RC71093 Manual

Total Page:16

File Type:pdf, Size:1020Kb

RC71093 Manual This device complies with Part 15 of the FCC the user is encouraged to try to correct the E Rules. Operation is subject to the following two interference by one or more of the following conditions: (1) this device may not cause measures: harmful interference, and (2) this device must • Reorient or relocate the receiving antenna. accept any interference received, including • Increase the separation between the equipment interference that may cause undesired TM operation. and receiver. Warning: Changes or modifications to this unit • Connect the equipment into an outlet on a not expressly approved by the party responsible circuit different from that to which the receiver is for compliance could void the user’s authority to connected. operate the equipment. • Consult the dealer or an experienced radio TV NOTE: This equipment has been tested and technician for help. found to comply with the limits for a Class B digital device, pursuant to Part 15 of the FCC Rules. These limits are designed to provide reasonable protection against harmful interference in a residential installation. This equipment generates, uses, and can radiate radio frequency energy and, if not installed and used in RADICA: ® accordance with the instructions, may cause GAMESTER™ harmful interference to radio communications. PRO RACER, VIBRA FORCE, DUOPULSE VIBRATION AND “THE UNFAIR ADVANTAGE” ARE TRADEMARKS OF However, there is no guarantee that interference RADICA CHINA LTD. will not occur in a particular installation. If this © 2000 RADICA CHINA LTD. PRODUCT SHAPE™ equipment does cause harmful interference to ALL RIGHTS RESERVED INSTRUCTION MANUAL radio or television reception, which can be PLAYSTATION AND DUAL SHOCK ARE REGISTERED MODEL RC71093 determined by turning the equipment off and on, TRADEMARKS AND/OR TRADEMARKS OF SONY For 1 player / Ages 8 and up COMPUTER ENTERTAINMENT INC. P/N 82360100 Rev.B CONGRATULATIONS! Vibra Force 2 digital connected to the PlayStation 2 controller On choosing Pro Racer, the ultimate This is the best option for non-driving games, port. PlayStation 2 driving peripheral. but you may find that you prefer it for some • Try to change modes. Pro Racer can be used with all kinds of driving games too. PlayStation games, but is primarily designed In this mode the steering wheel handle, The rumble feature is not working. for use with driving games. + buttons are all digital. • Make sure that the vibration feature is The rumble feature should be active in this activated in the game itself. How to setup your Pro Racer mode. • Make sure that the game your playing is compatible with the official Sony dual shock • Turn off your PlayStation 2. This is the default mode for the controller and fig.1 controller. • Insert the Pro Racer’s plug into one of the the LED is off . standard controller ports on your Vibra Force 2 analog PlayStation 2. Negcon mode MAINTENANCE • Turn on your PlayStation 2. This is the best option for driving games. • Handle this product carefully. This is a mode specifically designed for In this mode, the steering wheel handle and • Store this product away from dusty or dirty steering wheels and may be required by some buttons are all analog. areas. Using your Pro Racer (see fig.1) driving games. The rumble feature should be active in this • Keep this product away from moisture or The Pro Racer has all of the Buttons that you In this mode, the steering wheel handle, mode. temperature extremes. would expect from a PlayStation controller. All + buttons are all analog. To switch the Pro Racer to analog mode follow • Do not disassemble this product. If a are clearly marked and used in exactly the The rumble feature will not be active in this these steps. problem occurs, consult your warranty card same way as normal. In addition, the Pro mode. • Press the MODE button once. The LED will for replacement instructions. Racer will function in three major modes: To switch the Pro Racer to Negcon mode follow turn on to let you know that you're in analog these steps. mode. • Negcon • Press and hold the MODE button down for Please retain this for future reference. • Vibra Force 2 Digital 2 seconds and release. The LED will flash to • Vibra Force 2 Analog let you know that you're in Negcon TROUBLESHOOTING mode. The Pro Racer is not working at all. • Make sure that the Pro Racer plug is firmly .
