“Gamecube Hacking”
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Video Games: Changing the Way We Think of Home Entertainment
Rochester Institute of Technology RIT Scholar Works Theses 2005 Video games: Changing the way we think of home entertainment Eri Shulga Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Shulga, Eri, "Video games: Changing the way we think of home entertainment" (2005). Thesis. Rochester Institute of Technology. Accessed from This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. Video Games: Changing The Way We Think Of Home Entertainment by Eri Shulga Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Information Technology Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Copyright 2005 Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Thesis Approval Form Student Name: _ __;E=.;r....;...i S=-h;....;..;u;;;..;..lg;;i..;:a;;...__ _____ Thesis Title: Video Games: Changing the Way We Think of Home Entertainment Thesis Committee Name Signature Date Evelyn Rozanski, Ph.D Evelyn Rozanski /o-/d-os- Chair Prof. Andy Phelps Andrew Phelps Committee Member Anne Haake, Ph.D Anne R. Haake Committee Member Thesis Reproduction Permission Form Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Video Games: Changing the Way We Think Of Home Entertainment L Eri Shulga. hereby grant permission to the Wallace Library of the Rochester Institute of Technofogy to reproduce my thesis in whole or in part. -
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. -
Integrating Formal Verification Into an Advanced Computer Architecture Course
Session 1532 Integrating Formal Verification into an Advanced Computer Architecture Course Miroslav N. Velev [email protected] School of Electrical and Computer Engineering Georgia Institute of Technology, Atlanta, GA 30332, U.S.A. Abstract. The paper presents a sequence of three projects on design and formal verification of pipelined and superscalar processors. The projects were integrated—by means of lectures and pre- paratory homework exercises—into an existing advanced computer architecture course taught to both undergraduate and graduate students in a way that required them to have no prior knowledge of formal methods. The first project was on design and formal verification of a 5-stage pipelined DLX processor, implementing the six basic instruction types—register-register-ALU, register- immediate-ALU, store, load, jump, and branch. The second project was on extending the processor from project one with ALU exceptions, a return-from-exception instruction, and branch prediction; each of the resulting models was formally verified. The third project was on design and formal ver- ification of a dual-issue superscalar version of the DLX from project one. The preparatory home- work problems included an exercise on design and formal verification of a staggered ALU, pipelined in the style of the integer ALUs in the Intel Pentium 4. The processors were described in the high-level hardware description language AbsHDL that allows the students to ignore the bit widths of word-level values and the internal implementations of functional units and memories, while focusing entirely on the logic that controls the pipelined or superscalar execution. The formal verification tool flow included the term-level symbolic simulator TLSim, the decision procedure EVC, and an efficient SAT-checker; this tool flow—combined with the same abstraction techniques for defining processors with exceptions and branch prediction, as used in the projects—was applied at Motorola to formally verify a model of the M•CORE processor, and detected bugs. -
IBM Gekko RISC Microprocessor User's Manual
IBM Gekko RISC Microprocessor User’s Manual Version 1.2 May 25, 2000 IBM Confidential Trademarks The following are trademarks of International Business Machines Corporation in the United States, or other countries, or both: IBM IBM Logo PowerPC AIX PowerPC 750 Gekko Other company, product, and service names may be trademarks or service marks of others. Document History Date Description Preliminary Edition 3/29/00 Initial release of new format 2nd Preliminary Edition 4/18/00 Minor changes, most are transparent to user (removal of conditional text, etc.) 3rd Preliminary Edition 5/25/00 Minor change in section 4.5.6 This unpublished document is the preliminary edition of IBM Gekko RISC Microprocessor User’s Manual. This document contains information on a new product under development by IBM. IBM reserves the right to change or discontinue this product without notice. © 2000 International Business Machines Corporation . All rights reserved. CONTENTS Chapter 1 Gekko Overview 1.1—Gekko Microprocessor Overview - - - - - - - - - - - - - - - - - - - - - - - 1-1 1.2—Gekko Microprocessor Features - - - - - - - - - - - - - - - - - - - - - - - - 1-4 1.2.1—Overview of Gekko Microprocessor Features - - - - - - - - - 1-4 1.2.2—Instruction Flow - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 1-6 1.2.2.1—Instruction Queue and Dispatch Unit - - - - - - - - 1-7 1.2.2.2—Branch Processing Unit (BPU) - - - - - - - - - - - - 1-7 1.2.2.3—Completion Unit - - - - - - - - - - - - - - - - - - - - - - 1-8 1.2.2.4—Independent Execution Units- - - - - - - - -
