Writing in ASM is not too bad provided that there's no operating system getting in the way. If you're on some old 8-bit microcomputer where you're free to read directly from the input buffers and write directly to the screen framebuffer, or if you're doing embedded where it's all memory-mapped IO anyway, then great. Very easy, makes a lot of sense. For games, that era basically ended with DOS, and VGA-compatible cards that you could just write bits to and have them appear on screen.
Now, you have to display things on the screen by telling the graphics driver to do it, and so a lot of your assembly is just going to be arranging all of your data according to your platform's C calling convention and then making syscalls, plus other tedious-but-essential requirements like making sure the stack is aligned whenever you make a jump. You might as well write macros to do that since you'll be doing it a lot, and if you've written macros to do it then you might as well be using C instead, since most of C's keywords and syntax map very closely to the ASM that would be generated by macros.
A shame - you do learn a lot by having to tell the computer exactly what you want it to do - but I couldn't recommend it for any non-trivial task any more. Maybe a wee bit of assembly here-and-there when you've some very specific data alignment or timing-sensitive requirement.
Latterly the machine code came back to haunt us when the decision was made to re-launch the original game on mobile platforms as RollerCoaster Tycoon Classic a few years ago, and it took several years and a small team of programmers to re-write the entire game in C++. It actually took a lot longer to re-write the game in C++ than it took me to write the original machine code version 20 years earlier.
Is there not a way to take assembly and automatically translate it to some higher level language?
Edit: Post-post thought: I guess that would basically be one step removed from decompilation which, as I understand it, is a tedious and still fairly manual process.
I don't think old=good is a good mentality though, lot of people seem to have it
All the old software I know and use is exceptionally good, however I've heard about and chosen to use it because it's survived the test of time (also because it's still actively maintained and has had thousands of bug fixes over the years)
Vscode and obsidian are pretty good and they're electron, discord's alright, pretty sure steam uses some kind of web wrapper as well.
Real issue is electron is very accessible to inexperienced developers and easy to do badly, but I imagine people back in the old Unix days got an equal amount of shit bloated software
Old=good is a great mentality specifically when standing the test of time is an important factor. For the most part, the old code that's still used today is only still used because it's proven good, whereas it's a grab bag with newer code. And that's the cause of the unwarranted nostalgia thay you're rightfully criticising.
It's like with music. "Oh, the X's were the best decade for music, today's music is garbage". No, 90% of everything is crud but unless you're an enthusiast, once enough time has passed, you'll only ever be exposed to the 10% that isn't. 50 years from now nobody is going to be listening to Cardi B.
I dabbled with making a fairly complex program for a microcontroller the other day and quickly hit the stack limit for a simple object.
It wasn't so much that it was a large object, but to provide flexibility I was amazed how fast I filled the memory.
I've done heaps with memory managed languages in the past but shit as soon as I had to think about what I was doing under the hood everything got hard af.
So serious question - does anyone have any good resources for a competent programmer, but with no clue whatsoever how to manage memory in a microcontroller space and avoid fragmentation etc?
I got it to work but I'm sure I did shit job and want to be better at it.
The best book I've ever bought on programming, and the second best book I bought for a class in uni, was https://dl.acm.org/doi/book/10.5555/1824214 it may be worth checking out on libgen and buy if it suits your needs.
Whenever I do low-level programming on the AVR architecture, I'll make a memory map. As in I'll map out where I'll put what. It may not be suitable for more complex programs, but it does the job for me. And it has enabled teamwork in assembly in the past.
If you want to work in a language that doesn't offer memory management, but manually mapping memory isn't feasible either, how about building your own memory management? Or perhaps use an RTOS? I've used freeRTOS before on various arm-based micros, and it does take a bit to get started, but after that it's easy sailing.
Sorry for the following tangent, all semi intelligent content in this comment is found above this line.
BTW I tried CoOS once, I wouldn't recommend it... OK it was 12 years ago, I can't remember exactly what was wrong other than the documentation was crap, but I don't need to remember why to hold a grudge.