Recommended publications
  • Police Crime Bulletin
    PPoolliiccee CCrriimmee BBuulllleettiinn Crime Prevention Bureau 26000 Evergreen Road, Southfield, Michigan (248) 796-5500 July 12, 2021 – July 18, 2021 Chief of Police Elvin Barren Prepared by Mark Malott Neighborhood Watch Coordinator 248-796-5415 Commercial Burglaries: Date/Time Address (block range) Method of Entry Description/Suspect Information 07/12/2021 29000 Telegraph Rd. Bricks were used Officers were dispatched to Car Dealership for B&E of 8:52am (Car Dealership) to breach the w/s both the New Car & Used Car sales showrooms. windows on entry Surveillance Video shows perps had breached both >>>>>>>>>>>>>>>> doors to both the west side entry doors of New & Used Car Sales using (Both the New & used and new car pieces of brick and mortar. Used Car salesrooms. Both perps are described as follows: Thin build, Salesrooms were average height, wearing purple hooded wind breakers, broken into. dark clothing & white tennis shoes. Both perps 2- Vehicles and appeared to be wearing black rubber gloves. The 3- sets of keys for windbreakers appear to have a logo over the left other vehicles were breast area. Suspects forced entry at 4:06am and fled taken.) the business at 4:08am. >>>>>>>>>>>>>>> It is believed that suspects then entered used car sales by breaching the door in the same fashion and located several unsecure locations within the business where car keys are hung up. Suspects then exited with a key and fob for a 2016 Jeep Cherokee, white in color and fled in unknown direction. Vehicle was entered as stolen. It was later discovered that a second vehicle had been stolen & 3 sets of keys for other vehicles were missing.
    [Show full text]
  • 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
    [Show full text]
  • 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.
    [Show full text]
  • DALGLEISH Revised
    There are no universal interfaces: how asymmetrical roles and asymmetrical controllers can increase access diversity Mat Dalgleish Abstract Many people with a disability play games despite difficulties in relation to access or quality of experience. Better access is needed, but there has been limited industry interest. For players with motor impairments the focus has been on the controller. Numerous solutions have been developed by third parties, but all are likely unsuitable for at least some users and there remains space for radically alternative angles. Informed by my experiences as a disabled gamer, concepts of affordance and control dimensionality are used to discuss the accessibility implications of controller design from the Magnavox Odyssey to the present. Notions of incidental body-controller fit and precarious accessibility are outlined. I subsequently draw on Lévy’s theory of collective intelligence and example games Keep Talking and Nobody Explodes and Artemis Spaceship Bridge Commander to develop a model that uses asymmetrical roles and diverse input to fit individual abilities and thereby expand participation. Keywords: disability; controllers; asymmetrical roles; motor impairment; control dimensionality Introduction The barriers faced by people with disabilities are often considered in terms of two theoretical models: the medical model and the social model. The medical model of disability locates disability in the mind or body of the individual “patient” and emphasises linear restoration to “normality” (Gough, 2005). This was contested (UPIAS, 1976, pp. 3-4; Locker, 1983, p. 90) and there followed a shift to a social model of disability that posited that people are disabled by the attitudes of society (Shakespeare, 2016).
    [Show full text]
  • Sce Announces New Controller for Playstation®3(Pdf)
    SCE ANNOUNCES NEW CONTROLLER FOR PLAYSTATION®3 Equipped with High-Precision, Highly Sensitive Six-Axis Sensing System Los Angeles, May 8, 2006 – Sony Computer Entertainment Inc. (SCEI) today announced the new controller for PLAYSTATION®3 (PS3), which will become available as standard with the system. The new controller can be experienced at the Electronic Entertainment Expo (E3) held from May 10 through 12, 2006, in Los Angeles, California. The controller for PS3 has been created by refining and improving the world’s most popular PlayStation® controller that has shipped more than several hundred million units worldwide, while inheriting its basic concept and design. The controller for PS3 employs breakthrough technology of high-precision, highly sensitive six-axis sensing system that does not require any devices other than the controller itself for seamless interactive operation, thus eliminating additional settings to TVs. With this technology, ways to enjoy PS3 will be further enhanced by accessing PS3 through the network, while retaining the six-axis sensing capability. In addition to the “3-posture-axis” of roll, pitch and yaw, “3-dimension acceleration information (X, Y, and Z)” can be detected in high-precision and in real-time. In addition to standard key input available in existing controllers, more natural and more intuitive play will become possible as if the controller has become part of your body. Pursuant to the introduction of this new six-axis sensing system, the vibration feature that is currently available on DUALSHOCK® and DUALSHOCK®2 controllers for PlayStation and PlayStation®2, will be removed from the new PS3 controller as vibration - more - 1/2 2-2-2-2 SCE Announces New Controller for PLAYSTATION 3 itself interferes with information detected by the sensor.
