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NES Architecture: Architecture of Consoles: A Practical Analysis, #1
Mega Drive Architecture: Architecture of Consoles: A Practical Analysis, #3
Game Boy / Color Architecture: Architecture of Consoles: A Practical Analysis, #2
Ebook series23 titles

Architecture of Consoles: A Practical Analysis Series

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About this series

Straight from the arcade world, the Neo Geo was, without a doubt, the most expensive hardware of the 4th generation. This begs the question: how capable was it and how did it compare with the rest?

 

In this entry, we'll take a look at the result of one company (SNK) setting budget restrictions aside and shipping a product meant to please both arcade owners and rich households.

 

Architecture of Consoles: A Practical Analysis

 

Looking at the evolution of video game consoles is fascinating. While conventional PCs tend to evolve 'incrementally', new generations of consoles introduce completely new ways of working. What you see here is a series of articles that will hopefully uncover the rationale behind the latest trends in technology. They will also demonstrate why each system can't be summarised by its 'bits', megahertz, amount of RAM and whatnot.

 

This is not a developer manual, just an in depth introduction to how each system worked internally. Bear in mind that tech has gotten really complicated lately, so if you struggle to follow my latest articles, try reading the early ones first. They introduce many concepts and definitions that are constantly revisited. Basic knowledge of computing is preferable, however, I try really hard to adapt my content for wider audiences, so please don't be afraid to give it a try!

 

About this edition

 

This edition originates from the article initially published on my personal website, it's been re-styled to take advantage of the capabilities of eBook documents.

 

While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us :), though these will offer a link to the original article in case the reader wants to try the 'full version'. Please keep this in mind when you see references to interactivity throughout the writings.

LanguageEnglish
Release dateJan 25, 2019
NES Architecture: Architecture of Consoles: A Practical Analysis, #1
Mega Drive Architecture: Architecture of Consoles: A Practical Analysis, #3
Game Boy / Color Architecture: Architecture of Consoles: A Practical Analysis, #2

Titles in the series (23)

  • Game Boy / Color Architecture: Architecture of Consoles: A Practical Analysis, #2

    2

    Game Boy / Color Architecture: Architecture of Consoles: A Practical Analysis, #2
    Game Boy / Color Architecture: Architecture of Consoles: A Practical Analysis, #2

    The Game Boy series can be imagined as a portable version of the NES with limited power, but you'll see that it included very interesting new functionality.   Architecture of Consoles: A Practical Analysis   Looking at the evolution of video game consoles is fascinating. While conventional PCs tend to evolve 'incrementally', new generations of consoles introduce completely new ways of working. What you see here is a series of articles that will hopefully uncover the rationale behind the latest trends in technology. They will also demonstrate why each system can't be summarised by its 'bits', megahertz, amount of RAM and whatnot.   This is not a developer manual, just an in depth introduction to how each system worked internally. Bear in mind that tech has gotten really complicated lately, so if you struggle to follow my latest articles, try reading the early ones first. They introduce many concepts and definitions that are constantly revisited. Basic knowledge of computing is preferable, however, I try really hard to adapt my content for wider audiences, so please don't be afraid to give it a try!   About this edition   This edition originates from the article initially published on my personal website, it's been re-styled to take advantage of the capabilities of eBook documents. While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us, though these will offer a link to the original article in case the reader wants to try the 'full version'. Please keep this in mind when you see references to interactivity throughout the writings.

  • NES Architecture: Architecture of Consoles: A Practical Analysis, #1

    1

    NES Architecture: Architecture of Consoles: A Practical Analysis, #1
    NES Architecture: Architecture of Consoles: A Practical Analysis, #1

    At first glance, the NES appears to be just another 6502 computer, with a sophisticated case and a controller.   And while this is technically true, let me show you why the CPU is not the central part of this system.   Architecture of Consoles: A Practical Analysis   Looking at the evolution of video game consoles is fascinating. While conventional PCs tend to evolve 'incrementally', new generations of consoles introduce completely new ways of working. What you see here is a series of articles that will hopefully uncover the rationale behind the latest trends in technology. They will also demonstrate why each system can't be summarised by its 'bits', megahertz, amount of RAM and whatnot.   This is not a developer manual, just an in depth introduction to how each system worked internally. Bear in mind that tech has gotten really complicated lately, so if you struggle to follow my latest articles, try reading the early ones first. They introduce many concepts and definitions that are constantly revisited. Basic knowledge of computing is preferable, however, I try really hard to adapt my content for wider audiences, so please don't be afraid to give it a try!   About this edition   This edition originates from the article initially published on my personal website, it's been re-styled to take advantage of the capabilities of eBook documents.   While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us :), though these will offer a link to the original article in case the reader wants to try the 'full version'. Please keep this in mind when you see references to interactivity throughout the writings.

