h_rule.jpg

Index

A

Animation 47, 65

B

Binary numbers 10
Boundary
    One K 21
    Two K 109

C

Chords 79
Clearing 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 15
Designing images 8
Diagonal moment 50
DMACTL 38,156
Double line resolution 20

E

Error routine Chords 101
Errors, trapping 73

F

Filler code 22
Five players 153

G

Game Programming 135
Garrett, B. B.
    on execution speed 118
GRACTL 39
GRAFP.SAV 157
Graphic shape registers 155

H

Highlighting text with PMG 157
Horizontal moment 49
HPOSP0 40

I

Images
    Defining 65
    How stored 6, 67

J

Joystick control 51, 53

L

Lasers 139
Leemon, Sheldon
    article on using strings 19
Legs, making move 65

M

Machine language 131
MAZEDUEL.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 21
ONSCREEN.SAV 43

P

Pixel 6
PM data, look at 61
Priorities 55

R

Random numbers
    in a game 139
    missile size 104
Reading collisions 119

S

Seyer, Dan
    collision 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 109

V

Variable names 118
Vertical position 41

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