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MIDI に関する技術系統化調査 1 Systematized Survey of MIDI and Related Technologies
MIDI に関する技術系統化調査 1 Systematized Survey of MIDI and Related Technologies 井土 秀樹 Hideki Izuchi ■ 要旨 MIDI(Musical Instrument Digital Interface)は、日本の MIDI 規格協議会(現 AMEI:一般社団法人 音楽電子事業協会)と国際団体の MMA(MIDI Manufacturers Association)により制定された電子楽器の 演奏データを機器間でデジタル転送するための共通規格である。 1981 年 6 月シカゴで開催された NAMM ショーで、共通インターフェースの可能性に関して、最初の呼 びかけを行ったのがローランド創業者の梯郁太郎である。この呼びかけに応じ、最初の規格案を提案したのが Dave Smith(Sequential Circuits Inc. 社長)であった。両者は MIDI の制定に尽力し、MIDI 規格がその後 の音楽産業の発展に貢献したことが評価され、MIDI 制定から 30 周年を迎える 2013 年第 55 回グラミー賞 にて、連名でテクニカル・グラミー・アワードを受賞している。 MIDI を使って、異なる電子楽器同士がメーカーの枠を超えて同時に鳴らせるようになった。またコンピュー ターと電子楽器をつなぐことが可能となり、コンピューター上で演奏データを作成し、MIDI を通じて電子楽 器を自動演奏させることが可能となった。机の上で音楽の最終形まで制作可能になったことから「Desk Top Music」と呼ばれ、音楽制作の現場を大きく変えることになった。 また 1990 年代大手パソコン通信ホストによりアマチュア・ミュージシャンによる MIDI データの流通が隆 盛を極めた。このような MIDI データの流通には GS 音源、XG 音源と呼ばれたデファクトスタンダードな音色 配置と、SMF(Standard MIDI File)と呼ばれた MIDI データを記憶する共通ファイル・フォーマットの存在 が貢献した。 1992 年通信カラオケの誕生によって MIDI は楽器業界以外にも活躍の場を得ることになる。MIDI データを 使った通信カラオケシステムは、従来のディスクメディアによるカラオケシステムより、新曲の制作・配信が圧 倒的に速く、内蔵曲数の制限も少なく、ランニングコストも安価になったことから、カラオケの低価格・大衆化 を大きく前進させた。また 1999 年 2 月の i モード・サービス開始などにより、コンテンツ・プロバイダのメ ニューサイトで着信メロディーの演奏データを課金のうえダウンロードするのが一般的となり、携帯電話向けコ ンテンツビジネスが急速に拡大した。着信メロディーの演奏データの実体は Standard MIDI File(SMF)で あり、MIDI データが携帯端末の世界でも活用された。 MIDI は演奏データ情報に留まらず、クロック情報、タイムコード情報なども扱えるためレコーディング・ス タジオの制作プロセスを大きく変革した。さらに MIDI の RP(推奨実施例)として MIDI Machine Control、 MIDI Show Control、MIDI Visual Control 等も制定され、マルチトラックレコーダーの機器制御、照明機 器の制御、映像機器の制御にも MIDI が使われるようになった。 1999 年には MIDI を USB ケーブルの中に通すことが可能となり、また 2015 年には Bluetooth Low Energy(BLE)が規格化され、 2016 -
Swords of Pelarn Goes Back to a Hand-Moderated Game Run by Jim Landes in 1981
Harlequin Games Presents TThhee SSwwoorrddss ooff PPeellaarrnn Written By Edi Birsan Based on a Module By Jim Landes Additional Design Edward Lane, Sam Roads Module Layout John Davis Thanks To Bobby Lilly, Michel Lanting, Jimmy van der Meij, Barbara Brock, Amy Isherwood, Carl Jacobson, Dean Johnson, Ross Inglis, Greg Yerbury Artwork Lawrence Belcher, David Kimmel, Danny Willis Copyright 2007 by Harlequin Games. All rights reserved. Except as permitted under the Copyright Act of 1976, no part of this publication may be reproduced or distributed in any form or by any means without the prior written permission of the publisher. Legends ~ Table of Contents ______________________________________________________________________________________________________________________________________________________________________________________ Table of Contents TABLE OF CONTENTS........................................................................................................................................................................1 INTRODUCTION .................................................................................................................................................................................3 THE FACTIONS ....................................................................................................................................................................................4 OVERVIEW .............................................................................................................................................................................................4 -
Retro Gamer Speed Pretty Quickly, Shifting to a Contents Will Remain the Same
Untitled-1 1 1/9/06 12:55:47 RETRO12 Intro/Hello:RETRO12 Intro/Hello 14/9/06 15:56 Page 3 hel <EDITORIAL> >10 PRINT "hello" Editor = >20 GOTO 10 Martyn Carroll >RUN ([email protected]) Staff Writer = Shaun Bebbington ([email protected]) Art Editor = Mat Mabe Additonal Design = Mr Beast + Wendy Morgan Sub Editors = Rachel White + Katie Hallam Contributors = Alicia Ashby + Aaron Birch Richard Burton + Keith Campbell David Crookes + Jonti Davies Paul Drury + Andrew Fisher Andy Krouwel + Peter Latimer Craig Vaughan + Gareth Warde Thomas Wilde <PUBLISHING & ADVERTISING> Operations Manager = Debbie Whitham Group Sales & Marketing