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<channel>
	<title>16-bit &amp;laquo; WordPress.com Tag Feed</title>
	<link>http://wordpress.com/tag/16-bit/</link>
	<description>Feed of posts on WordPress.com tagged "16-bit"</description>
	<pubDate>Mon, 13 Oct 2008 17:05:54 +0000</pubDate>

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<title><![CDATA[Game Plays of a Mage - Breath of Fire 2 Part 8 (St Eva is going Down)]]></title>
<link>http://truegaming.wordpress.com/?p=319</link>
<pubDate>Tue, 30 Sep 2008 22:31:07 +0000</pubDate>
<dc:creator>truegaming</dc:creator>
<guid>http://truegaming.pt-br.wordpress.com/2008/09/30/game-plays-of-a-mage-breath-of-fire-2-part-8-st-eva-is-going-down/</guid>
<description><![CDATA[Hello all its time for another update from your truly White Mage Whitney and its the second to last ]]></description>
<content:encoded><![CDATA[<p><span style="color:#ff00ff;">Hello all its time for another update from your truly White Mage Whitney and its the second to last part of Breath of Fire 2 after this only one more part. I know it has taken me forever to finish this game and I promise the next one will go faster not because it will be shorter but I will get it up on a more regular basis. Anyway enough filler lets get to the meat of the post.</span></p>
<p><span style="color:#ff00ff;">First the crew heads to the giant St Eva church and find out soon after entering that we can't leave. We soon meet Claris who is part of the resistance group that is going to stop St Eva. She helps us escape and tells us to go meet with Tiger who is the head of the group. After making a quick detour to pick up a new weapon its off to meet Tiger. Tiger tells us that the sponsor who is paying for the group has gone missing. We find out its Patty and she is in the thief's tomb and we have to rescue her. After freeing her we go back to Tiger and it times to begin the attack. We head to a small church south of the hideout and after finding out that people have been taken prisoner and forced to become members of the church we run into one of the top priest Father Manson. After a pretty easy fight Manson is done and its now time to hit the main church.</span></p>
<p><span style="color:#ff00ff;"> Disguised as Father Manson and other followers we make it to the main church and enter during a sermon. We find out Claris has been captured and the head of the Church Habaruku is going to kill her. Tiger leaves the group to try and save Claris but is killed soon after Habaruku kills Claris as well (One of the saddest moments in the game) After that we have to fight Ray who ends up unleashing the final Dragon power to Ryu. We give chase to Habaruku and free Rands Mom in the process. Farther up Rand breaks a wall to help us get by but the wall starts to close together and Rand can't hold on. Rands Mom pushes Rand out of the way and the wall closes crushing her (Another very sad moment) Now at the top Habaruku falls down deep into the church and we follow and soon come face to face with a machine being controlled by a blind old man. We free him and find out that not only will the Church now collapse but the old man is really Ryu's Father Ganer. It is now about time to end this so its time to head to Gate for the final battle. Before heading there I head to the well in Township with the odd machine and find out Ganer can power it and make the town fly. Back in Gate bombs are set off to kill the dragon but soon demons are unleashed and panic sets in. I need to find Patty at the request of Father Hulk.</span></p>
<p style="text-align:center;">[viddler id=6e0e3f6c&#38;w=437&#38;h=363]</p>
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<title><![CDATA[GAMEZ: Sonic the Hedgehog Arcade (JPN)]]></title>
<link>http://ihsanamin.wordpress.com/?p=397</link>
<pubDate>Mon, 29 Sep 2008 19:05:36 +0000</pubDate>
<dc:creator>ihsanamin</dc:creator>
<guid>http://ihsanamin.pt-br.wordpress.com/2008/09/29/gamez-sonic-the-hedgehog-arcade-jpn/</guid>
<description><![CDATA[Unreleased in North America, this is a 3 player cooperative arcade game featuring Sega&#8217;s Sonic]]></description>
<content:encoded><![CDATA[<p>Unreleased in North America, this is a 3 player cooperative arcade game featuring Sega's Sonic the Hedgehog and 2 other characters. The game is played with a trackball instead of a joystick, so porting it to home consoles like the Saturn would have meant a new joystick and a mandatory multitap for the 3rd player.</p>
<p>Great graphics and audio, but looks far too difficult. LOL</p>
<p><span style='text-align:center; display: block;'><object width='425' height='350'><param name='movie' value='http://www.youtube.com/v/3HVBukuyrik'></param><param name='wmode' value='transparent'></param><embed src='http://www.youtube.com/v/3HVBukuyrik&rel=0' type='application/x-shockwave-flash' wmode='transparent' width='425' height='350'></embed></object></span></p>
<p><span style='text-align:center; display: block;'><object width='425' height='350'><param name='movie' value='http://www.youtube.com/v/aeUZvyosp4U'></param><param name='wmode' value='transparent'></param><embed src='http://www.youtube.com/v/aeUZvyosp4U&rel=0' type='application/x-shockwave-flash' wmode='transparent' width='425' height='350'></embed></object></span></p>
<p>I'm digging the minimal use of the color black in this game, giving it a more colorful, candy-like appearance and not making the character sprite stand out too much from the backgrounds.</p>
<p>Also the 3/4 isometric view is dope and comes off much better than "Sonic 3D Blast" on Genesis/Mega Drive and Saturn.</p>
<p><span style='text-align:center; display: block;'><object width='425' height='350'><param name='movie' value='http://www.youtube.com/v/Z2y4PgcZU_0'></param><param name='wmode' value='transparent'></param><embed src='http://www.youtube.com/v/Z2y4PgcZU_0&rel=0' type='application/x-shockwave-flash' wmode='transparent' width='425' height='350'></embed></object></span></p>
<p>Genesis/Mega Drive</p>
<p><span style='text-align:center; display: block;'><object width='425' height='350'><param name='movie' value='http://www.youtube.com/v/DpqO7euafks'></param><param name='wmode' value='transparent'></param><embed src='http://www.youtube.com/v/DpqO7euafks&rel=0' type='application/x-shockwave-flash' wmode='transparent' width='425' height='350'></embed></object></span></p>
