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The Atrevida PC Game Programming Tutorials

A series of articles introducing PC game programming topics such as graphics programming, 80x86 assembler, and sound card programming.

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The Atrevida PC Game Programming Tutorials | atrevida.comprenica.com Reviews
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A series of articles introducing PC game programming topics such as graphics programming, 80x86 assembler, and sound card programming.
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1 game
2 game programming
3 dos game programming
4 pc
5 hardware
6 assembler
7 assembly
8 80x86
9 asm
10 x86
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welcome,table of contents,getting started,introduction,binary operations,binary manipulations,calling interrupts,hardware ports,vga palette manipulation,advanced systems programming,devices,coming very soon,basic optimization techniques,hunt the wumpus
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The Atrevida PC Game Programming Tutorials | atrevida.comprenica.com Reviews

https://atrevida.comprenica.com

A series of articles introducing PC game programming topics such as graphics programming, 80x86 assembler, and sound card programming.

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1

Atrevida Tutorial 18: 80x86 Assembler, Part 7

http://atrevida.comprenica.com/atrtut18.html

80x86 Assembler, Part 7. Atrevida Game Programming Tutorial #18. Chapter 17, 80x86 Assembler, Part 6. In this chapter, we'll examine string instructions. We'll learn how to manipulate strings, and we'll also discover how certain string instructions can be used to manipulate graphics in video memory. Is it safe to ignore this chapter? A brief overview of string instructions. In 80x86 assembler, a string. On the 386 and up, there are the additional instructions. What do the ". For doublewords, replace the ".

2

Atrevida Game Programming Tutorial 19: 80x86 Assembler, Part 8

http://atrevida.comprenica.com/atrtut19.html

80x86 Assembler, Part 8. Atrevida Game Programming Tutorial #19. Chapter 18: 80x86 Assembler, Part 7. Make sure you're comfortable with parameter passing in assembler (if necessary, quickly review Chapter 15, 80x86 Assembler, Part 4). In this chapter, we'll learn how to interface assembler code with C and C programs. The easiest way to add assembler code to your programs is to use the ". Construct in Turbo/Borland C/C . Watch this:. When you specify ". Asm INT 21h; asm XOR AX, AX;. Statement. The com...

3

Atrevida Tutorial 17: 80x86 Assembler, Part 6

http://atrevida.comprenica.com/atrtut17.html

80x86 Assembler, Part 6. Atrevida Game Programming Tutorial #17. Chapter 16, 80x86 Assembler, Part 5. In this short chapter, we'll examine the use of equates and macros to simplify our code. Then we'll take a look at assembler graphics programming using Mode 13h. We can declare constants in our assembler programs using the ". Equate) directive. Equates are just like the use of ". Directives in C or C programs. For example, in C or C , we can do this:. D name, such as. Is equated to ". Here are a few note...

4

Atrevida Tutorial 1: Introduction to Binary and Hexadecimal

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Introduction to Binary and Hexadecimal. Atrevida Game Programming Tutorial #1. Understanding binary and hexadecimal numbers is essential for systems-level programming. Binary numbers are important because the computer "works with" binary numbers - numbers composed of two digits, 1 and 0. Hexadecimal numbers are convenient because they allow us to handle binary numbers easily. For that matter, how do we count in octal? That number, and subtracting one from a number is also called decrementing. That number...

5

Atrevida Tutorial 15: 80x86 Assembler, Part 4

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80x86 Assembler, Part 4. Atrevida Game Programming Tutorial #15. Chapter 14: 80x86 Assembler, Part 3. In this chapter, we'll learn how to write and call procedures (equivalent to functions or procedures or subroutines in other languages). We'll learn how to pass parameters to, and receive return values from, these procedures. We'll also learn how to use local variables in procedures. Procedures are very similar to functions in C. Let's convert this simple C function to an assembler procedure:. TEST7ASM b...

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October | 2014 | The Secret Life of Software

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The Secret Life of Software. Kevin Matz's blog on startups and software design and management. Monthly Archives: October 2014. Welcome to my new blog. This is my new blog where I’m going to be writing about software design, development, and management. I’m also very much interested in startups, and I’m working on a small software and publishing business in my spare time. I have many ideas for software products and books, and I’ll be discussing these here. This entry was posted in Uncategorized.

