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Just for the record, I recently counted the lines of source code. Roughly 11,000 lines, including comments.

Qb was 5600 which is quite amazing, really. Wondering how "big" other programmers' are :)

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Hm, does that counting indicate anything? :ponder: (crosses fingers)

 

Anyway, how do you count? Just the total length of all source code files?

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My 7800 game Apple Snaffle is at 11382 at the moment. That doesn't include level data because thats inserted directly into the final binary by a command line tool before signing.

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Anyway, how do you count? Just the total length of all source code files?

 

 

Yep. just sum the #lines in the .asm files. I know there's embedded data but let's not worry too much about that.

I'm quite astounded BD is so small (relatively) compared to Qb.

Cheers

A

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Ballblazer is now about 4500 lines. Roughly estimated, including remarks and blank lines, rounded down. A lot of code is generated on-the-fly with macros.

Edited by roland p

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Go Fish! - 6200

Reindeer Rescue - 9200

M-4 - 3800

Elevators Amiss - 4000

Squish 'Em - 3500

 

 

Go Fish! was 8K, Reindeer Rescue was 16K, the others were 4K. Looks like the first 4K of code I write takes 3000-4000 lines, each additional 4K takes 1000-2000 lines. Interesting to look at; I'd never counted my code lines before.

 

EDIT: Dug up one more:

Go Fish! 1K is 1200 lines.

Edited by vdub_bobby

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Jammed: 2455 lines

SWOOPS!:

- Menu: 1150

- Cave 1K: 1830

- Crash'n'Dive: 1650

- Splatform: 1440

Total: 6070 lines

 

Both are 4k but Jammed consists out of a lot of computer generated level data, SWOOPS! out of several 1K games.

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Incoming is 3410.

 

Another interesting question might be how many lines of Atari 2600 code someone can write and debug per hour. Then we'd have some kind of idea of exactly how long it takes to write a homebrew. :)

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Bifröst(2k) is 1580 lines of asm.

 

And for those interested in such things, Dungeon (32k - although only actually 22k or so) is 5247 lines of bB code/inline asm, with a resulting asm file of 21802 lines.

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Boulder Dash -- 16791

Nudge, nudge, wink, wink, say no more.

 

 

 

I think this might be a hint, people. Wake up and smell the Boulder Dash!

 

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New ballblazer is now 7330 lines of code. 5829 lines of code for drawing a checkerboard :D

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Nothing to do with 2600, but just as a side reference, here's the details for our Jaguar game Project One, taken directly from our website:

 

"The total size of all .s files for Project One is 1,103k, including 3,965 lines of commented code for the loader, 4,131 for the titles and 13,144 for the game engine."

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Nothing to do with 2600, but just as a side reference, here's the details for our Jaguar game Project One, taken directly from our website:

 

"The total size of all .s files for Project One is 1,103k, including 3,965 lines of commented code for the loader, 4,131 for the titles and 13,144 for the game engine."

 

Wow, that's a lot of work for a failed console that hardly anyone likes. :-D

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I don't think I've got anything over 5,000 lines.

 

Although with graphical and some sound data I just keep in binary files rather than creating files full of .byte lines, so that cuts it down a lot.

Add to that I'm not real big on the commentary either.

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