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Tekken DS Project (Recruiting Coders)

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Foxi4 Post #46 Posted 09 February 2012 - 04:08 PM

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View PostCoto, on 09 February 2012 - 04:02 PM, said:

View PostFoxi4, on 09 February 2012 - 03:43 PM, said:

You know what's more matcho?

"fopen that text file, fread it into this buffer and then printf that shit on the screen, right now. I ain't got time with your bullshit and I don't care how you do it - do it before the next VBlank because I said so - you're MY BITCH, remember that!"

C FTW.

By the way, C Virtual Machine? Who uses that? You crazy, this ain't Java lol. C is compiled into native code. ;)


And I guess how the compiled reuses C TO COMPILE C XD. It uses the arquitecture CPU ASM

FOPEN what, you just access that offset, split the data read into small buffers using a certain instruction, you REUSE the RAM you used last, and you can even use multiple CPU registers if available to improve performance

.DEF bitfive $00000005
.DEF thisone, R13
LDI thisone, bitfive
MOV thisone, bitfive

i'm just learning anyway

What I meant was that by using C you can pretty much forget about memory allocation issues because it's mostly done automatically and you don't have to be particularily bothered with them and focus on your main goal. ;)

For me it's the perfect middle-ground. It's low enough to allow hardware-specific manipulation but high enough not to be bothered by those when you don't have to.

Edited by Foxi4, 09 February 2012 - 04:09 PM.



Coto Post #47 Posted 09 February 2012 - 04:16 PM

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I friendly agree, the problem is, when you want to speak directly with hardware, you'll have to learn ASM anyway... im afraid. In fact, I though C is a great frontend when you want to show the user something, but weirdly when I started looking at
this

I needed to learn ASM at least to understand how circuitry AND computers interact. It's fun but give some headaches


aminemaster Post #48 Posted 09 February 2012 - 06:06 PM

    you read it anime didn't you '-.-


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are you doing this as a ds homebrew or as a pc game (currently) because if you think that starting doing it on pc will be helpful and can be ported, well i don't think so...


shadowmanwkp Post #49 Posted 10 February 2012 - 09:47 AM

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View Postaminemaster, on 09 February 2012 - 06:06 PM, said:

are you doing this as a ds homebrew or as a pc game (currently) because if you think that starting doing it on pc will be helpful and can be ported, well i don't think so...


Isn't this contradicting with the posts in this topic though? I mean, people are telling him to learn a PC programming language and then tackle the ds and now you're telling him not to do it this way. It's actually a good thing that he's going to make the game for the pc first, so that he has at least a bit of experience with making games. Heck, some people even port some parts of their code from pc to the ds to save time, some ds emulators have done this for example.


Foxi4 Post #50 Posted 10 February 2012 - 11:22 AM

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View Postshadowmanwkp, on 10 February 2012 - 09:47 AM, said:

View Postaminemaster, on 09 February 2012 - 06:06 PM, said:

are you doing this as a ds homebrew or as a pc game (currently) because if you think that starting doing it on pc will be helpful and can be ported, well i don't think so...


Isn't this contradicting with the posts in this topic though? I mean, people are telling him to learn a PC programming language and then tackle the ds and now you're telling him not to do it this way. It's actually a good thing that he's going to make the game for the pc first, so that he has at least a bit of experience with making games. Heck, some people even port some parts of their code from pc to the ds to save time, some ds emulators have done this for example.

C, C++ ans ASM are all languages that can be used on just about any platform. It's only a matter of which platform the compiler will compile the code for. Most homebrew is programmed in C/C++ due to its simplicity, Firmwares for flashcarts are mostly programmed in ASM due to superior Hardware access it provides.

So yeah, I'm assuming he can just as well start from the DS.


iSubaru Post #51 Posted 12 February 2012 - 01:09 AM

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Quote

That was not your point. Your point was "It's more limited" wheras the only limit you proved is the laziness of the creators. If a project is cancelled then it's cancelled, but not due to hardware limitations, mister.
Moreover, there's quite a bit of titles that are Homebrewed on the DS and could easily rival commercial games.

...if it will go any futher I will start Pokemon-alike project...probably I will end up with giving up quickly but will count as one x3
Tough I agree there


manuel1984 - well...ok maybe that statement will be ok
RPG Maker > Game Maker
in a value of light years

Quote

C & ASM FTW! I don't know that much of ASM, but the language itself is quite fun (and scary when you just begun with it hehe)

Scary the monster but that monster can eat up a lot of unnecessary things and "convert" them to shorter and easier =3
Like they say in B&G Comic
"Yes I was a programmer...and a very damn good one!"
"It took me 5 hours to decipher Dr. Willy's programming!"
"and it was 60000 lines of BASIC!"
"I have converted them to 5000...in ASSEMBLER!!!"

Quote

I friendly agree, the problem is, when you want to speak directly with hardware, you'll have to learn ASM anyway...

Agreed without hestitation

Quote

C, C++ ans ASM are all languages that can be used on just about any platform. (...) So yeah, I'm assuming he can just as well start from the DS.


As long as "clean" C/C++ goes...







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