  • Mega Drive Architecture: Architecture of Consoles: A Practical Analysis, #3

    3

    Mega Drive Architecture: Architecture of Consoles: A Practical Analysis, #3
    Mega Drive Architecture: Architecture of Consoles: A Practical Analysis, #3

    Sega (and their TV ads) want you to know: Developers can't come up with decent games unless the console provides faster graphics and richer sounds.   Their new system includes lots of already familiar components ready to be programmed. This means that, in theory, developers would only need to learn about Sega's new GPU... right?   Architecture of Consoles: A Practical Analysis   Looking at the evolution of video game consoles is fascinating. While conventional PCs tend to evolve 'incrementally', new generations of consoles introduce completely new ways of working. What you see here is a series of articles that will hopefully uncover the rationale behind the latest trends in technology. They will also demonstrate why each system can't be summarised by its 'bits', megahertz, amount of RAM and whatnot.   This is not a developer manual, just an in depth introduction to how each system worked internally. Bear in mind that tech has gotten really complicated lately, so if you struggle to follow my latest articles, try reading the early ones first. They introduce many concepts and definitions that are constantly revisited. Basic knowledge of computing is preferable, however, I try really hard to adapt my content for wider audiences, so please don't be afraid to give it a try!   About this edition   This edition originates from the article initially published on my personal website, it's been re-styled to take advantage of the capabilities of eBook documents.   While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us :), though these will offer a link to the original article in case the reader wants to try the 'full version'. Please keep this in mind when you see references to interactivity throughout the writings.

  • SNES Architecture: Architecture of Consoles: A Practical Analysis, #4

    4

    SNES Architecture: Architecture of Consoles: A Practical Analysis, #4
    SNES Architecture: Architecture of Consoles: A Practical Analysis, #4

    It seems Nintendo managed to bring the next generation of graphics and sounds without using expensive off-the-shelf components. But there's a catch: the new console was also designed with expandability in mind. In a world where CPUs are evolving faster than the speed of light, Nintendo ultimately depended on game cartridges to make its console shine.   Architecture of Consoles: A Practical Analysis   Looking at the evolution of video game consoles is fascinating. While conventional PCs tend to evolve 'incrementally', new generations of consoles introduce completely new ways of working. What you see here is a series of articles that will hopefully uncover the rationale behind the latest trends in technology. They will also demonstrate why each system can't be summarised by its 'bits', megahertz, amount of RAM and whatnot.   This is not a developer manual, just an in depth introduction to how each system worked internally. Bear in mind that tech has gotten really complicated lately, so if you struggle to follow my latest articles, try reading the early ones first. They introduce many concepts and definitions that are constantly revisited. Basic knowledge of computing is preferable, however, I try really hard to adapt my content for wider audiences, so please don't be afraid to give it a try!   About this edition   This edition originates from the article initially published on my personal website, it's been re-styled to take advantage of the capabilities of eBook documents.   While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us :), though these will offer a link to the original article in case the reader wants to try the 'full version'. Please keep this in mind when you see references to interactivity throughout the writings.

  • Game Boy Advance Architecture: Architecture of Consoles: A Practical Analysis, #7

    7

    Game Boy Advance Architecture: Architecture of Consoles: A Practical Analysis, #7
    Game Boy Advance Architecture: Architecture of Consoles: A Practical Analysis, #7

    The internal design of the Game Boy Advance is quite impressive for a portable console that runs on two AA batteries.   This console will carry on using Nintendo's signature GPU. Additionally, it will introduce a relatively new CPU from a British company that will surge in popularity in the years to come.   Architecture of Consoles: A Practical Analysis   Looking at the evolution of video game consoles is fascinating. While conventional PCs tend to evolve 'incrementally', new generations of consoles introduce completely new ways of working. What you see here is a series of articles that will hopefully uncover the rationale behind the latest trends in technology. They will also demonstrate why each system can't be summarised by its 'bits', megahertz, amount of RAM and whatnot.   This is not a developer manual, just an in depth introduction to how each system worked internally. Bear in mind that tech has gotten really complicated lately, so if you struggle to follow my latest articles, try reading the early ones first. They introduce many concepts and definitions that are constantly revisited. Basic knowledge of computing is preferable, however, I try really hard to adapt my content for wider audiences, so please don't be afraid to give it a try!   About this edition   This edition originates from the article initially published on my personal website, it's been re-styled to take advantage of the capabilities of eBook documents.   While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us :), though these will offer a link to the original article in case the reader wants to try the 'full version'. Please keep this in mind when you see references to interactivity throughout the writings.

