Funbox Classic Between the Wall Charger and Solar Panel to Avoid Two Charging Sources Afflicting the Battery at the Same Time
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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. -
An Introduction to Computer Games Why Are They Important to Us All?
An Introduction to Computer Games Why Are They Important To Us All? Linux Users of Victoria Melbourne 2013 Andrew Pam Serious Cybernetics sericyb.com.au Introduction ● Computer games are a distinct medium of artistic expression like books, comics and films ● Now financially significant - US$66B global revenue in 2013 (Activision Blizzard US$5B); compare with film industry global theatrical revenue US$35B in 2012 ● Drives development of graphics hardware and software, and in earlier years also audio ● Good for you! (Therapy, mental wellbeing, socialisation, learning) Videogames and Wellbeing: A Comprehensive Review Overview ● Game types (platforms and purposes) ● Game genres ● Emulators and engines ● Game development ● Where to get Linux games ● More information Game types Platforms Purposes ● Desktop ● Advertising ● Mobile (handheld, ● Art phone and tablet) ● Education ● Console ● Entertainment ● Web ● Serious ● Arcade Game genres ● Action ● Puzzle ● Action-adventure ● Role-playing ● Adventure ● Simulation ● Classic (board, card) ● Sports ● Music ● Strategy ● Party ● Tactical ● Programming ● Trivia Action games ● Ball and paddle ● Beat 'em up (hand-to-hand), hack and slash (melee weapons) ● Fighting (one-on-one combat) ● Maze ● Pinball ● Platform ● Shooter: First-person, Massively Multiplayer Online (MMOFPS), Light gun, Arcade, Tactical, Rail, Third-person Adventure games ● Stealth ● Survival horror ● Text ● 2D graphical ● Visual novels ● Interactive movies ● Real-time 3D Role-playing games ● Western: non-linear storyline ● Japanese: typically -
Arcade Machine Reloaded Build Documentation
Arcade Machine Build Documentation v5.0 Revision Date: 2011-02-03 Author: Jeremy Riley (AKA Zorro) http://www.flashingblade.net Table of Contents Arcade Machine Reloaded Build Documentation....................................................................5 Introduction.................................................................................................................................5 Windows & MAMEWah Build..............................................................................................................5 MAMEWah Quickstart................................................................................................... 6 Hardware Notes:....................................................................................................... 11 Arcade Monitor Settings.................................................................................................................11 Arcade Keys...............................................................................................................................12 Tuning MAMEWah...................................................................................................... 13 MAME Resolutions.........................................................................................................................13 Using Custom Layouts....................................................................................................................13 Artwork.......................................................................................................................................................................................................................13 -
FCEUX Help Menu
Introduction Introduction Basic information about FCEUX and its features. Introduction Overview FCE Ultra Version History What's Combined In FCEUX? 2008 This help file has been generated by the freeware version of HelpNDoc Introduction Welcome to the FCEUX Help menu. The following information is about how to use FCEUX, its commands, how to use FCEUX to its fullest, and the communities for which FCEUX is designed. Introduction Basic information about FCEUX and its features. Overview FCE Ultra Version History What's Combined In FCEUX? Additional Chapters General Guides for general uses of FCEUX and the FCEUX NES menu. Config Commands under FCEUX Config menu. Tools Commands under FCEUX Tools menu. Debug Commands under FCEUX Debug menu. FAQ / Guides Information regarding various concepts such as TAS, ROM Hacking, RAM Mapping. Technical Information Technical information relating to NES hardware emulation & FCEUX file formats. Help menu created & compiled by adelikat. Information collected and/or written/edited by adelikat. Minor edits of lua-related text by Leeland Kirwan (FatRatKnight). 2008 This help file has been generated by the freeware version of HelpNDoc Overview FCEUX FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches. The concept behind FCEUX is to merge elements from FCEU Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, FCEUXDSP CE, and FCEU- mm into a single branch of FCEU. As the X implies, it is an all- encompassing version of the FCEU emulator that provides the best of all worlds for the general player, the ROM-hacking community, and the Tool- Assisted Speedrun Community. -
Metadefender Core V4.14.2
MetaDefender Core v4.14.2 © 2018 OPSWAT, Inc. All rights reserved. OPSWAT®, MetadefenderTM and the OPSWAT logo are trademarks of OPSWAT, Inc. All other trademarks, trade names, service marks, service names, and images mentioned and/or used herein belong to their respective owners. Table of Contents About This Guide 11 Key Features of Metadefender Core 12 1. Quick Start with MetaDefender Core 13 1.1. Installation 13 Operating system invariant initial steps 13 Basic setup 14 1.1.1. Configuration wizard 14 1.2. License Activation 19 1.3. Process Files with MetaDefender Core 19 2. Installing or Upgrading Metadefender Core 20 2.1. Recommended System Requirements 20 System Requirements For Server 20 Browser Requirements for the Metadefender Core Management Console 22 2.2. Installing Metadefender 22 Installation 22 Installation notes 23 2.2.1. Installing Metadefender Core using command line 23 2.2.2. Installing Metadefender Core using the Install Wizard 25 2.3. Upgrading MetaDefender Core 25 Upgrading from MetaDefender Core 3.x 25 Upgrading from MetaDefender Core 4.x 26 2.4. Metadefender Core Licensing 26 2.4.1. Activating Metadefender Licenses 26 2.4.2. Checking Your Metadefender Core License 33 2.5. Performance and Load Estimation 34 What to know before reading the results: Some factors that affect performance 34 How test results are calculated 35 Test Reports 35 Performance Report - Multi-Scanning On Linux 35 Performance Report - Multi-Scanning On Windows 39 2.6. Special installation options 42 Use RAMDISK for the tempdirectory 42 3. Configuring MetaDefender Core 46 3.1. Management Console 46 3.2. -
