História dos Sistemas Operacionais de Videogames

212b8b6589f7e98dae14e6517101f427?s=47 Caio Gondim
December 05, 2011

História dos Sistemas Operacionais de Videogames

Uma breve apresentação que fiz para a cadeira de "Sistemas Operacionais" da faculdade.

212b8b6589f7e98dae14e6517101f427?s=128

Caio Gondim

December 05, 2011
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  1. SISTEMAS OPERACIONAIS DE VIDEOGAMES

  2. ODYSSEY ATARI 2600 MASTER SYSTEM SNES DREAMCAST XBOX 360 PS

    3
  3. ODISSEY

  4. MAGNAVOX 1972 330.000

  5. NÃO POSSUIA CPU

  6. CARTUCHOS POSSUÍAM JUMPERS

  7. ANALOGICO OU DIGITAL?

  8. ANALÓGICO CONTROLE DO JOGO

  9. DIGITAL COMUNICAÇÃO ENTRE CIRCUITOS ERA BINÁRIA

  10. ATARI 2600

  11. ATARI 1977 30 MILHÕES

  12. CPU 1,19 MHZ 128 BYTES RAM 4KB ROM

  13. CADA LINHA 2X MÍSSEIS 1PX 1X BOLA 1PX 1X PLAYFIELD

    40PX
  14. SEM S.O. JOGOS POSSUIAM ACESSO TOTAL A MÁQUINA ASSEMBLY

  15. JOGOS

  16. PITFALL

  17. E.T.

  18. BREAKOUT

  19. MASTER SYSTEM

  20. SEGA 1985 13 MILHÕES

  21. CPU ZILOG 3,58MHZ 8KB RAM

  22. BIOS

  23. ASSEMBLY Z80

  24. JOGOS

  25. CALIFORNIA GAMES

  26. CASTLE OF ILLUSION

  27. SHINOBI

  28. SNES

  29. NINTENDO 21 NOVEMBRO 1991 49 MILHÕES

  30. RICOH 5A22 16 BIT 3.58 MHZ 128 KB RAM

  31. ASSEMBLY 65816 ACESSO IRRESTRITO AO HARDWARE SEM S.O.

  32. .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" SEMIFREE Init: 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
  33. JOGOS

  34. SUPER MARIO WORLD

  35. ZELDA: LINK TO THE PAST

  36. CHRONO TRIGGER

  37. STREET FIGHTER II

  38. DREAMCAST

  39. SEGA 1998 10,5 MILHÕES

  40. CPU HITACHI RISC 200MHZ 128 BIT 16 MB RAM

  41. GPU POWER VR2 7 MILHÕES POLÍGONOS/S 8 MB RAM

  42. BIOS PODIA CARREGAR WINDOWS CE OU QUALQUER OUTRO S.O.

  43. MICROSOFT SDK PARA PORTAR JOGOS PC’S

  44. JOGOS

  45. MARVEL VS. CAPCOM 2

  46. VIRTUA TENNIS

  47. SOUL CALIBUR

  48. XBOX 360

  49. MICROSOFT 2005 57.6 MILHÕES HD DVD

  50. CPU POWERPC 64 BIT 3X CORE DESENHADO PELA IBM

  51. GPU DESENHADO PELA ATI 500 MHZ

  52. 512MB GDDR3 RAM COMPARTILHADA ENTRE CPU E GPU

  53. WINDOWS

  54. XNA

  55. ANUNCIADO EM 2006 GAMES DEVELOPERS CONFERENCE SAN JOSE ,CALIFORNIA

  56. C# FRAMEWORK .NET

  57. FACILITA DESENVOLVIMENTO XBOX, WINDOWS E WINDOWS PHONE 7

  58. DASHBOARD

  59. JOGOS

  60. GEARS OF WAR 3

  61. BATMAN ARKHAN CITY

  62. PORTAL 2

  63. PS 3

  64. SONY 11 NOVEMBRO 2006 55.5 MILHÕES BLU-RAY

  65. CPU CELL 1X 3.2 GHZ PPE 8X SPE 1X SPE

    EXCLUSIVO AO S.O. 256MB XDR DRAM
  66. GPU NVIDIA RSX “REALITY SYNTHESIZER” 1080P VIDEO OUTPUT 256MB GDDR3

    550 MHZ
  67. ETHERNET GIGABIT BLUETOOTH 2.0 HDMI 1.4 WI-FI HD REMOVÍVEL ...

  68. CELL OS FORK DO FREEBSD

  69. 3D API LIBGCM E PSGL BASEADOS NO OPENGL E NVIDIA

    CG
  70. NÃO APENAS UM VIDEOGAME, MAS UMA CENTRAL MULTIMÍDIA

  71. IMAGENS JPEG GIF TIFF BMP PNG MPO

  72. ÁUDIO MP3 MP3 SURROUND WAV WMA ATRAC AUDIO CD AAC

    ...
  73. VÍDEO MPEG-1 MPEG-2 AVI DIVX XVID BLU-RAY ...

  74. GUI XrossMediaBar

  75. USADO POR PS 3 PSP VAIO LAPTOP BRAVIA TV

  76. SUPERCOMPUTADORES

  77. 1760 PS3 500 TFLOPS 33º MAIOR EM 2010

  78. GRAVITY GRID 8 PS3 >100 INTEL XEON

  79. FOLDING@HOME 1.6 FIRMWARE UPDATE COMPUTAÇÃO DISTRIBUÍDA

  80. 28 MARÇO 2010 SONY DESABILITA OPÇÃO DE INSTALAR UM OUTRO

    S.O.
  81. JOGOS

  82. WINNING ELEVEN 2012

  83. METAL GEAR SOLID 4

  84. COD: MODERN WARFARE 3