aboutsummaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorMiquel Sabaté Solà <mikisabate@gmail.com>2025-02-10 10:06:42 +0100
committerMiquel Sabaté Solà <mikisabate@gmail.com>2025-02-10 10:06:42 +0100
commit5b31af58be0e9a94950eb025e6b31f77eb8c394a (patch)
tree3e509c983fc17c0f946d78c01bf2e26b081b01ff
parent2050d4605a55d72bf4ccd6b61e70bce7830a2752 (diff)
downloadstyle.nes-5b31af58be0e9a94950eb025e6b31f77eb8c394a.tar.gz
style.nes-5b31af58be0e9a94950eb025e6b31f77eb8c394a.zip
Tune down my comments on non-assembly
Signed-off-by: Miquel Sabaté Solà <mikisabate@gmail.com>
-rw-r--r--README.md4
1 files changed, 3 insertions, 1 deletions
diff --git a/README.md b/README.md
index e17ac1f..d60f67f 100644
--- a/README.md
+++ b/README.md
@@ -34,7 +34,9 @@ performance critical bits in assembly and leave the business code in C so it's
easier to understand or debug. That certainly is a possibility, but in the end
the mixing of both languages can go wrong in different and hidden ways, makes
building and linking more complex, and, in my humble opinion, for not too much
-to gain. Hence, just stick with assembly and you should be fine.
+to gain. Or at least that's how I feel, and programming in C might just be fine
+for some people, but I prefer doing everything in assembly on NES/Famicom
+development.
That's why for the rest of this guide we will be talking about assembly and
never about C or any other languages.