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Klades
Sep 8, 2011

Wheany posted:

So has anyone ever made up a games console, then made an emulator for it and made games based on the hardware limitations of the made up console?

Like the imaginary console would have some set specs that you cannot go over (like having 4 kB of RAM, or being able to only display 8 sprites)

Because I was just thinking how restrictions like those are partially the reason why programmers had to do tricks that then later turned into glitches that for example enable sequence breaking.

I feel like you're overestimating how many glitches result from intentional programmer shortcuts as opposed to unintentional programmer mistakes and unintended consequences of intentional design decisions.
There's probably a lot less "let's stick this guy on this roof, nobody will find him there" and a lot more "oops, I forgot to re-enable the player hitbox if it's disabled while they open a key item chest" and "we designed it so the player is knocked away if they take damage. It never came up in testing, but it turns out they can skip this entire level by getting hit while jumping right here".
I mean, it's not like glitches are exclusive, or even more common, in more resource-limited games.

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Klades
Sep 8, 2011

Ultimate result (making a short animation as proof that I can use blender tools for a class): https://puu.sh/vCNvc/9a5f393c69.webm
Intermediate result: https://puu.sh/vCLWL/19e0fed2ac.webm

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