<p>Saturn</p>
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<title><![CDATA[Wii, arriva una nuova console virtuale]]></title>
<link>http://ilmeglio.wordpress.com/?p=238</link>
<pubDate>Sun, 28 Sep 2008 14:57:48 +0000</pubDate>
<dc:creator>danmartin</dc:creator>
<guid>http://ilmeglio.pt-br.wordpress.com/2008/09/28/wii-arriva-una-nuova-console-virtuale/</guid>
<description><![CDATA[ 
da: IoVideogioco.com

Ormai il mondo delle console virtuali che gli utenti Wii hanno a disposizio]]></description>
<content:encoded><![CDATA[<p> </p>
<p>da: <a href="http://www.iovideogioco.com/console/nintendo/wii/wii-arriva-una-nuova-console-virtuale/" target="_blank">IoVideogioco.com</a></p>
<p><a href="http://ilmeglio.wordpress.com/files/2008/09/super.jpg"><img class="alignnone size-full wp-image-239" title="super" src="http://ilmeglio.wordpress.com/files/2008/09/super.jpg" alt="" width="450" height="338" /></a></p>
<p>Ormai il mondo delle <strong>console virtuali</strong> che gli utenti <strong>Wii</strong> hanno a disposizione (purtroppo a pagamento), mediante i servizi on-line offerti da <strong>Nintendo</strong>, si è espanso davvero a dismisura.</p>
<p>Ecco quindi comparire nell’elenco delle <strong>virtual console</strong> - dopo le console storiche, veri e propri colossi del divertimento videoludico - anche un prodotto lievemente meno popolare di SEGA Mega Drive o Super Nintendo (più che altro per l’età): il <strong>SuperGrafx</strong>, l’evoluzione del PC Engine di NEC, targata 1989.</p>
<p>Dalla sua, questa stazione di gioco virtuale a 16 bit, ha titoli del calibro di <strong>Ghouls ‘n’ Ghosts</strong>: cosa si potrebbe volere di più dal mondo della “grande N”?</p>
<p>fonte: <a href="http://www.iovideogioco.com/console/nintendo/wii/wii-arriva-una-nuova-console-virtuale/" target="_blank">IoVideogioco.com</a></p>
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<title><![CDATA[Outputting 16bit integers on an AVR]]></title>
<link>http://kurzmd.wordpress.com/?p=12</link>
<pubDate>Thu, 11 Sep 2008 02:25:33 +0000</pubDate>
<dc:creator>Matt</dc:creator>
<guid>http://kurzmd.pt-br.wordpress.com/2008/09/11/outputting-16bit-integers-on-an-avr/</guid>
<description><![CDATA[Occasionally you need to output 16bit integers on an AVR. The only problem with this is that you wil]]></description>
<content:encoded><![CDATA[<p>Occasionally you need to output 16bit integers on an AVR. The only problem with this is that you will need to use two ports (I chose A &#38; B). For those of you not familiar with bitwise operators I suggest you check out <a href="http://en.wikipedia.org/wiki/Bitwise_operation" target="_blank">Wikipedia</a>. </p>
<p>Here is the code.</p>
<pre><code>
#include &#60;avr/io.h&#62;

int main(void) {

int16_t num; /* To hold our 16bit number */

DDRA = 0xFF; /* Set direction of A &#38; B to out */
DDRB = 0xFF;

num = 0;

for(;;) { /* Infinite loop, same as while(1) */
PORTA = num &#62;&#62; 8; /* just want high byte */
PORTB = (num &#38; 0x00FF); /* Just want low byte */
num++;
}

return 0;
}
</code></pre>
<p>This should work on any AVR with 2 output ports.</p>
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<title><![CDATA[PCMCIA Wireless Card - Lan Or Bluetooth It's Your Choice]]></title>
<link>http://wirecard.wordpress.com/?p=8</link>
<pubDate>Sun, 31 Aug 2008 12:14:23 +0000</pubDate>
<dc:creator>wirecard</dc:creator>
<guid>http://wirecard.pt-br.wordpress.com/2008/08/31/pcmcia-wireless-card-lan-or-bluetooth-its-your-choice/</guid>
<description><![CDATA[PCMCIA Wireless Card - Lan Or Bluetooth It&#8217;s Your Choice
By [http://ezinearticles.com/?expert=]]></description>
<content:encoded><![CDATA[<p>PCMCIA Wireless Card - Lan Or Bluetooth It's Your Choice<br />
By [http://ezinearticles.com/?expert=Dean_Forster]Dean Forster</p>
<p>The wireless equipment market is ever developing and growing. Not so long ago only corporations and businesses were using wireless networks. Now there there are thousands of free WI-FI spots across the country in restaurants, hotels, college campuses, bars, parking lots and malls allowing you to access the Internet from anywhere within these areas. Laptops recently produced include wireless capabilities from default so using them within a wireless setup is very easy and accessible. However, older models do not have Wi-Fi capabilities and if you want to use an older laptop within a wireless LAN, you will need to purchase a <a href="http://astore.amazon.de/wireless.pcmcia-21" target="_blank">PCMCIA wireless card</a>. They are add-on cards that you insert in your laptop's expansion slots to add it Wi-Fi support.</p>
<p>There are many such PCMCIA cards on the market. Some offer only the basic wireless capabilities, while others are more complex, offering other features as well, such as Bluetooth support for example. If you have an older laptop model, you should not worry about finding a PCMCIA wireless card for it, as there are both 16 bit and 32 bit models available (if you need a 16 bit PCMCIA wireless card, be sure to look for a Type I card or a 16 bit Type II or III card. Type IV cards are 32 bit only). There are PCI to PCMCIA adapters, allowing you to install and use a PCMCIA card on your standalone computer.</p>
<p>If you have an Asus motherboard and you are looking for a simple, easy to install and use PCMCIA wireless card, the Asus WL-127 model is a good solution. It supports the 802.11b standard and it has an external and removable wireless antenna. You can manually select the speed rate from its three supported speeds: 0.5, 5.5 and 11Mbs. It comes together with drivers for all Microsoft Windows operating systems and it supports WEP 64/128 security features. The Asus WL-127 PCMCIA wireless card has two activity LEDs allowing you to see the card's status (an Air LED that is lit when a data transfer occurs and a Link LED that shows that there is an active link). Asus ships its Asus WL-127 card with the necessary documentation, drivers and the external antenna.</p>
