Mod Chips and Homebrew: a Recipe for Their Continued Use in the Wake of Sony V
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User Manual for Software Product «1K62 Lathe Simulator»
USER MANUAL FOR SOFTWARE PRODUCT «1K62 LATHE SIMULATOR» Brief Description of the Software Product 3D simulator of a classic screw-cutting lathe machine mod. 1K62. The application simulates the performance of ordinary turning operations in an interactive mode. The capabilities of the simulation model include operations of external and facing turning, drilling and boring of holes, turning of grooves, cutting of external and internal threads. In the full version of the application, more than 70 cutting tools are available for work. The graphical user interface is made in Russian and English. Metric and inch measurement systems are supported. The required amount of video memory of the device is 350 MB. The graphical system of the application uses the components of OpenGL 3.0. Main Screen Elements The main screen of the application is represented by a 3D scene depicting a geometric model of a 1K62 lathe in an abstract spatial environment (Fig. 1). The main control elements are displayed on the screen - buttons and measuring scales of the feed limbs of the lathe. Figure 1 – Main Screen of Application On the right side of the screen are the main function buttons of the application. The first (top to bottom) button is designed to exit from application with confirmation. The second button displays on the main screen a scheme of a screw-cutting machine 1K62 with the designation of the main nodes (Fig. 2). The third button opens the control panel for the workpiece parameters (Fig. 3). In this 3D scene is displayed in the background with the ability to manipulate the camera. -
Suggested Topics for Homebrew Con 2021
Suggested Topics for Homebrew Con 2021 The suggestions below have been outlined by the Seminar Subcommittee for Homebrew Con 2021. The topics suggested are not intended to be an exhaustive list, but rather a guide to potential speakers to some of the top priority topics that the committee would like to see presented on at this year’s event. Hopeful speakers are welcome to submit proposals beyond the scope of these suggestions but are encouraged to keep them in mind when planning their proposal content. Beer Styles The BJCP recognizes over 130 distinct beer styles in its beer guidelines, along with countless others not in the guidelines. Each style has a unique history and characteristics and is brewed using specific brewing processes and techniques. The seminars in this track will highlight individual beer styles and the techniques used to brew them (and why). • How styles emerge (Ex: Kolsch/Alt, Regional International Ales [Argentina, Italian, New Zealand, Brazilian, etc.]) • Compare and contrast of similar styles • Differentiating general history from beer history • Emerging styles (Ex: pastry stouts/ fruit “slushies”, Winter Warmers, etc.) • How to decide where your beer goes in a competition • Saison • Bocks (history, sub-styles, brewing requirements, etc.) • How taxes, water chemistry, wars, technology and/or climate defined beer styles • Extinct (or nearly extinct) Styles • Historic beers (Ex: Stein Bier, Fraoch, Herbal, Wiccan ales, Egyptian ales) • Lager fundamentals • Best ways to educate yourself about a style - • Beer Vocabulary and what it all means ASBC (anyone?) • Belgian Styles (in general) – challenge to brew, make it taste like it’s from Belgium • How to brew authentic English Pub Ale • Fresh Hop Beers • Mead styles (Ex: Polish, historical meads, other) • How to achieve the style you are looking for (Expectations of what you want vs. -
Understanding Microsoft Virtualization Solutions Ebook
MICROSOFT LICENSE TERMS MICROSOFT EBOOK These license terms are an agreement between Microsoft Corporation (or based on where you live, one of its affiliates) and you. Please read them. They apply to the licensed content named above, which includes the media on which you received it, if any. By using the licensed content, you accept these terms. If you do not accept them, do not use the licensed content. If you comply with these license terms, you have the rights below. 1. OVERVIEW. Licensed Content. The licensed content includes the eBook and associated media. License Model. The licensed content is licensed on a per user per device basis. 2. INSTALLATION AND USE RIGHTS. a. General. One user may install and use one copy of the licensed content on a single computer. b. Portable Device. You may install an additional copy of the licensed content on a portable device for the exclusive use of the primary user of the first copy of the licensed content. 3. SCOPE OF LICENSE. The licensed content is licensed, not sold. This agreement only gives you some rights to use the licensed content. Microsoft reserves all other rights. Unless applicable law gives you more rights despite this limitation, you may use the licensed content only as expressly permitted in this agreement. You agree Not to make copies of the licensed content; Not to distribute, rent, lease, lend, reproduce, transit, adapt, modify, link to, post, forward, make derivative works based upon, disseminate, publish or sublicense the licensed content or combine the licensed content with -
