Book: The Annotated Adventure (Table of Contents).The Annotated Adventure, by Warren Robinett (2016).This book is about the design and implementation of Adventure for the Atari 2600 video-game console, the first action-adventure game. This game was implemented in a highly-constrained computing environment. Available memory was 4096 bytes (4K) of ROM, and 128 bytes (1/8 K) of RAM. The system's processor was an 8-bit processor running at 1.2 MHz.(As of Feb. 2016) The book is completed, but not yet released. It is currently being read by a few selected readers, and is expected to be available later in 2016. Table of ContentsPART I: INVENTION OF THE ADVENTURE GAME1. Introduction 2. Crowther and Woods's All-Text Adventure Game 3. Adapting Adventure to the Video-Game Medium 4. The Game World of Atari VCS Adventure 5. Why Did Adventure Succeed? PART II: THE CODE FOR ADVENTURE IN C 6. Overview of the Code for Adventure 7. Startup and Main Loop 8. The RoomList and ObjectList Data Structures 9. Moving Yourself Through the Game World 10. Carrying Objects 11. Portals: Castles and Keys, Mazes and the Bridge 12. LampGlow and Dark Mazes 13. The Chalice 14. The Dot and the Secret Room 15. Creatures with Desires and Fears 16. Dragons 17. The Bat 18. The Magnet 19. Game Levels and Game Initialization 20. Sound Effects 21. Chronology of the Development of Adventure PART III: THE ATARI VCS PLATFORM 22. VCS System Architecture 23. The 6502 Processor: Architectural Summary and Instruction Set 24. Programming the 6502 25. The TIA (Stella) Custom Chip 26. The PIA Chip: RAM, I/O Ports, and Timer 27. VCS System Timing 28. Adventure's Kernel (Display Routine) PART IV: THE CODE FOR ADVENTURE IN ASM 29. Data Structure Definitions 30. Variables in RAM 31. Display Code in ASM 32. Startup and Main Loop in ASM 33. Game Initialization in ASM 34. User Interface in ASM 35. Adventure's Creatures and Objects in ASM 36. Sound-Generation Code in ASM 37. Graphics Data 38. RoomList and ObjectList PART V: DISCUSSION 39. Old-Fashioned Game Development 40. Memory Usage: RAM and ROM 41. CPU Usage 42. Efficient Coding 43. Object-Oriented Coding in Adventure? 44. Events and Behaviors in Adventure 45. Emergent Behaviors 46. Interactive Graphical Simulation 47. Bad Guys and Artificial Intelligence PART VI: CONCLUSIONS 48. A Retrospective on Adventure 49. Looking at the Code: Worth the Trouble? 50. The Evolution of Video Games 51. The Purposes of Art APPENDICES A. VCS Block Diagram and Memory Maps B. Instruction Set of the 6502 Processor C. TIA Chip and PIA Chip Registers More information can be found on my website: warrenrobinett.com |