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The Black Art of Video Game Console Design [Paperback]

Andre LaMothe (Author)
4.5 out of 5 stars  See all reviews (15 customer reviews)

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Book Description

December 22, 2005 0672328208 978-0672328206
&a>breaks new ground in game development by bridging the alien worlds of hardware and software together for the first time!

 

The Black Art of Video Game Console Design  is written for the programmer and/or hobbyist interested in software game development, but also wants to understand the hardware games are implemented on. This book assumes no prior knowledge of Electrical Engineering or Computer Architecture, but takes you on a breathtaking journey from atomic semiconductor theory to the design and construction of basic video game consoles that you can build and write your own games for! Included in the book is the entire design of numerous embedded game systems including the XGameStation systems and much more.

 

The Black Art of Video Game Console Design with 800+ pages covers everything you need to know to design your own game console including:

 

• Basic atomic physics and semiconductor theory primer.
• Introduction to circuit analysis; current, voltage, and resistance.
• Analog design using discrete components.
• Digital electronics and Boolean algebra.
• Physical hardware construction and prototyping techniques.
• Combinational logic and advanced integrated circuit building blocks.
• Finite state machine design.
• Computer architecture and design.
• Understanding and using microprocessors and microcontrollers.
• Developing software for embedded systems.
• Designing video (NTSC/VGA), audio, and input device systems.
• Interfacing and communications.
• The complete design and discussion of numerous game systems including the XGameStations!

 

Register your book at informit.com/register and download the following additional resources (previously on bundled CD):
• PCB and circuit simulation tools.
• All necessary data sheets.
• Demos and source code.
• Complete designs to numerous embedded systems including the XGameStations.

 

Frequently Bought Together

Customers buy this book with Game Console Hacking: Xbox, PlayStation, Nintendo, Game Boy, Atari, & Sega $29.48

The Black Art of Video Game Console Design + Game Console Hacking: Xbox, PlayStation, Nintendo, Game Boy, Atari, & Sega


Editorial Reviews

About the Author

Andre LaMothe is the best-selling author of Tricks of the Windows Game Programming Gurus and has been involved in the computing industry and technology for more than a quarter century. He holds degrees in mathematics, computer science, and electrical engineering, and is one of the rare individuals that actually did work at NASA at the age of 20 doing research. His early teens and twenties were filled with consulting for numerous Silicon Valley companies, where he worked in fields such as virtual reality, robotics, compiler design, 3D engines, artificial intelligence.

Excerpt. © Reprinted by permission. All rights reserved.

Introduction

Introduction

Thank you for purchasing The Black Art of Video Game Console Design. We have worked hard to provide a unique, high-quality, and educational book that will both engage and entertain. Within these pages you will learn how to design your own game console as well as learn about the complete design of the XGameStation Micro Edition and Pico Edition. This is the world's first do-it-yourself video game console design book and will empower you to an unprecedented level of knowledge and understanding, whether you're a hobbyist, student, or both.

Installing the CD

The CD contains all the sources, schematics, tools, and content discussed in this book. There is no installer; simply work from the CD or drag the entire contents from the CD to your hard drive. Also, you may want to install one or more of the tools, especially Labcenter's Proteus PCB Design Tools, so you can look at the design examples from the book including the XGS Micro and Pico Edition game console designs in their native format.

Please read the README.TXT file at the root of the CD for any last minute instructions and changes. Also, each directory also has a README.TXT explaining the contents. The CD root for this content is laid out as follows:

XGSME_HW_CD             - The main directory/CD root for this content (may                               be within another directory).     \Datasheets           - Contains datasheets for all chips.  \General_Papers       - Contains articles, papers, on SX and XGS                               programming.  \Schematics_Circuits  - Contains XGS schematics and circuits.  \SX_Docs_Books        - Contains SX related docs and eBooks.  \SX_Key_IDE           - Contains Parallax Inc.'s SX-Key Software.  \Tools                - Contains various tools for engineering.  \XGSME_Sources        - Contains source code, demos, games.  \XGSME_Studio         - Contains complete XGS ME Studio Software and                               manual.  \XGSME_Tutorials      - Contains tutorials on programming.

Caution - READ ONLY FLAG

This is a very important detail, so read on. When creating a CD-ROM, all the files will be written with the READ-ONLY flag enabled. This is fine in most cases unless you copy the files to your hard drive (which you will) and then edit and try to write the files back to disk. You will get a READ-ONLY protection error.

Fixing this is a snap. You simply need to clear the READ-ONLY flag on any files that you want to modify. There are 3 ways to do it. First, you can do it with Windows and simply navigate into the directory with the file you want and then select the file, press the RIGHT mouse button to get the file properties, and then clear the READ-ONLY flag and APPLY your changes. You can do this with more than one file at once by selecting a group of files.

