This article is less about assembly programming and more a tour de force on retro game development for the Atari ST. The author talks about using inline assembler to optimize gfx and game rendering inner loops. Oh and the author ported Doom to the Atari ST. Some people are drawn to assembly and that’s great. Me personally, after a course in undergrad studying MIPS assembly, I learned to appreciate what all the compil…
It's truly wild how much a modern compiler can transform code. There are circumstances where a human can do better (mostly around SIMD optimizations) but those require you to be in situations where you doing operations on large arrays of numbers. Not extremely common in most programming (beyond maybe making totals. Which is a SIMD operation that compilers do well).