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6502 Games
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Download or read book 6502 Games written by Rodnay Zaks and published by Sybex. This book was released on 1980 with total page 308 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Classic Game Programming on the NES by : Tony Cruise
Download or read book Classic Game Programming on the NES written by Tony Cruise and published by Simon and Schuster. This book was released on 2024-07-02 with total page 318 pages. Available in PDF, EPUB and Kindle. Book excerpt: Build your own retro games for the Nintendo Entertainment System. From Super Mario Bros to The Legend of Zelda, games of the Nintendo Entertainment System (NES) defined the childhoods of millions. Now with the power of modern tools you can start creating NES games of your very own! This all-practical beginner's guide will show you how to get started, with guidance on everything from graphics and music, to the Assembler language needed to get the most out of the NES, to enemy AI. Inside Classic Game Programming on the NES you’ll learn how to: Use the 6502 Assembler language to create your own game Create and display tile and sprite graphics Play sound effects and music Design and develop your own action game from scratch Do you have an amazing idea for a NES game you’ve been itching to turn into reality? Classic Game Programming on the NES will show you how! You don’t need any game development experience or specialist programming skills. You don’t need a team of developers and graphic artists. This one-stop guide teaches you everything you need to know, step-by-step. About the book Classic Game Programming on the NES is a comprehensive guide to developing your first retro game for the Nintendo Entertainment System. It brings together the scattered secrets of NES development, distilling them into clear instructions on how to get started, what your game needs to work, and what tools you’ll need to use. Learn about the NES’s awesome and unique architecture, the surprisingly simple 6502 Assembler language, game logic, and more. Throughout, all concepts are illustrated with a simple space-based shoot-em-up that’s based on the awesome Astrosmash game reminiscent of games from your childhood. About the reader For anyone interested in building their own retro games! No programming experience required. About the author Tony Cruise has worked in IT and application development for over 40 years, starting with programming and releasing games for multiple 8-bit systems in the 80’s. He is the author of over 100 titles, books and magazine articles. Today Tony is actively writing new games, utilities and creating resources for other developers working with 8 and 16-bit systems.
Book Synopsis Programming the 6502 by : Rodnay Zaks
Download or read book Programming the 6502 written by Rodnay Zaks and published by Sybex. This book was released on 1978 with total page 396 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis 6502 Applications Book by : Rodnay Zaks
Download or read book 6502 Applications Book written by Rodnay Zaks and published by . This book was released on 1979 with total page 298 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Making Games for the Atari 2600 by : Steven Hugg
Download or read book Making Games for the Atari 2600 written by Steven Hugg and published by Puzzling Plans LLC. This book was released on 2016-12-22 with total page 244 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Atari 2600 was released in 1977, and now there's finally a book about how to write games for it! You'll learn about the 6502 CPU, NTSC frames, scanlines, cycle counting, players, missiles, collisions, procedural generation, pseudo-3D, and more. While using the manual, take advantage of our Web-based IDE to write 6502 assembly code, and see your code run instantly in the browser. We'll cover the same programming tricks that master programmers used to make classic games. Create your own graphics and sound, and share your games with friends!
Book Synopsis Low-Level Programming by : Igor Zhirkov
Download or read book Low-Level Programming written by Igor Zhirkov and published by Apress. This book was released on 2017-06-27 with total page 446 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn Intel 64 assembly language and architecture, become proficient in C, and understand how the programs are compiled and executed down to machine instructions, enabling you to write robust, high-performance code. Low-Level Programming explains Intel 64 architecture as the result of von Neumann architecture evolution. The book teaches the latest version of the C language (C11) and assembly language from scratch. It covers the entire path from source code to program execution, including generation of ELF object files, and static and dynamic linking. Code examples and exercises are included along with the best code practices. Optimization capabilities and limits of modern compilers are examined, enabling you to balance between program readability and performance. The use of various performance-gain techniques is demonstrated, such as SSE instructions and pre-fetching. Relevant Computer Science topics such as models of computation and formal grammars are addressed, and their practical value explained. What You'll Learn Low-Level Programming teaches programmers to: Freely write in assembly language Understand the programming model of Intel 64 Write maintainable and robust code in C11 Follow the compilation process and decipher assembly listings Debug errors in compiled assembly code Use appropriate models of computation to greatly reduce program complexity Write performance-critical code Comprehend the impact of a weak memory model in multi-threaded applications Who This Book Is For Intermediate to advanced programmers and programming students
Book Synopsis The Ultimate Guide to Classic Game Consoles by : Kevin Baker
Download or read book The Ultimate Guide to Classic Game Consoles written by Kevin Baker and published by eBookIt.com. This book was released on 2013-05 with total page 236 pages. Available in PDF, EPUB and Kindle. Book excerpt: The ultimate guide to retro game consoles, an ideal reference for collectors and enthusiasts.. Write ups, specs and pictures of over 85 collectible consoles and variant models from 1972 to 2000. From the Magnavox Odyssey right through to the Sega Dreamcast. Including the history of the evolution of electronic gaming and advice on how to collect classic consoles. A comprehensive database of collectible consoles. Written by fellow collectors and enthusiasts.