<p>The Asus WL-127 card performed well both in a point to point setup and in a wireless network through an access point. The Asus WL-127 wireless card can be used together with the Asus motherboards supporting the Asus WiFi-b technology. The Asus motherboard has a special connector (called WiFi-b slot), that is a modified PCI slot supporting the Asus WL-127 PCMCIA card. Its speed was up to the 802.11b specifications, in situations when the two wireless cards were close to one another and when they were in separate rooms. Its external antenna covers a larger range, allowing you to cover your entire house perimeter. However, it comes with some drawbacks: the Asus WL-127 card comes with drivers only for Microsoft's operating systems and it is only supported by Asus motherboards.</p>
<p>Find out more about wireless network cards for your laptop such as the [http://www.wirelesslaptopreviews.com/belkin-wireless-card.php]Belkin wireless card at [http://www.wirelesslaptopreviews.com/wireless-card-for-laptop.php]wireless card for laptop and http://www.wirelesslaptopreviews.com</p>
<p>Article Source: http://EzineArticles.com/?expert=Dean_Forster http://EzineArticles.com/?PCMCIA-Wireless-Card---Lan-Or-Bluetooth-Its-Your-Choice&#38;id=1143299</p>
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<title><![CDATA[How is video game music made? Let's take a look]]></title>
<link>http://dmntmusic.wordpress.com/?p=46</link>
<pubDate>Wed, 20 Aug 2008 22:34:57 +0000</pubDate>
<dc:creator>dmnt</dc:creator>
<guid>http://dmntmusic.pt-br.wordpress.com/2008/08/20/how-is-video-game-music-made-lets-take-a-look/</guid>
<description><![CDATA[This post was inspired by a recent search engine entry (yes, I can view what you are searching for t]]></description>
<content:encoded><![CDATA[<p>This post was inspired by a recent search engine entry (yes, I can view what you are searching for to get to my site).</p>
<p>Well, video game music starts with a beep, and then a boop, and the some more beeps, and then another boop. </p>
<p>No, unfortunately, making video game music is not that easy. </p>
<p>Anyways, I'll start from the beginning. Back in the day, as in, the 1980's, video game composers were very limited in what they could do with music. First of all, up until the <a href="http://en.wikipedia.org/wiki/History_of_video_game_consoles_(sixth_generation)">6th Generation of Consoles</a>, video games music was, for the most part, midi based. What is midi? Well, try to think of a midi as real-time music. That is, midi does not contain raw sound wave data like .wav or .mp3 files do. Instead it contains information so that the computer or console can play the music. Think of it like a music box -- The swindle on a music box does not play the music, it only contains the information so that the music box itself can play the tune.</p>
<p>The reason sound was midi-based was because it took up far less memory, which was a big issue back in 80's and early 90s. Regular sound files would have taken up so much memory that there would not be any room for graphics! So you would have great music, but nothing to look at! Especially for RPGs. Nowadays, CDs contain tons of memory, so we don't need to use midis. So basically, midi-based sound systems in games used a series of sound channels. These sound channels not only produced music, but sound FX as well (I wish I could tell you how the Sound FX part works, but I don't know myself...lol). Have you ever played an old NES game and noticed that sometimes the music would become..."less" when a sound effect played? That's because each sound channel could only play one sound at a time, so one of the music generators -- that's anything that makes sound -- had to mute itself temporarily so the sound effect could play.</p>
<p>The <a href="http://en.wikipedia.org/wiki/History_of_video_game_consoles_(third_generation)">8-bit Era</a> still used the traditional way of midis and sound channels as its predecessors had. Music in the 8-bit Era was pretty limited for the most part. The NES is most well-known console of this time, so let's use it as the example. The NES contains only 4 channels of sound. As I said earlier, no two sounds can play over the same channel, so this meant you could only have four different instruments playing at once! Even worse, you couldn't even decide what instruments they were...if you wanted to even call them instruments. So sound channels 1 and 2 were Square wave channels. A <a href="http://en.wikipedia.org/wiki/Square_wave">square wave</a>, is literally, a sound wave that looks like a square when viewed under an <a href="http://en.wikipedia.org/wiki/Oscilloscope">O-scope</a>. The square wave is what started the whole "retro sound" scene in the first place. These channels served as the harmony and melody. The third channel is a <a href="http://en.wikipedia.org/wiki/Triangle_wave">triangle wave</a>. Triangle waves tend to make a very deep sound, so it served as the bass sound. The fourth channel offered percussion...in the form of white noise. White noise is the static you hear on your TV when it can't pick up a signal. This sound was used to make very meager drums. (If you want to even call them that)</p>
<p>By the <a href="http://en.wikipedia.org/wiki/History_of_video_game_consoles_(fourth_generation)">16 Bit Era</a>, video game music had evolved much. I will use the Super NES as an example, but of course, it doesn't really matter whom I choose since it was very similar to the Genesis. The SNES now had 8 channels instead of four like the NES, and you could actually choose what instruments you wanted for each channel; for example, if you wanted a timpani roll in channel 7, you would get your Goddamn timpani roll. So now, not only could you play 8 different sounds at once, but you weren't limited to pulse waveforms anymore. Woot. Early games were still developing midi banks to use for this, so the sounds were still very synth-like, such as in Super Mario World, but by the time games like Chrono Trigger had come out, sound was very realistic...for its time, heh. What is a midi bank you ask? A midi bank is basically where you store all your instruments you will be using (well, their virtual data at least). I'm not sure how much instrument data you could store on the cartridge, but it was a lot. Sound FX were also played on these channels as well. I'm not to sure how that works though... Anyways, in addition to all this, you could also add 1 FX filter over all the channels; so now, you could give your sound reverb, delay, and other cool effects. Definably a big help. </p>
