IndexAddressing modes 85 -Indirect indexed 137, 318-319 -Indexed indirect 318-319 Animation -bird example 74-77 -by rotating characters sets 67-68 -by using different characters 68-74 ANTIC -blanking instructions 39 -description 9-17 -DLI instruction 38 -jump instructions 39 -instruction set 37 -scrolling instruction 38 Artifacting 313 Assemblers 79-80 AUDF1-4 351-352 AUDC1-4 352 AUDCTL 353 Binary Coded Decimal numbers (BCD) 98 Binary numbers 80 Bit mapping shapes 316 Blimp example 328-349 Bomb drop 252-253 Breakout game -BASIC 90-94 -Assembly Language 95-109 Character base -hardware & shadow registers 54 Character set -ATASCII order 52 -customizing 54 -description 51 -editor 59-63 -loader 62 -moving set 54 -multi-colored 63-66 -redefined as pumpkin GR.0 55 -redefined as pumpkin GR.0 57 Characters -color in GR. 1 & 2 53 -design 51 -location in set 54 Collisions -rastered shapes 327 -scrolling game 266-267 Color -in character sets 19 -introduction 10 -playfield registers 17 -shadow registers 18 -values for colors 19 -multiple color player enable 115 COLOR command 19 CTIA/GTIA 17 Display list -custom list 46-48 -GR. 0 40-41 -mixing graphics modes 42 -moving text window 43-44 Display list interrupts 204-208 DLI subroutine for shoot bricks game 156 DOS 15 DMACTL 116 DRAWTO 20 Dynamics of motion -acceleration 123-124, 162-164 -velocity 121-122 Explosions 146, 175-176, 254-256, 414-416 Game design -controllability 450 -examples 451-455 -fantasies 447 -logical set of rules 448 -objectives 447 -"perks" 449 -triangular relationships 448 -variable difficulty level 448 Games -Breakout 90-109 -Maze game 357-404 -Scrolling game 241-312 -Shoot bricks 150-161 -Space War 144-150, 162-192 -Tank game 405-445 Graphic modes -description 11, 23-30 -relative sizes 28-29 Graphics commands (OS) GTIA / CTIA 9 GTIA modes 30-34 GTIA rotating colors 33 GTIA using GR. 0 mode 34-37 GRACTL 116 Hexadecimal numbers 80 Instructions -assembly language -addition 89 -AND 139, 327 -ASL 97 -branch 87-88 -decrement 86 -EOR 322 -increment 86 -jump 87 -LSR 97 -ORA 139,322 -stack 86 -subtraction 89 Interrupts 201 Joystick control 127, 164-165 Kernels 209 Kernels -for animation 216-219 Kernels -multi-colored players 210-213 -horizontal split screen 213-216 Lasers -scrolling game 250-251, 264-265 Load Memory Scan (LMS) 37 LONEM 15 Maze game 357-404 Memory -considerations in assembly language 82 Memory map 14-15 Op Codes 6502 83 Pause feature 378 Player-missile graphics -collision registers 146 -color registers 114 -editor 192-196 -hardware operation I I I -initialization 125 -introduction 10, 111-115 -memory map 113 -missile movement 129 -missiles 114,137-141, 171-174 -movement via strings 196-199 -moving players vertically 117 -priority 114, 130-131 -registers in chart 115 -reserving memory 116 -shape data 112 -vertical move subroutine 119-120, 135-143 PLOT 20 Plotting points with custom display limts 48-49 PMBASE 117 PRINT #6 49 Program Counter 82 Program Status Word 82 Programmable aliens 257-263 RAMTOP 15 Raster graphics 313 SETCOLOR command 19 Scoring -scrolling game 269-271 Screen memory 16 space war game 177 Scrolling -coarse horizontal 223 -coarse vertical 222 -eightway -general case 233-239 -eightway -special case 229 -fine horizontal 228 -fine scrolling registers 225 -fine vertical 228 -game 241-312 -introduction 11, 221 SETVBK 204 Shoot Bricks game 150-161 Sound -background 329 -background music 353-354 -BASIC statement 349-350 -effects (Assembly) 355-356 -effects (BASIC) 350-351 -scrolling game 271 Spaceship example 117-119 Space War game -BASIC 144-150 Space War game -Assembly language 162-192 STICK 128 STRIG 129 Strings -storage in BASIC 197 Table lookup 233, 316 Tank game 405-445 Television sets 12-14 Timers 153 USR function and operation 136 Vblank -code finished test 329 Vertical Blank Interrupts 202-204 XDrawing shapes 322 XIO fill command 20 XITBVK 204 Return to Table of Contents | Previous Chapter | Next Chapter |
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