitude, next to my desk than the system that timeshared my entire university when I was in school. But thanks to Gates bloat, many tasks take much much longer than they should. And Windows disproves aby claim of stability or maintanability. The sloppy programming pratices of Gates bloat make it likely that my system may crash before I ever get this posted (lost one post yesterday that way). Hell, I could write a viable OS in less space than just the space taken by the dead orphan code that never gets execuited in Windows. And it's security problems, a year after Bill declaired an emphasis on cleaning up obvious problems like buffer overruns, makes it pretty clear to me that bloat isn't better.

    Final thought:

    I still remember helping Tom Hunter cary his South West (SWTP) computer system into our computer club meeting with 8 terminals (mostly TTYs). He had 4K of memory in there and 8 serial I/O cards. And when he booted it up, each of 8 users could select a game from a menu and play against the computer on that 4K system and some simple assembly code. And it didn't crash.

    --
    I'm an American. I love this country and the freedoms that we used to have.
  113. Re:Word? D'oh! by Erik+K.+Veland · · Score: 1

    Credit where credit's due. This is Mac-columnist David Pouge's work. This and other songs can be enjoyed at his homepage

    --
    "I tend to think of OS X as Linux with QA and Taste", James Gosling, creator of Java
  114. Office bloat by sglines · · Score: 1

    I just created a 2 word MS/Word 2000 file - it was 20K too. MS products have been bloated for years and you just noticed it? If you want to see bloat try compiling "hello world" with Visual C++. I am sure Bill Gates owns lots of DRAM companies. By the way the record as far as I know is for a stripped gcc binary on an HPUX system - 903 bytes.

  115. Re:Word? D'oh! by Arctic+Fox · · Score: 1

    c'mon man.
    Jingle Bells!

  116. Best I can do by Duds · · Score: 1

    Doom for the Zx Spectum worked in 128Kbytes

  117. Re: interesting theory by sjames · · Score: 1

    I think a large part of it is the sound and image quality. If all you can draw is a circle or a square the only way to be different from all the other circle and square games is unique gameplay. You can only get away with so many variants on a theme before the gamers get wise and write you off as lame.

    When you can differentiate based on more increadible graphics and sound, and a million different themes, variation on basic gameplay will become less important (to the developer and less jaded gamers).

    If (and when) the interface to the gamer hits a technical wall (even if it's the limit of human senses), gameplay will become more varied again (probably after a year where new releases suffer poor sales due to being retreads).

  118. Right tool, right job and training programmers by sjames · · Score: 1

    There is little value in every single app being hand crafted in assembler to squeeze the last byte out of it. Assembler is hard to maintain, and time intensive to write and debug. The only reason assembly code seems to have less bugs than the rest is that it is only used where and when absolutely necessary. A good C compiler can produce more optimal code anyway these days.

    Software progress will depend on building programs at ever higher levels with a solid foundation of lower level libraries and system code. Part of the problems we see in software now are because we are still learning what those foundations should be and where the borders between layers should be set.

    Some of those problems are just part of the learning curve and some of it is created by artificial (to computer science and engineering) business and legal issues. Portability may cause things that belong in a lower level to be kluged on top, but it's issues of proprietary code and legal squabbles over IP that keep the kluges in place once they prove to be generally useful, rather than ending up moved to the appropriate layer.

    Most code bloat seems to come from layer upon layer of APIs in libraries, often shoved under the rug by C++. What you think is just a simple method call can end up going 6 layers deep dereferencing pointers all the way. This can really show up when 'saving' a document is accomplished through serializing objects. If the objects make no effort to only save what cannot be re-computed upon deserialization and make no effort to conserve space the result will be unbelievably bulky. Of course, if all you want is some text, you should use a text editor rather than a word processor.

    I do think that learning programmers should spend some time with highly constrained systems in assembly language. They may or may not ever program in assembler again, but they will learn a valuable lesson about what goes on underneath their code.

    One interesting note, there is still a niche for programmers who code in assembly down to the bare metal. Some embedded devices need that sort of skill just to get them to do anything worthwhile. In the area of desktop and server, there is still the BIOS, where the developer faces the challenge of 64K (preferably less) of ROM and NO RAM AT ALL, just the CPU registers to work with.

    BIOS seems to be the least efficient code in a PC (even counting things like Word). Good BIOS code (such as LinuxBIOS) often accomplishes in 3 seconds what it takes the OEM BIOS 90-120 seconds to perform. As long as new systems need to boot, there will be a place for assembly programmers who know how to make each byte count.