63 comments

  • TuringNYC 14 hours ago ago

    On a related note -- when I see the minuscule filesize of the original Zelda game on emulators, I marvel at how little text/code/information could produce how much wonder, how far-reaching impact, and how many hours of enchantment for me.

    https://en.wikipedia.org/wiki/The_Legend_of_Zelda_(video_gam...

    • erwincoumans 7 hours ago ago

      Indeed, magic. How about the Commodore 64, there was a game (Eindeloos, Radarsoft, 1985) within 64kb that has a huge map. Someone recently (after 40 years!) extracted the map (500 screens) and the png alone is 800kb. See the story an zoom in and try finding the little heart in the map! https://adayinthelifeof.nl/2025/03/07/endless.html

      • ErroneousBosh 3 hours ago ago

        Elite on the BBC Micro - which had 32kB of RAM, a huge chunk of which was required for the screen - managed to have eight galaxies with 256 distinct planets each.

        Everything about them was procedurally generated, even the names, which required some clever code to ensure none of them used rude words.

        • dspillett 13 minutes ago ago

          > which had 32kB of RAM, a huge chunk of which was required for the screen

          People assume 10KB, with the BBC Micro¹² version's version using a mix of modes 4 & 5 (320×256×1bbp and 160×256×2bbp respectively), but as well as the split screen trickery they tweaked the graphics hardware in more detail than that to create custom modes. There were only 248 scanlines and either 256 or 128 pixels per line, so the display took 7.75KB. As well as leaving more memory for the rest of the code, this reduced the amount being drawn, so helped keep the draw speed acceptable.

          This left about 24KB⁴ for the rest of the code and its working data. Still a very impressive feat!

          > - managed to have eight galaxies with 256 distinct planets each.

          IIRC it was originally going to be larger than that, they toned it down a bit but not due to technical limitations (the galaxy generator code would not have needed to be any larger).

          --------

          [1] The Electron lacked support that allowed the split screen to work (one of the chips removed meant the required timing signal wasn't available), so it was all monochrome though still with the custom resolution and taking 7.75KB.

          [2] The version enhanced for the Master series use a mix of mode 1 and mode 2 to enable more colours, 2bbp for the view of space and 4bbp³ for the dashboard. This still used the custom resolution, so took 15.5KB rather than 20KB. This was achieved by using the shadow RAM bank to host the screen display (some programs instead used this feature to implement double-buffering for smoother screen drawing), allowing the screen to take twice as much space while also freeing up memory to hold things that would have been loaded from disc when needed⁵ in the Micro version.

          [3] Actually effectively 3bbp as the BBC hardware did 8 colours and flashing variants instead of 16 colours (which most other systems used to provide two shades of 8 colours, using the 4th bit as an intensity flag).

          [4] less a few chunks here & there needed by code in system ROMs when doing things like reading extra data from the floppy

          [5] There were two chunks of code, one for in-flight and one for while docked, that were swapped in as you entered or left a space station. On the Micro these were pulled from disk each time, on the Master they could both be in RAM. If playing from cassette you had a cut-down version of the game that didn't need this split.

      • avadodin 4 hours ago ago

        that is a legitimate post by itself

    • jsheard 13 hours ago ago

      Zelda 1 was 128 kB, for those wondering, and that's without any compression. Double that for the sequel.

      • rlv-dan 7 hours ago ago

        > without any compression

        Perhaps not compression as we see it today. But one could argue that tile based graphics and code based music is a form of compression. Old games used a myriad of cool tricks to get around their limitations.

        • 6510 43 minutes ago ago

          Modern coders will probably never experience the fun of rewriting the same thing endlessly only to discover how good some early version really was. Then some time after giving up someone else would make a similar thing go 20 times faster.

      • Drakim 26 minutes ago ago

        Zelda 1 has TONS of built-in compression, and it's own decompression routines.

        • jsheard 18 minutes ago ago

          I should have worded that better, I meant no UPX-style end-to-end compression like the OPs project used.

      • Andrex 11 hours ago ago

        That honestly doesn't seem too bad. Zelda 1 is relatively large but it reuses a lot of assets and honestly probably doesn't have that much text. (More than a Mario but way less than a Dragon Warrior.)

    • 3RTB297 8 hours ago ago

      My favorite slight of hand was that all the dungeons and caves were part of a single rectangular map. Designers carved out a few specific designs, then other levels were clearly what worked with the remaining map screens available so it all fit in the space they had, with caves thrown in to take up single screen gaps.

      https://ian-albert.com/games/legend_of_zelda_maps/

      • Morizero 7 hours ago ago

        And created them in somewhat recognizable shapes, e.g. eagle

  • Tiereven an hour ago ago

    The fun part is that it's actually 3 executables in a single file. Meaning there is no particular reason it should have the same program on each platform.

