Hyper Neo-Geo 64
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Hyper Neo-Geo 64
The Hyper Neo Geo 64 is an arcade system created by SNK, and released in September 1997, as the successor of the Neo Geo MVS, within the Neo Geo family. It is the first and only SNK hardware set capable of rendering in 3D, and was meant to replace SNK's older MVS system on the market. Company executives planned for the project to bring SNK into the new era of 3D gaming that had arisen during the mid-1990s, and had planned for a corresponding home system to replace the aging and expensive AES home console. Although details regarding the planned home system are sparse, it is believed that like the AES console, much of the hardware from the Neo Geo 64 arcade platform would also have been present in the home system, meaning gameplay would be identical or nearly identical whether a given game was played at home or in the arcade. It is unknown what media the home system would have used. However it never managed to match the huge success of the MVS, and reached its end of life i ...
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Central Processing Unit
A central processing unit (CPU), also called a central processor, main processor or just processor, is the electronic circuitry that executes instructions comprising a computer program. The CPU performs basic arithmetic, logic, controlling, and input/output (I/O) operations specified by the instructions in the program. This contrasts with external components such as main memory and I/O circuitry, and specialized processors such as graphics processing units (GPUs). The form, design, and implementation of CPUs have changed over time, but their fundamental operation remains almost unchanged. Principal components of a CPU include the arithmetic–logic unit (ALU) that performs arithmetic and logic operations, processor registers that supply operands to the ALU and store the results of ALU operations, and a control unit that orchestrates the fetching (from memory), decoding and execution (of instructions) by directing the coordinated operations of the ALU, registers and other co ...
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Potentiometer
A potentiometer is a three-terminal resistor with a sliding or rotating contact that forms an adjustable voltage divider. If only two terminals are used, one end and the wiper, it acts as a variable resistor or rheostat. The measuring instrument called a potentiometer is essentially a voltage divider used for measuring electric potential (voltage); the component is an implementation of the same principle, hence its name. Potentiometers are commonly used to control electrical devices such as volume controls on audio equipment. Potentiometers operated by a mechanism can be used as position transducers, for example, in a joystick. Potentiometers are rarely used to directly control significant power (more than a watt), since the power dissipated in the potentiometer would be comparable to the power in the controlled load. Nomenclature There are a number of terms in the electronics industry used to describe certain types of potentiometers: * slide pot or slider pot: a potentiomete ...
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JAMMA
The (formerly the , abbreviated JAMMA) is a Japanese trade association headquartered in Tokyo. JAMMA is run by representatives from various arcade video game manufacturers, including Bandai Namco, Sega, Taito, Koei Tecmo, Capcom, and Konami among others. Nintendo was also a member of the organization until its departure on February 28, 1989. Nihon Bussan left in 1992 over content issues in their mahjong games. º»é›€ã‚²ãƒ¼ãƒ ã®å¯©æŸ»ã«ä¸æº€ã‚’示ã—ãŸæ—¥æœ¬ç‰©ç”£ã®é€€ä¼šã§è­°è«–ã€, ''Game Machine'' issue 420 (1992), p. 3 (Japanese)/ref> The corporation was renamed on 1 April 2012 after they merged with the Nihon Shopping Center Amusement Park Operator's Association (NSA) and the Japan Amusement Park Equipment Association (JAPEA). Before 2012, JAMMA had been organizing an annual trade fair called the Amusement Machine Show for many years. In 2013, they began collaborating with the Amusement Machine Operators' Union (AOU), who had their own trade show, to promote a new ev ...
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Samurai Shodown
''Samurai Shodown'', known in Japan as is a fighting game series by SNK. The series began in 1993 and is known for being one of the earliest in the genre with a primary focus on weapon-based combat. Plot The stories in the series take place in 18th-century Japan, during the Sakoku or seclusion period of Japan (the first four games run across 1788 and 1789) with great artistic license so that foreign-born characters (including some from places that did not exist as such in 1788) and fictional monsters can also be part of the story. The plot of each game is quite different, but they circle a central group of characters and a region in Japan. ''Samurai Shodown'' consequently portrays snippets of the Japanese culture and language internationally with little edits. For instance, unlike most fighting games made in Japan, the characters in the series (including the announcer) generally speak only in Japanese, with dialects ranging from archaic formalities and theatricalism to modern-d ...
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Sprite (computer Graphics)
Sprite commonly refers to: * Sprite (drink), a lemon-lime beverage produced by the Coca-Cola Company * Sprite (computer graphics), a smaller bitmap composited onto another by hardware or software * Sprite (folklore), a type of legendary creature including elves, fairies, and pixies Sprite may also refer to: Comics *Sprite (Eternal), a fictional member of the race of Eternals in the Marvel Universe * ''Sprite'' (manga), a 2009 Japanese manga series *Sprite, alias of the Marvel Comics character Kitty Pryde *Sprite comic, a webcomic that consists primarily of computer sprites from video games Computing and technology * Sprite (operating system), an operating system developed at the University of California, Berkeley * SPRITE (spacecraft), a proposed Saturn atmospheric probe mission * SPRITE infrared detector, a specialist detector device using a process known as signal processing in the element * De Havilland Sprite, a British rocket engine Vehicles * Sprite (motorcycle), a ...
