30 votes
Accepted

What was Nintendo's Software Development Environment for NES Games?

This website might help. A guy (Chris Covell) picked up a children's picture book in Japan which shows kids how NES games were made. (Mostly focussing on Super Mario Bros. 3) Chris actually scanned ...
Jordan M. Baron's user avatar
25 votes

What was Nintendo's Software Development Environment for NES Games?

I worked with one and it was a pain to use. It was a cartridge made of static ram; the computer would write the contents to the cartridge and you would manually reset the console. it was slow, the ...
Thomas's user avatar
  • 3,822
20 votes

Tool used to develop videogames with an Atari ST

I can only really answer from my own perspective, and I only wrote real code (other than simple BASIC programs) on an Atari over the last couple of years. IDE Used In terms of classic tools IDEs were ...
Matt Lacey's user avatar
  • 2,144
18 votes

What was Nintendo's Software Development Environment for NES Games?

So I've been doing a little more research on this and it appears that in the early days of the NES, Nintendo did not license a dev kit themselves. Developers were forced to hack away and make their ...
JAL's user avatar
  • 9,512
17 votes
Accepted

Has any major corporation ever successfully sued Microsoft for intellectual property theft?

Alcatel-Lucent won a lawsuit against MS in 2008 on a patent for audio file playback. That was later overruled by a higher court. Bristol Technology attacked MS for not revealing needed Windows ...
tofro's user avatar
  • 34.3k
16 votes

Has any major corporation ever successfully sued Microsoft for intellectual property theft?

Stac Electronics obtained a 1994 judgment against Microsoft for patent infringement, based on Microsoft's use of knowledge it had learnt from Stac's source code for Stacker, which it had obtained ...
Tommy's user avatar
  • 36.6k
16 votes

Tool used to develop videogames with an Atari ST

I used to program on the Atari about 20+ years ago, so I might be a bit rusty on the subject. Also I used to mainly write demo effects and music, so I wasn't working on core game development directly (...
gunnar's user avatar
  • 161
15 votes

Testing "8-bit readiness" with an emulator or pre-packaged kit

Ever thought about using an 8086? Wait, hear me out: The 8086 is exactly what your requirements seem to be: 8 Bit registers (and 8 bit bus in case of an 8088) 16 bit pointers 64 KiB address space ...
Raffzahn's user avatar
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14 votes
Accepted

How much memory did the PlayStation development kit have?

For the PlayStation 1, development was done on a development kit which fit inside a PC; this included two ISA cards, and had 8 MiB of RAM for the PlayStation CPU. Pre-production testing was done on ...
Stephen Kitt's user avatar
14 votes
Accepted

What kind of software was used to develop Nintendo 64 titles?

It used the same C compiler that shipped with the Indy workstation. See: Nintendo 64 Development Manual: C Compiler Suite It required a few flags not normally used when building C programs for the ...
George Phillips's user avatar
9 votes

How can I build Gameboy Development Kit 2.1.5 on a modern Unix/Mac platform?

Build it on a Linux VM of the era. The tools will probably expect command lines of GCC of the time, as well as libraries current at that time. I'd say something like Debian 2.0 or Redhat 7 (not RHEL!)...
fork2execve's user avatar
8 votes

Are there any public tools for the TMS34010?

I worked for a company that created a TMS34010 TIGA product in the before times. It was a pretty awful chip, all things considered. Very expensive, relative to competing products, made worse by ...
KJ Seefried's user avatar
  • 1,765
7 votes
Accepted

Testing "8-bit readiness" with an emulator or pre-packaged kit

Your computer needs input and output. You can provide this in a great number of ways, but emulating an entire screen is probably too much work. One of the simplest approaches is an asynchronous serial ...
Jacob Krall's user avatar
  • 2,309
7 votes
Accepted

How were arcade games developed?

The CPS-1 was actually based on the Sharp X68000 computer system. The X68000 was a powerful Japanese computer that had impressive graphics and sound. By basing the CPS-1 hardware on its capabilities ...
user's user avatar
  • 15.2k
5 votes

Tool used to develop videogames with an Atari ST

I used, and still have, the Laser C compiler for Atari ST. It is the later version of what was first branded as the Megamax C compiler. It was/is actually a pretty good C dev environment. It has quite ...
Dronz's user avatar
  • 181
5 votes

Testing "8-bit readiness" with an emulator or pre-packaged kit

I would definitely go for an emulated ZX Spectrum 48K because: There are tons of free emulators for it No need for injection of code You simply create and load *.tap file with your code into ...
Spektre's user avatar
  • 7,268
4 votes

Metrowerks Modula-2 Dev Environment on Mac/SE30 (68030)

Hi and welcome to Retrocomputing StackExchange. Two good archives for Classic Macintosh software, both of which include some Modula-2 dev environments for 68K Macintoshes like the SE/30. ...
Brian H's user avatar
  • 60.5k
4 votes

Tool used to develop videogames with an Atari ST

I very much enjoyed this blog post which discusses how to get started with 68k assembly and DevPac3. The learning curve with assembly is very steep, but it does offer you the best performance. If you ...
jamesfmackenzie's user avatar
4 votes

cbm prg studio for the Amstrad

The nearest I can think of — though still very far from CBM prg Studio's integration — is CPCtelera. It's mostly for C development, and the BASIC and debugging components that make prg Studio so ...
scruss's user avatar
  • 21.5k
4 votes

Tool used to develop videogames with an Atari ST

I used DevPac all along for assembler and GFABasic for the tools. I remember that the Omikron basic was very popular in Germany. A lot of people starting had hopes with STOS, but I never got into it.
Thomas's user avatar
  • 3,822
3 votes

Are there any public tools for the TMS34010?

The commercial ($100) cross assembler Cross-32 Meta-Assembler V4.0 by Data Sync Engineering claims to be able to do it: http://www.cdadapter.com/cross32.htm The assembler naken_asm by Michael Kohn is ...
justmedashv's user avatar
1 vote

Testing "8-bit readiness" with an emulator or pre-packaged kit

If you want to use a Z80 emulator under Linux I am currently looking at RunCPM for doing some hobby work in assembly where the plan is ending up with a Github Action (but that is another story!) The ...
Thorbjørn Ravn Andersen's user avatar
1 vote
Accepted

Tool used to develop videogames with an Atari ST

If you're familiar with BASIC, "STOS" is probably your best choice, but it has its limitations, unless you know a little regarding assembly, in which case you can combine the two. 100 % ...
Yann Ropers's user avatar
1 vote

How can I build Gameboy Development Kit 2.1.5 on a modern Unix/Mac platform?

I did a quick search for macOS versions of the Gameboy Development kit and I found this: https://github.com/x43x61x69/gbdk-osx it doesn't build on my Mac but it looks like the issue is just one of ...
JeremyP's user avatar
  • 11.6k

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