    [Show full text]
  • 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.
    [Show full text]
  • Using a Playstation 2 Controller with Your Arduino Project
    Using A Playstation 2 Controller with your Arduino Project It occurred to me one day as I was designing a little box with some joysticks and a few buttons to control a project of mine, that it looked familiar. I suddenly asked myself why I was trying to build what was essentially a game controller from scratch when there were perfectly good game controllers around that included the inputs I was hoping to use as well as a heap of other buttons and features far beyond what I needed. And they were cheaper than the small handful of components I was going to need to buy to make my own. There has been millions of dollars poured into the development of the Playstation Controllers, and so they are very sophisticated, well designed, and robust pieces of equipment that are ideal for using as an interface for mechatronics projects. Even though the Playstation 2 game console is now a rather outdated piece of equipment, the Playstation 2 Controller Clones are still made and can be purchased through Trademe extraordinarily cheaply. Not only that, but they are easy to connect to an Arduino. In addition to the two high quality joysticks, all the buttons are pressure sensitive, which adds even more functionality to the device. This article demonstrates how you would connect a Playstation 2 Controller to an Arduino, and how easily it can be used to control various devices thanks to the PS2Xlib Arduino Library. Applications for PS2 Controllers So where could you use a Playstation controller aside from on a Playstation console? • Controlling a wheeled or tracked vehicle's motion.
    [Show full text]
  • Gaming Consoles.Pdf
    G A M I N G C O N S O L E S INTRODUCTION Gaming consoles have proved themselves to be the best in digital entertainment. Gaming consoles were designed for the sole purpose of playing electronic games and nothing else. A gaming console is a highly specialised piece of hardware that has rapidly evolved since its inception incorporating all the latest advancements in processor technology, memory, graphics, and sound among others to give the gamer the ultimate gaming experience. DEFINITION A gaming console is a system that is exclusively dedicated for gaming. It has been optimized for game playing as that is its core function. One can play games on a PC or even a cellphone but these are not systems dedicated for gaming, so they cannot be termed gaming consoles. A BRIEF HISTORY OF VIDEO GAME CONSOLES Video games have been around since the early 1970s. The first commercial arcade video game, Computer Space by Nutting Associates, was introduced in 1971. In 1972, Atari introduced Pong to the arcades. An interesting item to note is that Atari was formed by Nolan Bushnell, the man who developed Computer Space. He left Nutting Associates to found Atari, which then produced Pong, the first truly successful commercial arcade video game. 1 T E T 2600 Alt g t Fairchil Channel F, released in 1976, was the first true removable game system, Atari once again had the first such system to be a commercial success. Introduced in 1977 as the Atari Video Computer System (VCS), the 2600 used removable cartridges, allowing a multitude of games to be played using the same hardware.
