Flavien Racine Releases TEXAS Fighters
Posted by Michael on 7 February 2005, 05:09 GMT
Flavien Racine has released v0.1 of his new fighting game, TEXAS Fighters. Requiring neither a kernel nor any external libraries, TEXAS Fighters is a traditional Mortal Kombat-style game. This is still a beta release, but it already includes the basic fight moves, three combos, and multiplayer support. But even better, the entire game was written in pure assembly language. Hopefully this will blossom into a classic as it progresses in development. One last note: About 50 KB of free RAM is required for it to run.
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The comments below are written by ticalc.org visitors. Their views are not necessarily those of ticalc.org, and ticalc.org takes no responsibility for their content.
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Re: Flavien Racine Releases TEXAS Fighters
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Flavien Racine
(Web Page)
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Wow, thanks for this news !! Really great :)
Just wait now for next releases, with other players and better game play ;)
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7 February 2005, 08:42 GMT
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Re: Flavien Racine Releases TEXAS Fighters
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Paul Houser
(Web Page)
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<<But even better, the entire game was written in pure assembly language>>
Why is that better? (other than the uncommoness about it) As far as I can see, writing in Assembly is pointless, open to more dangerous bugs, harder to write, harder to read, and impossible to port to another processor.
This isn't to say I'm not quite amazed by this game, and the fact that it was written in ASM. I think more people should try to write assembly games so they can realize how difficult it is, and it also helps people understand what's actually going on under that plastic casing. My hats off to the hardcore assemblers. And the game itself is awesome, it appeared in the archives just as I was searching for something to do during Econ last Friday.
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7 February 2005, 13:01 GMT
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Re: Re: Flavien Racine Releases TEXAS Fighters
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Kevin Kofler
(Web Page)
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Now to the more serious (but also more debatable) ones:
* From experience, for the TI calculators at least, code hand-written by good assembly programmers is generally better than whatever GCC outputs. Beginners in assembly, however, tend to write code which is worse than what GCC can give you with appropriate flags.
* The gains obtained by using assembly directly also depend on the concrete piece of code. If you can use operations which don't have an equivalent in C, such as rotates or uses of the carry flag, assembly is always a win. But sometimes, you can also outsmart the compiler even with only basic instructions. (But of course, you'd better know what you are doing!)
* The quality of the code generated by GCC is improving over time. Both the GNU people and myself are hard at work trying to get better code out of GCC. And this means "better" both as in "faster" and as in "smaller" (though you often have to pick one, or to make compromises, the 2 goals often aren't compatible, unfortunately). The GCC 4.0 prereleases I've started to produce improve code quality a lot.
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9 February 2005, 08:07 GMT
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Re: Re: Flavien Racine Releases TEXAS Fighters
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Kevin Kofler
(Web Page)
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* Here, I (almost inadvertently) mentioned another important point: some code really needs to be fast more than small, for other code, it is the opposite. If you are coding in C, picking one for a chunk of code is as easy as picking a compiler switch. If you are hand-writing your assembly, you need to learn different optimization techniques depending on what you want to optimize for. If you want to be able to choose according to the situation, you need to master both. Even excellent assembly programmers tend to specialize in one type of optimization. For example, Patrick Pélissier is known for being much more into speed optimization than into size optimization. Speaking for myself (though it is up to you to judge whether I'm worthy of the label of "excellent assembly programmer"), my specialty is size optimization. A good compiler such as recent GCC knows how to do both. (Older GCC releases admittedly weren't that good at size optimization. But there has been work done within the GCC project to improve that which has shown its fruits, and I also added a few minor patches to improve it.)
* While small programs can be written in assembly pretty quickly, huge programs tend to quickly become pretty time-consuming to maintain, because of: 1. Debugging time: issues like typos in register names can be a pain in the neck to debug. 2. Comments: this definitely varies from programmer to programmer, but I tend to get lost pretty quickly in huge portions of uncommented assembly, whereas I can do just fine with few to no comments in C. And writing comments takes time.
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9 February 2005, 08:08 GMT
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