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Uncategorized | The Secret Life of Software

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The Secret Life of Software. Kevin Matz's blog on startups and software design and management. Welcome to my new blog. This is my new blog where I’m going to be writing about software design, development, and management. I’m also very much interested in startups, and I’m working on a small software and publishing business in my spare time. I have many ideas for software products and books, and I’ll be discussing these here. This entry was posted in Uncategorized. October 13, 2014. Hi, I'm Kevin Matz.

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Product Management | Architecting Usability

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Category Archives: Product Management. Focus groups as a usability evaluation technique. September 11, 2012. A focus group brings together a group of users or other stakeholders to participate in a discussion of preprepared questions, led by a facilitator. A focus group could be used as an usability evaluation technique if the group is shown … Continue reading →. The impact of hardware devices on software ergonomics. August 19, 2012. Psychology for UX Design. Software requirements in a nutshell. Your app...

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Kevin Matz | Architecting Usability

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Author Archives: Kevin Matz. How to conduct heuristic inspections for evaluating software usability. January 1, 2013. Heuristics are “rule-of-thumb” design principles, rules, and characteristics that are stated in broad terms and are often difficult to specify precisely. Assessing whether a product exhibits the qualities embodied in a heuristic is thus a subjective affair. If you inspect … Continue reading →. Psychology for UX Design. Focus groups as a usability evaluation technique. September 11, 2012.

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How to build a visual hierarchy to express relationships between page elements | Architecting Usability

http://architectingusability.com/2012/07/15/how-to-build-a-visual-hierarchy-to-express-relationships-between-page-elements

Interaction design and usability for data persistence and transactions. Designing an interaction framework for your application’s tasks →. How to build a visual hierarchy to express relationships between page elements. July 15, 2012. The underlying structure of a page’s layout can be understood as a visual hierarchy. Take this page for example:. The navigation bar on the left-hand side of the page comes second in the visual hierarchy. When scanning the page, the viewer’s eye will tend to look first...

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Product Marketing | Architecting Usability

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Category Archives: Product Marketing. Software requirements in a nutshell. July 30, 2012. Requirements are statements of things that your product must achieve for it to be considered successful. If you are building a customized solution for a client, requirements express the wants and needs of your client. If you are building a … Continue reading →. End users vs. buyers. June 15, 2012. My book, Designing Usable Apps, is now available! Available in print and Kindle editions at Amazon.com. Interaction desi...

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The impact of hardware devices on software ergonomics | Architecting Usability

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Software requirements in a nutshell. Quantifying cognitive load and task efficiency →. The impact of hardware devices on software ergonomics. August 19, 2012. A product that is ergonomic. With a screen, keyboard, and a pointing device such as a mouse or trackpad, are comfortable for users sitting at a desk for a long period of time. And similar devices such as portable music players) are usually used for short bursts of activity while on the go. For more specialized applications, you might have a combina...

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Software requirements in a nutshell | Architecting Usability

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The impact of hardware devices on software ergonomics →. Software requirements in a nutshell. July 30, 2012. Are the features your product will have, in terms of the functions, actions, and behavior it will support. For example, some functional requirements for a word processor would be that it support bold and italic type, that it allow documents to be printed, and that it allows images to be embedded in documents. Of your product and project is defined by the set of requirements that need to be impleme...

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Focus groups as a usability evaluation technique | Architecting Usability

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Analytics as a usability evaluation technique. How to conduct heuristic inspections for evaluating software usability →. Focus groups as a usability evaluation technique. September 11, 2012. Focus group discussions often tend to be dominated by one or two loud and opinionated participants, and the quieter participants often say little and go along with the group consensus. There is also the risk that the facilitator may consciously or unconsciously lead the discussion towards a particular outcome&#46...

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The Atrevida PC Game Programming Tutorials

Do you want to learn how to create computer games for the PC? The articles at this site start right at the beginning. If you're comfortable with the C programming language, that's all you need - no other knowledge or training is required or assumed. Come on in, start at the beginning, and have a blast! Are you already a game or demo programmer and you want to find some specific information? PC Systems Programming Essentials. Introduction to Binary and Hexadecimal. Memory in the PC. Mode X Paging Tricks.

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