Difference between revisions of "Assembly"
(→Composers) |
|||
Line 19: | Line 19: | ||
* [[Mark Betteridge]] | * [[Mark Betteridge]] | ||
* [[Mark Cooksey]] | * [[Mark Cooksey]] | ||
+ | * [[Martin Galway]] | ||
* [[Matthew Cannon]] | * [[Matthew Cannon]] | ||
* [[Michiharu Hasuya]] | * [[Michiharu Hasuya]] | ||
* [[Mikio Saito]] | * [[Mikio Saito]] | ||
* [[Paul Webb]] | * [[Paul Webb]] | ||
+ | * [[Rob Hubbard]] | ||
* [[Toshiaki Sakoda]] | * [[Toshiaki Sakoda]] | ||
* [[Yoshiaki Inose]] | * [[Yoshiaki Inose]] |
Revision as of 06:28, 1 May 2019
Assembly is a low-level programming language that many video game music composers used in order to make music on the early video game systems. These languages are different for every major chip set and model, so many early composers had to became fluent in various dialects of assembly. Some larger companies could afford to hire programmers to write intricate audio drivers, and then the composers would only have to learn a custom form of Music Macro Language.
Assembler is so low level that it compiles nearly 1-to-1 into machine code (the exact instructions sent to a microprocessor, usually displayed in hex). As the processing power of video game hardware increased over the years, composers were able to use more conventional music composition software for their music. These days, very few composers learn assembly to write video game music.
Composers
The following composers used assembler:
- Charles Deenen
- Chris Stamper
- David Whittaker
- David Wise
- Hirohiko Takayama
- Hirokazu Tanaka
- Jeroen Tel
- Junko Ozawa
- Kazuo Sawa
- Keiji Yamagishi
- Koichi Sugiyama
- Mark Betteridge
- Mark Cooksey
- Martin Galway
- Matthew Cannon
- Michiharu Hasuya
- Mikio Saito
- Paul Webb
- Rob Hubbard
- Toshiaki Sakoda
- Yoshiaki Inose