000755264 000__ 03018cam\a2200457Ii\4500 000755264 001__ 755264 000755264 005__ 20230306141840.0 000755264 006__ m\\\\\o\\d\\\\\\\\ 000755264 007__ cr\cn\nnnunnun 000755264 008__ 160511t20162016sz\a\\\\ob\\\\001\0\eng\d 000755264 019__ $$a950465859$$a953023297 000755264 020__ $$a9783319300047$$q(electronic book) 000755264 020__ $$a3319300040$$q(electronic book) 000755264 020__ $$z9783319300023 000755264 020__ $$z3319300024 000755264 035__ $$aSP(OCoLC)ocn949365283 000755264 035__ $$aSP(OCoLC)949365283$$z(OCoLC)950465859$$z(OCoLC)953023297 000755264 040__ $$aN$T$$beng$$erda$$epn$$cN$T$$dYDXCP$$dIDEBK$$dGW5XE$$dN$T$$dOCLCF$$dAZU$$dEBLCP$$dCOO$$dWAU$$dVT2 000755264 049__ $$aISEA 000755264 050_4 $$aGV1469.15 000755264 08204 $$a791.8$$223 000755264 1001_ $$aAycock, John Daniel,$$d1970-$$eauthor. 000755264 24510 $$aRetrogame archeology$$h[electronic resource] :$$bexploring old computer games /$$cJohn Aycock. 000755264 264_1 $$aSwitzerland :$$bSpringer,$$c[2016] 000755264 264_4 $$c©2016 000755264 300__ $$a1 online resource (xix, 222 pages) :$$billustrations. 000755264 336__ $$atext$$btxt$$2rdacontent 000755264 337__ $$acomputer$$bc$$2rdamedia 000755264 338__ $$aonline resource$$bcr$$2rdacarrier 000755264 504__ $$aIncludes bibliographical references and index. 000755264 5050_ $$aIntroduction -- Memory Management -- Slow, Wildly Incompatible I/O -- Interpreters -- Data Compression -- Procedural Content Generation -- Protection -- Obfuscation and Optimization -- Endgame. 000755264 506__ $$aAccess limited to authorized users. 000755264 520__ $$aDrawing on extensive research, this book explores the techniques that old computer games used to run on tightly-constrained platforms. Retrogame developers faced incredible challenges of limited space, computing power, rudimentary tools, and the lack of homogeneous environments. Using examples from over 100 retrogames, this book examines the clever implementation tricks that game designers employed to make their creations possible, documenting these techniques that are being lost. However, these retrogame techniques have modern analogues and applications in general computer systems, not just games, and this book makes these contemporary connections. It also uses retrogames' implementation to introduce a wide variety of topics in computer systems including memory management, interpretation, data compression, procedural content generation, and software protection. Retrogame Archeology targets professionals and advanced-level students in computer science, engineering, and mathematics but would also be of interest to retrogame enthusiasts, computer historians, and game studies researchers in the humanities"--Provided by publisher. 000755264 588__ $$aDescription based on print version record. 000755264 650_0 $$aComputer games. 000755264 650_0 $$aComputer games$$xHistory. 000755264 77608 $$iPrint version:$$aAycock, John.$$tRetrogame archeology.$$dSpringer, c2016$$z3319300024$$w(OCoLC)935185871 000755264 852__ $$bebk 000755264 85640 $$3SpringerLink$$uhttps://univsouthin.idm.oclc.org/login?url=http://link.springer.com/10.1007/978-3-319-30004-7$$zOnline Access$$91397441.1 000755264 909CO $$ooai:library.usi.edu:755264$$pGLOBAL_SET 000755264 980__ $$aEBOOK 000755264 980__ $$aBIB 000755264 982__ $$aEbook 000755264 983__ $$aOnline 000755264 994__ $$a92$$bISE