Microprocessor-Based Electronic Games: Design, Programming, and Troubleshooting

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Last edited by "Teary Eyes" Anderson
July 8, 2018 | History

Microprocessor-Based Electronic Games: Design, Programming, and Troubleshooting

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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. Near the end it details, and reviews various electronic hand held games, and describes the games various technical properties, there is also a section on 3 video game consoles; Video Computer System 5200 {Atari 5200}, Intellivision, Colecovision Video Game System, and 4 arcade games; 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. The paperback version released in 1979, was titled "Microprocessor-Based Electronic Games", ISBN: 0070087229, and originally cost $9.95.

Publish Date
Publisher
McGraw-Hill
Language
English
Pages
293

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Edition Availability
Cover of: Microprocessor-Based Electronic Games: Design, Programming, and Troubleshooting

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Book Details


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
4.3 Generating Specific Sound Effects for Video Games. 65
4.4 Talking Games. 72
5 Microprocessor Fundamentals. 77
5.1 Introduction. 77
5.2 General Microprocessor Architecture. 79
5.3 Subroutines, Nesting, and the Stack. 82
5.4 Microprocessor Execution of a Sample Program. 84
5.5 Interfacing Microprocessors to I/O Devices. 88
5.6 Special Microprocessor Control Signals and Operations. 90
5.7 A Sample Microprocessor—The 8080. 93
6 Programming. 97
6.1 Introduction to Programming. 97
6.2 Flowcharts. 101
6.3 The 8080 Microprocessor Instruction Set. 106
Data Transfer Group. 108
Arithmetic Group. 115
Logical Group. 117
Branch Group. 121
Stack I/O, and Machine Control Group. 125
6.4 Programming Examples. 128
Example 1: Electronic Craps. 130
Example 2: a General-Purpose Time Delay. 134
6.5 Software Debugging Methods. 136
7 Program Storage Techniques. 141
7.1 Introduction. 141
7.2 Semiconductor Memory: Rom and Ram. 145
7.3 Microprocessor Memory Interfacing and Addressing Techniques. 149
7.4 Digital Data Recording on Magnetic Tape. 153
Data Recording on an Unmodified Audio Cassette Recorder. 156
Direct Digital Recording on Magnetic Tape. 158
7.5 Microprocessor Interfacing to Magnetic Tape I/O Devices. 160
8 Microprocessor Applications to Games. 169
8.1 Microprocessor Refresh Techniques for Raster Scans. 169
8.2 Hardware-Software Trade-Offs. 180
Joystick Interface. 181
Keyboard Interface. 184
Digit Scan. 187
A Software Dart. 190
8.3 Microprocessor Control of Video Effects. 191
8.4 Sound Effects. 200
9 Design Examples. 207
9.1 Missile Attack—A Hand-Held Microprocessor-Based Game. 207
9.2 Blackjack—A Full-Fledged Microprocessor-Controlled Video Game. 220
10 Hand-Held and Board Games. 241
Chess Challenger. 242
Omni Entertainment System. 243
Stratego. 244
Super Simon. 246
Odyssey. 247
Lost Treasure. 248
Master Merlin. 249
Monopoly Playmaster. 250
11 Typical TV and Arcade-Type Games. 253
Video Computer System 5200. 254
Intellivision. 256
Colecovision Video Game System. 257
Portable Arcade Games. 258
Bosconian. 260
Pac-Man. 261
Frogger. 263
Zaxxon. 264
12 Troubleshooting Techniques. 267
12.1 Basic Troubleshooting Techniques. 267
12.2 Symptom-Function Technique for Electronic Games. 270
12.3 Signal-Tracing Techniques for Electronic Games. 276
12.4 Voltage-Resistance Technique for Electronic Games. 281
12.5 Substitution Technique in Electronic Games. 284
12.6 Most Frequent Defects in Electronic Games. 285
12.7 Intermittent and Hard-To-Find Defects. 288
Index. 291

Edition Notes

Includes index.

Published in
New York
Series
A Byte Book {Front Cover}, A VTX Book {Copyright Page}, VTX Series {Back Cover}
Copyright Date
1979-1983

Classifications

Dewey Decimal Class
688.7/28
Library of Congress
TK7882.G35 B83 1983

The Physical Object

Format
Paperback
Pagination
x, 293 p. :
Number of pages
293
Dimensions
23 x 15 x 1.3 centimeters

ID Numbers

Open Library
OL3500606M
ISBN 10
0070087229
LCCN
82020850

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July 8, 2018 Created by "Teary Eyes" Anderson title, edition, fix