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Amigaos 3.2 FAQ 47.1 (09.04.2021) English
$VER: AmigaOS 3.2 FAQ 47.1 (09.04.2021) English Please note: This file contains a list of frequently asked questions along with answers, sorted by topics. Before trying to contact support, please read through this FAQ to determine whether or not it answers your question(s). Whilst this FAQ is focused on AmigaOS 3.2, it contains information regarding previous AmigaOS versions. Index of topics covered in this FAQ: 1. Installation 1.1 * What are the minimum hardware requirements for AmigaOS 3.2? 1.2 * Why won't AmigaOS 3.2 boot with 512 KB of RAM? 1.3 * Ok, I get it; 512 KB is not enough anymore, but can I get my way with less than 2 MB of RAM? 1.4 * How can I verify whether I correctly installed AmigaOS 3.2? 1.5 * Do you have any tips that can help me with 3.2 using my current hardware and software combination? 1.6 * The Help subsystem fails, it seems it is not available anymore. What happened? 1.7 * What are GlowIcons? Should I choose to install them? 1.8 * How can I verify the integrity of my AmigaOS 3.2 CD-ROM? 1.9 * My Greek/Russian/Polish/Turkish fonts are not being properly displayed. How can I fix this? 1.10 * When I boot from my AmigaOS 3.2 CD-ROM, I am being welcomed to the "AmigaOS Preinstallation Environment". What does this mean? 1.11 * What is the optimal ADF images/floppy disk ordering for a full AmigaOS 3.2 installation? 1.12 * LoadModule fails for some unknown reason when trying to update my ROM modules. -
Tech Note\Technical Requirements Checklist
Technical Requirements Checklist for PlayStation® Software Standard Software Development Rules for SCEI/SCEA/SCEE territories Version 1.3 Document Release Date SCEI Territory: July 1, 1998 SCEA/SCEE Territories: June 1, 1998 Effective Date for Publishers SCEI Territory: Must be used for products released after October 1, 1998. SCEA/SCEE Territories: Must be used for submissions after August 1, 1998. © 1996, 1997, 1998 Sony Computer Entertainment Inc. Document Version: 1.3, June 1998 The Technical Requirements Checklist for PlayStation Software is supplied pursuant to and subject to the terms of the Sony Computer Entertainment PlayStation publisher and developer Agreements. The content of this book is Confidential Information of Sony Computer Entertainment. PlayStation and PlayStation logos are trademarks of Sony Computer Entertainment Inc. All other trademarks are property of their respective owners and/or their licensors. HYPER BLASTER® is a registered trademark of Konami Co., Ltd. Guncon™, G-Con 45™ are trademarks of NAMCO LTD. neGcon® is registered trademark of NAMCO LTD. The information in the Technical Requirements Checklist for PlayStation Software is subject to change without notice. Table of Contents ABOUT THESE REQUIREMENTS Changes Since Last Release iv When to Use these Requirements iv Completing the Checklist iv Master Disc Version Numbering System v PUBLISHER AND SOFTWARE INFORMATION FORM 1 MASTERING CHECKLIST 1.0 Basic Mastering Rules 2 2.0 CD-ROM Regulation 3 3.0 IDs for Master Disc Input on CD-ROM Generator 4 4.0 Special -
Vintage Game Consoles: an INSIDE LOOK at APPLE, ATARI
Vintage Game Consoles Bound to Create You are a creator. Whatever your form of expression — photography, filmmaking, animation, games, audio, media communication, web design, or theatre — you simply want to create without limitation. Bound by nothing except your own creativity and determination. Focal Press can help. For over 75 years Focal has published books that support your creative goals. Our founder, Andor Kraszna-Krausz, established Focal in 1938 so you could have access to leading-edge expert knowledge, techniques, and tools that allow you to create without constraint. We strive to create exceptional, engaging, and practical content that helps you master your passion. Focal Press and you. Bound to create. We’d love to hear how we’ve helped you create. Share your experience: www.focalpress.com/boundtocreate Vintage Game Consoles AN INSIDE LOOK AT APPLE, ATARI, COMMODORE, NINTENDO, AND THE GREATEST GAMING PLATFORMS OF ALL TIME Bill Loguidice and Matt Barton First published 2014 by Focal Press 70 Blanchard Road, Suite 402, Burlington, MA 01803 and by Focal Press 2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN Focal Press is an imprint of the Taylor & Francis Group, an informa business © 2014 Taylor & Francis The right of Bill Loguidice and Matt Barton to be identified as the authors of this work has been asserted by them in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. -
19. CD-ROM Games