  • wasmperson 11 hours ago ago

    I extracted the linux executable and was surprised to find that both readelf and objdump choke on it despite it loading and running correctly. Some investigation reveals that the name of the dynamic linker was shoved into the "unused" fields in the PT_DYNAMIC header entry to save space:

      Program Headers:
        Type           Offset             VirtAddr           PhysAddr
                       FileSiz            MemSiz              Flags  Align
        INTERP         0x0000000000000088 0x0000000000010088 0x0000000000010088
                       0x000000000000001c 0x000000000000001c         0x0
            [Requesting program interpreter: /lib64/ld-linux-x86-64.so.2]
        DYNAMIC        0x00000000000000e0 0x00000000000100e0 0x6c2f343662696c2f  <-- "/lib64/ld-linux-x86-64.so.2"
                       0x2d78756e696c2d64 0x732e34362d363878         0x322e6f
      readelf: Error: the dynamic segment offset + size exceeds the size of the file
        LOAD           0x0000000000000000 0x0000000000010000 0x0000000000000000
                       0x0000000000001dc0 0x0000000000005660  RWE    0x1000
    
    
    Two questions:

    1. Was this done manually or is there a tool you're using which does this? I see other size-reduction tricks in here as well.

    2. Does anybody know of a tool for examining executables which doesn't crap out on binaries like this?

    • saidnooneever 5 hours ago ago

      ndisasm can help read it and hex editor. no tools should mangle such format, its useless savings, worth nothing. it will cause problem with AV and other things potentially.

      saw some comments about DEP on windows and this and honestly i wouldnt touch this thing with a 10ft stick. if the creator want ppl to play it they can provide a normal binary. not some obfuscated mess.

    • oguz-ismail2 10 hours ago ago

      Choke how? Both work fine here

  • zamadatix 15 hours ago ago

    For me:

    - Browser: works after renaming to .html

    - Linux: "./snake.com: line 20: lzma: command not found". Installing the xz package makes it work (already had XWayland enabled so X11 worked, but may be needed if you have a strict Wayland session).

    - Windows: As either .com or renaming to .exe I get "The application was unable to start correctly (0xc0000005). Click OK to close the application." Not sure how to make this one work, it's definitely not AV related though (I have that stripped in this sandbox VM).

    Edit: Got it working in all 3 now. On Windows I still had DEP enabled on all programs to test some apps earlier, turning that back off allowed it to launch.

    • w4yai 14 hours ago ago

      Works for me on Windows 11

    • deklesen 15 hours ago ago

      its written in the post

      • zamadatix 14 hours ago ago

        If you mean lzma it wasn't immediately apparent to me it was a binary requirement, but inspecting the hex dump at the end + the message is how I figured out it was. I wonder how much space you lose dropping lzma and doing some other method as "tail -c+4294 $0|head -c 5061|lzma -dc>/tmp/a;chmod +x /tmp/a;(/tmp/a&rm /tmp/a);exit" would be more universal and the linux portion isn't all that big.

        If you mean the .html rename or whatever my Windows problem was, I must be missing it. Edit: Windows was DEP.

    • GlumWoodpecker 15 hours ago ago

      If I ran it with just

          $ chmod +x snake.com
          $ ./snake.com
      
      ... then it would try to use Mono to launch it:

          Cannot open assembly './snake.com': File does not contain a valid CIL image.
      
      But, running it explicitly with Bash works:

          $ bash snake.com
      
      Pretty nifty but doesn't work out of the box on any Linux, at least :p Running Debian 13.
      • seba_dos1 14 hours ago ago

        > ... then it would try to use Mono to launch it:

        That's because of the binfmt handler that Mono installs which matches the PE header.

      • MrDrMcCoy 3 hours ago ago

        Cosmopolitan libc binaries require a little extra config to work around the defaults most distros set for binfmt: https://justine.lol/apeloader/

  • nvllsvm 15 hours ago ago

    Not cross-platform, but I'm reminded of the kkrieger game for Windows which was a 96k FPS game that looked visually impressive for the time.

    https://web.archive.org/web/20100304155706/http://www.thepro...

  • chii 7 hours ago ago

    i wonder if such a mechanism could be "enhanced" to produce a true "universal" binary, using a source-to-source compiled language like Haxe?

    With Haxe, you can write the application once, target both win32 and linux by compiling to C++ (which then you compile using the platform specific tooling for each paltform), and then target html by compiling to javascript. Then use the same concatenation mechanism and header abuse as described in the article to have all three targets merged into one file that can then be run on all platforms!

  • socketcluster 13 hours ago ago

    I love the idea of applications which exist in one file which you can run anywhere. I've been working towards this with my serverless platform; you can build complex data-driven apps with just one .html file and mostly declarative HTML markup (thanks to web-components which are loaded from a remote server). With modern browser features, you don't need a bundling system. Once you do away with it; a whole universe is opened up.

    The ability to load .html files over the file:// protocol is a powerful, often neglected feature. In practice, it means you can double-click an HTML file and it runs an app in your browser instantly.

    • nottorp 2 hours ago ago

      > I implemented the game three times in total: once in C for the i686 Visual C platform using WinAPI, once in C for the x86_64 Linux platform using clang and X11, and once in JavaScript for the browser using HTML5 Canvas.

      The OP actually wrote two native applications instead of just instantiating a browser.

