AP0127 Video Arcade Games EvalBoard 2A
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Alienware 25 Gaming Monitor AW2518H说明书
Alienware 25 Gaming Monitor -AW2518HGear up. Throw down.Key features for AW2518HAlienware design & AlienFX Lighting:•Designed for the enthusiast, the AW2518H delivers a futuristic style and precise form with solid stability.•Customizable AlienFX™ lighting provides a personalized, dynamic look to make your monitor reflect your style and deliver deeper immersion in the game with in-gamelighting effects•Ultrathin bezels elevates the game by enabling a seamless multi-monitor set-up240Hz Refresh rate & 1ms response time:•Lightning-fast 240Hz native refresh rate combined with 1ms response time delivers buttery-smooth gameplay with virtually no input lag.•These features allow mouse tracking, aiming, and flick shots to be that much easier for fast-paced action games likefirst-person shooters, racing, sports and real-time strategy games.•Built for incredible speed and accuracy because every millisecond counts.NVIDIA G-SYNC™enabled and 3D Vision Ready:•See gaming differently with NVIDIA G-SYNC™. This breakthrough display technology eliminates screen tearing and minimizes display stutter and input lag to deliver the smoothest, fastest, most breathtaking gaming•NVIDIA Ultra Low Motion Blur technology enables object in motion to look sharper than they do during standardoperations.Gaming-centric On-Screen Display (OSD)•Specific gaming OSD (onscreen display) design keeps your user experience in the gaming theme.•Customizable and pre-set game modes (Timer,FPS Counter, Display Alignment)found on the monitor’s OSD gets you optimized game visuals without having to manually adjust screen settings every time youplay your game.Fully adjustable & wide connectivity:•Game comfortably in your zone with a height-adjustable stand, tilt, swivel and pivot features.•AW2518H comes with wide connectivity options such as DisplayPort 1.2, HDMI 1.4, audio-out,headphone-out and 4 USB 3.0 ports.Alienware’s new 25-inch Gaming Monitor packs premium gamingperformance features into a captivating display. Featuring iconic Alienwaredesign, custom AlienFX lighting, 240Hz refresh rate with 1ms response time,and NVIDIA G-SYNC™ technology with Ultra Low Motion Blur technologyfor smooth responsive gameplay.May 2017Product specifications DisplayModel numberViewable image size (diagonal) Active display Area (H/V) Maximum resolution & refresh rate NVIDIA G-SYNC™Aspect ratioPixel pitchPixel per Inch (PPI)Brightness (typical)Color gamut(typical)Color depthContrast ratio(typical)Panel SurfaceViewing Angle (H/V)Response Time( typical)Panel TechnologyBacklightConnectivityDesign FeaturesCustomizable AlienFX™ Lighting Game modesStandPivotUltrathin BezelFlicker-free & Low-blue light SecurityPowerAC input/voltage/frequency/current Power consumption( typical) Power saving(typical) Dimensions (with stand) Height (extended ~compressed) WidthDepthWeightWeight(with stand)Shipping weightWhat’s in the boxComponentsCablesDocumentation AW2518H62.23 