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    Learn Assembly Language By Making Games For The Atari 2600

    Posted By: ELK1nG
    Learn Assembly Language By Making Games For The Atari 2600

    Learn Assembly Language By Making Games For The Atari 2600
    Last updated 11/2022
    MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz
    Language: English | Size: 13.17 GB | Duration: 17h 3m

    Programming games for the Atari 2600 platform using 6502 Assembly Language

    What you'll learn

    Programming for the Atari 2600

    Assembly 6502 Language

    Manipulating Video, Audio, and Input data

    Creating Game ROM Cartridges

    Computer Architecture and Low-Level Programming

    Requirements

    No requirements

    Description

    Are you feeling a bit lost in this fast-paced jungle that is the world of software development today?Do you need some refreshing vacation where you learn something really small, nerdy, and fun?Well, book your tickets!This course will teach you the basics of programming games for the classic Atari 2600 console using 6502 Assembly Language. If you are a complete beginner or if you are a pro developer, chances are you will learn something new and enjoy poking the bytes of a simple and minimal hardware architecture that is the classic Atari 2600 VCS.Join me if you want to:Expand your knowledge of computer architecture and low-level programmingUnderstand what happens under the hood when you write something as simple as print("Hello World") in your favorite high-level languageLearn to code game elements for the Atari 2600 system using 6502 assembly language.Create your own Atari ROM cartridges and run them with an Atari emulatorThere are no real requirements to this course and beginners are welcomed. You only need to know how to work with computers, copy files around, and a code editor.Please be aware that I will use Linux in the videos… but both Atari emulator and Dasm assembler work under Linux, Windows, and macOS. So, you will be able to use any operating system you want to take this course.

    Overview

    Section 1: Introduction

    Lecture 1 Motivations and Learning Outcomes

    Section 2: Hardware & Architecture

    Lecture 2 Hardware and Specs

    Lecture 3 The Popularization of Game Cartridges

    Lecture 4 Your First Game Console

    Lecture 5 Digital Binary System

    Lecture 6 Counting in Base 10 & Base 2

    Lecture 7 Hexadecimal Notation

    Lecture 8 The 6502/6507 Processor

    Lecture 9 Processor Status Flags

    Section 3: 6502 Assembly Programming

    Lecture 10 The Assembler Flow

    Lecture 11 Assembly Language(s)?

    Lecture 12 Popular 6502 Assembly Instructions

    Lecture 13 Installation and Tools

    Lecture 14 Picking a Code Editor

    Lecture 15 Our First Assembly Code

    Lecture 16 The DASM Assembler

    Lecture 17 The Stella Emulator

    Lecture 18 The Javatari Emulator

    Lecture 19 Installing DASM on Windows

    Lecture 20 Our First Assembly Bug

    Lecture 21 Important Assembly Terminology

    Section 4: 6502 Instruction Set

    Lecture 22 Different Addressing Modes

    Lecture 23 6502 Instruction Set

    Lecture 24 6502 Instructions Warm-up Exercises

    Lecture 25 6502 Exercises Walkthrough

    Lecture 26 Is the Atari 2600 a Proper Computer?

    Section 5: VCS Memory Map and the TIA

    Lecture 27 VCS Memory Map

    Lecture 28 Memory Map and Page Zero

    Lecture 29 Sending Instructions to the Display

    Lecture 30 Stella Debugger Warnings

    Lecture 31 NTSC Video Synchronization

    Lecture 32 Painting the CRT

    Section 6: TIA Objects

    Lecture 33 TIA Screen Objects

    Lecture 34 Players, Missiles, and Balls

    Lecture 35 Playfield

    Lecture 36 Playfield (Exercise)

    Lecture 37 NTSC vs. PAL

    Lecture 38 Player Bitmap and Scoreboard

    Lecture 39 Playfield Color

    Lecture 40 Playfield Pixel Size

    Lecture 41 Declaring Variable Names

    Lecture 42 When to use .byte, .word, and ds?

    Lecture 43 A Quick Discussion on Registers & Variables

    Section 7: Horizontal and Vertical Positioning

    Lecture 44 Vertical Positioning

    Lecture 45 Implementing Vertical Position

    Lecture 46 Representing Graphics Data in Games

    Lecture 47 Horizontal Positioning

    Lecture 48 "Fine" Horizontal Positioning

    Lecture 49 Implementing Horizontal Positioning

    Lecture 50 Horizontal Position (Exercise)

    Lecture 51 Horizontal Position (Solution)

    Lecture 52 Horizontal Position & Keeping Time

    Lecture 53 A Deeper Look into Horizontal Positioning

    Section 8: Clock Cycles

    Lecture 54 Counting Clock Cycles

    Lecture 55 Undocumented OpCodes

    Section 9: Controller Input

    Lecture 56 Joystick Input

    Lecture 57 Joystick Player Movement

    Lecture 58 Atari VCS Input Ports

    Lecture 59 Bitwise Operations

    Lecture 60 Bitwise Application Example

    Section 10: Subroutines, Stack, and Pointers

    Lecture 61 Subroutines

    Lecture 62 Stack

    Lecture 63 Pointers

    Section 11: Starting our Final Project

    Lecture 64 Starting our Final Project

    Lecture 65 Defining the Project Playfield Graphics

    Lecture 66 Creating Sprites in PlayerPal

    Lecture 67 Defining the Project Player Graphics

    Lecture 68 Drawing Player Sprites

    Lecture 69 A Reflection on Counting Clock Cycles

    Section 12: Project Movement and Positioning

    Lecture 70 Player Horizontal Position Subroutine

    Lecture 71 Handling Joystick Movement

    Lecture 72 Changing Sprite Animation Frame

    Lecture 73 Enemy Vertical Movement

    Section 13: Random Numbers

    Lecture 74 Generating Random Numbers

    Lecture 75 Bitshift Operations

    Lecture 76 Random Enemy Position

    Section 14: Object Collision

    Lecture 77 Collision Registers

    Lecture 78 Object Collision

    Section 15: Digits and Scoreboard

    Lecture 79 Score Digits

    Lecture 80 Scoreboard and Timer Graphics

    Lecture 81 Tasks Performed Inside VBlank

    Lecture 82 Implementing Asymmetric Playfield

    Lecture 83 Extra Resources on Asymmetrical Playfield

    Lecture 84 Scoreboard Background Color

    Lecture 85 Game Over Color Effect

    Lecture 86 Score Increment (Exercise)

    Lecture 87 Score Increment (Solution)

    Lecture 88 Limiting Movement (Exercise)

    Lecture 89 Limiting Movement (Solution)

    Section 16: BCD Decimal Mode

    Lecture 90 Using Decimal Mode BCD

    Lecture 91 What Is BCD, Really?

    Section 17: Missiles and Macros

    Lecture 92 Missiles

    Lecture 93 Macros

    Lecture 94 Missile Collision

    Lecture 95 Addressing Mode Errors

    Section 18: Audio

    Lecture 96 Sound Registers

    Lecture 97 Jet Engine Sound

    Section 19: Scanline Analysis and Debugging Tools

    Lecture 98 Scanline Analysis

    Lecture 99 Gopher2600 Emulator and Debugger

    Section 20: Conclusion and Next Steps

    Lecture 100 Next Steps

    Lecture 101 Examples of Disassembled Commented Code

    Lecture 102 Copyright and Content Distribution

    Section 21: Bonus Lecture

    Lecture 103 Other Courses

    Lecture 104 Courses

    Beginner or intermediate developers interested learning about low-level programming,Developers interested in learning game programming using the Atari system,Professional developers interested in learning about programming using 6502 Assembly language