The First Level of Super Mario Bros. Is Easy with Lexicographic Orderings and Time Travel
The First Level of Super Mario Bros. is Easy with Lexicographic Orderings and Time Travel . after that it gets a little tricky. Dr. Tom Murphy VII Ph.D.∗ 1 April 2013 Abstract paper is mainly as a careful record of the current sta- tus for repeatability and further development on this This paper presents a simple, generic method for au- important research subject. A short video version of tomating the play of Nintendo Entertainment System this paper is available for those that hate reading, at games. http://tom7.org/mario, and is the more fun way to consume the results. This page also contains audiovi- Keywords: computational super mario brothers, mem- sual material that makes this work more entertaining ory inspection, lexicographic induction, networked enter- (for example, its output) and source code. tainment systems, pit-jumping, ... The basic idea is to deduce an objective function from a short recording of a player's inputs to the game. The objective function is then used to guide search over pos- 1 Introduction sible inputs, using an emulator. This allows the player's notion of progress to be generalized in order to pro- The Nintendo Entertainment System is probably the duce novel gameplay. A design goal is that the objective best video game console, citation not needed. Like function be amusingly elegant (not at all smart, fancy, many, I have spent thousands of hours of my life playing or customized to the game) in order to demonstrate NES games, including several complete playthroughs that the game is reducible to such a simple objective. -
How to Download Nintendo Emulator for Pc How to Install a Nintendo DS Emulator on PC Or Mac
how to download nintendo emulator for pc How to Install a Nintendo DS Emulator on PC or Mac. This article was co-authored by our trained team of editors and researchers who validated it for accuracy and comprehensiveness. wikiHow's Content Management Team carefully monitors the work from our editorial staff to ensure that each article is backed by trusted research and meets our high quality standards. This article has been viewed 46,746 times. This wikiHow teaches you how to install DeSmuMe emulator, a Nintendo DS emulator, on Windows and macOS. DeSmuMe is the only DS emulator that works for both PC and Mac. To run it, you will need Windows Vista SP2 or later or Mac OS X v10.6.8 Snow Leopard or later. Citra. Citra is a Nintendo 3DS emulator for PC that can run commercial games at 100% of their speed. Plus it can improve the games' graphics way past their humble Nintendo resolution. The emulator can display both screens at the same time, though if you prefer you can set it to one screen at a time by assigning a button to alternate between screens. As far as the controls, you can use the keyboard or map the controls to an external gamepad. You can also use the touchscreen controls by setting the cursor directly on the point where you want to click. Citra can run a wide range of games from the Nintendo 2D and 3D catalog, though it's in the 3D games where it really shines. It completely transforms the resolution of the games to the point that you wouldn't even guess they come from a handheld console. -
Opentuner: an Extensible Framework for Program Autotuning
OpenTuner: An Extensible Framework for Program Autotuning Jason Ansel Shoaib Kamil Kalyan Veeramachaneni Jonathan Ragan-Kelley Jeffrey Bosboom Una-May O’Reilly Saman Amarasinghe Massachusetts Institute of Technology Cambridge, MA {jansel, skamil, kalyan, jrk, jbosboom, unamay, saman}@csail.mit.edu ABSTRACT can often make the optimization process more efficient Program autotuning has been shown to achieve better as autotuners are able to search larger spaces than is or more portable performance in a number of domains. possible by hand. Autotuning also provides performance However, autotuners themselves are rarely portable between portability, as the autotuning process can easily be re-run on projects, for a number of reasons: using a domain-informed new machines which require different sets of optimizations. search space representation is critical to achieving good Finally, multi-objective autotuning can be used to trade off results; search spaces can be intractably large and require between performance and accuracy, or other criteria such advanced machine learning techniques; and the landscape of as energy consumption and memory usage, and provide search spaces can vary greatly between different problems, programs which meet given performance or quality of service sometimes requiring domain specific search techniques to targets. explore efficiently. While the practice of autotuning has increased in This paper introduces OpenTuner, a new open source popularity, autotuners themselves often remain relatively framework for building domain-specific multi-objective pro- simple and project specific. There are three main challenges gram autotuners. OpenTuner supports fully-customizable which make the development of autotuning frameworks configuration representations, an extensible technique rep- difficult. resentation to allow for domain-specific techniques, and an The first challenge is using the right configuration easy to use interface for communicating with the program to representation for the problem. -
Retrofe User Manual V1.0 Table of Contents