Manager = Tony Allen hello Advertising Sales = elcome Retro Gamer speed pretty quickly, shifting to a contents will remain the same. Linda Henry readers old and new to monthly frequency, and we’ve We’ve taken onboard an enormous Accounts Manager = issue 12. By all even been able to publish a ‘best amount of reader feedback, so the Karen Battrick W Circulation Manager = accounts, we should be of’ in the shape of our Retro changes are a direct response to Steve Hobbs celebrating the magazine’s first Gamer Anthology. My feet have what you’ve told us. And of Marketing Manager = birthday, but seeing as the yet to touch the ground. course, we want to hear your Iain "Chopper" Anderson Editorial Director = frequency of the first two or three Remember when magazines thoughts on the changes, so we Wayne Williams issues was a little erratic, it’s a used to be published in 12-issue can continually make the Publisher = little over a year old now. -
Wiz1mac-Manual
Acknowledgements ~~ ~7h l?-rgert~n.de~vor, people clo~e to the pr!ncipals often contribute so much Disclaimer th a err pa rcrpatron cannot go without mention. Without the many hours that lik~st~ fhe~i~~ have spent, Wizardry might never have been. The authors would Neither SIR-TECH SOFTWARE, ING., the author(s), distributors(s) or seller(s) of this product shall have any liability The original Wizardry play-testers or responsibility to the purchaser or any other person or entity Roe "Hawkwind" Adams Virginia Drake Valerie Phillips with respect to any liability, loss or damage caused or alleged Ja.Y.Banks Brenda Garno to be caused directly or indirectly by this product, including but Elizabeth Rowe Wrllram "Bleeb" Bensburg Jerry Lazar Ami Silberman not limited to any interruption in service, loss of business and Jo.h~ Day Susan Lee Robert Sirotek anticipatory profits or consequential damages resulting from Wrllram Dewhurst Helen Murphy Linda Sirotek the use or operation of this product. This product will be Lee Drake Paul "Ghost" Murphy exchanged if defective in manufacture, labeling or packaging, The Wizardry Advanced Research Group (W.A.R.G) but except for such replacement the sale or subsequent use of Robert Delfavero this program material is without warranty or liability. Joshua Mittleman Sam Pottle The Macintosh Wizardry ALPHA testers This product is copyrighted and all rights are reserved. The distribution and sale of this product are intended for the Brenda Garno Margot Comstock Linda Sirotek personal use of the original purchaser only and for use on only one computer system. -
1558964562562.Pdf
A JumpChain compliant “Choose Your Own Adventure” Part 1 Baki The Grappler Grappler Baki “If someone is born a male, at least once in his life he’ll dream of being the strongest man alive. Grappler, the martial artist who aims to be the strongest in the world!” Rising rapidly through the ranks of the martial arts world is Baki Hanma, a martial arts prodigy like no other. At the ripe age of 15, he trains himself night and day, fighting opponents that push the definition of human ability to new heights. Placing his life in danger more times that one can count, he craves the strength to reap vengeance on his mother’s killer, the strongest being in the world, the man considered equal to a nation’s army Yujiro Hanma, Baki’s father. Even now, Baki has a long road to travel, fighting through hoards of street thugs, trained athletes, legendary beasts, trained killers, and superhuman yakuza, his journey only truly begins at the fighter’s holy ground. An arena reserved for the greatest warriors, where the only prohibition is the use of weapons. Crushing balls, poking eyes, even killing your opponent is permitted. Standing as the reigning champion, is none other than Baki himself! You may begin your stay anywhere between Baki’s birth, and his deceitful entry into Doppo Orochi’s tournament. You’ll take your leave immediately following the Maximum Tournament. Take 1000 choice points, and join the ranks of these worthy fighters Select one origin Spectator Rather than putting your own wellbeing in harm’s way, you’ve contented yourself with enabling men far braver than you to beat the snot out of each other for your amusement. -
