permacomputing

Source repository for the main permacomputing wiki site
git clone http://git.permacomputing.net/repos/permacomputing.git # read-only access
Log | Files | Refs

commit 632e260988cb6de22cb60e46c27d095047d3831f
parent 7bc07e0a9377581190a19703b3d39790ba303083
Author: Ville-Matias Heikkila <viznut@low.fi>
Date:   Mon, 25 Jul 2022 14:28:40 +0300

mention adventure game bytecode

Diffstat:
Mgames.mdwn | 2++
1 file changed, 2 insertions(+), 0 deletions(-)

diff --git a/games.mdwn b/games.mdwn @@ -49,6 +49,8 @@ technically or otherwise. There is very little code in Another World. The original Amiga version was reportedly 6,000 lines of assembly. The PC DOS executable is only 20 KiB. Surprising for such a vast game which shipped on a single 1.44 MiB floppy. That is because most of the business logic is implemented via bytecode. The Another World executable is in fact a [[virtual machine]] host which reads and executes byte-sized opcodes. +Adventure games from Infocom, Sierra and Lucasfilm are also based on bytecode virtual machines. + See more: * [The Polygons Of Another World](https://fabiensanglard.net/another_world_polygons/)