Author: Tom R. Halfhill
Publisher:
ISBN:
Category : Amiga (Computer)
Languages : en
Pages : 572
Book Description
This comprehensive reference guide to applications programming on the Amiga covers designing graphic applications, generating sound and music, using the Amiga's built-in speech synthesizer, creating a user interface, programming the computer's peripherals, and advanced BASIC commands. For intermediate programmers.
Advanced Amiga BASIC
Author: Tom R. Halfhill
Publisher:
ISBN:
Category : Amiga (Computer)
Languages : en
Pages : 572
Book Description
This comprehensive reference guide to applications programming on the Amiga covers designing graphic applications, generating sound and music, using the Amiga's built-in speech synthesizer, creating a user interface, programming the computer's peripherals, and advanced BASIC commands. For intermediate programmers.
Publisher:
ISBN:
Category : Amiga (Computer)
Languages : en
Pages : 572
Book Description
This comprehensive reference guide to applications programming on the Amiga covers designing graphic applications, generating sound and music, using the Amiga's built-in speech synthesizer, creating a user interface, programming the computer's peripherals, and advanced BASIC commands. For intermediate programmers.
Blitz BASIC for the Amiga
Author: Neil Wright
Publisher: Sigma Press
ISBN: 9781850585374
Category :
Languages : en
Pages : 400
Book Description
Publisher: Sigma Press
ISBN: 9781850585374
Category :
Languages : en
Pages : 400
Book Description
AmigaBasic, Inside and Out
Author: Hannes Rügheimer
Publisher:
ISBN:
Category : Amiga (Computer)
Languages : en
Pages : 0
Book Description
Publisher:
ISBN:
Category : Amiga (Computer)
Languages : en
Pages : 0
Book Description
Programming the Amiga again
Author: Jens Christian Ingvartsen Thomsen
Publisher: Trisect Retro Development
ISBN:
Category : Art
Languages : en
Pages : 118
Book Description
Learn to create games for the Amiga with Amos Professional. In this book you will learn to make five games for the Amiga.
Publisher: Trisect Retro Development
ISBN:
Category : Art
Languages : en
Pages : 118
Book Description
Learn to create games for the Amiga with Amos Professional. In this book you will learn to make five games for the Amiga.
Amiga Basic
Author:
Publisher:
ISBN:
Category : Amiga (Computer)
Languages : en
Pages :
Book Description
Publisher:
ISBN:
Category : Amiga (Computer)
Languages : en
Pages :
Book Description
Compute
Author:
Publisher:
ISBN:
Category : Electronic data processing
Languages : en
Pages : 890
Book Description
Publisher:
ISBN:
Category : Electronic data processing
Languages : en
Pages : 890
Book Description
The Program Begins
Author: Gerald Krug
Publisher: Lulu
ISBN: 0961289007
Category :
Languages : en
Pages : 119
Book Description
Publisher: Lulu
ISBN: 0961289007
Category :
Languages : en
Pages : 119
Book Description
Clearinghouse Review
Author:
Publisher:
ISBN:
Category : Consumer protection
Languages : en
Pages : 854
Book Description
Publisher:
ISBN:
Category : Consumer protection
Languages : en
Pages : 854
Book Description
Homebrew Gaming and the Beginnings of Vernacular Digitality
Author: Melanie Swalwell
Publisher: MIT Press
ISBN: 0262044773
Category : Games & Activities
Languages : en
Pages : 273
Book Description
The overlooked history of an early appropriation of digital technology: the creation of games though coding and hardware hacking by microcomputer users. From the late 1970s through the mid-1980s, low-end microcomputers offered many users their first taste of computing. A major use of these inexpensive 8-bit machines--including the TRS System 80s and the Sinclair, Atari, Microbee, and Commodore ranges--was the development of homebrew games. Users with often self-taught programming skills devised the graphics, sound, and coding for their self-created games. In this book, Melanie Swalwell offers a history of this era of homebrew game development, arguing that it constitutes a significant instance of the early appropriation of digital computing technology. Drawing on interviews and extensive archival research on homebrew creators in 1980s Australia and New Zealand, Swalwell explores the creation of games on microcomputers as a particular mode of everyday engagement with new technology. She discusses the public discourses surrounding microcomputers and programming by home coders; user practices; the development of game creators' ideas, with the game Donut Dilemma as a case study; the widely practiced art of hardware hacking; and the influence of 8-bit aesthetics and gameplay on the contemporary game industry. With Homebrew Gaming and the Beginnings of Vernacular Digitality, Swalwell reclaims a lost chapter in video game history, connecting it to the rich cultural and media theory around everyday life and to critical perspectives on user-generated content.
Publisher: MIT Press
ISBN: 0262044773
Category : Games & Activities
Languages : en
Pages : 273
Book Description
The overlooked history of an early appropriation of digital technology: the creation of games though coding and hardware hacking by microcomputer users. From the late 1970s through the mid-1980s, low-end microcomputers offered many users their first taste of computing. A major use of these inexpensive 8-bit machines--including the TRS System 80s and the Sinclair, Atari, Microbee, and Commodore ranges--was the development of homebrew games. Users with often self-taught programming skills devised the graphics, sound, and coding for their self-created games. In this book, Melanie Swalwell offers a history of this era of homebrew game development, arguing that it constitutes a significant instance of the early appropriation of digital computing technology. Drawing on interviews and extensive archival research on homebrew creators in 1980s Australia and New Zealand, Swalwell explores the creation of games on microcomputers as a particular mode of everyday engagement with new technology. She discusses the public discourses surrounding microcomputers and programming by home coders; user practices; the development of game creators' ideas, with the game Donut Dilemma as a case study; the widely practiced art of hardware hacking; and the influence of 8-bit aesthetics and gameplay on the contemporary game industry. With Homebrew Gaming and the Beginnings of Vernacular Digitality, Swalwell reclaims a lost chapter in video game history, connecting it to the rich cultural and media theory around everyday life and to critical perspectives on user-generated content.
InfoWorld
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 64
Book Description
InfoWorld is targeted to Senior IT professionals. Content is segmented into Channels and Topic Centers. InfoWorld also celebrates people, companies, and projects.
Publisher:
ISBN:
Category :
Languages : en
Pages : 64
Book Description
InfoWorld is targeted to Senior IT professionals. Content is segmented into Channels and Topic Centers. InfoWorld also celebrates people, companies, and projects.