960 JP Games
Total Games: 2601 EU Games: 960 JP Games: 715 US Games: 887 Other Games: 39 ------------------------------------------------------------------------ 100 All Time Favorites (U) {BOZE F0B9E32F} 1000 Bornes (F) {CMBF 694E13EE} 101 Dino DS (E) {C5NP A7232D52} 101 In 1 Explosive Megamix (E) {CQZP DE381815} 101 in 1 Sports Megamix (U) {B2NE B0EDCC89} 12 Family Games (E) {CI2P 0F445E14} 13-Sai no Hello Work DS (J) {YH3J C5129D15} 1912: Titanic Mystery (E) {BTIP F94EF422} 1-Hi-10-Fun de Egajou Zuni Kakeru DS (J) {YJZJ 3650D48F} 3 in 1: Solitaire, Mahjong and Tangram (E) {B7LP C974A55E} 4 Elements (E) {B4EX 8A1F92FC} 4 Elements (E) {B4EY E1CB6081} 42 All-Time Classics (E) {ATDP FBB7EDF4} 42 All-Time Classics (E) v1.1 {ATDP AB5D4CEA} 7 Wonders II (D) {B7WD 3F5772D0} 7 Wonders II (E) {B7WP DE7D995E} 7 Wonders II (E) {B7WX 3A583709} 7 Wonders II (U) {B7WE 5963D816} 7 Wonders of the Ancient World (E) {Y7WP 7BBAE54D} 7 Wonders of the Ancient World (U) {Y7WE C6D140EF} 700-Mannin no Atama o Yokusuru: Choukeisan DS - 13000-Mon + Image Keisan (J) {C3 KJ 8C7C2E5D} 7th Dragon (J) {CD6J 1171AA49} A Ressha de Ikou DS (J) {BARJ 4BDF1142} A Witch's Tale (U) {CW3E 7F741A38} A.S.H. Archaic Sealed Heat (J) {YASJ 93799D75} Ace Attorney Investigations: Miles Edgeworth (E) {C32P BE547C63} Ace Attorney Investigations: Miles Edgeworth (U) {C32E 04086E38} Actionloop (E) {APLP 4F406891} Addy: Do you speak English? (E) [Multi] {CAFX 87B73D5A} Advance Wars: Dark Conflict (E) {YW2P DF5E85E6} Advance Wars: Days of Ruin (U) {YW2E 6E2AAFE5} Advance Wars: Dual Strike (E) {AWRP -
Wizplus-Manual
WIZPLUS IZPLUS An Enfumcement to tfie ''Wizardly" Scenarios: Pr<Wif19 Grounds of tfie Mad Overford Kni9fit of DiamondS By Tliomas A. Cotmer Cop_y"9fit © 1982 Tliomas A. Cotmer ~ DATAMOS"t .. 8943 F~fitAve. Clia.tswortfi, CA 91311 (213) 709-1202 CONTENTS Introduction .. ........ ... ................................... .. ... ... ... .. 4 Startup - Main Menu ....... .............................................. 6 A. Display Character Roster ..... .................. ................. 1O B. Change a Character - Change Menu ........................... 12 1. Display Character .. .. ......................... ............... 15 2. Recover "OUT" Characters ........... .. ................... 15 3. "WizPlus" Madi Special ..................................... 1 7 4. ''WizPlus" Boltac Swindle ........... .... ............. ...... 1 7 5. Restore Hit Points .................................... ..... .. 18 6. Modify Ability Scores ........ ................. .............. 18 7. Modify Age ...... ...... ......................... ............... 20 8. Modify Amount of Gold ..................... .. .. ........... 20 9. Modify Experience Points .................................. 20 10. Modify Experience Level. ............... ................... 21 11. Change Name ............................ ..................... 21 12. Change Password .............................. .............. 23 13. Change Race ....... ........................................... 23 14. Change Status ............................. .. ......... ......... 24 15. Change Possible Hit Points -
PC Hardware Contents
PC Hardware Contents 1 Computer hardware 1 1.1 Von Neumann architecture ...................................... 1 1.2 Sales .................................................. 1 1.3 Different systems ........................................... 2 1.3.1 Personal computer ...................................... 2 1.3.2 Mainframe computer ..................................... 3 1.3.3 Departmental computing ................................... 4 1.3.4 Supercomputer ........................................ 4 1.4 See also ................................................ 4 1.5 References ............................................... 4 1.6 External links ............................................. 4 2 Central processing unit 5 2.1 History ................................................. 