How did they do this with only assembly ?

How did they do this with only assembly ?

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  1. 1 month ago
    Anonymous

    Pretty much every NES/SNES era game was made in assembly, most of the PS1/N64 era still made use of it too, plus almost all handheld games up till NDS, not really as special as xittergays like to make out

    • 1 month ago
      Anonymous

      Completely wrong, even late Genesis games could push C. Most fifth generation developers were using C, GBA onward was C, even some GB

      • 1 month ago
        Anonymous

        Maybe shite like Toejam and Earl, which ran at like 4FPS. 99% of games were pure assembly.

    • 1 month ago
      Anonymous

      Pokemon is probably one of the biggest wow factors for done with assembly. They literally made a whole pocket jrpg.
      >hurr durr pokemon has le bugs and le shit
      Only Gameboy(!) game and in somecases maybe even rpg that has:
      >open world where you can go where you want
      >no world map with some cities, everything is walkable
      >151 teammates with different stats, where each of them could have a complete different build.
      >you could even have 6 same mons and each of them could be completely different
      >an actual story with world progression
      >post game
      >multi layered maze-like dungeons
      >no(!) fricking recolors, each of the 151 is their own thing
      >good music
      >good artwork (from blue onwards)
      And the one that is the biggest thing:
      >pvp multiplayer
      >trading with others

      All this shit done in assembly.

      • 1 month ago
        Anonymous

        >Pokemon is probably one of the biggest wow factors for done with assembly.
        not even close

        • 1 month ago
          Anonymous

          frick u b***h

      • 1 month ago
        Anonymous

        the most impressive thing is how there's not even much bugs in the game.

        • 1 month ago
          Anonymous

          Honestly there are a ton of impressive things. My favorite was the rumor that Mew was a last minute thing was actually true and the code is commented to reflect that.

      • 1 month ago
        Anonymous

        >>no(!) fricking recolors, each of the 151 is their own thing
        they reuse things besides the sprite, cries are reused heavily

  2. 1 month ago
    Anonymous

    I saw the "assembly" they wrote, it was very high level, basically a codebase made almost entirely from assembler macros to fake high level features like nested for loops, inline calculations and syscall shit.

    • 1 month ago
      Anonymous

      sauce?
      That kinda makes sense given it's bugs.

    • 1 month ago
      Anonymous

      This is pretty much any project written in assembly, right? even the ones from 30 years ago. all gameboy games original source code was as high level as possible.

    • 1 month ago
      Anonymous

      Why is it so difficult to translate C / C++ into optimized assembly code ?
      What does a compiler do wrong ?

      • 1 month ago
        Anonymous

        It's not 1996, C++ isn't a "new" language.

        • 1 month ago
          Anonymous

          C wasn't new in 1996, and they preferred to do it in asm.

      • 1 month ago
        Anonymous

        A lot of hardware level optimisations (e.g. MMX is from 1997, superscalar was 1993) were pretty new. C++ was also not standardised until 1998.

        C wasn't new in 1996, and they preferred to do it in asm.

        C is mostly C++ with less features, but at this time specifically C register related keywords stopped being directly applied by compilers, whereas Doom made use of them to great effect.

        • 1 month ago
          Anonymous

          >A lot of hardware level optimisations (e.g. MMX is from 1997, superscalar was 1993) were pretty new.
          They didn't get these optimizations either by coding in ASM. This doesn't explain the performance difference between ASM and higher level languages.

          • 1 month ago
            Anonymous

            They specifically mention the U and V pipelines, as well as choosing which registers to use.
            >This doesn't explain the performance difference between ASM and higher level languages.
            The real difference wasn't 10x, a reference implementation is supposed to be correct, not fast - the real difference, had the optimised the C++ code, could have been around 2x.

