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Book Modern MSX BASIC Game Development

Download or read book Modern MSX BASIC Game Development written by Raul Portales and published by . This book was released on 2021 with total page 226 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book MSX Programming

Download or read book MSX Programming written by Graham Bland and published by . This book was released on 1986 with total page 208 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book The MSX Games Book

Download or read book The MSX Games Book written by Jim Gregory and published by HarperCollins. This book was released on 1985-01-01 with total page 190 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Konami s Msx Legacy

    Book Details:
  • Author : Wim Dewijngaert
  • Publisher :
  • Release : 2018-11
  • ISBN : 9781644673522
  • Pages : 840 pages

Download or read book Konami s Msx Legacy written by Wim Dewijngaert and published by . This book was released on 2018-11 with total page 840 pages. Available in PDF, EPUB and Kindle. Book excerpt: It's hard to imagine, but at the beginning of the eighties, the PC had yet to be invented. If you wanted to create software or play video games, you had to buy a machine called a 'home computer'. Unfortunately, each manufacturer released its own hardware, with its own (incompatible) software. Microsoft and ASCII Corporation Japan wanted to do something about this and invented a standard called MSX (which is short for Microsoft eXtended or Machines with Software eXchangeability - depending on who you ask). The specificationsdescribed a set of minimal software and hardware a machine should have in order to be considered MSX compatible. The ColecoVision, Sega SG-1000 video game system and the Spectravideo SV-318/328 were used as a source of inspiration. The first MSX compatible computer was officially released in 1983. Almost every well known electronics manufacturer jumped on the bandwagon and put its own machines on the market, including Sony, Philips, Yamaha, Pioneer and Sanyo, among many others. However, most companies stayed out of the USA, where the Commodore 64 was dominating at that time.The MSX spawned four generations: MSX, MSX2 (1985), MSX2+ (1988), and MSX turboR (1990). Each version of the MSX standard was downwards compatible with the previous one, but added a faster processor or better graphical capabilities. Using the MSX cartridge system, manufacturers could add modems, MIDI interfaces, touch tablets or sound cards. Several artists composed their music using an MSX at that time. A Sony MSX2 was used as a broadcast video workstation on board at the MIR space station. In total, about over 5 million MSX computers were sold in Japan alone. While not as much as the Commodore 64, this was far more than most other home computers available at that time. However, the MSX never became a worldwide standard, mainlybecause the machines arrived too late in an already saturated market. The MSX was one of the major platforms on which big Japanese game studios, such as Konami, released their games. Some of Konami's most popular titles debuted on the MSX, and its software is considered to be the highest quality available. In the current retro game business, Konami's MSX games are on many people's most wanted list. Rare cartridges, like the Word Processing Unit, are sold for more than $1,500, making the MSX one of the most valuable retro computers on eBay. This book provides an overview of all the hardware and software released by Konami on the MSX, including comparisons, screenshots, tips, tricks, facts and figures.

Book MSX Technical Data Book

    Book Details:
  • Author : Eric Boez
  • Publisher :
  • Release : 2019-03
  • ISBN : 9781798401965
  • Pages : 342 pages

Download or read book MSX Technical Data Book written by Eric Boez and published by . This book was released on 2019-03 with total page 342 pages. Available in PDF, EPUB and Kindle. Book excerpt: MSX DATA BOOK, includes originals 1984 specifications of the MSX standard computers.Hardware Specification, covers the MSX standard hardware configuration in terms of the requirements for the LSis,memory size, interrupts, screen, keyboard, and sound used in the main unit; and the various (cassette, floppy, printer, serial, and slot) interfaces and connectors. It also covers topics such as cartridges, expansion, ports, and memory maps.It contains a reference guide for MSXBASIC and information for advanced programming, contains a user's guide to MSX-DOS and Disk BASIC. The book covers the serial (RS-232C) expansion and BIOS calls available in the extended version. Also a SOFTWARE DEVELOPMENT GUIDE, contains information for software developers, and more...

