Yeah, but complying with the rules is not that easy. You have to read all the licenses and some projects use other libraries and you have to go through them too. And you have to read very carefully, if you include the wrong one, you either have to open (GPL) or anything could happen if you include a propietary one (in practice that could mean that you loose money you've earned with the game (and more) if it really starts to sell well).
IANAL But have read a few of these licenses (I always do that before I start using them), the worst case with GPL is that you have to open up your source code for everyone to see. If I remember correctly, this happened to a manufacturer of routers a while back.
(hint: VS2010 doesn't support inline assembly anymore, in favor of intrinsic instructions (or external assembly files).
I have inline assembly in my VC++ 2010 projects (legacy from when I bought the non-optimizing VC++ 6 and 2003 editions, so I had to use assembly back then for certain parts). So I am quite sure it works. I think it only doesn't work if you compile it as managed code or as 64 bit. If you compile as 64 bit exec you can however put the assembly code in an external module, compile with nasm and link the resulting object file with the rest.