      • 1 month ago
        Anonymous

        The compiler has no ability to reason about the code at a high level and can't do major transformations to the structure of the code except in trivial cases or understand nontrivial constraints on values. Even now no compiler really does much more than some hard-coded transforms in very specific cases, trivial things like eliminating dead code, inlining, eliminating redundant stores and loads, combining ops, and other peephole optimizations, whereas programmers can easily see when something like vpmovmskb+tzcnt can be used.

      • 1 month ago
        Anonymous

        The function calling convention has a lot of overhead. If you code straight in assembly, you can do exactly what's necessary and nothing more without any conventions.

  3. 1 month ago
    Anonymous

    So how I download it?

  4. 1 month ago
    Anonymous

    I'm more impressed how a whole ass game fit in only 13,000 lines of pure CPU instructions, I thought that would result in more lines as opposed to a high level language

    • 1 month ago
      Anonymous

      sauce?

      • 1 month ago
        Anonymous

        It was revealed to me in a dream

    • 1 month ago
      Anonymous

      It most definitely didn't. It used 13k lines of asm, but the rest was probably C++ an/or C.

    • 1 month ago
      Anonymous

      It didn't. It says specifically that asm was used for the drawing core

    • 1 month ago
      Anonymous

      data driven

  5. 1 month ago
    Anonymous

    Did someone leak the source code for AoE? Post the link.

  6. 1 month ago
    Anonymous

    You had to write blitters in assembly in the 90s. It's not uncommon and this makes me think less of Laurie.

    • 1 month ago
      Anonymous

      link related for an example:
      https://github.com/dariusk/ja2/blob/master/Standard%20Gaming%20Platform/vobject_blitters.c

      I'm not sure if AoE II was assembly.

      >checks
      >it actually was

      Frick... I knew Rollercoaster Tycoon and Transport Tycoon were in assembly, but I didn't know that other corps used it as late as 1997 for their games. I thought that was just the Tycoon dev's autism.

      It was written in C++, it even says that in the post you linked.

      • 1 month ago
        Anonymous

        >It was written in C++, it even says that in the post you linked.
        Yeah I didn't sleep well.

      • 1 month ago
        Anonymous

        It also says that C++ is better than assembly now and it's not necessary to write assembly any more.

        • 1 month ago
          Anonymous

          Pleb here, what's this shit about?

          • 1 month ago
            Anonymous

            Looks like since windows 8 if you tried to do 8-bit color depth with direct draw that it goes through some extremely slow emulation stage, and I guess because AoE was so well written it was able to do 32 bit color and could skip the emulation stage.

    • 1 month ago
      Anonymous

      They didn't. 13k of assembly were probably blitters (like
      said), since those were the days of SW rendering and you had to use everything available (which was MMX at the time) to make it work as fast as possible.
      No use for them nowadays, since everything is GPU rendered.
      But SDL does have SIMD blitters support for their surface rendering, so it's not like it's completely gone either.

  7. 1 month ago
    Anonymous

    I'm not sure if AoE II was assembly.

    >checks
    >it actually was

    Frick... I knew Rollercoaster Tycoon and Transport Tycoon were in assembly, but I didn't know that other corps used it as late as 1997 for their games. I thought that was just the Tycoon dev's autism.

    • 1 month ago
      Anonymous

      >as the compilers at the time supported 'inline assembly' in the middle of functions.
      Visual Studio's C++ compiler still does, at least the one in VS2015. I've used it to perform black magic not available in C++, like modifying the return address.

      Pleb here, what's this shit about?

      Windows 8 dropped support for DirectDraw hardware acceleration. As a result, many old games run slow as shit. DirectDraw replacements like dgVoodoo let you run these games at proper speed again

      • 1 month ago
        Anonymous

        >Visual Studio's C++ compiler still does, at least the one in VS2015.
        They only support it in 32-bit mode, 64-bit compiler never supported inline assembly.

