![]() ![]() ![]() The NES and SNES were pretty strictly an ASM-affair (macro assemblers were about as good as it got). ![]() If you work in small, embedded systems, you still work in the old ways - if you've ever played with a PIC or AVR microcontroller (or indeed, any other microcontroller) then you've already done this style of programming. This is exactly the way that, really, all processors/computers work - its just that the operating system hides all that from us today, and takes care of these low-level details for us. ![]() Basically each piece of hardware had its own area of memory, and in that memory was a table describing how the hardware was to act or what data is was to act upon - so you'd manipulate those tables to get the desired graphics or sound effect. You were on the bare metal, as they say, instead of calling a library function to draw a sprite, you'd write to a special area of memory that the GPU would look in to find out about each sprite it was supposed to draw. What the old consoles had, if anything at all, resembled more of a BIOS than anything else. It wasn't all that different than nowadays really, except that a lot less was done for you - for example, there wasn't anything like an OS to speak of, in the way that an Xbox/360, Gamecube/Wii or PS2/3 have an OS. ![]()
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