佐野正博(2010)「Cpu モジュール単体の性能指標としての Ips 値」2010 年度技術戦略論用資料
佐野正博(2010)「CPU モジュール単体の性能指標としての IPS 値」2010 年度技術戦略論用資料 CPU モジュール単体の性能指標としての IPS 値 ............. .. CPU モジュール単体の性能を測る指標の一つは、「1秒間に何個の命令(Instructions)を実行可能であるのか」ということ である。そのための基本的単位は IPS(Instructions Per Second)である。代表的な CPU の IPS 値は下表の通りである。 ゲーム専用機用 CPU と PC 用 CPU、ゲーム専用機用 CPU でも据え置き型ゲーム専用機用 CPU と携帯型ゲーム専用 機用 CPU との区別に注意を払って下記の一覧表を見ると、CPU の MIPS 値は当然のことながら年ごとに性能を着実に向 上させていることがわかる。 IPS(Instructions Per Second)値の比較表 —- 年順 (命令実行性能の単位は MIPS、動作周波数の単位は MHz) 命令実行 動作 プロセッサーの名称 年 性能 周波数 Intel 4004 0.09 0.74 1971 Intel 8080 0.64 2 1974 セガ:メガドライブ/Motorola 68000 1 8 1979 Intel 80286 2.66 12 1982 Motorola 68030 11 33 1987 Intel 80386DX 8.5 25 1988 NEC:PC-FX/NEC V810 16 25 1994 Motorola 68040 44 40 1990 Intel 80486DX 54 66 1992 セガ:セガサターン/日立 SH-2 25 28.6 1994 SONY:PS/MIPS R3000A 30 34 1994 任天堂:N64/MIPS R4300 125 93.75 1996 Intel Pentium Pro 541 200 1996 PowerPC G3 525 233 1997 セガ:Dreamcast/日立 SH-4 360 200 1998 Intel Pentium III 1,354 500 1999 SONY:PS2 [Emotion Engine]/MIPS IV(R5900) 435 300 2000 任天堂:GAMECUBE [Gekko]/IBM PowerPC G3 (1) 1,125 485 2001 MICROSOFT:XBOX/Intel Mobile Celeron(Pentium III) 1,985 733 2001 (推定値) 任天堂:ゲームボーイアドバンス/ARM ARM7TDMI 15 16.8 2001 Pentium 4 Extreme Edition 9,726 3,200 2003 任天堂:ニンテンドーDS/ARM ARM946E-S 74.5 67 2004 MICROSOFT:XBOX360 [Xenon]/IBM PowerPC G5 6,400 3,200 2005 任天堂:Wii [BroadWay]/IBM PowerPC G3 2,250 729 2006 SONY:PS3[Cell 内蔵 PPE]/IBM PowerPC G5 10,240 3,200 2006 Intel Core 2 Extreme QX6700 49,161 2,660 2006 [出典]文書末の注で明示したものを除き、"Instructions per second", Wikipedia, http://en.wikipedia.org/wiki/Instructions_per_second, (2008 -
Computer Architectures an Overview
Computer Architectures An Overview PDF generated using the open source mwlib toolkit. See http://code.pediapress.com/ for more information. PDF generated at: Sat, 25 Feb 2012 22:35:32 UTC Contents Articles Microarchitecture 1 x86 7 PowerPC 23 IBM POWER 33 MIPS architecture 39 SPARC 57 ARM architecture 65 DEC Alpha 80 AlphaStation 92 AlphaServer 95 Very long instruction word 103 Instruction-level parallelism 107 Explicitly parallel instruction computing 108 References Article Sources and Contributors 111 Image Sources, Licenses and Contributors 113 Article Licenses License 114 Microarchitecture 1 Microarchitecture In computer engineering, microarchitecture (sometimes abbreviated to µarch or uarch), also called computer organization, is the way a given instruction set architecture (ISA) is implemented on a processor. A given ISA may be implemented with different microarchitectures.[1] Implementations might vary due to different goals of a given design or due to shifts in technology.[2] Computer architecture is the combination of microarchitecture and instruction set design. Relation to instruction set architecture The ISA is roughly the same as the programming model of a processor as seen by an assembly language programmer or compiler writer. The ISA includes the execution model, processor registers, address and data formats among other things. The Intel Core microarchitecture microarchitecture includes the constituent parts of the processor and how these interconnect and interoperate to implement the ISA. The microarchitecture of a machine is usually represented as (more or less detailed) diagrams that describe the interconnections of the various microarchitectural elements of the machine, which may be everything from single gates and registers, to complete arithmetic logic units (ALU)s and even larger elements. -
Paper on Xbox Cluster
Building a large low-cost computer cluster with unmodified Xboxes B.J. Guillot, B. Chapman and J.-F. Pâris Department of Computer Science University of Houston Houston, TX, 77204-3010 [email protected], {chapman, paris}@cs.uh.edu Abstract We propose to build a large low-cost computer cluster in order to study error recovery techniques for today and tomorrow’s large computer clusters. The Xbox game console is an inexpensive computer whose internal architecture is very close to that of a conventional Intel-based personal computer. In addition, it can be rebooted as a Linux computing node through software exploits without having to purchase any additional hardware or even opening the Xbox. We built a four-node cluster consisting of four unmodified Xboxes running Debian Linux and found out that a cluster of Xboxes linked by a Fast Ethernet would constitute a scaled down version of a current generation supercomputer with the same number of nodes. As a result, it would provide a cost-effective testbed for investigating novel distributed error-recovery algorithms and testing how they would scale up. Keywords: computer clusters, game console, Linux, distributed error recovery. 1. Introduction Improvements in technology as well as pricing trends have enabled the construction of clusters with increasingly larger node counts. However, the reliability of the cluster decreases in rough correspondence to the number of configured nodes, greatly reducing the attractiveness of such systems, especially for large or long-running jobs. In general, dealing with faults is a matter for the application developer, who must insert checkpoints into each application and thus periodically save all pertinent data. -
