Index

Addressing modes 85
	-Indirect indexed 137, 318-319
	-Indexed indirect 318-319
Animation
	-bird example 74-77
	-by rotating characters sets 67-68
	-by using different characters 68-74
ANTIC
	-blanking instructions 39
	-description 9-17
	-DLI instruction 38
	-jump instructions 39
	-instruction set 37
	-scrolling instruction 38
Artifacting 313
Assemblers 79-80
AUDF1-4 351-352
AUDC1-4 352
AUDCTL 353
Binary Coded Decimal numbers (BCD) 98
Binary numbers 80
Bit mapping shapes 316
Blimp example 328-349
Bomb drop 252-253
Breakout game
	-BASIC 90-94
	-Assembly Language 95-109
Character base -hardware & shadow registers 54
Character set
	-ATASCII order 52
	-customizing 54
	-description 51
	-editor 59-63
	-loader 62
	-moving set 54
	-multi-colored 63-66
	-redefined as pumpkin GR.0 55
	-redefined as pumpkin GR.0 57
Characters
	-color in GR. 1 & 2 53
	-design 51
	-location in set 54
Collisions -rastered shapes 327
	-scrolling game 266-267
Color
	-in character sets 19
	-introduction 10
	-playfield registers 17
	-shadow registers 18
	-values for colors 19
	-multiple color player enable 115
COLOR command 19
CTIA/GTIA 17
Display list
	-custom list 46-48
	-GR. 0 40-41
	-mixing graphics modes 42
	-moving text window 43-44
Display list interrupts 204-208
DLI subroutine for shoot bricks game 156
DOS 15
DMACTL 116
DRAWTO 20
Dynamics of motion
	-acceleration 123-124, 162-164
	-velocity 121-122
Explosions 146, 175-176, 254-256, 414-416
Game design
	-controllability 450
	-examples 451-455
	-fantasies 447
	-logical set of rules 448
	-objectives 447
	-"perks" 449
	-triangular relationships 448
	-variable difficulty level 448
Games	-Breakout 90-109
	-Maze game 357-404
	-Scrolling game 241-312
	-Shoot bricks 150-161
	-Space War 144-150, 162-192
	-Tank game 405-445
Graphic	modes
	-description 11, 23-30
	-relative sizes 28-29
Graphics commands (OS)
GTIA /	CTIA 9
GTIA modes 30-34
GTIA rotating colors 33
GTIA using GR. 0 mode 34-37
GRACTL 116
Hexadecimal numbers 80
Instructions -assembly language
	-addition 89
	-AND 139, 327
	-ASL 97
	-branch 87-88
	-decrement 86
	-EOR 322
	-increment 86
	-jump 87
	-LSR 97
	-ORA 139,322
	-stack 86
	-subtraction 89
Interrupts 201
Joystick control 127, 164-165
Kernels	209
Kernels -for animation 216-219
Kernels -multi-colored players 210-213
	-horizontal split screen 213-216
Lasers -scrolling game 250-251, 264-265
Load Memory Scan (LMS) 37
LONEM 15
Maze game 357-404
Memory	-considerations in assembly language 82
Memory	map 14-15
Op Codes 6502 83
Pause feature 378
Player-missile graphics
	-collision registers 146
	-color registers 114
	-editor 192-196
	-hardware operation I I I
	-initialization 125
	-introduction 10, 111-115
	-memory map 113
	-missile movement 129
	-missiles 114,137-141, 171-174
	-movement via strings 196-199
	-moving players vertically 117
	-priority 114, 130-131
	-registers in chart 115
	-reserving memory 116
	-shape data 112
	-vertical move subroutine 119-120, 135-143
PLOT 20
Plotting points with custom display limts 48-49
PMBASE 117
PRINT #6 49
Program Counter 82
Program Status Word 82
Programmable aliens 257-263
RAMTOP 15
Raster graphics 313
SETCOLOR command 19
Scoring -scrolling game 269-271
Screen memory 16 space war game 177
Scrolling
	-coarse horizontal 223
	-coarse vertical 222
	-eightway -general case 233-239
	-eightway -special case 229
	-fine horizontal 228
	-fine scrolling registers 225
	-fine vertical 228
	-game 241-312
	-introduction 11, 221
SETVBK 204
Shoot Bricks game 150-161
Sound
	-background 329
	-background music 353-354
	-BASIC statement 349-350
	-effects (Assembly) 355-356
	-effects (BASIC) 350-351
	-scrolling game 271
Spaceship example 117-119
Space War game -BASIC 144-150
Space War game -Assembly language 162-192
STICK 128
STRIG 129
Strings -storage in BASIC 197
Table lookup 233, 316
Tank game 405-445
Television sets 12-14
Timers 153
USR function and operation 136
Vblank -code finished test 329
Vertical Blank Interrupts 202-204
XDrawing shapes 322
XIO fill command 20
XITBVK 204

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