کتاب آموزش جامع Using and Programming the Commodore 64: از مبتدی تا ساخت بازی با فرمت AZW3 برای کتابخوان کیندل و فرمت EPUB
دوره آموزش جامع Using and Programming the Commodore 64: از مبتدی تا ساخت بازی آموزش جامع Using and Programming the Commodore 64: از مبتدی تا ساخت بازی سفری نوستالژیک به قلب دوران طلایی کامپیوترها و خل...
🎓 دوره آموزشی جامع
📚 اطلاعات دوره
عنوان دوره: دوره آموزش جامع Using and Programming the Commodore 64: از مبتدی تا ساخت بازی
موضوع کلی: برنامهنویسی و استفاده از کامپیوترهای قدیمی
موضوع میانی: آشنایی و برنامهنویسی با Commodore 64
📋 سرفصلهای دوره
- 1. Welcome to the C64: A Journey Back in Time
- 2. The Legacy of the Commodore 64
- 3. Unpacking Your C64: Essential Components
- 4. Connecting Your C64 to a Display (TV/Monitor)
- 5. Powering Up and Shutting Down Safely
- 6. The C64 Keyboard: Layout and Special Keys
- 7. Using the C64 READY Prompt
- 8. Understanding the C64's Operating System (Kernal/BASIC)
- 9. Common C64 Error Messages and Solutions
- 10. Basic Interaction: Printing Text to Screen
- 11. The Datasette: C64's Cassette Drive
- 12. Loading Programs from Datasette
- 13. Saving Programs to Datasette
- 14. The 1541 Disk Drive: A Faster Storage Solution
- 15. Initializing and Formatting a Disk (NEW Command)
- 16. Loading Programs from Disk
- 17. Saving Programs to Disk
- 18. Listing Disk Contents (LOAD "$",8)
- 19. Renaming and Deleting Disk Files
- 20. Using Joysticks and Other Input Devices
- 21. What is BASIC? An Introduction
- 22. Writing Your First BASIC Program: "HELLO C64"
- 23. Understanding Line Numbers in BASIC
- 24. The PRINT Statement: Displaying Information
- 25. The INPUT Statement: Getting User Responses
- 26. Variables: Storing Numeric Data
- 27. Variables: Storing String Data ($)
- 28. Assignment Statements: LET and Direct Assignment
- 29. Adding Comments to Your Code with REM
- 30. Clearing the Screen and Cursor Control (CHR$)
- 31. The GOTO Statement: Unconditional Jumps
- 32. IF...THEN Statements: Making Decisions
- 33. Relational Operators: Comparing Values (=, <>, <, >)
- 34. Logical Operators: AND, OR, NOT
- 35. FOR...NEXT Loops: Repeating Actions
- 36. Nested FOR...NEXT Loops
- 37. The GET Command: Reading Single Keypresses
- 38. GOSUB and RETURN: Organizing Your Code with Subroutines
- 39. Arrays: Storing Multiple Related Values (DIM)
- 40. Understanding Program Flow: Tracing Your Code
- 41. READ and DATA Statements: Embedding Data
- 42. RESTORE: Re-reading Data
- 43. String Manipulation: LEFT$, RIGHT$, MID$
- 44. String Functions: LEN, ASC, CHR$
- 45. Mathematical Functions: ABS, SGN, INT, RND
- 46. User-Defined Functions (DEF FN) and Their Limits
- 47. Error Handling with ON ERROR GOTO
- 48. Program Structure and Best Practices in BASIC
- 49. Debugging Your BASIC Programs
- 50. Optimizing BASIC Code for Speed
- 51. The C64 Screen Memory Map: Where Characters Live
- 52. PEEK and POKE: Direct Memory Access Basics
- 53. Changing Screen and Border Colors (POKE 53280, 53281)
- 54. Customizing Character Colors
- 55. The Character ROM: Understanding Built-in Fonts
- 56. Creating Custom Character Sets (Redefining Characters)
- 57. Copying Character Sets to RAM
- 58. Displaying Custom Characters
- 59. Designing Simple Graphics with Custom Characters
- 60. Character Animation Techniques
- 61. Understanding High-Resolution Bitmap Mode
- 62. Setting up Hi-Res Graphics (POKEing VIC-II Registers)
- 63. Drawing Pixels in Hi-Res Mode
- 64. Line Drawing Algorithms (BASIC Implementation)
- 65. Circle Drawing Algorithms (BASIC Implementation)
- 66. Understanding Multicolor Bitmap Mode
- 67. Setting up Multicolor Graphics
- 68. Drawing Multicolor Pixels
- 69. Mixing Character Mode and Bitmap Mode
- 70. Loading and Displaying Image Data
- 71. Introduction to the SID (Sound Interface Device) Chip
- 72. SID Chip Registers: An Overview
- 73. Generating Basic Tones with Voice 1 (POKE 54272-54296)
- 74. Understanding Waveforms: Triangle, Sawtooth, Pulse, Noise
- 75. Adjusting Attack, Decay, Sustain, Release (ADSR Envelopes)
- 76. Controlling Pitch and Frequency
- 77. Using Three Voices for Polyphonic Sound
- 78. Setting Master Volume and Filter Control
- 79. Creating Simple Sound Effects (Blasts, Bleeps)
- 80. Composing Short Melodies in BASIC
- 81. What are Sprites? Hardware-Assisted Graphics
- 82. Sprite Data Pointers and Memory Location
- 83. Defining Sprite Graphics Data (Character Block)
- 84. Enabling and Disabling Individual Sprites
- 85. Positioning Sprites on the Screen (X and Y Coordinates)
- 86. Setting Sprite Colors
- 87. Sprite Priority: Overlapping Sprites
- 88. Expanding Sprites: Doubling Width (X-Expand)
- 89. Expanding Sprites: Doubling Height (Y-Expand)
- 90. Multicolor Sprites: Expanding Color Possibilities
- 91. Sprite-to-Sprite Collision Detection
- 92. Sprite-to-Background Collision Detection
- 93. Simple Game Loop: Input, Update, Render
- 94. Implementing Basic Game Controls (Keyboard/Joystick)
- 95. Creating Moving Backgrounds (Scrolling)
- 96. Building a Simple Game: Asteroid Field Example
- 97. Score Management and High Score Tables
- 98. Game States: Title, Play, Game Over Screens
- 99. Introduction to Machine Language (SYS Command)
- 100. Resources and Next Steps for C64 Programming
تگها:
BASIC Commodore 64
C64
Commodore 64
Commodore 64 Programming
Emulator Commodore 64
Using and Programming the Commodore 64
آموزش Commodore 64
آموزش برنامهنویسی کمودور
آموزش بیسیک کمودور
بازیسازی Commodore 64
برنامهنویسی کمودور ۶۴
رترو کامپیوتر
شبیهساز Commodore 64
کامپیوترهای قدیمی
کمودور ۶۴
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