Premiere Issue Monkeying Around Game Reviews: Special Report
Atari Coleco Intellivision Computers Vectrex Arcade ClassicClassic GamerGamer Premiere Issue MagazineMagazine Fall 1999 www.classicgamer.com U.S. “Because Newer Isn’t Necessarily Better!” Special Report: Classic Videogames at E3 Monkeying Around Revisiting Donkey Kong Game Reviews: Atari, Intellivision, etc... Lost Arcade Classic: Warp Warp Deep Thaw Chris Lion Rediscovers His Atari Plus! · Latest News · Guide to Halloween Games · Win the book, “Phoenix” “As long as you enjoy the system you own and the software made for it, there’s no reason to mothball your equipment just because its manufacturer’s stock dropped.” - Arnie Katz, Editor of Electronic Games Magazine, 1984 Classic Gamer Magazine Fall 1999 3 Volume 1, Version 1.2 Fall 1999 PUBLISHER/EDITOR-IN-CHIEF Chris Cavanaugh - [email protected] ASSOCIATE EDITOR Sarah Thomas - [email protected] STAFF WRITERS Kyle Snyder- [email protected] Reset! 5 Chris Lion - [email protected] Patrick Wong - [email protected] Raves ‘N Rants — Letters from our readers 6 Darryl Guenther - [email protected] Mike Genova - [email protected] Classic Gamer Newswire — All the latest news 8 Damien Quicksilver [email protected] Frank Traut - [email protected] Lee Seitz - [email protected] Book Bytes - Joystick Nation 12 LAYOUT/DESIGN Classic Advertisement — Arcadia Supercharger 14 Chris Cavanaugh PHOTO CREDITS Atari 5200 15 Sarah Thomas - Staff Photographer Pong Machine scan (page 3) courtesy The “New” Classic Gamer — Opinion Column 16 Sean Kelly - Digital Press CD-ROM BIRA BIRA Photos courtesy Robert Batina Lost Arcade Classics — ”Warp Warp” 17 CONTACT INFORMATION Classic Gamer Magazine Focus on Intellivision Cartridge Reviews 18 7770 Regents Road #113-293 San Diego, Ca 92122 Doin’ The Donkey Kong — A closer look at our 20 e-mail: [email protected] on the web: favorite monkey http://www.classicgamer.com Atari 2600 Cartridge Reviews 23 SPECIAL THANKS To Sarah. -
PA Build RM.Pdf
CodeWarrior Development Studio for Power Architecture® Processors Build Tools Reference Revised: 2 March 2012 Freescale, the Freescale logo and CodeWarrior are trademarks of Freescale Semiconductor, Inc., Reg. U.S. Pat. & Tm. Off. The Power Architecture and Power.org word marks and the Power and Power.org logos and related marks are trademarks and service marks licensed by Power.org. All other product or service names are the property of their re- spective owners. © 2005-2012 Freescale Semiconductor, Inc. All rights reserved. Information in this document is provided solely to enable system and software implementers to use Freescale Semicon- ductor products. There are no express or implied copyright licenses granted hereunder to design or fabricate any inte- grated circuits or integrated circuits based on the information in this document. Freescale Semiconductor reserves the right to make changes without further notice to any products herein. Freescale Semiconductor makes no warranty, representation or guarantee regarding the suitability of its products for any partic- ular purpose, nor does Freescale Semiconductor assume any liability arising out of the application or use of any product or circuit, and specifically disclaims any and all liability, including without limitation consequential or incidental dam- ages. “Typical” parameters that may be provided in Freescale Semiconductor data sheets and/or specifications can and do vary in different applications and actual performance may vary over time. All operating parameters, including -
Ilore: Discovering a Lineage of Microprocessors