<p>The N64 and PS1 were two very different systems in terms of music, so let's start with the N64 first, shall we? The N64 still used cartridges, which meant that it was still very much limited in the music you could compose for it. However, it was far more accessible than the SNES. In fact, it was pretty much just as good as the PC midi system. Many games actually used PC midi's as well. I remember Pokémon snap did... Later though, special banks were made to ensure the best quality for the N64. The N64 also had enough memory to support pre-recorded sound effects! This means that sound effects were stored as recorded, low quality, sound files; they weren't midi based like before. </p>
<p>The PS1 used CDs. This was a <b>huge</b> advancement, because CD's allowed far more memory. This meant that you could now store music as a compressed file format and not a midi anymore! From here, music was now made a completely different way -- the computer. In fact, this style continues on to today in video game music (mostly). Programs like FL Studio (hint, hint) are now used to make awesome digital video game music. Many soundtracks were even orchestrated, such as Halo and Super Mario Galaxy! These days, taking up too much memory isn't a big deal for sound anymore, now that discs have so much space. </p>
<p>If you're interested in making video game music, you should start by getting FL Studio, as I guarantee it will get you the closest to video game sound you could get. You can download the demo free at their site. Anyways, you should look at the demo projects to learn more if you have no idea what you are doing. I'll be posting tutorials and tips about using FL Studio later, so stick around.</p>
<p>--DmNt</p>
<p><i>PS: Sorry if this just discussed video game music history and not actually making it, but making it is really just like making any other music from a digital perspective.</i></p>
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<title><![CDATA[Old Computers Part 5: Fujitsu Micro series]]></title>
<link>http://thenoisingmachine.wordpress.com/?p=548</link>
<pubDate>Sat, 19 Jul 2008 23:54:46 +0000</pubDate>
<dc:creator>kicknz</dc:creator>
<guid>http://thenoisingmachine.pt-br.wordpress.com/2008/07/19/old-computers-part-5-fujitsu-micro-series/</guid>
<description><![CDATA[The Fujitsu Micro series began in 1981 with YAWN the FM8 and FM7, really boring, expensive business ]]></description>
<content:encoded><![CDATA[<p>The Fujitsu Micro series began in 1981 with YAWN the FM8 and FM7, really boring, expensive business computers.  The legacy of business boredom was continued by the 16-bit FM16s in 1983.  Fujitsu had the same role in the Japanese market that IBM had here - making really boring, really expensive computers that only businesses would be interested in.</p>
<p><img src="http://www.ipsj.or.jp/katsudou/museum/computer/images/pic/4050C.jpg" alt="I KIDNAPPED SOME GUY AND I'M TORTURING HIM IN MY BASEMENT" /></p>
<p><img src="http://www.old-computers.com/museum/photos/Fujitsu_FM16s_System_1.jpg" alt="HE'S 5'7" /></p>
<p>Eventually, businesses decided the cheapo PC8801 from NEC could fulfill their needs and the FM series started to die.  After years of low performance, Fujitsu released the FM Towns in 1989.  This computer was innovative in that its PRIMARY media source was CD-ROM, YEARS before this became standard in PCs and Macs.  FM Towns was also more affordable and less business-focused, finding a place in many homes.  In fact, I'm guessing it found a spot in the homes of many perverts, as this little rascal hosted lots of exciting porno games.  Hurray for porn!  The FM Towns actually ran on Windows but used exclusive parts and programs.  Over the next several years, like the NEC computers, it basically transformed into a standard PC and that's where Fujitsu computers stand today.</p>
<p><img src="http://furukawa.cocolog-nifty.com/blog/fmtowns.jpg" alt="PS - I'M IN MONTANA CAN YOU FIND ME?" /></p>
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<title><![CDATA[Why Shoot RAW Format Photography? ]]></title>
<link>http://vitalbodies.wordpress.com/?p=137</link>
<pubDate>Mon, 07 Jul 2008 20:30:15 +0000</pubDate>
<dc:creator>vitalbodies</dc:creator>
<guid>http://vitalbodies.pt-br.wordpress.com/2008/07/07/why-shoot-raw/</guid>
<description><![CDATA[Why Shoot RAW Format Photography? 
Using RAW you can save or improve shots that otherwise might be l]]></description>
<content:encoded><![CDATA[<p><strong>Why Shoot RAW Format Photography? </strong></p>
<p style="text-align:center;"><strong>Using RAW you can save or improve shots that otherwise might be lack luster:</strong></p>
<p style="text-align:center;">Here is a shot taken with a Canon EOS 5D on a trip up the Columbia River Gorge:</p>
<p style="text-align:center;"><a href="http://www.vitalbodies.com/ws07/images/Blog/before_large.jpg"><img class="aligncenter size-full wp-image-161" src="http://vitalbodies.wordpress.com/files/2008/07/before_small.jpg" alt="" width="470" height="314" /></a></p>
<p style="text-align:center;">The camera had some of the settings changed without the knowledge of the photographer.</p>
<p style="text-align:center;">Luckily the image was saved in RAW format.</p>
<p style="text-align:center;">The photographer R A DuBois was able to bring the image back to life using software, in this case Photoshop CS3:</p>
<p style="text-align:center;"><a href="http://www.vitalbodies.com/ws07/images/Blog/after_large.jpg"><img class="aligncenter size-full wp-image-162" src="http://vitalbodies.wordpress.com/files/2008/07/after_small.jpg" alt="" width="470" height="310" /></a></p>
<p style="text-align:center;">What an amazing difference!</p>
<p style="text-align:center;">- Images Copyright 2008 R A DuBois -</p>
<p><strong>RAW: </strong>RAW is basically the direct dump from the sensor.<br />
