I worked on port of a Konami game from PSX to PC, that was 1999-2000 - the code (C) had lots of …
I worked on port of a Konami game from PSX to PC, that was 1999-2000 - the code (C) had lots of #ifdefs like where inline assembly was placed, and the original "C" code was kept. It seemed all done by one specific programmer, and what really saved us (in porting) the game was the originallly kept "C" code. My mips knowledge was never as good as x86. So yes, it was the norm back then. My second job (1998), was working on a team that was going to do some software for Intel for the upcoming back then Katmai processor (Pentium I was it). It had all the new fancy SIMD instructions. The software was supposed to be something like media composer - you slap images, rotate them, etc all in realtime using software rendering (GPUs were still relatively expensive). I wrote a bilinear and bicubic texture mapper with marching squares for transparent areas. It was all in assembly, and I spent lots of time optimizing it. …
Original discussionOriginal Age of Empires 2 dev talks about its usage of assembly code107 source comments · at import