MAME Controller Mapping Utility (Draft Version 1.0)
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A History of Video Game Consoles Introduction the First Generation
A History of Video Game Consoles By Terry Amick – Gerald Long – James Schell – Gregory Shehan Introduction Today video games are a multibillion dollar industry. They are in practically all American households. They are a major driving force in electronic innovation and development. Though, you would hardly guess this from their modest beginning. The first video games were played on mainframe computers in the 1950s through the 1960s (Winter, n.d.). Arcade games would be the first glimpse for the general public of video games. Magnavox would produce the first home video game console featuring the popular arcade game Pong for the 1972 Christmas Season, released as Tele-Games Pong (Ellis, n.d.). The First Generation Magnavox Odyssey Rushed into production the original game did not even have a microprocessor. Games were selected by using toggle switches. At first sales were poor because people mistakenly believed you needed a Magnavox TV to play the game (GameSpy, n.d., para. 11). By 1975 annual sales had reached 300,000 units (Gamester81, 2012). Other manufacturers copied Pong and began producing their own game consoles, which promptly got them sued for copyright infringement (Barton, & Loguidice, n.d.). The Second Generation Atari 2600 Atari released the 2600 in 1977. Although not the first, the Atari 2600 popularized the use of a microprocessor and game cartridges in video game consoles. The original device had an 8-bit 1.19MHz 6507 microprocessor (“The Atari”, n.d.), two joy sticks, a paddle controller, and two game cartridges. Combat and Pac Man were included with the console. In 2007 the Atari 2600 was inducted into the National Toy Hall of Fame (“National Toy”, n.d.). -
Game Interface Design for the Elderly
Game Interface Design for the Elderly Jens Cherukad MASTERARBEIT eingereicht am Fachhochschul-Masterstudiengang Universal Computing in Hagenberg im Januar 2018 © Copyright 2018 Jens Cherukad This work is published under the conditions of the Creative Commons License Attribution- NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0)—see https:// creativecommons.org/licenses/by-nc-nd/4.0/. ii Declaration I hereby declare and confirm that this thesis is entirely the result of my own original work. Where other sources of information have been used, they have been indicated as such and properly acknowledged. I further declare that this or similar work has not been submitted for credit elsewhere. Hagenberg, January 25, 2018 Jens Cherukad iii Contents Declaration iii Abstract vi Kurzfassung vii 1 Introduction 1 1.1 Defining the Elderly and their Needs . .1 1.2 Structure . 2 2 Concepts of Interface Design 4 2.1 Feedback . 4 2.2 Control . 6 2.2.1 Computers . 8 2.2.2 Consoles . 8 2.2.3 Mobile . 9 2.2.4 Virtual Reality . 9 2.3 Supporting Gameplay . 10 2.3.1 Classification of Elements . 10 2.3.2 Gameplay Genres . 13 3 Interface Design for Elderly People 18 3.1 Heuristics and Studies for Interface Design for Elderly . 18 3.1.1 The ALTAC-Project . 18 3.1.2 Touch based User Interfaces . 19 3.1.3 Tangible Interfaces . 19 3.2 Analysis of Game-Interfaces for Elderly . 21 3.2.1 Tangible Gaming . 21 3.3 Outcome of the Research . 22 3.3.1 Output . 22 3.3.2 Input . -
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, -
The Authentic EGO Arcade Stick (GAPCCAINBL00)
The Authentic EGO Arcade Stick (GAPCCAINBL00) Reorder Number GAPCCAINBL00 Pack Size 1 ea Units Brand Mad Catz Bring the arcade to you with the Authentic EGO Arcade Stick. Featuring Sanwa Denshi components, this arcade stick is tournament ready, delivering reliable arcade grade timing and performance. The ball-top 8-way joystick makes fighting a breeze and can be easily configured to replicate the left or right thumbstick or D-pad on a traditional controller. And 8 customizable action buttons in a Vewlix layout makes this fight stick look and feel like a classic but with modern performance. This arcade stick features multiple additional buttons for even more customization and flexibility, including a home button, share view button, L3/R3 buttons for custom commands and a format switch to easily change button configurations. Designed to reduce fatigue, the Turbo function adds rapid fire to an action button, letting you press the button once and register 10 rapid-fire reactions. With a mod-friendly design, you can easily swap out the top panel decal, internal components and bottom to customize this fight stick to fit your needs. And with a strong metal base and non-slip foam, this arcade stick is built to last, whether you’re playing in tournaments or with your friends. Universally compatible with the PS4™, Xbox One, Nintendo Switch™ and PC, the EGO Arcade Stick is ready to play. Arcade fighting stick with genuine arcade feel – ideal for fighting games Ball-top 8-way joystick – easily configure to replicate left or right thumbstick or D-pad -
Virtual Reality Controllers
Evaluation of Low Cost Controllers for Mobile Based Virtual Reality Headsets By Summer Lindsey Bachelor of Arts Psychology Florida Institute of Technology May 2015 A thesis Submitted to the College of Aeronautics at Florida Institute of Technology in partial fulfillment of the requirements for the degree of Master of Science In Aviation Human Factors Melbourne, Florida April 2017 © Copyright 2017 Summer Lindsey All Rights Reserved The author grants permission to make single copies. _________________________________ The undersigned committee, having examined the attached thesis " Evaluation of Low Cost Controllers for Mobile Based Virtual Reality Headsets," by Summer Lindsey hereby indicates its unanimous approval. _________________________________ Deborah Carstens, Ph.D. Professor and Graduate Program Chair College of Aeronautics Major Advisor _________________________________ Meredith