RetroFE User Manual V1.0 Table of Contents 1 Introduction......................................................................................................................................2 2 Basic Installation Instructions..........................................................................................................3 3 Detailed Setup Guide........................................................................................................................4 3.1 Linux vs Windows....................................................................................................................4 3.2 Linux library installation..........................................................................................................4 3.3 Compiling RetroFE on Linux...................................................................................................4 3.4 Windows library installation.....................................................................................................5 3.5 Compiling RetroFE on Windows..............................................................................................5 3.6 Post installation.........................................................................................................................6 3.7 Configuration............................................................................................................................6 3.8 Adding collections....................................................................................................................6 -
Škálovací Algoritmy 2D Obrazu
Masarykova univerzita v Brně Fakulta informatiky Škálovací algoritmy 2D obrazu Bakalářská práce Jan Rybář Brno, 2012 Prohlášení Prohlašuji, že tato práce je mým původním autorským dílem, které jsem vypracoval samo- statně. Všechny zdroje, prameny a literaturu, které jsem při vypracování používal nebo z nich čerpal, v práci řádně cituji s uvedením úplného odkazu na příslušný zdroj. Jan Rybář Poděkování Chtěl bych tímto poděkovat svému vedoucímu práce, panu doktoru Petru Tobolovi, za umožnění práce na tomto tématu, cenné rady, ale především za nezměrnou ochotu a trpě- livost. Dále bych rád věnoval dík všem svým přátelům a kolegům, jejichž zkušenosti mi pomohly tuto práci sepsat. V neposlední řadě také děkuji své rodině, která respektovala mou dlouhodobou absenci, a dalším lidem, kteří mě nejen v době psaní podporovali. Shrnutí Tato práce se zaměřuje na problematiku změny rozlišení digitálního obrazu, především jeho zvětšení. V úvodní části textu je probrána klíčová teorie a základy zpracování obrazu včetně jeho reprezentace ve výpočetní technice. Jádro textu popisuje nejpoužívanější techniky řešení problému transformace obrazu, jejich princip a způsob užití. Ve zbytku textu je rozebrána programová implementace těchto technik. V závěru je srovnání vzorových obrazů po průchodu programem a efektivita zmíněných metod. Klíčová slova Škálování, transformace obrazu, rozlišení, rastr, bitmapa, převzorkování, interpolace, ob- razový filtr, konvoluce, pixel art Obsah 1 Úvod 9 2 Teorie 10 2.1 Digitální obraz 10 2.2 Škálování obrazu 10 2.3 Převzorkování -
Senior Design 2 Main System Milestones
FunBox Classic (FBC) Senior Design II - Project Documentation August 7, 2015 Group 14 Stephen Caskey Anna Iskender Nick Johnson Kyle McCleary Contents 1. Executive Summary ........................................................................................... 1 2. Project Description ............................................................................................. 2 2.1 Project Motivation ......................................................................................... 2 2.2 Goals and Objectives ................................................................................... 2 2.3 Requirement Specifications ......................................................................... 3 2.4 Standards and Constraints ........................................................................... 4 2.4.1 Standards .............................................................................................. 4 2.4.2 Identification and Review of Related Standards .................................... 6 2.4.3 Constraints ............................................................................................ 6 2.4.4 Impact of Realistic Design Constraints ................................................ 11 3. Research Related to Project ............................................................................ 12 3.1 Existing Similar Projects and Designs ........................................................ 12 3.1.1 Instructables How to Make a Portable Game System by 1up ............. 12 3.1.2 Adafruit PiGRRL ................................................................................. -
Implementing the Nintendo Entertainment System on a FPGA
Implementing the Nintendo Entertainment System on a FPGA Jonathan Sieber June 25, 2013 Contents 1 Introduction3 1.1 NES Technical Data.........................3 1.2 FPGA Reimplementation......................4 1.3 Goal..................................4 2 Nintendo Entertainment System6 2.1 History................................6 2.2 Hardware Overview.........................7 2.3 Central Processing Unit.......................9 2.4 Picture Processing Unit....................... 10 2.5 Audio Processing Unit........................ 15 2.6 Cartridge............................... 16 2.7 Controller Input........................... 17 3 Emulation 18 3.1 Early Emulation approaches..................... 19 3.2 Cycle-accurate Emulation...................... 19 3.3 Applications.............................. 20 3.4 Sources of information........................ 20 4 FPGA Implementation 21 4.1 Top Module.............................. 21 4.2 CPU.................................. 21 4.3 Cartridge............................... 23 1 4.4 PPU.................................. 24 4.5 Controller Input........................... 26 4.6 HDMI Output............................ 27 4.7 APU.................................. 28 4.8 AC97 Output............................. 29 4.9 Utilization Report.......................... 29 5 Testing Tools 31 5.1 Testbenches.............................. 31 5.2 Testing ROMs............................ 32 5.3 Self-written Tools........................... 33 5.4 MyHDL................................ 34 5.4.1 Code Example.......................