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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"

#221

"Well, we are programmers, we should be able to fix it." What 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?

> It's too easy to write off a potential solution as difficult or impossible - but why not adopt this attitude, and at least try?

You forgot the part where dude in question is a programming Jesus.

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

#222
post #183

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…

> Java be like, "we are cross-platform" > mobile manufacturers, "hold my phone" The problem with cross-platform development in a nutshell. Still to this day writing an Android/iOS app using PCL code is a headache

At least adapting to another private API was easier because the scope was pretty small. It's probably lost forever now, but I had a project which repacked jars to add a few wrapper classes to convert Nokia-specific j2me games to be compatible with my Siemens.

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

#223
post #172
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.

Mind that this doesn't mean that they are not commercialized - modern console emulators make a lot of money on patreon(in some cases up to $80k a month) for "private builds" that can run certain games, especially newer ones, better, and online features in some cases.

Could you give examples? I can’t picture the use cases, I don’t game often.

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

#224
post #172

Earlier quoted context omitted.

Mind that this doesn't mean that they are not commercialized - modern console emulators make a lot of money on patreon(in some cases up to $80k a month) for "private builds" that can run certain games, especially newer ones, better, and online features in some cases.

Could you give examples? I can’t picture the use cases, I don’t game often.

One I'm aware of is: https://www.patreon.com/rileytestut

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

#225
post #41

Earlier quoted context omitted.

If you miss it, just try Android, contrary to Google arguments against J2ME, the fragmentation experience is kept unchanged.

Especially with respect to Bluetooth quirks. Every single phone has a different set of bugs in its bluetooth components, and none of those sets are remotely empty. In the end, we decided we could only afford to support the 5 most popular models of the day and if you don't have that phone, then too bad for you.

That one doesn't seem like purely on Android. I've never seen a device without Bluetooth bugs. The protocol is so complicated and implementation relies so much on chips that never get fixes that I'm surprised it works anywhere.

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

#226

Earlier quoted context omitted.

Wouldn't the garbage collection for most common runtimes also be open source?

Technically, but they tend to be much harder to hack on. It's trivial to replace malloc/free with my_malloc/my_free - and integrating libraries that replace malloc/free as-is without renaming also tends to be straightforward. In C++, you can overload new/delete to use my_* with little hassle, or placement new to instantiate classes on previously allocated memory directly. Meanwhile, C# and Java provide absolutely no…

C# has structs and support for native heap management, and as of C# 9 very few features missing versus something like Modula-3 or even D.

You can provide your own GC on .NET via the COM API.

https://github.com/Potapy4/dotnet-coreclr/blob/master/Docume...

Just like Java since version 10, https://medium.com/@unmeshvjoshi/writing-your-own-garbage-co...

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

#227

Earlier quoted context omitted.

Well, they stopped doing it, so perhaps not.

They don't offer emulated games as standalone purchases anymore (and, frankly, the idea that they charged repeatedly for games is insane to me) -- instead, now it's tied to the Switch Online subscription service.

> and, frankly, the idea that they charged repeatedly for games is insane to me

I've been curious whether Switch libraries will follow you to whatever the next Nintendo console is. They haven't done that in the past, but online purchases might be so common now that they can no longer get away with not doing it.

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

#228
post #192

Earlier quoted context omitted.

- Bluetooth issues - Camera is hit and miss, even after the renewed API - Apps randomly killed on the background - Intents that don't launch as expected - NDK debugging that cannot attach to the server running on the device - Unstable GPGPU drivers - Keyboard handling - Perfectly working code that needs to be rewritten just because Yeah so much better than J2ME.

> - Bluetooth issues Aren't they rewriting this thing in Rust? > - Camera is hit and miss, even after the renewed API Give it time. CameraX is already vastly better than what we had before. > - Apps randomly killed on the background Up to OEMs. > - Intents that don't launch as expected ? > - NDK debugging that cannot attach to the server running on the device Welp. > - Keyboard handling Fixed. > - Perfectly working c…

- Devices never see updates, other than a select few flagship models

- It does not matter if the blame is on Google or OEMs, it is still fragmented

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

#229
post #5

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

https://m.imgur.com/xA8LLRu

Is a reference to both the many enthralling presentations Carmack has given and to https://www.youtube.com/watch?v=X68Mm_kYRjc

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

#230

Earlier quoted context omitted.

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 pretty much only play emulators these days as having a load of consoles and cables under my TV is a pain in the ass. I recently paid five dollars for redream Dreamcast emulator. Totally worth it. There's a free version that doesn't run hi Res and that's fine.

The premium Redream is definitely worth the $
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