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[-] HugeNerd@lemmy.ca 21 points 23 hours ago

Have you seen the insane complexity of modern CPUs? Ain't no one hand coding that like a 6502 in 1985.

[-] musubibreakfast@lemmy.world 9 points 23 hours ago

I wonder if there's anyone alive right now who would be capable of such a task.

[-] Blackmist@feddit.uk 8 points 22 hours ago

If the hardware was fixed, I don't see why not.

Might not be as fast as the optimisations compilers do these days though.

If you have to support thousands of types of GPU and CPU and everything else, then fuck no.

[-] skuzz@discuss.tchncs.de 3 points 22 hours ago

Even if one did, say using x86, it would still just be interpreted by the CPU into the CPU's native opcodes, as the legacy instruction sets are interpreted/translated.

[-] BigDanishGuy@sh.itjust.works 2 points 21 hours ago

as the legacy instruction sets are interpreted/translated.

Wth? That's it, I'm sticking to the AVR then

[-] MonkderVierte@lemmy.zip 37 points 1 day ago
[-] lessthanluigi@lemmy.sdf.org 10 points 1 day ago

Best way to play till this day

[-] FromPieces@lemmygrad.ml 6 points 23 hours ago

Holy fucking shit this is the best motherfucking news this year

[-] FromPieces@lemmygrad.ml 2 points 21 hours ago

Wait, it looks like the only way to install OpenRC2 is to have already installed RC2?

Installing on my Linux machine:

OpenRC2 needs files from the original RollerCoaster Tycoon 2 or RollerCoaster Classic in order to work. Please select the directory where you installed RollerCoaster Tycoon 2 or RollerCoaster Classic. (I haven't learned anything about how to live in the Linux environment, I barely use this machine)

[-] MonkderVierte@lemmy.zip 1 points 5 hours ago

Yeah, it uses the original assets. Similiar to OpenRA for ... multiple games.

[-] lessthanluigi@lemmy.sdf.org 3 points 21 hours ago

You just need the main game files. If you want to be legal, you can just buy RCT2 off of gog, and then just use wine to "install" the game, of which, you just copy the installed files into OpenRCT2. RCT1 is not needed, but adds more to the game.

[-] FromPieces@lemmygrad.ml 2 points 21 hours ago

I guess I'll have to find a friend I can borrow from, does piratebay still have old PC games?

[-] lessthanluigi@lemmy.sdf.org 2 points 20 hours ago* (last edited 20 hours ago)

The internet archive probably has a copy. That's the way I usually go with old PC games.

I did find a site called gog-games.to , but I have never used the site, so be careful.

EDIT: ripped.guide is a great website to find piratable stuff. Just make sure you use a VPN when doing this stuff (besides the Internet Archive, ofc)

[-] frezik@lemmy.blahaj.zone 208 points 1 day ago

Rollercoaster Tycoon was the last of an era, not a sudden burst of genius.

Before Doom (1993), almost all games were assembly. Doom was a shock to the industry. You could now write a high performance, multiplatform, sophisticated game in a compiled language (C). When I say multiplatform, I don't just mean how it was ported to everything later. It was developed on NextStations first. DOS was the first port. So it proved all of the above immediately on release.

We take for granted that C is performant now, but that wasn't obvious until optimizing compilers got good and someone tried.

Rollercoaster Tycoon (1999) is the last notable title that used ASM. It's impressive in many ways, but it wasn't as much of a standout as it seems now. Six years earlier to its release, that was just how games were done.

It's notable that the only port of Rollercoaster Tycoon was the original Xbox, which was also x86. Nobody wants to rewrite it for anything else.

[-] NocturnalMorning@lemmy.world 51 points 1 day ago

You couldn't pay me to write a game in C today. Our expectations of what games have to be are sky high today. You cant get away with the productivity lost writing in c, maybe c++ since its supported by a number of engines. But, im personally not aware of a single engine that uses C. I tried my hand at writing a game without an engine, and it was a hot mess. Writing low level code to make a button with text, no thanks...been there done that, in my game, you could bump into trees and get stuck...not very fun in my opinion, and thats after a few months of writing code.

[-] four@lemmy.zip 17 points 1 day ago

Animal Well was written in C without an engine and it was a decent hit (for an indie). Although that's definitely an exception, perhaps very similar to the RollerCoaster Tycoon example

[-] Jumuta@sh.itjust.works 6 points 1 day ago

Wikipedia says cpp

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[-] Blue_Morpho@lemmy.world 34 points 1 day ago

Before Doom (1993), almost all games were assembly.

Carmack wrote Wolfenstein 3d in C. Star Control and Dune 2 were C.

[-] Rai@lemmy.dbzer0.com 13 points 1 day ago
[-] Blue_Morpho@lemmy.world 2 points 20 hours ago* (last edited 19 hours ago)

I used those as examples but I claim that most everything was C by the early 90's. The statement that C compilers got fast which allowed it isn't true. When a new compiler came out it was always a couple of percentage points faster than the old version. Meanwhile hardware was doubling in performance every two years.

C compilers didn't need much optimization because there wasn't much performance that could be optimized into code on the simple CPUs of 1992 when Doom was being written. CPU's weren't the superscalar multi core monsters they are today. A compiler couldn't take advantage of reordering instructions to use multiple adders because there was only one.

