Simple Optimization Trick
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https://lemmy.zip/pictrs/image/ab031e8a-0b06-464a-9195-c49e6aab35d4.webp
https://lemmy.zip/pictrs/image/ab031e8a-0b06-464a-9195-c49e6aab35d4.webp
Here's a neat video about the creator and the game - https://www.youtube.com/watch?v=0JouTsMQsEA
I will never not upvote an Ahoy video. The guy is a legend in video game documentaries. Check out his Monkey Island video as a follow-up
Another really good one that I've watched at least 4 times is his Polybius video. He's an incredible documentarian and an equally great researcher.
I'm sure some of the Polybius one was dramatized a little (apart from what was clearly labeled as actors reading the transcripts), but it makes for an unforgettable watch. And the music!!
is there a NPM package for assembly? I need to keep access to right pad my strings package.
Dude got millions for it. Well deserved imho.
Since it wasn't mentioned yet: https://openrct2.io/
Best way to play till this day
And most startlingly: no git
Edit: y'all're right, version control is for wimps. What's life without some adrenaline?
Who needs git when you have a B: drive and a Save As command for tycoon43.asm
Version control? You mean this?
Did the developer use any version control though? SCCS has been around since the early 70s, RCS and CVS since the 80s. The tools definitely existed.
Also, it was a single dev, which makes SCM significantly simpler!
In my experience (some games in z80 and 68000 in the early 90s), version control wasn't considered until mid-90s sometime, and at first wasn't trusted. There were network backups, but I don't know if they had revisions.
Merging seemed like it couldn't possibly work well, so we would try to have separate ownership of different files. Although there would be only a handful of programmers on a team, so that was easy.
Prior to that, backup and versioning was manually handing a floppy or two to someone each week.
This looks like a screenshot in the background of the C++ OpenRCT version because the resolution is too high and not supported by the original assembly release.
The original goes to 1024 x 786 and has different zoom levels. I've played most of the original parks this year and that does not see to be too high res to me. Give me a sec I'll take a screenshot of mine in a minute.
Edit here it is. It's the GOG version, which launches fullscreen, so the 1024 x 768 are stretched onto the center of my 1920 x 1080 screen.
Have you seen the insane complexity of modern CPUs? Ain't no one hand coding that like a 6502 in 1985.
I wonder if there's anyone alive right now who would be capable of such a task.
If the hardware was fixed, I don't see why not.
Might not be as fast as the optimisations compilers do these days though.
If you have to support thousands of types of GPU and CPU and everything else, then fuck no.
Even if one did, say using x86, it would still just be interpreted by the CPU into the CPU's native opcodes, as the legacy instruction sets are interpreted/translated.
Wth? That's it, I'm sticking to the AVR then
Epic Pinball was another game that I recall was written in assembly. When your old 286 struggled to run games at a decent framerate, Epic Pinball would run in a smooth 75fps or whatever you set your CRT monitor to.
Epic Pinball, if I recall correctly, also used some ModeX trickery, meaning it had most of the pinball table in VRAM, and then modified the VGA framebuffer pointer for scrolling, then only moving as much data as it was needed (ball, flippers, etc)
"Try writing it it in assembly"
Chris Sawyer is an absolute legend
Hello everyone and welcome to another video.
The YouTube algorithm works in mysterious ways.
Because I'm nice, to anyone who doesn't get the reference: https://www.youtube.com/@MarcelVos
Also know as “how to keep a coder busy”
Can you imagine making this game in assembly for MacOS over the last 20 years?
Yes
This but unironically
I've never written a single line of code in assembly, and I'm now curious
Really? It was required when I was in college. We did MIPS, x86, and PIC.
I like it because there's no mysterious things happening to your bits. Every line is an instruction executed. You control the machine. It's power. It gives you power over the machines.
I went to college for Microbiology and became a programmer on my own after, so nope, never written a single line in assembly and never thought of checking it out either. Just never really crossed my mind. I might start messing with it soon.
I... Don't recommend it. Rust if anything.
It's a neat party trick? Helps you understand how a processor works? But for anything modern, it's way more work than it's worth.
Go for it, if it's to satisfy your own curiosity, but there's virtually no practical use for it these days. I had a personal interest in it at uni, and a project involving coding in assembly for an imaginary processor was a small part of one optional CS course. Over the years I've dabbled with asm for 32-bit Intel PCs and various retro consoles; at the moment I'm writing something for the Atari 2600.
In the past, assembly was useful for squeezing performance out of low-powered and embedded systems, but now that "embedded" includes SoCs with clock speeds in the hundreds of MHz and several megabytes of RAM, and optimizing compilers have improved greatly, the tiny potential performance gain (and you have to be very good at it before you'll be able to match or do better than most optimizing compilers) is almost always outweighed by the overhead of hand-writing and maintaining assembly language.
If you're curious, I recommend this channel. It often delves deep into the code to explain stuff, as well as how the hardware works. Really fascinating!
This is a very interesting channel. Thank you
That wasn't required in my CS program, though instead we had to design our own instruction set and assembler. Obviously it was an approximation, though.
A little late to this comment but there are some assembly videogames out! They are puzzles and gives you the gist of how assembly works.
I really enjoyed TIS-100. I just never got around to beating it.
Oh, that's pretty cool. Thank you
I learned z80 assembly back when the cutting edge of technology was a ZX Spectrum, and 68k assembly when I upgraded to an Amiga. That knowledge served me quite well for my early career in industrial automation - it was hard real-time coding on eZ80's and 65c02 processors, but the knowledge transfers.
Back in the day, when input got mapped straight into a memory location and the display output was another memory location, then assembly seems like magic. Read the byte they corresponds to the right-hand middle row of the keyboard, check if a certain bit is set in that byte, therefore a key is held down. Call your subroutine that copies a sequence of bytes into a known location. Boom, pressing a key updates the screen. Awesome.
Modern assembly (x64 and the like) has masses of rules about pointer alignment for the stacks, which you do so often you might as well write a macro for it. Since the OS doesn't let you write system memory any more (a good thing) then you need to make system calls and call library functions to do the same thing. You do that so often that you might as well write a macro for that as well. Boom, now your assembly looks almost exactly like C. Might as well learn that instead.
In fact, that's almost the purpose of C - a more readable, somewhat portable assembly language. Experienced C developers will know which sequence of opcodes they'd expect from any language construction. It's quite a simple mapping in that regard.
It's handy to know a little assembly occasionally, but unless you're writing eg. crypto implementations, which must take the exact same time and power to execute regardless of the input, then it's impractical for almost any purpose nowadays.
Very interesting. Thank you. I may start looking into C instead. I'll still watch a couple of videos on assembly, just for the hell of it.
TTD and RCT are still amazing.