The second way is to use the File Manager and perform a similar set of operations as in the example above. The third and best way is to use the ATTRIB command with a DOS/Command Shell prompt. Here's how:

Assume you have copied the entire SOURCE directory on your hard drive to the location C:\SOURCE. To reset all the READ-ONLY attributes in one fell swoop, you can use the ATTRIB command. Here is the syntax:

C:\DIRECTORY> ATTRIB -r *.//-->s

This instructs the command shell to clear the READ-ONLY flag "r" from all files "*.*" and all lower sub-directories "/s".


Getting Started

Before reading this document and experimenting with hardware and low level programming, I highly recommend you at least once page through the entire book to get an idea of the breadth and depth that will be discussed. Also, it will give you an idea of any materials that you might need as you actually implement and build hardware yourself.

Viewing the Schematics

The XGameStation Micro Edition and all the other designs in this book were designed using Labcenter's Proteus schematic entry and PCB layout tools. I consider these to be the best tools for the price and performance. If you wish to view any of the schematics for the XGS ME then you will need to install Proteus on your computer; you can find a copy of the installer in the Tools\ sub-directory. However, the latest version can always be downloaded from their site directly at

http://www.labcenter.co.uk/

What to Expect?

This book is for anyone who wants to learn the electronics and engineering behind video game console design. For many years I have looked for any single text that covers how to design game consoles and there simply is nothing available. Sure, there are hundreds of books on "game programming," but nothing on the hardware. And of course there are thousands of books on electronics, electrical engineering, and so forth, but no one has ever collected the information together to show how to make the special application of game console hardware. I think that many people are getting a little bored with software and a revival of hardware along with retro technology used as a teaching platform is a great way to get into electronics. So expect to have a lot of fun and learn a lot of cool things about the details of how things work. I promise to present it with the least amount of pain as possible, but there is no getting around—"hard stuff is hard"! Also, this book uses very simple math; high school algebra is all you need, so no calculus!

Who Are You?

With that in mind, this book assumes absolutely no knowledge of electronics whatsoever; however, a knowledge of programming in C/C++, BASIC, ASM, Java, or similar language(s) is required. This book will not teach programming; I assume you are familiar with the concept of programming and have done enough of it to get around fairly easily. You might be a programmer who wants to learn about video game hardware, or an electrical engineer who is interested in developing embedded systems with video and audio, or a game developer who wants to have some idea of how an Xbox works. All of you will find something in here.

General Outline of Book

The book starts off with "what's an electron" and ends up with developing a number of embedded game systems. While on this journey we touch upon everything from analog electronics, digital design, and computer architecture, to graphics hardware, memory management, and construction techniques to actually build things. Below is an outline of the chapters.

Section I—Fundamentals of Electronics and Electrical Engineering

    Chapter 1—Introduction to Electronics, Electrons, and Light Speed

    This chapter is a general overview of atomic theory and electronic devices, and introduces a number of electrical engineering concepts such as voltage, current, and resistance.

    Chapter 2—Basic Analog Circuit Analysis

    This chapter introduces basic circuit analysis techniques for DC steady state circuits and explains the use of very powerful Ohm's and Kirchhoff's circuit analysis laws.

    Chapter 3—Analog Design with Discrete Components

    This is the first design chapter where devices such as resistors, capacitors, inductors, and much more are used to create electrical networks that perform various functions.

Section II—Digital Electronics and Fabrication

    Chapter 4—Entering the Digital Realm

    This chapter covers basic digital concepts, Boolean logic, truth tables, and timing diagrams, and introduces various families of digital logic that are used in modern day digital design.

    Chapter 5—Hardware Construction Techniques

    The chapter briefly takes a detour from theory and discusses how actual electronic projects and circuits are constructed. Soldering, wire wrapping,...


Product Details

  • Paperback: 984 pages
  • Publisher: Sams (December 22, 2005)
  • Language: English
  • ISBN-10: 0672328208
  • ISBN-13: 978-0672328206
  • Product Dimensions: 9 x 7.4 x 2 inches
  • Shipping Weight: 3.5 pounds (View shipping rates and policies)
  • Average Customer Review: 4.5 out of 5 stars  See all reviews (15 customer reviews)
  • Amazon Best Sellers Rank: #249,575 in Books (See Top 100 in Books)

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16 of 16 people found the following review helpful:
5.0 out of 5 stars A Black Art No More...., January 2, 2006
This review is from: The Black Art of Video Game Console Design (Paperback)
Some background on me:

I have a Bachelor's degree in Computer Science. I'm also a professional software engineer in the video game industry.

In my education, I had a few classes on electronics/digital circuits and I loved it. I started doing my own circuits outside of class and buying digital ICs to add to my toolkit. Over the years, I'd lost touch with that side of myself and the joy that it gave me. Then I found this book, "The Black Art of Video Game Console Design".

This book is basically an abridged EE (Electrical Engineering) degree with a focus on video game consoles! And the kicker is that you're being instructed by one of the most "readable" authors around. By "readable", I mean that the author has a way of teaching you things as if it was your friend, sitting next to you, turning complicated subjects into an easy-to-understand, entertaining, data stream. The information is clear and the tone is upbeat and occasionally humourous.

