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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
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