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Palette (computing)
In computer graphics, a palette is the set of available colors from which an image can be made. In some systems, the palette is fixed by the hardware design, and in others it is dynamic, typically implemented via a color lookup table (CLUT), a correspondence table in which selected colors from a certain color space's color reproduction range are assigned an index, by which they can be referenced. By referencing the colors via an index, which takes less information than needed to describe the actual colors in the color space, this technique aims to reduce data usage, including processing, transfer bandwidth, RAM usage, and storage. Images in which colors are indicated by references to a CLUT are called indexed color images. Description As of 2019, the most common image colorspace in graphics cards is the RGB color model with 8 bits per pixel color depth. Using this technique, 8 bits per pixel are used to describe the luminance level in each of the RGB channels, therefore 24 b ...
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Nyquist–Shannon Sampling Theorem
The Nyquist–Shannon sampling theorem is a theorem in the field of signal processing which serves as a fundamental bridge between continuous-time signals and discrete-time signals. It establishes a sufficient condition for a sample rate that permits a discrete sequence of ''samples'' to capture all the information from a continuous-time signal of finite bandwidth. Strictly speaking, the theorem only applies to a class of mathematical functions having a Fourier transform that is zero outside of a finite region of frequencies. Intuitively we expect that when one reduces a continuous function to a discrete sequence and interpolates back to a continuous function, the fidelity of the result depends on the density (or sample rate) of the original samples. The sampling theorem introduces the concept of a sample rate that is sufficient for perfect fidelity for the class of functions that are band-limited to a given bandwidth, such that no actual information is lost in the sampling proc ...
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Sample-based Synthesis
Sample-based synthesis is a form of audio synthesis that can be contrasted to either subtractive synthesis or additive synthesis. The principal difference with sample-based synthesis is that the seed waveforms are sampled sounds or instruments instead of fundamental waveforms such as sine and saw waves used in other types of synthesis. History Before digital recording became practical, instruments such as the Welte (1930s), phonogene (1950s) and the Mellotron (1960s) used analog optical disks or analog tape decks to play back sampled sounds. When sample-based synthesis was first developed, most affordable consumer synthesizers could not record arbitrary samples, but instead formed timbres by combining pre-recorded samples from ROM before routing the result through analog or digital filters. These synthesizers and their more complex descendants are often referred to as ROMplers. Sample-based instruments have been used since the Computer Music Melodian, the Fairlight CMI an ...
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Pulse-code Modulation
Pulse-code modulation (PCM) is a method used to digitally represent sampled analog signals. It is the standard form of digital audio in computers, compact discs, digital telephony and other digital audio applications. In a PCM stream, the amplitude of the analog signal is sampled regularly at uniform intervals, and each sample is quantized to the nearest value within a range of digital steps. Linear pulse-code modulation (LPCM) is a specific type of PCM in which the quantization levels are linearly uniform. This is in contrast to PCM encodings in which quantization levels vary as a function of amplitude (as with the A-law algorithm or the μ-law algorithm). Though ''PCM'' is a more general term, it is often used to describe data encoded as LPCM. A PCM stream has two basic properties that determine the stream's fidelity to the original analog signal: the sampling rate, which is the number of times per second that samples are taken; and the bit depth, which determines the ...
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Sound Chip
A sound chip is an integrated circuit (chip) designed to produce audio signals through digital, analog or mixed-mode electronics. Sound chips are typically fabricated on metal–oxide–semiconductor (MOS) mixed-signal chips that process audio signals (analog and digital signals, for both analog and digital data). They normally contain audio components such as oscillators, envelope controllers, samplers, filters, amplifiers, and envelope generators. History A number of sound synthesis methods for electronically producing sound were devised during the late 20th century. These include programmable sound generators (PSG), wavetable synthesis, and frequency modulation synthesis (FM synthesis). Such sound chips were widely used in arcade game system boards, video game consoles, home computers and digital synthesizers. Since the late-1990s, pulse-code modulation (PCM) sampling has been the standard for many sound chips, as used in the Intel High Definition Audio (IHDA ...
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Read-only Memory
Read-only memory (ROM) is a type of non-volatile memory used in computers and other electronic devices. Data stored in ROM cannot be electronically modified after the manufacture of the memory device. Read-only memory is useful for storing software that is rarely changed during the life of the system, also known as firmware. Software applications (like video games) for programmable devices can be distributed as plug-in cartridges containing ROM. Strictly speaking, ''read-only memory'' refers to memory that is hard-wired, such as diode matrix or a mask ROM integrated circuit (IC), which cannot be electronically changed after manufacture. Although discrete circuits can be altered in principle, through the addition of bodge wires and/or the removal or replacement of components, ICs cannot. Correction of errors, or updates to the software, require new devices to be manufactured and to replace the installed device. Floating-gate ROM semiconductor memory in the form of erasab ...
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