Commodore 64 Assembly Language Arcade Game Programming
Title | Commodore 64 Assembly Language Arcade Game Programming PDF eBook |
Author | Steve Bress |
Publisher | |
Pages | 261 |
Release | 1985-01 |
Genre | Assembler language (Computer program language) |
ISBN | 9780830619191 |
Computer Games
Title | Computer Games PDF eBook |
Author | Blair Carter |
Publisher | Nova Publishers |
Pages | 182 |
Release | 2002 |
Genre | Games & Activities |
ISBN | 9781590335260 |
Lists the most significant writings on computer games, including works that cover recent advances in gaming and the substantial academic research that goes into devising and improving computer games.
Assembly Language Programming with the Commodore 64
Title | Assembly Language Programming with the Commodore 64 PDF eBook |
Author | Marvin L. De Jong |
Publisher | Brady |
Pages | 296 |
Release | 1984 |
Genre | Computers |
ISBN | 9780893033194 |
Explains how the Commodore 64 home computer works, looks at program writing, data transfer, logic and arithmetic operations, loops, sound generation, and graphics, and introduces assembly language
Racing the Beam
Title | Racing the Beam PDF eBook |
Author | Nick Montfort |
Publisher | MIT Press |
Pages | 193 |
Release | 2020-02-25 |
Genre | Games & Activities |
ISBN | 0262539764 |
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.
Commodore 64 Programmer's Reference Guide
Title | Commodore 64 Programmer's Reference Guide PDF eBook |
Author | |
Publisher | Prentice Hall |
Pages | 486 |
Release | 1983-01 |
Genre | Computers |
ISBN | 9780672220562 |
Introduces the BASIC programming language, shows how to incorporate graphics and music in programs, and discusses the machine language used by the Commodore 64 computer
Machine Language for the Commodore 64, 128, and Other Commodore Computers
Title | Machine Language for the Commodore 64, 128, and Other Commodore Computers PDF eBook |
Author | Jim Butterfield |
Publisher | |
Pages | 404 |
Release | 1986 |
Genre | Computers |
ISBN |
10 PRINT CHR$(205.5+RND(1)); : GOTO 10
Title | 10 PRINT CHR$(205.5+RND(1)); : GOTO 10 PDF eBook |
Author | Nick Montfort |
Publisher | MIT Press |
Pages | 323 |
Release | 2012-11-23 |
Genre | Computers |
ISBN | 0262304570 |
A single line of code offers a way to understand the cultural context of computing. This book takes a single line of code—the extremely concise BASIC program for the Commodore 64 inscribed in the title—and uses it as a lens through which to consider the phenomenon of creative computing and the way computer programs exist in culture. The authors of this collaboratively written book treat code not as merely functional but as a text—in the case of 10 PRINT, a text that appeared in many different printed sources—that yields a story about its making, its purpose, its assumptions, and more. They consider randomness and regularity in computing and art, the maze in culture, the popular BASIC programming language, and the highly influential Commodore 64 computer.