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Forums > C64 Coding > Assembler preferences.
2016-02-09 06:03
ChristopherJam

Registered: Aug 2004
Posts: 1409
Assembler preferences.

Two questions:
- what's everyone using these days?
- on large productions, do groups tend to enforce a single assembler for the entire project, or is the code base a bit heterogenous?

I'd like to keep this discussion purely focussed on assemblers; please leave code generators, loader toolchains etc for that other thread.


(as for me, I'm still using xa65 for most projects)
 
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2016-04-29 03:33
Conjuror

Registered: Aug 2004
Posts: 168
Everyone knows the real gains come from configuring the code that generates the code that codes the code.
2016-04-29 09:01
Dano

Registered: Jul 2004
Posts: 234
Doesn't it all boil down to "what gets you job done"?
In the end we all use what we are accommodated to.

Currently working with KickAssembler as it's nice to have the scripting inside the one file.

The disadvantage though is the step back in the end to write a code generator that builds the code like my scripted stuff in the end. But that's another story.. ;)
2016-04-29 09:31
chatGPZ

Registered: Dec 2001
Posts: 11386
or that suddenly your demo takes many minutes to assemble because of all the conversion voodoo in javascript....
2016-04-29 09:55
Burglar

Registered: Dec 2004
Posts: 1101
ah, that was to be expected, the groepaz crusade against kickass will never stop!

and really, *minutes* to compile? exaggeration is an art it seems ;)

Anyways, I currently use kickass, its probably not the best, but it's quite good and has lotsa features. It also helps that there are plenty macro's available on codebase.
2016-04-29 09:59
Conjuror

Registered: Aug 2004
Posts: 168
Welcome to Enterprise grade demos!
2016-04-29 10:17
Wisdom

Registered: Dec 2001
Posts: 90
Someone uses TASS for more than 20 years, and then needs to speed up trying out different ideas, and after each piece of code scripted and served its purpose, re-codes it with run-time code generation, not to mention that he has also been through several software projects in several companies, with several different environments, thus at least has an idea what is hammer and what is nail, yet one kid feels the need to state the obvious as usual.
2016-04-29 10:47
chatGPZ

Registered: Dec 2001
Posts: 11386
Quote:
and really, *minutes* to compile? exaggeration is an art it seems ;)

its not exaggerated at all. i am referring to building a whole demo there of course, which takes less than 30 seconds to build with proper tools.

and no, its not a crusade at all. everyone is of course allowed to be masochist :=)
2016-04-29 11:18
Burglar

Registered: Dec 2004
Posts: 1101
heh, but, I compile a complete game within 6 seconds and it heavily uses kickass and slow macros for image conversions.
Most time is spent in exomizer anyways...

(yes building is done in parallel on 8 ht-cores)
2016-04-29 11:55
chatGPZ

Registered: Dec 2001
Posts: 11386
the problem is mostly the startup time, i guess... if you have a monolithic build then it probably not very noticeable indeed
2016-04-29 12:11
Burglar

Registered: Dec 2004
Posts: 1101
just measured the startup time of kickass, it's about 0.100 sec on my system. 0.269 sec was used for compiling, exomizer then took 0.427 sec...

but yea, u know what they say: YMMV ;)
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