Post on 16-Jul-2015
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