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authorMiquel Sabaté Solà <mikisabate@gmail.com>2025-02-10 14:09:58 +0100
committerMiquel Sabaté Solà <mikisabate@gmail.com>2025-02-10 14:09:58 +0100
commit9c1dae2099f257d5b49601f27a80fe2559d21785 (patch)
treeca2b9a7790522388505b7f9319d22a474fed8920 /README.md
parent4ab02c0f132e7eb37108b101f1797dd6de2d316b (diff)
downloadstyle.nes-9c1dae2099f257d5b49601f27a80fe2559d21785.tar.gz
style.nes-9c1dae2099f257d5b49601f27a80fe2559d21785.zip
Remove the "easy to debug" when talking about C
Signed-off-by: Miquel Sabaté Solà <mikisabate@gmail.com>
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@@ -31,12 +31,12 @@ most learning resources are also given in assembly.
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, 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.
+easier to understand. That certainly is a possibility but in the end the mixing
+of both languages can go wrong in different and subtle ways, makes 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.