Forthcoming in WOLF, Mark J.P. (ed.). Video Game History: From Bouncing Blocks to a Global Industry, Greenwood Press, Westport, Conn. 19. CD-ROM Games Carl Therrien While it became a standard relatively recently, disc-based storage goes a long way back in the history of video game distribution. The term encompasses a wide range of technologies, from magnetic floppy discs, analog laserdiscs, to a variety of digital optical media. Of the latter, the CD-ROM enjoyed the strongest following and the longest lifespan; as of 2006, a significant number of PC games are still burned on CDs. When it became the most common video game distribution format in the mid nineteen-nineties, the compact disc was already a standard in the music industry. In contrast to the magnetic tapes used for the distribution of albums and movies, optical discs allowed relatively fast, random, non-linear access to the content. But these features were already common in the realm of cartridge-based video game systems; the ROMs in Atari 2600 or Super Nintendo game cartridges were directly connected to the system’s working memory and could be read instantly. The CD drive optical head couldn’t compete; as a matter of fact, optical discs introduced the infamous “loading” screen to the console gamer. Video games benefited first and foremost from the storage capabilities of the CD-ROM. While the CD format shares its core technical principle with the more recent DVD standard (found in the Xbox and PlayStation 2) and other dedicated formats (such as the Dreamcast’s GD-ROM and the Gamecube optical disc), this chapter will focus solely on the integration of CD-ROM technology and its consequences on game design and development. -
Audiokinetic, Wwise User's Guide
Wwise User'sGuide 2015.1.9 Wwise Wwise User'sGuide Wwise 2015.1.9 Revision 1910 Copyright © 2016 Audiokinetic Inc. This document (whether in written, graphic or video form) is supplied as a guide for the Wwise® product. This documentation is the property of Audiokinetic Inc. (“Audiokinetic”), and protected by Canadian copyright law and in other jurisdictions by virtue of international copyright treaties. It may be used by you in accordance with the following. This documentation may be duplicated, reproduced, stored or transmitted, exclusively for your internal, non-commercial purposes, but you may not alter the content of any portion of the documentation. Any copy of the documentation shall retain all copyright and other proprietary notices contained therein. The content of this documentation is furnished for information purposes only, and its content is subject to change without notice. Reasonable care has been taken in preparing the information contained in this document, however, we disclaim all representations, warranties and conditions, whether express, implied or arising out of usage of trade or course of dealing, concerning this documentation and assume no responsibility or liability for any losses or damages of any kind arising out of the use of this guide or of any error or inaccuracy it may contain, even if we have been advised of the possibility of such loss or damage. Wwise®, Audiokinetic®, Actor-Mixer®, SoundFrame® and SoundSeed® are registered trademarks, and Master-Mixer™, SoundCaster™ and Randomizer™ are trademarks, of Audiokinetic. Other trademarks, trade names or company names referenced herein may be the property of their respective owners. 2 Table of Contents Welcome to Wwise 2015.1.9 ........................................................................... -
Mobygames: Quantify Me
Xentax.com MobyGames: Quantify Me. A brief quantitative analysis of the gaming era according to MobyGames. By Mike Zuurman, http://www.xentax.com, December 28th 2012 Version 1.0 DISCLAIMER For this small essay I have refrained to go into depth concerning epidemiological pitfalls that are clearly apparent in the data if one takes a closer look. It is not my purpose to present a sound scientific analysis of the real world. I am going to treat this data as is, pointing at possible trends in the gaming era. In the discussion I will go into some more qualitative remarks concerning the data. 1 | MGCM Xentax.com Contents Abstract 1. Introduction 2. Methods 3. Results 3.1 Basic Data 3.2 Platform dedicated titles 3.3 Games by year 3.3.1 Games by unique titles and year 3.3.2 Games by unique titles for single and multiple platforms 3.4 Game titles for all platforms by year 3.5 Game titles for impact platforms by year 3.6 The big 5 in time 4. Discussion 2 | MGCM Xentax.com Abstract Introduction. MobyGames (MG) is the self-acclaimed “most accurate” database on the internet that documents computer games released on all known platforms. There have been many gaming platforms throughout the past decades, since computer games started to surface in the late 70s. Given the notion that the number of games released for a platform equals its success, it is of some interest to examine the number of games released for each platform in time. Thus, if the number of games listed at MG is in some way representative of the actual games released in our world, we may take a look at history and shed some light on the dynamics of game platforms in time. -
An Exploration of In-Game Action