Likely there is more to it than that, but this is simple way to begin to think about RAW.</p>
<p>This allows you, the artist, to process a raw image in a wide-<a title="Gamut" href="http://en.wikipedia.org/wiki/Gamut">gamut</a> and the internal <a class="mw-redirect" title="Colorspace" href="http://en.wikipedia.org/wiki/Colorspace">colorspace</a> of the sensor data, where precise or dramatic adjustments can be made before conversion. Conversion to an <a class="mw-redirect" title="RGB" href="http://en.wikipedia.org/wiki/RGB">RGB</a> file format such as <a class="mw-redirect" title="TIFF" href="http://en.wikipedia.org/wiki/TIFF">TIFF</a> or <a title="JPEG" href="http://en.wikipedia.org/wiki/JPEG">JPEG</a> is needed for storage, printing, or further manipulation.</p>
<p>By shooting RAW you have avoided a level of pre-processing usually done by a chip on the camera.<br />
You retain all the data of the shot captured by the sensor, including what would have been thrown away by the ﻿pre-processing chip. Plus, the white balance is not set (ingrained) into the image, and for most current sensors you get 16-bit rather than JPG 8-bit.</p>
<p><strong>Digital Negatives:</strong> If you never change the raw files but instead save them as digital negatives, you will always have the full data of the shot. Just SAVE A COPY or do a SAVE AS or EXPORT instead. One nice thing about RAW is that you can tweak the image hundreds of times and the RAW file remains unchanged, waiting for new and improved methods of correction.</p>
<p><strong>Why Not JPG?:</strong> JPG is not a loss-less format. JPG is a lossy format, thus there is loss of data in order to achieve compression and smaller file size. This format is useful for many things, like posting images on the net. You can always SAVE A COPY of your RAW image to JPG. This requires extra steps yet preserves your digital negatives. JPG is definitely worth using for many things, like product shots that you will no longer need the digital negatives for in the future. Like why go through all the extra steps and have huge image sizes for images of something you just want to list once on ebay?</p>
<p>The Sigma comes with special software for working with the RAW files that the camera produces. Each model of sensor that camera manufacturers use, creates unique data. Special software is needed, or software that has been programed to work with that data.</p>
<p>VitalBodies will be using UFRaw and the special Sigma software called Sigma Photo Pro.</p>
<p><strong>RADICAL RAW RESOURCES: </strong></p>
<ul>
<li><strong>Sigma Photo Pro: </strong><a href="http://vitalbodies.wordpress.com/2008/07/13/how-to-install-a-windows-program-in-ubuntu-hardy-heron/">How To Install Sigma Photo Pro In Ubuntu</a>...</li>
<li><strong>UFRaw:</strong> UFRaw can function standalone or as a plug in for GIMP.</li>
<li><strong>DCRAW:</strong> http://www.cybercom.net/~dcoffin/dcraw/</li>
<li><strong>Wikipedia:</strong> http://en.wikipedia.org/wiki/Raw_image_format</li>
</ul>
]]></content:encoded>
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<title><![CDATA[Retro Revival Week]]></title>
<link>http://ajmarra.wordpress.com/?p=61</link>
<pubDate>Sat, 05 Jul 2008 23:13:43 +0000</pubDate>
<dc:creator>Alex Marra</dc:creator>
<guid>http://ajmarra.pt-br.wordpress.com/2008/07/05/retro-revival-week/</guid>
<description><![CDATA[Over at GameSpot, a buddy of mine named Mike (or EightBitWarrior) is having a week long event in whi]]></description>
<content:encoded><![CDATA[<p>Over at GameSpot, a buddy of mine named Mike (or EightBitWarrior) is having a week long event in which anyone who would like to participate only plays retro games from tomorrow (Sunday) to next Saturday.</p>
<p>I, being a lover of retro games myself, have decided to join in on the festivities and I will be playing one retro game a day for each day of the event, while additionally writing a review for them. My playlist for each day is as follows:</p>
<p>Sunday, July 6, 2008 - Star Wars: Episode I: Racer (PC)</p>
<p><img class="alignnone" src="http://img57.imageshack.us/img57/3113/352c7220eca0683d0171301xm5.jpg" alt="" width="118" height="118" /></p>
<p>Monday, July 7, 2008 - Bebe's Kids (SNES)</p>
<p><img class="alignnone" src="http://img92.imageshack.us/img92/884/a27gm3.jpg" alt="" /></p>
<p>Tuesday, July 8, 2008 - Contra (NES)</p>
<p><img class="alignnone" src="http://img65.imageshack.us/img65/9274/contrapm9.jpg" alt="" width="110" height="151" /></p>
<p>Wednesday, July 9, 2008 - Fester's Quest (NES)</p>
<p><img class="alignnone" src="http://pressthebuttons.typepad.com/photos/uncategorized/festerquest.jpg" alt="" width="113" height="162" /></p>
<p>Thursday, July 10, 2008 - Ninja Gaiden (NES)</p>
<p><img class="alignnone" src="http://img67.imageshack.us/img67/2957/ninjagaidennesun8.jpg" alt="" width="105" height="150" /></p>
<p>Friday,  July 11, 2008 - StarCraft: Brood War (PC)</p>
<p><img class="alignnone" src="http://image.com.com/gamespot/images/2003/all/boxshots2/75249_41491.jpg" alt="" /></p>
<p>Saturday, July 12, 2008 - Super Mario Bros. 3 (NES)</p>
<p><img class="alignnone" src="http://image.com.com/gamespot/images/2003/all/boxshots2/525245_28422.jpg" alt="" /></p>
<p>For those of you thinking about joining, go to Mike's GameSpot page for more details and rules.</p>
<p>Link:<br />
<a href="http://www.gamespot.com/users/EightBitWarrior/show_blog_entry.php?topic_id=m-100-25461165" target="_blank">Retro Revival Week Rules</a></p>
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<item>
<title><![CDATA[The Demise of the Sound Test]]></title>
<link>http://nickadamsgaming.wordpress.com/?p=27</link>
<pubDate>Thu, 03 Jul 2008 21:19:24 +0000</pubDate>
<dc:creator>nickadamsgaming</dc:creator>
<guid>http://nickadamsgaming.pt-br.wordpress.com/2008/07/03/the-demise-of-the-sound-test/</guid>
<description><![CDATA[Perhaps its something to do with games becoming more complicated and professional, but the sound tes]]></description>
<content:encoded><![CDATA[<p>Perhaps its something to do with games becoming more complicated and professional, but the sound test is a feature which has not weathered the progress of game development.</p>
<p>
