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If you think that C programs accessing low-level hardware is a nightmare, maybe you have not reached the hells of assembly programming for developing a commercial videogame with home methods for a computer with features such as: 8 bits, 3.5 MHz (one thousand less than today PCs!, taking into account only the frequency aspect, but no parallelism FPU, GPU, segmentation, and son on), 42Kb free memory for the program, no cross assemblers, the same computer for development and playing, programs loaded in tapes, need of memory and speed optimization, ... If you like to read more, download this document (in Spanish. Drop me an e-mail if you want to read this in English). Game Map 01 - Mapa.jpg Memory Map (not completed). Excel Format Memory map Original Information about the Code 02 - Rutinas ordenadas alfabeticamente (compactacion final).jpg 03 - Direcciones comienzo rutinas (compactacion final).jpg 03 - Direcciones comienzo rutinas (compactacion final) 2.jpg 04 - Rutinas principales 1.jpg 05 - Rutinas principales 2.jpg 06 - Rutinas principales 3.jpg 07 - IA 1.jpg 08 - IA 2.jpg 09 - IA 3.jpg 10 - IA 4.jpg 11 - IA 5.jpg 12 - IA 6.jpg |
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