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Re:Game Programming Patterns: Double Buffer (2014) by Steve44 on Monday August 27, 2018 @08:09AM (#17850917)
One extreme example I remember very well is The Hobbit on the ZX Spectrum. It was an illustrated text adventure using graphics to add atmosphere and interest. I suspect they used a drawing programme with scripted commands to minimise memory usage at the expense of time and sometimes fine detail to draw them.

There are a couple of good examples at 4:57 onwards. Link at https://www.youtube.com/watch?v=3f3PFfK-9Gk

Edited to add there is a video here https://www.youtube.com/watch?v=D9qrZC7WUio of the 128k Spectrum version. Looking at the speed I suspect they pre-rendered the images in the background and used the extra memory to store them and then copy the completed image to display when needed.

Re:Game Programming Patterns: Double Buffer (2014) by kayamon on Monday August 27, 2018 @09:02PM (#17855833)
Hi, I’m the guy who did the 128K port.

The images are all hand-drawn art, stored as compressed data and simply decompressed when needed. We don’t render (or prerender) anything.

Re:Game Programming Patterns: Double Buffer (2014) by Steve44 on Tuesday August 28, 2018 @03:51AM (#17857207)
Ah OK, I hadn't appreciated that video was a remake and had assumed that they were still looking to keep a limit on loading times.

Nice work, good to see these old systems still being played with and experimented on.