  • Sega Saturn Architecture: Architecture of Consoles: A Practical Analysis, #5

    5

    Sega Saturn Architecture: Architecture of Consoles: A Practical Analysis, #5
    Sega Saturn Architecture: Architecture of Consoles: A Practical Analysis, #5

    Welcome to the 3D era! Well... sorta. Sega enjoyed quite a success with the Megadrive so there's no reason to force developers to write 3D games right now.   Just in case developers want the extra dimension, Sega adapted some bits of the hardware to enable polygon drawing as well. Hopefully, the result didn't get out of hand!   Architecture of Consoles: A Practical Analysis   Looking at the evolution of video game consoles is fascinating. While conventional PCs tend to evolve 'incrementally', new generations of consoles introduce completely new ways of working. What you see here is a series of articles that will hopefully uncover the rationale behind the latest trends in technology. They will also demonstrate why each system can't be summarised by its 'bits', megahertz, amount of RAM and whatnot.   This is not a developer manual, just an in depth introduction to how each system worked internally. Bear in mind that tech has gotten really complicated lately, so if you struggle to follow my latest articles, try reading the early ones first. They introduce many concepts and definitions that are constantly revisited. Basic knowledge of computing is preferable, however, I try really hard to adapt my content for wider audiences, so please don't be afraid to give it a try!   About this edition   This edition originates from the article initially published on my personal website, it's been re-styled to take advantage of the capabilities of eBook documents.   While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us :), though these will offer a link to the original article in case the reader wants to try the 'full version'. Please keep this in mind when you see references to interactivity throughout the writings.

  • PlayStation Architecture: Architecture of Consoles: A Practical Analysis, #6

    6

    PlayStation Architecture: Architecture of Consoles: A Practical Analysis, #6
    PlayStation Architecture: Architecture of Consoles: A Practical Analysis, #6

    Sony knew that 3D hardware can get very messy to develop for. Thus, their debuting console will keep its design simple and practical... Although this may come with a cost!   Architecture of Consoles: A Practical Analysis   Looking at the evolution of video game consoles is fascinating. While conventional PCs tend to evolve 'incrementally', new generations of consoles introduce completely new ways of working. What you see here is a series of articles that will hopefully uncover the rationale behind the latest trends in technology. They will also demonstrate why each system can't be summarised by its 'bits', megahertz, amount of RAM and whatnot.   This is not a developer manual, just an in depth introduction to how each system worked internally. Bear in mind that tech has gotten really complicated lately, so if you struggle to follow my latest articles, try reading the early ones first. They introduce many concepts and definitions that are constantly revisited. Basic knowledge of computing is preferable, however, I try really hard to adapt my content for wider audiences, so please don't be afraid to give it a try!   About this edition   This edition originates from the article initially published on my personal website, it's been re-styled to take advantage of the capabilities of eBook documents. While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us :), though these will offer a link to the original article in case the reader wants to try the 'full version'. Please keep this in mind when you see references to interactivity throughout the writings.

  • Wii Architecture: Architecture of Consoles: A Practical Analysis, #11

    11

    Wii Architecture: Architecture of Consoles: A Practical Analysis, #11
    Wii Architecture: Architecture of Consoles: A Practical Analysis, #11

    Even though the Wii lacked the state of art graphics its competitors enjoyed, new types of control and innovative software gave this console new areas to brag about.   Here we will analyse every aspect of this console, from its already-familiar hardware to its overlooked security system, including its major flaws.   Architecture of Consoles: A Practical Analysis   Looking at the evolution of video game consoles is fascinating. While conventional PCs tend to evolve 'incrementally', new generations of consoles introduce completely new ways of working. What you see here is a series of articles that will hopefully uncover the rationale behind the latest trends in technology. They will also demonstrate why each system can't be summarised by its 'bits', megahertz, amount of RAM and whatnot.   This is not a developer manual, just an in depth introduction to how each system worked internally. Bear in mind that tech has gotten really complicated lately, so if you struggle to follow my latest articles, try reading the early ones first. They introduce many concepts and definitions that are constantly revisited. Basic knowledge of computing is preferable, however, I try really hard to adapt my content for wider audiences, so please don't be afraid to give it a try!   About this edition   This edition originates from the article initially published on my personal website, it's been re-styled to take advantage of the capabilities of eBook documents.   While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us :), though these will offer a link to the original article in case the reader wants to try the 'full version'. Please keep this in mind when you see references to interactivity throughout the writings.