It was never something as practical as adjusting brightness, or screen resolution but it certainly had its own charm. I can't think of any practical situation where a sound test would be required to solve a problem.</p>
<p>
<img src="http://www.themechanicalmaniacs.com/images/mmmysteries/MM7mys-fSoundTest.gif" height width="253" alt="Basic Sound Test"></p>
<p>
And yet, there was something incredibly liberating about playing any sound or theme from a video game at will. With an audience the sound test became a very valuable tool in providing some extra enjoyment from a game. Naturally, it lent itself to comical miming of badly sampled speech or perhaps some other sound effects for an impromptu performance inspired by the bunch of chimes, cracks, and bleeps.</p>
<p>
For the more committed sound testers out there, it was entirely possible to make a drum loop out of explosions, impacts and other violent noises. This was something that I took immense pleasure in, and there was a live, almost acoustic quality in making these from just using a menu.</p>
<p>
There's also something to be said about the type of games which offered a sound test. The ones which I fondly remember are a pedigree of the hardcore games on my youth: Contra, Streetfighter, Castlevania, R-Type, etc.</p>
<p>
As the quality of sound in games improved, the novelty of the sound test waned. Something as simple as laughing at a Mega Drive's murky attempts at recreated sampled speech (even the groans of some poor enemy getting punched in the face) would be confined to the 16-bit consoles.</p>
<p>
My most recent experience of playing with the sound test was with Super Smash Bros Melee. The sound test for this game was only offered as a reward for unlocking everything else in the game, and this was a welcome reward. The type of gamer who would complete the game inside out is probably someone who would appreciate having a wealth of Nintendo samples and music available to play with.</p>
<p>
The novelty of a sound test will always be something I'll appreciate. Its something which is not included in the new games on the market, but I will always have fond memories of playing about with random sounds for fun from the 16-bit era.</p>
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<title><![CDATA[The Curious Case of the Intellivision]]></title>
<link>http://thenoisingmachine.wordpress.com/?p=197</link>
<pubDate>Thu, 29 May 2008 14:34:27 +0000</pubDate>
<dc:creator>kicknz</dc:creator>
<guid>http://thenoisingmachine.pt-br.wordpress.com/2008/05/29/the-curious-case-of-the-intellivision/</guid>
<description><![CDATA[In the late 70s, there was one, and only one, big-time video game console - the Atari 2600 Video Com]]></description>
<content:encoded><![CDATA[<p>In the late 70s, there was one, and only one, big-time video game console - the <a href="http://en.wikipedia.org/wiki/Atari_2600">Atari 2600 Video Computer System</a>, which moved almost 30 million units during its lifetime. There were a couple of mildly successful challengers - the <a href="http://en.wikipedia.org/wiki/Fairchild_Channel_F">Fairchild Channel F</a> and the <a href="http://en.wikipedia.org/wiki/Magnavox_Odyssey_2">Magnavox Odyssey2</a>, both of which had long lives on store shelves in spite of only selling about a million units each and having small game libraries.</p>
<p>Finally, in 1980, <a href="http://en.wikipedia.org/wiki/Mattel">Mattel Electronics</a> decided to enter the fray with their new console, the <a href="http://en.wikipedia.org/wiki/Intellivision">Intellivision</a>. This system was 16-bit. YES, 16-bit. But it still looks like a 1980 system, which shows that it's not bits available that matters as much as the processor being used. Many people of my general age are familiar with <a href="http://www.skillreactor.org/tutortxt/megadrv/advrtise.jpg">SEGA's Genesis ads</a> that attacked the inferior NES. This advertising strategy was actually pioneered by Mattel, which constantly ran television and print ads comparing the Intellivision to the 2600. It didn't work as well for Mattel as it later would for SEGA - in spite of the high awareness among gamers of the "war" the Intellivision only sold 3 million units during its initial run.</p>
<p><img src="http://www.intellivisionlives.com/bluesky/media/media_pix/plimpton.gif" alt="" /></p>
<p>When the market crashed, individuals within Mattel started a new company and bought all of the Intellivision assets from Mattel. This is when things became somewhat unique. Unlike other machines killed by the market crash, the Intellivision, under new ownership, returned to store shelves in 1985. When this avenue dried up they focused on mail order business. 30-some new games were released post-crash. Finally, the system was discontinued for good in 1990, giving the system an impressive decade-long run. Even more impressive is that the system sold another 3 million units under the new management, giving it a very respectful (if undeserved) lifetime total of 6 million.</p>
<p><a href="http://thenoisingmachine.wordpress.com/author/kicknz/"><img src="http://a.wordpress.com/avatar/kicknz-48.jpg" alt="" />kicknz</a></p>
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<title><![CDATA[A Timeline of video game consoles ]]></title>
<link>http://gamerlevel.wordpress.com/?p=6</link>
<pubDate>Tue, 20 May 2008 01:44:53 +0000</pubDate>
<dc:creator>interstelar1</dc:creator>
<guid>http://gamerlevel.pt-br.wordpress.com/2008/05/20/a-timeline-of-video-game-consoles/</guid>
<description><![CDATA[
A list of video games consoles from succeeding to enjoyment that sometimes still played today somew]]></description>
<content:encoded><![CDATA[<p><img class="alignleft" src="http://image.mycolours.com.au/medium/272016.jpg" alt="my favorite console from Sega." /></p>
<p>A list of video games consoles from succeeding to enjoyment that sometimes still played today somewhere. Consoles that didn't last long but some lasted for a decade (Atari, PS2). The timeline follows from earliest to the latest. <span style="color:#000000;"><a href="http://www.mywii.com.au/GuideDetail.aspx?id=115" target="_blank">mywii.com</a></span></p>
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<title><![CDATA[Mouse in TC++]]></title>
