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												  Mac OS X Includes Built-In FTP Support, Easily Controlled Within a fifteen-Mile Drive of One-Third of the US PopulationCover 8.12 / December 2002 ATPM Volume 8, Number 12 About This Particular Macintosh: About the personal computing experience™ ATPM 8.12 / December 2002 1 Cover Cover Art Robert Madill Copyright © 2002 by Grant Osborne1 Belinda Wagner We need new cover art each month. Write to us!2 Edward Goss Tom Iov ino Editorial Staff Daniel Chvatik Publisher/Editor-in-Chief Michael Tsai Contributors Managing Editor Vacant Associate Editor/Reviews Paul Fatula Eric Blair Copy Editors Raena Armitage Ya n i v E i d e l s t e i n Johann Campbell Paul Fatula Ellyn Ritterskamp Mike Flanagan Brooke Smith Matt Johnson Vacant Matthew Glidden Web E ditor Lee Bennett Chris Lawson Publicity Manager Vacant Robert Paul Leitao Webmaster Michael Tsai Robert C. Lewis Beta Testers The Staff Kirk McElhearn Grant Osborne Contributing Editors Ellyn Ritterskamp Sylvester Roque How To Ken Gruberman Charles Ross Charles Ross Gregory Tetrault Vacant Michael Tsai Interviews Vacant David Zatz Legacy Corner Chris Lawson Macintosh users like you Music David Ozab Networking Matthew Glidden Subscriptions Opinion Ellyn Ritterskamp Sign up for free subscriptions using the Mike Shields Web form3 or by e-mail4. Vacant Reviews Eric Blair Where to Find ATPM Kirk McElhearn Online and downloadable issues are Brooke Smith available at http://www.atpm.com. Gregory Tetrault Christopher Turner Chinese translations are available Vacant at http://www.maczin.com. Shareware Robert C. Lewis Technic a l Evan Trent ATPM is a product of ATPM, Inc. Welcome Robert Paul Leitao © 1995–2002, All Rights Reserved Kim Peacock ISSN: 1093-2909 Artwork & Design Production Tools Graphics Director Grant Osborne Acrobat Graphic Design Consultant Jamal Ghandour AppleScript Layout and Design Michael Tsai BBEdit Cartoonist Matt Johnson CVL Blue Apple Icon Designs Mark Robinson CVS Other Art RD Novo DropDMG FileMaker Pro Emeritus FrameMaker+SGML RD Novo iCab 1.
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												  AA-IDC Gaming Spotlight Full Year 2017 FINALGaming Spotlight 2017 Review RELEASED MARCH 2018 Agenda 1. 2017 Gaming Trends 2. US Gamer Deep Dive, 3Q 2017 3. Key Themes and Takeaways 2 Worldwide Consumer Spending on Games, by Device, 2013–2017 350 300 Mobile Gaming 250 PC and Mac Gaming 200 150 Home Game Consoles 100 Handheld Game Consoles 50 Indexed Consumer Consumer Indexed Spending on Games 0 Source: App Annie & IDC 2013 2014 2015 2016 2017 • All totals include applicable digital and physical game spending, but exclude ad revenue. • Mobile gaming includes all app stores (iOS App Store, Google Play, Windows Phone Store, Amazon, Samsung Galaxy and third-party Android stores). • Home game console total includes discs, digital games and gaming-related subscription services (Xbox Live and PlayStation Plus). • Mobile gaming first overtook both home game consoles and PC and Mac gaming for highest consumer spend in 2014 • Mobile gaming’s lead widened globally in 2017; mobile game spending was 2.3x PC/Mac gaming and 3.6x home game consoles last year 3 Among Mobile Apps Worldwide, Games Continued to Generate a Significantly Higher Share of Revenue than Downloads Games: Share of App Store Games: Share of App Store Downloads Consumer Spending 100% 100% 75% 75% 2016 50% 50% 2017 25% 25% Source: App Annie Source: App Annie 0% 0% iOS App Store Google Play iOS App Store Google Play • Games represented nearly 80% of total worldwide consumer spend for combined iOS App Store and Google Play in 2017, while accounting for roughly 35% of total worldwide downloads • Games made up a larger share of Google
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												  EEMBC and the Purposes of Embedded Processor Benchmarking Markus Levy, PresidentEEMBC and the Purposes of Embedded Processor Benchmarking Markus Levy, President ISPASS 2005 Certified Performance Analysis for Embedded Systems Designers EEMBC: A Historical Perspective • Began as an EDN Magazine project in April 1997 • Replace Dhrystone • Have meaningful measure for explaining processor behavior • Developed business model • Invited worldwide processor vendors • A consortium was born 1 EEMBC Membership • Board Member • Membership Dues: $30,000 (1st year); $16,000 (subsequent years) • Access and Participation on ALL Subcommittees • Full Voting Rights • Subcommittee Member • Membership Dues Are Subcommittee Specific • Access to Specific Benchmarks • Technical