Early Nintendo Programmer Worked Without a Keyboard (arstechnica.com)
Much like IT guys, every programmer has a horror story about the extreme work environments that forced them to hack together things. But as ArsTechnica points out, not many of them can beat the keyboard-free coding environment that Masahiro Sakurai apparently used to create the first Kirby's Dream Land. From the story: The tidbit comes from a talk Sakurai gave ahead of a Japanese orchestral performance celebrating the 25th anniversary of the original Game Boy release of Kirby's Dream Land in 1992. Sakurai recalled how HAL Laboratory was using a Twin Famicom as a development kit at the time. Trying to program on the hardware, which combined a cartridge-based Famicom and the disk-based Famicom Disk System, was "like using a lunchbox to make lunch," Sakurai said. As if the limited power wasn't bad enough, Sakurai revealed that the Twin Famicom testbed they were using "didn't even have keyboard support, meaning values had to be input using a trackball and an on-screen keyboard."
That is amazing, because that was a great game!
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Pretty impressive. I remember hand assembling Z80 assembler and manually entering as hex pairs into a string in a 'c' program so I could vector to it as a device driver after my program loaded. I thought that was labor intensive but at least I had a keyboard.
Suppose you were an idiot. And suppose you were a member of congress. But then I repeat myself. -- Mark Twain
I've programmed with switches, with punchcards. This doesn't seem that outlandish.
I once had to use ClearCase.
QED
Sakurai revealed that the Twin Famicom testbed they were using "didn't even have keyboard support, meaning values had to be input using a trackball and an on-screen keyboard
Like certian modern devices you mean?
http://dilbert.com/strip/1992-...
-- Thou hast strayed far from the path of the Avatar.
I read that the initial levels for the video game Doom were created on a grid pad and the coordinates for each wall or object defined in a text file. This was before level editors became commonplace.
IOW you had a C compiler and text editor!
When I was young we had to program Z80 by entering HEX values into EPROMS.
I once had a deadline and a broken EPROM eraser so I had to finish a program by only changing ones to zeros in an EPROM.
(for the youngsters: When you erase a chip it changes to all ones, there's no way to go from zero to one without wiping the chip)
No sig today...
Well, I think the point here is by the time THIS game was developed, use of keyboards was a pretty standard thing in programming. Had this been closer to the punch card era, then yeah, the response could be "at least he had a trackball".
whoa, you had EPROM programmers? We had to use a lead shield with a tiny hole in it over the chip window and hope a cosmic ray would come through and flip the correct bit for us! A simple hello world could take 4-5 million years to write. Ah, such a simpler time...
I browse on +1 so AC's need not respond, I won't see it.
it[s hinesty not tat hard
When I say EPROM Programmer, I mean it was an EPROM programmer to us. To everybody else it was just a bunch of wires and crocodile clips with a 9V battery.
(NINE volt battery? You were lucky...)
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That's easy. The hard part is running between the keys of the 40 metres wide keyboard.
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Between Windows 10, FaceBook, Twitter and all the spyware and marketing-infested crap, I'd say "too far".
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I was given an 80-column, 24-line text terminal to the department microVax
And I'm typing these very words on a 79-column 25-line text terminal on a N900, using elinks. It's too much pain to use a graphical browser with only 256MB ram (built-in microB is insecure, unmaintained and can't even do SSL anymore; modern "slim" browsers need 1-2GB minimum), elinks works fine.
Still better than a modern Android/iJunk dumbphone.
The creatures outside looked from Alt-Right to Antifa; but already it was impossible to say which was which.