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SISTEMAS 
OPERACIONAIS DE 
VIDEOGAMES
ODYSSEY 
ATARI 2600 
MASTER SYSTEM 
SNES 
DREAMCAST 
XBOX 360 
PS 3
ODISSEY
MAGNAVOX 
1972 
330.000
NÃO POSSUIA CPU
CARTUCHOS 
POSSUÍAM 
JUMPERS
ANALOGICO OU 
DIGITAL?
ANALÓGICO 
CONTROLE DO JOGO
DIGITAL 
COMUNICAÇÃO ENTRE 
CIRCUITOS ERA BINÁRIA
ATARI 2600
ATARI 
1977 
30 MILHÕES
CPU 1,19 MHZ 
128 BYTES RAM 
4KB ROM
CADA LINHA 
2X MÍSSEIS 1PX 
1X BOLA 1PX 
1X PLAYFIELD 40PX
SEM S.O. 
JOGOS POSSUIAM 
ACESSO TOTAL A 
MÁQUINA 
ASSEMBLY
JOGOS
PITFALL
E.T.
BREAKOUT
MASTER SYSTEM
SEGA 
1985 
13 MILHÕES
CPU ZILOG 3,58MHZ 
8KB RAM
BIOS
ASSEMBLY Z80
JOGOS
CALIFORNIA GAMES
CASTLE OF ILLUSION
SHINOBI
SNES
NINTENDO 
21 NOVEMBRO 1991 
49 MILHÕES
RICOH 5A22 16 BIT 
3.58 MHZ 
128 KB RAM
ASSEMBLY 65816 
ACESSO IRRESTRITO AO 
HARDWARE 
SEM 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" 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
JOGOS
SUPER MARIO WORLD
ZELDA: LINK TO THE PAST
CHRONO TRIGGER
STREET FIGHTER II
DREAMCAST
SEGA 
1998 
10,5 MILHÕES
CPU HITACHI RISC 200MHZ 
128 BIT 
16 MB RAM
GPU POWER VR2 
7 MILHÕES POLÍGONOS/S 
8 MB RAM
BIOS 
PODIA CARREGAR 
WINDOWS CE 
OU QUALQUER 
OUTRO S.O.
MICROSOFT 
SDK PARA PORTAR 
JOGOS PC’S
JOGOS
MARVEL VS. CAPCOM 2
VIRTUA TENNIS
SOUL CALIBUR
XBOX 360
MICROSOFT 
2005 
57.6 MILHÕES 
HD DVD
CPU POWERPC 
64 BIT 
3X CORE 
DESENHADO PELA IBM
GPU 
DESENHADO PELA ATI 
500 MHZ
512MB GDDR3 RAM 
COMPARTILHADA ENTRE 
CPU E GPU
WINDOWS
XNA
ANUNCIADO EM 2006 
GAMES DEVELOPERS 
CONFERENCE 
SAN JOSE ,CALIFORNIA
C# 
FRAMEWORK .NET
FACILITA 
DESENVOLVIMENTO 
XBOX, WINDOWS E 
WINDOWS PHONE 7
DASHBOARD
JOGOS
GEARS OF WAR 3
BATMAN ARKHAN CITY
PORTAL 2
PS 3
SONY 
11 NOVEMBRO 2006 
55.5 MILHÕES 
BLU-RAY
CPU CELL 
1X 3.2 GHZ PPE 
8X SPE 
1X SPE EXCLUSIVO AO S.O. 
256MB XDR DRAM
GPU NVIDIA RSX 
“REALITY SYNTHESIZER” 
1080P VIDEO OUTPUT 
256MB GDDR3 
550 MHZ
ETHERNET GIGABIT 
BLUETOOTH 2.0 
HDMI 1.4 
WI-FI 
HD REMOVÍVEL 
...
CELL OS 
FORK DO FREEBSD
3D API 
LIBGCM E PSGL 
BASEADOS NO 
OPENGL E NVIDIA CG
NÃO APENAS UM 
VIDEOGAME, 
MAS UMA CENTRAL 
MULTIMÍDIA
IMAGENS 
JPEG 
GIF 
TIFF 
BMP 
PNG 
MPO
ÁUDIO 
MP3 
MP3 SURROUND 
WAV 
WMA 
ATRAC 
AUDIO CD 
AAC 
...
VÍDEO 
MPEG-1 
MPEG-2 
AVI 
DIVX 
XVID 
BLU-RAY 
...
GUI 
XrossMediaBar
USADO POR 
PS 3 
PSP 
VAIO LAPTOP 
BRAVIA TV
SUPERCOMPUTADORES
1760 PS3 
500 TFLOPS 
33º MAIOR EM 2010
GRAVITY GRID 
8 PS3 
>100 INTEL XEON
FOLDING@HOME 
1.6 FIRMWARE UPDATE 
COMPUTAÇÃO 
DISTRIBUÍDA
28 MARÇO 2010 
SONY DESABILITA 
OPÇÃO DE INSTALAR 
UM OUTRO S.O.
JOGOS
WINNING ELEVEN 2012
METAL GEAR SOLID 4
COD: MODERN WARFARE 3

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