história dos sistemas operacionais de videogames

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SISTEMAS OPERACIONAIS DE VIDEOGAMES

ODYSSEYATARI 2600MASTER SYSTEMSNESDREAMCASTXBOX 360PS 3

ODISSEY

MAGNAVOX1972330.000

NÃO POSSUIA CPU

CARTUCHOS POSSUÍAM JUMPERS

ANALOGICO OU DIGITAL?

ANALÓGICOCONTROLE DO JOGO

DIGITALCOMUNICAÇÃO ENTRE CIRCUITOS ERA BINÁRIA

ATARI 2600

ATARI197730 MILHÕES

CPU 1,19 MHZ128 BYTES RAM4KB ROM

CADA LINHA2X MÍSSEIS 1PX1X BOLA 1PX1X PLAYFIELD 40PX

SEM S.O.JOGOS POSSUIAM ACESSO TOTAL A MÁQUINAASSEMBLY

JOGOS

PITFALL

E.T.

BREAKOUT

MASTER SYSTEM

SEGA198513 MILHÕES

CPU ZILOG 3,58MHZ8KB RAM

BIOS

ASSEMBLY Z80

JOGOS

CALIFORNIA GAMES

CASTLE OF ILLUSION

SHINOBI

SNES

NINTENDO21 NOVEMBRO 199149 MILHÕES

RICOH 5A22 16 BIT3.58 MHZ128 KB RAM

ASSEMBLY 65816ACESSO IRRESTRITO AO HARDWARESEM S.O.

.MACRO Snes_Init sei ; Disabled interrupts clc ; clear carry to switch to native mode xce ; Xchange carry & emulation bit. native mode rep #$18 ; Binary mode (decimal mode off), X/Y 16 bit ldx #$1FFF ; set stack to $1FFF txs

jsr Init.ENDM

.bank 0

.section "Snes_Init" SEMIFREEInit: sep #$30 ; X,Y,A are 8 bit numbers lda #$8F ; screen off, full brightness sta $2100 ; brightness + screen enable register stz $2101 ; Sprite register (size + address in VRAM) stz $2102 ; Sprite registers (address of sprite memory [OAM]) stz $2103 ; "" "" stz $2105 ; Mode 0, = Graphic mode register stz $2106 ; noplanes, no mosaic, = Mosaic register stz $2107 ; Plane 0 map VRAM location stz $2108 ; Plane 1 map VRAM location stz $2109 ; Plane 2 map VRAM location stz $210A ; Plane 3 map VRAM location stz $210B ; Plane 0+1 Tile data location stz $210C ; Plane 2+3 Tile data location stz $210D ; Plane 0 scroll x (first 8 bits) stz $210D ; Plane 0 scroll x (last 3 bits) #$0 - #$07ff lda #$FF ; The top pixel drawn on the screen isn't the top one in the tilemap, it's the one above that. sta $210E ; Plane 0 scroll y (first 8 bits) sta $2110 ; Plane 1 scroll y (first 8 bits) sta $2112 ; Plane 2 scroll y (first 8 bits) sta $2114 ; Plane 3 scroll y (first 8 bits) lda #$07 ; Since this could get quite annoying, it's better to edit the scrolling registers to fix this. sta $210E ; Plane 0 scroll y (last 3 bits) #$0 - #$07ff sta $2110 ; Plane 1 scroll y (last 3 bits) #$0 - #$07ff sta $2112 ; Plane 2 scroll y (last 3 bits) #$0 - #$07ff sta $2114 ; Plane 3 scroll y (last 3 bits) #$0 - #$07ff stz $210F ; Plane 1 scroll x (first 8 bits) stz $210F ; Plane 1 scroll x (last 3 bits) #$0 - #$07ff stz $2111 ; Plane 2 scroll x (first 8 bits) stz $2111 ; Plane 2 scroll x (last 3 bits) #$0 - #$07ff stz $2113 ; Plane 3 scroll x (first 8 bits) stz $2113 ; Plane 3 scroll x (last 3 bits) #$0 - #$07ff lda #$80 ; increase VRAM address after writing to $2119 sta $2115 ; VRAM address increment register stz $2116 ; VRAM address low stz $2117 ; VRAM address high stz $211A ; Initial Mode 7 setting register stz $211B ; Mode 7 matrix parameter A register (low) lda #$01 sta $211B ; Mode 7 matrix parameter A register (high) stz $211C ; Mode 7 matrix parameter B register (low) stz $211C ; Mode 7 matrix parameter B register (high) stz $211D ; Mode 7 matrix parameter C register (low) stz $211D ; Mode 7 matrix parameter C register (high) stz $211E ; Mode 7 matrix parameter D register (low) sta $211E ; Mode 7 matrix parameter D register (high) stz $211F ; Mode 7 center position X register (low) stz $211F ; Mode 7 center position X register (high) stz $2120 ; Mode 7 center position Y register (low) stz $2120 ; Mode 7 center position Y register (high) stz $2121 ; Color number register ($0-ff) stz $2123 ; BG1 & BG2 Window mask setting register stz $2124 ; BG3 & BG4 Window mask setting register stz $2125 ; OBJ & Color Window mask setting register stz $2126 ; Window 1 left position register stz $2127 ; Window 2 left position register stz $2128 ; Window 3 left position register stz $2129 ; Window 4 left position register stz $212A ; BG1, BG2, BG3, BG4 Window Logic register stz $212B ; OBJ, Color Window Logic Register (or,and,xor,xnor) sta $212C ; Main Screen designation (planes, sprites enable) stz $212D ; Sub Screen designation stz $212E ; Window mask for Main Screen stz $212F ; Window mask for Sub Screen

