Also, the code base will likely be pretty small. If something’s made to be delivered on punch cards and run on devices that measure their memory in KB or maybe MB, it’s not going to be a ton of code. Even if it’s pure assembly, it’s going to be easier than a huge automatically generated codebase.
It kinda is. Assembly is a 1:1 machine-code equivalent, so you just have to run the game through a disassembler and you get the “source”. You just dont get the documentation.
Also, the code base will likely be pretty small. If something’s made to be delivered on punch cards and run on devices that measure their memory in KB or maybe MB, it’s not going to be a ton of code. Even if it’s pure assembly, it’s going to be easier than a huge automatically generated codebase.
Rollercoaster Tycoon has joined the chat.
Compared with any modern codebase that’s still tiny.
From what I can see Rollercoaster Tycoon was hand-written by a single person, so it by definition cannot be huge.
I wish that the code was open source, because it’d be super interesting to be able to look under the hood of a game like Rollercoaster Tycoon
It kinda is. Assembly is a 1:1 machine-code equivalent, so you just have to run the game through a disassembler and you get the “source”. You just dont get the documentation.