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| author | Miquel Sabaté Solà <mikisabate@gmail.com> | 2025-02-10 10:13:04 +0100 |
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| committer | Miquel Sabaté Solà <mikisabate@gmail.com> | 2025-02-10 10:13:04 +0100 |
| commit | f02b1cba329b65763c27d1d9ccf80dfff805c2f1 (patch) | |
| tree | dbd80e93e7f2ccbb5b611bfe82c9ab5c1a594372 | |
| parent | 5b31af58be0e9a94950eb025e6b31f77eb8c394a (diff) | |
| download | style.nes-f02b1cba329b65763c27d1d9ccf80dfff805c2f1.tar.gz style.nes-f02b1cba329b65763c27d1d9ccf80dfff805c2f1.zip | |
Add a note on debugging
Signed-off-by: Miquel Sabaté Solà <mikisabate@gmail.com>
| -rw-r--r-- | README.md | 8 |
1 files changed, 4 insertions, 4 deletions
@@ -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. |