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[-] jqubed@lemmy.world 12 points 1 day ago

Eventually it sort-of got a rewrite to create RollerCoaster Tycoon Classic, initially for iOS and Android, later for Windows, macOS, and Nintendo Switch. It largely is a rewrite of RollerCoaster Tycoon 2, with the goal of bringing the game to more modern platforms, and the save files for parks and rides are compatible. In this interview with Atari Club, Sawyer says the rewrite was in C++ but even with a team of people still took longer to write in C++ than it took him to write the original in x86 assembly.

If anyone previously paid attention to RCT Classic, it’s been seeing some development work again and is working on Android again. They also made RCT Classic+ on Apple Arcade (basically just the game and all the expansions included) and also updated the regular versions of RCT Classic so they run correctly again (RCT Classic stopped working on macOS when Apple dropped support for 32-bit applications and Atari didn’t release a recompiled game until recently).

[-] sp3ctr4l@lemmy.dbzer0.com 23 points 1 day ago

Just to throw on more factoids:

Wasn't Gabe Newell either the first, or among the first, to port Doom to Win 95?

[-] ChicoSuave@lemmy.world 41 points 1 day ago

He was an analyst at Microsoft who was tasked with finding out how many computers ran Windows to determine market share. Part of the question involved asking what other software was installed and the only software used more than Windows was Doom. This made GabeN realize the market potential of games and he left Microsoft shortly afterward.

[-] sp3ctr4l@lemmy.dbzer0.com 19 points 1 day ago* (last edited 1 day ago)

See, I've heard that story, that he basically ran ... well, arguably, a worm that did network analysis on what was installed on every computer in the MSFT internal network, realized more people had DOOM installed... than Windows...

... and I have also heard that he actually ported DOOM to... either MS DOS, or Win95... ?

I genuienly do not know which is true, if they're all true, if they're all false... I can't remember the source for each of these, but I know I've heard or read all these semi-close variants from somewhere, over the years.

[-] jqubed@lemmy.world 14 points 1 day ago

Just saw this article recently. Gabe was part of a team trying to convince developers that they would be better off writing their games with more abstracted code/libraries instead of writing their own interfaces (some of which were written by people convinced they were being really efficient but were actually terrible). One thing they did to prove their point was going to id and offering to have Microsoft port Doom to Windows for free. But the experience and seeing the success id was having distributing their own game led Gabe to launch Valve.

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[-] Klear@lemmy.world 23 points 1 day ago

Hello everyone and welcome to another video.

[-] NeatNit@discuss.tchncs.de 16 points 1 day ago

The YouTube algorithm works in mysterious ways.

Because I'm nice, to anyone who doesn't get the reference: https://www.youtube.com/@MarcelVos

[-] humanspiral@lemmy.ca 46 points 1 day ago* (last edited 1 day ago)

is there a NPM package for assembly? I need to keep access to right pad my strings package.

[-] Mobile@leminal.space 57 points 1 day ago
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[-] Kyrgizion@lemmy.world 42 points 1 day ago

Dude got millions for it. Well deserved imho.

[-] SubArcticTundra@lemmy.ml 38 points 1 day ago* (last edited 1 day ago)

And most startlingly: no git

Edit: y'all're right, version control is for wimps. What's life without some adrenaline?

[-] PhobosAnomaly@feddit.uk 47 points 1 day ago* (last edited 1 day ago)

Who needs git when you have a B: drive and a Save As command for tycoon43.asm

Version control? You mean this?

[-] potoo22@programming.dev 12 points 1 day ago* (last edited 1 day ago)
./src
./src_1998_11_05_added_people_swimming
./src_1998_11_06_added_death_mechanics
./src_1998_11_06_0_removed_swimming_lol
[-] qjkxbmwvz@startrek.website 10 points 1 day ago

Did the developer use any version control though? SCCS has been around since the early 70s, RCS and CVS since the 80s. The tools definitely existed.

Also, it was a single dev, which makes SCM significantly simpler!

[-] bandwidthcrisis@lemmy.world 7 points 1 day ago

In my experience (some games in z80 and 68000 in the early 90s), version control wasn't considered until mid-90s sometime, and at first wasn't trusted. There were network backups, but I don't know if they had revisions.

Merging seemed like it couldn't possibly work well, so we would try to have separate ownership of different files. Although there would be only a handful of programmers on a team, so that was easy.

Prior to that, backup and versioning was manually handing a floppy or two to someone each week.

[-] yucandu@lemmy.world 19 points 1 day ago

Epic Pinball was another game that I recall was written in assembly. When your old 286 struggled to run games at a decent framerate, Epic Pinball would run in a smooth 75fps or whatever you set your CRT monitor to.

[-] ZILtoid1991@lemmy.world 12 points 1 day ago

Epic Pinball, if I recall correctly, also used some ModeX trickery, meaning it had most of the pinball table in VRAM, and then modified the VGA framebuffer pointer for scrolling, then only moving as much data as it was needed (ball, flippers, etc)

[-] jwt@programming.dev 19 points 1 day ago

"Try writing it it in assembly"

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[-] henfredemars@infosec.pub 24 points 1 day ago

This looks like a screenshot in the background of the C++ OpenRCT version because the resolution is too high and not supported by the original assembly release.

[-] Kazumara@discuss.tchncs.de 6 points 1 day ago* (last edited 1 day ago)

The original goes to 1024 x 786 and has different zoom levels. I've played most of the original parks this year and that does not see to be too high res to me. Give me a sec I'll take a screenshot of mine in a minute.

Edit here it is. It's the GOG version, which launches fullscreen, so the 1024 x 768 are stretched onto the center of my 1920 x 1080 screen.

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this post was submitted on 06 Aug 2025
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