Sunday, September 17, 2006

Wanna be friends?

What sucks about life is if I call up the game store and ask them if anyones want my 2 GB Rom collection for decount…the answer will be “no thanks”. That’s Neo-Geo, C64, Genesis, SNES, NES, Amiga, Turbografx-16, N64, arcade (like Mars Matrix, Zero Gunner, Trigon, rayforce, darius plus, Batsugun gigawing, and all the shoot em ups) and Gameboy Advance. I can’t stand around and make friends and I got little money to spend on girlfriends (who needs ‘em – got computers dude)

Today is Sunday and well I’ve been working on Xenosaga Episode III. I’m at the part where I have to save Shion from the U-TIC on Milsha.

And how about them MN Twins. Loose a game in the 10th (against Detroit Tigers) and win their last game against the White Soxs working on Dependant. I can not make it pass the 5th inning. I got too tired due to that Xenosaga Episode 3 for 5 hrs straight. Actually a good turn-based RPG. The prerendered cutscenes is state-of-the-art, but the voice-overs suck! Play a little. Then load of cutscenes. Play a little. Then load of Cutscenes

Randy or Bob won’t talk to me because I gave Randy all my MP3s, Suse 10, some Roms, Open Office on several DVDs and I gave bob 4/5 of the HE-AAC collection on a DVD. Randy doesn’t fully understand what GPL means. My ex-friends hate Linux distros. I understand this very well. I made a mistake giving Randy those DVDs.

Now, it looks like I’m getting a job interview at Circuit City of all places. I get to touch computers now (which got me fired at Assurant)! Actually it’s a step below the tape library job, but I’m not complaining.

I was going to buy Paper Mario, but ended up buying Brave Fencer Musashi instead. It is a early Playstation RPG by Squaresoft released along with Xenogears. I am starting to forget about Panzer Dragoon Saga. Out of my reach, rarer then heck, and overrated. In 1998, no one gave a shit. 2006, it’s #1 collectable game.

Friday, September 8, 2006

Figured out Neo Geo Emulation


From my PC.

Today, I figured out how to run NeoRage X. When I downloaded Pulstar in RAR...I had to recompress it in ZIP than add it to ROM folder. Change the setting to USA region and the system to console.

Also I called HiScore and the clerk said Neo Geo was $300 and the Neo Geo CD was $150. Samuri Showdown II and Pulstar and Final Fury were over $100. So I was like nah. Too expensive...i gonna emulate it to save my saving account from bankruptcy. Doing it is smart because I'll never see these games in my life time......

Serial for NeoRage X 4.8

NAME = HappyASR
KEY = A220-CC87-5884-0F96

Other games I downloaded



Baseball Stars 2
Blaze Star
Double Dragon
Fatal Fury: Real Bout
Fatal Fury: Special
Last Resort
Magic Drop 2
Magic Drop 3
Metal Slug
Metal Slug 2
Metal Slug 3
Metal Slug 4
Metal Slug 5
Samuari Showdown 2
Samuari Showdown 3
Aero Fighters 2 (Sonic Wings 2)
Aero Fighters 3 (Sonic Wings 3)


Found out that the controls in Pulstar

1 > start
A > fire
arrows - direction of ship

Went to Myth in Maplewood Minnesota to see Armin Van Buuren live



I went to see Armin VAn Buuren at Myth. Listened to State of Trance 2006 CD and Universial Nation 2004. Lucky me.

Monday, September 4, 2006

SNES emulation | converted to AuToV Vorbis beta 4b

I found a way to emulate SNES and Genesis without the CD on PS2!

You need




- Action Replay Max
- any FAT32 formated USB Thumb drive
- new files at [url]http://people.freenet.de/ps2dev/emulators.html[/url]
- a common ROM you play in Windows emulators

Oh yea, I used converted my MP3 collection to AuToV Vorbis beta 4b which is suppose to sound better then regular vorbis and won a hydrogenforums.com 64 kbps autio test. This is after I spent the day converting to normal vorbis (12/05). It sounds good, but the VBR makes the files larger then AAC (*.mp4) without VBR. Backed the collection up on 3 DVD5s. My OS is getting sluggish. I should format soon.

Thursday, August 31, 2006

The History of Sega Masters (worse 8-bit mainstream console)

The Sega Master System (SMS for short) is an 8-bit cartridge-based gaming console that was manufactured by Sega. Its original Japanese incarnation was the SG-1000 Mark III. In the European market, this console launched Sega onto a competitive level comparable to Nintendo, due to its wider availability, but failed to put a dent in the North American and Japanese markets. The Master System was released as a direct competitor to the NES/Famicom. The system ultimately failed to topple its Nintendo competitor, but has enjoyed over a decade of life in secondary markets, especially Brazil.

The SG-1000 Mark III came after the SG-1000 Mark I and SG-1000 Mark II. It was released in Japan on October 20, 1985. Typical of the era, game consoles had a mascot character, Sega Master Systems's being Alex Kidd.

The system was redesigned and sold in the United States under the name Sega Master System in June 1986, the year after the Nintendo Entertainment System was released. The console sold for $200. The Master System was subsequently released in other locales and markets, including a second release in Japan in 1987 under the new Master System name.

Though the Master System was a more technically advanced piece of hardware than the NES, it did not attain the same level of popularity among consumers in the United States. Its lack of success in the U.S. has been attributed to various causes, among them the difference in game titles available for each platform and the slightly later release date of the Master System. The licensing agreement that Nintendo had with its third-party game developers had a profound impact. The agreement stated, in effect, that developers would exclusively produce games for the NES. The Master System sold 125,000 consoles in the first four months. In the same period, the NES would net 2,000,000.

