According to the video, the can compile this C code back into asm and it doesn't differ from the original code.
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Prikaži ovu nitHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
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"Compiler optimizations are a crutch!" - Nintendo, apparently
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Yea it's an odd decision. Maybe the compiler's optimizer was buggy at the time?
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Optimizations are for noobs
Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
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Don’t know if related, but I remember that several 3DO PS2 games failed miserably if we ran GCC with -O3.
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-O2 and specially -O3 tend to break things if you do not completely respect the standard. E.g. if you ignore the C strict aliasing rules, things will usually work, but can break when you enable -O3.
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Seeing a goddard/ subdirectory makes me laugh
@gilesHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
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Astounding. Wonder if some deep compiler bug in the Metrowerks toolchain at the time? The WiiU compiler by GHS was actually nicknamed the "non optimizing C/C++ compiler" by most of its users. Even at highest Optim, levels only produced marginally better results than debug.
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SM64 used the SGI IRIX compiler from what I understand, not Metrowerks or GCC like most 3rd parties. The PAL version does have optimizations on so it seems to be just a makefile oversight.
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I'm amazed by all those
#define in sm64.h. Some bitwise ops for particle differentiation
those poor programmers.Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
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Čini se da učitavanje traje već neko vrijeme.
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