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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"

#21
So, the bytecode instrumentation as post-compilation functional modification tool is pretty interesting. More info here: https://blogs.sap.com/2016/03/09/java-bytecode-instrumentati....

I wonder if there's any 'defense' against this kind of thing.

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

#22
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.

I will admit to paying for Bleem! in the long long ago. I still have the CD. Frankly, it was pretty damned amazing.

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

#23
post #5

Not being a programmer, I never have any idea what Carmack is talking about, but I'm always enthralled.

In case you want a simple explanation for this story: he tried to run an old pre-iPhone mobile game on a computer. The game runs very slow on computers, which is surprising considering the performance difference between these old phones and a modern computer.

The reason turned out to be that the game runs a memory cleaning command to avoid bugs arising from lack of space. Since modern computers have 10000x more memory to clean up, these commands now take way more time to complete, and thus slow the whole game down.

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

#24

Earlier quoted context omitted.

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

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

Yeah, @threadreaderapp

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

#25

Earlier quoted context omitted.

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

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

nitter.com is an alternative ui that shows the whole thread on one page without needing js

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

#27

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…

My very first industry job was making J2ME games and oh my god does it still give me nightmares.

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

#28
post #8

Earlier quoted context omitted.

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.

If the attention bothered him, the simple solution is to create another account under an alias. I do it to keep the worlds apart, and I am not even famous.

Given all that he has accomplished and the influence his work has had on multiple generations of computer and gaming nerds, I don't see the celebrity status as terribly unwarranted.

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

#29

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…

I'm curious how the UI looks to other people, because "all in once place" isn't really a complaint I can understand about the Twitter UI I'm seeing. There's buttons and stuff between tweets, but with 280 characters per tweet (140 was definitely less readable) they're not significantly more difficult to read on Twitter than they are in the paragraphs you posted.

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

#30
post #8

Earlier quoted context omitted.

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.

Something tells me Mr. Carmack himself wouldn't approve of such engineering practices, no?
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