Electronic Games: Design, Programming, and Troubleshooting

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Last edited by MARC Bot
October 15, 2020 | History

Electronic Games: Design, Programming, and Troubleshooting

  • 0 Ratings
  • 2 Want to read
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  • 0 Have read

This is a detailed electronics how-to, educational, programming, and design book. The book describes how computers work, and offers detailed schematics, and diagrams, of how electronic components can be arranged. It explains sound generation, writing programming code, trouble shooting programs. It covers things such as how hardware and software can be interlinked, for things like making video game controllers, and keyboards useable. The book was originally written in 1979, and was later updated for a paperback version in 1983. One new mini chapter, "4.4 Talking Games", seems to have been added to the Paperback version. The major changes are in the games that are reviewed near the end of the book. The later release, removed several of the older reviews, and newer ones replacing them. There are fewer examples of programs that can be written, and instead it focuses more on popular toys, arcade video games, and newer home consoles. It covers various electronic hand held games, and describes the games various technical properties, there is also a section on video game consoles; Fairchild's Channel F, the RCA Studio II, {both of which were removed for the later version of the book}, Video Computer System 5200 {Atari 5200}, Intellivision, Colecovision Video Game System {all of which were added to the paperback version, along with 4 arcade game reviews; Bosconian, Pac-Man, Frogger, and Zaxxon. This book was originally published in Hardcover in 1979 under the title "Electronic Games: Design, Programming, and Troubleshooting", ISBN: 0070087210 and sold for $17.50. The paperback version released in 1983, was titled "Microprocessor-Based Electronic Games", ISBN: 0070087229, and originally cost $9.95.

Publish Date
Publisher
McGraw-Hill
Language
English
Pages
335

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Previews available in: English

Edition Availability
Cover of: Microprocessor-Based Electronic Games
Microprocessor-Based Electronic Games
1983, McGraw-Hill
Paperback in English
Cover of: Electronic Games: Design, Programming, and Troubleshooting
Electronic Games: Design, Programming, and Troubleshooting
1979, McGraw-Hill
Hardcover in English