    • 1 month ago
      Anonymous

      Everyone should learn to use an assembly language, because it makes you understand your computer better, makes you a better programmer, and who knows, maybe you will actually want to make syscalls some day
      >compiler optimizations made it unnecessary
      Sadly the days of inline asm for optimization are pretty much done. If your code is slow on a modern system it’s probably because your code is shit, not the compiler’s fault

      • 1 month ago
        Anonymous

        Sorry chief, the manual is too long at ~4800 pages. Ain't nobody got time to read that shit.

        • 1 month ago
          Anonymous

          Fax bro

          Everyone should learn to use an assembly language, because it makes you understand your computer better, makes you a better programmer, and who knows, maybe you will actually want to make syscalls some day
          >compiler optimizations made it unnecessary
          Sadly the days of inline asm for optimization are pretty much done. If your code is slow on a modern system it’s probably because your code is shit, not the compiler’s fault

          Nah this ain't it chief. Lua is just as good anyway you can make Roblox mods and get rich

      • 1 month ago
        Anonymous

        Everyone should learn how circuits work if they want to be a wizard.

        • 1 month ago
          Anonymous
    • 1 month ago
      Anonymous

      Good thread.

      • 1 month ago
        Anonymous

        it's easy to forget AoE1 is from 1997, it's really nice looking game for 1997

      • 1 month ago
        Anonymous

        Good post indeed, now that's a smackdown against a know-it-all.

    • 1 month ago
      Anonymous

      "used assembly" not "was assembly"

    • 1 month ago
      Anonymous

      >Think is useless?

      >I re-wrote it in C++ as modern compiler optimizations made it unnecessary.
      So... it is useless.

      • 1 month ago
        Anonymous

        >So... it is useless.
        No, this is programmer speak for "I don't understand x86-64 as well as I understood x86 and so I'm coping about modern optimising compilers."
        The speedups you can get from hand rolled ASM on a modern CPU are INSANE compared to the chicken feed we used to cycle count a Pentium over. Modern Clang/GCC are still rubbish at auto-vectorisation. Even if you hand hold it using std::vector and order agnostic loops it still barely utilises AVX. And that's before you get into more esoteric shit like abusing the gather and scatter instructions to pack and unpack RGB data on the fly, stuff that C++ will never expose in the language.
        His cope about modern compilers really translates to "It was fast enough and I got to collect a paycheck and get back to mind rotting Netflix." He even says it himself, using multi-threaded multi-core CPUs to do what a Pentium did on its own back in the day. If that sounds like fast code to you, then I've got a Javascript to sell you.

  8. 1 month ago
    Anonymous

    How do you do this on a Z80 with only Z80 assembly and no VCS?

    • 1 month ago
      Anonymous

      Developer kits with Platform specific IDEs do most of the heavy lifting
      then you have genuine triumphs of autism like that Quake port on GBA

      • 1 month ago
        Anonymous

        it's amazing what machines can do with highly optimised code

    • 1 month ago
      Anonymous

      the game's been completely disassembled, go look at the source code

      • 1 month ago
        Anonymous

        The source code is publicly available online. You don't need to be a pret homosexual. Go read the commented out code. It's a valuable resource into them ids of 90s software development in Japan.

  9. 1 month ago
    Anonymous

    How can I make an extremely simple game (like Snake, tetris, etc..) on assembly?

    • 1 month ago
      Anonymous

      if you want to experiment with assembly, better do it in a safe environment on a simpler system.
      like a commodore64, or DOS with mode 13 graphics
      >of course running into an emulation box, so you have a nice debugger

    • 1 month ago
      Anonymous

      >How can I make an extremely simple game (like Snake, tetris, etc..) on assembly?
      simply download a book about the asm that you want to learn (find one with less than 350 pages), turn off internet and just try do it until you get it working.

    • 1 month ago
      Anonymous

      Coding Sensei's pretty good at giving you a starting point

  10. 1 month ago
    Anonymous

    Is that a troony that posted that?

    • 1 month ago
      Anonymous

      I'm surprised it took this long for that question to pop up.

    • 1 month ago
      Anonymous

      It's a woman, which is why her post is so stupid.

