Show HN: Rewtro plays tiny videogames encoded in origami GameBoy cartridges
github.com
github.com
It's incredibly creative and fun. I had an E-Reader growing up, which was a similar concept but suffered from problems in that it was trying to fit a disposable experience onto an expensive piece of dedicated hardware. The scanning experience was sub-par and the ecosystem just didn't lend itself well to trading or hiding cards. The E-reader was trying to match a disposable, tiny experience to an expensive, closed ecosystem, and that discordance meant that it just didn't work very well.
But this -- everyone has a phone that can read these, you don't have to install anything, anyone can print them out and share them. I see this and immediately start thinking of fun things to do with the platform. I love the physicality that's kind of missing from fantasy consoles like Pico-8.
This is wonderful, I hope you continue working on it.
Back in the day, way back, actually, you would manually type in source code from print magazines for applications (and sometimes bug fixes wouldn't show up until a month or two later in a subsequent issue of the magazine).
The Softstrip was an alternative (that required buying a special scanner) so you wouldn't have to type in all the source code manually.
Another novel way of distributing code (without typing) via print magazine was thin a strip of vinyl that you would play on a record player (and weigh it down with a coin) that you would wire into the audio in port (or cassette port) of your computer.
https://en.wikipedia.org/wiki/Cauzin_Softstrip
https://www.nytimes.com/1985/10/15/science/personal-computer...
> The vast majority of personal computer owners have two or three programs that they use regularly, and that is all they really need.
Some folks use their laptop as a fancy and expensive browser window and nothing else, while others use 20 apps concurrently.
Sturdier, less cutting, and would be more "true oragami". Though maybe the folds would make it harder to scan along the face edges.
As far as I can tell, neither the readme nor the interface for the "engine" contain a link to this: https://www.kesiev.com/rewtro/carts/
It would be pretty hard to make new games for this platform without some real documentation for the JSON format it uses to describe games and their assets.
If you ever do a successor format, color triangle barcodes can store 3x as much information per square inch -- so you could either have just one scannable code on the back of the cart, or have 3x as much game with the current method.
https://www.microsoft.com/en-us/research/wp-content/uploads/...
https://www.microsoft.com/en-us/research/wp-content/uploads/...
Other random thoughts, if the engine had any "built in assets", the few kb of pure-code could go further.
Anyway, lovely stuff. Good work.
Right now the only built-in assets are default fonts, that can be overridden by on-cartridge graphics. I decided to keep out game-specific assets (even generic ones, like arrows, circles, squares etc.) from the console code, keeping only what's usually considered "on the machine ROM". Some 8-bit machines used to have symbols built-in in fonts (like the C64) but I reduced the number of valid string symbols from the usual 256 to 64 in order to spare few bits in long texts :)
Still fun though!
Anyway encoding data with foldings is a whacky idea I like. Something that a villain could use to hide hints about his next move :)
Would you be open to a PR that adds a basic build system setup, so the output files can do PWA offline stuff without depending on PHP on the server?
This also allows other conveniences (like not needing to hardcode absolute paths for asset files), but adds a step before being able to put the built version of the source online.
The Pico-8 fantasy console also makes piracy trivial (you have the full source code available for each game) and yet it has a lot of good games made for it.
Way back in the days of Compuserve I used to download Q-Basic games, which was just the source code file you ran in the compiler, and could change whatever you wanted, and that helped get me into programming in the first place by examining how actual programs worked, so there's a real world use case for making "piracy trivial".
That was also how most people learned how to do HTML/CSS and basic Javascript back in the day, was right clicking and checking the source code. It's technically still possible now but most websites have become a mess of monolithic scripts or obfuscated code so it's less useful now.