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Thursday, January 06, 2005

Compute!'s First Book of Atari Graphics

Compute!'s First Book of Atari Graphics


Contents
Cover
Introduction
Chapter One: Fundamentals Of Atari Graphics
The Basics Of Atari Graphics
Using Strings For Graphics Storage
Using The COLOR And LOCATE Instructions ToTo Program Pong-Type Games
Chapter Two: Customizing The Graphics Modes
How To Design Custom Graphics Modes
Put Graphics Modes 1 And 2At The Bottom Of Your Screen
Printing Characters In Mixed Graphics Modes
Add A Text Window To GRAPHICS 0
Mixing Graphics Modes 0 And 8
Chapter Three: Redefining Character Sets
Designing Your Own Character Sets
SuperFont
Character Set Utilities
Chapter Four: Animation With Character GraphicsTextPlot
Using TextPlot For Animated Games
High-Speed Animation With Character Graphics
Chapter Five: Animation With Player/Missile Graphics
Introduction To Player/Missile Graphics
A Self-Modifying P/M Graphics Utility
Adding High-Speed Vertical PositioningTo P/M Graphics
P/M Graphics Made Easy
Animation And P/M Graphics
Extending Player/Missile Graphics
The Collision Registers
The Priority Registers
Chapter Six: Advanced Graphics Techniques
GRAPHICS 8 In Four Colors Using Artifacts
Atari Video Graphics And The New GTIA, Part 1
Atari Video Graphics And The New GTIA, Part 2
Atari Video Graphics And The New GTIA, Part 3
Protecting Memory For P/M And Character Sets
Screen Save Routine
Listing Conventions (Guide To Typing In Programs)IndexSoftware Archive

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