Amiga Machine Language
Author: Stefan Dittrich
Publisher: Abacus Software Incorporated
Published: 1988-01
Total Pages: 254
ISBN-13: 9781557550255
DOWNLOAD EBOOKRead and Download eBook Full
Author: Stefan Dittrich
Publisher: Abacus Software Incorporated
Published: 1988-01
Total Pages: 254
ISBN-13: 9781557550255
DOWNLOAD EBOOKAuthor: Jake Commander
Publisher:
Published: 1987
Total Pages: 231
ISBN-13: 9780830607112
DOWNLOAD EBOOKExplains 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: Jimmy Maher
Publisher: MIT Press
Published: 2012-04-13
Total Pages: 341
ISBN-13: 0262300745
DOWNLOAD EBOOKExploring 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: Nick Montfort
Publisher: MIT Press
Published: 2020-02-25
Total Pages: 193
ISBN-13: 0262539764
DOWNLOAD EBOOKA 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: Commodore-Amiga, Inc
Publisher: Addison Wesley Publishing Company
Published: 1989
Total Pages: 404
ISBN-13:
DOWNLOAD EBOOKAuthor: Paul Andreas Overaa
Publisher:
Published: 1995
Total Pages: 512
ISBN-13: 9781873308578
DOWNLOAD EBOOKAuthor: Jim Butterfield
Publisher:
Published: 1986
Total Pages: 404
ISBN-13:
DOWNLOAD EBOOKAuthor: Marvin L. De Jong
Publisher: Brady
Published: 1984
Total Pages: 296
ISBN-13: 9780893033194
DOWNLOAD EBOOKExplains 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: Commodore-Amiga, Inc
Publisher: Addison Wesley Publishing Company
Published: 1992
Total Pages: 984
ISBN-13:
DOWNLOAD EBOOKThe books in this series cover the newest Amiga computer, the Amiga 3000, as well as the most recent version of the system software, Release 2. In Release 2, the system libraries have doubled. This comprehensive tutorial provides detailed examples of how to use the Amiga system libraries, including hundreds of new functions.
Author: Rhett Anderson
Publisher: Compute! Publications
Published: 1990-01-01
Total Pages: 446
ISBN-13: 9780874551952
DOWNLOAD EBOOKConsolidates the wealth of information every Amiga programmer needs. Includes alphabetized descriptions of system calls and data structures, a discussion of libraries and devices, and full decriptions of Amiga hardware.