    • 1 month ago
      Anonymous

      I'm surprised it took this long for that question to pop up.

      You can never be too sure these days.

      • 1 month ago
        Anonymous

        where is the pic from? Is this recent? I saw something about a father shooting his son idk if this is it?

        • 1 month ago
          Anonymous

          Angry father struck his Discord femboy son in the head. After the arrival of the police the father shot himself.

          • 1 month ago
            Anonymous

            >struck
            shot
            >father
            mother's boyfriend.

          • 1 month ago
            Anonymous

            >shot
            Yeah, but missed and didn't kill the troon
            >mother's boyfriend
            Well, I didn't expect that tbh

    • 1 month ago
      Anonymous

      This anon wakes up in the morning and thinks about trannies

    • 1 month ago
      Anonymous

      >twitter
      >modern ""coder""
      >some bullshit about "LOOK AT OUR EFFICIENT CODE YOU LOSER INCELS!"
      yes, most likely

      • 1 month ago
        Anonymous

        For the time period, it WAS impressive you insufferable, zoomer, boot camp, homosexual. The fact that you don’t know that is the reason why I know you’re a fricking zoomer because your life has always had “capable machines” that just worked with everything and anything.

    • 1 month ago
      Anonymous

      >lain avi
      >'laurie'
      >gamedev with assembly
      definitely trans

  11. 1 month ago
    Anonymous

    It's no longer the 90s.
    We're not doing software rendering anymore
    Direct3D is long dead

    • 1 month ago
      Anonymous

      >Direct3D is long dead
      You're getting something confused, Direct3D is the 3D rendering bit of DirectX and with DX12 and even DX11 in common use it's far from dead.

  12. 1 month ago
    Anonymous

    They didn't say only.

  13. 1 month ago
    Anonymous

    i imagine that C++ compilers were not as good back then, which explains the 10x increase in speed. today, it would probably be more modest unless you wrote assembly that specifically targeted your CPU. x86 tricks don't translate to all CPUs in the architecture, so you can outsmart the compiler in that aspect

  14. 1 month ago
    Anonymous

    it's a programming language, you can make anything in it.

  15. 1 month ago
    Anonymous

    It isn't that much more difficult than C. It's just tedious and not portable.

    • 1 month ago
      Anonymous

      Yeah this. You still have functions, can call functions including OS libraries. It's annoying, but if you keep your functions small and documented (at least with a good name and list of args) it's no rocket science.

  16. 1 month ago
    Anonymous

    Im really tired of x86 assembler shill thread where OP is moronic and dont understand that compilers in 90s were dumb and couldnt effectively do optimizations. If you really amazed by assembly miracles - check out Z80 demo scene, where men do full 3D pipeline render in just 128KB and 8 bit CPU

    • 1 month ago
      Anonymous

      I wish I was smart enough to join the demoscene community.

      • 1 month ago
        Anonymous

        If you can write a software renderer it’s probably not that hard, just a matter of being interested enough to do it.

    • 1 month ago
      Anonymous

      I'm more of a 8088 man myself, some of the stuff they do with CGA is fricking nuts

      • 1 month ago
        Anonymous

        excuse me what

        • 1 month ago
          Anonymous

          welcome to the scene, i hope you enjoy your lasting inferiority complex

        • 1 month ago
          Anonymous

          >Anon after he saw his first ever scene demo

      • 1 month ago
        Anonymous

        Really cool man, I haven't been in touch with the IBM scene a lot for a while.
        Im more of of 6502+SID guy myself though

      • 1 month ago
        Anonymous

        kino

      • 1 month ago
        Anonymous

        Man, I don't even know do some of those effects on modern hardware.

  17. 1 month ago
    Anonymous

    this is a dumbBlack person argument moment.
    you write assembly once and maintain for ever.
    assembly doesn't get optimizations from the kernel
    assembly isn't portable
    assembly isn't optimized.
    they couldn't get several C++ monkeys to shit out a fast renderer because they were jerking off to OOP.
    it makes you wonder how doom/quake had an entire software 3D renderer and some morons in ensemble studios couldn't figure out how to blit some sprites in 1997 without any lighting or any other dynamic visual.

