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SISTEMAS OPERACIONAIS DE VIDEOGAMES
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ODYSSEYATARI 2600MASTER SYSTEMSNESDREAMCASTXBOX 360PS 3
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ODISSEY
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MAGNAVOX1972330.000
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NÃO POSSUIA CPU
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CARTUCHOS POSSUÍAM JUMPERS
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ANALOGICO OU DIGITAL?
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ANALÓGICOCONTROLE DO JOGO
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DIGITALCOMUNICAÇÃO ENTRE CIRCUITOS ERA BINÁRIA
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ATARI 2600
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ATARI197730 MILHÕES
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CPU 1,19 MHZ128 BYTES RAM4KB ROM
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CADA LINHA2X MÍSSEIS 1PX1X BOLA 1PX1X PLAYFIELD 40PX
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SEM S.O.JOGOS POSSUIAM ACESSO TOTAL A MÁQUINAASSEMBLY
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JOGOS
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PITFALL
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E.T.
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BREAKOUT
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MASTER SYSTEM
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SEGA198513 MILHÕES
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CPU ZILOG 3,58MHZ8KB RAM
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BIOS
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ASSEMBLY Z80
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JOGOS
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CALIFORNIA GAMES
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CASTLE OF ILLUSION
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SHINOBI
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SNES
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NINTENDO21 NOVEMBRO 199149 MILHÕES
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RICOH 5A22 16 BIT3.58 MHZ128 KB RAM
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ASSEMBLY 65816ACESSO IRRESTRITO AO HARDWARESEM S.O.
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.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
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JOGOS
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SUPER MARIO WORLD
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ZELDA: LINK TO THE PAST
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CHRONO TRIGGER
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STREET FIGHTER II
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DREAMCAST
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SEGA199810,5 MILHÕES
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CPU HITACHI RISC 200MHZ128 BIT16 MB RAM
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GPU POWER VR27 MILHÕES POLÍGONOS/S8 MB RAM
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BIOSPODIA CARREGAR WINDOWS CEOU QUALQUER OUTRO S.O.
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MICROSOFT SDK PARA PORTAR JOGOS PC’S
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JOGOS
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MARVEL VS. CAPCOM 2
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VIRTUA TENNIS
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SOUL CALIBUR
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XBOX 360
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MICROSOFT200557.6 MILHÕESHD DVD
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CPU POWERPC64 BIT3X COREDESENHADO PELA IBM
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GPUDESENHADO PELA ATI500 MHZ
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512MB GDDR3 RAMCOMPARTILHADA ENTRE CPU E GPU
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WINDOWS
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XNA
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ANUNCIADO EM 2006GAMES DEVELOPERS CONFERENCESAN JOSE ,CALIFORNIA
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C#FRAMEWORK .NET
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FACILITA DESENVOLVIMENTOXBOX, WINDOWS E WINDOWS PHONE 7
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DASHBOARD
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JOGOS
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GEARS OF WAR 3
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BATMAN ARKHAN CITY
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PORTAL 2
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PS 3
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SONY11 NOVEMBRO 200655.5 MILHÕESBLU-RAY
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CPU CELL1X 3.2 GHZ PPE8X SPE1X SPE EXCLUSIVO AO S.O.256MB XDR DRAM
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GPU NVIDIA RSX“REALITY SYNTHESIZER”1080P VIDEO OUTPUT256MB GDDR3550 MHZ
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ETHERNET GIGABITBLUETOOTH 2.0HDMI 1.4WI-FIHD REMOVÍVEL...
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CELL OSFORK DO FREEBSD
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3D APILIBGCM E PSGLBASEADOS NO OPENGL E NVIDIA CG
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NÃO APENAS UM VIDEOGAME, MAS UMA CENTRAL MULTIMÍDIA
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IMAGENSJPEGGIFTIFFBMPPNGMPO
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ÁUDIOMP3MP3 SURROUNDWAVWMAATRACAUDIO CDAAC...
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VÍDEOMPEG-1MPEG-2AVIDIVXXVIDBLU-RAY...
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GUIXrossMediaBar
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USADO PORPS 3PSPVAIO LAPTOPBRAVIA TV
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SUPERCOMPUTADORES
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1760 PS3500 TFLOPS33º MAIOR EM 2010
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GRAVITY GRID8 PS3>100 INTEL XEON
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[email protected] FIRMWARE UPDATECOMPUTAÇÃO DISTRIBUÍDA
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28 MARÇO 2010SONY DESABILITA OPÇÃO DE INSTALAR UM OUTRO S.O.
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JOGOS
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WINNING ELEVEN 2012
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