Nintendo had 90% of the North American market at the time. Hayao Nakayama, then CEO of Sega, decided not to use too much effort to market the console in the NES-dominated market. In 1988, the rights to the Master System in North America were sold to Tonka, but its popularity continued to decline. The move was considered a very bad one, since Tonka had never marketed a video game system and had no idea what to do with it.

In 1990, Sega was having success with its Sega Mega Drive/Sega Genesis and as a result took back the rights from Tonka for the SMS. They designed the Sega Master System II, a newer console which was smaller and sleeker but which, to keep production costs low, lacked the reset button and card slot of the original. In an effort to counter Nintendo's Super Mario Brothers the new system would include a built-in Alex Kidd in Miracle World, or later Sonic the Hedgehog, playable without any cartridges. Sega did everything in its power to market the system, but nothing came out of it.

By 1992, the Master System's sales were virtually nonexistent in North America and sales in this market ceased. Sales were poor in Japan as well, due to the dominance of the main competitor from Nintendo, the Nintendo Family Computer (Famicom).

In Europe, Sega marketed the Master System in many countries, including several in which Nintendo did not sell its consoles. It had some success in Germany, where it was distributed by Ariolasoft since Winter 1987. The Europeans had garnered lots of third party support for the SMS and as a result, it was able to outsell the NES in Europe. Nintendo was forced to get licensing for some popular SMS titles in that market. The Master System was supported until 1996 in Europe. It was discontinued so that Sega could concentrate on the new Sega Saturn console. Sales of the SMS in Australia were not as strong as the NES enjoyed there, however the SMS was able to gain greater market share than it had in North America[citation needed]. However in New Zealand it was largely successful - due to NES having a weak influence - and was supported until 1997.

Brazil was one of the SMS' most successful markets. It was marketed in that country by Tec Toy, Sega's Brazilian distributor. A Sega Master System III (and even a semi-portable SMS VI) had been released in that market and several games had been translated into Portuguese. The characters in the said games had been modified so that they appealed to Brazilian mainstream audiences (for example, Wonder Boy in Monster Land featured Mônica, the main character from a popular children's comic book in Brazil, created by Maurício de Sousa). Brazil also produced 100% national titles, like Sítio do Pica Pau Amarelo (based on Monteiro Lobato workmanship) and Castelo Ra-Tim-Bum (from TV Cultura series). Brazil was also where the first several Sonic the Hedgehog Game Gear titles started out. Tails, one of the characters, made his worldwide debut in Sonic the Hedgehog 2 for the Master System. That title would later be ported to the Game Gear in other markets.

The most notable Master System step in Brazil was the compact 100% wireless system developed by Tec Toy. The console transmit the A/V signal in radio frequency, dispensing cable connections. It was produced from 1994 to 1997 and is still a target for console collectors.

Later in its life in Brazil, Game Gear games had been ported to the Master System and several original Brazilian titles were made for the system. Tec Toy also produced a licensed version of the wildly popular fighting game Street Fighter II for the Master System. Despite the limitations of the console, the game turned out to be fairly well received. The console production was familiar to the Brazilians, which explains the success in that market.

The Sega Master System is still being produced in Brazil. The latest version is the "Master System III Collection". It uses the same design as the North American Master System II (Master System III in Brazil), but is white and comes in three versions: one with 74 games built-in, other with 105 games built-in and another with 112 games built-in on an internal ROM. However, in Brazil it is hard to find the 3D Glasses, the Light Phaser and even cartridges, leaving most Brazilians with only built-in games.

Overall, the SMS was mildly successful worldwide, but failed to capture the Japanese and North American markets. Sega learned from its mistakes and made the succeeding Sega Mega Drive/Sega Genesis wildly popular in Europe, Brazil, and North America.

Sega Master System game controller was considered extremely durable. However, there were only 2 buttons, one of which additionally performed the function of the traditional "Start" button; The pause button was on the game console itself. The original controllers, like Sega's previous systems, had the cord emerging from the side; at some later point they changed to the now-typical top emerging cord. When the game Street Fighter II was released (in Brazil only), a new six-button model similar to the Sega Mega Drive controller was also released. The current Brazilian Master System consoles come with two of those six-button controllers.

* CPU: 8-bit Zilog Z80A
o 3.54 MHz for PAL/SECAM, 3.57 MHz for NTSC
* Graphics: VDP (Video Display Processor) derived from Texas Instruments TMS9918
o Up to 32 simultaneous colors available (16 for sprites, 16 for background) from a palette of 64 (can also show 64 simultaneous colors using programming tricks)
o Screen resolutions 256×192 and 256×224. PAL/SECAM also supports 256×240
o 8×8 pixel characters, max 488 (due to VRAM space limitation)
o 8×8 or 8×16 pixel sprites, max 64
o Horizontal, diagonal, vertical, and partial screen scrolling
* Sound (PSG): Texas Instruments SN76489
o 4 channel mono sound
o 3 sound generators, 4 octaves each, 1 white noise generator
* Sound (FM): Yamaha YM2413
o 9 channel mono FM sound
o built into Japanese Master System (Sega Mark III)
o supported by certain games only
* ROM: 64 kbit (8 kB) to 2048 kbit (256 kB), depending on built-in game
* Main RAM: 64 kbit (8 kB)
* Video RAM: 128 kbit (16 kB)
* Game Card slot (not available in the Master System II)
* Game Cartridge slot
o Japanese and South Korean consoles use 44-pin cartridges, same shape as Mark I and Mark II
o All other consoles use 50-pin cartridges with a different shape
o The difference in cartridge style is a form of regional lockout
o Cartridge Pinout
* Expansion slot

NES history

Nintendo Entertainment System, or NES, is an 8-bit video game console released by Nintendo in North America, Brazil, Europe, Asia, and Australia. Its Japanese equivalent is known as the Nintendo Family Computer or Famicom. The most successful gaming console of its time in Asia and North America (Nintendo claims to have sold over 60 million NES units worldwide), it helped revitalize the video game industry following the video game crash of 1983, and set the standard for subsequent consoles in everything from game design to business practices. The NES was the first console for which the manufacturer openly courted third-party developers.

