Page 2 of 4 FirstFirst 1234 LastLast
Results 11 to 20 of 32

Thread: Hardest port?

                  
   
  1. #11
    DCEmu Coder zx-81's Avatar
    Join Date
    Mar 2006
    Location
    France
    Age
    54
    Posts
    1,805
    Rep Power
    86

    Default

    Quote Originally Posted by Shadowblind
    Hey Zx-

    Have you ever been asked ny Sony to make games for them?
    lol ... Emulator porting is very simple compared to develop a commercial game.

    In the first case it take fews days, on the second case it takes several years with a big coder staff
    here is my blog !

    Quote Originally Posted by Shadoks rule
    The more you fail, the more you have a chance that it will work in the end.

  2. #12

    Default

    Yeah, take a look at one of zx-81's emulators, theres probably anywhere between 5-15 thousand lines of code.
    Then maybe look at doom 3 for example, there's a lot more there ... And there's a lot more complicated commercial games out now a days.

  3. #13
    GP2X Coder/Moderator
    Join Date
    Jan 2006
    Posts
    1,678
    Rep Power
    87

    Default

    Commercial games can hit the million mark easily. 5000 LOC is nothing in comparision.

  4. #14

  5. #15
    DCEmu Legend ACID's Avatar
    Join Date
    Feb 2006
    Location
    6 Feet Under
    Posts
    2,348
    Rep Power
    87

    Default

    Still ZX will be working for one of them. Thats if they whant a great coder

  6. #16
    GP2X Coder/Moderator
    Join Date
    Jan 2006
    Posts
    1,678
    Rep Power
    87

    Default

    Cant comment on Mario Brothers but I have seen the decompiled Metroid ASM code (AFAIK, from the SNES and before, console games were done in ASM) is 9291 lines including comments and whitespace (which TBH is a hell of a lot in ASM).

    http://mdb.classicgaming.gamespy.com/m1/m1source.txt

  7. #17

    Default

    Hmm, heres another quesion.

    What was your easiest emulator?

  8. #18
    DCEmu Coder zx-81's Avatar
    Join Date
    Mar 2006
    Location
    France
    Age
    54
    Posts
    1,805
    Rep Power
    86

    Default

    The easiest was may be pspcolem, the coleco vision emulator ...
    here is my blog !

    Quote Originally Posted by Shadoks rule
    The more you fail, the more you have a chance that it will work in the end.

  9. #19
    Dream Coder
    Join Date
    Apr 2004
    Location
    Miami, FL
    Age
    38
    Posts
    4,675
    Rep Power
    50

    Default

    Quote Originally Posted by yaustar
    Cant comment on Mario Brothers but I have seen the decompiled Metroid ASM code (AFAIK, from the SNES and before, console games were done in ASM) is 9291 lines including comments and whitespace (which TBH is a hell of a lot in ASM).

    http://mdb.classicgaming.gamespy.com/m1/m1source.txt
    That's a common misconception. There were multiple cross platform development kits for the SNES and Genesis. We also know that many development houses had C compilers when coding for the NES, and though I'm sure much of the code ended up being just logic code that surrounded the asm hardware interaction code, there is some sort of misconception that there is no such thing as C for older systems, which is just untrue. Hell, you could probably write in C for the atari 2600, of course, you wouldn't be able to do much. The point is that there is no need for game logic code to be written in assembly, although hardware interaction code should be (and is basically in any system anyways, at the lowest level).

    Anyways, I think the largest project I've worked on had hundreds of thousands of lines (MAME =P) and the smallest, which is one I wrote from scratch, that is actual emulation is under a thousand lines when you don't include linked libraries, or the CPU emulation (which uses compiled gotos and macros, so there isn't a good way to qualify the number of lines of code, maybe pass it to a preprocessor?).
    If anyone is looking to buy, sell, trade games and support a developer directly at the same time, consider joining Goozex. Enjoy!

  10. #20
    GP2X Coder/Moderator
    Join Date
    Jan 2006
    Posts
    1,678
    Rep Power
    87

    Default

    Interesting... Its just that I haven't seen or heard of any cross compilers for the SNES and below homebrew or otherwise hence the misconception.

Page 2 of 4 FirstFirst 1234 LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •