| ▲ | pjc50 3 hours ago | |||||||
I would also add internationalization. There were multi-language games back in the day, but the overhead of producing different versions for different markets was extremely high. Unicode has .. not quite trivialized this, but certainly made a lot of things possible that weren't. Much respect to people who've manage to retrofit it: there are guerilla translated versions of some Japanese-only games. > this is all before you take into account that modern graphics and audio is bitmap / PCM and running at resolutions literally orders of magnitude greater Yes, people underestimate how much this contributes, especially to runtime memory usage. | ||||||||
| ▲ | teamonkey 3 hours ago | parent [-] | |||||||
The framebuffer size for a single 320x200 image with 16 colours is 32k, so nearly the same amount of memory as this entire game. 320x200 being an area of screen not much larger than a postage stamp on my 4k monitor. The technical leap from 40 years ago never fails to astound me. | ||||||||
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