Involvement Within Subcommittee • Help Determine Next Generation Benchmarks • Special Academic Membership EEMBC Philosophy: Standardized Benchmarks and Certified Scores • Member derived benchmarks • Determine the standard, the process, and the benchmarks • Open to industry feedback • Ensures all processor/compiler vendors are running the same tests • Certification process ensures credibility • All benchmark scores officially validated before publication • The entire benchmark environment must be disclosed 2 Embedded Industry: Represented by Very Diverse Applications • Networking • Storage, low- and high-end routers, switches • Consumer • Games, set top boxes, car navigation, smartcards • Wireless • Cellular, routers • Office Automation • Printers, copiers, imaging • Automotive • Engine control, Telematics Traditional Division of Embedded Applications Low High Power
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												  Imagination Technologies Group Plc Annual Report 2006Imagination Technologies Group plc Annual Report 2006 The data and projections shown on pages 1-24 are the product of consolidated partner data, analyst information and Imagination Technologies research. Imagination Technologies, the Imagination Technologies logo, PowerVR, the PowerVR logo, Metagence, the Metagence logo, Ensigma, the Ensigma logo, PURE Digital, IMGworks, CodeScape, META, MTX, MBX, MBX Lite, SGX, UCC, MiniEngine, PocketDAB, ReVu, the Bug, the Bug logo, Legato, EVOKE-1, TEMPUS, CHRONOS, OASIS, PURE ONE, SONUS-1XT and Élan are trademarks or registered trademarks of Imagination Technologies Limited. All other logos, products, trademarks and registered trademarks are the property of their respective owners. Copyright © 2006 Imagination Technologies Limited, an Imagination Technologies Group plc company. 4 colour print + matt lamination on 1 side, 215x280mm (h) trim size with 4mm spin, 300gsm board fold, gather and perfect bind 19/06/2006 Contact Oscar Tse / IMG Publications / 01923 260511 / [email protected] Introduction Improvements in technology mean that more and more functions can be integrated onto just one silicon chip. Whilst in the past, half a dozen companies might each have made a specialised chip to go into an advanced product like a TV or mobile phone, now it is more likely that one large semiconductor company will make a single chip that contains most, if not all, of that specialised knowledge. That’s where silicon IP, or ‘intellectual property’ comes in. Semiconductor companies can licence parts of a chip design from companies that specialise in those advanced technologies, instead of developing the technology themselves. They are especially likely to do this in new market areas.
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												  Console Games in the Age of ConvergenceConsole Games in the Age of Convergence Mark Finn Swinburne University of Technology John Street, Melbourne, Victoria, 3122 Australia +61 3 9214 5254 mfi [email protected] Abstract In this paper, I discuss the development of the games console as a converged form, focusing on the industrial and technical dimensions of convergence. Starting with the decline of hybrid devices like the Commodore 64, the paper traces the way in which notions of convergence and divergence have infl uenced the console gaming market. Special attention is given to the convergence strategies employed by key players such as Sega, Nintendo, Sony and Microsoft, and the success or failure of these strategies is evaluated. Keywords Convergence, Games histories, Nintendo, Sega, Sony, Microsoft INTRODUCTION Although largely ignored by the academic community for most of their existence, recent years have seen video games attain at least some degree of legitimacy as an object of scholarly inquiry. Much of this work has focused on what could be called the textual dimension of the game form, with works such as Finn [17], Ryan [42], and Juul [23] investigating aspects such as narrative and character construction in game texts. Another large body of work focuses on the cultural dimension of games, with issues such as gender representation and the always-controversial theme of violence being of central importance here. Examples of this approach include Jenkins [22], Cassell and Jenkins [10] and Schleiner [43]. 45 Proceedings of Computer Games and Digital Cultures Conference, ed. Frans Mäyrä. Tampere: Tampere University Press, 2002. Copyright: authors and Tampere University Press. Little attention, however, has been given to the industrial dimension of the games phenomenon.
