11 April 2017, 14:05 | #1 |
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games - coding related question
Hello!
I was always wondering which programming language the coders were using to create games for the amiga computer or atari st? Thank you in advance George |
11 April 2017, 14:33 | #2 |
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Mostly ASM, and then a number in Blitz Basic or AMOS, with a few using C. On the atari it would be similar I suspect, but Blitz wasn't available and AMOS was called STOS.
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11 April 2017, 15:38 | #3 |
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Thanks Deadalus! I was always wondering how the coders actually master asm. It is a very difficult language in my opinion.
Skidmarks was written in Blitz Basic or i am wrong? |
11 April 2017, 15:41 | #4 |
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11 April 2017, 15:44 | #5 |
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68K Assembly presents the best results for the Amiga. However, it's a crypto (dead) code language and it's not as user-friendly as some more modern ones, hence why it seems to be hard for people to pick up, learn and use.
And yes, Skidmarks - in all of its glory - was written in Blitz Basic. EDIT: typos fixed Last edited by PortuguesePilot; 11 April 2017 at 17:02. Reason: Typos fixed |
11 April 2017, 16:54 | #6 |
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Most used for games are ASM and C, many being a mixture of both. Amos+Blitz are rare for commercial games. Stos is even less common.
Quite a lot of games, especially (but not only) point'n'click, use their own language (f.e. scumm). ASM isn't as hard as most people think. For me it's just a different state of mind - and it helps if you have the right tools. But what's sure is that it gives the best results. |
11 April 2017, 17:46 | #7 |
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Thank you guys for your replies. If anybody has a book to suggest for a beginner please let me know.
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11 April 2017, 23:47 | #8 |
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If you don't have any programming experience, then assembly language is an absolutely terrible language to start with.
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11 April 2017, 23:55 | #9 |
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12 April 2017, 08:41 | #10 |
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This isn't necessarily contradictory : ASM isn't a good choice for pure beginners, but once you're started it becomes more and more the right tool (as the further you go, the more frustrating the other languages become).
That said, some "high level" languages probably aren't good for starters. The best school is old 8-bit basic -> old 8-bit asm -> 68k asm. |
12 April 2017, 10:48 | #11 |
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I don't really know of a book that covers game development in various languages, but there are plenty for individual languages. Several old books cover Amiga-specific ASM such as "Mastering Amiga Assembler", as well as general 68000 books and resources including the Motorola reference manual, though you're probably better off looking for something Amiga-specific.
I personally like "Complete Amiga C" for C programming, it covers the basics and some useful Amiga-specific stuff. Blitz has a decent manual and built-in help system, but I don't know of any other books. AMOS has a couple of books from memory, there's a Game Maker one in particular that crops up from time to time second hand, and also has a decent manual. Yeah, Blitz and AMOS commercial games were rare, but there are a few key examples that will show you the type of thing they're well suited to. Blitz, for example, was used for Skidmarks as mentioned, but also Worms, Foundation and Gloom (though I would expect Gloom had a hefty amount of ASM involved for its core routines). Anything with a lot of fast action will almost certainly be ASM as nothing else can extract that sort of performance from the hardware. |
12 April 2017, 10:50 | #12 | |
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You seem to be an exception as well. I've found some higher level language to be very nice to work in. |
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12 April 2017, 11:16 | #13 |
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High level languages are what they are -- high level. This means that, as long as the tools you need are there, they're ok, but whenever the tools are not present then they start to suck badly. In addition they do a lot of things by themselves, and this "by themselves" often turns into "in your back". Not to mention they may contain bugs or design mistakes, which may make you end up spending more time fighting against the development environment than for actual coding...
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12 April 2017, 14:41 | #14 |
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It really depends.
It depends on what you're trying to achieve, on which platform etc. I can hardly imagine that someone wants to write an internet browser in 100% pure assembler. Development environments, frameworks etc. have their right to exist. Even writing games on todays standard PCs is something very much related to using libraries or frameworks (doing 3D without using OpenGL or DirectX, really?) I started in Assembler in '88 because my group back then needed a coder and I was the one already hacking around in Seka. Later on I did some Modula-2 (because I liked the syntax of Pascal). Of course I did some C on Amiga but It never got me hat much. On the Amiga I always went back to Assembler. But this was always related to what I was coding (mostly small tools and games, demos). On work I do C and Python on project I hardy can imagine doing in Assembler (or even parts of it). Additionally I rely heavily on frameworks because I do not want to write my very own HTTP-library. Please do not get me wrong, I am not a friend of things like "eclipsed Java" also. If someone is not able to program f.ex. Java without the support of hints everywhere there is something wrong. Sometimes it strikes me by comparing Assembler with high-level languages. By learning Assembler on 8-bit or 16-bit platforms you're almost always faced with the concepts of the hardware (f.ex. graphic or sound). Learning Assembler mnemnonics is one but understanding f.ex. how blit-terms work is something for its own. There is so much more to know before you finally see you're 'hello world' example on a vanilla 230x256x5 screen (without using the OS). Of course one can compare Assembler and HL languages but you always miss the point. |
12 April 2017, 15:00 | #15 | |||
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Indeed. Would probably be madness. Actually, is it even practically possible? Quote:
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12 April 2017, 15:22 | #16 | |||||||
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Writing asm isn't necessarily banging the hardware ! Quote:
Argh ! No. Sorry, but i strongly disagree here. I can't even think about just a single small utility that would be easier to write in C. |
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12 April 2017, 15:30 | #17 |
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68k assembly language is terrific - it's easily the nicest, most programmer-friendly architecture I've encountered.
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12 April 2017, 15:43 | #18 | ||||||
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12 April 2017, 15:52 | #19 | |
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Wasn't it designed with the programmer in mind? |
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12 April 2017, 16:35 | #20 | |||||
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The point is precisely that it does not make any difference in which language it is written.
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But there is nothing other languages can do, that ASM can't. Quote:
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