Nintendo Ultra-64 Programming Manual Plus Addendums

Total Page:16

File Type:pdf, Size:1020Kb

Nintendo Ultra-64 Programming Manual Plus Addendums jA''m\ J>" I ( \, DRAFT Nintendo 64 programming Manual NU6-06-0030-001G of October 21, 1996 NU64 PROGRAMMING MANUAL DRAFT NINTENDO D.C.N. NU6-06-0030-001 REV G ""*' : ,;j:fConfid |ltia{|i?;% This documellcpntafns coriftfe. ntia! and proprietary infBfmation of Ninfpndo and is also protected under the copyright laws of th%United States an:d'l#lfgn countries. of this document may be released, No.ftt : dJfVibitted, transmitted or reproduced in Jlly fornflor by any electronic or fftechanill, means, including information storage anii; retrieval systems, without permission fijwiting from Nintendo. 1995, -1996 Nintendo Contents List of Figures xvii List of Tables xxi $+>.. PARTI Getting Started w ^li):,. 1. Hardware and Software Installation Notes 27 Hardware In^a^tion 28 tallailn Software ifis' . ,30 ? h REaB|^IEs and Release Notes 30 Other Sources 30 ||| Executables • 3,1 : 2. Troubleshooting Software Bringup 33 liDperattng System 33 4|f graphics 34 Audio 36 Integ¥||ion 37 Debugging CPU Faults 37 NU6-06-0030-001G of October 21, 1996 % Contents. PART II Ultra 64 System Overview 3. Hardware Architecture 41 : Execution Overview 42 $0 l - ^:^ RCP: Reality Coprocessor 4§> flatifc, : RSP: Reality Signal Process o:fe|4v4. ^' ;ff RDP: Reality Display Processor***! r R4300CPU 46 ^ '%fg# Issues 47 ; Memory ; 1IS; ; , Clock Speeds and Bui8ahc% idth 48 ' Development Hardware 48 4. Runtime Software Architecture 51 Resource Access an^Management 52 CPUAccesjj 54 ^0%,, Messagiilassifif Pnoritp5cheduled Threads 54 CPU Data Cache 54 v ; M .0jo Default Memory ; lManagement 55 <:;'; : Timers 55 :# V%able TLB Page Sizes 55 MlP&Coprocesser Access 56 PI Manager 56 v * Manipr 57 m . ! ;:f;; Memory Management 58 jm^BM:;;^ No Default Dynamic Memory Allocation 58 . 'f 58 , Jff | ;Region Libra ry Jfivlemory Buffer Placement 58 Alignment 58 _ Memory : 0pgff-? ^ RCP Access and Management 60 Graphics Interface 61 ''M$sh,. Graphics Binary Interface 61 GBI Geometry and Attribute Hierarchy 61 GBI Feature Set 62 RSP Geometry Microcode 63 Contents: Audio Interface 64 '%&->:•,,> RCP Task Management 65 The "Simple" Example 65 GameShop Debugger 67 Workshop Debugger Heritage 67J|; : g;|||& DebuggerComponents 6%; fe 5. Compile Time Overview 69 Database Modeling 7%:> NinGen 70 •' Alias 71 Other Modeling Tools 71 Custom Modeling Tools 71 Model to TenderSpace Database Conversion 72 Custom Convertors ;||> Conversion Considerations 72 CSamrna Correction 74 sgMufic Composition 75 :;->' Wav^table Construction 76 Build!%ROM Images 77 C Compiler Suite 77 ROMMage Packer 77 Headers and Libraries 78 Host Side Functionality 79 NU6-06-0030-001 G of October 21 , 1996 til Contents PART III Ultra 64 Operating System 6. Operating System Overview 83 Overview 83 ;,^,>, Threads 84 JP'^ll Messages 84 ||| M^'^^h Events 85 ^0§' || Memory Management 85 : > M : =' '•<-••<•>•>;& Input and Output 8fe,.. Timers 87 Controller Pack File S§%tem'*S^., Debugging Support 87 Boot Procedure, 87 7. Operating System Functionality 89 Overview 89 $§*"" System Threads, Application Threads, and the Idle Thread 90 Thread Data Structure ' 90 State . Thread 90 Scheduling and Preemption 91 ,; |Jv ; r ' j|s|f Thread Functions 92 Excef§t£>ns and Interrupts 93 Events : 'c$4 Event and Interrupt Functions 96 ^w^ Non-Maskable Interrupts and PRENMI 96 ' : -Ilk -0V " 'W%Internal OS Functions 98 IV 6 Contents 8, Inputy Output Functionality 101 Overview 101 M Design Approach 103 Synchronous I/O vs. AsynqhiSh&s I/O 104 Mutual Exclusion 105 ;||: I/O Components 105 lg ;^|Jf : System Exception Handler 106::::;;:;;. .