cm(24.5 inches)543.74 mm (21.41 inches) / 302.62 mm (11.91 inches)1920 x 1080, Full HD @ native 240HzYes16:90.2832 mm x 0.2802 mm90400 cd/m²72% (CIE 1931)16.7million colors1000 :1Anti-glare with 3H hardness170°/ 160°1 ms(GTG)TNLED Edgelight system1x DP1.2, 1 x HDMI 1.4, 1x USB3.0 upstream, 4x USB 3.0 downstream with 1 power-charging, 1 x audio line-out jack, 1 x headphone-out jack , VESA mount support (100 mm)YesYes (FPS, RTS, RPG) plus 3 customization games modesHeight-adjustable(130mm), Tilt (-5°/25°) Swivel (-20°/20°),Clock-wise and counter-clockwise (90°)YesYes (ComfortView)Kensington lock100 VAC to 240 VAC / 50 Hz or 60 Hz +3 Hz / 1.5 A (typical)26W~73WLess than 0.5W523.3 mm (20.6inches)418.4 mm (16.5 inches)555.8 mm (21.88 inches)7.14 kg (15.74 lb)11.7 kg (25.79 lb)Monitor, stand and cable coverPower cable, DP cable and USB 3.0 upstream cableDrivers&Documentation media, Quick set-up guide,Safety, Environmental and Regulatory Information。
PSP 游戏列表(0001-1753)
0001 - Ridge Racers (山脊赛车) 497MB RCG0002 - Vampire Chronicle The Chaos Tower (恶魔战士编年史:混沌之塔) 511MB FTG 0003 - Wipeout Pure (反重力赛车) 143MB RCG0004 - Lumines (音乐方块:音与光的电饰战) 144MB PZG0005 - Smart Bomb (智能炸弹) 85MB PZG0006 - Gretzky NHL (美国职业冰球联盟) 87MB SPG0007 - Twisted Metal Head On (烈火战车:勇往直前) 300MB STG0008 - Ridge Racer (山脊赛车) 568MB RCG0009 - Need For Speed: Underground Rivals (极品飞车:地下狂飙 挑战) 208MB RCG 0010 - ATV Offroad Fury: Blazin' Trails (ATV越野机车大赛) 400MB RCG0011 - Dynasty Warriors (真·三国无双) 109MB ACT0012 - NBA (NBA篮球) 92MB SPG0013 - Puzzle Bobble Pocket (泡泡龙) 8MB PZG0014 - Metal Gear Ac!D (合金装备 ACID) 159MB AVG0015 - Hot Shots Golf Open Tee (大众高尔夫) 401MB SPG0016 - Shin Sangoku Musou (真三国无双) 146MB ACT0017 - Need For Speed: Underground Rivals (极品飞车:地下狂飙 挑战) 207MB RCG 0018 - Untold Legends: Brotherhood of the Blade (无尽的传说:刀锋兄弟会) 136MB 0019 - World Tour Soccer (世界足球巡回赛) 290MB SPG0020 - Tiger Woods PGA Tour (泰戈·伍兹高尔夫PGA巡回赛2005) 532MB SPG0021 - Minna No Golf Portable (大众高尔夫) 345MB SPG0022 - Lumines (音乐方块:音与光的电饰战) 142MB PZG0023 - Ape Escape On The Loose (捉猴啦P!) 330MB ACT0024 - Tony Hawk's Underground 2 Remix (托尼霍克地下滑板2:Remix) 869MB SPG 0025 - Kotoba no Puzzle Mojipittan Daijiten (词汇益智游戏:文字大辞典) 49MB 0026 - NFL Street 2: Unleashed (NFL街头橄榄球2 释放) 520MB SPG0027 - Namco Museum (南梦宫博物馆) 121MB ETC0028 - MLB (美国棒球联盟) 618MB SPG0029 - Archer Maclean's Mercury (水银) 212MB PZG0030 - Soukyuu no Fafner (苍穹之法夫娜) 296MB ACT0031 - Spider-Man 2 (蜘蛛侠2) 491MB ACT0032 - Tales of Eternia (永恒传说) 726MB RPG0033 - NBA Street Showdown (NBA街头篮球 表演赛) 273MB SPG0034 - Metal Gear Ac!D (合金装备 ACID) 175MB AVG0035 - Kollon (科隆方块) 27MB TBG0036 - Shutoku Battle Zone of Control (首都高赛车:地带控制) 368MB RCG0037 - Puyo Puyo Fever (魔法气泡狂热版) 77MB PZG0038 - Rengoku: The Tower of Purgatory (炼狱:洗罪塔) 141MB ACT0039 - MVP Baseball (MVP棒球) 569MB SPG0040 - FIFA Soccer (FIFA足球) 510MB SPG0041 - Piposaru Academia Dossari Sarugee Daizenshu (比波猴学院:捉猴大全集)0042 - Mobile Train Simulator + Densha De Go (移动火车模拟 电车GO!