  • Nintendo 64 Architecture: Architecture of Consoles: A Practical Analysis, #8

    8

    Nintendo 64 Architecture: Architecture of Consoles: A Practical Analysis, #8
    Nintendo 64 Architecture: Architecture of Consoles: A Practical Analysis, #8

    Nintendo's goal was to give players the best graphics possible, for this it will partner with one of the biggest players in computer graphics to produce the ultimate graphics chip. The result was a nice-looking console for the family... and a 500-page manual for the developer. Don't worry, I promise you this article will not be that long... Enjoy!   Architecture of Consoles: A Practical Analysis   Looking at the evolution of video game consoles is fascinating. While conventional PCs tend to evolve 'incrementally', new generations of consoles introduce completely new ways of working. What you see here is a series of articles that will hopefully uncover the rationale behind the latest trends in technology. They will also demonstrate why each system can't be summarised by its 'bits', megahertz, amount of RAM and whatnot.   This is not a developer manual, just an in depth introduction to how each system worked internally. Bear in mind that tech has gotten really complicated lately, so if you struggle to follow my latest articles, try reading the early ones first. They introduce many concepts and definitions that are constantly revisited. Basic knowledge of computing is preferable, however, I try really hard to adapt my content for wider audiences, so please don't be afraid to give it a try!   About this edition   This edition originates from the article initially published on my personal website, it's been re-styled to take advantage of the capabilities of eBook documents.   While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us :), though these will offer a link to the original article in case the reader wants to try the 'full version'. Please keep this in mind when you see references to interactivity throughout the writings.

  • Dreamcast Architecture: Architecture of Consoles: A Practical Analysis, #9

    9

    Dreamcast Architecture: Architecture of Consoles: A Practical Analysis, #9
    Dreamcast Architecture: Architecture of Consoles: A Practical Analysis, #9

    The Sega Dreamcast introduced many new features over its predecessor (the Saturn) to appeal to both game developers and console gamers. While this was Sega's last attempt to conquer the console market, some of the technologies which were pioneered in the Dreamcast carried on and into future mainstream devices.   Architecture of Consoles: A Practical Analysis   Looking at the evolution of video game consoles is fascinating. While conventional PCs tend to evolve 'incrementally', new generations of consoles introduce completely new ways of working. What you see here is a series of articles that will hopefully uncover the rationale behind the latest trends in technology. They will also demonstrate why each system can't be summarised by its 'bits', megahertz, amount of RAM and whatnot.   This is not a developer manual, just an in depth introduction to how each system worked internally. Bear in mind that tech has gotten really complicated lately, so if you struggle to follow my latest articles, try reading the early ones first. They introduce many concepts and definitions that are constantly revisited. Basic knowledge of computing is preferable, however, I try really hard to adapt my content for wider audiences, so please don't be afraid to give it a try!   About this edition   This edition originates from the article initially published on my personal website, it's been re-styled to take advantage of the capabilities of eBook documents.   While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us :), though these will offer a link to the original article in case the reader wants to try the 'full version'. Please keep this in mind when you see references to interactivity throughout the writings.

  • GameCube Architecture: Architecture of Consoles: A Practical Analysis, #10

    10

    GameCube Architecture: Architecture of Consoles: A Practical Analysis, #10
    GameCube Architecture: Architecture of Consoles: A Practical Analysis, #10

    Gone are the days of '3D-attempts', Nintendo's new offering consists of a clean and powerful break from its predecessor that will open the door to new, original and unseen content.   It's worth pointing out that the design of this architecture led to one of the most compact hardware of this generation. This was emphasised by the lack of slims or lite revisions.   Architecture of Consoles: A Practical Analysis   Looking at the evolution of video game consoles is fascinating. While conventional PCs tend to evolve 'incrementally', new generations of consoles introduce completely new ways of working. What you see here is a series of articles that will hopefully uncover the rationale behind the latest trends in technology. They will also demonstrate why each system can't be summarised by its 'bits', megahertz, amount of RAM and whatnot.   This is not a developer manual, just an in depth introduction to how each system worked internally. Bear in mind that tech has gotten really complicated lately, so if you struggle to follow my latest articles, try reading the early ones first. They introduce many concepts and definitions that are constantly revisited. Basic knowledge of computing is preferable, however, I try really hard to adapt my content for wider audiences, so please don't be afraid to give it a try!   About this edition   This edition originates from the article initially published on my personal website, it's been re-styled to take advantage of the capabilities of eBook documents.   While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us :), though these will offer a link to the original article in case the reader wants to try the 'full version'. Please keep this in mind when you see references to interactivity throughout the writings.