Cheats Wii U
Cheats wii u click here to download Here you can find everything you need to know about Wii U Cheat Codes. [SPOILER] [SPOILER] [SPOILER] [SPOILER] [SPOILER] Do not use Cheats for Wii u (GC/WII). Wii U Hacking and Homebrew. Hello and welcome to /r/WiiUHacks! Before you start posting here, please read the rules below and the sticky. The ultimate WiiU cheats resource. We have the latest Wii U cheats, WiiU cheat codes, tips, walkthroughs and videos for WiiU games. For the Wii U, GameFAQs has game information and a community message board for game discussion. PyCheat is a simple cheat code loader based on pyGecko which can apply cheats "all the time" instead of. TCPGecko (Gecko dotNet) - How to Apply Cheats Codes in Wii U Games - (Wii U RAM Hacking. Hello all! In this video, I show you how to hack a game on Wii U, very simply, this method works for any game. The IGN Cheats database for Wii U contains codes, Easter eggs, exploits, tricks, and more for Wii U games. Select a game below to see its. Wii U Cheats - New Super Mario U: This page contains a list of cheats, codes, Easter eggs, tips, and other secrets for New Super Mario Bros. Wii U Cheats - Super Smash Bros. for Wii U / 3DS: This page contains a list of cheats, codes, Easter eggs, tips, and other secrets for Super. Wii U Cheats - Zombi U: This page contains a list of cheats, codes, Easter eggs, tips, and other secrets for ZombiU for Wii U. If you've. -
Computer Game Mods, Modders, Modding, and the Mod Scene
Computer Game Mods, Modders, Modding, and the Mod Scene Walt Scacchi Institute for Software Research and Center for Computer Games and Virtual Worlds University of California, Irvine 92697-3455 USA March 2010 Abstract Computer games have increasingly been the focus of user-led innovations in the form of game mods. This paper examines how different kinds of socio-technical affordances serve to organize the actions of the people who develop and share their game mods. The affordances examined include customization and tailoring mechanisms, software and content copyright licenses, game software infrastructure and development tools, career contingencies and organizational practices of mod teams, and social worlds intersecting the mod scene. Numerous examples will be used to ground this review and highlight how such affordances can organize, facilitate or constrain what can be done. Overall, this study helps to provide a deeper understanding of how a web of associated affordances collectively serve to govern what mods get made, how modding practices emerge and flourish, and how modders and the game industry serve each others' interests, though not always in equivocal terms. Introduction Computer game mods are a leading form of user-led innovation in game design and game play experience. But modded games are not standalone systems, as they require the user to have an originally acquired or authorized copy of the unmodded game. Thus, there are questions of not only who creates what and who owns such modified games, but also whether or how the practice of game modding is controlled or governed by external parties to ultimately exploit the efforts of game modders. -
Behaviours and Outcomes in Unauthorised Fan-Made Video Game Production
Behaviours and outcomes in unauthorised fan-made video game production Kris Erickson*, Martin Kretschmer*, Olympia Mavridou**, Gregor White** CREATe, University of Glasgow ** University of Abertay Dundee What is a fan game? “A new game project, initiated by fans, which takes inspiration from a pre-existing video game… a fangame adds a significant new experience, differentiating it from minor tweaks, mods, or hacks that merely transform an existing game experience. A fangame project is judged to be motivated by love for the original game, rather than piggybacking on existing engine or source code to make a new product.” Original game may, or may not, be commercially available. Space Quest 0: Replicated Kings Quest 2 Remake Narrative fidelity Ash Grey pastiche sequel Rayman 3D adaptation Narrative innovation Digital Innovation & Copyright Intervention Legal status of Remakes: Constitute copyright infringement if they copy a substantial part of the original (which fan games do, almost by definition) – Unauthorised use may signal (unmet) demand – Unauthorised use may conflict with exploitation of original, and/or damage reputation – Fan games can involve considerable innovation: technological and narrative (i.e. may be wanted from a policy perspective in their own right) Interventions? (1) tolerated use; (2) (pre-)litigation; (3) policy change (exception/non-use) Methodological difficulties: – unknown population – highly heterogeneous practice – reporting bias / survivorship bias (illegitimate activity) – decay of records (digital memory hole) -
Media Piracy in Emerging Economies