Following a series of arcade game successes in the early 1980s, Nintendo made plans to produce a cartridge-based console. Masayuki Uemura designed the system, which was released in Japan on July 15, 1983 for ¥14,800 alongside three ports of Nintendo's successful arcade games Donkey Kong, Donkey Kong Jr., and Popeye. The Nintendo Family Computer (Famicom) was slow to gather momentum: during its first year, many criticized the system as unreliable, prone to programming errors and rampant freezing. Following a product recall and a reissue with a new motherboard, the Famicom’s popularity soared, becoming the best-selling game console in Japan by the end of 1984. Encouraged by their successes, Nintendo soon turned their attentions to the North American market.

Nintendo entered into negotiations with Atari to release the Famicom under Atari’s name as the name "Nintendo Enhanced Video System." This deal eventually fell through Subsequent plans to market a Famicom console in North America featuring a keyboard, cassette data recorder, wireless joystick controller, and a special BASIC cartridge under the name "Nintendo Advanced Video System" likewise never materialized. Finally, in June 1985 Nintendo unveiled its American version of the Famicom at the Consumer Electronics Show (CES). Nintendo rolled out its first systems to limited American markets on October 18, 1985, following up with a full-fledged North American release of the console in February of the following year. Nintendo simultaneously released eighteen launch titles: 10-Yard Fight, Baseball, Clu Clu Land, Donkey Kong Jr. Math, Duck Hunt, Excitebike, Golf, Gyromite, Hogan's Alley, Ice Climber, Kung Fu, Mach Rider, Pinball, Stack-Up, Super Mario Bros., Tennis, Wild Gunman, and Wrecking Crew.

In Europe and Australasia, the system was released to two separate marketing regions (A and B). Distribution in region B, consisting of most of mainland Europe (excluding Italy), was handled by a number of different companies, with Nintendo responsible for most cartridge releases; most of region B saw a 1986 release. Mattel handled distribution for region A, consisting of the United Kingdom, Ireland, Italy, Australia and New Zealand, starting the following year. Not until 1990 did Nintendo's newly created European branch take over distribution throughout Europe. Despite the system's lackluster performance outside of Japan and North America, by 1990 the NES had become the best-selling console in video game history.

As the 1990s dawned, however, renewed competition from technologically superior systems such as the 16-bit Sega Mega Drive (known as the Sega Genesis in North America) marked the end of the NES’s dominance. Eclipsed by Nintendo’s own Super Nintendo Entertainment System (SNES), the NES’s user base gradually waned. Nintendo continued to support the system in America through the first half of the decade, even releasing a new version of the console, the NES 2, to address many of the design flaws in the original NES hardware. By 1995, though, in the wake of ever decreasing sales and the lack of new software titles, Nintendo of America officially discontinued the NES. Despite this, Nintendo of Japan kept producing new Nintendo Famicoms for a niche market up until October 2003, when Nintendo of Japan officially discontinued the line. Even as developers ceased production for the NES, a number of high-profile video game franchises and series for the NES were transitioned to newer consoles and remain popular to this day. Nintendo's own Super Mario Bros., The Legend of Zelda, and Metroid franchises began life on the NES, as did Capcom's Mega Man franchise, Konami's Castlevania series, and Square Enix's Dragon Quest and Final Fantasy franchises.

In the years following the official "death" of the NES in the west, a collector’s market based around video rental shops, garage sales and flea markets led some gamers to rediscover the NES. Coupled with the growth of console emulation, the late 1990s saw something of a second golden age for the NES. The secondhand market began to dry up after 2000, and finding ROMs no longer represented the challenge it had in the past. Parallel to the rise of interest in emulation was the emergence of a dedicated NES hardware "modding" scene. Such hobbyists perform tasks such as moving the NES to a completely new case, or just dissecting it for parts or fun. The controllers are particular targets for modding, often being adapted to connect with personal computers by way of a parallel or USB port. Some NES modders have transformed the console into a portable system by adding AA batteries and an LED or LCD screen.

For its North American release, the NES was released in two different configurations, or "bundles." The console deck itself was identical, but each bundle was packaged with different Game Paks and accessories. The first of these sets, the Control Deck, retailed from US$199.99, and included the console itself, two game controllers, and a Super Mario Bros. game pak. The second bundle, the Deluxe Set, retailed for $249.99 and consisted of the console, a R.O.B., an NES Zapper, and two game paks: Duck Hunt and Gyromite.

