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…
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"
#12Not being a programmer, I never have any idea what Carmack is talking about, but I'm always enthralled.
Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#13Each 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.
Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#14Imagine having John Carmack randomly contribute a patch to your project, pretty awesome stuff.
Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#15The 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.
Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#16John 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.
Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#17The 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.
Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#18Must be fun being related to John Carmack.
Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#19Imagine 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.
I realize that your comment was likely made in jest, but it still bugs me.
Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#20What an awesome "beginner's mind" perspective. It's too easy to write off a potential solution as difficult or impossible - but why not adopt this attitude, and at least try?