@ Device Manager .406 '"'W0§p''''' Device-Dependent pj^tfm Interface 108 9. Basic Memory Management 113 Introduction 113 Hardware Overview 113 CPU^P'drels|ig^ 114 :: MixirJ| CPU|fhd SF Ad dresses 1 1 Flusrul§ the CPU Da|| Cache 118 Clearing uniraj;||Ji^lclata (Bss) section 119 Sfy Physical Memory Allocation 119 : 10. Advanced Memory Management 121 Introduction 121 Mi%g CPU and SP Data 121 Usm||,©verlays 122 : Using Multiple Waves 124 Using the Region Allocation Routines 125 *f'" '-Ifo Managing the Translation Lookaside Buffer 126 NU6-06-0030-001G of October 21, 1996 Contents PART IV Ultra 64 Graphics '"%.*,.,;? "It 11. Graphics Microcode 131 ^m^Mf MicrocodeFunctionality 132 .,^»Jl3. gspFast3D 132 Jr ^'"ll gspF3DNoN 132 f ^%?, fjjjj. JP~ gspLine3D 132 ffr gsp Turbo 3D 132 fp_ ^||#' gspSprite2D 133 -||, . ~«ig:«^ : gsp Sup er 3D 133 RSP to RDP command pasting 4t»4^., "^ 12. RSP Graphics Programming 135 RSP Overview^||" ;; Display ||st Forrr$at,<,^ 137 Segmented Mei|:pfy"an^!>the RSP Memory Map 138 Interaction1'Between the mP and R4300 Memory Caching 139 '' Display List Processmg,.C;:J|f J:£&nnecting Display Lists 141 Branching Display Lists 142 Ending Display Lists 142 A Few|Words about Optimal Display Lists 142 Matrix State 144 Insert a Matrix 145 y a Matrix 145 A$ .f*wm>-- P°P '"'W; ljl|, MA"' i||Perspective Normalization 145 ^|;fl 'Mote on Coordinate Systems and Big Numbers 146 Few Words About Matrix Precision 147 , J§A : Vertex State 149 Texture State 150 Clipping and Culling 152 vt " Contents Vertex Lighting State 156 RSP Microcode 156 Normal Vector Normalizatiori .157 Ambient and Directional |£ghtmj|5;- 157 Specular Highlights 161 ;M-'- ::::i --' '" Reflection Mapping 165 !i 'i0$0 Vertex Fog State 169 Primitives 171 Controlling the RDP S|p||474 13. RDP Programming 175 RDP Pipeline Blocks 176 One-Cycle~per-Pixei Mode 177 Twof«£ycles^pfi el : |-i'ix Mode 178 : Fill'H|de ipO" Copy Mode 180 RDP Global Sta^|||j|F Cycle Type 181 Synchronization 181 ,|pan Buffer Coherency 182 RS: Rasterizer 184 Scissfiing 184 TX: Texture Engine 186 Texture Tiles 186 : ir^ „|%| Multiple Tile Textures 187 Texture image Types and Format 188 Texture Loading 188 Color-Indexed Textures 190 Texture-Sampling Modes 191 Synchronization 192 TF: Texture Filter 193 Filter Types 193 Color Space Conversion 194 NU6-06-0030-001G of October 21, 1996 vii Contents CC: Color Combiner 195 Color and Alpha Combiner Inputs Sources tfP CC Internal Color Registers 197 One-Cycle Mode 198 JP^Sk Two-Cycle Mode 200 |f Custom Modes 200 l&^afft 1ft Chroma Key 201 r BL: Blender 203 ^ ^§# Surface Types 203 J Antialiasing Modes ,|Q4 BL Internal Color Registers 2(B \i Alpha Compare 205 Using Fqgf;v>t0i;| .. : Depth Spree 2f|S||a^ L MI: MemoryTrjterfac'e 210' '||| Image Location and Forjiat 210 Jjfl Color 211 4|pP" .,:^|Sipiering 211 14. ; Texture Mapping 213 Graphics ^Binary Interface for Texture 216 Primitive Commands 216 %, Tile Related Commands 216 r Load Commands 216 s ., S ync C omm an d 216 :f| ; ^Iptlode Commands 216 :if' Ex|piple Display List 218 . Texture Image Space 219 VIII Contents Tile Attributes 221 Format 221 Size 221 Line 222 Tmem Address 222 Palette 222 Mirror Enable S,T 222 MaskS/T 223 ^ '"^11 Shift S/T 223 "Ilia,... r SL,TL 224 J ''^lllfe,^ SH,TH 224 Clamp S,T 224 Tile Descr4pt6?;|;c)ading 225 Texture-ili ip eline||;2||lR ;j: : ,,_ Tile Selection 228 Functionality 228 ,#' LOD Disableli?228' #i |r || LOD Enabled 229 %1IP Mapping 232 l||gnification 233 Textur&Memory 239 Memory Organization 239 Texel Formatting 247 Texture Loading 248 Ijxamples 255 .Restrictions 259 If Texture Types and Modes 259 Alignment 259 - Tiles 260 Coordinate Range 260 Applications 261 Multiple Tile Effects 261 Appendix A: LoadBlock Line Limits 264 NU6-06-0030-001 G of October 21 , 1 996 ix ! Contents 15. Texture Rectangles (Hardware Sprites) 269 Sampling Overview- 271 Simple Texture Effects 279 Texture Types 288 Multi-Tile Effects 292 f||| Tiling Large Images 297 'W^^My' Color Index Frame Buffer 298 Z-Bufferrng Texture Rectangles 299 "%#h* 16. Antialiasing and Blending :;|Q1 Antialiasing 302 ' Coverage Unit 306 Stepper 30$ :, Z t w&< Blender 310^~''"-% Color BJlnd Ha|pvlr|§|310 Fog 3lff Coverage Calculation.J;314 .Ki^Alpha Compare Calculation 315 : , • Blender ADD Mode 317 Cdlpr Image Format 318 Ima'lppAlignment Requirements 320 Z Calcl|a|ion 320 ,. Z Image format 322 Z Accuracy 325 iipSftfcieo Filter 326 Contenis ' ;; :?? Blender Modes and Assumptions 327 ' t||f^|l Opaque Surface Antialiased Z-Buffer Algorithm, -QP^SURF 327 Transparent Surfaces, XLU_Sl^E 329 Transparent Lines, XLU_L|p'" "3%J _ Texture Edge Mode, TEX|||?GE j|32 Decal Surfaces, OPA_DECAL, XLU_.DECAl| 333 Decal Lines, DEC_LINE 334 '%^.^;0 Interpenetration, fjAJNTER, Xl85#ItER 335 Particle System Mode, PCL_SURf 336 Blender Modes Trim Table . 337 Creating New Blender Modes : I|l5 Visualizjj#g;Coverage 346 17. Sprites Jp9 ll^.^ AppHca§i|n. Progpm Irft^fiface (API) 351 Making Sprites 35WS M Manipulating. Spiitp r 351 .MMy Drawing Sprites 353 £$$v "D^a Structures and Attributes 354 Bitmap Structure 354 Sprite Structure 354 Attributes 355 Tricks and Techniques 358 Sparse Sprites 358 ,. , : st:e|iis&.. ^"''^ll Early-Ending Sprites 358 H Variable Size Bitmaps 358 Exp 1 o s i ons 358 *-<t&a®~ Bitmap Re-use 358 Sprite Re-use 359 Examples 360 ; Backgrounds 360 Text (Fonts) 360 Simple Game 360 NU6-06-0030-001G of October 21, 1996 xi Contents 18. Sprite Microcode 361 Sprite Microcode Functionality 362 Sprite Microcode API 363 PART V Ultra 64 Audio ll^lt^ •' 19. The Audio Library 369 '^S/ . Generating Audio Output 372 S ampledSoundPlayb ackfj| \ 373 Representing Sound 373 373? % Play ing Sounds " %<k. Sequenced Sound Playback 376 Representrng.the Sequence 376 Representing instruments 377 Playing^equene^^ : 'B^^ Loops mWquence PlayelS 380 Controllers in Sequence Players 381 ThejSynthesis Driver' ''3§2 Jp ; Initializing the Driver 382 Building and Executing Command Lists 383 S\TitKfesis Driver Sound Data Callbacks 383 Assigning. Players to the Driver 384 jpM Allocating and Controlling Voices 384 : M Effects and Effect Busses 385 . Creating Your Own Effects 386 '"' :tt-vj§ ! Itarameter Description 388 "'*/• jpurnrnary of Driver Functions 393 -iMtfritrng Your Own Player 394 Initializing the Player 394 Implementing a Voice Handler 395 :: :::: : ;: g||.
