Standard Television Interface Chip
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Standard Television Interface Chip
The Standard Television Interface Chip or STIC is a video encoder chip produced by General Instrument as AY-3-8900/AY-3-8900-1 and used on the Mattel Intellivision. The chip provides all the display functions on the machine, and works as an internal timer. Resolution is 167 x 105 pixels in NTSC and 168 x 104 pixels in PAL, over which movable objects (MOBs) can be placed. These are restricted to a visible area of 159 x 96 pixels. Other objects, such as a 20 x 12 matrix of 8x8 background cards can be used to create scenery or provide game information. The STIC also computes collision information between the objects and screen borders. There are multiple display modes depending on how objects are handles, such as ''Color Stack'', ''Colored Squares'' and ''Foreground/Background'' mode. Characteristics *operates at 4 MHz or 3.579545 MHz (NTSC) *14-bit multiplexed data/address bus shared with CPU *20x12 tiled playfield, tiles are 8x8 pixels for a resolution of 159x96 (right ...
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General Instrument
General Instrument (GI) was an American electronics manufacturer based in Horsham, Pennsylvania, specializing in semiconductors and cable television equipment. They formed in New York City in 1923 as an electronics manufacturer. During the 1950s, the company began a series of acquisitions under the direction of Moses Shapiro. Among the more notable purchases was General Transistor in 1960, which led to GI becoming a major producer of transistors, and later, integrated circuits (ICs). By the late 1960s, the company was mostly depending on sales into the television industry, which was further bolstered by the 1967 purchase of Jerrold Electronics. The company changed markets continually. Through the 1970s they focussed mostly on the off-track betting market through their purchase of American Totalisator, but this market faced significant competition in the late 1970s. At this time, GI became well known for their IC's including the CP1600 used in the Mattel Intellivision game console, ...
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Intellivision
The Intellivision is a home video game console released by Mattel, Mattel Electronics in 1979. The name is a portmanteau of "intelligent television". Development began in 1977, the same year as the launch of its main competitor, the Atari 2600. In 1984, Mattel sold its video game assets to a former Mattel Electronics executive and investors, eventually becoming INTV Corporation. Game development ran from 1978 to 1990 when the Intellivision was discontinued. From 1980 to 1983, more than 3 million consoles were sold. In 2009, IGN ranked the Intellivision No. 14 of the greatest video game consoles of all time. It remained Mattel's only video game console until the HyperScan in 2006. History and development Master Component The Intellivision was developed at Mattel in Hawthorne, California along with the Mattel Electronics line of Mattel Auto Race, handheld electronic games. Mattel's Design and Development group began investigating a home video game system in 1977. It was to have ric ...
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NTSC
The first American standard for analog television broadcast was developed by National Television System Committee (NTSC)National Television System Committee (1951–1953), Report and Reports of Panel No. 11, 11-A, 12–19, with Some supplementary references cited in the Reports, and the Petition for adoption of transmission standards for color television before the Federal Communications Commission, n.p., 1953], 17 v. illus., diagrs., tables. 28 cm. LC Control No.:5402138Library of Congress Online Catalog/ref> in 1941. In 1961, it was assigned the designation CCIR System M, System M. In 1953, a second NTSC standard was adopted, which allowed for color television broadcast compatible with the existing stock of black-and-white receivers. It is one of three major color formats for analog television, the others being PAL and SECAM. NTSC color is usually associated with the System M. The only other broadcast television system to use NTSC color was the System J. Since the introdu ...
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Tile-based Video Game
A tile-based video game is a type of video or video game where the playing area consists of small square (or, much less often, rectangular, parallelogram, or hexagonal) graphic images referred to as ''tiles'' laid out in a grid. That the screen is made of such tiles is a technical distinction, and may not be obvious to people playing the game. The complete set of tiles available for use in a playing area is called a ''tileset''. Tile-based games usually simulate a top-down, side view, or 2.5D view of the playing area, and are almost always two-dimensional. Much video game hardware from the late 1970s through the mid 1990s had native support for displaying tiled screens with little interaction from the CPU. Overview Tile-based games are not a distinct video game genre. The term refers to the technology that the hardware or game engine uses for its visual representation. For example, ''Pac-Man'' is an action game, ''Ultima III'' is a role-playing video game and ''Civilization'' ...
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Pixel
In digital imaging, a pixel (abbreviated px), pel, or picture element is the smallest addressable element in a raster image, or the smallest point in an all points addressable display device. In most digital display devices, pixels are the smallest element that can be manipulated through software. Each pixel is a sample of an original image; more samples typically provide more accurate representations of the original. The intensity of each pixel is variable. In color imaging systems, a color is typically represented by three or four component intensities such as red, green, and blue, or cyan, magenta, yellow, and black. In some contexts (such as descriptions of camera sensors), ''pixel'' refers to a single scalar element of a multi-component representation (called a ''photosite'' in the camera sensor context, although ''sensel'' is sometimes used), while in yet other contexts (like MRI) it may refer to a set of component intensities for a spatial position. Etymology The w ...
