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The Agency of Algorithms

Verfremdungseffekt (the effect of making strange).

 

“bio-performativity”,

Applying Roland Barthes’ notion of mythology as a “second order semiotic
system, Amundsen suggests that the mythology and folk history used in spels
have a “naturalizing function” which is reinforced by conservative staging
aesthetics such as normative Medieval costumes, and that the authenticity
invoked by the event is an ideological fantasy.
The last two articles use philosophical discourse

Game Timing

The game-play timing is based on an interrupt from the video system. Actually there are two interrupts. When the video rendering reaches the middle of the screen an RST 1 (jumps to 0x0008) is generated. When the rendering reaches the end of the screen (when vertical blanking begins) an RST 2 (jumps to 0x0010) is generated.

The separate interrupts allow the code to keep out of the way of the monitor’s electron beam. If an object is moved in memory while the rendering hardware is drawing from the same memory then part of the image will be drawn at the old place and part at the new. This makes a very brief visual glitch that could, in theory, be noticed by the player. The flickers accumulate in the players mind over time.

Objects at the top of the screen are drawn after the mid-screen interrupt. Objects at the bottom of the screen are drawn after the end-screen interrupt. Thus the code and hardware work on different halves of the screen. I’ll talk more about the mechanics of this in Game Objects below.

The screen refresh rate is 60Hz. So each interrupt is executed 60 times a second. Each interrupt has a list of chores to perform described below.