For the remainder of the NES's commercial lifespan in North America, Nintendo frequently repackaged the console in new configurations to capitalize on newer accessories or popular game titles. Subsequent bundle packages included the NES Action Set, released in November 1988 for $199.99, which replaced both of the earlier two sets, and included the console, the NES Zapper, two game controllers, and a multicart version of Super Mario Bros. and Duck Hunt. The Action Set became the most successful of the packages released by Nintendo. In December 1990, to coincide with the release of the Power Pad floor mat controller, Nintendo released a new Power Set bundle, consisting of the console, the Power Pad, the NES Zapper, two controllers, and a multicart containing Super Mario Bros., Duck Hunt, and World Class Track Meet.[12] That same month, a Sports Set bundle was released, including the console, an NES Satellite infrared wireless multitap adaptor, four game controllers, and a multicart featuring Super Spike V'Ball and Nintendo World Cup.

Two more bundle packages were released using the original model NES console. The Challenge Set, which included the console, two controllers, and a Super Mario Bros. 3 game pak, and the Basic Set, which included only the console and two controllers with no pack-in cartridge. Finally, the redesigned NES 2 was released as part of the final Nintendo-released bundle package, once again under the name Control Deck, including the new style NES 2 console, and two redesigned "dogbone" game controllers. Released in October 1993, this final bundle retailed for $49.99, and remained in production until the discontinuation of the NES in 1995.

Although the Japanese Famicom and the international NES included essentially the same hardware, there were certain key differences between the two systems:

* Different case design. The Famicom featured a top-loading cartridge slot, a 15-pin expansion port located on the unit’s front panel for accessories (as the controllers were hard-wired to the back of the console), and a red and white color scheme. The NES featured a front-loading cartridge slot (often jokingly compared to a toaster), and a more subdued gray, black and red color scheme. An expansion port was found on the bottom of the unit, and the cartridge connector pinout was changed.


* 60-pin vs. 72-pin cartridges. The original Famicom and the re-released AV Family Computer both utilized a 60-pin cartridge design, which resulted in smaller cartridges than the NES (and the NES 2), which utilized a 72-pin design. Four pins were used for the 10NES lockout chip. Ten pins were added that connected a cartridge directly to the expansion port on the bottom of the unit. Finally, two pins that allowed cartridges to provide their own sound expansion chips were removed, a regrettable decision. Many early games (such as StackUp) released in North America were simply Famicom cartridges attached to an adapter (such as the T89 Cartridge Converter) to allow them to fit inside the NES hardware. Nintendo did this to reduce costs and inventory by using the same cartridge boards in America and Japan.

* A number of peripheral devices and software packages were released in for the Famicom. Few of these devices were ever released outside of Japan.

o Famicom Disk System (FDS). Although not included with the original system, a popular floppy disk drive peripheral was released for the Famicom in Japan only. Nintendo never released the Famicom Disk System outside of Japan, citing concerns about software bootlegging. Notable games released for the FDS include Doki Doki Panic, a special edition of Metroid, and the original Super Mario Bros. 2.

o Famicom BASIC was an implementation of BASIC for the Famicom. It allowed the user to program his or her own games. Many programmers got their first experience on programming for the console this way.

o Famicom MODEM was a modem that allowed connection to a Nintendo server which provided content such as jokes, news (mainly about Nintendo), game tips, weather reports for Japan and allowed a small number of programs to be downloaded.

* External sound chips. The Famicom had two cartridge pins that allowed cartridges to provide external sound enhancements. They were originally intended to facilitate the Famicom Disk System’s external sound chip. These pins were removed from the cartridge port of the NES, and relocated to the bottom expansion port. As a result, individual cartridges could not make use of this functionality, and many NES localizations suffered from inferior sound compared to their equivalent Famicom versions. Castlevania III: Dracula’s Curse is a notable example of this problem.

* Hardwired controllers. The Famicom’s original design includes hardwired, non-removable controllers. In addition, the second controller featured an internal microphone for use with certain games. Both the controllers and the microphone were subsequently dropped from the redesigned AV Famicom in favor of the two seven-pin controller ports on the front panel used in the NES from its inception.

* Lockout circuitry. The Famicom contained no lockout hardware, and, as a result, unlicensed cartridges (both legitimate and bootleg) were extremely common throughout Japan and the Far East. The original NES (but not the top-loading NES 2) contained the 10NES lockout chip, which significantly increased the challenges faced by unlicensed developers. Tinkerers at home in later years discovered that disassembling the NES and cutting the fourth pin of the lockout chip (a process now legal with the expiration of the NES patent) would cut power to the chip, removing all effects and greatly improving the console’s ability to play legal games, as well as bootlegs and converted imports. The European release of the console used a regional lockout system that prevented cartridges released in region A from being played on region B consoles, and vice versa.

* Audio/video output. The original Famicom featured an RF modulator plug for audio/video output, while the original NES featured both an RF modulator and RCA composite output cables. The AV Famicom featured only RCA composite output, and the top-loading NES featured only RF modulator output.

The game controller used for the both the NES and Famicom featured a brick-like design with a simple four button layout: two round buttons labelled "B" and "A," a "Start" button, and a "Select" button. Additionally, the controllers utilized the cross-shaped D-pad, designed by Nintendo employee Gunpei Yokoi for Nintendo Game & Watch systems, to replace the bulkier joysticks on earlier gaming consoles' controllers.

The original model Famicom featured two game controllers, both of which were hardwired to the back of the console. The second controller lacked the "Start" and "Select" buttons, but featured a small microphone. Relatively few games made use of this feature. The earliest produced Famicom units initially had squared A and B buttons. This was changed to the circular designs because of the square buttons being caught in the controller casing when pressed down. The NES dropped the hardwired controllers, instead featuring two custom 7-pin ports on the front of the console. Also in contrast to the Famicom, the controllers included with the NES were identical to each other—the second controller lacked the microphone that was present on the Famicom model, and possessed the same "Start" and "Select" buttons as the primary controller.


