Re: Introduction & Question

From: Neil Bradley <nb_at_synthcom.com>
Date: Mon May 21 2012 - 02:55:01 EDT

> Oh man, I'd love to see the source for that! I always regarded marble
> madness pretty highly back when I had it on NES. It always felt so much more
> high-tech and polished than other games. Stuff had shadows (fake ones, but
> they looked real to me back then!) and the ball felt like it moved pretty
> realistically.

Well, yes, I have Marble Madness, but as you can probably guess, I'm under
NDA and can't give out the source. It's also missing the "OS" part (more
of a BIOS/set of functions than an actual OS - linked with the code) so it
really wouldn't do a lot of good without a LOT of work. And no 6502 code,
either.

What I can tell you about it is that it looks like
straightforward/competent C. Odd that most everything is one module per
function which I haven't seen done in practice in a long time. It has some
pretty cool routines for dealing with collision as well. It's like a lot
of C of that era.

I dunno. Seeing all these games in practice, I've always envisioned that
the code for them is somehow this magical holy grail where I'd read it and
inherit the power of the gaming gods. While there definitely are some
interesting tricks, it's all fairly straightforward code and not as
spectacular as you might think.

-->Neil

----------------------------------------------------------------------------
C. Neil Bradley - Excessive process falsely elevates the incapable and ties
                   the hands of the exceptional.
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Received on Mon May 21 02:55:16 2012

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