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PF0, PF1, PF2 and CTRLPF\\\r\ns01e05 - Demonstrations for drawing boundry boxes for the playfield\\\r\ns01e06 - Drawing Graphics with the Player Graphics registers\\\r\ns01e07 - Four examples to demostrate how to draw a graphics and move it around the screen\\\r\ns01e08 - One example to demostrate how to use a sprite editor with Atari Dev Studio\\\r\ns02e01 - Five examples of basic sprite animation\\\r\ns02e02 - Reading input from the CX-40 Joystick and the console switches\\\r\ns02e03 - How to set and read timers\\\r\ns02e04 - How to build your own multi-scanline kernel for your game\\\r\ns02e05 - collision detection between the ball and playfield. Uses the 'bounce' technique from the game COMBAT!\\\r\ns03e01 - Random Numbers and Linear-Feedback Shift Register\\\r\ns03e02 - How to add sound effects to your game\\\r\ns03e03 - No example code\\\r\ns03e04 - Programming for Different World Regions on the Atari 2600\\\r\ns04e01 - Asymmetrical playfields, binary coded decimals, scoreboards\\\r\ns04e02 - Reading the CX30 Paddle Controllers and the .byte $2c trick\\\r\ns05e01 - The Atari XG-1 Light Gun\\\r\nSpecials01 - Demonstrates an asymmetrical playfield\\\r\nSpecials03 - Christmas Yule Log with animated asymmetrical playfield\r\n\r\n\r\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fkreiach%2F8blit","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fkreiach%2F8blit","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fkreiach%2F8blit/lists"}