A number of special controllers designed for use with specific games were released for the system, though very few such devices proved particularly popular. Such devices included, but were not limited to, the NES Zapper (a light gun), the Power Pad, and the ill-fated R.O.B. and Power Glove. The original Famicom featured a deepened DA-15 expansion port on the front of the unit, which was used to connect most auxiliary devices. On the NES, these special controllers were generally connected to one of the two control ports on the front of the unit.

Near the end of the NES’s lifespan, upon the release of the AV Famicom and the top-loading NES 2, the design of the game controllers was modified slightly. Though the original button layout was retained, the redesigned device abandoned the "brick" shell in favor of a "dog bone" shape reminiscent of the controllers of the Super Nintendo Entertainment System. In addition, the AV Famicom joined its international counterpart and dropped the hardwired controllers in favor of detachable controller ports. However, the controllers included with the Famicom AV, despite being the "dog bone" type, had cables which were a short three feet long, as opposed to the standard six feet of NES controllers.

In recent years the original NES controller has become one of the most recognizable symbols of the system. Nintendo has mimicked the look of the controller in several recent products, from promotional merchandise to limited edition versions of the Game Boy Advance SP and Game Boy Micro handheld game consoles.

When Nintendo released the NES in the United States, the design styling was deliberately different from that of other game consoles. Nintendo wanted to distinguish their product from those of competitors, and to avoid the generally poor reputation that game consoles had acquired following the video game crash of 1983. One result of this philosophy was a front-loading zero insertion force (ZIF) cartridge socket designed to resemble the front-loading mechanism of a VCR.

Problems with the 10NES lockout chip frequently resulted in the system’s most infamous problem: the blinking red power light, in which the system appears to turn itself on and off repeatedly. The lockout chip was quite finicky, requiring precise timing in order to permit the system to boot. Dirty, aging, and bent connectors would oftentimes disrupt the timing, resulting in the blink effect. User attempts to solve this problem ranged from blowing air onto the cartridge connectors to slapping the side of the system after inserting a cartridge.

Nintendo’s near monopoly on the home video game market left it with a degree of influence over the industry exceeding even that of Atari during its heyday in the early 1980s. Many of Nintendo’s business practices during this period were heavily criticized, and may have played some role in the erosion of Nintendo’s market share throughout the 1990s. Unlike Atari, who never actively courted third-party developers, and went so far as to go to court to attempt to force Activision to cease production of Atari 2600 games, Nintendo had anticipated and encouraged the involvement of third-party software developers—strictly on Nintendo’s terms. To this end, a 10NES authentication chip was placed in every console, and in every officially licensed cartridge. If the console’s chip could not detect a counterpart chip inside the cartridge, the game would not be loaded.

Referred as "inventory management" by Nintendo of America public relations executive Peter Main, Nintendo would refuse to fill all retailer orders. Retailers, many of whom derived a large percentage of their profit from sales of Nintendo-based hardware and software (at one point, Toys "R" Us reported 17% of its sales and 22% of its profits were from Nintendo merchandise), could do little to stop these practices. In 1988, over 33 million NES cartridges were sold in the United States, but estimates suggest that the realistic demand was closer to 45 million. Because Nintendo controlled the production of all cartridges, they were able to enforce these rules on their third-party developers

Following the introduction of Sega’s Mega Drive/Genesis, Nintendo began to face real competition in the industry, and in the early 1990s was forced to reevaluate its stance towards its developers, many of whom had begun to defect to other systems. When the console was reissued as the NES 2, the 10NES chip was omitted from the console, marking the end of Nintendo’s most notorious hold over its third-party developers.

A thriving market of unlicensed NES hardware clones emerged during the heyday of the console’s popularity. Initially, such clones were popular in markets where Nintendo never issued a legitimate version of the system. In particular, the Dendy, an unlicensed hardware clone produced in Russia and other nations of the former Soviet Union, emerged as the most popular video game console of its time in that setting, and enjoyed a degree of fame roughly equivalent to the that experienced by the NES/Famicom in North America and Japan. The unlicensed clone market has persisted, and even flourished, following Nintendo’s discontinuation of the NES. As the NES fades into memory, many such systems have adopted case designs which mimic more recent game consoles. NES clones resembling the Sega Genesis, the Super Nintendo Entertainment System, and even current systems like the Nintendo GameCube, the Sony PlayStation 2 and the Microsoft Xbox have been produced. Some of the more exotic of these systems have gone beyond the functionality of the original hardware, and have included variations such as a portable system with a color LCD (e.g. Pocket Famicom). Others have been produced with certain specialized markets in mind, including various "educational computer packages" which include copies of some of the NES’s educational titles and come complete with a clone of the Famicom BASIC keyboard, transforming the system into a rather primitive personal computer.

As was the case with unlicensed software titles, Nintendo has typically gone to the courts to prohibit the manufacture and sale of unlicensed cloned hardware. Many of the clone vendors have included built-in copies of licensed Nintendo software, which constitutes copyright infringement in most countries. As recently as 2004, Nintendo of America has filed suits against manufacturers of the Power Player Super Joy III, an NES clone system that had been sold in North America, Europe, and Australia.

Although most hardware clones were not produced under license by Nintendo, one exception is the Twin Famicom, produced by Sharp Corporation. The Twin Famicom was compatible with both Famicom cartridges and Famicom Disk System disks. It was available in two colors (red and black) and used similar hardwired controllers to the original Famicom, but featured a different case design.