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Book Details


Published in

New York

Table of Contents

Preface. ix
1 Electronic Game Fundamentals. 1
1.1 Games We Have Always Played. 1
1.2 Electronic Game Block Diagram. 4
1.3 Controls. 7
1.4 Displays. 8
1.5 Potential Problems. 9
2 TV Picture Parameters. 11
2.1 Essential TV Receiver Functions. 11
2.2 Monochrome Picture Tube Basics. 14
2.3 Horizontal and Vertical Scanning. 16
2.4 Monochrome Video Signals. 18
2.5 Synchronization. 20
2.6 Color Picture Tubes. 22
2.7 Color TV Signals. 25
3 Video Effects. 29
3.1 TV Game Block Diagram. 29
3.2 Display Circuits for Fixed Patterns. 33
Analog Method. 33
Digital Method. 36
3.3 Display Circuits for Moving Patterns. 40
Analog Method. 41
Digital Method. 42
3.4 Color Display Circuits. 43
3.5 Special Display Effects. 45
3.6 Typical Display Circuits. 48
3.7 Troubleshooting Display Circuits. 50
4 Sound Effects for Electronic Games. 53
4.1 General Aspects of the Sound Synthesis Procedure. 54
4.2 Specific Circuits for Sound Effects Generation. 57 {wrongly listed as being on page 51}
4.3 Generating Specific Sound Effects for Video Games. 69
5 Microprocessor Fundamentals. 79
5.1 Introduction. 79
5.2 General Microprocessor Architecture. 81
5.3 Subroutines, Nesting, and the Stack. 84
5.4 Microprocessor Execution of a Sample Program. 86
5.5 Interfacing Microprocessors to I/O Devices. 90
5.6 Special Microprocessor Control Signals and Operations. 92
5.7 A Sample Microprocessor—The 8080. 95
6 Programming. 103
6.1 Introduction to Programming. 103
6.2 Flowcharts. 107
6.3 The 8080 Microprocessor Instruction Set. 112
Data Transfer Group. 114
Arithmetic Group. 121
Logical Group. 123
Branch Group. 127
Stack I/O, and Machine Control Group. 131
6.4 Programming Examples. 134
Example 1: A Random-Number Generator. 136
Example 2: Packing the Deck. 138
Electronic Craps. 143
A General-Purpose Time Delay. 146
6.5 Software Debugging Methods. 148
7 Program Storage Techniques. 153
7.1 Introduction. 153
7.2 Semiconductor Memory: Rom and Ram. 157
7.3 Microprocessor Memory Interfacing and Addressing Techniques. 63
7.4 Digital Data Recording on Magnetic Tape. 167
Data Recording on an Unmodified Audio Cassette Recorder. 172
Direct Digital Recording on Magnetic Tape. 174
7.5 Microprocessor Interfacing to Magnetic Tape I/O Devices. 178
8 Microprocessor Applications to Games. 187
8.1 Microprocessor Refresh Techniques for Raster Scans. 187
8.2 Hardware-Software Trade-Offs. 199
Joystick Interface. 199
Keyboard Interface. 203
Digit Scan. 205
A Software Dart. 208
8.3 Microprocessor Control of Video Effects. 211
8.4 Sound Effects. 219
9 Electronic Game Parameters. 227
9.1 Games of Physical Skill. 227
Tennis. 228
Battle {'Battle' on Contents page, and titled 'War' on the page}. 229
Roadrace. 230
Common Features. 231
Key Electronic Functions. 231
9.2 Games of Mental Skill. 232
Nim. 232
Guess the Number. 233
Common Features. 234
Key Electronic Features. 234
9.3 Games of Chance. 235
Draw Poker. 235
War. 236
Common Features. 237
Key Electronic Features. 237
9.4 Educational Games. 238
Multiplications. 238
School House. 239
Common Features. 240
Key Electronic Features. 240
10 Design Examples. 243
10.1 Pit and the Pendulum - An All-Hardware Electronic Game. 243
10.2 Software Implementation of Pit and the Pendulum. 252
10.3 Blackjack—A Full-Fledged Microprocessor-Controlled Video Game. 262
11 Typical Electronic Games. 283
Code Name: Sector. 283
Chess Challenger. 285
Missile Attack {Mattle Electronics, hand held game}. 207
Autorace {Mattle Electronics, hand held game}. 286
Football {Mattle Electronics, hand held game}. 286
Indy 500. 288
Odyssey 2000, 4000, and 5000. 290
Studio II. 291
Channel F. 292
Video Computer System {Atari VCS, Atari 2600}. 295
Telstar Arcade. 296
Tic Tac Quiz. 297
"Fonz". 299
12 Troubleshooting Techniques. 303
12.1 Basic Troubleshooting Techniques. 303
12.2 Symptom-Function Technique for Electronic Games. 306
Typical Uses in Board Games. 307
Typical Uses in Coin-Operated Games. 308
Typical Uses in TV Games. 309
12.3 Signal-Tracing Techniques for Electronic Games. 312
Oscilloscope Signal Tracing. 314
Using Logic Probes. 315
Word Generators and Logic Analyzers. 316
12.4 Voltage-Resistance Technique for Electronic Games. 318
12.5 Substitution Technique in Electronic Games. 319 {wrongly listed as being on page 320}
12.6 Most Frequent Defects in Electronic Games. 320 {wrongly listed as being on page 323}
Display Effects. 321
12.7 Intermittent and Hard-To-Find Defects. 323
Appendix. 325
Index. 331

Edition Notes

Includes index.

Series
A Byte Book {Front Cover, paperback}, A VTX Book {Copyright Page, paperback}, VTX Series {Back Cover, paperback}
Copyright Date
1979-1983

Classifications

Dewey Decimal Class
688.7/4
Library of Congress
TK6681 .B83

Contributors

Editor
Tyler G. Hicks
Editor
Joseph Williams
Designer
Elliot Epstein
Production Coordinator
Thomas G. Kowalczyk
Text Design
University Graphics
Printmaker
Kingsport Press

The Physical Object

Format
Hardcover
Pagination
x, 335 p. :
Number of pages
335
Dimensions
23.5 x 16 x 2.3 centimeters

ID Numbers

Open Library
OL4728686M
Internet Archive
electronicgamesd0000buch
ISBN 10
0070087210
LCCN
78016655
Library Thing
7656234
Goodreads
4747660

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History

Download catalog record: RDF / JSON / OPDS | Wikipedia citation
October 15, 2020 Edited by MARC Bot import existing book
January 9, 2019 Edited by MARC Bot import existing book
July 25, 2018 Edited by "Teary Eyes" Anderson cont fix
July 25, 2018 Edited by "Teary Eyes" Anderson desc update, cont, size
April 1, 2008 Created by an anonymous user Imported from Scriblio MARC record.