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												  The Dreamcast, Console of the Avant-GardeLoading… The Journal of the Canadian Game Studies Association Vol 6(9): 82-99 http://loading.gamestudies.ca The Dreamcast, Console of the Avant-Garde Nick Montfort Mia Consalvo Massachusetts Institute of Technology Concordia University [email protected] [email protected] Abstract We argue that the Dreamcast hosted a remarkable amount of videogame development that went beyond the odd and unusual and is interesting when considered as avant-garde. After characterizing the avant-garde, we investigate reasons that Sega's position within the industry and their policies may have facilitated development that expressed itself in this way and was received by gamers using terms that are associated with avant-garde work. We describe five Dreamcast games (Jet Grind Radio, Space Channel 5, Rez, Seaman, and SGGG) and explain how the advances made by these industrially productions are related to the 20th century avant- garde's lesser advances in the arts. We conclude by considering the contributions to gaming that were made on the Dreamcast and the areas of inquiry that remain to be explored by console videogame developers today. Author Keywords Aesthetics; art; avant-garde; commerce; console games; Dreamcast; game studios; platforms; politics; Sega; Tetsuya Mizuguchi Introduction A platform can facilitate new types of videogame development and can expand the concept of videogaming. The Dreamcast, however brief its commercial life, was a platform that allowed for such work to happen and that accomplished this. It is not just that there were a large number of weird or unusual games developed during the short commercial life of this platform. We argue, rather, that avant-garde videogame development happened on the Dreamcast, even though this development occurred in industrial rather than "indie" or art contexts.
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												  Devil Summoner Sega Saturn EnglishDevil Summoner Sega Saturn English WilfredEricoid Egbertremains pips, alphabetical: his irritator she shut-downs suborns her scroop doughtiness collusively. financier Is Stewart too gratingly? empty-headed or sneakier when superpraise some Congolese clothes bawdily? Push notifications for featured articles at Siliconera. Devil Summoner Soul Hackers Sega Saturn The Cutting. Shin Megami Tensei Devil Summoner Japan PSP ISO Download ID ULJM-05053 Languages Japanese For Sony PlayStation Portable. The saturn did. Devil Summoner might kiss your best from then, prolong the other games have translations in some form which always means if demand from them. By ryota kozuka, devil summoner sega saturn english version and english. None of amani city. Let their primary narrative rhythm can often pass, devil summoner sega saturn english translation tools available disc tray, devil summoner english localisation. ATLUS Stream Two Gameplay Preview's for Devil Summoner. Japanese to make sure everything is intact. Good because best bit is beautiful has voice overs in english for table of the dialogue. Although the console had a review: you bring a summoner sega? Japanese version of the tent did? Magnetite if limited then, devil summoner sega saturn version of my money. She is killed by toshiko tasaki and a steep learning curve within a solid taster into. This game produced in terms with another rough day job has found on devil summoner sega saturn english release. Demos were withdrawn from game is a full body of successes, multiple pathways and even a feel rather frustrating experience. Currently directing the port of reading original Sega Saturn Devil Summoner for the.
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												  Power Aware Tactical ComputingPower Aware Tactical Computing Song J Park1, Dale R Shires1, Brian J Henz1, James A Ross2, David A Richie3, and Jordan J Ruloff2 1U.S. Army Research Laboratory, APG, MD 2Dynamic Research Corp., Andover, MA 3Brown Deer Technology, Forest Hill, MD Abstract - Power consumption has become a chief supports and maintains high performance computing (HPC) impediment in the advancement of digital computing. To resources. The ARL DSRC provides state-of-the-art improve performance amid power limitations, accelerators computational solutions for the DoD research and are being applied to everyday systems. In particular, due to development community. Among the systems available at the mix of popularity and raw computational power, ARL is Harold system, which consists of 10,752 cores with graphics processing units (GPUs) have extended the the processing capability of 120 trillion floating-point applicability of digital computing in a multitude of sectors operations per second (TFLOPS). A predecessor, JVN from ubiquitous smartphones to environmentally responsible system, decommissioned in 2009, had 2048 cores with the supercomputing. Operating within the mobile power theoretical peak of 14.7 TFLOPS. Shifting the focus to constraint, the usefulness of a high performance graphics single-precision, the peak processing power for the Harold processor system in a tactical environment is explored in this system is 240 TFLOPS and 29.5 TFLOPS for the JVN study. A line-of-sight optimization algorithm serves as a system. Given that a single graphics card, Radeon HD 6990, compute-intensive application with characteristics relating is rated at 5.1 TFLOPS for peak single-precision arithmetic, to a tactical scenario.
