When considering the evolution of video game audio, of the three components of audio, sound effects, music and speech, those components were introduced into video games in that order. The earliest video games generated simple tones and noise to produce simple sound effects. Music chips were well developed by the late 1970s, bringing a slightly more sophisticated method of sound generation to video game players. Speech, which requires the utilization of more complex sounds to be intelligible, tended to be brought to home consoles and computers in the form of specialized speech chips. In this article we will trace some of the lineages of speech in early video games.
Saturday, September 12, 2020
Sunday, August 23, 2020
The PlayStation 3 (Fat/Slim) as a Universal Region Free Blu-ray Disc Player
Although not as popular as its predecessor, the PlayStation 3 did almost as much to bring Blu-ray discs into the mainstream as the PlayStation 2 had done for DVDs. Every system came with a disc drive and flat screen HDTVs were also affordable by the time system sales began to pick up with the Slim revision of the console. When I picked up mine in 2010, I bought it more as a Blu-ray player than for games. I knew that at some point the console was hacked and jailbroken, but I did not want to continually switch between official firmware updates and iffy custom firmware that could end up bricking one of the only ways I had to play high definition discs. For many years I got by with ripping DVDs and Blu-rays and streaming content via the media server, but that tended to take up a lot of hard drive space and time when I could just simply run the discs I had legitimately purchased. I have as many UK DVDs than US DVDs and a fair number of UK Blu-rays. Now that the PS3 has been discontinued and the console is essentially on life support in terms of firmware updates, I finally decided to investigate what it would take to get my PS3 working as a Universal DVD and Blu-ray disc player. It turned out to be quite a journey.
Saturday, August 15, 2020
Early Efforts at Online Interaction on Nintendo Consoles
We tend to think that Nintendo consoles first entered the online arena with the GameCube, its Modem and Broadband Adapters and Phantasy Star Online. In the west, this is the case, but every Nintendo home and portable console (except that hunk of eye-straining junk called the Virtual Boy) has had some way to access the non-local world. Sometimes these methods were first party supported, sometimes third-party exclusives and there was even an unlicensed publisher or two in the mix. This blog entry will give an overview of the subject. I will describe briefly each device or method, As this blog entry's purpose is not meant to give a comprehensive review of each of these devices. I will include links for more information to sites and videos with more information.
Sunday, July 26, 2020
2.4G on Controllers for your Vintage Consoles 2020 Edition
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| Trinity |
Sunday, July 5, 2020
Batty over Bits - The Complexity of the Intellivision's Memory Layout
The Atari 2600 had a rather conventional design by later home computer standards. It's CPU, the 6507, had an 8-bit data bus and a 13-bit addressing bus. Whatever it did, it did in multiples of 8-bits, which has become the accepted standard for computer design. But its' main competitor, the Mattel Intellivision, has a memory architecture remarkably more complex than its older rival as well as many successive home consoles. Even most later 16-bit systems do everything in 8-bit, 16-bit, 24-bit etc. It is important for anyone wanting to get into Intellivision to understand why it is different. In this short blog post, I will try to explain those differences.
Monday, May 4, 2020
The EverDrive N8 Pro - Second Time Perfection? A Review
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| Your Choices (courtesy of krikzz) |
Tuesday, April 21, 2020
Fixing NES Headers and Converting them to NES 2.0 : Putting Theory into Practice!
There has to be an easier way, right?
The task of manual fixing isn't slight.
Well, if you read further now,
I'll be happy to tell you how.


