You can define macros over the assembly to gain a high level language sort of similar to an untyped dialect of C.
For me it would be sort of like writing programs in C versus higher level languages: much more tedious, will take longer and require better planning/upfront design, but doable.
With practice you learn some tricks that can seem clever to anyone not writing a lot of asm. It’s “just” a very low level language IMO.
She has been brainstorming how to handle texture mapping within the performance constraints of doing it in bash for a week now (long before she actually got this working) and so far we've come up with some hypothetical ideas but she has not tried any of them yet. Maybe tomorrow...
I was just watching a video about this, it's pretty cool and honestly impressive that it could be done on N64. They don't even have Half-Life 1 on N64, which makes me wonder if recreating Portal 1 decently in Goldsrc is possible.
The GBA doesn't have any 3D graphics hardware, yet it renders that Tomb Raider game with 3D graphics in real time using a software rasterizer, on a CPU with half the clock rate of the CPU in the PS1 and with a fraction of the RAM of a PS1. So no, this is not "just a tiny step down from a PSX".
Not having seen the info in the post. Is this a downport of the Half-Life engine, or using the Portal art in a different engine, such as the Goldeneye engine?
Next to things like Notepad, the Calculator, and Command Prompt, Wordpad is and has been one of the most useful programs ever bundled with Windows in terms of functionality and user-friendliness, so the idea of getting rid of it (even if it gets replaced) just seems kind of asinine.