<link>http://jaisantonyk.wordpress.com/?p=20</link>
<pubDate>Thu, 24 Apr 2008 14:34:05 +0000</pubDate>
<dc:creator>Jais Antony</dc:creator>
<guid>http://jaisantonyk.pt-br.wordpress.com/2008/04/24/mouse-in-tc/</guid>
<description><![CDATA[Want to use mouse in C/C++ in DOS ? This section gives the basics to use a mouse in the 16-bit DOS w]]></description>
<content:encoded><![CDATA[<p>Want to use mouse in C/C++ in DOS ? This section gives the basics to use a mouse in the 16-bit DOS world using C. The graphics mode used here is 640x480x16 color.</p>
<p>We use the int86() function to handle interrupts. Lets start. Put the declarations below first in your mouse header file.</p>
<p>REGS I,O;</p>
<p>SREGS s;</p>
<p>int visible,state;</p>
<p>1. To initialize the mouse, the function reset is defined as follows.</p>
<p>int reset()<br />
{<br />
I.x.ax=0;visible=0;<br />
int86(0x33,&#38;I,&#38;O);<br />
return 1;<br />
}</p>
<p>2. To show the mouse pointer</p>
<p>void show()<br />
{<br />
if(!visible)<br />
{<br />
visible=1;<br />
I.x.ax=1;<br />
int86(0x33,&#38;I,&#38;O);<br />
}<br />
}</p>
<p>3. To hide...</p>
<p>void hide()<br />
{<br />
if(visible)<br />
{<br />
visible=0;<br />
I.x.ax=2;<br />
int86(0x33,&#38;I,&#38;O);<br />
}<br />
}</p>
<p>4. Get status. Returns 0 for no event, 1 for left click, and 2 for right click</p>
<p>int status()<br />
{<br />
I.x.ax=3;<br />
int86(0x33,&#38;I,&#38;O);<br />
return O.x.bx;<br />
}</p>
<p>5. Get X and Y coordinates</p>
<p>int x()<br />
{<br />
I.x.ax=3;<br />
int86(0x33,&#38;I,&#38;O);<br />
return O.x.cx;<br />
}</p>
<p>int y()<br />
{<br />
I.x.ax=3;<br />
int86(0x33,&#38;I,&#38;O);<br />
return O.x.dx;<br />
}</p>
<p>6. Restricting pointer to (x1,y1) - (x2,y2)</p>
<p>void restrict(int x1,int y1,int x2,int y2)<br />
{<br />
I.x.ax=7;<br />
I.x.cx=x1;<br />
I.x.dx=x2;<br />
int86(0x33,&#38;I,&#38;O);<br />
I.x.ax=8;<br />
I.x.cx=y1;<br />
I.x.dx=y2;<br />
int86(0x33,&#38;I,&#38;O);<br />
}</p>
<p>7. Placing pointer at a coordinate (x,y)</p>
<p>void place(int x,int y)<br />
{<br />
I.x.ax=4;<br />
I.x.cx=x;<br />
I.x.dx=y;<br />
int86(0x33,&#38;I,&#38;O);<br />
}</p>
<p>Now the mouse can be initialised by the following calls...</p>
<p>mouse.reset();<br />
mouse.show();</p>
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<title><![CDATA[Don't Despair]]></title>
<link>http://jtaplin.wordpress.com/?p=341</link>
<pubDate>Sun, 16 Mar 2008 21:19:41 +0000</pubDate>
<dc:creator>Jon Taplin</dc:creator>
<guid>http://jtaplin.wordpress.com/2008/03/16/dont-despair/</guid>
<description><![CDATA[
When ever I feel like we are entering a cultural box canyon&#8211;like the current state of the Maj]]></description>
<content:encoded><![CDATA[<p><a href="http://jtaplin.wordpress.com/files/2008/03/finn.jpg" title="Liam Finn"><img src="http://jtaplin.wordpress.com/files/2008/03/finn.jpg" alt="Liam Finn" /></a></p>
<p>When ever I feel like we are entering a cultural box canyon--like the current state of the Major Label Record Business--my bad mood is broken by reports from Indi-Music world outposts like the South By Southwest Music convention going on in Austin, Texas right now. The New York Times seems to have most of their music critics down there and <a href="http://artsbeat.blogs.nytimes.com/tag/south-by-southwest-music-festival/">the blogs are a joy</a>. The overall sense from the blogs was of a huge outpouring of original music in the Indi scene (like from Lian Finn, above) just when everyone says the music business is in the toilet.</p>
<p>One of the really good ones is a video interview by <a href="http://artsbeat.blogs.nytimes.com/2008/03/16/sxsw-video-backstage-with-daniel-lanois/">John Pareles of Daniel Lanois.</a> Daniel is a very soulful artist who also is a great producer (U-2, Bob Dylan) and helped Wim Wenders and I on the soundtrack of <a href="http://www.amazon.com/gp/redirect.html?ie=UTF8&#38;location=http%3A%2F%2Fwww.amazon.com%2FUntil-End-World-Picture-Soundtrack%2Fdp%2FB000002LQZ%3Fie%3DUTF8%26s%3Dmusic%26qid%3D1205701826%26sr%3D1-1&#38;tag=jotasbl-20&#38;linkCode=ur2&#38;camp=1789&#38;creative=9325">Until The End Of The World</a><img border="0" width="1" src="http://www.assoc-amazon.com/e/ir?t=jotasbl-20&#38;l=ur2&#38;o=1" height="1" style="border:medium none;margin:0;" />along with U-2, T-Bone Burnett, Robbie Robertson, and many others. In this interview he talks almost elegiacally about the old Big Sound of the great analog studios he was lucky enough to make records in. "But now it's changed" Daniel says, "anyone can make a record in their closet." The energy of SXSW is made possible by the fact that any band can make a decent recording and put it up on a My Space or Face book page and build a fan base by touring. Let the deal come later. That's how it was in the folk music days. so this is good.</p>
<p>But some are arguing that records actually sounded a lot better in the pre-digital world. And this is bad.</p>
<p>My friend, the aforementioned great producer/artist T-Bone Burnett believes that unless the move towards lower quality digital bit rates is halted, this highly compressed 16 bit file is going to slowly kill the music business. You can start to hear where he's going on his new record, <a href="http://www.amazon.com/gp/redirect.html?ie=UTF8&#38;location=http%3A%2F%2Fwww.amazon.com%2FRaising-Robert-Plant-Alison-Krauss%2Fdp%2FB000UMQDHC%3Fie%3DUTF8%26s%3Dmusic%26qid%3D1205701989%26sr%3D1-1&#38;tag=jotasbl-20&#38;linkCode=ur2&#38;camp=1789&#38;creative=9325">Raising Sand</a><img border="0" width="1" src="http://www.assoc-amazon.com/e/ir?t=jotasbl-20&#38;l=ur2&#38;o=1" height="1" style="border:medium none;margin:0;" />. I've been lucky to hear what great download (one that would play on exisiting ipods) music can sound like in his studio, even through ear buds. The difference is astonishing.</p>
<p>T-Bone pointed me towards <a href="http://stereophile.com/features/308mp3cd/index.html">this article as the </a>beginning of a conversation.</p>
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<title><![CDATA[jEnesisDS 0.6]]></title>
<link>http://tracia.wordpress.com/?p=118</link>
<pubDate>Thu, 13 Mar 2008 05:39:35 +0000</pubDate>
<dc:creator>~ Céfiro</dc:creator>
