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authorMiquel Sabaté Solà <mikisabate@gmail.com>2025-02-10 10:13:04 +0100
committerMiquel Sabaté Solà <mikisabate@gmail.com>2025-02-10 10:13:04 +0100
commitf02b1cba329b65763c27d1d9ccf80dfff805c2f1 (patch)
treedbd80e93e7f2ccbb5b611bfe82c9ab5c1a594372
parent5b31af58be0e9a94950eb025e6b31f77eb8c394a (diff)
downloadstyle.nes-f02b1cba329b65763c27d1d9ccf80dfff805c2f1.tar.gz
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Add a note on debugging
Signed-off-by: Miquel Sabaté Solà <mikisabate@gmail.com>
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@@ -33,10 +33,10 @@ That being said, one good argument could be made that you could write the most
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. 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.
+building, linking and debugging more complex, and, in my humble opinion, for not
+too much 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.