Same goes for graphics theory. I know how to get things done, but I don't really know what I'm doing. Most of the time I just jump around, changing things until they work. One of my biggest problems is that every new iteration of my engine is just a rehash and slight modification of my old engines; so I'm not really getting anywhere.
I could keep following my current path and eventually get some games finished, but they will, in no way, be efficient and they'll take a lot longer. Or, I can stop now, take some time to learn the stuff that I need to know, and then try again. Obviously, I'm going with the latter (otherwise I wouldn't be posting this [razz].) At least this time around I have the advantage of knowing how pointers work lol.
I'm going to make lots of use of this here journal; I'll be updating pretty much every day, posting what I've learned and/or asking opinions/questions.
Anyway, I'm out until tomorrow.
The one that I used was a book on SPARC assembly, which had quite a few chapters explaining how the HP15 (stack-based) calculator worked and how to write an emulator for it.
As for the short/long/int/unsigned stuff, that's pretty important. I'd go back and read up on it.