Recommended publications
  • A History of Video Game Consoles Introduction the First Generation
    A History of Video Game Consoles By Terry Amick – Gerald Long – James Schell – Gregory Shehan Introduction Today video games are a multibillion dollar industry. They are in practically all American households. They are a major driving force in electronic innovation and development. Though, you would hardly guess this from their modest beginning. The first video games were played on mainframe computers in the 1950s through the 1960s (Winter, n.d.). Arcade games would be the first glimpse for the general public of video games. Magnavox would produce the first home video game console featuring the popular arcade game Pong for the 1972 Christmas Season, released as Tele-Games Pong (Ellis, n.d.). The First Generation Magnavox Odyssey Rushed into production the original game did not even have a microprocessor. Games were selected by using toggle switches. At first sales were poor because people mistakenly believed you needed a Magnavox TV to play the game (GameSpy, n.d., para. 11). By 1975 annual sales had reached 300,000 units (Gamester81, 2012). Other manufacturers copied Pong and began producing their own game consoles, which promptly got them sued for copyright infringement (Barton, & Loguidice, n.d.). The Second Generation Atari 2600 Atari released the 2600 in 1977. Although not the first, the Atari 2600 popularized the use of a microprocessor and game cartridges in video game consoles. The original device had an 8-bit 1.19MHz 6507 microprocessor (“The Atari”, n.d.), two joy sticks, a paddle controller, and two game cartridges. Combat and Pac Man were included with the console. In 2007 the Atari 2600 was inducted into the National Toy Hall of Fame (“National Toy”, n.d.).
    [Show full text]
  • Openbsd Gaming Resource
    OPENBSD GAMING RESOURCE A continually updated resource for playing video games on OpenBSD. Mr. Satterly Updated August 7, 2021 P11U17A3B8 III Title: OpenBSD Gaming Resource Author: Mr. Satterly Publisher: Mr. Satterly Date: Updated August 7, 2021 Copyright: Creative Commons Zero 1.0 Universal Email: [email protected] Website: https://MrSatterly.com/ Contents 1 Introduction1 2 Ways to play the games2 2.1 Base system........................ 2 2.2 Ports/Editors........................ 3 2.3 Ports/Emulators...................... 3 Arcade emulation..................... 4 Computer emulation................... 4 Game console emulation................. 4 Operating system emulation .............. 7 2.4 Ports/Games........................ 8 Game engines....................... 8 Interactive fiction..................... 9 2.5 Ports/Math......................... 10 2.6 Ports/Net.......................... 10 2.7 Ports/Shells ........................ 12 2.8 Ports/WWW ........................ 12 3 Notable games 14 3.1 Free games ........................ 14 A-I.............................. 14 J-R.............................. 22 S-Z.............................. 26 3.2 Non-free games...................... 31 4 Getting the games 33 4.1 Games............................ 33 5 Former ways to play games 37 6 What next? 38 Appendices 39 A Clones, models, and variants 39 Index 51 IV 1 Introduction I use this document to help organize my thoughts, files, and links on how to play games on OpenBSD. It helps me to remember what I have gone through while finding new games. The biggest reason to read or at least skim this document is because how can you search for something you do not know exists? I will show you ways to play games, what free and non-free games are available, and give links to help you get started on downloading them.
