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How to run a city builder on 16 MHz

95 points • by rex64 • last Thursday at 12:40 PM • 28 comments • view on HN

Comments

prosaic-hacker • yesterday at 12:44 PM

This is a good revelation but is a technique that is old as the hills. My first post university programming job was working for CAE Electronics, a Flight Simulator company. The simulations ran on a variety minicomputers of the era, primarily DEC Vax 780 and successors or Gould SEL during my time there.

If memory serves me correctly the simulation ran like a super loop on a microcontroller every 50ms or 33ms. On each loop the dispatcher would run a selection of the core simulation functions some every loop, some at every 2nd, 4th or more loops. The system was called banding. The dispatch table was redone to optimize the needs of that particular simulator.

There were various optimization outside of the main cpu as the peripheral devices did computation as well. Also as the systems got faster there was time left over for the normal OS to run low priority function with non real-time requirements.

The technique was not new in my time and had been used on the previous generation of Xerox systems about a decade earlier.

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phire • yesterday at 9:33 AM

> The original SimCity for example lists Intel’s 386SX as the CPU in it’s system requirements.

Not sure where that comes from. The original release box art [1] says it will work on any PC with 512KB of ram. So that's an 8088 running at just 4.77 MHz.

But that's far from the lowest spec port of the game. The Commodore 64 version might have been missing quite a few features (like stadiums, police/fire stations and railways), but the main city simulation loop was there in just 64KB of ram and a 1MHz 6502.

And the BBC Micro/Acorn Election port was even more impressive. Had basically all the features of the full Amiga/PC/Mac version, only missing Music/Sound/Animation. With a 2Mhz 6502 (or 1Mhz on the Election) and just 32KB of ram.

[1] https://images.launchbox-app.com/79861ce4-75ea-46dd-b46e-521...

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krige • today at 8:05 AM

16 MHz? Where the heck did the OP pull that number from? Is that a hallucination?

I ran it on 7 MHz 68k, and the PC port ran on an 8088 IIRC, slower still. Hell, the cover OP used for the post reads "XT/AT/PS2 compatibles".

retrac • yesterday at 9:57 AM

This reminds me of microcity which is a Simcity Clone for the Game Boy Colour.

The author has some great in-depth docs about the design, and how they managed to make a fairly lively-seeming simulation fit into a machine with an 8 MHz 8-bit processor.

https://github.com/AntonioND/ucity/blob/master/docs/index.rs...

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sgt • yesterday at 2:45 PM

> Even the cheapest CPUs have at least 4 cores nowadays, running billions of operations per second.

It's ironic that modern programs often have latency and response times in the 10s and 100s of milliseconds. I know the reasons why, but it's still a bit ridiculous to think about it. Just the tons of layers of abstractions we introduce.

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pelcg • yesterday at 3:30 PM

We have all of this running on a 16 MHz machine, yet on todays computers with 32GB RAM we have highly memory intensive desktop apps that use java and even electron.

Even a text editor today written in javascript using Electron will take 1GB+ without considering the user could open multiple documents which can increase the RAM usage.

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a1r • yesterday at 11:38 AM

O huh. I just learned that SHADOWFIRE on the C64 is able to simulate 50 different characters, by only updating one of them per frame. So the limit is 50 to fit the refresh rate of a PAL TV.

https://gamesexplained.com/c64/shadowfire/#people

erickhill • yesterday at 3:26 PM

Even quicker solution, and on 7Mhz. Use an Amiga.

dyauspitr • yesterday at 6:38 PM

16 MHz is wild. The first computer I had with windows 3.1 was still 33 MHz.

learntoplaypitc • yesterday at 2:18 PM

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