Carroll, Ph.D. Associate Professor College of Aeronautics Committee Member _________________________________ Neil Ganey, Ph.D. Human Factors Engineer Northrop Grumman Committee Member _________________________________ Christian Sonnenberg, Ph.D. Assistant Professor and Assistant Dean College of Business Committee Member _________________________________ Korhan Oyman, Ph.D. Dean and Professor College of Aeronautics Abstract Title: Evaluation of Low Cost Controllers for Mobile Based Virtual Reality Headsets Author: Summer Lindsey Major Advisor: Dr. Deborah Carstens Virtual Reality (VR) is no longer just for training purposes. The consumer VR market has become a large part of the VR world and is growing at a rapid pace. In spite of this growth, there is no standard controller for VR. This study evaluated three different controllers: a gamepad, the Leap Motion, and a touchpad as means of interacting with a virtual environment (VE). There were 23 participants that performed a matching task while wearing a Samsung Gear VR mobile based VR headset. -
Scuf Vantage Manual.Pdf
WELCOME TO THE WORLD OF SCUF ABOUT SCUF GAMING Thank you for purchasing a SCUF. Without the support of SCUF Gaming® created the market for high-performance gaming gamers like you, we wouldn’t be able to dedicate ourselves controllers and accessories that increase hand use and improve to our passion – creating the purest connection between gameplay for console and PC. you and the game. SCUF pioneered many innovative SCUF serves competitive and casual Every aspect of this controller has been meticulously features for controllers, covering four gamers who recognize that one size does designed to improve performance, comfort, and maximize key areas that include: the back control not fit all which is why top professional functions and handles, the trigger control gamers use SCUF controllers. mechanisms, the thumbstick control hand use. Built without compromise, Vantage has over SCUF Gaming is the official controller area and the side-mounted configurable partner of most major gaming leagues, 15 unique SCUF features created to accelerate gameplay, Sax button placements. and one of the historic partners of the saving game-changing milliseconds. console esports ecosystem. Taking the innovations SCUF is known for one step further, Vantage delivers exceptional speed, perfect fit, unrivaled precision, and even more customization for gamers to become victorious. 2 3 TABLE OF CONTENTS WHAT'S IN THE BOX WELCOME 02 ADDITIONAL FEATURES 20 — SCUF Vantage Controller — Interchangeable Faceplate — SCUF Vantage Protection Case TABLE OF CONTENTS 04 — Removable -
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 . -
X Multiple Arcade Machine Emulator Page 1 of 4
X Multiple Arcade Machine Emulator Page 1 of 4 X Multiple Arcade Machine Emulator INTRODUCTION MAME is written for DOS. XMAME is a port of MAME to the X Window system. This presentation will use Hello. My name is Andrew Howlett. I've been using Linux XMAME version 0.74.1 which is based on MAME 0.74. since 1997. About a year ago I did a presentation on Linux Games. But I left out one of my favourite video game INSTALLING XMAME genres – arcade machines. This presentation will If you use a debian based distribution, then installation is demonstrate how to play arcade machines on your linux super easy. Just make sure that your internet connection is PC. up and that you have a testing non-free entry in your Platform /etc/sources.list file. Then: Before I get started, a little bit about my setup so you can bash# apt-get install xmame compare this to whatever you are running. Obviously my That's it, apt-get will install and configure xmame on PC is a custom job, but it isn't really that powerful. It has a debian systems. 1 Ghz VIA C3 processor (which is about the same as a 1 If you use an rpm-based system, then you can download Ghz Pentium 3). It has an on-board VIA 8235 sound chip Red Hat packages from the xmame website: and a 4x AGP VIA CastleRock graphics adapter. I am http://x.mame.net/xmame-doc-7.html#ss7.2 using the unaccelerated VESA drivers. -
Improving Input Prediction in Online Fighting Games
DEGREE PROJECT IN TECHNOLOGY, FIRST CYCLE, 15 CREDITS STOCKHOLM, SWEDEN 2021 Improving Input Prediction in Online Fighting Games Anton Ehlert KTH ROYAL INSTITUTE OF TECHNOLOGY ELECTRICAL ENGINEERING AND COMPUTER SCIENCE Authors Anton Ehlert <[email protected]> Electrical Engineering and Computer Science KTH Royal Institute of Technology Place for Project Stockholm, Sweden Examiner Fredrik Lundevall KTH Royal Institute of Technology Supervisor Fadil Galjic KTH Royal Institute of Technology Abstract Many online fighting games use rollback netcode in order to compensate for network delay. Rollback netcode allows players to experience the game as having reduced delay. A drawback of this is that players will sometimes see the game quickly ”jump” to a different state to adjust for the the remote player’s actions. Rollback netcode implementations require a method for predicting the remote player’s next button inputs. Current implementations use a naive repeatlast frame policy for such prediction. There is a possibility that alternative methods may lead to improved user experience. This project examines the problem of improving input prediction in fighting games. It details the development of a new prediction model based on recurrent neural networks. The model was trained and evaluated using a dataset of several thousand recorded player input sequences. The results show that the new model slightly outperforms the naive method in prediction accuracy, with the difference being greater for longer predictions. However, it has far higher requirements both in terms of memory and computation cost. It seems unlikely that the model would significantly improve on current rollback netcode implementations. However, there may be ways to improve predictions further, and the effects on user experience remains unknown.