Amiga Machine Language
Author : Stefan Dittrich
Publisher : Abacus Software Incorporated
Page : 254 pages
File Size : 23,25 MB
Release : 1988-01
Category : Computers
ISBN : 9781557550255
Author : Stefan Dittrich
Publisher : Abacus Software Incorporated
Page : 254 pages
File Size : 23,25 MB
Release : 1988-01
Category : Computers
ISBN : 9781557550255
Author : Jake Commander
Publisher :
Page : 231 pages
File Size : 23,57 MB
Release : 1987
Category : Computers
ISBN : 9780830607112
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
Author : Raeto Collin West
Publisher : Compute Publications International
Page : 644 pages
File Size : 18,24 MB
Release : 1985
Category : Computers
ISBN :
Author : Nick Montfort
Publisher : MIT Press
Page : 193 pages
File Size : 30,43 MB
Release : 2009-01-09
Category : Games & Activities
ISBN : 0262261529
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.
Author : Jimmy Maher
Publisher : MIT Press
Page : 341 pages
File Size : 19,36 MB
Release : 2012-04-13
Category : Games & Activities
ISBN : 0262300745
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.
Author : Commodore-Amiga, Inc
Publisher : Addison Wesley Publishing Company
Page : 404 pages
File Size : 16,15 MB
Release : 1989
Category : Computers
ISBN :
Author : Paul Andreas Overaa
Publisher :
Page : 512 pages
File Size : 44,54 MB
Release : 1995
Category : Amiga (Computer)
ISBN : 9781873308578
Author : William Tang
Publisher : Andrews UK Limited
Page : 244 pages
File Size : 32,85 MB
Release : 2022-03-31
Category : Computers
ISBN : 1789829534
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.
Author : Marvin L. De Jong
Publisher : Brady
Page : 296 pages
File Size : 33,54 MB
Release : 1984
Category : 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
Author : Jim Butterfield
Publisher :
Page : 404 pages
File Size : 42,93 MB
Release : 1986
Category : Computers
ISBN :