TOC: The Graphics Book for the Commodore 64
- From: christianlott1 <christianlott1@xxxxxxxxx>
- Date: Sat, 29 Sep 2007 09:53:46 -0700
I scanned and amended the toc (and only the toc) for my own use and
thought I'd share it. BTW, these are still available on ebay in new
condition from time to time.
Should line up in fixed width.
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Table of Contents
Chapter 1
Introduction............................................1
Chapter 2
Bits and Bytes..........................................4
2.1 Decimal system.....................................5
2.2 Binary system......................................7
2.3 Hexadecimal system................................10
2.4 Logical operations................................12
a) AND
b) OR
Chapter 3
Hardware Foundations...................................15
3.1 The VIC registers.................................16
a) Sprite definition pointers
b) Most significant bit of VIC address range
c) Joystick/paddle/keyboard
3.2 VIC operating modes...............................24
A) Bit-mapped mode
a) High resolution
b) Multi-color mode
B) Sprites
a) Normal sprites
b) Multi-color sprites
C) Character representation
a) Normal character mode
b) Multi-color character mode
c) Extended-color mode
3.3 Memory management.................................30
3.3.1 Memory access of the 6510..................33
3.3.1.1 Reading a byte....................33
A) Bits 0/1 - LORAM/HIRAM
a) Bits 0/1=11
b) Bits 0/1=10
c) Bits 0/1=01
d) Bits 0/1=00
B) Bit 2 - CHAREN
a) Bit 2=1
b) Bit 2=0
3.3.1.2 Writing a byte....................38
3.3.2 Memory access of the VIC...................38
3.3.2.1 VIC memory functions..............39
a) Character generator
b) Video ram
c) Color ram
d) Bit-mapped graphics memory
e) Sprite definitions
3.3.2.2 VIC memory control................41
3.3.2.3 Moving screen memory..............43
a) Changing the VIC's address range
b) Moving the video ram
c) Moving the character generator
d) Moving the graphics storage
3.4 Bit-mapped graphics...............................49
3.4.1 Colors.....................................49
3.4.2 High-resolution graphics (HGR).............50
a) Graphics organization
b) Color organization
3.4.3 Multi-color graphics (MC)..................56
3.5 Sprites...........................................59
3.5.1 Organization and color of normal sprites...60
3.5.2 Definition and color of multi-color sprites61
3.5.3 Sprite definition - Color..................63
3.5.4 Additional sprite properties...............67
3.5.4.1 Positioning.......................67
3.5.4.2 Enlargement.......................70
3.5.4.3 Priority..........................71
a) Sprite-sprite overlapping
b) Sprite-background character overlapping
3.5.4.4 Collisions........................72
3.6 Text and character set management.................74
3.6.1 Text page organization.....................74
3.6.1.1 Normal text.......................75
3.6.1.2 Multicolor mode...................75
3.6.1.3 Extended-color mode...............75
3.6.2 Character set organization.................78
3.7 IRQ capabilities..................................84
a) Reset
b) NMI
c) BRK
d) IRQ
3.7.1 Screen raster lines........................87
3.7.2 Light pen..................................91
3.7.3 Sprite collisions..........................93
Chapter 4
Fundamental Graphics Programming.......................95
4.1 Text and graphics on the low-res screen...........96
a) Control through keyboard
b) Control through the PRINT statement
c) Control through POKE
4.2 Programming bit mapped graphics..................112
4.2.1 Initializing graphics.....................114
4.2.1.1 Turning graphics on..............115
a) Storage
b) Graphics mode
4.2.1.2 Clearing the graphics screen.....116
4.2.1.3 Clearing the color RAM...........117
4.2.1.4 Turning graphics off.............119
4.2.2 Simple figures in bit-mapped graphics.....120
4.2.2.1 Points...........................120
4.2.2.2 Lines............................126
4.2.2.3 Circles and Ellipses.............132
4.3 Sprite programming...............................137
4.3.1 Creating sprites .........................137
4.3.2 Programming using the sprite features.....167
a) Sprite definition
b) Block vector
c) Turning on
d) Color
e) Priority
f) Multi-color
g) Expansion
h) Positioning
4.4 Character set programming........................181
4.4.1 Modifying characters......................182
4.4.2 Modifying a character set.................187
4.5 Input/Output of graphics and character sets......213
4.5.1 Saving/loading............................213
4.5.2 Hardcopy..................................216
4.6 IRQ handling.....................................220
4.6.1 Raster line IRQ...........................221
4.6.2 Light pen.................................228
4.7 A small graphics package.........................237
Chapter 5
Applications..........................................266
5.1 Graphics applications............................267
5.1.1 Graphing functions........................267
a) Scaling
b) Offsetting
5.1.2 Three-dimensional graphics................281
5.1.2.1 Parallel projection..............282
5.1.2.2 Central projection...............291
5.1.2.3 3-D functions....................293
5.1.2.4 Moving pictures in 3D............300
5.1.3 Graphing statistics.......................303
a) Line charts
b) Bar charts
c) Pie charts
5.2 Moving messages..................................315
5.3 The secrets of the games.........................321
5.3.1 Animation.................................321
a) Internal character motion
b) Character movement
5.3.2 Scrolling.................................326
Chapter 6 Reference Information
6.1 Program optimization.............................335
6.2 Graphics memory construction.....................338
6.2.1 Graphics memory...........................339
6.2.2 Video ram.................................340
6.3 Color table......................................341
6.4 Screen codes.....................................342
6.5 Dec-Hex-Binary conversion table..................344
6.6 Sprite development ***.........................345
6.7 Character development grid.......................346
6.8 VIC register overview............................347
6.9 Bibliography.....................................351
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