  • PlayStation 2 Architecture: Architecture of Consoles: A Practical Analysis, #12

    12

    PlayStation 2 Architecture: Architecture of Consoles: A Practical Analysis, #12
    PlayStation 2 Architecture: Architecture of Consoles: A Practical Analysis, #12

    The Playstation 2 was not one of the most powerful consoles of its generation, yet it managed to achieve a level of popularity unthinkable for other companies.   This machine is nowhere near as simple as the original Playstation was, but we will see why it didn't share the same fate of previous complicated consoles (i.e. the Sega Saturn).   Architecture of Consoles: A Practical Analysis   Looking at the evolution of video game consoles is fascinating. While conventional PCs tend to evolve 'incrementally', new generations of consoles introduce completely new ways of working. What you see here is a series of articles that will hopefully uncover the rationale behind the latest trends in technology. They will also demonstrate why each system can't be summarised by its 'bits', megahertz, amount of RAM and whatnot.   This is not a developer manual, just an in depth introduction to how each system worked internally. Bear in mind that tech has gotten really complicated lately, so if you struggle to follow my latest articles, try reading the early ones first. They introduce many concepts and definitions that are constantly revisited. Basic knowledge of computing is preferable, however, I try really hard to adapt my content for wider audiences, so please don't be afraid to give it a try!   About this edition   This edition originates from the article initially published on my personal website (copetti 'dot' org), it's been re-styled to take advantage of the capabilities of eBook documents.   While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us :), though these will offer a link to the original article in case the reader wants to try the 'full version'. Please keep this in mind when you see references to interactivity throughout the writings.

  • Master System Architecture: Architecture of Consoles: A Practical Analysis, #15

    15

    Master System Architecture: Architecture of Consoles: A Practical Analysis, #15
    Master System Architecture: Architecture of Consoles: A Practical Analysis, #15

    The Master System comes from a long line of succession. What started as a collection of off-the-shelf components, has now gained a new identity thanks to Sega's engineering.   Architecture of Consoles: A Practical Analysis   Looking at the evolution of video game consoles is fascinating. While conventional PCs tend to evolve 'incrementally', new generations of consoles introduce completely new ways of working. What you see here is a series of articles that will hopefully uncover the rationale behind the latest trends in technology. They will also demonstrate why each system can't be summarised by its 'bits', megahertz, amount of RAM and whatnot.   This is not a developer manual, just an in depth introduction to how each system worked internally. Bear in mind that tech has gotten really complicated lately, so if you struggle to follow my latest articles, try reading the early ones first. They introduce many concepts and definitions that are constantly revisited. Basic knowledge of computing is preferable, however, I try really hard to adapt my content for wider audiences, so please don't be afraid to give it a try!   About this edition   This edition originates from the article initially published on my personal website, it's been re-styled to take advantage of the capabilities of eBook documents.   While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us :), though these will offer a link to the original article in case the reader wants to try the 'full version'. Please keep this in mind when you see references to interactivity throughout the writings.

  • Xbox Architecture: Architecture of Consoles: A Practical Analysis, #13

    13

    Xbox Architecture: Architecture of Consoles: A Practical Analysis, #13
    Xbox Architecture: Architecture of Consoles: A Practical Analysis, #13

    It seems that Microsoft has decided to pick up where Sega left off. Their offer? A system with familiarities appreciated by developers and online services welcomed by users.   Architecture of Consoles: A Practical Analysis   Looking at the evolution of video game consoles is fascinating. While conventional PCs tend to evolve 'incrementally', new generations of consoles introduce completely new ways of working. What you see here is a series of articles that will hopefully uncover the rationale behind the latest trends in technology. They will also demonstrate why each system can't be summarised by its 'bits', megahertz, amount of RAM and whatnot.   This is not a developer manual, just an in depth introduction to how each system worked internally. Bear in mind that tech has gotten really complicated lately, so if you struggle to follow my latest articles, try reading the early ones first. They introduce many concepts and definitions that are constantly revisited. Basic knowledge of computing is preferable, however, I try really hard to adapt my content for wider audiences, so please don't be afraid to give it a try!   About this edition   This edition originates from the article initially published on my personal website, it's been re-styled to take advantage of the capabilities of eBook documents.   While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us :), though these will offer a link to the original article in case the reader wants to try the 'full version'. Please keep this in mind when you see references to interactivity throughout the writings.

  • Nintendo DS Architecture: Architecture of Consoles: A Practical Analysis, #14

    14

    Nintendo DS Architecture: Architecture of Consoles: A Practical Analysis, #14
    Nintendo DS Architecture: Architecture of Consoles: A Practical Analysis, #14

