User:Derek Andrews/sandbox

Shelf
Category:Shelf:Console game programming

Title ideas

 * 1292 APVS programming
 * 1292 APVS programmers guide
 * 1292 APVS programmers manual
 * Programming the 1292 family of video game consoles
 * Programming the Voltmace Database
 * Voltmace Database programmer's guide
 * Signetics 2650-2636 programmers guide
 * Signetics 2650-2636 programming
 * Voltmace Database programming

Contents

 * Introduction
 * Console Hardware
 * System architecture
 * Clock generation
 * Processor
 * PVI
 * Sound circuits
 * Hand-controller circuits
 * Differences between manufacturers
 * 2650 reference
 * Memory map
 * Registers
 * Addressing modes
 * Operation instructions
 * Branch and subroutine instructions
 * Interrupts
 * PVI reference
 * Tutorials - system elements
 * Objects
 * Score
 * Programming colours
 * Background grid and screen
 * Sync to VRST ( Moving an object )
 * Sync to Object completion (reprogram objects)
 * Object collision
 * Sound
 * Keypad and console buttons
 * Joysticks
 * BCD arithmetic
 * Interrupts
 * Tutorials - game elements
 * Speed and animation
 * Sound effects
 * Music
 * How did they do that?
 * Leapfrog screen programming
 * Defender ?? interton game, specifically the terrain
 * Games that use interrupts
 * Glossary
 * Bibliography
 * Appendices
 * 2650 cheat sheet
 * 2636 cheat sheet
 * Background worksheet
 * Development systems
 * Complete code for tutorials

Introduction
This book is a guide to programming a family of video game consoles based on the Signetics 2650 microprocessor and 2636 Programmable Video Interface. These consoles were manufactured and marketed by numerous companies in Europe, Australia and New Zealand. They are largely software-compatible, though there are physical differences in the games cartridges. Some of the joysticks are self-centering while others are not. The audio effects circuitry and colour circuitry may vary too.

This book will initially concentrate on the Videomaster / Voltmace Database, as that is the console I have to work with. When differences are documented from reliable sources, they will be discussed here where appropriate. I stress reliable as there seems to be a lot of badly sourced misinformation about these consoles on the web.

Readers should have some basic knowledge of assembler level programming, perhaps with processors of a similar vintage such as the 6502 or Z80. A little background in digital and analogue electronics would be helpful too. The glossary and bibliography will include basic information and links to further reading to fill in gaps in knowledge concerning these fundamentals.

This book starts with a description of the hardware of the console, and information about the microprocessor and programmable video interface. The intent is to keep these sections concise yet detailed so that they serve as a handy reference for programmers. A later section will be a series of tutorials showing how to program the various elements of the console so that eventually the reader will have enough knowledge to build their own games.

My objective in starting this book is to encourage the creation of new games for these consoles.