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Classic Game Programming on the NES

Classic Game Programming on the NES
Author: Tony Cruise
Publisher: Simon and Schuster
Total Pages: 318
Release: 2024-07-02
Genre: Computers
ISBN: 1633438015

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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.


Making Games for the NES

Making Games for the NES
Author: Steven Hugg
Publisher: Puzzling Plans LLC
Total Pages: 244
Release: 2019-08-08
Genre: Computers
ISBN: 1075952727

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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!


I Am Error

I Am Error
Author: Nathan Altice
Publisher: MIT Press
Total Pages: 439
Release: 2017-09-08
Genre: Computers
ISBN: 0262534541

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The complex material histories of the Nintendo Entertainment System platform, from code to silicon, focusing on its technical constraints and its expressive affordances. In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of “My Name is Error,” a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance. Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the “translation” problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.


Basic Computer Games

Basic Computer Games
Author: David H. Ahl
Publisher:
Total Pages: 185
Release: 1981
Genre: BASIC (Computer program language)
ISBN:

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2D Game Development with Unity

2D Game Development with Unity
Author: Franz Lanzinger
Publisher: CRC Press
Total Pages: 428
Release: 2020-12-08
Genre: Computers
ISBN: 1000259455

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This book teaches beginners and aspiring game developers how to develop 2D games with Unity. Thousands of commercial games have been built with Unity. The reader will learn the complete process of 2D game development, step by step. The theory behind each step is fully explained. This book contains numerous color illustrations and access to all source code and companion videos. Key Features: Fully detailed game projects from scratch. Beginners can do the steps and create games right away. No coding experience is necessary. Numerous examples take a raw beginner toward professional coding proficiency in C# and Unity. Includes a thorough introduction to Unity 2020, including 2D game development, prefabs, cameras, animation, character controllers, lighting, and sound. Includes a step-by-step introduction to Unity 2019.3. Extensive coverage of GIMP, Audacity, and MuseScore for the creation of 2D graphics, sound effects, and music. All required software is free to use for any purpose including commercial applications and games. Franz Lanzinger is the owner and chief game developer of Lanzinger Studio, an independent game development and music studio in Sunnyvale, California. He started his career in game programming in 1982 at Atari Games, Inc., where he designed and programmed the classic arcade game Crystal Castles. In 1989, he joined Tengen, where he was a programmer and designer for Ms. Pac-Man and Toobin' on the NES. He co-founded Bitmasters, where he designed and coded games including Rampart and Championship Pool for the NES and SNES, and NCAA Final Four Basketball for the SNES and Sega Genesis. In 1996, he founded Actual Entertainment, publisher and developer of the Gubble video game series. He has a B.Sc. in mathematics from the University of Notre Dame and attended graduate school in mathematics at the University of California at Berkeley. He is a former world record holder on Centipede and Burgertime. He is a professional author, game developer, accompanist, and piano teacher. He is currently working on remaking the original Gubble game in Unity and Blender.


Racing the Beam

Racing the Beam
Author: Nick Montfort
Publisher: MIT Press
Total Pages: 193
Release: 2020-02-25
Genre: Games & Activities
ISBN: 0262539764

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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.


Modern X86 Assembly Language Programming

Modern X86 Assembly Language Programming
Author: Daniel Kusswurm
Publisher: Apress
Total Pages: 685
Release: 2014-11-29
Genre: Computers
ISBN: 1484200640

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Modern X86 Assembly Language Programming shows the fundamentals of x86 assembly language programming. It focuses on the aspects of the x86 instruction set that are most relevant to application software development. The book's structure and sample code are designed to help the reader quickly understand x86 assembly language programming and the computational capabilities of the x86 platform. Please note: Book appendixes can be downloaded here: http://www.apress.com/9781484200650 Major topics of the book include the following: 32-bit core architecture, data types, internal registers, memory addressing modes, and the basic instruction set X87 core architecture, register stack, special purpose registers, floating-point encodings, and instruction set MMX technology and instruction set Streaming SIMD extensions (SSE) and Advanced Vector Extensions (AVX) including internal registers, packed integer arithmetic, packed and scalar floating-point arithmetic, and associated instruction sets 64-bit core architecture, data types, internal registers, memory addressing modes, and the basic instruction set 64-bit extensions to SSE and AVX technologies X86 assembly language optimization strategies and techniques


Retro Game Programming

Retro Game Programming
Author: Earl J. Carey
Publisher: Cengage Learning
Total Pages: 309
Release: 2005
Genre: Computer games
ISBN: 9781592009077

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Annotation "Retro Game Programming" is the gateway to the inner sanctums of game programming, past and present. It is designed to make retro game programming easy for anyone to learn. The staggering advances from the arcade games of yesterday to today's realistic computer games may seem daunting. When you conquer the underlying principles of retro game programming, however, you are on your way to understanding the complexities of modern game programming?by mastering the past, you are more likely to understand the present. The machines studied in this book are a part of a great legacy that began the journey leading us to the mind-blowing capabilities of today's computers. By studying the programming concepts used to create these classic games you will develop solid programming techniques that you can apply to more modern machines and software. What better way to accomplish that task than to start at the beginning?with the games that launched the video game craze!


Making 8-bit Arcade Games in C

Making 8-bit Arcade Games in C
Author: Steven Hugg
Publisher: Puzzling Plans LLC
Total Pages: 228
Release: 2017-04-26
Genre: Computers
ISBN: 1545484759

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With this book, you'll learn all about the hardware of Golden Age 8-bit arcade games produced in the late 1970s to early 1980s. We'll learn how to use the C programming language to write code for the Z80 CPU. The following arcade platforms are covered: * Midway 8080 (Space Invaders) * VIC Dual (Carnival) * Galaxian/Scramble (Namco) * Atari Color Vector * Williams (Defender, Robotron) We'll describe how to create video and sound for each platform. Use the online 8bitworkshop IDE to compile your C programs and play them right in the browser!


Making Games for the Atari 2600

Making Games for the Atari 2600
Author: Steven Hugg
Publisher: Puzzling Plans LLC
Total Pages: 263
Release: 2016-12-22
Genre: Computers
ISBN: 1541021304

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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!