    This console is an interesting answer to many needs that weren't possible to fulfil in the handheld ecosystem. There will be some innovation and a few compromises, but this combination may pave the way for new and ingenious content.   Architecture of Consoles: A Practical Analysis   Looking at the evolution of video game consoles is fascinating. While conventional PCs tend to evolve 'incrementally', new generations of consoles introduce completely new ways of working. What you see here is a series of articles that will hopefully uncover the rationale behind the latest trends in technology. They will also demonstrate why each system can't be summarised by its 'bits', megahertz, amount of RAM and whatnot.   This is not a developer manual, just an in depth introduction to how each system worked internally. Bear in mind that tech has gotten really complicated lately, so if you struggle to follow my latest articles, try reading the early ones first. They introduce many concepts and definitions that are constantly revisited. Basic knowledge of computing is preferable, however, I try really hard to adapt my content for wider audiences, so please don't be afraid to give it a try!   About this edition   This edition originates from the article initially published on my personal website, it's been re-styled to take advantage of the capabilities of eBook documents.   While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us :), though these will offer a link to the original article in case the reader wants to try the 'full version'. Please keep this in mind when you see references to interactivity throughout the writings.

  • Virtual Boy Architecture: Architecture of Consoles: A Practical Analysis, #17

    17

    Virtual Boy Architecture: Architecture of Consoles: A Practical Analysis, #17
    Virtual Boy Architecture: Architecture of Consoles: A Practical Analysis, #17

    A console often summarised by its short lifespan and limited colour space. While technically correct, I believe these attributes tend to overlook other surprising properties. In this article, I invite readers to learn more about its internal features, many of which became predominant in the market only after the Virtual Boy's discontinuation.   Architecture of Consoles: A Practical Analysis   Looking at the evolution of video game consoles is fascinating. While conventional PCs tend to evolve 'incrementally', new generations of consoles introduce completely new ways of working. What you see here is a series of articles that will hopefully uncover the rationale behind the latest trends in technology. They will also demonstrate why each system can't be summarised by its 'bits', megahertz, amount of RAM and whatnot.   This is not a developer manual, just an in depth introduction to how each system worked internally. Bear in mind that tech has gotten really complicated lately, so if you struggle to follow my latest articles, try reading the early ones first. They introduce many concepts and definitions that are constantly revisited. Basic knowledge of computing is preferable, however, I try really hard to adapt my content for wider audiences, so please don't be afraid to give it a try!   About this edition   This edition originates from the article initially published on my personal website, it's been re-styled to take advantage of the capabilities of eBook documents.   While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us :), though these will offer a link to the original article in case the reader wants to try the 'full version'. Please keep this in mind when you see references to interactivity throughout the writings.

  • Wii U Architecture: Architecture of Consoles: A Practical Analysis, #21

    21

    Wii U Architecture: Architecture of Consoles: A Practical Analysis, #21
    Wii U Architecture: Architecture of Consoles: A Practical Analysis, #21

    Already faced with the difficult challenge of replicating the triumph of the Wii, Nintendo's new product also needed to save its loyal customers from the temptation of cheap smartphones and tablets. The result was a console that combines radical innovation with cost-effectiveness. In there, users found imaginative interaction methods while developers had to deal with the legacy technology underneath them.   The new issue of the Architecture of consoles has arrived. This time, we take a look at what would be Nintendo's last joint project with IBM and AMD.   Architecture of Consoles: A Practical Analysis   Looking at the evolution of video game consoles is fascinating. While conventional PCs tend to evolve 'incrementally', new generations of consoles introduce completely new ways of working. What you see here is a series of articles that will hopefully uncover the rationale behind the latest trends in technology. They will also demonstrate why each system can't be summarised by its 'bits', megahertz, amount of RAM and whatnot.   This is not a developer manual, just an in depth introduction to how each system worked internally. Bear in mind that tech has gotten really complicated lately, so if you struggle to follow my latest articles, try reading the early ones first. They introduce many concepts and definitions that are constantly revisited. Basic knowledge of computing is preferable, however, I try really hard to adapt my content for wider audiences, so please don't be afraid to give it a try!   About this edition   This edition originates from the article initially published on my personal website, it's been re-styled to take advantage of the capabilities of eBook documents.   While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us :), though these will offer a link to the original article in case the reader wants to try the 'full version'. Please keep this in mind when you see references to interactivity throughout the writings.

  • Xbox 360 Architecture: Architecture of Consoles: A Practical Analysis, #20

    20

    Xbox 360 Architecture: Architecture of Consoles: A Practical Analysis, #20
    Xbox 360 Architecture: Architecture of Consoles: A Practical Analysis, #20

