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.
lol ... Emulator porting is very simple compared to develop a commercial game.Originally Posted by Shadowblind
In the first case it take fews days, on the second case it takes several years with a big coder staff![]()
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.
Commercial games can hit the million mark easily. 5000 LOC is nothing in comparision.
I looked at a gamemaker game, and it even had about 5000 lines.
How many LOC(guessing that means lines of code) did the original Mario Bros have?
Miniviews:
Spoiler!
Still ZX will be working for one of them. Thats if they whant a great coder
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
Hmm, heres another quesion.
What was your easiest emulator?
The easiest was may be pspcolem, the coleco vision emulator ...
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).Originally Posted by yaustar
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?).
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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.
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