5 2.1.1 Transistor and integrated circuit CPUs ............................ 6 2.1.2 Microprocessors ....................................... 7 2.2 Operation ............................................... 8 2.2.1 Fetch ............................................. 8 2.2.2 Decode ............................................ 8 2.2.3 Execute ............................................ 9 2.3 Design and implementation ...................................... 9 2.3.1 Control unit .......................................... 9 2.3.2 Arithmetic logic unit ..................................... 9 2.3.3 Integer range ......................................... 10 2.3.4 Clock rate ........................................... 10 2.3.5 Parallelism ......................................... -
History of Video Games-Wikipedia
History of video games From Wikipedia, the free encyclopedia The Atari VCS was a popular home video game console in the late 1970s and early 1980s. Pictured is the four-switch model from 1980–1982. An Atari CX40 joystick controller, with a single button The history of video games goes as far back as the early 1950s, when academic computer scientists began designing simple games and simulations as part of their research or just for fun. At M.I.T. in the 1960s, professors and students played games such as 3D tic-tac-toe and Moon Landing. These games were played on computer such as the IBM 1560, and moves were made by means of punch cards. Video gaming did not reach mainstream popularity until the 1970s and 1980s, when video arcade games and gaming consoles using joysticks, buttons, and other controllers, along with graphics on computer screens and home computer games were introduced to the general public. Since the 1980s, video gaming has become a popular form of entertainment and a part of modern popular culture in most parts of the world. One of the early games was Spacewar!, which was developed by computer scientists. Early arcade video games developed from 1972 to 1978. During the 1970s, the first generation of home consoles emerged, including the popular game Pong and various "clones". The 1970s was also the era of mainframe computer games. The golden age of arcade video games was from 1978 to 1982. Video arcades with large, graphics- decorated coin-operated machines were common at malls and popular, affordable home consoles such as the Atari 2600 and Intellivision enabled people to play games on their home TVs. -
SLLIB – Script-Like C-Language Library Basic User Reference Guide
Simple and Light Interfaces for C and C++ users SLLIB – Script-Like C-language library Basic User Reference Guide Version 1.4.2[not finished] 2013-05-19 CREDITS SOFTWARE DEVELOPMENT: Chisato Yamauchi QUALITY ASSURANCE: SEC Co.,LTD. MANUAL DOCUMENT: Chisato Yamauchi, Sachimi Fujishima AND SEC Co.,LTD. MANUAL TRANSLATION: KOYOSHOUJI CO.,LTD., Space Engineering Development Co.,LTD. AND Sakura Academia Corporation SPECIAL THANKS: Daisuke Ishihara, Hajime Baba, Iku Shinohara, Keiichi Matsuzaki, Michitaro Koike, Sergio Pascual ANDYukioYamamoto Web page: http://www.ir.isas.jaxa.jp/~cyamauch/sli/ 2 SLLIB Basic User Reference Guide Contents 1 Introduction 11 1.1 What is SLLIB? ...................................... 11 1.2 The Reason why SLLIB was created .......................... 14 1.3 Development policies for SLLIB — Following the manner of the libc and leveraging the advantages of the libc ................................ 14 1.4 All you need is the knowledge of the C language ................... 15 1.5 What is object-orientation for end-users? ....................... 15 1.5.1 Object-orientation is nothing special ...................... 16 1.5.2 Benefits of object-orientation .......................... 17 1.5.3 Definitions of the terms and conception on codes ............... 18 2 Installation 19 2.1 Supported operating systems .............................. 19 2.2 Building and installing SLLIB .............................. 19 2.2.1 Method 1—A method using just only make .................. 19 2.2.2 Method 2—A method using configure and make ............... 20 3 Tutorial 21 3.1 Hello World ........................................ 21 3.2 Opening and reading files ................................ 21 3.2.1 When standard streams are used ........................ 21 3.2.2 When the most powerful “versatile” streams are used (Strongly recommended) 22 3.2.3 Correspondence relationships with the functions of the libc ........ -