    Released a year before its main competitor, the Xbox 360 was already claiming technological superiority against the yet-to-be-seen Playstation 3. But while the Xbox 360 might be the flagship of the 7th generation, it will need to fight strongly once Nintendo and Sony take up retail space.   This new entry of the console architecture series will give you an additional perspective of how technology was envisioned during the early naughties, with emphasis on the emerging 'multi-core' processor and unorthodox symbiosis between components, all of which enabled engineers to tackle unsolvable challenges with cost-effective solutions.   Architecture of Consoles: A Practical Analysis   Looking at the evolution of video game consoles is fascinating. While conventional PCs tend to evolve 'incrementally', new generations of consoles introduce completely new ways of working. What you see here is a series of articles that will hopefully uncover the rationale behind the latest trends in technology. They will also demonstrate why each system can't be summarised by its 'bits', megahertz, amount of RAM and whatnot.   This is not a developer manual, just an in depth introduction to how each system worked internally. Bear in mind that tech has gotten really complicated lately, so if you struggle to follow my latest articles, try reading the early ones first. They introduce many concepts and definitions that are constantly revisited. Basic knowledge of computing is preferable, however, I try really hard to adapt my content for wider audiences, so please don't be afraid to give it a try!   About this edition   This edition originates from the article initially published on my personal website (copetti 'dot' org), it's been re-styled to take advantage of the capabilities of eBook documents.   While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us :), though these will offer a link to the original article in case the reader wants to try the 'full version'. Please keep this in mind when you see references to interactivity throughout the writings.

  • PC Engine / TurboGrafx-16 Architecture: Architecture of Consoles: A Practical Analysis, #16

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    PC Engine / TurboGrafx-16 Architecture: Architecture of Consoles: A Practical Analysis, #16
    PC Engine / TurboGrafx-16 Architecture: Architecture of Consoles: A Practical Analysis, #16

    Hudson and NEC joined forces to kickstart the 4th generation of consoles. Unfortunately, their efforts will be eventually eclipsed once the competition arrives. Nonetheless, their console will stay on the top as one of the most compact designs on the market.   Architecture of Consoles: A Practical Analysis   Looking at the evolution of video game consoles is fascinating. While conventional PCs tend to evolve 'incrementally', new generations of consoles introduce completely new ways of working. What you see here is a series of articles that will hopefully uncover the rationale behind the latest trends in technology. They will also demonstrate why each system can't be summarised by its 'bits', megahertz, amount of RAM and whatnot.   This is not a developer manual, just an in depth introduction to how each system worked internally. Bear in mind that tech has gotten really complicated lately, so if you struggle to follow my latest articles, try reading the early ones first. They introduce many concepts and definitions that are constantly revisited. Basic knowledge of computing is preferable, however, I try really hard to adapt my content for wider audiences, so please don't be afraid to give it a try!   About this edition   This edition originates from the article initially published on my personal website, it's been re-styled to take advantage of the capabilities of eBook documents.   While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us :), though these will offer a link to the original article in case the reader wants to try the 'full version'. Please keep this in mind when you see references to interactivity throughout the writings.

  • PSP Architecture: Architecture of Consoles: A Practical Analysis, #18

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    PSP Architecture: Architecture of Consoles: A Practical Analysis, #18
    PSP Architecture: Architecture of Consoles: A Practical Analysis, #18

    Released just one month after the Nintendo DS, Sony's PlayStation Portable (PSP) proved that 'horizontal innovation' is not the only way to succeed in the portable console market.   This article is dedicated to anyone that wants to understand, straight to the point, how the PSP operates. It's not a short write-up, but I hope that at the end of the article you will be able to grasp the building blocks of this console (its design rationale, choice of CPUs, GPU pipeline, security system and so forth).   Architecture of Consoles: A Practical Analysis   Looking at the evolution of video game consoles is fascinating. While conventional PCs tend to evolve 'incrementally', new generations of consoles introduce completely new ways of working. What you see here is a series of articles that will hopefully uncover the rationale behind the latest trends in technology. They will also demonstrate why each system can't be summarised by its 'bits', megahertz, amount of RAM and whatnot.   This is not a developer manual, just an in depth introduction to how each system worked internally. Bear in mind that tech has gotten really complicated lately, so if you struggle to follow my latest articles, try reading the early ones first. They introduce many concepts and definitions that are constantly revisited. Basic knowledge of computing is preferable, however, I try really hard to adapt my content for wider audiences, so please don't be afraid to give it a try!   About this edition   This edition originates from the article initially published on my personal website, it's been re-styled to take advantage of the capabilities of eBook documents.   While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us :), though these will offer a link to the original article in case the reader wants to try the 'full version'. Please keep this in mind when you see references to interactivity throughout the writings.

