Analogue Pocket
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Analogue Pocket
The Analogue Pocket is an FPGA-based handheld game console designed and manufactured by Analogue, Inc.; it was announced on October 16, 2019 and released on December 13, 2021. It is designed to play games designed for handhelds of the fourth generation of video game consoles and earlier generations. Design The device features a design inspired by the Nintendo Game Boy, including a physical cartridge slot at the rear of the console. Additional connectivity is provided via microSD card support and USB-C connectivity. Support for wireless controllers and HDMI output is also available through a proprietary docking solution. The Analogue Pocket is designed around an Altera Cyclone V field-programmable gate array, which it uses to replicate the hardware of the Game Boy, Game Boy Color and Game Boy Advance handheld consoles. Adapters are also available which allows the use of Game Gear, Neo Geo Pocket, Neo Geo Pocket Color and Atari Lynx game cartridges. This FPGA is also open for ...
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Analogue Inc
Analog or analogue may refer to: Computing and electronics * Analog signal, in which information is encoded in a continuous variable ** Analog device, an apparatus that operates on analog signals *** Analog electronics, circuits which use analog signals **** Analog computer, a computer that uses analog signals ** Analog recording, information recorded using an analog signal * Functional analog (electronic), a system that fulfills the same function as another * Structural analog (electronic), a system that has the same structure as another Entertainment Albums and songs * ''Analog'' (album), an album by Eureka Farm * "Analog" (song), a song by Tyler, The Creator, featuring Hodgy Beats, from ''Goblin'' * ''Analogue'' (album), a 2005 album by A-ha ** "Analogue" (All I Want), the title track of the 2005 album by A-ha Books and magazines * '' Analog Science Fiction and Fact'', a science-fiction magazine * '' ANALOG Computing'', a 1981–1989 magazine about Atari computers * ' ...
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Game Gear
The is an 8-bit Fourth generation of video game consoles, fourth generation handheld game console released by Sega on October 6, 1990, in Japan, in April 1991 throughout North America and Europe, and during 1992 in Australia. The Game Gear primarily competed with Nintendo's Game Boy, the Atari Lynx, and NEC's TurboExpress. It shares much of its hardware with the Master System, and can play Master System games by the use of an adapter. Sega positioned the Game Gear, which had a full-color Backlight, backlit screen with a landscape format, as a technologically superior handheld to the Game Boy. Though the Game Gear was rushed to market, its unique game library and price point gave it an edge over the Atari Lynx and TurboExpress. However, due to its short battery life, lack of original games, and weak support from Sega, the Game Gear was unable to surpass the Game Boy, selling 10.62 million units by March 1996. The Game Gear was discontinued in 1997. It was re-released as a budget ...
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Aspect Ratio (image)
The aspect ratio of an image is the ratio of its width to its height, and is expressed with two numbers separated by a colon, such as ''16:9'', sixteen-to-nine. For the ''x'':''y'' aspect ratio, the image is ''x'' units wide and ''y'' units high. Common aspect ratios are 1.85:1 and 2.39:1 in cinematography, 4:3 and 16:9 in television photography, and 3:2 in still photography. Some common examples The common film aspect ratios used in cinemas are 1.85:1 and 2.39:1.The 2.39:1 ratio is commonly labeled 2.40:1, e.g., in the American Society of Cinematographers' ''American Cinematographer Manual'' (Many widescreen films before the 1970 SMPTE revision used 2.35:1). Two common videographic aspect ratios are 4:3 (1.:1), the universal video format of the 20th century, and 16:9 (1.:1), universal for high-definition television and European digital television. Other cinema and video aspect ratios exist, but are used infrequently. In still camera photography, the most common aspect ...
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Pixel
In digital imaging, a pixel (abbreviated px), pel, or picture element is the smallest addressable element in a raster image, or the smallest point in an all points addressable display device. In most digital display devices, pixels are the smallest element that can be manipulated through software. Each pixel is a sample of an original image; more samples typically provide more accurate representations of the original. The intensity of each pixel is variable. In color imaging systems, a color is typically represented by three or four component intensities such as red, green, and blue, or cyan, magenta, yellow, and black. In some contexts (such as descriptions of camera sensors), ''pixel'' refers to a single scalar element of a multi-component representation (called a ''photosite'' in the camera sensor context, although '' sensel'' is sometimes used), while in yet other contexts (like MRI) it may refer to a set of component intensities for a spatial position. Etymology ...
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Display Resolution
The display resolution or display modes of a digital television, computer monitor or display device is the number of distinct pixels in each dimension that can be displayed. It can be an ambiguous term especially as the displayed resolution is controlled by different factors in cathode ray tube (CRT) displays, flat-panel displays (including liquid-crystal displays) and projection displays using fixed picture-element (pixel) arrays. It is usually quoted as ', with the units in pixels: for example, ' means the width is 1024 pixels and the height is 768 pixels. This example would normally be spoken as "ten twenty-four by seven sixty-eight" or "ten twenty-four by seven six eight". One use of the term ''display resolution'' applies to fixed-pixel-array displays such as plasma display panels (PDP), liquid-crystal displays (LCD), Digital Light Processing (DLP) projectors, OLED displays, and similar technologies, and is simply the physical number of columns and rows of pixels ...
