Making Games for the NES

دانلود کتاب Making Games for the NES

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توضیحاتی در مورد کتاب Making Games for the NES

نام کتاب : Making Games for the NES
عنوان ترجمه شده به فارسی : ساخت بازی برای NES
سری :
نویسندگان :
ناشر :
سال نشر : 2019
تعداد صفحات : 244
ISBN (شابک) : 1075952727 , 9781075952722
زبان کتاب : English
فرمت کتاب : pdf
حجم کتاب : 4 مگابایت



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فهرست مطالب :


The NES
History
Programming
The 8bitworkshop IDE
Quickstart
Tweaking the Code
Binary Numbers
Bits, Bytes, and Binary
Hexadecimal Notation
Signed vs. Unsigned Bytes
Integer Overflow and Arithmetic
Logical Operations
Shift Operations
Memory Maps
CPU Memory Map
CPU vs. PPU Buses
The PPU
The Video Signal
PPU Address Space and Registers
Pattern Table (CHR)
Nametables and Background Layer
System Colors
Palettes
Sprites and OAM
The Build Pipeline
Support Libraries
Preprocessor
The C Compiler
Linker
Linking the Pattern Table
Nametables
Setting the Palette
Writing to Video RAM
Attribute Table
Setting All of the Palettes
Filling Up the Nametable
Setting the Attribute Table
Scrolling
Scrolling between Nametables
put_str() function
Writing to the Nametables
Animated Scrolling
NTSC vs PAL Animation Speed
Sprites
OAM Buffer
8x16 Sprites
Setting Up the Palette and PPU
Position and Velocity Arrays
Drawing Sprites to OAM
Performance
Metasprites
Additional Metasprite Functions
Flickering Sprites
Controllers
Sprite Animation
Trigger Mode
VRAM Buffer
Using the VRAM Buffer Module
Split Status Bar
Setting up Sprite Zero
Vertical Mirroring
Calling split()
Random Numbers
The rand() function
Entropy
Reading VRAM
PPU Mask Register
Virtual Bright
The APU
Length Counter
Examples
Simple Music
Hitting the Right Note
Laying out the Score
Swinging with the Tempo
Composing the Music
FamiTone Music
FamiTone in C
Binary-Coded Decimals
BCD Addition
RLE Encoding and Title Screens
Compressing Nametables
Other Techniques
Offscreen Scrolling
Drawing Metatiles
Coloring Metatiles
Drawing Metatiles to the VRAM Buffer
Setting Attribute Blocks
The Main Loop
Alternate Methods
Main Loop vs. NMI Handler
Climber: Platform Game
Modeling The Game World
Generating The Game World
Drawing the Game World
Scrolling the Game World
Actors
The Player
Vanishing and Reappearing Actors
Drawing Actors
Scoreboard
Checking Collisions
The Main Game Loop
Level Win Animation
Music, Sound, and main()
Advanced Mappers
Cartridge Connector
Bank Switching
CHR ROM vs. CHR RAM
Extra or battery-backed RAM
Interrupts
Expansion Audio
Fast Multiplication
Advanced Mirroring
CHR RAM
Monochrome 1bpp Frame Buffer
Other CHR RAM Applications
Bank Switching
MMC3 Registers
CHR ROM Switching and Other Features
IRQs
MMC3 Interrupts
Caveats
Sprite Starfield
The 6502 CPU
The CPU and the Bus
CPU Instructions
Writing Loops
Condition Flags and Branching
Addition and Subtraction
The Stack
Logical Operations
Shift Operations
Indirect Addressing
Whew!
Hello NES Assembly
Equates
Includes and Segments
The iNES Header
The NES_INIT Macro
Warming up the PPU
Setting the Palette Colors
Enabling Rendering
CPU Vectors and Interrupts
Drawing Text in Assembly
Setting the Palette
Writing to the Nametable
Linking the Pattern Table
Scrolling in Assembly
Filling up VRAM
Scrolling in the NMI Routine
Sprites/OAM in Assembly
Sprites
Controller Reading in Assembly
FamiTone and DMC Samples
APU DMC Sound
Split Screen X/Y Scrolling
VRAM Address Registers
Setting Y Scroll During Rendering
Line-by-line Scrolling
Scanline Manipulation
A More Accurate Loop
NES Dev Tools
8bitworkshop Asset Editor
Other Tools
Making Your Own Homebrew Game
Appendix A: NES Reference
Appendix B: NES Colors
Appendix C: NESLib Reference
Appendix D: C Library Reference
Appendix E: 6502 Instruction Flags
Appendix F: Powers of Two
Bibliography
Index




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