    • 1 month ago
      Anonymous

      >kernel
      frick, from the compiler

      >assembly isn't optimized.
      also for anyone wondering about this, once the μarch changes, that's when the new cpus come in the next year, your assembly is already not optimized for the new cpu.

    • 1 month ago
      Anonymous

      >it makes you wonder how doom/quake had an entire software 3D renderer and some morons in ensemble studios couldn't figure out how to blit some sprites in 1997 without any lighting or any other dynamic visual.
      Blit operations are pretty expensive actually. You may need to render shit multiple times over the background (and unit count in AoE could get pretty crazy). Then you may need to add semi transparent shadows, some other FX like outlines, etc. And all of the memory is accessed semi randomly in the process.
      Plus Doom was rendered in 320x200. And in AoE we're talking about 640x480 and 800x600.

      • 1 month ago
        Anonymous

        >Blit operations are pretty expensive actually
        no they aren't,
        it's just moving memory around and changing memory values en masse
        they don't differ a lot from memcpy and memset
        what you failed to read in OP is that the C++ reference implementation was slow, which means that whatever library they were using it was shit.

        >Plus Doom was rendered in 320x200
        doom was designed to be run on 1993 CPUs such as i486 with mach clock of 50 MHz.
        Doom II was designed to run on 1994 CPUs, from 60 MHz and upwards and it rendered the same game essentially, with internal resolution of 852x400 or 640x400, depending on your monitor with 3d graphics, lights, motion calculation and logic.
        There's no reason you can't do simple blitting in 1996 for a game as plain as AOE, unless you have a shitty implementation.
        on the same CPU I ran doom, quake, aoe, aoe2, red alert, I was running also GTA3 and it was a Pentium III with 667MHz and 32MB of ram and a hardware accelerator with from 3dfx with 7.8 MB of VRAM

        • 1 month ago
          Anonymous

          original doom1/2 ran at 320x200, doom95 added 640x400 and 640x480

    • 1 month ago
      Anonymous

      >it makes you wonder how doom/quake had an entire software 3D renderer and some morons in ensemble studios couldn't figure out how to blit some sprites in 1997 without any lighting or any other dynamic visual.
      Blit operations are pretty expensive actually. You may need to render shit multiple times over the background (and unit count in AoE could get pretty crazy). Then you may need to add semi transparent shadows, some other FX like outlines, etc. And all of the memory is accessed semi randomly in the process.
      Plus Doom was rendered in 320x200. And in AoE we're talking about 640x480 and 800x600.

      which one is it

      • 1 month ago
        Anonymous

        it's both,

        this is a dumbBlack person argument moment.
        you write assembly once and maintain for ever.
        assembly doesn't get optimizations from the kernel
        assembly isn't portable
        assembly isn't optimized.
        they couldn't get several C++ monkeys to shit out a fast renderer because they were jerking off to OOP.
        it makes you wonder how doom/quake had an entire software 3D renderer and some morons in ensemble studios couldn't figure out how to blit some sprites in 1997 without any lighting or any other dynamic visual.

        is talking with hindsight and is mostly right about why you'd want to avoid assembly and

        >it makes you wonder how doom/quake had an entire software 3D renderer and some morons in ensemble studios couldn't figure out how to blit some sprites in 1997 without any lighting or any other dynamic visual.
        Blit operations are pretty expensive actually. You may need to render shit multiple times over the background (and unit count in AoE could get pretty crazy). Then you may need to add semi transparent shadows, some other FX like outlines, etc. And all of the memory is accessed semi randomly in the process.
        Plus Doom was rendered in 320x200. And in AoE we're talking about 640x480 and 800x600.

        is right about doom/quake being played in tiny resolutions and aoe having a ridiculous number of sprites

  18. 1 month ago
    Anonymous

    I'm okay with other devs using assembly, me on the other side don't want anything to do with it

    >b-but le heckin performance improvements

    modern CPUs are enough for most use cases, no matter the language

  19. 1 month ago
    sage

    >another troony eceleb thread
    Buy ad

  20. 1 month ago
    Anonymous

    Motorola 68000 Assembly is peak comfy. Nothing else can come close
    https://mrjester.hapisan.com/04_MC68/

  21. 1 month ago
    Anonymous

    They're smarter than you.

