Training (Oct 96)\Controller
Total Page:16
File Type:pdf, Size:1020Kb

Load more
Recommended publications
-
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 -
Video Games: 3Duis for the Masses Joseph J
Video Games: 3DUIs for the Masses Joseph J. LaViola Jr. Ivan Poupyrev Welcome, Introduction, & Roadmap 3DUIs 101 3DUIs 201 User Studies and 3DUIs Guidelines for Developing 3DUIs Video Games: 3DUIs for the Masses The Wii Remote and You 3DUI and the Physical Environment Beyond Visual: Shape, Haptics and Actuation in 3DUI Conclusion CHI 2009 Course Notes - LaViola | Kruijff | Bowman | Poupyrev | Stuerzlinger 163 !3DUI and Video Games – Why? ! Video games ! multi-billion dollar industry: $18.8 billion in 2007 ! major driving force in home entertainment: average gamer today is 33 years old ! advanced 3D graphics in HOME rather then universities or movies studios ! Driving force in technological innovation ! graphics algorithms and hardware, sound, AI, etc. ! technological transfer to healthcare, biomedical research defence, education (example: Folding@Home) ! Recent innovations in 3D user interfaces ! graphics is not enough anymore ! complex spatial, 3D user interfaces are coming to home (example: Nintendo Wii) ! Why 3D user interfaces for games? ! natural motion and gestures ! reduce complexity ! more immersive and engaging ! Research in 3D UI for games is exiting ! will transfer 3DUI to other practical applications, e.g. education and medicine LaViola | Kruijff | Bowman | Poupyrev | Stuerzlinger 164 - Video game industry $10.5 billions in US in 2005, $25.4 billions worldwide; -Not for kids anymore: average player is 33 years old, the most frequent game buyer is 40 years old; -Technological transfer and strong impact on other areas of technology: The poster on this slide (www.allposters.com) demonstrates a very common misconception. In fact its completely opposite, the rapid innovation in games software and hardware allows for economical and practical applications of 3D computers graphics in healthcare, biomedical research, education and other critical areas. -
Arcade Guns User Manual
User Manual (v2.5) Table of Contents Recommended Links ..................................................................................................................................... 2 Supported Operating Systems ...................................................................................................................... 3 Quick Start Guide .......................................................................................................................................... 3 Default Light Gun Settings ............................................................................................................................ 4 Positioning the IR Sensor Bar ........................................................................................................................ 5 Light Gun Calibration .................................................................................................................................... 6 MAME (Multiple Arcade Machine Emulator) Setup ..................................................................................... 7 PlayStation 2 Console Games Setup ............................................................................................................. 9 Congratulations on your new Arcade Guns™ light guns purchase! We know you will enjoy them as much as we do! Recommended Links 2 Arcade Guns™ User Manual © Copyright 2019. Harbo Entertainment LLC. All rights reserved. Arcade Guns Home Page http://www.arcadeguns.com Arcade Guns Pro Utility Software (Windows XP, Vista, -
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. -
Nintendo Entertainment System Now You’Re Playing with Power!