Bendtroller: An Exploration of In-Game Action Mappings with a Deformable Game Controller Paden Shorey Audrey Girouard Carleton University Carleton University Ottawa, Canada Ottawa, Canada [email protected] [email protected] ABSTRACT We explore controller input mappings for games using a deformable prototype that combines deformation gestures with standard button input. In study one, we tested discrete gestures using three simple games. We categorized the control schemes as binary (button only), action, and navigation, the latter two named based on the game mechanics mapped to the gestures. We found that the binary scheme performed the best, but gesture-based control schemes are stimulating and appealing. Results also suggest that the deformation gestures are best mapped to simple and natural tasks. In study two, we tested continuous gestures in Figure 1. Twist input using our bendable game controller. a 3D racing game using the same control scheme categorization. Results were mostly consistent with with standard controllers. Implementing gestures parallel to study one but showed an improvement in performance and button input provides users with more input options that are preference for the action control scheme. easily accessible without lifting their fingers from buttons. We look into some common game mechanics and evaluate Author Keywords which types of actions will map best to buttons and gestures. Deformable User Interactions; Games; Controller; Novel Input; Bend; Twist To explore these possible mappings, we designed a new controller using six buttons and four deformation gestures ACM Classification Keywords (Figure 1). We developed three control schemes, the first H.5.2. User Interfaces – Interaction Styles using only button input, the other two combining button and INTRODUCTION deformation gestures, each based on generic in-game While new methods of input in games are constantly mechanics: action and navigation. -
1 – PSIO Systems Manual 25032018 R30
1 – PSIO Systems Manual 25032018 R30 Table of Contents: 0-0: About this Manual: [0-1: Revision History] [0-2: Introduction] [0-3: Warnings] [0-4: Legal] 1-0: Getting Started: [1-1: Switch Board] [1-2: SD Card and Menu System] [1-3: CDDA Audio] [1-4: Adding Games] [1-5: Powering on your PlayStation] [1-6: Starting a Game] [1-7: Unplugging PSIO] 2-0: The PSIO Menu System: [2-1: The Main Screen] [2-2: The Select Screen] [2-3: The Options Menu] [2-4: Load from the CD-ROM Drive] [2-5: Reboot the PlayStation] [2-6: Shortcuts] [2-7: Cover Art] [2-8: Wallpaper] [2-9: Lightgun Support] [2-10: Manually Defining the CDDA/XA Mode] [2-11: Using the Search Option] 3-0: Switch Board: [3-1: Overview] [3-2: Installation] 4-0: CU2 Sheet Files: [4-1: Creating a CU2 Sheet] [4-2: Multi-BIN] 5-0: PSIO Systems Console: [5-1: Overview] [5-2: Uses] 2 – PSIO Systems Manual 25032018 R30 6-0: Specifications and Usage: [6-1: Advanced Information] [6-2: PlayStation BIOS] [6-3: PAL vs. NTSC] [6-4: SCPH-9000/PSone] [6-5: Fastboot] [6-6: Multi-Disc] 7-0: Updating and USB: [7-1: Firmware] [7-2: USB] 8-0: Error Codes: [8-1: PSIO Cartridge] [8-2: Menu System] [8-3: System Loader] 9-0: Help and Troubleshooting: [9-1: Generic Questions] [9-2: General] 10-0: Development Usage: [10-1: PlayStation Programming with PSIO] 3 – PSIO Systems Manual 25032018 R30 0-0: About this Manual: [0-1: Revision History] R3.0 – Twenty Second Release - Some bookmark positions were fixed. -
Paravision SX-1™ User's Guide
Paravision SX-1™ User’s Guide Copyright 1994 Paravision, Inc. All Rights Reserved. 2nd Edition - July 1994 1. INTRODUCTION Thank you for choosing the SX-1 expansion unit for your Amiga® CD32™ and welcome to the world of personal computing. By adding the SX-1 to your CD32 you transform an impressive game machine into a high-powered multimedia computer system. First, make sure that you received everything you need. In this package you should have: • the SX-1 unit • a diskette of set-up software • a warranty registration card • this User’s Guide If your SX-1 does not have a hard drive installed, you should also have a small packet containing four screws and four plastic spacers. If anything is missing, call our shipping department right away. Take the time now to fill out the registration card. This information will allow us to notify you of product updates. Your unit’s serial number is on the white label attached to the back of the SX-1. 2. FEATURES AND SPECIFICATIONS The SX-1 is a complex machine with many options. This section will take each in turn and explain their uses and capabilities. Inside the SX-1 Internal Drive Connector. This is a standard 44 pin connector for 2.5" IDE Hard Disks. A hard disk lets you save programs and data just like a floppy disk—except that it can access them much more quickly than floppies can, and it can store a great deal more. A typical hard disk (60 megabytes) can store almost 70 floppy disks worth of data. -
Co-Op Spirit 1993-9
