The document discusses the operating systems and history of several video game consoles from the Odyssey in 1972 to the PS3 in 2006. It covers early consoles like the Atari 2600 and Master System, the SNES and its assembly programming, the Dreamcast and its ability to run other operating systems, the Xbox 360 and its XNA development framework, and the PS3 and its Cell processor running a FreeBSD-based operating system.
A short history of the games I've played over the years. Every slide should contain a 20 second clip of the best music within the game. Sadly powerpoint only allows 100kb wav files which I realized after mixing and cutting _ALL_ of the music into mp3. Even if I would have it as .wav it would be more than 50mb which is the allowed limit.
A short history of the games I've played over the years. Every slide should contain a 20 second clip of the best music within the game. Sadly powerpoint only allows 100kb wav files which I realized after mixing and cutting _ALL_ of the music into mp3. Even if I would have it as .wav it would be more than 50mb which is the allowed limit.
Learn how the Nintendo entertainment system work, how its GPU (PPU) and CPU (6052's based) works, how the memory is used and its internal communicatin.
Learn also the assemble of this platform, presented as a debug session.
You'll learn (at least at a basic level) the hardware and the software behind the games you loved! :)
Introduction to emulator programming including source code of a Game Boy emulator written in Go: https://github.com/drhelius/demo-emulator
This was presented at Codemotion 2016 (Madrid, Spain): https://2016.codemotion.es
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A description of the next-gen rendering technique called Triangle Visibility Buffer. It offers up to 10x - 20x geometry compared to Deferred rendering and much higher resolution. Generally it aligns better with memory access patterns in modern GPUs compared to Deferred Lighting like Clustered Deferred Lighting etc.
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Debugging GPU faults: QoL tools for your driver – XDC 2023Igalia
GPU faults aren't easy to debug and half of the time near the end you think
"What if I was able to quickly edit this GPU packet", "What if I was able to
dump GPU memory here?", "It would have been nice to print that shader
register!".
Finally I caved in and spent time implementing these little improvements for
Turnip driver. Was it worth it? Spoiler: Yes!
In this talk I'll show unsophisticated tools that were written for Turnip which
greatly improved the debugging workflow and could be implemented in other
drivers.
(c) X.Org Developer's Conference (XDC) 2023
October 17-19, 2023
A Coruña (Spain)
https://indico.freedesktop.org/event/4/
This is a lightning 5-minute talk given SyncHerts in Stevenage UK on 14 Jan 2016. It very quickly tells you what the 2600 can do, shows how we get something on the screen, and how we must count every single clock cycle to make our code work! Finally, we delve into *why* someone might want to try this..
In this slide, I introduced how Gameboy works and how to build a Gameboy emulator using Rust programming language. Also, I introduce how to migrate the Rust emulator to Webassembly, so that we can run the emulator using browser.
Video of presentation of this slide:
https://www.youtube.com/watch?v=LqcEg3IVziQ
The importance of the correct use of colors, accessibility, contrast, color theory, and how to handle correctly these 256 levels of red, green and blue for a better user experience on the web.
O navegador está cada vez mais sensível ao seus arredores. Explorando todos os novos sensores disponíveis no HTML5 – acelerômetro, geolocalização, câmera e microfone – vamos acessar todas as APIs do aqui e do além.
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Learn also the assemble of this platform, presented as a debug session.
You'll learn (at least at a basic level) the hardware and the software behind the games you loved! :)
Introduction to emulator programming including source code of a Game Boy emulator written in Go: https://github.com/drhelius/demo-emulator
This was presented at Codemotion 2016 (Madrid, Spain): https://2016.codemotion.es
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In questa terza puntata dedicata al Commodore 64 ci dedichiamo al reverse engineering di AMC e cioè 'Attack of the mutants camels', il classicone sparatutto del grande Jeff Minter pubblicato nel 1983. Smantelleremo insieme il cammello pezzo per pezzo utilizzando le tecniche proprie della pir@teri@ di un tempo (ma usando strumenti moderni), raccontando storie, aneddoti e chicche del codice, rigorosamente assembly del glorioso 6510.
A description of the next-gen rendering technique called Triangle Visibility Buffer. It offers up to 10x - 20x geometry compared to Deferred rendering and much higher resolution. Generally it aligns better with memory access patterns in modern GPUs compared to Deferred Lighting like Clustered Deferred Lighting etc.
Depuis FreeBSD 8.0, le SSP est activé automatique pour la compilation de l'OS. Cette option de GCC développée au départ par IBM, permet d'ajouter des mécanismes de protection face aux buffer overflows. La présentation sera accompagnée de sources C et d'étude de la mémoire via GDB. La présentation commencera par le fonctionnement du SSP (via 3 aspects), suivi de l'implémentation sous FreeBSD et son Linux pour finir par l'exploitation dans certains cas de figure.
Debugging GPU faults: QoL tools for your driver – XDC 2023Igalia
GPU faults aren't easy to debug and half of the time near the end you think
"What if I was able to quickly edit this GPU packet", "What if I was able to
dump GPU memory here?", "It would have been nice to print that shader
register!".
Finally I caved in and spent time implementing these little improvements for
Turnip driver. Was it worth it? Spoiler: Yes!
In this talk I'll show unsophisticated tools that were written for Turnip which
greatly improved the debugging workflow and could be implemented in other
drivers.
(c) X.Org Developer's Conference (XDC) 2023
October 17-19, 2023
A Coruña (Spain)
https://indico.freedesktop.org/event/4/
This is a lightning 5-minute talk given SyncHerts in Stevenage UK on 14 Jan 2016. It very quickly tells you what the 2600 can do, shows how we get something on the screen, and how we must count every single clock cycle to make our code work! Finally, we delve into *why* someone might want to try this..
In this slide, I introduced how Gameboy works and how to build a Gameboy emulator using Rust programming language. Also, I introduce how to migrate the Rust emulator to Webassembly, so that we can run the emulator using browser.
Video of presentation of this slide:
https://www.youtube.com/watch?v=LqcEg3IVziQ
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