Technical specifications

* Dimensions
o North America:
+ 'toaster' version: 10" width x 8" length x 2.5" height (note that when open, the door over the cartridge slot goes another 1" high)
+ toploader version: 6" width x 7" length x 1 1/2" height
+ cartridge: 5.5" length x 4.1" width
o Japan:
+ cartridge: 3" length x 5.3" width
* CPU: Ricoh 8-bit processor based on MOS Technology 6502 core, custom sound hardware, and a restricted DMA controller on-die
o Region differences
+ NTSC version, named RP2A03, runs at 1.79 MHz; this CPU was also used in PlayChoice-10 and Nintendo Vs. Series
+ PAL version, named RP2A07, runs at 1.66 MHz
o Main RAM: 2 KiB plus expanded RAM if present on the cartridge
o ROM: Up to 49128 bytes (just shy of 48 KiB) for ROM, expanded RAM, and cartridge I/O; bank switching can expand this by orders of magnitude
o Audio: Five sound channels
+ 2 pulse-wave channels, variable duty cycle (25%, 50%, 75%, 87.5%), 16-level volume control, hardware pitch-bend support, supporting frequencies from 54 Hz to 28 kHz.
+ 1 triangle-wave channel, fixed volume, supporting frequencies from 27 Hz to 56 kHz
+ 1 white-noise channel, 16-level volume control, supporting two modes (by adjusting inputs on a linear feedback shift register) at 16 preprogrammed frequencies
+ 1 delta pulse-code modulation (DPCM) channel with 6 bits of range, using 1-bit delta encoding at 16 preprogrammed sample rates from 4.2 kHz to 33.5 kHz, also capable of playing standard PCM sound by writing individual 7-bit values at timed intervals.
* Picture processing unit (PPU): Ricoh custom-made video processor
o Regional differences
+ NTSC version, named RP2C02, runs at 5.37 MHz and outputs composite video
+ PAL version, named RP2C07, runs at 5.32 MHz and outputs composite video
+ PlayChoice-10 version, named RP2C03, runs at 5.37 MHz and outputs RGB video (at NTSC frequencies)
+ Nintendo Vs. Series versions, named RP2C04 and RP2C05, run at 5.37 MHz and output RGB video (at NTSC frequencies) using irregular palettes to prevent easy ROM swapping of games
o Palette: 48 colors and 5 grays in base palette; red, green, and blue can be individually darkened at specific screen regions using carefully timed code.
o Onscreen colors: 25 colors on one scanline (background color + 4 sets of 3 tile colors + 4 sets of 3 sprite colors), not including color de-emphasis
o Hardware-supported sprites
+ Maximum onscreen sprites: 64 (without reloading sprites mid-screen)
+ Sprite sizes: 8×8 or 8×16 pixels (selected globally for all sprites)
+ Maximum number of sprites on one scanline: 8, using a flag to indicate when additional sprites are dropped (to allow the software to rotate sprite priorities, causing flicker)
o PPU internal memory: 256 bytes of on-die sprite position/attribute RAM ("OAM") and 28 bytes of on-die palette RAM (allowing for selection of background and sprite colors) on separate buses internal to the PPU
o PPU external memory (Video RAM): 2 KiB of RAM for tile maps and attributes on the NES board and 8 KiB of tile pattern ROM or RAM on the cartridge (with bankswitching, virtually any amount can be used within manufacture cost)
o Scrolling layers: 1 layer, though horizontal scrolling can be changed on a per-scanline basis (as can vertical scrolling via more advanced programming methods)
o Display resolution: 256×240 pixels, though NTSC games usually used only 256×224, as the top and bottom 8 scanlines are not visible on most television sets (see overscan); for additional video memory bandwidth, it was possible to turn off the screen before the raster reached the very bottom.
o Video output
+ Original NES: RCA composite output and RF modulator output
+ Original Famicom (Japan) and NES 2: RF modulator output only
+ AV Famicom: Composite video output only, via a Nintendo proprietary 12-pin "multi out" connector first introduced for the Super Famicom/SNES.
+ PlayChoice 10: inverted RGB video output

Friday, August 25, 2006

The piece of shit Turbomud-16 <--

Consoles Sold 5 million

The PC Engine is a video game console first released in Japan by NEC on October 30, 1987. The system was released in late August, 1989 as TurboGrafx-16 for the North American market. A PAL version of the system also saw a very limited release in the UK and continental Europe in 1990 as "Turbografx" (not including the "16" in the title, and uncapitalized "g" in "grafx").

The TurboGrafx-16 was an eight-bit system with a 16-bit graphics chip, capable of displaying 482 colors at once.

The PC Engine was a collaborative effort between Japanese software maker Hudson Soft (which maintains a chip-making division) and NEC. Hudson was looking for financial backing for a game console they had designed, and NEC was looking to get into the lucrative game market. The PC Engine was and is a very small video game console, due primarily to a very efficient three-chip architecture and its use of HuCards, credit-card sized data cartridges. "HuCard" (Hudson Card; also referred to as "TurboChip" in North America) was derived from Hudson Soft. The cards were the size of a credit card (but slightly thicker) and thus were somewhat similar to the card format used by the Sega Master System for budget games. Unlike the Sega Master System (which also supported cartridges), however, the TurboGrafx-16 used HuCards exclusively. TG-16 featured an enhanced MOS Technology 65C02 processor and a custom 16-bit graphics processor, as well as a custom video encoder chip, all designed by Hudson. The HES logo found on the manual of every Japanese game stood for "Hudson Entertainment System".