As I read through the book, I was hitting everything that I learned in months and months in the classroom, but without all the fuss and only the relevant information. Resistors, capacitors, diodes, truth tables, timing diagrams, etc, it's all there. Then, the author jumped into complicated areas such as joysticks, sound, microprocessors, assembly language, the NTSC (standard TV) video signal (just to name a few). Finally, there we were at the pinnacle of the mountain, the culmination of all our learning, and here's where the real "Black Art" of the book kicks in, the full process of designing a video game console.

In today's hardware driven world, this book should be on every game programmer's shelf, whether they're a hobbyist or a seasoned veteran.
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20 of 23 people found the following review helpful:
4.0 out of 5 stars A monumental work, but beware!, January 23, 2006
By 
This review is from: The Black Art of Video Game Console Design (Paperback)
Andre LaMothe is an amazing guy, no question about it. He tends to write huge books, and the amount of material he fits into them is superlative. He's obviously got a passion for what he does, and that passion is certainly revealed in his writing style. He's a guy who never lost that simple love of video games.

Perhaps it's his sheer enthusiasm that makes him seem to sometimes write too quickly. A few minutes spent with The Black Art Of Video Game Console Design brings this tendency to light: I don't know how long it took to write this book, but I imagine the author was under some pressure to get it finished before some kind of deadline, because there are the typical signs of a book that didn't get properly edited. There are occasional typos and punctuation glitches, but more worrisome is the potential for factual errors. For example, an early and very glaring inaccuracy is the claim on page 66 that most electronics solder is 60% tin and 40% flux. In reality, typical solder is 60% tin and 40% *LEAD*, not flux; the flux burns and evaporates away from the solder once the solder has been melted. Yeah, it's a small detail, but any technical editor should have caught that one a mile away.

On a larger scale, however, LaMothe's enthusiasm propels the book forward at a speed not typically seen in how-to books. Comprising almost a thousand pages, this is already a pretty massive book, but the amount of material LaMothe crams into that space is remarkable. The first few chapters are something you have to see to believe, each chapter condensing basically an entire college electronics class' worth of material into around 50 pages. While this means that, in a sense, the book is a good value because it provides a lot of material, this compression obviously comes at a price: Some concepts were just not meant to be explained in a single paragraph, and the book falters multiple times trying to explain something as quickly as possible when the concept would really have benefited from some elaboration.

The result is a book that often makes me wonder what audience would most benefit from it. The first few chapters are all about electronics, and are written on a level that would benefit someone with literally no background in electronics at all. However, the focus of the book is on console design, not EE, and there are better books out there for the person who just wants to learn electronics. This, combined with the fact that you really can't (and probably shouldn't try) to learn the entire field of electronics in one night, leads me to believe that anyone approaching this book should probably have some thorough grounding in electronics technology before you actually start reading the book. Once you get past the first half and into the really game-focused material, the book comes into its own, but a majority of the material here would be better read elsewhere.

So ultimately, this is a book with a HUGE amount of material that you can learn a lot from, and if you really want to buy just one book, it's hard to find a better value than this. But if you want a truly broad-based education in electronics, you'll need to do some heavy supplementing with other books before you can get the most benefit out of this one.
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10 of 11 people found the following review helpful:
5.0 out of 5 stars Absolutely amazing!, December 25, 2005
By 
JMorris (St.George, UT) - See all my reviews
This review is from: The Black Art of Video Game Console Design (Paperback)
In today's world of high-tech computer games, the art of gaming hardware is a lost art...reserved for those with millions of dollars and a PhD in Electronic Engineering. Never in my wildest dreams did I ever think that I would get to learn it.

But Andre' changed all that. With this book, I have been able to learn all about the black art of electronics and gaming consoles. I have no PhD, no degree in any kind of electronics...and yet I now feel like I know enough to jump into my own console projects after reading this book.

Andre' is brilliant in the way that he writes with the average reader in mind. None of this "high-tech" speak where the author seems like he's trying to impress himself with all he knows...Andre' tells it like it is...and suprisingly enough, it wasn't as difficult to learn as I thought it was.

He starts out with basic electronic theory, then moves into the art of Analog programming (its a bit of a brain-buster at first, but analog electronics always were...when you get into the digital realm, you'll see how much easier it is). He then jumps into digital theory and explains chips, logic gates, etc. And to keep the pace flowing he throws in fun chapters about how to solder or how printed circuit boards are made. Then he gets into the good stuff: he talks about microchips and microcontrollers, RAM and ROM, and everything that a computer contains. He even teaches you how to software render a TV's NTSC signal!

Then my favorite chapter...he takes all that you've learned thus far and shows you how to make simple computers based on the old Z80 chips and 6502 chips (the NES and Atari2600 were both based on this).

And last but not least, he takes you thorough the building of his personally designed system, the XGameStation. After all is said and done, you come out of it with an extensive knowledge of game console hardware design. Simply amazing!

For goodness sakes, get this book! It will blow your mind!
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