Adobe promised that Lingo was the future of 'PC and internet gaming'
Luckily by the time I had to learn to write that garbage I already coded in several other languages. Made it easier, but somehow more painful. I'm pretty sure that shit was designed so that executives could look at the code and pretend they understood what was going on. At least with 'common terms' it eliminated the need for commenting out most of the time. One line of code would take a paragraph of text lol.
Your game will actually likely be more efficient if written in C. The gcc compiler has become ridiculously optimized and probably knows more tricks than you do.
Especially these days. Current-gen x86 architecture has all kinds of insane optimizations and special instruction sets that the Pentium I never had (e.g. SSE). You really do need a higher-level compiler at your back to make the most of it these days. And even then, there are cases where you have to resort to inline ASM or processor-specific intrinsics to optimize to the level that Roller Coaster Tycoon is/was. (original system specs)
I might be wrong, but doesn't SSE require you to explicitly use it in C/C++? Laying out your data as arrays and specifically calling the SIMD operations on them?
I love Roller Coaster Tycoon.
It's absolutely crazy how he managed to write a game in a way many wouldn't even attempt even in those days, but it's not just a technical feat, it's a creative masterpiece that's still an absolute blast to play.
It still blows my mind how smoothly it gives the illusion of 3D and physics, yet it can run on almost anything.
OpenRCT brings a lot of quality of life and is often the recommended way to play today, but the original RCT will always deserve a spot on any "Best Games of All Time" list.
It was really easy to crash an Apple II game and get into the assembler. And my goodness am I glad I didn't destroy my computer as a kid randomly typing things in to see what would happen.
Remember old Apple, had to use them when learning to program, there were 2 types, one with the OS on a diskette, one with a small hard drive, and they randomly showed a large bomb in the middle of the screen and you had to reload the OS. Probably the compuler that broke everything.
I was really into D, but I gave up on it because it seemed kind of dead. It's often not mentioned in long lists of languages (i.e. I think Stack Overflow's report did not mention it), and I think I remember once looking at a list of projects that used D and most of them were dead. I think I also remember once seeing a list of companies that used D, and when I looked up one of them I found out it didn't exist anymore 😐️
I tried decades ago. Grew up learning BASIC and then C, how hard could it be? For a 12 year old with no formal teacher and only books to go off of, it turns out, very. I've learned a lot of coding languages on my own since, but I still can't make heads or tales of assembly.
Assembly requires a knowledge of the cpu architecture pipeline and memory storage addressing. Those concepts are generally abstracted away in modern languages
The game Roller Coaster Tycoon was famously hand written in raw CPU instructions (called assembly language). It’s only one step removed from writing literal ones and zeros. Normally computers are programmed using a human-friendly language which is then “compiled” into CPU instructions so that the humans don’t have to deal with the tedium and complication of writing CPU instructions.
To further emphasize this, I had an assembly course in university. During my first lab, the instructor told us to add a comment explaining what every line of assembly code did, because if we didn't, we would forget what we wrote.
I listened to his advice, but one day I was in a rush, so I didn't leave comments. I swear, I looked away from the computer for like 2 minutes, looked back, and had no idea what I wrote. I basically had to redo my work.
It is not that much better than reading 1s and 0s. In fact in that course, we spent a lot of time converting 1s and 0s (by hand) to assembly and back. Got pretty good at it, would never even think of writing a game. I would literally rather create my own compiler and programming language than write a game in assembly.
Don’t Want to be that Guy but you can actually use libraries in Assembly and probably want to, as otherwise you have no good way of interacting with the os.
I don't know exactly how much code reuse Sawyer had going back then, but if you've ever played Transport Tycoon (or more likely the open source version around today, OpenTTD) then you know that the interface and graphics are extremely similar. So it's not like he started from scratch each game with nothing but a hot spinning disc and a magnetized needle.
But yeah, the main reason to put up with all the modern framework bloat is the ever-ephemeral promise of being able to write your thing once and have it ported to run anywhere with minimal to no further effort.