    • Retr0id 13 hours ago ago

      Sadly a lot of browser features are inaccessible from non-https contexts.

    • billfruit 8 hours ago ago

      How are you approaching the development of your single file html apps, is there any examples publicly available, sounds very interesting.

  • trollbridge 15 hours ago ago

    One of the interesting things about Polyglot is that nobody did it any sooner. It would have been feasible a decade ago or two ago.

    • Retr0id 13 hours ago ago

      Now I wonder when the first polyglot file was published. I kinda just assumed they'd been around forever. EICAR.COM comes to mind as a COM/plaintext polyglot

  • ValdikSS 13 hours ago ago
  • nine_k 7 hours ago ago

    What entertains me most is that the thing contains three independent implementations of a graphics-based game, strung together, wrapped into a crafty multiplatform loader... and it all still takes 13 kiB.

  • netsharc 12 hours ago ago

    Semi-related: Windows EXE files are runnable in DOS (at least when DOS was a thing, so for Windows 3.1x or 9x), but most of the time the DOS part just prints "This program requires Microsoft Windows." and exits. An exception is regedit.exe, that one can use to import registry values even in DOS. (Huh, although, how does it do that without using Windows API?)

    • chii 9 hours ago ago

      > Huh, although, how does it do that without using Windows API?

      without knowing anything, i am going to guess that they could either directly import the same code that the windows api uses (either via knowing where the implementation code resides and load that), or even statically link the library! After all, regedit doesn't need to obey cleanliness rules that other non-first-party programs would need to - presumably, because if those registry editing api/format changes, regedit would get updated along with it!

    • b1temy 11 hours ago ago

      > An exception is regedit.exe

      This might have changed at some point. I was curious about the latter part of your question on how it made changes without the Windows API (I assumed it used an older DOS API), but my `regedit.exe` _does_ have the `This program cannot be run in DOS mode.` DOS stub in it.

  • madduci 7 hours ago ago

    The binary relies on the runtime, so yes it is nice.

    Forma instance, a static compiled and linked "hello world" in C on Linux is around ~785KB

    • oguz-ismail2 7 hours ago ago

      > a static compiled and linked "hello world" in C on Linux is around ~785KB

      Huh?

          $ musl-gcc -xc -static -Wl,-z,norelro -Wl,-z,nosectionheader -Wl,-z,noseparate-code -s - <<eof
          #include <stdio.h>
          int
          main(void) {
                  static const char s[] = "Hello, World!\n";
                  fwrite(s, (sizeof s)-1, 1, stdout);
          }
          eof
          $ ./a.out
          Hello, World!
          $ ls -l a.out
          -rwxr-xr-x 1 oguz oguz 4976 Jan 12 09:38 a.out
      
      And if that's not enough

          $ musl-gcc -xc -static -nostdlib -fcf-protection=none -fno-asynchronous-unwind-tables -fomit-frame-pointer -Wl,-z,norelro -Wl,-z,nosectionheader -Wl,-z,noseparate-code -s - -lc <<eof
          #include <unistd.h>
          void
          _start(void) {
                  static const char s[] = "Hello, World!\n";
                  write(1, s, (sizeof s)-1);
                  _exit(0);
          }
          eof
          $ ./a.out
          Hello, World!
          $ ls -l a.out
          -rwxr-xr-x 1 oguz oguz 487 Jan 12 09:58 a.out
      • 201984 an hour ago ago

        I'm sure that number is using glibc, not musl.

      • Sharlin 4 hours ago ago

        Probably 785k unoptimized and unstripped with all debug info.

    • PhilipRoman 4 hours ago ago

      That's just because glibc is not designed for static linking. It works, but it doesn't exclude unused code, unlike with other libcs.

  • esafarn an hour ago ago

    flagged as virus

  • indigodaddy 14 hours ago ago

    Wonder why they don't give a demo/link to the browser version

    • nxrabl 13 hours ago ago

      It's the same file, you just rename it to end in '.html'

      • indigodaddy 13 hours ago ago

        sure but they have a blog and a webserver that's serving html. just put the .html version there so i dont have to download anything or mess about too much. just want to click and see it

  • hyperbrainer 10 hours ago ago

    Reminds me of the Cosmopolitan project: https://github.com/jart/cosmopolitan

    • bananaboy 6 hours ago ago

      That was mentioned at the top of the blog post.

  • beeflet 10 hours ago ago

    You don't need to rename it to an html file, just serve it with with the following header:

    Content-Type: text/html

  • bananaboy 14 hours ago ago

    Very clever!

  • gaigalas 13 hours ago ago

    Quite cool.

    You could distribute it as `.html` only, and use JS to offer a local download link to itself in the correct extension. A polyglot installer, of sorts.

    For example, this gist is an HTML that, when opened, offers a download zip of its DOM in whatever state it currently is:

    https://gist.github.com/alganet/c904acb57282402fc0bd724f1eeb...

    I think you can use something similar to get the entire page contents as a blob, but I never tested with binary data in actual browsers. Perhaps even patch it to avoid the initial windows error.