It was the first console to have an optional CD module, allowing the standard benefits of the CD medium: more storage, cheaper media costs, and redbook audio. The efficient design, backing of many of Japan's major software producers, and the additional CD ROM capabilities gave the PC Engine a very wide variety of software, with several hundred games for both the HuCard and CD formats.

The PC Engine was extremely popular in Japan, beating Nintendo's Famicom in sales soon after its release, with no fewer than twelve systems released from 1987 to 1993. It was capable of up to 482 colors at once in several resolutions, and featured very robust sprite handling abilities. The Hudson-designed chroma encoder delivered a video signal more vibrant and colourful than both the Famicom and the Sega Mega Drive/Sega Genesis and is largely regarded as the equal to Nintendo's Super Famicom, although that system was not released until 1990.

As graphics technology improved, gamers continued to stick to the PC Engine despite its shortcomings. Erotic games were a key factor in making the PC Engine popular, and this popularity was maintained far past the lifespan of a regular video game console. New games were released for the PC Engine up until 1999.

Despite the system's success, it started to lose ground to the Super Famicom. NEC made one final effort to resuscitate the system with the release of the Arcade Card expansion, bringing the total amount of RAM up to a then-massive 2048K; many Arcade Card games were conversions of popular Neo-Geo titles. The additional memory even allowed the system to display pre-rendered 3D polygon graphics well beyond what the competing Super Famicom and Megadrive/Mega-CD could offer. By this time, however, it was too late -- only a relative handful of Arcade Card games were ever produced, and the expansion was never released in the U.S.

The TurboGrafx-16 was the first video game console in North America to have a CD-ROM peripheral (following the pioneering spirit of the PC-Engine CD-ROM add-on in Japan, although the FM Towns Marty was the first console to have a built-in CD-ROM). The TurboGrafx CD debuted at a prohibitive $399.99 (and did not include a pack-in game). Monster Lair (a.k.a. Wonder Boy III: Monster Lair) and Fighting Street (a.k.a. Street Fighter) were the initial TurboGrafx-CD titles. Ys Book I & II soon followed and was instantly recognized as the "must-have" TurboGrafx-CD game (and continues to be highly regarded today). The TurboGrafx-CD catalog grew at a snail's pace compared to the library of TurboChip (HuCard) titles.

The TurboGrafx-CD came packaged in a very large box, 85% of which was filled with protective styrofoam inserts. By some accounts, no other video game console (or peripheral) has been packaged in such an overkill manner. To be fair, though, the TurboGrafx-CD did come with a large plastic "carrying case" that could comfortably hold the TurboGrafx-16 base system, TurboGrafx-CD, all AC adapters, 2–3 controllers, and a few games.

Although the TurboGrafx-CD library was relatively small, North Americans could draw from a wide range of Japanese software since there was no region protection on TG-CD / PC Engine CD-ROM software. Many mail order (and some brick-and-mortar) import stores advertised Japanese PCE CD and HuCard titles in the video game publications of the era.

NOTE: While there was no region-protection on CD games, there were several different CD formats: CD, Super CD (SCD) and, later, Arcade CD (ACD). TurboGrafx-CD, equipped with the original System Card (version 2.01), could play all Japanese and North American CD games. TurboGrafx-CD, equipped with the updated Super System Card (version 3.01), could play all Japanese and North American SCD and CD format games. The Arcade System Cards (for playing Arcade CD titles) were never released in North America.

Rivalry with Nintendo and Sega

In North America, the TurboGrafx-16 was first released in late August of 1989, in New York and Los Angeles. Initially, the TurboGrafx was marketed as a direct competitor to the NES (Nintendo Entertainment System) and early television ads touted TG-16's superior graphics and sound. These early television ads featured a brief montage of TG-16's launch titles: Blazing Lazers, China Warrior, Vigilante, Alien Crush, etc. Of course, TG-16 was also in direct competition with the Sega Genesis, which had had its own New York/Los Angeles test-market launch two weeks prior, on August 14 (Note: the launch dates can be confusing. Part of the confusion, perhaps, lies in the fact that both TG-16 and the Genesis were first test-marketed in New York and Los Angeles, then given national launches. However, it is known that the Genesis' initial test-launch occurred two weeks prior to TG-16's[1]). The Genesis launch was accompanied by an ad campaign mocking NEC's claim that the TurboGrafx-16 was the first 16-bit console.

Another problem for the TG-16 was its limited hardware. The Genesis only came with one controller, but it provided a port for a second; the TG-16 only had one controller port. Players who wanted to take advantage of the simultaneous multiplayer modes in their games were required to buy, in addition to the necessary extra controllers, the Turbo Tap (an accessory which permitted five controllers to be plugged into the system). Another problem in the battle against the Genesis were the pack-in games (game included with purchase): The Genesis originally came with the impressive arcade translation of Altered Beast (1989), which included big, bold sprites and colors as well as impressive digital sound effects. The TG-16's initial pack-in game was Keith Courage in Alpha Zones (1989), a modest action platform game that did not show off the capabilities of the TG-16 in nearly the same way Altered Beast did for the Genesis (or Super Mario World later did for the Super Nintendo Entertainment System [SNES]).

The Genesis' Japanese counterpart, the Sega Mega Drive, was less popular than the NEC console, the PC Engine. In North America, however, the situation was reversed, and the Genesis is mainly remembered there for its rivalry with the Super Nintendo, not with the TurboGrafx-16.