    [Show full text]
  • Usage of Today's Technology in Creating Authentic '8-Bit' and '1
    CALIFORNIA STATE UNIVERSITY, NORTHRIDGE Renegade Drive: Usage of Today’s Technology in Creating Authentic ‘8-bit’ and ‘16-bit’ Video Game Experiences A thesis submitted in partial fulfillment of the requirements For the degree of Master of Science in Computer Science By Christian Guillermo Bowles December 2017 Copyright by Christian Guillermo Bowles 2017 ii The thesis of Christian Guillermo Bowles is approved: ______________________________ ____________ Prof. Caleb Owens Date ______________________________ ____________ Dr. Robert McIlhenny Date ______________________________ ____________ Dr. Li Liu, Chair Date California State University, Northridge iii Acknowledgements The author wishes to thank the following individuals and organizations for their contributions and support towards this thesis project: • Doris Chaney • Dr. G. Michael Barnes • Dr. Richard Covington • Dr. Peter Gabrovsky • Dr. Ani Nahapetian • Lauren X. Pham • Chase Bethea • Caleb Andrews • Sean Velasco • Ian Flood • Nick Wozniak • David D’Angelo • Shannon Hatakeda • Jake Kaufman • CSUN Game Development Club • Animation Student League of Northridge • CSUN Anime Club • Yacht Club Games • Mint Potion TV iv Table of Contents Signature Page iii Acknowledgements iv List of Figures x List of Tables xiv Abstract xv Introduction 1 Chapter 1: Hardware Limitations of the Nintendo Entertainment System 3 • Screen Resolution 3 • Tile Patterns 4 • Layers 4 • Sprites 6 • Palettes 7 • Audio 8 • Input 10 Chapter 2: Hardware Limitations of the Sega Master System 12 • Screen Resolution 12
    [Show full text]
  • Making a Wireless Controller Final Project Design Report
    Department of Electrical and Computer Engineering 332:428 Capstone Design - Communications Systems Spring 2014 Making a Wireless Controller Final Project Design Report Group Members: Hector Ramos Project Director: Dr. David G. Daut May 14, 2014 Table of Contents Abstract Page 3 i. Design Project Overview Page 3 ii. Technical Specifications Page 4 iii. Final Project Summary a. System Design – Final Version Page 5 b. System Implementation Page 8 c. System Performance Page 10 d. System Design Iterations Page 12 iv. Task List Page 16 v. Design Project Details a. PlayStation 2 Hardwired Sub-system i. Theoretical Considerations Page 17 ii. Design Procedure Page 19 iii. Observed and Measured Results Page 20 b. 900 MHz Transceiver Sub-system i. Theoretical Considerations Page 22 ii. Design Procedure Page 23 iii. Observed and Measured Results Page 25 vi. Sub-system Integration Considerations Page 30 vii. Economic Considerations a. Cost Analysis – Prototype Page 31 b. Cost analysis – Final Version Page 31 viii. Manufacturability Page 32 ix. Marketability Page 32 x. Individual Team Member Discussions a. Overview Discussion of the Project Page 33 b. Detailed Discussion of Pertinent Sub-systems Page 34 xi. Conclusion Page 35 xii. References Page 36 xiii. Appendices a. Appendix 1: List of Equipment b. Appendix 2: Simulations and Program Code c. Appendix 3: Datasheets 2 | P a g e Abstract: In this capstone design project, a PlayStation 2 wired controller is attempted to be made wireless via a controller hub for the system transmitting the data on RF channels wirelessly to the PlayStation 2 console. The controller data lines are observed and measured, and a FDD RF system is proposed.
    [Show full text]
  • Modded Controller Buying Guide
    megamodz.com MODDED CONTROLLER BUYING GUIDE TOPICS IN THIS If you are in the market for a modded controller for the gaming MODDED system of your choice, Mega Modz Planet Buying Guide will set CONTROLLER you on the right path. Selecting a gadget that will turn around GUIDE your gaming routine is not easy and requires a thorough research of the market and the products offered. We are offering MODDED this guide as an online source of technical information, features CONTROLLERS overview, useful tips and technology comparison to reduce the confusion most gamers experience once find themselves in the ADVANCED middle of a modified gaming pad buying process. CONTROLLER CREATOR Now that you are ready to start learning about Mega Modz modding technology, let’s begin. CUSTOM CONTROLLER MODDED CONTROLLERS WITH PADDLES CONTROLLER MODS COMPATIBLE GAMES Any gaming controller becomes modded when a special modchip is installed inside of it. The chip presses the buttons on the remote on the behalf of the user, thus enabling a gaming character to implement actions in the game with greater ease. There is no hacking or any alteration of the original controller hardware involved in a modded remote building process except for adding of the additional chip, therefore using a product won’t get your account with Sony or Microsoft banned or suspended. There are a lot of modding companies on the market offering their own modchips that vary by a set of factors such as a memory capacity, a processor speed, a number or mods offered etc. Mods can be compared to the perks that are unlocked as the game progresses, they are helpful and fun, but not enough to succeed.
    [Show full text]
  • 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.
    [Show full text]