    [Show full text]
  • Andes Game Platform Porting
    Andes Game Platform Porting Andes Technology Architecture for Next-generation Digital Engines for SoC Outline Porting guide System Architecture Package dependency Game package details Performance issue The result of playing game on Andes platform The ways of enhancement performance Page 2 Getting Started Environment Ubuntu 9.10 BSP 2.0 Andes tool chain v1.3.3 A working target Page 3 Porting Guide Demo open source applications porting for Andes platform There are following steps Modify config.sub configure and make Page 4 Environment settings for Andes tool chain Set the location of your tool chain source bashrc.nds32le-linux-V0 export ANDESIGHT_ROOT=/home/path/toolchains/nd s32-elf-n1213-43u1h export PATH=$ANDESIGHT_ROOT/bin:$PATH Page 5 Modify config.sub Find the line below "Some are omitted here ..." Page 6 Modify config.sub Find the line below "Recognize the basic CPU types with company name." Page 7 Configure Using build scripts Page 8 Configure Assign Andes toolchains Page 9 Deploy Copy the folder of your building path to SD card Set environment variable of library Page 10 Make and Install The compile time error can find in this step Page 11 Game platform Demo how to play games on Andes platform Emulate a hardware architecture of a game system A game emulator will be composed of the following modules A CPU emulator or CPU simulator (the two terms are mostly interchangeable in this case) A memory subsystem module Various I/O devices emulators Page 12 Game Menu Page 13 System Architecture ROM code Game Emulator Game
    [Show full text]
  • Azur Lane: Crosswave Is Now Available Physically and Digitally in North America for the Nintendo Switch
    For Immediate Release AZUR LANE: CROSSWAVE IS NOW AVAILABLE PHYSICALLY AND DIGITALLY IN NORTH AMERICA FOR THE NINTENDO SWITCH LOS ANGELES, CA., February 16, 2021 – Kansen are ready to make a splash onto the Nintendo Switch™ platform! We’re excited to announce that the 3D action shooter game, Azur Lane: Crosswave is out now in North America physically and digitally on the Nintendo Switch! The European physical and digital release launches on February 19. North American users can also grab the free, limited-time download of the playable character, Neptune from the Neptunia™ series. Please check the free download availability for North American and European users below. Neptune (Swimsuit) Free Download Availability: North America: February 16 - March 16 11:00am PDT (one month) Europe: February 19 - March 12 12:00am CET (3 weeks) The Nintendo Switch version includes: • Taihou and Formidable, formerly DLC for the PS4/Steam version, are included as playable characters! Both come with 3 support characters each and additional story content. • An updated Photo Mode: You can now pose up to 6 characters instead of 3 for more photo shoot fun! Get creative with new extended camera angles. The game is now available physically and digitally on the PlayStation®4 in North America, Europe, and on Steam. About Azur Lane (mobile) Azur Lane is a side-scrolling shooter created by Shanghai Manjuu and Xiamen Yongshi, originally released in China 2017 for iOS and Android platforms. The mobile game reached critical acclaim in China and Japan, hitting five million players within its first four months. The Shanghai-based publisher, Yostar, published the Japanese and English version of the mobile game, popularizing the game to more mobile users across the world.
    [Show full text]
  • Spriggan Pc Engine Download
    Spriggan pc engine download PC Engine CD - Turbo Duo - TurboGrafx CD / PCECD TGCD ISOs. How to Play this Game? Download Seirei Senshi Spriggan (NTSC-J) (M). Download page for Seirei Senshi Spriggan (NTSC-J). ISOs» PC Engine CD - Turbo Duo - TurboGrafx CD» S» Seirei Senshi Spriggan (NTSC-J)» Download. Download Seirei Senshi Spriggan (NTSC-J) [NXCD] ROM / ISO for PC-Engine (PCENGINE) from Rom Hustler. % Fast Download. Téléchargez Iso Seirei Senshi Spriggan [J] [CD] Pc Engine CD. Jouez au jeux Seirei Senshi Spriggan [J] [CD] avec un émulateur compatible roms pc ou mac. ROM Information Name: Seirei Senshi Spriggan ()(Naxat Soft)(JP) Download: Seirei Senshi Spriggan ()(Naxat Soft) (JP).zip. System: NEC PC Engine. Download Seirei Senshi Spriggan (PC-Engine CD) soundtracks to your PC in MP3 format. Free Seirei Senshi Spriggan (PC-Engine CD). Download Seirei Senshi Spriggan - Turbo Duo • Other / Misc @ The Iso Zone • The Ultimate Retro Gaming Resource. Download: [60FPS] Seirei Senshi Spriggan [PC Engine CD-ROM²]. By Minase Bahamonde. 2, Tags: spriggan pc engine musha aleste aleste compile. One of the best shmups on the PC-Engine! Color color. Director ScHlAuChi. Identifier PC-Engine-LongplaySpriggan. Sound sound. 精霊戦士SPRIGGAN MAKER: NAXAT / COMPILE RELEASE DATE: 12 JULY STYLE: VERTICAL SHOOT 'EM UP FORMAT: CD-ROM RATING. Another pretty excellent shmup from Compile. Unlike their previous titles, which take place in ancient Japan. Seirei Senshi Spriggan is a shoot'em up game developed jointly by Naxat Soft and Compile for the PC Engine. Download: [60FPS] Seirei Senshi Spriggan [PC Engine CD-ROM²]. By Minase Bahamonde. 2, Tags: spriggan pc engine musha aleste aleste compile.