'. ,.- e. o • ow The Monthly Newsletter of the TechAlliance Computer Co-operative September 93 Vo13,Nr 8 Contents Co-op Comments The TechAUiDnce BBS crash of 8/9 August took a serious toll on our library. TA BBS: .............................................. 3 Basically, everything uploaded during 1992 and 93 was lost - something like 300 megabytes in all. There's no getting around it - this was a heavy blow to us and it will ~ New Users Guide: Part I be awhile before we are reasonably recovered. S till, we are moving ahead with our plans ~t'hic~ e'.'~ be!ore the C!!Sh~ '~e e~pected u,'et!!~ ;-retty !!!U~~ r~m!ke t.~e BES .- C!!.!r.. or no crash. Steve Cavanaugh, our fearless Sysop, has already added another 85+ new Apple IIGS: ......................................... 5 fido echoes (public mail conferences) and he's created a new me backbone (a library ~ GNO/ME 2.0 P.R. and Specs whose mes are automatically uploaded by other Fido sites) with plans to add several more mebones soon. Thanks too to not just a few of our more loyal BBS callers, we've seen many of the most critical utilities and applications (particularly those relating to Macintosh: ........................................... 6 telecommunications) re-uploaded. This means that our callers can once again anticipate ~ Centris 660AV and Quadra 840AV being able to download the latest electronic tools needed to enjoy their online time. Further down the reconstruction path our sysops plan to add software improvements to our user interface to include easier access to Internet email. So hang in there and enjoy the metamorphosis of one of the oldest BBS sites in the country -some of you old timers IBM/PC: ............................................ -
Gaikai - Wikipedia Case 3:19-Cv-07027-WHA Document 28-2 Filed 10/14/19 Page 2 of 8 Not Logged in Talk Contributions Create Account Log In
Case 3:19-cv-07027-WHA Document 28-2 Filed 10/14/19 Page 1 of 8 EXHIBIT B Gaikai - Wikipedia Case 3:19-cv-07027-WHA Document 28-2 Filed 10/14/19 Page 2 of 8 Not logged in Talk Contributions Create account Log in Article Talk Read Edit View history Gaikai From Wikipedia, the free encyclopedia Main page Gaikai (外海, lit. "open sea", i.e. an expansive outdoor space) is an American company which provides technology for the streaming of high- Contents Gaikai Featured content end video games.[1] Founded in 2008, it was acquired by Sony Interactive Entertainment in 2012. Its technology has multiple applications, Current events including in-home streaming over a local wired or wireless network (as in Remote Play between the PlayStation 4 and PlayStation Vita), as Random article well as cloud-based gaming where video games are rendered on remote servers and delivered to end users via internet streaming (such as Donate to Wikipedia the PlayStation Now game streaming service.[2]) As a startup, before its acquisition by Sony, the company announced many partners using Wikipedia store [3] the technology from 2010 through 2012 including game publishers, web portals, retailers and consumer electronics manufacturers. On July Founded November 2008 Interaction 2, 2012, Sony announced that a formal agreement had been reached to acquire the company for $380 million USD with plans of establishing Headquarters Aliso Viejo, California, U.S. [4] Help their own new cloud-based gaming service, as well as integrating streaming technology built by Gaikai into PlayStation products, resulting Owner Sony [5] [6] About Wikipedia in PlayStation Now and Remote Play. -
Playstation 4 - Wikipedia Case 3:19-Cv-07027-WHA Document 28-3 Filed 10/14/19 Page 2 of 19 Not Logged in Talk Contributions Create Account Log In
Case 3:19-cv-07027-WHA Document 28-3 Filed 10/14/19 Page 1 of 19 EXHIBIT C PlayStation 4 - Wikipedia Case 3:19-cv-07027-WHA Document 28-3 Filed 10/14/19 Page 2 of 19 Not logged in Talk Contributions Create account Log in Article Talk Read View source View history PlayStation 4 From Wikipedia, the free encyclopedia Main page Contents "PS4" redirects here. For other uses, see PS4 (disambiguation). Featured content The PlayStation 4 (officially abbreviated as PS4) is an eighth-generation home video game console developed by Sony Interactive Current events PlayStation 4 Entertainment. Announced as the successor to the PlayStation 3 in February 2013, it was launched on November 15 in North Random article Donate to Wikipedia America, November 29 in Europe, South America and Australia, and on February 22, 2014, in Japan. It competes with Microsoft's Wikipedia store Xbox One and Nintendo's Wii U and Switch. Moving away from the more complex Cell microarchitecture of its predecessor, the console features an AMD Accelerated Processing Interaction Unit (APU) built upon the x86-64 architecture, which can theoretically peak at 1.84 teraflops; AMD stated that it was the "most Help powerful" APU it had developed to date. The PlayStation 4 places an increased emphasis on social interaction and integration with About Wikipedia Community portal other devices and services, including the ability to play games off-console on PlayStation Vita and other supported devices ("Remote Recent changes Play"), the ability to stream gameplay online or to friends, with them controlling gameplay remotely ("Share Play").