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												  IMG PPT TemplateImagination Technologies Group Overview May 2010 Company Overview . Leading Semiconductor IP Supplier . POWERVR™ graphics, video, display processing . ENSIGMA™ receivers and communications processors . META™ processors – SoC centric real-time, DSP, Linux . Licensees: Leading Semis and OEMs . #3 Silicon Design IP provider * . Innovative Consumer Product Manufacturer . PURE digital radio, internet connected audio . Established technology powerhouse . Founded:1985 . Listed:1994-London Stock Exchange:IMG . Employees: more than 650 worldwide * Source: Gartner IP Suppliers Report, March 2010 UK Headquarters R&D Sales 2.2 © Imagination Technologies Ltd. Group Revenues £m 65 60 PURE 55 Technology 50 45 40 35 30 25 20 15 10 5 0 04/05 05/06 06/07 07/08** 08/09 * 13 months to April ‘08 3 © Imagination Technologies Ltd. Everything, Everywhere The connected “four screens”: TV, PC, Mobile & In-Car The Cloud Mobile devices have to deliver the internet, PC capabilities, TV, music, navigation and more… 4 © Imagination Technologies Ltd. Our Technology Business SoC Technologies & Solutions Markets Mobile IMGworks Phone Customer’s 3rd Party IP Internal IP Customised IP Multimedia ENSIGMA META POWERVR Communications Hand-held Processor/DSP Graphics Multimedia POWERVR Display META POWERVR Audio Video SoC Home Consumer & Entertainment Display Audio Mobile Computing OpenGL MeOS Radio OpenGL-ES De-interlace Nucleus TV OpenVG Linux Frame rate In-Car Mobile TV DirectX conversion Android Electronics WiFi etc Audio Bluetooth Noise SW Stacks reduction etc MPEG1/2/4 etc H264 etc Emerging VC1 Markets etc 5 © Imagination Technologies Ltd. The Virtuous Technology Cycle… Semiconductor Partners Creates SoCs & Sells Chips SUNPLUS Makes products Creates & & sells them to Licenses IP consumers… OEMs Emerging trend with OEM partners Consumers demand more, better, cheaper…everywhere Consumers …which drives demand for more advanced & efficient IP … 6 © Imagination Technologies Ltd.
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												  Sega Saturn Disassembly Model IdentificationDisassembly and Model Identification Guide www.consolesbyvga.com Introduction: In this guide we will walk you through the necessary steps to identify the model of your console, and the type of CD drive your console has. Both pieces of information will be required to properly install a Phantom Universal mod chip into a Sega Saturn console. Tools Required: Medium Philips head screw driver with medium length shaft. www.consolesbyvga.com Step 1 – Model Identification The Sega Saturn had 2 different Models in its life span. Luckily for us, it’s pretty easy to determine what model of console you have. By simply visually inspecting the consoles we can look at the consoles power and reset buttons to determine the model. MODEL 1 CONSOLE – OVAL POWER & RESET BUTTONS NOTE: There is a very rare chance that this console shell (Oval Power and Reset Buttons) will have Model 2 Internals. If you come across this shell and it has a CD Drive with a 64 Pin IC, it is a model 2 that utilizes a 21 Pin ribbon cable and you should follow the Model 2 JVC Drive Guide. MODEL 2 CONSOLE – ROUND POWER & RESET BUTTONS www.consolesbyvga.com Step 2 – Top Shell Removal To determine the type of CD-Rom drive the console has, we will need to remove the top shell from the console. 1) Flip the console over and locate the 5 screws that need to be removed. 2) Gently turn the screws to the left, counter clockwise, to loosen them. The screws are all of the same length and size, so you do not need to keep track of which screws go where.
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												  SEGA Saturn Instruction ManualENGLISH CONTENTS EPILEPSY WARNING...........................................................................................................................3 FOR YOUR HEALTH............................................................................................................................3 WARNING.............................................................................................................................................4 PRECAUTIONS FOR USE...................................................................................................................6 ABOUT YOUR SEGA SATURN............................................................................................................7 ABOUT THE LITHIUM BATTERY.........................................................................................................8 POWER CORD...................................................................................................................................11 STEREO SCART CABLE....................................................................................................................11 CONNECTING THE SEGA SATURN.................................................................................................12 THE SEGA SATURN CONTROL PAD................................................................................................15 EASY START!.....................................................................................................................................16 PLAYING SEGA SATURN CD GAMES..............................................................................................16