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Main - ROM Hacking - asm programming = slave labor New thread | New reply

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Aaendi
Posted on 12-29-09 01:38 AM Link | Quote | ID: 124404


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It's not all assembly languages that I consider as slave labor, it's mostly just 65816 asm.

1) you have to clear carry bit before adding.
2) you can't do math with the index registers.
3) you have to switch modes between 8-bit and 16-bit to use the other.

Other cpus don't have these archetectural flaws.

Parasyte
Posted on 12-29-09 04:15 AM Link | Quote | ID: 124430


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You're right; other CPUs have other architectural flaws.

Aaendi
Posted on 12-29-09 05:17 AM Link | Quote | ID: 124441


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Posted by Parasyte
You're right; other CPUs have other architectural flaws.


Like?

Kawa
Posted on 12-29-09 11:34 AM Link | Quote | ID: 124452


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Hey, nobody's perfect, and by extension nothing we make is perfect. Ofcourse CPUs have flaws! When they fixed the floating point division bug in the early Pentiums, it was still flawed in other ways.

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DahrkDaiz
Posted on 12-29-09 02:37 PM Link | Quote | ID: 124459


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Posted by Aaendi
It's not all assembly languages that I consider as slave labor, it's mostly just 65816 asm.

1) you have to clear carry bit before adding.



Of course, that's because the carry bit is needed to do math beyond native cpu word sizes, otherwise you have no way of knowing when the value exceeds the storage unit. It's a feature and much needed.

Posted by Aaendi

2) you can't do math with the index registers.



That's because they're "index registers" used for "indexing". It's a slight nuisance anyway and you can still do major math operations without indexer registers.

Posted by Aaendi

Other cpus don't have these archetectural flaws.


Like Parasyte, other CPUs have their own architectural flaws. Once again, it's really not "slave labor". Try writing machine code on punch cards or blowing out programmable ROM fuses. Back when then ASM language came out, it was a god send. People loved the fact they could write code that looked remotely readable. The SNES isn't super powerful, but it's still a freaking beast compared to other consoles of its time. It removed so many limitations the NES had.

Aaendi
Posted on 12-29-09 05:59 PM Link | Quote | ID: 124464


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Posted by DahrkDaiz

Of course, that's because the carry bit is needed to do math beyond native cpu word sizes, otherwise you have no way of knowing when the value exceeds the storage unit. It's a feature and much needed.



Most cpu's have both an add with carry, and an add without carry opcode.

Posted by DahrkDaiz

That's because they're "index registers" used for "indexing". It's a slight nuisance anyway and you can still do major math operations without indexer registers.



When your in a tight loop it becomes very useful.

Parasyte
Posted on 12-31-09 07:08 AM Link | Quote | ID: 124614


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Posted by Aaendi
Posted by DahrkDaiz

Of course, that's because the carry bit is needed to do math beyond native cpu word sizes, otherwise you have no way of knowing when the value exceeds the storage unit. It's a feature and much needed.



Most cpu's have both an add with carry, and an add without carry opcode.

Behold, CISC architectures! (65c816 is technically a CISC architecture, but it's very simple compared to x86-like architectures. Zilog z80 comes to mind...

This is why RISC instruction sets were invented; If you have only a single instruction that performs a specialized operation, and apply that same methodology across all instructions, you're left with a very well-tuned architecture that can be learned in mere hours. Who needs two add instructions (much less five or six) when one will do?

Posted by Aaendi
Posted by DahrkDaiz

That's because they're "index registers" used for "indexing". It's a slight nuisance anyway and you can still do major math operations without indexer registers.



When your in a tight loop it becomes very useful.

Tight loops are bad for many reasons. Mostly where efficiency is a concern; CPUs with branch prediction can help reduce branch overhead inside tight loops, but on SNES, you're SOL; unroll those loops if you want to write fast[er] code!

Aaendi
Posted on 12-31-09 05:36 PM Link | Quote | ID: 124643


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I think my problem was that I over-thought my animation system, when I should've taken a different approach from the beginning.