Book Synopsis Making Games for the NES by : Steven Hugg
Download or read book Making Games for the NES written by Steven Hugg and published by Puzzling Plans LLC. This book was released on 2019-08-08 with total page 244 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn how to program games for the NES! You'll learn how to draw text, scroll the screen, animate sprites, create a status bar, decompress title screens, play background music and sound effects and more. While using the book, take advantage of our Web-based IDE to see your code run instantly in the browser. We'll also talk about different "mappers" which add extra ROM and additional features to cartridges. Most of the examples use the CC65 C compiler using the NESLib library. We'll also write 6502 assembly language, programming the PPU and APU directly, and carefully timing our code to produce advanced psuedo-3D raster effects. Create your own graphics and sound, and share your games with friends!
Book Synopsis Inside Basic Games by : Richard Mateosian
Download or read book Inside Basic Games written by Richard Mateosian and published by Sybex. This book was released on 1981 with total page 356 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Video Games written by Andy Bossom and published by Bloomsbury Publishing. This book was released on 2017-07-06 with total page 209 pages. Available in PDF, EPUB and Kindle. Book excerpt: A highly visual, example-led introduction to the video game industry, its context and practitioners. Video Games explores the industry's diversity and breadth through its online communities and changing demographics, branding and intellectual property, and handheld and mobile culture. Bossom and Dunning offer insights into the creative processes involved in making games, the global business behind the big budget productions, console and online markets, as well as web and app gaming. With 19 interviews exploring the diversity of roles and different perspectives on the game industry you'll enjoy learning from a range of international practitioners.
Book Synopsis Programming the 65816 by : David Eyes
Download or read book Programming the 65816 written by David Eyes and published by Brady. This book was released on 1986 with total page 607 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discusses the features and architecture of the 6500 series of microprocessors and offers guidance on writing programs for computers using these microprocessors
Book Synopsis 6502 Assembly Language Programming by : Lance A. Leventhal
Download or read book 6502 Assembly Language Programming written by Lance A. Leventhal and published by McGraw-Hill/Osborne Media. This book was released on 1986 with total page 684 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Encyclopedia of Video Games [3 volumes] by : Mark J. P. Wolf
Download or read book Encyclopedia of Video Games [3 volumes] written by Mark J. P. Wolf and published by Bloomsbury Publishing USA. This book was released on 2021-05-24 with total page 1173 pages. Available in PDF, EPUB and Kindle. Book excerpt: Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.
Download or read book The Games Machines written by and published by PediaPress. This book was released on with total page 919 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Racing the Beam written by Nick Montfort and published by MIT Press. This book was released on 2020-02-25 with total page 193 pages. Available in PDF, EPUB and Kindle. Book excerpt: A study of the relationship between platform and creative expression in the Atari VCS, the gaming system for popular games like Pac-Man and Star Wars: The Empire Strikes Back. The Atari Video Computer System dominated the home video game market so completely that “Atari” became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms—the systems underlying computing. This book, the first in a series of Platform Studies, does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS—often considered merely a retro fetish object—is an essential part of the history of video games.
Download or read book Vintage Games written by Bill Loguidice and published by CRC Press. This book was released on 2012-08-21 with total page 409 pages. Available in PDF, EPUB and Kindle. Book excerpt: Vintage Games explores the most influential videogames of all time, including Super Mario Bros., Grand Theft Auto III, Doom, The Sims and many more. Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other materials. Vintage Games is the ideal book for game enthusiasts and professionals who desire a broader understanding of the history of videogames and their evolution from a niche to a global market.
Book Synopsis The Golden Age of Video Games by : Roberto Dillon
Download or read book The Golden Age of Video Games written by Roberto Dillon and published by CRC Press. This book was released on 2016-04-19 with total page 220 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book focuses on the history of video games, consoles, and home computers from the very beginning until the mid-nineties, which started a new era in digital entertainment. The text features the most innovative games and introduces the pioneers who developed them. It offers brief analyses of the most relevant games from each time period. An epil