    [Show full text]
  • Or, a Prehistory of Interactive Television1
    The society of the Spectacle is dead: Long live the society of the Carnival; or, a Prehistory of Interactive Television1 by Alison McMahan, Ph.D. ABSTRACT Daniel Dayan’s and Elihu Katz’s theory of spectacle, ceremony and festival levels of engagement is here applied to the various types of interactive television, from choice and time-shift types, to hyperserials (as defined by Janet Murray in Hamlet on the Holodeck) to the kind of interactive television where viewer/players can alter the content. The closest we have right now to this festival-approach to interactive television are graphic online MUDs such as Ultima Online and massive multiplayer games. Console boxes, the first of which was the Sega Dreamcast, offer a festival model of interactive televisual engagement along with a low-cost convergence of television, internet and computer. If we accept that multiplayer console games are a model for the interactive television of the future, we can then start defining an aesthetics of interactive television based on computer games. KEY WORDS Interactive television, computer games, videogames, console boxes, hyperserial, spectacle, ceremony, festival. The idea I wish to explore in this paper is that Game Consoles, among which the Sega Dreamcast was the first to include Internet access and on-line games, are the first true form of interactive television. If we accept this hypothesis then we can look at a variety of other phenomena, from web casting to reality TV to computer games, as precursors to interactive television that have been remediated in the form of interactive television we have now.
    [Show full text]
  • Sega Dreamcast
    Sega Dreamcast Last Updated on September 24, 2021 Title Publisher Qty Box Man Comments 18 Wheeler: American Pro Trucker Sega 18 Wheeler: American Pro Trucker: Dreamcast Collection Sega 21: Two One Princess Soft 21: Two One: Limited Edition Princess Soft 21: Two One: Dreamcast Collection Princess Soft 3D Adventure Construction: Dreamstud!o Sega Advanced Daisenryaku 2001 Sega Advanced Daisenryaku: Europe no Arashi - Doitsu Dengeki Sakusen Sega Advanced Daisenryaku: Sturm uber Europa - Der deutsche Blitzkrieg Sega Aero Dancing CSK Aero Dancing F CSK (CRI) Aero Dancing F: Dreamcast Collection CSK (CRI) Aero Dancing F: Todoroki Tsubasa no Hatsu Hikou CSK (CRI) Aero Dancing featuring Blue Impulse CSK (CRI) Aero Dancing i CSK (CRI) Aero Dancing i: Jikai Saku Made Matemasen CSK (CRI) Aero Dancing: Todoroki Taichoo no Himitsu Disc CSK (CRI) After… ~Wasureenu Kizuna~ Pionesoft (Kaga Tech) After… ~Wasureenu Kizuna~: Limited Edition Pionesoft (Kaga Tech) Aikagi: ~Hidamari to Kanojo no Heyagi~ NEC Interchannel Aikagi: ~Hidamari to Kanojo no Heyagi~: Limited Edition NEC Interchannel Air NEC Interchannel Airforce Delta Konami Airforce Delta: Dreamcast Collection Konami Akihabara Dennou-gumi Pata Pies! Sega Angel Present NEC Interchannel Angel Wish: Kimi no Egao ni Chu! Pionesoft (Kaga Tech) Angel Wish: Kimi no Egao ni Chu!: Special Pack Pionesoft (Kaga Tech) Animastar AKI Ao no 6-gou: Saigetsu Fumachibito ~Time and Tide~ Sega Aoi Hagane no Kihei: Space Griffon Panther Software Armed Seven JoshProd, Play Asia Atelier Marie & Elie: Salburg no Renkinjutsushi
    [Show full text]
  • NES Specifications
    Everynes - Nocash NES Specs Everynes Hardware Specifications Tech Data Memory Maps I/O Map Picture Processing Unit (PPU) Audio Processing Unit (APU) Controllers Cartridges and Mappers Famicom Disk System (FDS) Hardware Pin-Outs CPU 65XX Microprocessor About Everynes Tech Data Overall Specs CPU 2A03 - customized 6502 CPU - audio - does not contain support for decimal The NTSC NES runs at 1.7897725MHz, and 1.7734474MHz for PAL. NMIs may be generated by PPU each VBlank. IRQs may be generated by APU and by external hardware. Internal Memory: 2K WRAM, 2K VRAM, 256 Bytes SPR-RAM, and Palette/Registers The cartridge connector also passes audio in and out of the cartridge, to allow for external sound chips to be mixed in with the Famicom audio. Original Famicom (Family Computer) (1983) (Japan) 60-pin cartridge slot, with external sound-input, without lockout chip. Two joypads directly attached to console, Joypad 1 with Start/Select buttons, Joypad 2 with microphone, but without Start/Select. 