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In our codebase, we used inline asm twice; for 'pause' and 'rdtscp'. Even then we replaced that with intrinsics later. 'Regular applications' that use inline a
by secondcoming 5y ago
In our codebase, we used inline asm twice; for 'pause' and 'rdtscp'. Even then we replaced that with intrinsics later.
'Regular applications' that use inline asm should really be raising eyebrows.
- flohofwoe 5y agoSure, that's the case today, but in the 80's and early 90's it wasn't all that uncommon to write big applications completely in assembly code. With a proper macro assembler and IDE-like coding environment that wasn't as bad as it sounds today. The focus has just shifted away from assembly programming to high-level languages, and the tools moved along. At least reading assembly code is still important today though.
- ajsnigrutin 5y agoyep https://en.wikipedia.org/wiki/RollerCoaster_Tycoon_(video_game) https://en.wikipedia.org/wiki/RollerCoaster_Tycoon_(video_ga... > The game was developed in a small village near Dunblane over the course of two years.[2][5] Sawyer wrote 99% of the code for RollerCoaster Tycoon in x86 assembly language, with the remaining one percent written in C.[3]
- kingcharles 5y agoEven into the late 90s 2D PC games were being written with large chunks of assembler. 3D APIs killed that. I'm sure there were huge slabs of machine code in console games until the early 2000s, especially systems that needed a lot of specialized code to fully exploit them, e.g. PlayStation 2.