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What programming language does The Legend of Zelda: Twilight Princess


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#1 Kivitoe

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Posted 18 August 2015 - 04:06 PM

What programming language does The Legend of Zelda: Twilight Princess use?

 



#2 HavoX

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Posted 18 August 2015 - 07:09 PM

Only Nintendo would know, and it's probably confidential stuff anyway.



#3 Anarchy_Balsac

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Posted 18 August 2015 - 09:16 PM

Either way, you would need a whole team of people to do the kind of Mod that would require tweaking the source code.  Even an NES style game can take months to build by yourself.


Edited by Anarchy_Balsac, 18 August 2015 - 09:17 PM.


#4 Timelord

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Posted 19 August 2015 - 01:22 AM

PowerPC assembly, compiled via an SKD  that is available to licensed Nintendo developers.


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#5 Gleeok

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Posted 19 August 2015 - 02:30 AM

I think you are going through some sort of a programming language identity crisis! :P

Developing a game for gamecube requires a gc devkit, and the languages used are almost exclusively c/c++, with assembly for some performance critical/low level/assorted maths.

http://wiibrew.org/w...velopment_tools

In short: c/c++ is used for 99% of all games in consoles after 2nd gen. This is because these are the only actual sane down-to-the-hardware core languages that exist. Java is not a real language. c# or f# are also not real languages.

For tools I have no idea. They can be using anything under the sun, really.

As for game logic you'd brobably have to ask Nintendo, since there's tons of ways studios handle this stuff eg., game scripting.

[edit] Interesting musing: Based on bugs and speed-run exploits that have been found from OOT up, I'd wager that it is more c than c++ (if any c++ at all) based on the data tables.
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#6 Timelord

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Posted 19 August 2015 - 04:32 AM

I think you are going through some sort of a programming language identity crisis! :P

Developing a game for gamecube requires a gc devkit, and the languages used are almost exclusively c/c++, with assembly for some performance critical/low level/assorted maths.

http://wiibrew.org/w...velopment_tools

In short: c/c++ is used for 99% of all games in consoles after 2nd gen. This is because these are the only actual sane down-to-the-hardware core languages that exist. Java is not a real language. c# or f# are also not real languages.

For tools I have no idea. They can be using anything under the sun, really.

As for game logic you'd brobably have to ask Nintendo, since there's tons of ways studios handle this stuff eg., game scripting.

[edit] Interesting musing: Based on bugs and speed-run exploits that have been found from OOT up, I'd wager that it is more c than c++ (if any c++ at all) based on the data tables.

 

That's precisely what the SDK is, a Software Development Kit. Whatever kind of programming environment the SKD offers, be it C, or some variation, the final output, AFAIK, is 750-type ASM, including any interprocess comms to the GPU, without any special HAL. I could be wrong, but I'd think that any intermediate API would cripple the system, and would be extraneous, as the output is hardware-specific in any case.

 

I suppose it could run on some kind of very small abstraction layer, with the embedded OS though.

 

If there is some bridge/host level code, that people can modify, count me as being wrong; but I would expect the binary outputs to be extremely low-level. The micro-OS is another matter, as are the programmes run on it (e.g. WiiWare). I have no idea off-hand, on what the kernel is for that.

 

Edit: Seems to be a proprietary Linux kernel, which isn't too shocking. It was either that, or a proprietary implementation of XNU. I didn't think Nintendo would make the entire OS from the ground up.

 

P.S. I should note that my initial answer, is targeted specifically at the question. Thanlanguage of the code for TLoZ: TP, not what languages the developers used prior to compiling it via the official SDK. I've never used the Wii SDK, so I can't attest to what it includes, but if there is some pressing need, I can ask.

 

I don't have a datum rip of a TP DVD to be able to examine the datum and see what de-constructing the bins would net out. The last time I used any commercial SDK on a regular basis, was for PalmOS Ruby/Sapphire/Garnet; some gemstone, as that was what Palm used for their OS names.


Edited by ZoriaRPG, 19 August 2015 - 07:50 AM.



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