Book C   Game Development By Example

Download or read book C Game Development By Example written by Siddharth Shekar and published by Packt Publishing Ltd. This book was released on 2019-05-03 with total page 406 pages. Available in PDF, EPUB and Kindle. Book excerpt: Explore modern game programming and rendering techniques to build games using C++ programming language and its popular libraries Key FeaturesLearn how you can build basic 2D and complex 3D games with C++Understand shadows, texturing, lighting, and rendering in 3D game development using OpenGLUncover modern graphics programming techniques and GPU compute methods using the Vulkan APIBook Description Although numerous languages are currently being used to develop games, C++ remains the standard for fabricating expert libraries and tool chains for game development. This book introduces you to the world of game development with C++. C++ Game Development By Example starts by touching upon the basic concepts of math, programming, and computer graphics and creating a simple side-scrolling action 2D game. You'll build a solid foundation by studying basic game concepts such as creating game loops, rendering 2D game scenes using SFML, 2D sprite creation and animation, and collision detection. The book will help you advance to creating a 3D physics puzzle game using modern OpenGL and the Bullet physics engine. You'll understand the graphics pipeline, which entails creating 3D objects using vertex and index buffers and rendering them to the scene using vertex and fragment shaders. Finally, you'll create a basic project using the Vulkan library that'll help you get to grips with creating swap chains, image views, render passes, and frame buffers for building high-performance graphics in your games. By the end of this book, you’ll be ready with 3 compelling projects created with SFML, the Vulkan API, and OpenGL, and you'll be able take your game and graphics programming skills to the next level. What you will learnUnderstand shaders and how to write a basic vertex and fragment shaderBuild a Visual Studio project and add SFML to itDiscover how to create sprite animations and a game character classAdd sound effects and background music to your gameGrasp how to integrate Vulkan into Visual StudioCreate shaders and convert them to the SPIR-V binary formatWho this book is for If you’re a developer keen to learn game development with C++ or get up to date with game development, this book is for you. Some knowledge of C++ programming is assumed.

Book MSX Games Book

Download or read book MSX Games Book written by Andrew Lacey and published by . This book was released on 1984 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book A New History of Modern Computing

Download or read book A New History of Modern Computing written by Thomas Haigh and published by MIT Press. This book was released on 2021-09-14 with total page 545 pages. Available in PDF, EPUB and Kindle. Book excerpt: How the computer became universal. Over the past fifty years, the computer has been transformed from a hulking scientific supertool and data processing workhorse, remote from the experiences of ordinary people, to a diverse family of devices that billions rely on to play games, shop, stream music and movies, communicate, and count their steps. In A New History of Modern Computing, Thomas Haigh and Paul Ceruzzi trace these changes. A comprehensive reimagining of Ceruzzi's A History of Modern Computing, this new volume uses each chapter to recount one such transformation, describing how a particular community of users and producers remade the computer into something new. Haigh and Ceruzzi ground their accounts of these computing revolutions in the longer and deeper history of computing technology. They begin with the story of the 1945 ENIAC computer, which introduced the vocabulary of "programs" and "programming," and proceed through email, pocket calculators, personal computers, the World Wide Web, videogames, smart phones, and our current world of computers everywhere--in phones, cars, appliances, watches, and more. Finally, they consider the Tesla Model S as an object that simultaneously embodies many strands of computing.

Book Basic Computer Games

Download or read book Basic Computer Games written by David H. Ahl and published by . This book was released on 1981 with total page 185 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book The Secret History of Mac Gaming

Download or read book The Secret History of Mac Gaming written by Richard Moss and published by Unbound Publishing. This book was released on 2018-03-22 with total page 566 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Macintosh challenged games to be more than child’s play and quick reflexes. It made human–computer interaction friendly, inviting, and intuitive. Mac gaming led to much that is now taken for granted by PC gamers and spawned some of the biggest franchises in video game history. It allowed anyone to create games and playful software with ease, and gave indie developers a home for their products. It welcomed strange ideas and encouraged experimentation. It fostered passionate and creative communities who inspired and challenged developers to do better and to follow the Mac mantra ‘think different’. Drawing on archive material and interviews with key figures from the era – and featuring new material from Craig Fryar, Apple’s first Mac games evangelist and the co-creator of hit game Spectre – The Secret History of Mac Gaming is the story of those communities and the game developers who survived and thrived in an ecosystem that was serially ignored by the outside world. It’s a book about people who followed their hearts first and market trends second, showing how clever, quirky, and downright wonderful video games could be.

Book Making 8 bit Arcade Games in C

Download or read book Making 8 bit Arcade Games in C written by Steven Hugg and published by Puzzling Plans LLC. This book was released on 2017-04-26 with total page 228 pages. Available in PDF, EPUB and Kindle. Book excerpt: With this book, you'll learn all about the hardware of Golden Age 8-bit arcade games produced in the late 1970s to early 1980s. We'll learn how to use the C programming language to write code for the Z80 CPU. The following arcade platforms are covered: * Midway 8080 (Space Invaders) * VIC Dual (Carnival) * Galaxian/Scramble (Namco) * Atari Color Vector * Williams (Defender, Robotron) We'll describe how to create video and sound for each platform. Use the online 8bitworkshop IDE to compile your C programs and play them right in the browser!

Book The Oxford Handbook of Video Game Music and Sound

Download or read book The Oxford Handbook of Video Game Music and Sound written by William Gibbons and published by Oxford University Press. This book was released on 2024 with total page 977 pages. Available in PDF, EPUB and Kindle. Book excerpt: Bringing together dozens of leading scholars from across the world to address topics from pinball to the latest in virtual reality, The Oxford Handbook of Video Game Music and Sound is the most comprehensive and multifaceted single-volume source in the rapidly expanding field of game audio research.