MEDIA PIRACY IN EMERGING ECONOMIES Edited by Joe Karaganis Media Piracy in Emerging Economies can be found online at http://piracy.ssrc.org. © 2011 Social Science Research Council All rights reserved. Published by the Social Science Research Council Printed in the United States of America References to Internet websites (URLs) were accurate at the time of writing. Neither the author nor the Social Science Research Council is responsible for URLs that may have expired or changed since the manuscript was prepared. Designed by Rosten Woo Maps by Mark Swindle Cover photo: AFP/Getty Images Library of Congress Cataloging-in-Publication Data Media Piracy in Emerging Economies ISBN 978-0-98412574-6 1.Information society—Social aspects. 2.Intellectual Property. 3.International business enterprises—Political activity. 4.Blackmarket. I. Social Science Research Council SOCIAL SCIENCE RESEARCH COUNCIL • MEDIA PIRACY IN EMERGING ECONOMIES SOCIAL SCIENCE RESEARCH COUNCIL • MEDIA PIRACY IN EMERGING ECONOMIES Media Piracy in Emerging Economies is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. To view a copy of this license, visit http://creativecommons. org/licenses/by-nc-sa/3.0/ or send a letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, California, 94041, USA. SOCIAL SCIENCE RESEARCH COUNCIL • MEDIA PIRACY IN EMERGING ECONOMIES SOCIAL SCIENCE RESEARCH COUNCIL • MEDIA PIRACY IN EMERGING ECONOMIES Partnering Organizations The Social Science Research Council New York, NY, USA The Overmundo Institute Rio de Janeiro, Brazil The Center for Technology and Society Getulio Vargas Foundation Rio de Janeiro, Brazil Sarai The Centre for the Study of Developing Societies Delhi, India The Alternative Law Forum Bangalore, India The Association for Progressive Communications Johannesburg, South Africa The Centre for Independent Social Research St. -
The Golden Age of Video Games
The Golden Age of Video Games The Birth of a Multi-Billion Dollar Industry The Golden Age of Video Games The Birth of a Multi-Billion Dollar Industry Roberto Dillon CRC Press Taylor & Francis Group 6000 Broken Sound Parkway NW, Suite 300 Boca Raton, FL 33487-2742 © 2011 by Taylor & Francis Group, LLC CRC Press is an imprint of Taylor & Francis Group, an Informa business No claim to original U.S. Government works Version Date: 20130822 International Standard Book Number-13: 978-1-4398-7324-3 (eBook - PDF) This book contains information obtained from authentic and highly regarded sources. Reasonable efforts have been made to publish reliable data and information, but the author and publisher cannot assume responsibility for the validity of all materials or the consequences of their use. The authors and publishers have attempted to trace the copyright holders of all material reproduced in this publication and apologize to copyright holders if permission to publish in this form has not been obtained. If any copyright material has not been acknowledged please write and let us know so we may rectify in any future reprint. Except as permitted under U.S. Copyright Law, no part of this book may be reprinted, reproduced, trans- mitted, or utilized in any form by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying, microfilming, and recording, or in any information storage or retrieval system, without written permission from the publishers. For permission to photocopy or use material electronically from this work, please access www.copyright. com (http://www.copyright.com/) or contact the Copyright Clearance Center, Inc. -
Opensource Software in Mac OS X V. Zhhuta
Foss Lviv 2013 191 - Linux VM з Wordpress на Azure під’єднано до SQL-бази в приватному центрі обробки даних. Як бачимо, бізнес Microsoft вже дуже сильно зав'язаний на Open Source! Далі в доповіді будуть розглянуті подробиці інтероперабельності платформ з Linux Server, Apache Hadoop, Java, PHP, Node.JS, MongoDb, і наостанок дізнаємося про цікаві Open Source-розробки Microsoft Research. OpenSource Software in Mac OS X V. Zhhuta UK2 LImIted t/a VPS.NET, [email protected] Max OS X stem from Unix: bSD. It contains a lot of things that are common for Unix systems. Kernel, filesystem and base unix utilities as well as it's own package managers. It's not a secret that Mac OS X has a bSD kernel Darwin. The raw Mac OS X won't provide you with all power of Unix but this could be easily fixed: install package manager. There are 3 package manager: MacPorts, Fink and Homebrew. To dive in OpenSource world of mac os x we would try to install lates version of bash, bash-completion and few other utilities. Where we should start? First of all you need to install on you system dev-tools: Xcode – native development tools that contain GCC and libraries. Next step: bring a GIU – X11 into your system. Starting from Mac OS 10.8 X11 is not included in base-installation and it's need to install Xquartz(http://xquartz.macosforge.org). Now it's time to look closely to package managers MacPorts Site: www.macports.org Latest MacPorts release: 2.1.3 Number of ports: 16740 MacPorts born inside Apple in 2002. -
Locating and Extracting Digital Evidence from Hosted Virtual Desktop Infrastructures: Cloud Context
