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Amiga Machine Language

Amiga Machine Language PDF Author: Stefan Dittrich
Publisher: Abacus Software Incorporated
ISBN: 9781557550255
Category : Computers
Languages : en
Pages : 254

Book Description


Amiga Machine Language

Amiga Machine Language PDF Author: Stefan Dittrich
Publisher: Abacus Software Incorporated
ISBN: 9781557550255
Category : Computers
Languages : en
Pages : 254

Book Description


Amiga Assembly Language Programming

Amiga Assembly Language Programming PDF Author: Jake Commander
Publisher:
ISBN: 9780830607112
Category : Computers
Languages : en
Pages : 231

Book Description
Explains the basic concepts of assembly language and how to apply it for use on the Amiga, and includes programming examples and discussions of the Amiga's software and hardware

Programming the Commodore 64

Programming the Commodore 64 PDF Author: Raeto Collin West
Publisher: Compute Publications International
ISBN:
Category : Computers
Languages : en
Pages : 644

Book Description


Racing the Beam

Racing the Beam PDF Author: Nick Montfort
Publisher: MIT Press
ISBN: 0262261529
Category : Games & Activities
Languages : en
Pages : 193

Book Description
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.

The Future Was Here

The Future Was Here PDF Author: Jimmy Maher
Publisher: MIT Press
ISBN: 0262300745
Category : Games & Activities
Languages : en
Pages : 341

Book Description
Exploring the often-overlooked history and technological innovations of the world's first true multimedia computer. Long ago, in 1985, personal computers came in two general categories: the friendly, childish game machine used for fun (exemplified by Atari and Commodore products); and the boring, beige adult box used for business (exemplified by products from IBM). The game machines became fascinating technical and artistic platforms that were of limited real-world utility. The IBM products were all utility, with little emphasis on aesthetics and no emphasis on fun. Into this bifurcated computing environment came the Commodore Amiga 1000. This personal computer featured a palette of 4,096 colors, unprecedented animation capabilities, four-channel stereo sound, the capacity to run multiple applications simultaneously, a graphical user interface, and powerful processing potential. It was, Jimmy Maher writes in The Future Was Here, the world's first true multimedia personal computer. Maher argues that the Amiga's capacity to store and display color photographs, manipulate video (giving amateurs access to professional tools), and use recordings of real-world sound were the seeds of the digital media future: digital cameras, Photoshop, MP3 players, and even YouTube, Flickr, and the blogosphere. He examines different facets of the platform—from Deluxe Paint to AmigaOS to Cinemaware—in each chapter, creating a portrait of the platform and the communities of practice that surrounded it. Of course, Maher acknowledges, the Amiga was not perfect: the DOS component of the operating systems was clunky and ill-matched, for example, and crashes often accompanied multitasking attempts. And Commodore went bankrupt in 1994. But for a few years, the Amiga's technical qualities were harnessed by engineers, programmers, artists, and others to push back boundaries and transform the culture of computing.

Amiga Hardware Reference Manual

Amiga Hardware Reference Manual PDF Author: Commodore-Amiga, Inc
Publisher: Addison Wesley Publishing Company
ISBN:
Category : Computers
Languages : en
Pages : 404

Book Description


Spectrum Machine Language for the Absolute Beginner

Spectrum Machine Language for the Absolute Beginner PDF Author: William Tang
Publisher: Andrews UK Limited
ISBN: 1789829534
Category : Computers
Languages : en
Pages : 244

Book Description
First published in 1982, William Tang’s Spectrum Machine Language for the Absolute Beginner is generally considered to be the best introduction to 8-bit machine code programming ever written. With many great game writers crediting this as the book that got them started, there still is no better way to learn the language at the heart of the ZX Spectrum. * * * As the original publisher Melbourne House wrote: If you are frustrated by the limitations of BASIC and want to write faster, more powerful, space-saving programs or subroutines, Spectrum Machine Language for the Absolute Beginner is the book for you. Even with no previous experience of computer languages, you will be able to discover the ease and power of the Spectrum's own language. Each chapter includes specific examples of machine language applications which can be demonstrated and used on your Spectrum as well as a self-test questionnaire. At the end of the book, all this is brought together in an entire machine language program - from design right through to the complete listing of an exciting, original arcade game. * * * Acorn Books is proud to present its Retro Reproduction Series, a collection of classic computing works from the 1980s and 90s, lovingly reproduced in the 21st century. From standards of programming reference no self-respecting microcomputer programmer would be without, to obscure works not found in print anywhere else, these modern reprints are perfect for any connoisseur of retro computing.

Total! Amiga Assembler

Total! Amiga Assembler PDF Author: Paul Andreas Overaa
Publisher:
ISBN: 9781873308578
Category : Amiga (Computer)
Languages : en
Pages : 512

Book Description


Assembly Language Programming with the Commodore 64

Assembly Language Programming with the Commodore 64 PDF Author: Marvin L. De Jong
Publisher: Brady
ISBN: 9780893033194
Category : Computers
Languages : en
Pages : 296

Book Description
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

Mapping the Amiga

Mapping the Amiga PDF Author: Rhett Anderson
Publisher: Compute! Publications
ISBN: 9780874551952
Category : Amiga (Computer)
Languages : en
Pages : 446

Book Description
Consolidates the wealth of information every Amiga programmer needs. Includes alphabetized descriptions of system calls and data structures, a discussion of libraries and devices, and full decriptions of Amiga hardware.