wasmperson14 hours 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?

saidnooneever8 hours 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-ismail213 hours ago
Choke how? Both work fine here
wasmperson2 hours ago
Since the program opens a window I wanted to see what the dependencies were, but neither readelf nor objdump can display the contents of the dynamic section despite ld.so correctly finding and parsing it. readelf spits out the error that you can see in my post above, while objdump complains about section alignment and otherwise doesn't say anything helpful at all.
TuringNYC17 hours 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...

erwincoumans10 hours 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
avadodin7 hours ago
that is a legitimate post by itself
ErroneousBosh6 hours 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.

dspillett3 hours 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.

jsheard16 hours ago
Zelda 1 was 128 kB, for those wondering, and that's without any compression. Double that for the sequel.
rlv-dan10 hours 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.

65104 hours 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.
Drakim3 hours ago
Zelda 1 has TONS of built-in compression, and it's own decompression routines.
throwawee54 minutes ago
Yep. Each screen is just a list of prebuilt columns reused over and over. Then they used a form of crude RLE on the lists.
jsheard3 hours ago
I should have worded that better, I meant no UPX-style end-to-end compression like the OPs project used. NES games had to be much more judicious than that since there wasn't nearly enough RAM to decompress everything at once.
Andrex14 hours 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.)
3RTB29710 hours 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/

Morizero10 hours ago
And created them in somewhat recognizable shapes, e.g. eagle
zamadatix18 hours 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.

w4yai17 hours ago
Works for me on Windows 11
zamadatix17 hours ago
Hmm, Windows 11 25H2 here as well. Redbean works so there must be something about this particular approach combined with some unknown setting on my install.

Edit: Got it working, was DEP.

eXpl0it3r10 hours ago
What's DEP?
deklesen17 hours ago
its written in the post
zamadatix17 hours 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.

GlumWoodpecker17 hours 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_dos117 hours 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.

MrDrMcCoy6 hours ago
Cosmopolitan libc binaries require a little extra config to work around the defaults most distros set for binfmt: https://justine.lol/apeloader/
nvllsvm18 hours 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...

HelloUsername3 hours ago
the__alchemist17 hours ago
From that link: Still works on modern PCs! Was able to DL and launch.
bilegeek15 hours ago
The source code is available as well: https://github.com/jaromil/kkrieger-werkkzeug3
rfl89013 hours ago
Not out of the box, though. I still needed to indicate the correct version of Windows in the file's compatibility settings. Windows XP SP3 worked like a charm.
wjbr9 hours ago
I've been reminded of this while playing Metroid Prime 4.

I wonder what kinds of modern games we could make with these same ideas.

Tiereven4 hours 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.
leonidasv1 hour ago
Any way to run that on a Mac (besides running it in the browser)?

  $ ./snake.com
  ./snake.com: line 20: /tmp/a: cannot execute binary file
chii10 hours 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!

socketcluster16 hours 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.

nottorp5 hours 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.

Retr0id16 hours ago
Sadly a lot of browser features are inaccessible from non-https contexts.
jsheard16 hours ago
Don't most (all?) browsers consider file:// and localhost to be secure for the sake of enabling those features?

https://developer.mozilla.org/en-US/docs/Web/Security/Defens...

mlok15 hours ago
Unfortunately, no. CORS will block this on Chrome and Firefox.

https://developer.mozilla.org/en-US/docs/Web/HTTP/Guides/COR...

The security risk : https://www.mozilla.org/en-US/security/advisories/mfsa2019-2...

You need a local webserver. Or bundle everything in one html file.

Am4TIfIsER0ppos6 hours ago
So that's why I have to keep booting a Windows 7 computer in order to use an html file I saved 10+ years ago? Some dumb shit android app.
gabriela_c13 hours ago
or you could use something like caddy (https reverse-proxy, local cert), and have a dedicated ws running in the background that serves your files
billfruit11 hours ago
How are you approaching the development of your single file html apps, is there any examples publicly available, sounds very interesting.
trollbridge18 hours 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.
Retr0id16 hours 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
ValdikSS16 hours ago
nine_k9 hours 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.
netsharc15 hours 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?)
chii12 hours 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!

b1temy14 hours 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.

madduci10 hours 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-ismail210 hours 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
2019844 hours ago
I'm sure that number is using glibc, not musl.
Sharlin7 hours ago
Probably 785k unoptimized and unstripped with all debug info.
PhilipRoman6 hours 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.
indigodaddy17 hours ago
Wonder why they don't give a demo/link to the browser version
nxrabl16 hours ago
It's the same file, you just rename it to end in '.html'
indigodaddy16 hours 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
gaigalas16 hours 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.

hyperbrainer13 hours ago
Reminds me of the Cosmopolitan project: https://github.com/jart/cosmopolitan
bananaboy9 hours ago
That was mentioned at the top of the blog post.
esafarn4 hours ago
flagged as virus
beeflet13 hours ago
You don't need to rename it to an html file, just serve it with with the following header:

Content-Type: text/html

bananaboy17 hours ago
Very clever!