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SISTEMAS OPERACIONAIS DE VIDEOGAMES

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ODYSSEY ATARI 2600 MASTER SYSTEM SNES DREAMCAST XBOX 360 PS 3

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ODISSEY

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MAGNAVOX 1972 330.000

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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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ANALÓGICO CONTROLE DO JOGO

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DIGITAL COMUNICAÇÃO ENTRE CIRCUITOS ERA BINÁRIA

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ATARI 2600

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ATARI 1977 30 MILHÕES

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CPU 1,19 MHZ 128 BYTES RAM 4KB ROM

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CADA LINHA 2X MÍSSEIS 1PX 1X BOLA 1PX 1X PLAYFIELD 40PX

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SEM S.O. JOGOS POSSUIAM ACESSO TOTAL A MÁQUINA ASSEMBLY

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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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SEGA 1985 13 MILHÕES

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CPU ZILOG 3,58MHZ 8KB 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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NINTENDO 21 NOVEMBRO 1991 49 MILHÕES

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RICOH 5A22 16 BIT 3.58 MHZ 128 KB RAM

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ASSEMBLY 65816 ACESSO IRRESTRITO AO HARDWARE SEM 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" 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

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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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SEGA 1998 10,5 MILHÕES

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CPU HITACHI RISC 200MHZ 128 BIT 16 MB RAM

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GPU POWER VR2 7 MILHÕES POLÍGONOS/S 8 MB RAM

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BIOS PODIA CARREGAR WINDOWS CE OU 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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MICROSOFT 2005 57.6 MILHÕES HD DVD

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CPU POWERPC 64 BIT 3X CORE DESENHADO PELA IBM

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GPU DESENHADO PELA ATI 500 MHZ

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512MB GDDR3 RAM COMPARTILHADA ENTRE CPU E GPU

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WINDOWS

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XNA

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ANUNCIADO EM 2006 GAMES DEVELOPERS CONFERENCE SAN JOSE ,CALIFORNIA

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C# FRAMEWORK .NET

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FACILITA DESENVOLVIMENTO XBOX, 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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SONY 11 NOVEMBRO 2006 55.5 MILHÕES BLU-RAY

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CPU CELL 1X 3.2 GHZ PPE 8X SPE 1X SPE EXCLUSIVO AO S.O. 256MB XDR DRAM

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GPU NVIDIA RSX “REALITY SYNTHESIZER” 1080P VIDEO OUTPUT 256MB GDDR3 550 MHZ

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

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CELL OS FORK DO FREEBSD

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3D API LIBGCM E PSGL BASEADOS NO OPENGL E NVIDIA CG

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NÃO APENAS UM VIDEOGAME, MAS UMA CENTRAL MULTIMÍDIA

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IMAGENS JPEG GIF TIFF BMP PNG MPO

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

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

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GUI XrossMediaBar

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USADO POR PS 3 PSP VAIO LAPTOP BRAVIA TV

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SUPERCOMPUTADORES

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1760 PS3 500 TFLOPS 33º MAIOR EM 2010

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GRAVITY GRID 8 PS3 >100 INTEL XEON

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FOLDING@HOME 1.6 FIRMWARE UPDATE COMPUTAÇÃO DISTRIBUÍDA

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

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JOGOS

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WINNING ELEVEN 2012

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METAL GEAR SOLID 4

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COD: MODERN WARFARE 3