  • PlayStation 3 Architecture: Architecture of Consoles: A Practical Analysis, #19

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    PlayStation 3 Architecture: Architecture of Consoles: A Practical Analysis, #19
    PlayStation 3 Architecture: Architecture of Consoles: A Practical Analysis, #19

    In 2006, Sony unveiled the long-awaited 'next generation' video-game console, a shiny (albeit heavy) machine whose underlying hardware architecture continues the teachings of the Emotion Engine, that is, focus on vector processing to achieve power, even at the cost of complexity. Meanwhile, their new 'super processor', the Cell Broadband Engine, is conceived during a crisis of innovation and will have to keep up as trends for multimedia services evolve.   This write-up takes a deep look at Sony, IBM, Toshiba and Nvidia's joint project, along with its execution and effect on the industry.   Architecture of Consoles: A Practical Analysis   Looking at the evolution of video game consoles is fascinating. While conventional PCs tend to evolve 'incrementally', new generations of consoles introduce completely new ways of working. What you see here is a series of articles that will hopefully uncover the rationale behind the latest trends in technology. They will also demonstrate why each system can't be summarised by its 'bits', megahertz, amount of RAM and whatnot.   This is not a developer manual, just an in depth introduction to how each system worked internally. Bear in mind that tech has gotten really complicated lately, so if you struggle to follow my latest articles, try reading the early ones first. They introduce many concepts and definitions that are constantly revisited. Basic knowledge of computing is preferable, however, I try really hard to adapt my content for wider audiences, so please don't be afraid to give it a try!   About this edition   This edition originates from the article initially published on my personal website, it's been re-styled to take advantage of the capabilities of eBook documents.   While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us :), though these will offer a link to the original article in case the reader wants to try the 'full version'. Please keep this in mind when you see references to interactivity throughout the writings.

  • Nintendo 3DS Architecture: Architecture of Consoles: A Practical Analysis, #22

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    Nintendo 3DS Architecture: Architecture of Consoles: A Practical Analysis, #22
    Nintendo 3DS Architecture: Architecture of Consoles: A Practical Analysis, #22

    As smartphones surge in adoption, the videogame market is experiencing an unusual growth led by discount App Stores and affordable development licenses. With this, one can only wonder when kids will prefer an iPhone 4 over a Nintendo DSi.   In the midst of finding out the answer, Nintendo conceives a thrilling successor to its triumphant portable system. In it, users will find old, present and unfamiliar technology - many of which can't be replicated by smartphones.   And so, this new production of the Architecture of Consoles series will give you a profound description of how this new console works, both internally and externally.   Architecture of Consoles: A Practical Analysis   Looking at the evolution of video game consoles is fascinating. While conventional PCs tend to evolve 'incrementally', new generations of consoles introduce completely new ways of working. What you see here is a series of articles that will hopefully uncover the rationale behind the latest trends in technology. They will also demonstrate why each system can't be summarised by its 'bits', megahertz, amount of RAM and whatnot.   This is not a developer manual, just an in depth introduction to how each system worked internally. Bear in mind that tech has gotten really complicated lately, so if you struggle to follow my latest articles, try reading the early ones first. They introduce many concepts and definitions that are constantly revisited. Basic knowledge of computing is preferable, however, I try really hard to adapt my content for wider audiences, so please don't be afraid to give it a try!   About this edition   This edition originates from the article initially published on my personal website, it's been re-styled to take advantage of the capabilities of eBook documents.   While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us :), though these will offer a link to the original article in case the reader wants to try the 'full version'. Please keep this in mind when you see references to interactivity throughout the writings.

  • Neo Geo Architecture: Architecture of Consoles: A Practical Analysis, #23

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    Neo Geo Architecture: Architecture of Consoles: A Practical Analysis, #23
    Neo Geo Architecture: Architecture of Consoles: A Practical Analysis, #23

    Straight from the arcade world, the Neo Geo was, without a doubt, the most expensive hardware of the 4th generation. This begs the question: how capable was it and how did it compare with the rest?   In this entry, we'll take a look at the result of one company (SNK) setting budget restrictions aside and shipping a product meant to please both arcade owners and rich households.   Architecture of Consoles: A Practical Analysis   Looking at the evolution of video game consoles is fascinating. While conventional PCs tend to evolve 'incrementally', new generations of consoles introduce completely new ways of working. What you see here is a series of articles that will hopefully uncover the rationale behind the latest trends in technology. They will also demonstrate why each system can't be summarised by its 'bits', megahertz, amount of RAM and whatnot.   This is not a developer manual, just an in depth introduction to how each system worked internally. Bear in mind that tech has gotten really complicated lately, so if you struggle to follow my latest articles, try reading the early ones first. They introduce many concepts and definitions that are constantly revisited. Basic knowledge of computing is preferable, however, I try really hard to adapt my content for wider audiences, so please don't be afraid to give it a try!   About this edition   This edition originates from the article initially published on my personal website, it's been re-styled to take advantage of the capabilities of eBook documents.   While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us :), though these will offer a link to the original article in case the reader wants to try the 'full version'. Please keep this in mind when you see references to interactivity throughout the writings.

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