Programming The Amiga Again
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Author | : Jens Christian Ingvartsen Thomsen |
Publisher | : Trisect Retro Development |
Total Pages | : 118 |
Release | : 2021-06-13 |
Genre | : Art |
ISBN | : |
Learn to create games for the Amiga with Amos Professional. In this book you will learn to make five games for the Amiga.
Author | : Edwin van den Oosterkamp |
Publisher | : |
Total Pages | : 254 |
Release | : 2019-11-20 |
Genre | : |
ISBN | : 9781690195153 |
The Commodore Amiga is known for the great capabilities it introduced at the time of its launch. These capabilities were down to the hardware as well as it's graphical pre-emptive multitasking operating system, now usually referred to as the classic AmigaOS. This book provides an introduction into the programming of the classic AmigaOS using C as well as assembly language. It is aimed at programmers who have not programmed for the Amiga before as well as programmers who did this years ago and would like a refresher before diving back in. A general knowledge of computer programming is therefore assumed. The beauty of the classic AmigaOS is that it provides most of the things one would expect of a modern graphical pre-emptive multitasking operating system, but at the same time the OS is lean enough for the programmer to understand what is going on under the hood. The first chapters provide information on setting up programming software on a classic Amiga. The chapter about the 68000 processor will provide an overview of the processor's inner workings and instructions. The chapters about Exec, Intuition, GadTools, ASL, Graphics and Diskfont will explain the usage of these libraries and the functionality they provide. The use of files, directories as well as low-level disk access is detailed in the DOS and Trackdisk chapters.
Author | : Neil Wright |
Publisher | : Sigma Press |
Total Pages | : 400 |
Release | : 1995-10 |
Genre | : |
ISBN | : 9781850585374 |
Author | : Marc B. Sugiyama |
Publisher | : |
Total Pages | : 436 |
Release | : 1987 |
Genre | : Computers |
ISBN | : |
This tutorial is the perfect introduction to programming in C on the Atari ST and Commodore Amiga with numerous program examples and a clear, concise style. Explaining how to program the ST and Amiga in the C language, this is a clear guide for beginning and intermediate C programmers.
Author | : Jimmy Maher |
Publisher | : MIT Press |
Total Pages | : 341 |
Release | : 2012-04-13 |
Genre | : Games & Activities |
ISBN | : 0262300745 |
Exploring the often-overlooked history and technological innovations of the world's first true multimedia computer. Long ago, in 1985, personal computers came in two general categories: the friendly, childish game machine used for fun (exemplified by Atari and Commodore products); and the boring, beige adult box used for business (exemplified by products from IBM). The game machines became fascinating technical and artistic platforms that were of limited real-world utility. The IBM products were all utility, with little emphasis on aesthetics and no emphasis on fun. Into this bifurcated computing environment came the Commodore Amiga 1000. This personal computer featured a palette of 4,096 colors, unprecedented animation capabilities, four-channel stereo sound, the capacity to run multiple applications simultaneously, a graphical user interface, and powerful processing potential. It was, Jimmy Maher writes in The Future Was Here, the world's first true multimedia personal computer. Maher argues that the Amiga's capacity to store and display color photographs, manipulate video (giving amateurs access to professional tools), and use recordings of real-world sound were the seeds of the digital media future: digital cameras, Photoshop, MP3 players, and even YouTube, Flickr, and the blogosphere. He examines different facets of the platform—from Deluxe Paint to AmigaOS to Cinemaware—in each chapter, creating a portrait of the platform and the communities of practice that surrounded it. Of course, Maher acknowledges, the Amiga was not perfect: the DOS component of the operating systems was clunky and ill-matched, for example, and crashes often accompanied multitasking attempts. And Commodore went bankrupt in 1994. But for a few years, the Amiga's technical qualities were harnessed by engineers, programmers, artists, and others to push back boundaries and transform the culture of computing.
Author | : Jens Christian Ingvartsen Thomsen |
Publisher | : Trisect Retro Development |
Total Pages | : 141 |
Release | : 2020-03-24 |
Genre | : Computers |
ISBN | : |
Learn to program a game in Commodore 64 Assembler step by step. Learn to create sprites, custom characterset, collision and much more.
Author | : Jake Commander |
Publisher | : |
Total Pages | : 231 |
Release | : 1987 |
Genre | : Computers |
ISBN | : 9780830607112 |
Explains the basic concepts of assembly language and how to apply it for use on the Amiga, and includes programming examples and discussions of the Amiga's software and hardware
Author | : John Thomas Berry |
Publisher | : Prentice Hall |
Total Pages | : 446 |
Release | : 1986 |
Genre | : Computers |
ISBN | : |
Written for the experienced computer user who wants to put powerful programming features of the Amiga to work using the C language. The Amiga's graphics and sound capabilities are emphasized. From the Waite Group.
Author | : Commodore-Amiga, Inc |
Publisher | : Addison Wesley Publishing Company |
Total Pages | : 404 |
Release | : 1989 |
Genre | : Computers |
ISBN | : |
Author | : Phil South |
Publisher | : |
Total Pages | : 352 |
Release | : 1993 |
Genre | : Amiga (Computer) |
ISBN | : 9781873308196 |