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)




C makes development time quicker, makes reading code easier, makes
development time quicker, makes it usually more stable. did i mention less
dev time?
----- Original Message -----
From: "Matt Waters" <thefishyone@hotmail.com>
To: <assembly-89@lists.ticalc.org>
Sent: Friday, September 15, 2000 5:16 PM
Subject: Re: Nintendo ports (Was Re: A89: Re: Re: ASM to C and vice versa)


>
> >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]
> >> > >
> >> > >
> >> > >
> >> >
> >> >
>
>>_________________________________________________________________________
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> >> >
> >> >
> >> >
> >>
> >
> >_________________________________________________________________________
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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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