JOGOS

SUPER MARIO WORLD

ZELDA: LINK TO THE PAST

CHRONO TRIGGER

STREET FIGHTER II

DREAMCAST

SEGA199810,5 MILHÕES

CPU HITACHI RISC 200MHZ128 BIT16 MB RAM

GPU POWER VR27 MILHÕES POLÍGONOS/S8 MB RAM

BIOSPODIA CARREGAR WINDOWS CEOU QUALQUER OUTRO S.O.

MICROSOFT SDK PARA PORTAR JOGOS PC’S

JOGOS

MARVEL VS. CAPCOM 2

VIRTUA TENNIS

SOUL CALIBUR

XBOX 360

MICROSOFT200557.6 MILHÕESHD DVD

CPU POWERPC64 BIT3X COREDESENHADO PELA IBM

GPUDESENHADO PELA ATI500 MHZ

512MB GDDR3 RAMCOMPARTILHADA ENTRE CPU E GPU

WINDOWS

XNA

ANUNCIADO EM 2006GAMES DEVELOPERS CONFERENCESAN JOSE ,CALIFORNIA

C#FRAMEWORK .NET

FACILITA DESENVOLVIMENTOXBOX, WINDOWS E WINDOWS PHONE 7

DASHBOARD

JOGOS

GEARS OF WAR 3

BATMAN ARKHAN CITY

PORTAL 2

PS 3

SONY11 NOVEMBRO 200655.5 MILHÕESBLU-RAY

CPU CELL1X 3.2 GHZ PPE8X SPE1X SPE EXCLUSIVO AO S.O.256MB XDR DRAM

GPU NVIDIA RSX“REALITY SYNTHESIZER”1080P VIDEO OUTPUT256MB GDDR3550 MHZ

ETHERNET GIGABITBLUETOOTH 2.0HDMI 1.4WI-FIHD REMOVÍVEL...

CELL OSFORK DO FREEBSD

3D APILIBGCM E PSGLBASEADOS NO OPENGL E NVIDIA CG

NÃO APENAS UM VIDEOGAME, MAS UMA CENTRAL MULTIMÍDIA

IMAGENSJPEGGIFTIFFBMPPNGMPO

ÁUDIOMP3MP3 SURROUNDWAVWMAATRACAUDIO CDAAC...

VÍDEOMPEG-1MPEG-2AVIDIVXXVIDBLU-RAY...

GUIXrossMediaBar

USADO PORPS 3PSPVAIO LAPTOPBRAVIA TV

SUPERCOMPUTADORES

1760 PS3500 TFLOPS33º MAIOR EM 2010

GRAVITY GRID8 PS3>100 INTEL XEON

FOLDING@HOME1.6 FIRMWARE UPDATECOMPUTAÇÃO DISTRIBUÍDA

28 MARÇO 2010SONY DESABILITA OPÇÃO DE INSTALAR UM OUTRO S.O.

JOGOS

WINNING ELEVEN 2012

METAL GEAR SOLID 4

COD: MODERN WARFARE 3

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