Re: Graphics Programming ...
- From: "Paul R. Santa-Maria" <paulrsm@xxxxxxxxxxxxxxxxxxx>
- Date: Tue, 05 Sep 2006 05:19:20 -0400
Chris Morse wrote:
Paul R. Santa-Maria wrote:
Thanks."Hi-res graphics and animation using assembly language: The guideI'll dig out my copy and post a table of contents.
for Apple II programmers" by Leonard I Malkin (1986)
"Hi-Res Graphics and Animation Using Assembly Language:
The Guide for Apple II Programmers" by Leonard I. Malkin, Ph.D.
Hayden, 1986, ISBN 0-8104-6758=5, 317 pages, softcover
Contents
Part 1
Fundementals and the Game ... 1
1. Why Assembly Language for Hi-Res Animated Graphics? ... 3
2. Bits and Bytes, Sugar and Spice ... 6
Binary Number System ... 6
The Hexadecimal Numbering System ... 8
The Apple II Memory Map ... 9
The Hi-Res Screens ... 11
Using an Assembler ... 12
3. Drawing a Shape on the Hi-Res Screen ... 16
Displaying the Hi-Res Screen ... 16
Clearing the Hi-Res Screen ... 18
Drawing a Shape ... 21
Line Address Tables ... 24
Shape Tables ... 30
Drawing Shapes Wider Than One Byte ... 33
4. Vertical Animation ... 37
Erasing a Shape ... 37
Time Delays ... 39
Vertical Animation -- One Shape Moving Down ... 39
One Shape Moving Up ... 45
Draw-Draw Routines ... 48
5. Horizontal Movement and Internal Animation ... 54
The Seven Preshifted Shapes ... 55
TEMP and Shape Address Tables ... 57
Accessing Sequential Shapes and Testing for End of Screen ... 60
Shapes at New Line Positions ... 72
Draw-Draw ... 72
Internal Animation ... 77
6. Paddle and Joystick Controls and Multiple Shapes ... 89
Paddle and Joystick Controls ... 89
Paddle Control of Vertical Movement ... 90
Paddle Control of Horizontal Movement ... 93
Multiple Shapes -- Paddle Control of Horizontal Movement and Shooting Bullets ... 105
7. Collisions and Explosions ... 116
Collision Detection ... 116
Explosions ... 127
8. Scoring, Stopping, and Restarting ... 140
Counting by Ones ... 140
Stopping at a Predetermined Score and Restarting with a Keypress ... 144
Counting by Multiples and Decrementing Score ... 156
9. Sound Generation: Explosions and Clickety-Clicks ... 167
The Apple Speaker and Sound Generation ... 167
Integrating Sound Effects into the Game Program ... 169
10. Putting It All Together: The Game
PART Two
Advanced Techniques ... 211
11. Drawing in Color ... 213
Apple Color ... 213
Color Animation ... 215
Collision Detection with Color Shapes ... 221
12. Double Hi-Res Graphics and Animation ... 227
Double Hi-Res -- What It Is and What's Required ... 227
The Double Hi-Res Screen ... 228
The Double Hi-Res Mode ... 229
Drawing Shapes ... 229
Animating Shapes ... 231
Double Hi-Res Color Shapes ... 239
Animating Double Hi-Res Color Shapes ... 244
13. Curved and Diagonal Movement ... 252
Diagnonal Movement ... 252
Curved Movement ... 261
14. Drawing over Backgrounds ... 266
White Shapes and Backgrounds ... 266
Color Shapes with Color or White Backgrounds ... 266
15. Advanced Paddle (Joystick) Routines ... 283
Testing for Non-Movement of Paddle ... 283
Paddle Smoothing Routines ... 288
16. Integrating BASIC with Assembly Language Programs ... 295
Memory Allocation ... 296
Zero Page Usage ... 299
Graphics and Text Commands from BASIC ... 300
Accessing Assembly Language Programs from BASIC ... 300
17. Suggestions for Game Modification ... 304
Appendix: Assembly Language Commands ... 306
Index ... 313
--
Paul R. Santa-Maria
Temperance, Michigan USA
.
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