Aaendi
Posted on 01-03-10 06:57 PM Link | Quote | ID: 124942


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Most of you can program for fun. I'm forced to program a game because other programmers keep critisizing me.

spel werdz rite
Posted on 01-04-10 12:27 AM Link | Quote | ID: 124974


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You're not really forced to do anything. And programmers who criticize you just because you don't program is a dick move. Simple concept: if you don't want to and you don't have to, why do it?

DahrkDaiz
Posted on 01-04-10 06:00 PM Link | Quote | ID: 125027


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Posted by Aaendi
Most of you can program for fun. I'm forced to program a game because other programmers keep critisizing me.


What? Forced? No one can force you to program anything. Why can't you program for fun anyway? Why not choose to program something you like.

Parasyte
Posted on 01-05-10 03:58 AM Link | Quote | ID: 125058


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If you don't want to be a programmer, you shouldn't become a programmer. This ideal applies everywhere equally; I do not want to be an artist, so I never became an artist.

Aaendi
Posted on 01-07-10 04:15 AM Link | Quote | ID: 125133


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Eventhough I don't want to be a programmer, I still want my game to be made. I have such an imagination of what I want, and I don't want to put it to waste.

blackhole89
Posted on 01-07-10 11:09 PM Link | Quote | ID: 125160


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Doesn't that mean that you are forced to program a game because you really want to program a game?

Or, in other words, you are just forcing yourself.

I don't think any programmers will be particularly motivated to help you if the general attitude you radiate is "It is you programmers' fault that I ...".

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Aaendi
Posted on 01-08-10 12:56 AM Link | Quote | ID: 125188


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Basically, if your smart enough to get more than 3 sprites onscreen without any slowdown, your smart enough to help.

NightKev
Posted on 01-09-10 12:32 PM (rev. 2 of 01-09-10 12:33 PM) Link | Quote | ID: 125296


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...What does that have to do with any of the other posts in this thread?

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Kawa
Posted on 01-09-10 02:29 PM Link | Quote | ID: 125303


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I've been wondering for the past day or so how badly you have to mess up to get slowdown from having more than three sprites on screen.

Now, if it were an Atari 2600...

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Aaendi
Posted on 01-09-10 11:34 PM Link | Quote | ID: 125329


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I've been wondering that question for the last 3 years! Some people redicule me for beleiving the Super Nintendo is fast enough to show 4 sprites onscreen, when it is so obviously true.

Parasyte
Posted on 01-10-10 02:25 AM Link | Quote | ID: 125340


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Do you want to be a developer, or a designer?

There are advantages to having knowledge of both. But to create a "killer app" you really need a dedicated team. Sure, some people can create a complete game alone (*cough* Sivak *cough*) but that doesn't mean his games are killer apps. (No offense, Siv! Battle Kid is a fine example of what a single person can do.)

All I am saying is, you might want to focus on just one thing. Design? Direction? Art? Music? Programming? Story? Writing?

Trust me, programming is not the most important out of that list.

Kawa
Posted on 01-10-10 03:20 PM (rev. 2 of 01-10-10 03:28 PM) Link | Quote | ID: 125372


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Posted by Aaendi
I've been wondering that question for the last 3 years! Some people redicule me for beleiving the Super Nintendo is fast enough to show 4 sprites onscreen, when it is so obviously true.
Well, it can! If people think the SNES isn't fast enough to display four or more sprites on screen, they haven't played a single SNES game.

Even the NES could handle more than that, for fuck's sake. If a game slows down when it has more than a handful of sprites on screen, that's not the system's fault -- that just means the game is badly written and does more stuff than it needs to.

tl;dr: I ridicule those people right back and so should you.


Edit
"Sprites: 128, 32 max per line; up to 64x64 pixels" -- SNES Video section on Wikipedia[56]
Feel free to use that when ridiculing back, or find some other technical reference that'll say the exact same thing.

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