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Static Random-access Memory
Static random-access memory (static RAM or SRAM) is a type of random-access memory (RAM) that uses latching circuitry (flip-flop) to store each bit. SRAM is volatile memory; data is lost when power is removed. The term ''static'' differentiates SRAM from DRAM (''dynamic'' random-access memory) — SRAM will hold its data permanently in the presence of power, while data in DRAM decays in seconds and thus must be periodically refreshed. SRAM is faster than DRAM but it is more expensive in terms of silicon area and cost; it is typically used for the cache and internal registers of a CPU while DRAM is used for a computer's main memory. History Semiconductor bipolar SRAM was invented in 1963 by Robert Norman at Fairchild Semiconductor. MOS SRAM was invented in 1964 by John Schmidt at Fairchild Semiconductor. It was a 64-bit MOS p-channel SRAM. The SRAM was the main driver behind any new CMOS-based technology fabrication process since 1959 when CMOS was invented. In 1965, ...
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Synchronous Dynamic Random-access Memory
Synchronous dynamic random-access memory (synchronous dynamic RAM or SDRAM) is any DRAM where the operation of its external pin interface is coordinated by an externally supplied clock signal. DRAM integrated circuits (ICs) produced from the early 1970s to early 1990s used an ''asynchronous'' interface, in which input control signals have a direct effect on internal functions only delayed by the trip across its semiconductor pathways. SDRAM has a ''synchronous'' interface, whereby changes on control inputs are recognised after a rising edge of its clock input. In SDRAM families standardized by JEDEC, the clock signal controls the stepping of an internal finite-state machine that responds to incoming commands. These commands can be pipelined to improve performance, with previously started operations completing while new commands are received. The memory is divided into several equally sized but independent sections called ''banks'', allowing the device to operate on a memory ac ...
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Lithium-ion Battery
A lithium-ion or Li-ion battery is a type of rechargeable battery which uses the reversible reduction of lithium ions to store energy. It is the predominant battery type used in portable consumer electronics and electric vehicles. It also sees significant use for grid-scale energy storage and military and aerospace applications. Compared to other rechargeable battery technologies, Li-ion batteries have high energy densities, low self-discharge, and no memory effect (although a small memory effect reported in LFP cells has been traced to poorly made cells). Chemistry, performance, cost and safety characteristics vary across types of lithium-ion batteries. Most commercial Li-ion cells use intercalation compounds as the active materials. The anode or negative electrode is usually graphite, although silicon-carbon is also being increasingly used. Cells can be manufactured to prioritize either energy or power density. Handheld electronics mostly use lithium polymer batter ...
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Display Size
On 2D displays, such as computer monitors and TVs, the display size (or viewable image size or VIS) is the physical size of the area where pictures and videos are displayed. The size of a screen is usually described by the length of its diagonal, which is the distance between opposite corners, usually in inches. It is also sometimes called the physical image size to distinguish it from the "logical image size," which describes a screen's display resolution and is measured in pixels. History The size of a screen is usually described by the length of its diagonal, which is the distance between opposite corners, usually in inches. It is also sometimes called the physical image size to distinguish it from the "logical image size," which describes a screen's display resolution and is measured in pixels. The method of measuring screen size by its diagonal was inherited from the method used for the first generation of CRT television, when picture tubes with circular faces were in ...
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Variable Refresh Rate
Variable refresh rate (VRR) refers to a dynamic display that can continuously and seamlessly change its refresh rate without user input. A display supporting a variable refresh rate usually supports a specific ''range'' of refresh rates (e.g. 30 Hertz through 144 Hertz). This is called the ''variable refresh rate range'' (VRR range). The refresh rate can continuously vary seamlessly anywhere within this range. Purpose On displays with a fixed refresh rate, a frame can only be shown on the screen at specific intervals, evenly spaced apart. If a new frame is not ready when that interval arrives, then the old frame is held on screen until the next interval (stutter) or a mixture of the old frame and the completed part of the new frame is shown (screen tearing, tearing). Conversely, if the frame is ready before the interval arrives, then it won't be shown until that interval arrives. Variable refresh rates eliminate these issues by matching the refresh rates of a display to be in ...
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GameSpot
''GameSpot'' is an American video gaming website that provides news, reviews, previews, downloads, and other information on video games. The site was launched on May 1, 1996, created by Pete Deemer, Vince Broady and Jon Epstein. In addition to the information produced by ''GameSpot'' staff, the site also allows users to write their own reviews, blogs, and post on the site's forums. It has been owned by Fandom, Inc. since October 2022. In 2004, ''GameSpot'' won "Best Gaming Website" as chosen by the viewers in Spike TV's second ''Video Game Award Show'', and has won Webby Awards several times. The domain ''gamespot.com'' attracted at least 60 million visitors annually by October 2008 according to a Compete.com study. History In January 1996, Pete Deemer, Vince Broady and Jon Epstein quit their positions at IDG and founded SpotMedia Communications. SpotMedia then launched ''GameSpot'' on May 1, 1996. Originally, ''GameSpot'' focused solely on personal computer games, so a ...
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