<guid>http://tracia.pt-br.wordpress.com/2008/03/12/jenesisds-06/</guid>
<description><![CDATA[
Plataformas:  
Versión: 0.6
Status: final
Fecha de Salida: 27 de Enero, 2008
Website: www.workingd]]></description>
<content:encoded><![CDATA[<div style="text-align:center;"><img src="http://i30.tinypic.com/2zozmlg.png" alt="jEnesis 0.6" border="0" height="250" width="420" /></div>
<blockquote><p><b>Plataformas</b>:  <img src="http://www.dev-fr.org/icones/NDS_new.png" /><br />
<b>Versión:</b> 0.6<br />
<b>Status:</b> final<br />
<b>Fecha de Salida: </b>27 de Enero, 2008<b><br />
Website:</b> <a href="http://www.workingdesign.de/projects/jenesisds.php" title="WorkingDesign" target="_blank">www.workingdesign.de</a></p></blockquote>
<p><!--more--> ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~</p>
<p align="center"><b>[ <a href="http://danthemanms.googlepages.com/jEnesisDS_0.6.zip" title="jEnesisDS 0.6" target="_blank">DESCARGAR</a> ]</b></p>
<p><b>jEnesisDS</b> es un emulador de Sega Genesis/MegaDrive para la consola portátil Nintendo DS, hecho por Lordus. Hasta el momento, es el único emulador de Genesis que soporta sonido.</p>
<p align="left"><b>¿Cómo Instalar?</b></p>
<ol>
<li>Descarga la última versión</li>
<li>Parcha el archivo *.nds file con su DLDI correspondiente, si es que tu FlashCart no lo hace automaticamente</li>
<li>Copia el *.nds archivo a la memoria de tu tarjeta con tus juegos donde mejor se te acomode</li>
<li>Ejecuta el archivo *.nds desde tu Nintendo DS</li>
</ol>
<p><b>Características:</b></p>
<ul>
<li>Rendereado de hardware que corre a toda velocidad la mayoría de los juegos, aunque con algunos errores gráficos; solo está disponible la escala vertical.</li>
<li>Rendereado de software (Solo v0.4a) que tiene un excelente soporte de escala vertical/horizontal a cambio de velocidad (disponible frameskip ajustable)</li>
<li>Relativamente alta compatibilidad para juegos de 3MB o menos</li>
<li>Soporte de guardar/cargar SRAM</li>
<li>Soporte para *.smd, *.bin y *.gen</li>
<li>Savestates (2 disponibles)</li>
<li>Sonido</li>
<li>Otras opciones para incrementar la compatibilidad</li>
</ul>
<p><b>Cambios para ésta versión (inglés):</b></p>
<ul>
<li>Custom Z80 ASM core implemented.</li>
<li>Custom YM2612 and PSG emulation, running on the ARM7. So there is sound now <img src="http://www.dcemu.co.uk/vbulletin/images/smilies/wink.gif" class="inlineimg" border="0" /></li>
<li>Many parts rewritten. Speed without Z80 core should be quite a bit faster for most games.</li>
<li>Idle-loop detection completely rewritten. Shouldn't break any games anymore. Therefore the option to disable it was taken out.</li>
<li>Some changes to the HW renderer. Some glitches should be gone, others were probably introduced. Will be rewritten for the next version.</li>
<li>Tweaked H-Int auto detection, so less games should need the "ON" option to boot now.</li>
<li>Mode-Button added (L+R+Start)</li>
<li>Skipped option screen at startup, so you get directly into the game selection.</li>
</ul>
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<title><![CDATA[Basara No Mugen Page.]]></title>
<link>http://evisall.wordpress.com/2008/01/22/basara-no-mugen-page/</link>
<pubDate>Tue, 22 Jan 2008 22:58:34 +0000</pubDate>
<dc:creator>kataztrophy</dc:creator>
<guid>http://evisall.pt-br.wordpress.com/2008/01/22/basara-no-mugen-page/</guid>
<description><![CDATA[With the continuous bickering between Obama and the Clinton&#8217;s, I feel obligated to not vote fo]]></description>
<content:encoded><![CDATA[<p>With the continuous bickering between Obama and the Clinton's, I feel obligated to not vote for anybody in the next presidential election. I get that voting is important and all that, but what is the freaking point? Everyone is coming off as a trash talking, nitpicking, pandering buffoon. Watching this mess gives me the impression that another Republican will end up winning, thus he will carry on with Bush's failed plans that will end up destroying us all.</p>
<p>I seriously doubt I'm the only one turned off by this. The best case scenario would be for someone like Lou Dobbs to run as an Independent candidate. He's good at pointing out the faults of both parties, he would probably do a good job at fixing things they mess up if elected. I don't see it happening because he probably makes more money working for CNN than he would as President...</p>
<p>...How is any of that related to Mugen? It isn't. I just wanted to illustrate my disdain for the Democrats currently running. By doing so, I have avoided the dreaded one lined blog post of spamminess(and probably bored a few people to death in the process)!</p>
<p><a href="http://www.associatedcontent.com/article/557575/mugen_site_bnmp.html">Mugen Site: B.N.M.P.</a></p>
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<title><![CDATA[Consolas famosas... en versiones bastante "inusuales"]]></title>
<link>http://presionecualquiertecla.wordpress.com/2007/12/12/consolas-famosas-en-versiones-bastante-inusuales/</link>
<pubDate>Wed, 12 Dec 2007 02:08:01 +0000</pubDate>
<dc:creator>carecoin</dc:creator>
<guid>http://presionecualquiertecla.pt-br.wordpress.com/2007/12/12/consolas-famosas-en-versiones-bastante-inusuales/</guid>
<description><![CDATA[¿Se imagina una Megadrive como un PC? ¿o una Gamecube de Panasonic? ¿o una TV con una SNES integr]]></description>
<content:encoded><![CDATA[<p>¿Se imagina una Megadrive como un PC? ¿o una Gamecube de Panasonic? ¿o una TV con una SNES integrada? No señores, no estoy fantasiando, se trata de una recopilación de consolas famosas bastante "inusuales" que si bien, la mayoría nunca salió de Japón, se fueron haciendo conocidas de a poco, aunque mucha gente no tenga ni idea de lo que estoy hablando.</p>
<p>Si todavía se siente sorprendido/a al ver tamaña calaña (XD) Péguese una vuelta en el siguiente link:</p>
<p><a href="http://www.pixfans.com/versiones-muy-raras-de-consolas-famosas/" title="Versiones muy raras de consolas famosas - PixFans.com" target="_blank">Versiones muy raras de consolas famosas</a></p>
<p>Para la próxima, no se sorprenda al ver alguna versión "rara" de alguna consola famosa.</p>
<p>Saludos.</p>
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