15pin Expansion port for further controllers. Video RF-Output only. "During its first year, people found the Famicom to be unreliable, with programming errors and freezing rampant. Yamauchi recalled all sold Famicom systems, and put the Famicom out of production until the errors were fixed. The Famicom was re-released with a new motherboard." Original NES (Nintendo Entertainment System) (1985) (US, Europe, Australia) Same as Famicom, but with slightly different pin-outs on cartridge slot, and controllers/expansion ports: Front-loading 72-pin cartridge slot, without external sound-input on cartridge slot, without microphone on joypads, with lockout chip. Newer Famicom, AV Famicom (1993-1995) 60-pin cartridge slot, with external sound-input, without lockout chip.
    [Show full text]
  • Console Architecture
    Console Architecture 1 Overview • What is a console? • Console components • Differences between consoles and PCs • Benefits of console development • The development environment • Console game design • PS3 in detail • Console transitions What is a Console? • Consoles are dedicated game machines – Nintendo Switch, WiiU, Wii, GameCube, Nintendo64 – Nintendo DS / 3DS – Microsoft Xbox One, Xbox 360, Xbox – Sony Playstation 4 (PS4), PS3, PS2, Playstation (PSX) – Playstation Portable (PSP), Vita – Many others whose lineages have died out (Saturn/Dreamcast, classic 2D consoles like the NES and SNES) Console Benefits • Fixed target – Makes it easier to eke out performance – More exposure of underlying hardware • Consoles are dedicated to games – Dedicated hardware, dedicated software platform (e.g. trophies, matchmaking), dedicated sales channels • Bigger market – Consoles are cheaper – More accessible – More people have them • PC hardware market is bigger, but a lot of that is for businesses – Consoles are more secure • Arr matey, there be less copyright infringement! – More people buy games – More $$$ for developers Console Liabilities • Underpowered – Particularly near the end of it’s life • No keyboard, mouse – Makes control systems for FPS and RTS games difficult – Some modern consoles have capability to use them, but can’t generally depend on them • Less open production / distribution models The Development Environment • Games are written on a host machine – PC – Mac – Linux • Compiled on the host with a cross-compiler – Visual Studio for
    [Show full text]
  • Raspberry Pi Als Open-Source Retro Spielkonsole Mit Retropie
    Raspberry Pi als Open-Source Retro Spielkonsole mit RetroPie Martin Strohmayer Software Freedom Day 2013 Graz (SFD13) Thanks to Openclipart, Bepixelung Martin Strohmayer 1 Spielkonsole Hardware SD-Karte Raspberry Pi (Turbo Modus) TV USB Controller Martin Strohmayer 2 RetroPie Apple ][ Atari 2600 Basilisk II Cave Story C64 Doom Duke Nukem 3D Game Boy Game Boy Advance Game Boy Color Sega Game Gear Intellivisio MAME FinalBurn Alpha PC (x86) ScummVM Sega Master System II http://blog.petrockblock.com/retropie/ Sega Mega Drive / Genesis Emulatoren: NeoGeo RetroArch (PCSX ReArmed, FCEU-libretro, ...) Nintendo Entertainment System (NES) DGEN PC Engine/TurboGrafx 16 Sony Playstation 1 (PSX/PS1) Super Nintendo (SNES) ZX Spectrum Martin Strohmayer 3 Installation RetroPie http://blog.petrockblock.com/retropie/retropie-downloads/ dd if=RetroPieImage_ver1.8.1.img of=/dev/sdc Martin Strohmayer 4 Sega Spiele Vergleich 4,99 $ Sega Arcade Classics Buch/PDF mit Beschreibung und Vergleich von vielen Sega Spielen auf unterschiedlichen Systemen Sega Shadow Dancer http://www.hardcoregaming101.net/segabook.htm (Vorschau PDF) Martin Strohmayer 5 Sega OutRunners Bilder aus dem Buch Sega Arcade Classics Martin Strohmayer 6 Quelle ROM Images Sony Playstation Super Nintendo Entertainment System Gebraucht CDs/ROMs 0,35 - 99 $ Sega Mega Drive Adapter zum Auslesen http://www.jjgames.com/system/ps1/all von Modulen über USB Sega Mega Drive 14,99 £ 64,9 € Sega Classic Collection CD für PC https://www.retrode.com/ http://www.amazon.co.uk Martin Strohmayer 7 Extract Sega Mega Drive ROM Spiel Start Prozess Speicher Zugriff via HxD oder ProcDump - ROM Header Suche SEGA GENESIS oder SEGA MEGA DRIVE bzw.