Locating and Extracting Digital Evidence from Hosted virtual desktop Infrastructures: Cloud Context NIRBHAY JAWALE B.C.I.S (AUT University) New Zealand A thesis submitted to the graduate faculty of Design and Creative Technologies AUT University in partial fulfilment of the Requirements for the degree of Master of Forensic Information Technology School of Computing and Mathematical Sciences Auckland, New Zealand 2010 II Declaration I hereby declare that this submission is my own work and that, to the best of my knowledge and belief, it contains no material previously published or written by another person nor material which to a substantial extent has been accepted for the qualification of any other degree or diploma of a University or other institution of higher learning, except where due acknowledgement is made in the acknowledgements. ........................... Signature III Acknowledgements This thesis was conducted at the Faculty of Design and Creative Technologies in the school of Computing and Mathematical Sciences at AUT University, New Zealand. During the course of writing this thesis, I have received a valuable support from many people. Firstly, I would like to thank my family for their blessings, encouragement and believing that I could get through this study. Secondly, I am deeply thankful and honored by having Professor Ajit Narayanan as my thesis supervisor. This thesis would not have been possible without his guidance, encouragement and interest; he took to supervise my thesis topic. I very much enjoyed the critical discussions and comments on my research topic with Professor Ajit Narayanan, this thesis would not have been in the present form without his valuable contribution. -
Analyzing Space Dimensions in Video Games
SBC { Proceedings of SBGames 2019 | ISSN: 2179-2259 Art & Design Track { Full Papers Analyzing Space Dimensions in Video Games Leandro Ouriques Geraldo Xexéo Eduardo Mangeli Programa de Engenharia de Sistemas e Programa de Engenharia de Sistemas e Programa de Engenharia de Sistemas e Computação, COPPE/UFRJ Computação, COPPE/UFRJ Computação, COPPE/UFRJ Center for Naval Systems Analyses Departamento de Ciência da Rio de Janeiro, Brazil (CASNAV), Brazilian Nay Computação, IM/UFRJ E-mail: [email protected] Rio de Janeiro, Brazil Rio de Janeiro, Brazil E-mail: [email protected] E-mail: [email protected] Abstract—The objective of this work is to analyze the role of types of game space without any visualization other than space in video games, in order to understand how game textual. However, in 2018, Matsuoka et al. presented a space affects the player in achieving game goals. Game paper on SBGames that analyzes the meaning of the game spaces have evolved from a single two-dimensional screen to space for the player, explaining how space commonly has huge, detailed and complex three-dimensional environments. significance in video games, being bound to the fictional Those changes transformed the player’s experience and have world and, consequently, to its rules and narrative [5]. This encouraged the exploration and manipulation of the space. led us to search for a better understanding of what is game Our studies review the functions that space plays, describe space. the possibilities that it offers to the player and explore its characteristics. We also analyze location-based games where This paper is divided in seven parts. -
Terry “Trickman” Minnich and Jeff Lee Home of Terry Minnich – Glendale Heights, IL
Terry “Trickman” Minnich and Jeff Lee Home of Terry Minnich – Glendale Heights, IL *** Date: October 13, 2015 Location: Home of Terry Minnich (157 Golden Dr.) – Glendale Heights, IL Interviewer(s): Jordan Mynes, Fulgencio Torres Transcription: Jared Wohn, Zhanna Badasyan, Silvia Nunez Length: 2 hours, 30 minutes, 15 seconds Project: History of CoinOp in Chicago [00:00:00] Jordan Mynes [JM]: Alright I’m Jordan Mynes Fulgencio Torres [FT]: And Fulgencio Torres JM: And we’re interviewing Trickman Terry and I forgot your name, sorry Jeff Lee [JL]: Jeff Lee! 2 JM: Jeff Lee, and this is for our class History of Video Games with Carly Kocurek and the Chicago CoinOp Archive and just real quick tell us about yourselves, how’d you first get into video games? Terry Trickman [TM]: You first or JL: Well I got into video games back in 1981. I was working as an artist I was working at Triton College in River Grove and I got a call one day from a friend of mine, Richard Tracy, who I’ve known for a number of years socially. We played music together and he knew one of my hobbies was playing games war games, cards, and board games all kinds of stuff like that and he had recently taken a job at D. Gottlieb & Co. which was one of the three, four , five pinball companies in chicago. Chicago being the home of pinball and D. Gottlieb invented the flipper game back in the 30s and JM: It was mostly tilt before that right? JL: Yeah, I guess, I guess so that’s all they did All: [laughs] JL: Supposedly, supposedly, David Gottlieb or even probably one of his engineers invented the flipper then right and anyway the video game boom had commenced and a lot of the companies, Bally Midway, Williams, and Stern, had jumped on that bandwagon.