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Titlebook: Retrogame Archeology; Exploring Old Comput John Aycock Book 2016 Springer International Publishing Switzerland 2016 Computer games.Computer

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https://doi.org/10.1007/978-3-319-30004-7Computer games; Computer systems; Computing history; Data compression; Code obfuscation; Memory managemen
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Introduction,This first chapter sets the stage for the remainder of the book, examining what a retrogame actually . (there are many subtle nuances) and the constraints that underlie later topics. It also provides a brief introduction to a common CPU driving retrogames, the 6502, along with the pseudo-assembly syntax used in the book.
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Memory Management,Not only do the memory management techniques used in retrogames underlie those seen in modern operating systems, but memory and its management continues to be an issue, like fitting data into caches and trading space for time.
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Interpreters,Interpretation is widely used to implement a lot of popular programming languages today. There are a number of retrogame examples that use interpreters; text adventure/interactive fiction games used them extensively for portability and size considerations, but there are also examples from arcade, pinball, and action-based games.
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Data Compression,As a rule, our data needs continually outstrip our capacity to store it and get it from one place to another, making data compression a highly relevant topic even now. Retrogames had the extra incentive of having to fit in limited memory and secondary storage, and they employed various techniques to compress both text and images.
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Protection,Now, as in the retrogame era, protecting code from analysis and copying is a concern and an active area of study. Protection schemes both old and new can be viewed through the lens of computer security.
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