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Before the iPhone, I worked on a few games for what were called "feature phones"

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Re: Before the iPhone, I worked on a few games for what were called "feature phones"

#11

The chain all in one place, such that it's readable: > Before the iPhone existed, I worked on a few games for what were called "feature phones": Doom RPG 1&2, Orcs&Elves 1&2, and Wolfenstein RPG. Qualcomm's native-code BREW platform had better versions, but I haven't seen any emulators and archives for it, so they may be lost at this point. The J2ME (java mobile) versions are still floating around, and can be emulate…

Awesome thank you!

Re: Before the iPhone, I worked on a few games for what were called "feature phones"

#13
I worked at a startup, Javaground [1], where we ported and developed games for J2ME phones. We had a room full of dressers full of all the different mobile phones of the day.

Each phone had different implementation quirks, such as variable audio delay when playing a file, audio/image formats that were faster/slower, odd button events (some used press, some used ondown, some had no ondown, etc). A lot of our work was learning all of these quirks and implementing them into the automated porting platform.

Then the iPhone came out and started to build momentum.

I still have my old flip phone, the one with the least quirks, with some of our games on it.

1: https://en.wikipedia.org/wiki/Javaground

Re: Before the iPhone, I worked on a few games for what were called "feature phones"

#15

The chain all in one place, such that it's readable: > Before the iPhone existed, I worked on a few games for what were called "feature phones": Doom RPG 1&2, Orcs&Elves 1&2, and Wolfenstein RPG. Qualcomm's native-code BREW platform had better versions, but I haven't seen any emulators and archives for it, so they may be lost at this point. The J2ME (java mobile) versions are still floating around, and can be emulate…

Thank you. Twitter's user experience is the worst.

[deleted]

Re: Before the iPhone, I worked on a few games for what were called "feature phones"

#16
post #9

John Carmack writes: > Unlike most emulator projects, Kemulator turned out to be closed source abandonware It is amazing that in the past two decades most emulators transitioned from closed source closely guarded secrets to open sourced and often under a popular license. The preservation is unparalleled.

It surprises me the number of people who thought they could make money selling emulators, in what is and has always been almost exclusively dedicated to piracy.

Re: Before the iPhone, I worked on a few games for what were called "feature phones"

#17

The chain all in one place, such that it's readable: > Before the iPhone existed, I worked on a few games for what were called "feature phones": Doom RPG 1&2, Orcs&Elves 1&2, and Wolfenstein RPG. Qualcomm's native-code BREW platform had better versions, but I haven't seen any emulators and archives for it, so they may be lost at this point. The J2ME (java mobile) versions are still floating around, and can be emulate…

Thank you. Twitter's user experience is the worst.

Has someone written an extension to aggregate tweets into 1 large tweet yet?

Re: Before the iPhone, I worked on a few games for what were called "feature phones"

#19
post #8

Imagine having John Carmack randomly contribute a patch to your project, pretty awesome stuff.

Would absolutely blow my mind, I would even merge it without multiple approves. :D And add a new contributors section in the readme with John Carmack at the top.

John Carmack is awesome, but I find this level of deification (of any individual) kinda creepy - it just feels unhealthy. Would you like to be treated that way, in Carmack's position?

I realize that your comment was likely made in jest, but it still bugs me.

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