Programming Games for the ColecoVision and Adam In Assembler
Paperback
Series: Programming Games, Book 1
Publisher: Independently Published
Published: Sep 30 2024
Pages: 264
Weight: 0.79
Height: 0.55 Width: 6.00 Depth: 9.00
Language: English
Throughout, all concepts are illustrated with a simple space-based shoot-em-up that is based on the awesome Astrosmash game reminiscent of games from your childhood. Who should read this book?
This book is divided into 19 chapters and 6 appendixes:
- Chapter 1: Introduction - An introduction to the ColecoVision console and the Adam Computer and what we will be aiming to achieve.
- Chapter 2: Getting Setup - We will go through the setup of various tools so that you can work towards creating new games for the ColecoVision and Adam, using your modern computer.
- Chapter 3: The Structure of a Game - How the structure of a game is broken down.
- Chapter 4: Starting Z80 Assembler - We cover the basics of Z80 assembler.
- Chapter 5: Z80 Loops, Conditions and Bits - We cover a few more essential concepts in Z80 assembler.
- Chapter 6: Starting Somewhere - We with a simple demo ColecoVision project that provides the basic framework or template for making a game
- Chapter 7: Starting a Game - We start making our game, called Mega Blast.
- Chapter 8: Move and Shoot - We get some objects moving on the screen.
- Chapter 9: Enemy Movement - We introduce some simple enemy movement.
- Chapter 10: Collision Detection - We add some simple collision detection so that the bullets our ship is firing can hit and destroy the asteroids that are falling down the screen.
- Chapter 11: Scoring - We add scoring to our game.
- Chapter 12: Player Collisions and Lives - We detect whether any enemy objects hit the player ship and display the number of lives the player has remaining.
- Chapter 13: More Enemies - We enhance the generation of the enemy objects.
- Chapter 14: TMS9928A/TMS9929A - Graphics - We cover some more technical details on how the graphics are handled on ColecoVision.
- Chapter 15: TMS9928A/TMS9929A - Sprites - In addition to the character tiles the TMS processor allows 32 sprites to be displayed on top of the background.
- Chapter 16: Generating Sounds - We look at how we generate sound.
- Chapter 17: Sound Effects - We use the OS 7 BIOS functions to add some sound effects to our game.
- Chapter 18: Playing Music - It's time to make our system sing, well play some simple music at least.
- Chapter 19: Where to from here - Our game is still quite simple and could do with several features added to turn it into a more polished and professional title.
- Appendix A: Colecovision BIOS Functions (OS 7) - This appendix contains information on the useful routines that are included in the ColecoVision's BIOS, also called OS 7.
- Appendix B: Adam Computer EOS - The Adam provides a set of additional BIOS functions called the 'Elementary Operating System' (EOS).
- Appendix C: Memory Map - The memory map of both the ColecoVision and the Adam computer.
- Appendix D: Z80 I/O Ports Assignments - These are the common I/O ports used by the ColecoVision and Adam Computer.
- Appendix E: Distributing Your Title - How to distribute your title to others.
- Appendix F: Text Editor Setup Guide - A more detailed guide on setting up the two featured text editors.
- Appendix G: Opcode Games Super Game Module - Make even more complex games using the hardware features added by the Super Game Module from Opcode Games.
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