A comprehensive tutorial on programming in assembly using the iconic Game Boy, teaching the basics of computer science in a fun and engaging way. The Game Boy is an iconic handheld console and a remarkable piece of gaming history familiar to people around the world. Game Boy Coding Adventure uses this classic technology to teach assembly language to beginners who have perhaps a passing familiarity with programming but no experience with assembly or computer science. By teaching how the assembly language interacts with the Game Boy’s relatively simple hardware, this book takes readers on a fun,…mehr
A comprehensive tutorial on programming in assembly using the iconic Game Boy, teaching the basics of computer science in a fun and engaging way. The Game Boy is an iconic handheld console and a remarkable piece of gaming history familiar to people around the world. Game Boy Coding Adventure uses this classic technology to teach assembly language to beginners who have perhaps a passing familiarity with programming but no experience with assembly or computer science. By teaching how the assembly language interacts with the Game Boy’s relatively simple hardware, this book takes readers on a fun, hands-on exploration of how to manipulate computer systems through the power of programming. This book imparts a strong understanding of the relationship between hardware and software and the programming techniques to properly leverage that connection.
Maximilien Dagois has programmed games for more than 15 years. He worked on titles like Final Fantasy XIV, Dragon Quest Builders and Pokémon Ranger and has shipped a dozen games on PC, mobile, Nintendo DS, PS3, PS Vita, PS4 and Stadia. Maximilien now works as an engineer at Google. He lives with his wife and two kids in Tokyo, and you are most likely to find him playing on a good old gaming system.
Inhaltsangabe
Foreword Introduction Part I: Getting Started Chapter 1: Game Boy Fundamentals Chapter 2: Assembly Language Chapter 3: Game Boy Toolchain Chapter 4: Introducing the Sample Template Part II: Game Boy Programming Essentials Chapter 5: Graphics Overview Chapter 6: Graphics Assets Management Chapter 7: High-Level Features Chapter 8: Joypad Chapter 9: Audio Part III: Advanced Game Boy Programming Chapter 10: Counter and Timer Chapter 11: Serial Communication Chapter 12: Advanced Graphics Chapter 13: Memory Bank Controller Chapter 14: Interrupts Chapter 15: Programming and Debugging Tricks Part IV: Beyond the Game Boy Chapter 16: Game Boy Color Chapter 17: Game Boy Printer Chapter 18: Super Game Boy Chapter 19: Going Further Appendix A: Instructions Appendix B: Opcodes Index
Foreword Introduction Part I: Getting Started Chapter 1: Game Boy Fundamentals Chapter 2: Assembly Language Chapter 3: Game Boy Toolchain Chapter 4: Introducing the Sample Template Part II: Game Boy Programming Essentials Chapter 5: Graphics Overview Chapter 6: Graphics Assets Management Chapter 7: High-Level Features Chapter 8: Joypad Chapter 9: Audio Part III: Advanced Game Boy Programming Chapter 10: Counter and Timer Chapter 11: Serial Communication Chapter 12: Advanced Graphics Chapter 13: Memory Bank Controller Chapter 14: Interrupts Chapter 15: Programming and Debugging Tricks Part IV: Beyond the Game Boy Chapter 16: Game Boy Color Chapter 17: Game Boy Printer Chapter 18: Super Game Boy Chapter 19: Going Further Appendix A: Instructions Appendix B: Opcodes Index
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