Thread 105730389 - /g/ [Archived: 795 hours ago]

Anonymous
6/28/2025, 6:27:05 AM No.105730389
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1695152060286323
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How do I learn to make videogames using ASM for consoles that require ASM?
Replies: >>105730874 >>105730931 >>105731481 >>105732830
Anonymous
6/28/2025, 6:38:35 AM No.105730453
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1726436830633449
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Well first it depends on the instruction set that processors for the console are using. People talk about "assembly"/"ASM" as if it's one language but there's many different assembly languages that depend on chip architecture. They all generally have the same basic instructions, though, and the same general concept of optimizing register use and managing the stack applies to all of them.

Start with looking up the instruction set for whatever console you want to code for, then look for an interpreter and assembler for said instruction set.
Anonymous
6/28/2025, 7:28:11 AM No.105730790
This seems interesting.
https://skilldrick.github.io/easy6502/
Anonymous
6/28/2025, 7:43:15 AM No.105730874
>>105730389 (OP)
I think that's the one of those things you can only do if you're naturally really into it without having to try, like you just innately have an autistic interest in learning a particular asm instruction set
if the idea doesn't feel just innately thrilling to you on a gut level then you'll crash out early in the process of trying to learn
Replies: >>105730913 >>105731302 >>105732806
Anonymous
6/28/2025, 7:51:29 AM No.105730913
>>105730874
Programming in an assembly language isn't necessarily complex on its own, all the instructions are really simple, but most programmers aren't used to working with registers and memory directly. It just becomes really tedious and you have to make sure you're keeping track of everything.
It would definitely help if OP already had an understanding of those low-level computing concepts though, and if I were him I would write a bunch of assembly code for basic operations like printing a string or finding the max and keep that code around as a makeshift library to copy-paste into his current project when he needs it.
Anonymous
6/28/2025, 7:54:02 AM No.105730931
>>105730389 (OP)
everybody wants to make video games
nobody wants to make tooling
all the existing tooling sucks
nobody knows how to use it
everybody wonders how to make video games
instead of having nice tools to use
that are easy to learn and understand
so they dont have to wonder
Replies: >>105730948
Anonymous
6/28/2025, 7:58:22 AM No.105730948
>>105730931
Some consoles like the gameboy got completely trivialized by tools.
Replies: >>105731331
Anonymous
6/28/2025, 9:20:36 AM No.105731302
>>105730874
>I think that's the one of those things you can only do if you're naturally really into it without having to try
i had to learn it out of necessity and it was not easy at first. it's not natural for anyone. it takes some practice to get used to it. the best part about learning assembly for one cpu is that your skills can easily transfer over to another cpu. learning the new cpu's instruction set and how to program with it in assembler becomes easier.
>if the idea doesn't feel just innately thrilling to you
that's not why people program. faggot.
Anonymous
6/28/2025, 9:23:57 AM No.105731331
>>105730948
>gameboy got completely trivialized by tools.
the gold is in the various assembly routines. i had to learn how to program that using a shitty copy of the cpu manual and a register map. only useful tool i have for it is a music routine programmed by someone else (which is pretty good). if you need to get anything done on gameboy that doesn't suck you need to code it yourself. most of the tools i've seen for it over the decades have been pretty awful.
Anonymous
6/28/2025, 9:51:16 AM No.105731481
>>105730389 (OP)
Start playing with the ASM.
Anonymous
6/28/2025, 1:58:27 PM No.105732806
>>105730874
Being your own compiler is mostly just tedious but if you keep things well structured it's not so bad.
Anonymous
6/28/2025, 2:02:53 PM No.105732830
>>105730389 (OP)
you read the friendly manual or data sheet