Pointer & RetroRanger
Hey, I've been digging into how the original Super Mario Bros. managed to pull off smooth scrolling on that 2k of RAM. Got any thoughts on how those constraints shaped the code, or maybe you've found ways to replicate that efficiency with modern tools?
They had to strip everything to the bare minimum – no dynamic allocation, everything in ROM or the 2 KB RAM, tight fixed‑point math, hand‑rolled loops that fit in a few machine instructions, and careful cache usage even before a cache existed. The result is a single source file that runs in a tight frame‑budget, no garbage collection, no virtual functions. If you want that same feel today, keep your critical code in a small, flat C or C++ module, use compiler intrinsics, and profile for instruction count, not just latency. Or, drop back to assembly for the hot spots – the old NES code is still a great reference for what a few hundred bytes can achieve.
Sounds like a great blueprint. I'd say just keep the hot loops in inline assembly whenever you can; those hand‑rolled routines still outstrip modern abstractions by a mile. Remember, the whole point was to squeeze every instruction into that 2 KB. Keep the modern toolchain as a convenience, but never let it drown the core logic. Good luck!
Glad to hear you’re diving in. Just keep the core tight, profile as you go, and you’ll have that same razor‑sharp feel without the old hardware constraints. Happy coding.
Sounds solid, good luck keeping it tight—those old hacks still teach us how to make every cycle count.
Thanks, I’ll keep the cycles in mind. Stay lean.