Re: Nintendo ports (Was Re: A89: Re: Re: ASM to C and vice versa)
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Re: Nintendo ports (Was Re: A89: Re: Re: ASM to C and vice versa)
3 people! Welcome, Matt! M68K experience is very welcome.
It's easier to learn to program WELL in C, also. A well written C program
will almost assuredly be better than a poorly written ASM program, but
nothing beats a well written ASM program. Also, development time will be
faster with a C program.
I already knew C before I started working with it on the 89, so it took me
no time at all. It's much closer to ANSI C than it used to be, but there are
some differences - mainly dealing with size of code.
An example - printf("Hello World")
is completely valid, but this is better
DrawStr (0,0,"Hello World",A_NORMAL)
this is a native TIOS function, and compiles to smaller code.
Ok, everyone who has so far decided to join, please email me (not the list)
so I can get all your names straight and what you want to help with).
Mike
>From: "Matt Waters" <thefishyone@hotmail.com>
>Reply-To: assembly-89@lists.ticalc.org
>To: assembly-89@lists.ticalc.org
>Subject: Re: Nintendo ports (Was Re: A89: Re: Re: ASM to C and vice versa)
>Date: Fri, 15 Sep 2000 16:16:41 CDT
>
>
>>From: "Michael Cowart" <freakonaleash881@hotmail.com>
>>Reply-To: assembly-89@lists.ticalc.org
>>To: assembly-89@lists.ticalc.org
>>Subject: Re: Nintendo ports (Was Re: A89: Re: Re: ASM to C and vice versa)
>>Date: Fri, 15 Sep 2000 12:47:23 CDT
>>
>>
>>
>>Ok, that's one person. Anyone else?
>>
>>Mike
>>
>>>i'm there. sign me up. to do the webpages, i think i can work with that.
>>>check out my current site at
>>>
>>>http://teraflop.cjb.net/
>>>
>>>it would be better except that it's on geocities so i don't have any
>>>access
>>>to running perl scripts or php or any of the neats things that make some
>>>webpages so much fun.
>>>
>>>also sign me up for c coding and piecing together some of the graphics
>>>(IMO,
>>>everyone in the group should have to do some of this in order to get it
>>>all
>>>done. everyone has a job, and in any spare time rip some graphics or
>>>something of the sort...)
>>>
>>>/brian
>>>
>>>----- Original Message -----
>>>From: "Michael Cowart" <freakonaleash881@hotmail.com>
>>>To: <assembly-89@lists.ticalc.org>
>>>Sent: Thursday, September 14, 2000 9:34 PM
>>>Subject: Re: Nintendo ports (Was Re: A89: Re: Re: ASM to C and vice
>>>versa)
>>>
>>>
>>> >
>>> >
>>> > Mike smacks himself for his clumsy language gaff. Remakes, not ports.
>>> >
>>> > I do agree, SMQ doesn't feel like the original, but I think a game
>>>like
>>> > Zelda would be better suited to a calculator. Look at the (sadly
>>>unfinished)
>>> > Zelda 89. It was amazing.
>>> >
>>> > Since I (note the inflated ego) started this madness, I need to make
>>>some
>>> > important points on why this would be pretty hard (but not impossible)
>>>to
>>> > do:
>>> >
>>> > 1. Screen Size - I think the old nintendo ran at something like
>>>300x200
>>>(or
>>> > something similar), so ripping tiles would not work. Also, it would
>>>probably
>>> > piss Nintendo off if we ripped off their artwork.
>>> >
>>> > 2. Artwork - due to the problems above, someone would have to redraw a
>>>LOT
>>> > of sprites and tiles.
>>> >
>>> > 3. Speed - Some of the screens (like the dungeons where there are
>>>about
>>>10
>>> > Knights on at the same time), would have to be toned down. But
>>>actually,
>>>the
>>> > processor in the 89 whips the NES like <expletive>an angry
>>> > dominatrix</expletive>. It 16 bit, for one thing, compared to the
>>>NES's
>>>8
>>> > bit. It also runs faster. It doesn't have the extra hardware support,
>>>but
>>>I
>>> > still think it could be done.
>>> >
>>> > 4. Sound - It's a big part of the game. And let's face it, sound on
>>>the
>>>89
>>> > bites. Also, that would be another thing that would be sucking clock
>>>cycles.
>>> >
>>> > I would still like to get together and try it... but know what you are
>>> > getting into.
>>> >
>>> > Mike
>>> >
>>> > >From: "Olle Hedman" <oh@hem.passagen.se>
>>> > >Reply-To: assembly-89@lists.ticalc.org
>>> > >To: <assembly-89@lists.ticalc.org>
>>> > >Subject: Re: Nintendo ports (Was Re: A89: Re: Re: ASM to C and vice
>>>versa)
>>> > >Date: Fri, 15 Sep 2000 01:49:09 +0200
>>> > >
>>> > >
>>> > >Just one comment to this whole thread. It wouldn't be ports of games,
>>>it
>>> > >would be remakes of them. The only thing you could rip is the
>>>graphics.
>>> > >It is not much easier to make a game just because you have another
>>>game
>>> > >like
>>> > >it too look at.
>>> > >One of the bigger problems will be to recreate the "feeling" in the
>>>games
>>> > >too. Like how keys respond and a lot of stuff like that. (I think the
>>>game
>>> > >feeling in SMQ really sucks for an example, sure it's nice too look
>>>at,
>>>but
>>> > >not much more. Bomberman rule though :) )
>>> > >I don't want to put you down or anything, just that you realize that
>>>it
>>>is
>>> > >a
>>> > >heck of a lot of work.
>>> > >Hmm. I guess my main reason was to bitch about the terminology. NOT
>>>ports
>>> > >:)
>>> > >(Isn't it a z80 in the NES btw? z80s rule :) they should have put a
>>>z380
>>>or
>>> > >something in the 89 instead of a 68k :)
>>> > >
>>> > >///Olle
>>> > >
>>> > >----- Original Message -----
>>> > >From: "Brian Taylor" <jodokaast@hotmail.com>
>>> > >[bla bla, yada yada, to much qouted, etc, etc]
>>> > >
>>> > >
>>> > >
>>> >
>>> >
>>>_________________________________________________________________________
>>> > Get Your Private, Free E-mail from MSN Hotmail at
>>>http://www.hotmail.com.
>>> >
>>> > Share information about yourself, create your own public profile at
>>> > http://profiles.msn.com.
>>> >
>>> >
>>> >
>>>
>>
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>>
>Sign me up too. I'm in dire need of a project to hone my programming skills
>and perhaps learn a smigeon of technique. :-) Anyways, I I know jack dill
>about C, but I'm pretty alright with 68k, and could write the tile mappers
>and sprite blitting routines for games.
>
> BTW, I hear you guys talking about how cool and good C is on the
>89/92+, and I've been considering taking it up. Before I do, though, could
>anyone tell me the advantages to programming C as opposed to 68k ASM? (I
>already know that it's much easier to program) How much different is TI-C
>from ANSI-C? And just out of curiosity, how long did it take any of you
>guys
>to learn TI-C?
>
>Pizza Of Hut's Infinite Wisdom #28: "Life is anything that dies when you
>stomp on it."
>
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>
>
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