upvote
Programming in assembly isn't really "hard" it mostly takes lots of discipline. Consistency and patterns are key. The language also provides very little implicit documentation, so always document which arguments are passed how and where, what registers are caller and callee saved. Of course it is also very tedious.

Now writing very optimized assembly is very hard. Because you need to break your consistency and conventions to squeeze out all the possible performance. The larger "kernel" you optimize the more pattern breaking code you need to keep in your head at a time.

reply
Macros. Lots of macros.
reply
Yup. I've done a bit of assembly and it's really only a little harder than doing C. You simply have to get familiar with your assembler and the offered macros. Heck, I might even say that it's simpler than basic.
reply
And presumably generous use of code comments
reply
Back then a lot of people started with assembly because that was the only way to make games quick enough. Throughout the years they accumulated tons of experience and routines and tools.

Not saying that it was not a huge feat, but it’s definitely a lot harder to start from scratch nowadays, even for the same platform.

reply
>I didn't know there was a fork and I'm excited to look into it

OpenRCT2 isn't a fork, it's like OpenTTD, a recreation.

Go look at GDC's Classic Game Postmortems. They have tens of videos of the people who built famous games from the 80s and 90s who often go into technical details of how they do it. For example, Robotron goes into how the code works.

It's remarkably familiar. They basically built object oriented programming and classes using convention only. You treat every actor you want to work with as a chunk of memory with standard layout that includes pointers for behavior and slots for state, and you just try really hard to only operate on the right "Types" at the right places. From there you have your standard game loop of "Get input, update all Actors, render, loop"

The Pitfall postmortem is wonderful. The Atari 2600 had roughly zero RAM to work with, and barely any cartridge space to hold your game. To make their large, somewhat open world, they made each screen built off just a few parameters, and created a bidirectional psuedorandomish function that would generate the parameters on a cycle, giving you a connected map space!

reply