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Learning C for Classic Game Systems (Classic Systems in C)

The other four books in Classic Systems in C each teach one real machine — Neo Geo AES, Commodore Amiga, Game Boy, Commodore 64 — and all four assume you already write C comfortably. This volume is the missing first step: for a reader who codes competently in some other language but has never met a pointer, a fixed-width type, or a CPU with no floating-point unit.

There's no single retro machine to install a toolchain for. Every one of this book's 25 example projects compiles with an ordinary C99 toolchain — gcc or clang, on macOS, Linux, or Windows — no cross-compiler, no emulator, no retro hardware required for a single page. Where the later chapters need something that looks like real hardware to explain VRAM, a palette, a sprite, or a tilemap, they get it from a small simulated framebuffer of the book's own design: a buffer in memory, printed straight to your terminal as text.

Four blocks, each building directly on the last:

— C with a systems accent: fixed-width types, operators, control flow, functions, arrays, structs — taught with an eye on the hardware you'll meet in the rest of the series, not as generic syntax.

— C close to the hardware: pointers, memory addresses, how a struct actually lays out in bytes, alignment, endianness, and the bitwise vocabulary — masks, flags, shifts — that every hardware register in every one of the other four books speaks natively.

— Platform-agnostic game-programming fundamentals: a three-phase game loop, movement built on fixed-point arithmetic instead of a floating-point unit none of this hardware has, gravity and variable-height jumping, AABB and tilemap collision, a dead-zone scrolling camera, animation tied to finite state machines, and simple patrol/chase/flee AI.

— Classic hardware fundamentals, still agnostic of any one machine: CPU, RAM, ROM, memory-mapped I/O, VRAM, interrupts and VBlank timing, indexed color and palettes, sprites versus tiles versus tilemaps, and double buffering — with a closing chapter that assembles all of it into a small scrolling demo in the book's own simulated framebuffer

The final chapter maps each of the other four books by name, so you know exactly where to go next — and whichever one you open, you'll already have everything it assumes on page one.

Full source code for every chapter is free to download at danielherby.com.

Procurando Learning C for Classic Game Systems (Classic Systems in C)? Aqui você encontra tudo sobre este livro de Daniel Herby, publicado por Independently published em 28 de agosto de 2026. Nesta página estão a descrição da obra, os detalhes da edição (191 páginas) e os formatos disponíveis para baixar: pdf, epub, txt, djvu. Se você gosta de Livros Internacionais, Computação, Informática e Mídias Digitais, Programação, Jogos, explore também outros títulos da mesma categoria no Encontrando os melhores livros. Veja ainda as outras obras de Daniel Herby em nosso catálogo.

Número de páginas:191
Isbn 13:9798170415663
Encadernação Learning C for Classic Game Systems (Classic Systems in C):Capa Comum
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