  22. 1 month ago
    Anonymous

    To me it seems like unless you're extremely skilled in assembly and know all the tricks to squeeze out every last bit of performance, a modern C compiler will almost always output better machine code than hand written assembly.
    I'm not skilled in assembly but I tried to beat a C compilers output for some of my functions and it was a very interesting exercise.

    I think the compilers back then weren't as good as they are today, so I doubt that you can achieve the same results today by being just an average or below skilled assembly programmer.

  23. 1 month ago
    Anonymous

    With a keyboard?

  24. 1 month ago
    Anonymous

    this "speed up" was only cause shitty compiler optimization back in the day. it wouldn't work nowadays.

  25. 1 month ago
    Anonymous

    i'm not a cpu
    if you really want it ChatGPT will write it for you in a couple of years

  26. 1 month ago
    Anonymous

    white people are gods, i'm jealous

    • 1 month ago
      Anonymous

      come over baby. I'll give you the BWC all night

  27. 1 month ago
    Anonymous

    >caring about C++ reference implementation performance
    >from 1997
    Do Cniles really?

  28. 1 month ago
    Anonymous

    >Think Assembly code is useless to learn?
    yes, in 2024 AD it is. it's not 1997 anymore.

  29. 1 month ago
    Anonymous

    >How did they do this?
    MASM. GAS and its ilk are the helmet morons of assemblers.

  30. 1 month ago
    Anonymous

    it would be far more useful to learn GLSL in 2024 than "assembly"

    • 1 month ago
      Anonymous

      No, it would be more useful to learn CUDA or OpenCL. Most applications are targeting the GPU for number crunching, not object rendering.

      • 1 month ago
        Anonymous

        Compute shaders are a thing.

  31. 1 month ago
    Anonymous

    Nowadays you can just use intrinsics

  32. 1 month ago
    Anonymous

    Sometimes I wonder if the world of programming is becoming even more moronic every day due to webshit JavaScript dev with bloated frameworks and ChatGPT oversimplifying the process with bug-infested code. How can we educate morons to reverse-engineer and read/write assembly code?

  33. 1 month ago
    Anonymous

    This is pretty cool.
    https://www.masm32.com/why.htm
    ; Instead of the nightmares of old with unreadable and unmaintainable code, the high level aspects of MASM look and read very much like traditional C code yet at any time it can work directly in mnemonics where performance matters.

    ; Window API calls are clean clear code.

    ; -----------------------------------------------------------------
    ; create the main window with the size and attributes defined above
    ; -----------------------------------------------------------------
    invoke CreateWindowEx,WS_EX_LEFT or WS_EX_ACCEPTFILES,
    ADDR szClassName,
    ADDR szDisplayName,
    WS_OVERLAPPEDWINDOW,
    Wtx,Wty,Wwd,Wht,
    NULL,NULL,
    hInstance,NULL
    mov hWnd,eax

    ; For non critical high level code it has a number of built in loop techniques that make for clear and maintainable code.

    .while eax > 0
    sub eax, 1
    .endw

    ; And the matching,

    .repeat
    sub eax, 1
    .until eax < 1

  34. 1 month ago
    Anonymous

    Proof? The source for aoe1 and 2 aren't available or leaked anywhere.

