http://i.imgur.com/pkZhTCJ.jpg
The screens are positioned correctly next to each other.
----
Are you writing this in assembly?!
http://i.imgur.com/pkZhTCJ.jpg
The screens are positioned correctly next to each other.
----
Are you writing this in assembly?!
- https://dl.dropboxusercontent.com/u/2332843/tuff.cartridge.j... - https://www.youtube.com/watch?v=yXNEeld8Lq8
http://krikzz.com/index.php?route=product/product&product_id...
Would seem painful enough as soon as speed or size became limited. C then was not as optimized as today. Old games used to be written in assembler, now the eeproms are bigger, the compilers are faster and portable.
I'd love to hear more about this if anybody knows and feels like telling about it...
For comparison: http://pastraiser.com/cpu/gameboy/gameboy_opcodes.html http://pastraiser.com/cpu/i8080/i8080_opcodes.html
https://github.com/BonsaiDen/Tuff.gb/blob/master/src/core/co...
Nice.
For example, in the GB, some memory space is only adressable during a few cycles, and so you have to optimize your code when you wish to update the video ram. If you miss the window, too bad.
Only slowly after the 32bit became mainstream, did professional game developers started adopting C.
In the 8 and 16 bit days, C (and Pascal dialects) were viewed as C# and Java are nowadays for game development.
[0]Using my 80's developer hat.
You need to do a lot of low level programming to target the custom sound and graphics chips those machines had available.
Not to mention that with 512 KB, every byte counted.
I cannot speak much for the Atari ST, as I was on the Amiga side of the bench.
The operating system was originally coded in Assembly and BCPL, with later versions having some C code as well(mostly K&R still).
Assembly and special game programming languages like AMOS, were the main programming languages for game developers on Amiga.
C was just another business programming language like C#, Java, Ruby and many others are today.
Mostly used for standard desktop software, or for doing the UNIX university projects at home.
Young developers take C's ubiquity for granted nowadays, but there was a time, when it was just yet another programming language.
It was considered a high-level programming language.
High-level was already reserved for the likes of Lisp and Smalltalk.
I'd say c or c++ is only really standard in the AAA world, most casual/mobile/indie devs use higher level languages & engines (c#/unity, haxe, as3/flash, lua/corona, etc.)
As I am old enough to have lived through a few programming language generations accused of the same performance issues for game development, C included.
But the reason it is not always performance. Sometimes it is reusing already existing, battlefield tested proven code.
However, I can rephrase your question by replacing C with inline Assembly and we are back to the discussions I was having around 25 years ago.
I've got some rough sketches for the final world as well as the powerup placement, since there are no text boxes in the game, everything will be explained through level design or other hints like enemies or neutral creatures performing certain maneuvers for the player to imitate.