KanedaFr wrote:
A little off topic but, I'm not telling you (or anyone) to use C, I'm just able to produce something in C while I'm only able the read 68000 asm.
It's how I am and I can't take the time to become an asm guru.
I'm more like code all I can using SGDK and re-code sensitive part in asm (like the uncompress func for ex which won't be as much powerful in C I think).
And using C, I know I won't ever make something as great as treasure game but, he!, even using asm, I won't ever make something as great as a treasure game because it's homebrew, not pro game we re talking about!
It could be interesting, on another post, to see which part should be written in asm (HInt is the 1st one).
It makes me remember of a talk I had with Stef asking if he planned to port SGDK to asm. His answer was something like "I don't see the reason to do it, FOR NOW" (@stef, correct me if my memory bugs!)
this post isn't about C vs ASM, it's about what to do in main loop, vint and hint. The several answers are valids for asm and C I think.
So it's up to every one to use it like it want, no ?
Sadly, I am not nor are you or anyone else 'telling you' to use Assembly - the situation merely requires you to write Assembly and to juggle Performance against Machine-Cycles.
You can see that you cannot get the necessary performance so easily writing in C for the V-Blank Routine so what other option do you have but not to use Assembly unless you choose not to use the V-Blank at all?
Am I misunderstanding something here?
How long have you been programming the MD for? You have been registered here for getting on 8 years - that's a long time and enough to become moderately able to write Assembly.
I've had just over a Year working on the MD myself.
No one but you can decide on your ambitions. Certainly, most of the Houses that wrote Games for the MD had good Programmers and most of us can only learn from them.
But let's make one thing clear: there is absolutely no difference between Commercial-Programmers and Homebrew-Programmers - most of them are in fact both, so again: only you can limit yourself and your ambitions. Treasure were human just like you and me so why let that stop you?
SGDK is made for Beginners and is not optimised as to that would require first of all rewriting the Code and secondly to be really optimised the situation that it was to be used in would be chosen and it would be better suited to a particular situation.
Since it is only for Beginners and not intended for optimised Games there is less need for it to be optimised and to conscientious with the 68K's and Z80's Machine-Cycles.
It may also be harder for the average Developer to understand the Assembly compared to the C but many will also want to learn 68K having looked at SGDK if only to write something faster and more efficient and better suited to their needs and indeed their Game - if that's what most of us are attempting to develop, right?