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Genius Programming / Sugar Wiki

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Genius Programming / Sugar Wiki
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GeniusProgramming
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x2 = number * 0.5F;\\
y = number;\\
i = * ( long * ) &y; // evil floating point bit level hacking
i = 0x5f3759df - ( i >> 1 ); // what the fuck?
y = * ( float * ) &i;
y = y * ( threehalfs - ( x2 * y * y ) ); // 1st iteration
The opposite of Idiot Programming. Your disk space, processor speed, and RAM are scarcely limiting factors to somebody who knows what they're doing. You'll find smart developers can take your hardware way up to eleven to give it capabilities not seen in typical software on more powerful machines for 5 or 10 years.
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DBTropes
 Genius Programming / Sugar Wiki / int_29a39f6
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Easter Egg
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The Commodore 64 Plug & Play has an Easter Egg that gives you a full fledged C64 BIOS, and it can run any C64 program you give it. You can even modify the device to support C64 peripherals. In fact, it's not just a full fledged C64, it's actually more powerful than a C64 as it supports multiple graphics modes that were added for modders; the documentation is also built into the device. And the whole C64 system is on a single chip. It single-handedly made the name of the hardware engineer, Jeri Ellsworth.
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Pinball
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Pinball:
Here's an interview with pinball programmer Dwight Sullivan, in which he describes how small the pinball software was at the time. Notable programmer Larry DeMar (the co-creator of Defender and Robotron: 2084) invented automatic replay adjustment (with Steve Ritchie), which automatically adjusts the replay score based on the players' performances on location, and software compensation for broken playfield switches/features, both of which were introduced in 1986's High Speed.
1992's The Addams Family had an auto-flipper (called "Thing Flips") that actually did hit the Swamp scoop target, most of the time. When it doesn't hit the Swamp scoop, then the software auto-calibrates the flipper until it hits the Swamp. This also happens if the pinball machine is moved to another location. Not surprisingly, Larry DeMar was the co-programmer for The Addams Family. DeMar also did the programming for 1990's FunHouse, which featured "Pin-Mation", in which Rudy's (the talking doll head) eyes and mouth move in real-time, depending on where the ball hits the target.
1989's Black Knight 2000 was acclaimed for having one of the best soundtracks for a pinball game, but according to an article by Brian Schmidt (one of the game's composers), getting the System 11 hardware (which Black Knight 2000 used) to play the vocals along with the music was impossible to do at the time, until Ed Boon (the game's programmer, and who would later go on to create Mortal Kombat) made it work.
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Similarly Named Works
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Super Mario Odyssey (not to be confused with the official game of the same name, or a separate Super Mario World ROM hack that implements the official game's capture mechanic) and other Super Mario World hacks using the MSU-1 patch. Why is this? Because with a custom patch, they've managed to get digital quality music working on the SNES, as heard/seen here.
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Fan Translation
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comment
Raw assembly programming allowed ZSNES to run games at full speed well before its competition. Though it has been outclassed by more modern emulators and fell out of favor with the emulation scene due to compatibility issues and newer emulators like bsnes preferring more machine-accurate emulation, the ZSNES was still ahead of its time for its efficiency and speed, and to this day still being used for some Fan Translation patched games that won't work on newer machine-accurate emulators.
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 Genius Programming / Sugar Wiki / int_519e6bb9
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Arcade-Perfect Port
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comment
John Harris, who is profiled in the Steve Levy book Hackers had to downgrade Jawbreaker (an off-label Arcade-Perfect Port of Pac-Man for the Atari 8-Bit Computers) to play on the Atari 2600. Since the process of testing code for the 2600 as you wrote it was extremely laborious, he wrote a 2600 emulator for the Atari 800. Let that sink in; an Atari 2600 emulator was written for a home computer in 1981!
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 Genius Programming / Sugar Wiki / int_584e3ed7
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Video Game Demake
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comment
A Chinese Video Game Demake for the Game Boy Advance of Fire Emblem: Path of Radiance and Fire Emblem: Radiant Dawn (link here) manages to accomplish a downright obscene amount of things, including but not limited to: having both games in their entirety be playable and selectable for each route, a hub world modeled after the Garreg Mach monastery with tons of things to do, a system for mana, over 256 skills, S-Supports (including supports that didn't exist in the game beforehand), third-tier classes, a traversable world map, an infinite reclass system, voice acted selection, and a bunch of other things, all fitting into the 32KB file size limit of the console. This has left such an impression on the modding community that many people are downright baffled how such a thing was even possible.
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Wide-Open Sandbox
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comment
The game features a Wide-Open Sandbox of eight galaxies of 256 stars each, each one with its own unique description and characteristics as well as numerous ship designs. It's the game which launched the entire genre of Space Trading Sims. It was quite literally years ahead of its time and it was also one of the first commercially released 3D games, yet the whole thing fits on ~20 kilobytes of disk space.The low disk space usage is because all content (planet names, their coordinates, commodity prices, etc) in the game was procedurally generated and, basically, boils down to the single 8-bit seed number and a couple of rules checking that you won't get planets named "fuck" or "Arse."
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 Genius Programming / Sugar Wiki / int_75f626a5
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Nostalgia Filter
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comment
The various [console] Sound Formats, such as the PlayStation Sound Format emulate the original sound hardware/software, so you can listen to how the track originally sounded. As an added bonus, these files are often a fraction of the size of a normal line-out rip without any significant loss of quality.
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Exactly What It Says on the Tin
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Rockman 5 Air Sliding featured its unique titular gameplay mechanic, alongside some interesting level and weapon changes (including an improved Gravity Hold and making Stone Man's level orient itself to the left).
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Black Box
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comment
jQuery is a JavaScript library that is used in a surprisingly high proportion of the most visited web sites. It provides just about all the functionality that really sets apart modern web pages from the static web pages of yesteryear (where yesteryear is approximately any year prior to 2005). It is also designed to be as unobtrusive to other code as possible, only uses confusing trick code where unavoidable, and still only clocks in at under 100 kilobytes.It gets even better. jQuery uses monadic programming structure for most of its functions, which is basically a fancy way of saying you can call functions one after another on the same object on the same line without needing external variables to keep track of it all. The thing is, monads are typically associated with Haskell, not Javascript, and they're one of the hardest parts of the language for most people to wrap their heads around. If you're good with jQuery, then you've also got a conceptual grasp on how monads work, despite working in completely different programming languages!
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Loophole Abuse
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comment
Some International Obfuscated C Code Contest contestants managed to produce impressive entries in spite, or because, of the restrictive rules:
A 1998 entry was a flight simulator.
The 2001 edition saw a tiny, self-hosting compiler by Fabrice Bellard for a strict subset of C for i386 Linux, whose source was under 3 kB, winning the "Best abuse of the rule"; this compiler was then used as basis for the Tiny C Compiler, another marvel of tiny compiler.
The 2004 edition saw a full-fledged operating system by Gavin winning the "Best of Show" Award.
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Jump Scare
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comment
Fractalus also features enemy aliens disguising themselves as the pilots you're supposed to rescue. If you let one of them approach the ship, everything seems to go fine.. until they jump up right in front of the viewport and punch through it! This was possibly the first ever Jump Scare in a video game, partly because since it involves moving large graphics around quickly, this was much harder to do on those older machines than it is now. Although it might not be so remarkable to a modern player, people who played it in that era remember it as sheer Nightmare Fuel.
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