Both Sega and NEC released CD peripherals (Mega-CD versus Turbo CD), color handhelds (Sega Game Gear versus TurboExpress), and even "TV Tuners" for their respective handheld systems. While Sega outperformed NEC in North America, both companies' peripherals and handhelds were not terribly popular overall.

In 1994, comic book-like ads featuring Johnny Turbo were published by TTi. The ads mocked Sega, in particular the Mega-CD. By this point it was too little too late, the TG-16 had been defeated by the Genesis in the marketplace, which was by then dominated by the battle between the Genesis and the Super Nintendo.

Ironically, many TurboGrafx-16 games are currently planned to be available with the "Virtual Console" option for Nintendo's upcoming console: Wii.

Struggles in North America

Initially, the TurboGrafx-16 sold well in North America, but it generally suffered from a lack of support from third-party software developers and publishers. One reason for this was that many larger software companies such as Konami supported the PC Engine in Japan, but also produced games for Nintendo. Nintendo at the time had engaged in anti-competitive practices that were later ruled illegal, such as enforcing exclusive contracts and punishing developers who developed for more than one system with "chip shortages" around the holiday seasons. As a result of this practice, many developers were compelled to pick the immensely popular NES over the upstart NEC console, resulting in a catch-22 for the TurboGrafx-16 — most developers would only consider taking a risk on the TG-16 if it were more popular, and yet it could not become more popular because only a handful of North American publishers would support it. Accordingly, most of the games published for the TG-16 were produced by NEC and Hudson Soft.

The TurboGrafx-16 was originally marketed by NEC Home Electronics based in Wood Dale, Illinois, a suburb of Chicago. As the system's popularity tanked, the platform was handed over to a new company called Turbo Technologies Incorporated (TTI), based in Los Angeles. This company was comprised mainly of former NEC Home Electronics and Hudson Soft employees, and it essentially took over all marketing and first-party software development for the struggling system.

Another reason for the TG-16's lack of success in North America was the system's marketing. NEC of Japan's marketing campaign for the PC Engine was mainly targeted to the largest metropolitan areas in the country. This proved to be quite successful there, but when the same kind of marketing was used in the much larger and more diverse North American market, it resulted in a lack of public awareness outside of the big cities. The TG-16 ended up being far more competitive and popular in certain local markets such as New York, Chicago and Los Angeles, while in smaller and more spread-out areas, it failed miserably.

By 1991, the Sega Genesis had clearly surpassed the TurboGrafx-16, putting NEC's console in a distant fourth place in the video game market (Nintendo held the #2 and 3 places with the brand new SNES and the aging but still potent NES). NEC, who was relatively new to the market, had an increasingly difficult time convincing consumers who already owned a Sega or Nintendo system to give the TG-16 a try.

Compounding the problem was that the vast majority of the titles that made the system so successful in Japan were produced for the CD-ROM add-on. In the American market, this add-on was difficult to find outside of large cities, and it was widely considered to be overpriced (debuting at nearly $400). TTI tried to address this issue by releasing a combination system called the TurboDuo, as well as dropping the price of the CD add-on to around $150. Unfortunately, at $300, the cost of the TurboDuo was still too steep for most American consumers, even when NEC took the bold step of including seven pack-in titles and a coupon book with the system. Despite all these efforts, the company failed to attract much of a mainstream audience.

Many of the CD games for the Turbo platform were innovative and well-received, but the cost of the add-on system was a strong deterrent to buyers, especially when the competition sold for considerably less. Some Japanese games, such as Demon Castle Dracula X: Rondo of Blood, Ys IV: The Dawn of Ys, Far East of Eden 2 and Snatcher, never made it to North American shelves.

In the handheld market, the TurboExpress further suffered from short battery life, a hefty price tag, and a large number of units that were missing pixels in their displays (due mainly to the fact that TFT LCD manufacturing technology was still in its infancy at the time).

Today, the TurboGrafx-16 is mainly known for its much-vaunted shoot 'em ups, its competition with the Sega Genesis, advertising flop Johnny Turbo, and the Bonk games. After the system died, NEC decided to concentrate on the Japanese market, where it had had much more success.

In 1994 NEC released a new console, the Japan-only PC-FX, a 32-bit system with a tower-like design; it enjoyed a small but steady stream of games until 1998, when NEC finally abandoned the video games industry. NEC would then partner with former rival Sega, providing a version of its PowerVR 2 Chipset for the Sega Dreamcast.

There is a niche collector's market for TurboGrafx games and Japanese imports, mainly centered around the system's many arcade ports of shooters. Spurring this interest is the fact that Turbo ports from the arcade tended to be closer to the original than Sega Genesis/Sega Mega Drive or NES versions, in terms of graphics and sound. Hudson Soft also released some shooters which were exclusive to the Turbo, such as Super Air Zonk, Gate of Thunder, Soldier Blade, Super Star Soldier, Star Parodia (Japan). The most famous North American shooter is probably Blazing Lazers (Gunhead in Japan) and was featured in all of the early television ads.

After the demise of TTi, Turbo Zone Direct (TZD), mail-order company, became the de facto source for new TG-16 / Duo hardware, accessories and software.

The brief "Johnny Turbo" series of advertisements have become part of gaming's pop culture. Many folks without direct experience with TG-16 consoles or its games have heard of the infamous "Johnny Turbo".

Many PC Engine/TurboGrafx-16 games will be available for download on Wii's Virtual Console download service, according to Nintendo's president Satoru Iwata. Not all games will be available; only some titles (mostly a "best hits" approach) will be selected. The number of games selected is still unknown.