Nintendo Ultra-64 Programming Manual Plus Addendums
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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.). -
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. -
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 -
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. -
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. -
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. -
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 -
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. -
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 -
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. -
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 ............................................................................................................ -
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::::::::::::::::::::::::::::::::::::::::::::::::::