Book Video Games Around the World

Download or read book Video Games Around the World written by Mark J. P. Wolf and published by MIT Press. This book was released on 2015-05-22 with total page 715 pages. Available in PDF, EPUB and Kindle. Book excerpt: Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela

Book Programming the Commodore 64

Download or read book Programming the Commodore 64 written by Raeto Collin West and published by Compute Publications International. This book was released on 1985 with total page 644 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Bunny

    Book Details:
  • Author : Mona Awad
  • Publisher : Penguin
  • Release : 2019-06-11
  • ISBN : 0525559744
  • Pages : 311 pages

Download or read book Bunny written by Mona Awad and published by Penguin. This book was released on 2019-06-11 with total page 311 pages. Available in PDF, EPUB and Kindle. Book excerpt: NATIONAL BESTSELLER Soon to be a major motion picture "Jon Swift + Witches of Eastwick + Kelly 'Get In Trouble' Link + Mean Girls + Creative Writing Degree Hell! No punches pulled, no hilarities dodged, no meme unmangled! O Bunny you are sooo genius!" —Margaret Atwood, via Twitter "A wild, audacious and ultimately unforgettable novel." —Michael Schaub, Los Angeles Times "Awad is a stone-cold genius." —Ann Bauer, The Washington Post The Vegetarian meets Heathers in this darkly funny, seductively strange novel from the acclaimed author of 13 Ways of Looking at a Fat Girl and Rouge "We were just these innocent girls in the night trying to make something beautiful. We nearly died. We very nearly did, didn't we?" Samantha Heather Mackey couldn't be more of an outsider in her small, highly selective MFA program at New England's Warren University. A scholarship student who prefers the company of her dark imagination to that of most people, she is utterly repelled by the rest of her fiction writing cohort--a clique of unbearably twee rich girls who call each other "Bunny," and seem to move and speak as one. But everything changes when Samantha receives an invitation to the Bunnies' fabled "Smut Salon," and finds herself inexplicably drawn to their front door--ditching her only friend, Ava, in the process. As Samantha plunges deeper and deeper into the Bunnies' sinister yet saccharine world, beginning to take part in the ritualistic off-campus "Workshop" where they conjure their monstrous creations, the edges of reality begin to blur. Soon, her friendships with Ava and the Bunnies will be brought into deadly collision. The spellbinding new novel from one of our most fearless chroniclers of the female experience, Bunny is a down-the-rabbit-hole tale of loneliness and belonging, friendship and desire, and the fantastic and terrible power of the imagination. Named a Best Book of 2019 by TIME, Vogue, Electric Literature, and The New York Public Library

Book Supercade

    Book Details:
  • Author : Van Burnham
  • Publisher : National Geographic Books
  • Release : 2003-10-24
  • ISBN : 0262524201
  • Pages : 0 pages

Download or read book Supercade written by Van Burnham and published by National Geographic Books. This book was released on 2003-10-24 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: A gloriously illustrated history of the videogame and its legacy for both our mindscapes and video technology. It was a time when technology was king, status was determined by your high score, and videogames were blitzing the world... From Pong to Pac-Man, Asteroids to Zaxxon—more than fifty million people around the world have come of age within the electronic flux of videogames, their subconscious forever etched with images projected from arcade and home videogame systems. From the first interactive blips of electronic light at Brookhaven National Labs and the creation of Spacewar! at the Massachusetts Institute of Technology; to the invention of the TV Game Project and the myriad systems of Magnavox, Atari, Coleco, and Mattel that followed; through the rise of the Golden Age of videogames and forward into the imagination of millions, Supercade is the first book to illustrate and document the history, legacy, and visual language of the videogame phenomenon. Exuberantly written and illustrated in full color, Supercade pays tribute to the technology, games, and visionaries of one of the most influential periods in the history of computer science—one that profoundly shaped the modern technological landscape and helped change the way people view entertainment. Supercade includes contributions from such commentators and particpants as Ralph Baer, Julian Dibbell, Keith Feinstein, Joe Fielder, Lauren Fielder, Justin Hall, Leonard Herman, Steven Johnson, Steven Kent, Nick Montfort, Bob Parks, Carl Steadman, and Tom Vanderbilt.

Book 20 Essential Games to Study

Download or read book 20 Essential Games to Study written by Joshua Bycer and published by CRC Press. This book was released on 2018-10-26 with total page 156 pages. Available in PDF, EPUB and Kindle. Book excerpt: The purpose of this book is to look over the past 35 years of games to discuss titles whose design deserves to be studied by anyone with an interest in game design. While there are plenty of books that focus on the technical side of Game Development, there are few that study the nature of game design itself. Featuring a mix of console and PC offerings, I purposely left off some of the easy choices (Mario, Starcraft, Call of Duty, Overwatch) to focus on games that stood out thanks to their designs. Key Features An informative breakdown focusing on the design and gameplay of successful games Written to be useful for students or designers starting out in game development Books focused specifically on design are rare Perfect for students and professionals alike, or can be read for the nostalgia and history