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shotblue wrote:What programs were the games made on, what kinds of computers (were these custom made? for nintendo for example).
shotblue wrote:Were they made on telvesions.?
shotblue wrote:Whats the real difference in designing games for television as opposed to computers screens?
shotblue wrote:Are computer based games made on different programs. ?
shotblue wrote:No i meant i would assume there was something more than the compostion settings when working/designing for TV based consoles games.
shotblue wrote:Didn't they use or create something else specifically made for tvs. I'm seen proto games being working on through the tv screens with console. Is the console used in creating the game?
shotblue wrote:It not like anybody could just create nes styled games on any computer.
shotblue wrote:I think the famicom and the pal/ntsc based nintendo and had their own custom basic.
shotblue wrote:I'm sure they didn't use some brand name. Its good to know.
shotblue wrote:Can you elaborate on this?: for the actual assembling of the code you would have to own/rent time on a powerful computer of some sort.
shotblue wrote:i would like to think that no computers or at least most of them form 1983-1993 had the custom options to create nes color palette, sounds, even exact graphic style, speed etc.. that defined nes styled graphics.
shotblue wrote:There was really no need for the computer you wrote the code on to be able to do anything the NES could do. Can you elaborate on this?
shotblue wrote:Also weren't there custom nes options that define the style. How is this structured?
shotblue wrote:I think it was a certain kind of basic.
shotblue wrote:So not just any average programmer with 2 years of experience and a c64 or other computer in a basement could create nes games right?
BuckoA51 wrote:No 'ultra powerful' computer is required to assemble assembly language, each assembly language instruction directly relates to one machine code instruction. Its not that processor intensive to translate it into raw machine code.
BuckoA51 wrote:When I developed for 68k platforms (same CPU as Megadrive, Amiga) we used a ROM emulator, this was a little box that sat on the ROM socket where the cartridge/game board would normally go. You then wrote your code in assembly language or C, compiled it using a cross-compiler (a compiler that knew the instruction set of the 68k chip) and downloaded it to the ROM through a parallel cable where it would run. You then tested the results and tweaked accordingly.
More advanced development kits go further, and let you see an actual CPU's registers (on board memory) and freeze the program for debugging.
BuckoA51 wrote:Well in the very early days of computing there were no assemblers, so somebody wrote assembly code and then this had to be translated by hand into binary.
shotblue wrote:Writing a code consists of creating and setting what?