Nintendo Entertainment System Now you’re playing with power! Seth Hendrick, Alex Sarra Agenda 1. What is video gaming? 2. History 3. Console Specifications 4. CPU (2A03) 5. Picture Processing Unit (PPU) 6. Cartridges 7. Memory Management 8. Conclusion What is video gaming? ● Popular pastime of today’s youth, and other’s not so youthful ● Video gamers ○ Excited about gaming ○ Want to see continual progress ● Market ○ Several competing companies ○ Satisfy gamer’s needs ○ Nintendo, Sony, Microsoft, etc. ○ Strategy is different based on company ● Nintendo ○ Hardware is traditionally less expensive ○ Cost is generally lower per console unit with higher market longevity History ● Nintendo released the FAMICOM (FAMily COMputer) in Japan in 1984 [2] ● Despite the video game crash in the US, Nintendo released the N.E.S. in 1986. ○ $250 version came with R.O.B., Gyromite, Super Mario Bros, 2 controllers, Duck Hunt, and a light gun ○ $200 version came with Super Mario Bros, and 2 controllers. ● Nintendo designed the N.E.S. to look like a VCR instead of a Video Game System due to the crash. History ● 1993: Nintendo released the N.E.S. 2 ● 1995: Nintendo discontinued the N.E.S. ● The N.E.S. sold 62 million systems and over 500 million games ○ One of the most popular game systems of all time. NES External Design NES 2 - 1993 Release Console Specifications ● 8-bit CPU ● 1.79 MHz ● PPU ● 64 Value Color Palette ● System Memory - 2KB ● VRAM - 2KB ● Program ROM - 32+ KB ● Character ROM - 8+ KB ● Sprite RAM - 256 Bytes ● Temporary Sprite RAM - 24 bytes ● Color palette RAM - 32 bytes [4] CPU - 2A03 Overview [2 ,p.9]: ● Ricoh - 2A03 ● NMOS ● Little Endian ● 8-bit data bus ● MMC ● 8-bit control ● 16-bit address Processor Diagram CPU - 2A03 Memory Access [2 ,pp. -
Operation Manual
9 WEBSITE: WWW.EXTREMEHOMEARCADES.COM; EMAIL: [email protected] OPERATION MANUAL Last Updated: 9/12/2021 Extreme Home Arcades – Operation Manual - 1 | Page EXTREME HOME ARCADES OPERATION MANUAL QUICK START GUIDE This Quick Start Guide is for fast learners, and customers who do not like user’s manuals and just want to dive in)! To receive your machine from the shipping company, unpack it, and move it into your residence, please see those sections later in this manual. This Quick Start Guide presumes you have your machine in a safe location, have plugged it in and the machine has electrical power. 1. Turning On Your Machine: • Uprights (MegaCade, Classic, Stealth) – The power button is located on top of the machine (upper left or right top of machine). It is a standard arcade push button (typically black). Push it, and it will turn on your machine. • Tabletops – The power button is located on the back center portion of the cabinet. • Pedestals – The power button is located on the back of the machine, near the center of the pedestal cabinet, opposite the HDMI port. 2. Loading a Game: • After you turn on your machine, an introduction video will automatically load. To skip the introduction video, push any button or push any position on any joystick on the machine. You will be at the Main Hyperspin Wheel. a. You can move down the HyperSpin wheel by pressing the Player 1 or Player 2 Joystick down (towards your body). Alternatively, you can move up the HyperSpin wheel by pressing the Player 1 or Player 2 Joystick up (away from your body). -
Duckhunter 6.111 Final Project Report
Duckhunter 6.111 Final Project Report Taylor Barton and Andrew Lisy December 14, 2005 Abstract Duck Hunt is a classic first-person shooter game for the Nintendo Entertainment System, in which the player uses a special light gun to “shoot” images of either one or two ducks or clay pigeons, depending on the game mode. Our Duckhunter project focused on the third mode of this game: clay shooting. In this mode, two clay pigeons are launched from the bottom of the screen into the distance, and the player is given three shots to hit them both before they are too far away. In an attempt to beat this game, we have built a servomechanism to automatically track and shoot down the clay pigeons. The labkit’s FPGA was programmed to “look” at the video output of the Nintendo System by receiving its video outputs, find the moving targets, and calculate the angle at which to aim the light gun. It outputs the appropriate signals to two servomechanisms to control up-down and left- right aiming, and fire the light gun. In addition, Duckhunter has a calibration mode to improve the accuracy of aim. 1 duckhunter.tex 2572 2005-12-14 21:54:43Z alisy 2 Contents 1 Overview (alisy) 4 2 Description of Duckhunter 4 2.1 Input System and Disc Tracking DSP (alisy) ............................ 4 2.1.1 detection toplevel . 4 2.1.2 NTSC decode, adv7185init, i2c . 6 2.1.3 YCrCb2RGB . 6 2.1.4 NTSC to ram......................................... 6 2.1.5 vga to ram .......................................... 7 2.1.6 trajectory . -
Input Devices
