Index
A
Animation 47, 65B
Binary numbers 10Boundary One K 21
Two K 109
C
Chords 79Clearing strings 28
Collisions
Detecting 137
Registers 117
Multiple 120
Player 123
Missiles 125
Reading 119
COLOR 1 playfield 121
Colors, selecting 136
D
Decimal numbers 15Designing images 8
Diagonal moment 50
DMACTL 38,156
Double line resolution 20
E
Error routine Chords 101Errors, trapping 73
F
Filler code 22Five players 153
G
Game Programming 135Garrett, B. B.
on execution speed 118
GRACTL 39
GRAFP.SAV 157
Graphic shape registers 155
H
Highlighting text with PMG 157Horizontal moment 49
HPOSP0 40
I
ImagesDefining 65
How stored 6, 67
J
Joystick control 51, 53L
Lasers 139Leemon, Sheldon
article on using strings 19
Legs, making move 65
M
Machine language 131MAZEDUEL.SAV 142
MISSCOL.SAV 126
Missile
Horizontal position 92
Image 89
Move routine 93
Size register 103
Moving two players 135
Multicolored players 43
O
One K boundary 21ONSCREEN.SAV 43
P
Pixel 6PM data, look at 61
Priorities 55
R
Random numbersin a game 139
missile size 104
Reading collisions 119
S
Seyer, Dancollision detection routine of 137-138
Shadow register 55
Simplified PMG setup 157
Single line resolution 109
SLRES.SAV 112
Sombrio, Robert
Joystick routine of 53
Sound
Demo 81
Registers 81
Statement 77
Traveling 84
SOUNDRUN.SAV 86
Speed, changing 58
Strings
Storing images in 6,67
T
Two K boundary 109V
Variable names 118Vertical position 41
Return to Table of Contents | Previous Chapter