A Century of Sincerity and Creativity
Sharp 100th Anniversary A Century of Sincerity and Creativity Business Creed Business Philosophy Sharp Corporation is dedicated to two principal ideals: We do not seek merely to expand our business volume. Rather, we are dedicated to the use of our “Sincerity and Creativity” unique, innovative technology to contribute to the By committing ourselves to these ideals, we can culture, benefits and welfare of people throughout derive genuine satisfaction from our work, while the world. making a meaningful contribution to society. It is the intention of our corporation to grow Sincerity is a virtue fundamental to humanity ... hand-in-hand with our employees, encouraging always be sincere. and aiding them to reach their full potential and Harmony brings strength ... trust each other and improve their standard of living. work together. Our future prosperity is directly linked to the Politeness is a merit ... always be courteous and prosperity of our customers, dealers and respectful. shareholders …indeed, the entire Sharp family. Creativity promotes progress ... remain constantly aware of the need to innovate and improve. Courage is the basis of a rewarding life ... accept every challenge with a positive attitude. SHARP CORPORATION Sharp has a history of creating market demand by coming out with original, innovative products that make people’s lives richer and their work more efficient. It is the Through sincerity and creativity, patronage and support of these people that have brought Sharp to 2012, the company’s 100th anniversary. Sharp is contributing to From its humble beginnings in Japan, Sharp has expanded its business across the globe, in the process the world by creating products amazing and capturing the hearts of people with products created through the company creed of ‘Sincerity and that instill passion in Creativity’. -
The Human Machine Art Interface: Arcade Port Aesthetics and Production Practices
The Human Machine Art Interface: Arcade Port Aesthetics and Production Practices Kieran Nolan GV2 Research Group School of Computer Science and Statistics Trinity College, Dublin +353-868227888 [email protected] ABSTRACT This research focuses on the aesthetic properties and production processes of arcade to home computer game ports during the 1980s and 1990s, in particular arcade titles originating in Japan that were licensed by UK based software houses for the 8-bit and 16-bit microcomputer market. The conversion teams worked within the unique constraints of 6 main platforms, namely the ZX Spectrum, Amstrad / Schneider CPC, Commodore 64, Atari ST, Commodore Amiga, and MS-DOS PC. In all the examples discussed, the original arcade cabinet was used as the core audiovisual and gameplay reference. As a human mediated process, the conversion of the digital material of arcade game to home computers not only bore the audiovisual constraints of the target platforms, but also the creative signatures of the conversion teams. The most successful home ports succeeded in capturing the essence of the arcade originals, while positively augmenting the gameplay, narrative, and overall aesthetic. Keywords arcade, home computer, video game, art, aesthetics, port, conversion, platform INTRODUCTION This paper concentrates on the creative processes and aesthetic properties, both audiovisual and interactive, of arcade to home computer game conversions in the 1980s and 1990s. It focuses mainly on arcade games licensed by third party developers for conversion to western 8-bit and 16-bit microcomputer platforms by UK based software houses, with findings based on first hand interaction with home arcade ports, alongside developer interviews sourced from video game magazines of the period.