iLORE: Discovering a Lineage of Microprocessors Samuel Lewis Furman Thesis submitted to the Faculty of the Virginia Polytechnic Institute and State University in partial fulfillment of the requirements for the degree of Master of Science in Computer Science & Applications Kirk Cameron, Chair Godmar Back Margaret Ellis May 24, 2021 Blacksburg, Virginia Keywords: Computer history, systems, computer architecture, microprocessors Copyright 2021, Samuel Lewis Furman iLORE: Discovering a Lineage of Microprocessors Samuel Lewis Furman (ABSTRACT) Researchers, benchmarking organizations, and hardware manufacturers maintain repositories of computer component and performance information. However, this data is split across many isolated sources and is stored in a form that is not conducive to analysis. A centralized repository of said data would arm stakeholders across industry and academia with a tool to more quantitatively understand the history of computing. We propose iLORE, a data model designed to represent intricate relationships between computer system benchmarks and computer components. We detail the methods we used to implement and populate the iLORE data model using data harvested from publicly available sources. Finally, we demonstrate the validity and utility of our iLORE implementation through an analysis of the characteristics and lineage of commercial microprocessors. We encourage the research community to interact with our data and visualizations at csgenome.org. iLORE: Discovering a Lineage of Microprocessors Samuel Lewis Furman (GENERAL AUDIENCE ABSTRACT) Researchers, benchmarking organizations, and hardware manufacturers maintain repositories of computer component and performance information. However, this data is split across many isolated sources and is stored in a form that is not conducive to analysis. A centralized repository of said data would arm stakeholders across industry and academia with a tool to more quantitatively understand the history of computing. -
Revolution Build System Revolution SDK
Revolution Build System Version 1.03 The contents in this document are highly confidential and should be handled accordingly. © 2006-2007 Nintendo RVL-06-0044-001-E CONFIDENTIAL Released: October 22, 2007 Revolution Build System Revolution SDK Confidential These coded instructions, st atements , and computer programs contain proprieta ry information of Nintendo of America Inc. and/or Nintendo Company Ltd. and are protected by Federal copyright law. They may not be disclosed to third parties or copied or duplicated in any form, in whole or in part, without the prior written consent of Nintendo. RVL-06-0044-001-E 2 © 2006-2007 Nintendo Released: October 22, 2007 CONFIDENTIAL Revolution SDK Revolution Build System Contents 1 Overview ................................................................................................................................ ....... 6 2 Assumptions ................................................................................................................................ .7 3 Running Demos ............................................................................................................................ 8 3.1 Initializing the Revolution Shell ........................................................................................... 8 3.2 Running a Demo from the Command Line ......................................................................... 8 3.3 Running a Demo from the Debugger .................................................................................. 8 4 Building a Sample -
Piracy and Outlaw Community Innovations∗
Piracy and Outlaw Community Innovations∗ Celine Schulz, Stefan Wagner May 14, 2008 Preliminary conference draft for the ’Creative Industries and IP’ conference in London, May 22nd 2008. Please do note cite or circulate without authors’ permission. Institute of Innovation Research and Technology Management INNO-tec School of Management University of Munich Kaulbachstrasse 45 80539 Munich, Germany [email protected] [email protected] Keywords: piracy, user innovation, user community, video game console, XBox ∗We greatly acknowledge helpful comments from participants of the TIME seminar at the Technical University of Munich. 1 1 Introduction It is widely recognised that user innovation occurs in various industries where users modify or improve products that they use (von Hippel 1988, 2005). Communities of user innovators – innovation communities – provide platforms for users to openly and voluntarily communicate with each other regarding innovations they are working on either collectively or independently (Franke & Shah 2003, Hienerth 2006, von Hippel 2005). As user communities have the potential to be leveraged by firms for inno- vation management, recent empirical work in this area have focussed on how firms and innovation communities can co-exist in a symbiotic relationship from which both users and manufacturers benefit (Jeppesen & Molin 2003, Mayrhofer 2005, Jeppesen & Frederiksen 2006, Pr¨ugl & Schreier 2006, Jokisch 2007). There may, however, exist another type of relationship where community innova- tions are beneficial for users and at the same time harmful for manufacturers. Examples of such a relationship are situations where innovations stemming from user communi- ties aim at bypassing legal or technical safeguards that prevent users from unsolicited usage of the manufacturer’s products (Mollick 2004).