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Snafu (video Game)
''Snafu'' is a video game released by Mattel for its Intellivision video game system in 1981. One of a number of snake games released in the late 1970s and early 1980s, ''Snafu'' features players controlling ever-lengthening serpents as they attempt to corner their opponents and trap them. A version of ''Snafu'' was released for Mattel's short-lived Aquarius personal computer in 1983. Gameplay ''Snafu'' contains 16 different game variations based around two game formats, "Trap" (12 variations) and "Bite" (4 variations). Before gameplay begins, players select the speed of the game, then the desired gameplay variation and finally the number of rounds (up to 99) for that game. "Trap" games may be played by either one or two players; if a controller is not used, the computer assumes control of that player's character. When the round starts, colored serpents appear on the screen inside a rectangular playfield and begin to grow. The object is to box in the opponents' serpents, forcing ...
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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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Vertical Blanking Interval
In a raster scan display, the vertical blanking interval (VBI), also known as the vertical interval or VBLANK, is the time between the end of the final visible line of a frame or field and the beginning of the first visible line of the next frame. It is present in analog television, VGA, DVI and other signals. In raster cathode ray tube displays, the blank level is usually supplied during this period to avoid painting the retrace line — see raster scan for details; signal sources such as television broadcasts do not supply image information during the blanking period. Digital displays usually will not display incoming data stream during the blanking interval even if present. The VBI was originally needed because of the inductive inertia of the magnetic coils which deflect the electron beam vertically in a CRT; the magnetic field, and hence the position being drawn, cannot change instantly. Additionally, the speed of older circuits was limited. For horizontal deflection, the ...
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Analog Television
Analog television is the original television technology that uses analog signals to transmit video and audio. In an analog television broadcast, the brightness, colors and sound are represented by amplitude, instantaneous phase and frequency, phase and frequency of an analog signal. Analog signals vary over a continuous range of possible values which means that Noise (electronics), electronic noise and interference may be introduced. Thus with analog, a moderately weak signal becomes Noise (video), snowy and subject to interference. In contrast, picture quality from a digital television (DTV) signal remains good until the signal level drops below digital cliff, a threshold where reception is no longer possible or becomes intermittent. Analog television may be wireless (terrestrial television and satellite television) or can be distributed over a cable network as cable television. All broadcast television systems used analog signals before the arrival of DTV. Motivated by the ...
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CRT Display
CRT or Crt may refer to: Science, technology, and mathematics Medicine and biology * Calreticulin, a protein * Capillary refill time, for blood to refill capillaries * Cardiac resynchronization therapy and CRT defibrillator (CRT-D) * Catheter-related thrombosis, the development of a blood clot related to long-term use of central venous catheters * Certified Respiratory Therapist *Chemoradiotherapy, chemo- and radiotherapy combined * Cognitive Retention Therapy, for dementia * Corneal Refractive Therapy, in optometrics * CRT (genetics), a gene cluster Mathematics and technology * Cathode-ray tube, a display * Chinese remainder theorem in number theory * Microsoft C Run-Time library * SecureCRT, formerly CRT, a telnet client * .crt, X.509 Certificate filename extension Social sciences * Cognitive reflection test, in psychology * Critical race theory, an academic framework of analysis * Current reality tree (theory of constraints), in process management Transport * Ca ...
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Thomson EF9345
The EF9345 from SGS-Thomson Microelectronics, Inc., was a semigraphic microprocessor for video image control, encapsulated in a 40-pin DIP and used primarily in the Matra Alice 32, Matra Alice 90 and Philips VG5000 microcomputers. The EF9345 was capable of displaying 8 colors ( RGB primaries), 128 alphanumeric characters and 128 semigraphic characters. It had one semigraphic mode and 40- and 80-column text modes. It was able to address up to 16KB of dedicated video RAM. Video Modes * 50/60Hz output ** Interlaced or progressive scan *Semigraphics: ** 128 standard character set with 5x7 pixel font dimensions. User definable 8x10 pixel alphanumeric or semigraphic sets. *40 characters x 25 rows text mode (similar to teletext): ** 8 x 10 pixel font ** Selectable background and foreground colors ** Styles: double height, double width, blinking, reverse, underline, conceal, insert, accentuation of lowercase characters *80 characters x 25 rows text mode: ** 6 x 10 pixel font ** Styles: ...
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Motorola 6845
The Motorola 6845, or MC6845, is a display controller that was widely used in 8-bit computers during the 1980s. Originally intended for designs based on the Motorola 6800 CPU and given a related part number, it was more widely used alongside various other processors, and was most commonly found in machines based on the Zilog Z80 and MOS 6502. The 6845 is not an entire display solution on its own; the chip's main function is to properly time access to the display memory, and to calculate the memory address of the next portion to be drawn. Other circuitry in the machine then uses the address provided by the 6845 to fetch the pattern and then draw it. The implementation of that hardware is entirely up to the designer and varied widely among machines. The 6845 is intended for character displays, but could also be used for pixel-based graphics, with some clever programming. Among its better-known uses is the BBC Micro, Amstrad CPC, and Videx VideoTerm display cards for the Apple II ...
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