this post was submitted on 17 Oct 2024
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[–] sushibowl@feddit.nl 47 points 17 hours ago (3 children)

Fun quote from an interview with Chris Sawyer:

Latterly the machine code came back to haunt us when the decision was made to re-launch the original game on mobile platforms as RollerCoaster Tycoon Classic a few years ago, and it took several years and a small team of programmers to re-write the entire game in C++. It actually took a lot longer to re-write the game in C++ than it took me to write the original machine code version 20 years earlier.

[–] CrazyLikeGollum@lemmy.world 5 points 11 hours ago* (last edited 11 hours ago) (1 children)

Is there not a way to take assembly and automatically translate it to some higher level language?

Edit: Post-post thought: I guess that would basically be one step removed from decompilation which, as I understand it, is a tedious and still fairly manual process.

[–] sushibowl@feddit.nl 6 points 10 hours ago (1 children)

Your thought is correct. The basic problem is that higher level languages contain a lot of additional information that is lost in the compilation process.

[–] Saleh@feddit.org 1 points 4 hours ago

But do we need this information then? E.g. shouldn't it be possible to just write what the assembler is doing as a c++ code?

E.g. high level languages also support stuff like bitwise operators and so on.

[–] Klear@lemmy.world 7 points 15 hours ago (1 children)

Well worth it. The mobile version is amazing, that is to say, almost exactly the same as the original.

[–] meliaesc@lemmy.world 4 points 12 hours ago

I guess i just found out there's a mobile version.

[–] mynameisigglepiggle@lemmy.world 13 points 17 hours ago (2 children)
[–] Cethin@lemmy.zip 11 points 13 hours ago

It's probably not because it's sucks. It's because they're trying to perfectly replicate an existing target. They have to read the assembly, digest it, then create the identical solution in C++. If they were just creating a new game, it likely would be much faster.

[–] BigDanishGuy@sh.itjust.works 5 points 14 hours ago* (last edited 6 hours ago) (1 children)

#include <iostream> // because writing to the console is not included by default.
int main()
{
std::cout << "C++ is simple and fun ... you cretin\n";
return 0;
}

I had a machine language course in uni, parallel with a C++ course. Not a fun semester to be my wife, or a relative of any of my classmates. Best case our brains were in C++ mode, worst case you needed an assembler to understand us.

And yes I know my code format will piss people off, I don't care, it's the way I write when other less informed people don't force me to conform to their BS "Teh oPeNiNg bracket shouwd bwee on teh sam line ass teh declawation"

Edit: added a \n for the sake of pedantry :)

[–] raspberriesareyummy@lemmy.world 3 points 10 hours ago (1 children)
  std::cout << "C++ is simple and fun ... you cretin" <<std::endl;

You dropped something.

[–] BigDanishGuy@sh.itjust.works 4 points 6 hours ago (1 children)

Well ackshually <<std::endl is not the preferred way to do it according to the C++ Core Guidelines https://isocpp.github.io/CppCoreGuidelines/CppCoreGuidelines#Rio-endl

So to be a good little lemming I've added a \n, but I refuse to flush!

[–] raspberriesareyummy@lemmy.world 1 points 3 hours ago

Interesting... today I learned. But since I only ever use std::cout in my debugging code (i.e. DURING debugging) or for status outputs of the application (for small apps), and for everything else I use my own logging framework that uses printf & syslog udp messages... luckily nothing I need to refactor :D