CS-525V: Building Effective Virtual Worlds Input Devices Robert W. Lindeman Worcester Polytechnic Institute Department of Computer Science [email protected] Motivation The mouse and keyboard are good for general desktop UI tasks Text entry, selection, drag and drop, scrolling, rubber banding, … Fixed computing environment 2D mouse for 2D windows How can we design effective techniques for 3D? Use a 2D device? Use multiple n-D devices? Use new devices? Use 2D interface widgets? Need new interaction techniques! R.W. Lindeman - WPI Dept. of Computer Science 2 Motivation (cont.) Gaming and Virtual Reality Tight coupling between action and reaction Need for precision VR can give real first-person experiences, not just views Head-mounted Display In order to look behind you, turn your head! Selecting/manipulating an object Reach your hand out and grab it! Travel Just walk (well, not quite)! Doing things that have no physical analog is more problematic R.W. Lindeman - WPI Dept. of Computer Science 3 Common Desktop Input Devices Mouse++ Keyboard Joystick TrackBall TrackPoint TouchPad Tablet MightyMouse R.W. Lindeman - WPI Dept. of Computer Science 4 Game Controllers PlayStation2 (2000) Wii Remote+ Nunchuk Atari 2600 (2006) (1977) Intellivision (1980) Xbox 360 (2005) Source: http://www.axess.com/twilight/console/ R.W. Lindeman - WPI Dept. of Computer Science 5 Prototypes of Controllers R.W. Lindeman - WPI Dept. of Computer Science 6 Prototypes of Controllers (cont.) R.W. Lindeman - WPI Dept. of Computer Science 7 Classification Schemes Relative vs. Absolute movement Integrated vs. Separable degrees of freedom Digital vs. Analog devices Isometric vs. Isotonic devices Rate control vs. -
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. -
Controlling VR Games: Control Schemes and the Player Experience
Controlling VR Games: Control Schemes and the Player Experience by Erin Martel A thesis submitted to the Faculty of Graduate and Postdoctoral Affairs in partial fulfillment of the requirements for the degree of Master of Arts in Human-Computer Interaction Carleton University Ottawa, Ontario © 2020, Erin Martel Abstract Control schemes are central to the user experience in video games as they determine the quality of a user’s interaction with the game world. Since the 1990’s, desktop 3D games have adopted the “mouselook” scheme, in which the mouse simultaneously rotates the camera view, aims and steers the avatar. However, virtual reality games do not yet have a standard control scheme and require a different approach in order to integrate input from the head-mounted display, an additional input device not present in desktop 3D games. To address this gap, we conducted two mixed-methods studies to evaluate the usability of control schemes for controller-based VR games in the FPS genre. The first study used keyboard and mouse and the second used Oculus Touch motion controllers as input devices. User study 1 showed that “coupled” control schemes in which the camera view and steering the avatar were controlled by both the mouse and head-mounted display were most usable. Study 2 showed that both the coupled and “decoupled” schemes were usable, although some users found the decoupled scheme disorienting. ii Acknowledgements First, I would like to thank my thesis supervisors, Dr. Kasia Muldner and Dr. Robert Teather for their patience and help during this process. To Dr. Muldner, I am grateful for your expert guidance and generosity in my time at Carleton. -
PW7X-English 1
1. A LOOK AT THE BASICS Congratulations on your purchase of Saitek’s RX500 Racing Wheel, a new and exciting product that will change the way you view racing games! The RX500’s full analog buttons provide the smoothest, most precise drive ever, and its analog gas and brake pedals offer realistic and extremely accurate speed controls. The pedals also feature an extended foot rest for total driving comfort, allowing you to rest your entire foot on the non-slip base. In addition, the extra-long cable gives you lots of room to play! The RX500 was designed for the Sony PlayStation®2 video game console, but it’s also ENGLISH compatible with the PS one™ and PlayStation®. As shown under Features and Controls, the RX500 boasts 8 buttons, 2 Formula-1 style shifters, and an analog D-Pad, all conveniently located on the wheel for easy access. In addition, the DoubleShock 2 rumble effect provides great sensory feedback—you’ll think you’re actually out on the road! Ergonomically styled, with a wide turning angle and a natural self-centering system, the RX500 also offers a sturdy clamp 1 that attaches the wheel unit to desks or tables from /2 to 2 inches (1 to 5 cm) thick. Or, you can DIGITAL Mode MODE SELECTION: AN OVERVIEW! (back) L1 R1 (back) L G The RX500 powers up in Digital Mode. Press MODE to cycle through the other modes: L3 R3 SELECT START • DIGITAL Mode (default) ...... LED off L2 R2 • DUAL SHOCK II Mode* ...... LED on ✖ • NEGCON Mode* .................. LED flashing L3 & R3 not L function in this mode D-PadD-Pad *Hold down START and press to switch between the Normal/Extended options. -
An Exploration of In-Game Action Mappings
Novel Game Interfaces CHI 2017, May 6–11, 2017, Denver, CO, USA 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.