    [Show full text]
  • Playcable – a Technical Summary
    PlayCable – A Technical Summary PlayCable - A Technical Summary Version: 2019-07-25 Page 1 of 46 PlayCable – A Technical Summary Contents 1 Acknowledgements ......................................................................................................................... 3 2 Introduction .................................................................................................................................... 3 3 PlayCable System Architecture ....................................................................................................... 4 4 Head-End Hardware and Software ................................................................................................. 6 4.1 DataChannel Transmitter Card ............................................................................................... 6 5 PlayCable Adapter Architecture ...................................................................................................... 8 6 PlayCable Adapter Hardware ........................................................................................................ 10 6.1 Digital Subsystem .................................................................................................................. 12 6.2 PlayCable ASIC ....................................................................................................................... 14 6.2.1 Master Component Interface ....................................................................................... 14 6.2.2 Bootstrap ROM ............................................................................................................
    [Show full text]
  • Xroar 0.29.5 Dragon and Tandy Colour Computer Emulator This Manual Is for Xroar (Version 0.29.5), a Dragon and Tandy Colour Computer Emulator
    XRoar 0.29.5 Dragon and Tandy Colour Computer emulator This manual is for XRoar (version 0.29.5), a Dragon and Tandy Colour Computer emulator. Copyright c 2013 Ciaran Anscomb. i Table of Contents Introduction :::::::::::::::::::::::::::::::::::::::: 1 1 Getting started ::::::::::::::::::::::::::::::::: 2 2 Installation :::::::::::::::::::::::::::::::::::::: 3 2.1 Windows binary package ::::::::::::::::::::::::::::::::::::::: 3 2.2 Mac OS X binary package :::::::::::::::::::::::::::::::::::::: 3 2.3 Building from source code :::::::::::::::::::::::::::::::::::::: 3 2.4 Cross-compilation of source code ::::::::::::::::::::::::::::::: 4 3 Emulated hardware ::::::::::::::::::::::::::::: 5 3.1 Emulated machines :::::::::::::::::::::::::::::::::::::::::::: 5 3.2 Video hardware :::::::::::::::::::::::::::::::::::::::::::::::: 6 3.3 Audio hardware :::::::::::::::::::::::::::::::::::::::::::::::: 6 3.4 Keyboard :::::::::::::::::::::::::::::::::::::::::::::::::::::: 6 3.5 Joysticks ::::::::::::::::::::::::::::::::::::::::::::::::::::::: 7 3.6 Cassette images :::::::::::::::::::::::::::::::::::::::::::::::: 7 3.7 Cartridges ::::::::::::::::::::::::::::::::::::::::::::::::::::: 8 3.7.1 DriveWire::::::::::::::::::::::::::::::::::::::::::::::::: 9 3.8 Floppy disk images ::::::::::::::::::::::::::::::::::::::::::::: 9 4 User interface :::::::::::::::::::::::::::::::::: 11 4.1 Video output ::::::::::::::::::::::::::::::::::::::::::::::::: 11 4.2 Audio output ::::::::::::::::::::::::::::::::::::::::::::::::: 11 4.3 Drive control::::::::::::::::::::::::::::::::::::::::::::::::::
    [Show full text]