    • 1 month ago
      Anonymous

      >source is reddit, and it's missleading as the game was written in c++ with some small asm optimizations
      End yourself /nu/g

    • 1 month ago
      Anonymous

      None, some redditor larping as the main programmer with zero proof and claiming that he quit a long time ago and they keep begging him to come back and work on it again

  35. 1 month ago
    Anonymous

    >write it all in C
    >WOLOLO
    >code is now assembly

  36. 1 month ago
    Anonymous

    It was probably just some C like macro assembler. Most people forgot how common a lot of those were. Honestly modern compiler optimizations are so good I doubt you'd be at decent c++ without a lot of effort.

  37. 1 month ago
    Anonymous

    Those were written back when processors were single core and didn't do any weird tricks

    • 1 month ago
      Anonymous

      this

      a compiler is going to optimize any moderatly complex program for a modern cpu orders of magnitude better than a human could

      knowing assembly is still useful but you shouldn't actually be writing in general programming

      • 1 month ago
        Anonymous

        the system is going to collapse, complex cpus will not exist in the future, if you can't bootstrap a cpu you will be eaten alive.

  38. 1 month ago
    Anonymous

    I'm tempted to learn ARM assembly: https://azeria-labs.com/writing-arm-assembly-part-1/
    It's just frick me do I need to do something I will never use as a hobby? PS: I have no interest in other programming languages so kindly shut the frick up with suggestions of "you should learn X instead". I don't care. Only you care about your language you personally identify with. Not me.

  39. 1 month ago
    Anonymous

    im going to shill forth ok
    verification not required

  40. 1 month ago
    Anonymous

    As an aside, I kinda hate these blithe "le modern games aren't le optimized" spiels we get from codelets. Games don't make enough money these days to justify such autistic optimizations.

    In the 90s, you were spending 50 dollars to get AoE II when it was new and then another 30 dollars to get the conquerors expansion a year later. In today's money, that'd be well over $160. But if you release a game for more than like $50 on Steam nowadays, you're not going to get sales.

    Also programmers are generally much more expensive nowadays. There's zero motivation for anyone to go into hand-tuning game code for $60k/year when you can just go do enterprise dev in the fortune 500 and start out at like $80k as an L1.

    There's no 'lost art' - we simply don't have the same financial conditions that make highly-optimized games viable anymore.

    • 1 month ago
      Anonymous

      adding to your post, hardware today is too complex for insane optimizations

    • 1 month ago
      Anonymous

      >In the 90s, you were spending 50 dollars to get AoE II when it was new and then another 30 dollars to get the conquerors expansion a year later. In today's money, that'd be well over $160. But if you release a game for more than like $50 on Steam nowadays, you're not going to get sales.

      Absolutely moronic post. It's easy to INCREASE margins charging $50 instead of $160 because the UNIT COST IS ZERO (or you could say whatever Steam's cut is). The overhead is then spread out over sales into a market orders of magnitude larger than it was in the 90s. The tooling is way better. Processes are established and better. There are vastly more experienced people out there to hire.

  41. 1 month ago
    Anonymous

    Asheron's Call also launched with a very functional, if not as graphically impressive, assembly graphics core option. 90's Microsoft seems to have been very keen on catering to people without graphics cards.

  42. 1 month ago
    Anonymous

    Are they speaking about the OG version or the definitive edition?

    • 1 month ago
      Anonymous

      i'm pretty sure you know the answer to this already

  43. 1 month ago
    Anonymous

    I hate this larping b***h so much, I want to see her be raped by a bunch of Black folk.

  44. 1 month ago
    Anonymous

    would you have rathered game dev in assembly or do modern scripting shit like UE?

  45. 1 month ago
    Anonymous

    >~13,000 lines of x86 in the sprite drawing code
    >zomg it was written only in assembly and the whole game was 13,000 lines
    You "people" really need to up your reading comprehension.

  46. 1 month ago
    Anonymous

    How did they do CPU's with only sand?

  47. 1 month ago
    Anonymous

    >hand written assembly is 10x faster than sepples
    IQfy shills this absolute garbage lang lmao

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