东京急行篇)0043 - Bleach: Heat the Soul (死神:魂之热斗) 267MB FTG0044 - Mahjong Fight Club (麻将格斗俱乐部) 124MB TBG0045 - Darkstalkers Chronicle: The Chaos Tower (恶魔战士编年史:混沌之塔)0046 - Coded Arms (机密武装) 104MB FPS0047 - Sangokushi V (三国志5) 149MB SLG0048 - Wipeout Pure (反重力赛车) 143MB RCG0049 - Glorace: Phantastic Carnival (梦幻嘉年华) 57MB RCG0050 - Space Invaders Pocket (太空侵略者) 42MB STG0051 - Armored Core: Formula Front (装甲核心:方程式前线) 409MB STG0052 - Midnight Club 3: DUB Edition (湾岸午夜俱乐部3:DUB版) 956MB RCG0053 - Armored Core: Formula Front (装甲核心:方程式前线) 406MB STG0054 - Eiyuu Densetsu IV: Akai Shizuku (英雄传说:朱红之泪) 646MB RPG0055 - Generation of Chaos IV: Another Side (新天魔界:混沌时代4) 490MB SRPG 0056 - Rengoku: The Tower of Purgatory (炼狱:洗罪塔) 127MB ACT0057 - Eiyuu Densetsu Gagharv Trilogy: Shiroki Majo (英雄传说:白发魔女) 740MB 0058 - Dead to Rights Reckoning (脱狱潜龙:清算) 97MB ACT0059 - Intelligent License (智能执照) 80MB AVG0060 - Sarugetchu P! (捉猴啦P!) 330MB ACT0061 - Adventure Player (冒险玩家) 177MB AVG0062 - Dokodemo Issyo (随身玩伴:学校生活) 95MB ETC0063 - Jissen Pachislot Hisshouhou! Hokuto no Ken Portable (实战柏青哥必胜法!0064 - Doraslot 2: Suyaku wa Zenigata (实战柏青 巨人之星2) 13MB ETC0065 - Coded Arms (机密武装) 104MB FPS0066 - AI Go (AI围棋) 5MB TBG0067 - Derby Time (德贝赛马时代) 57MB SLG0068 - Baku-No (智能炸弹) 98MB PZG0069 - Bomberman Panic Bomber (炸弹人:燃烧炸弹) 25MB PZG0070 - Tenchi no Mon (天地之门) 931MB ACT0071 - Tenchu: Shinobi Taizen (天诛:忍大全) 295MB ACT0072 - Sengoki Cannon Sengoku Ace Episode III (战国之刃) 84MB STG0073 - Star Soldier (星际战士) 41MB STG0074 - School Rumble (校园迷糊大王:姐姐事件) 1034MB AVG0075 - Popolocrois Story Adventure of Prince Pietro (波波罗古罗伊斯物语:皮耶多0076 - Taiko no Tatsujin Portable (太鼓达人:携带版) 301MB MUG0077 - Rockman Dash Hagane no Boukenshin (洛克人Dash:钢铁之心) 172MB ACT0078 - AI Mahjong (AI麻雀) 12MB TBG0079 - [HG] Hydrium (水银) 226MB PZG0080 - Yarudora Portable: Kisetsu Wo Dakishimete (互动剧场:拥抱季节) 775MB 0081 - Yarudora Portable: Double Cast (互动剧场:双面娇娃) 749MB AVG0082 - Mobile Suit Gundam: Giren no Yabou Zeon no Keifu (机动战士高达:基连的野0083 - Astonishia Story (亚斯特尼西雅物语) 110MB RPG0084 - Harukanaru Toki no Nakade Iroetebako (遥远的时空中:彩绘手箱) 528MB PZG 0085 - Jitsuwa Kaidan Shinmimi Bukuro Ichi no Shou (实话怪谈“新耳袋” 第一章)0086 - AI Shogi (AI将棋) 15MB TBG0087 - Dora-Slot Kyojin No Hoshi II (拉霸巨人之星 2) 25MB SLG0088 - Higanjima (彼岸岛) 75MB AVG0089 - Sangokushi V (三国志5) 170MB SLG0090 - Piposaru Academia (比波猴学院:捉猴大全集) 130MB ETC0091 - Ridge Racer (山脊赛车) 568MB RCG0092 - Death Jr. (死神小子) 236MB SRPG0093 - Mahjong Taikai (麻雀大会) 162MB TBG0094 - Yarudora Portable: Yukiwari no Hana (互动剧场:雪割花) 763MB AVG0095 - Tenchi no Mon (天地之门) 931MB ACT0096 - Formula One Grand Prix (一级方程式大奖赛) 321MB RCg0097 - Breath of Fire III (龙战士3) 158MB RPG0098 - Namco Museum (南梦宫博物馆) 178MB ETC0099 - Need for Speed: Underground Rivals (极品飞车:地下狂飙 挑战) 207MB RCG 0100 - Twelve: Sengoku Fuushinden (十二勇士:战国封神传) 1126MB SRPG0101 - Ape Academy (比波猴学院:捉猴大全集) 124MB ETC0102 - Namco Museum Battle Collection (南梦宫博物馆) 113MB ETC0103 - MediEvil Resurrection (骷髅骑士:复苏) 1057MB ACT0104 - Everybody?s Golf (大众高尔夫) 487MB SPG0105 - Dynasty Warriors (真·三国无双) 122MB ACT0106 - Wipeout Pure (反重力赛车) 208MB RCG0107 - Yarudora Portable: Sampaguita (互动剧场:茉莉花) 545MB AVG0108 - Tiger Woods PGA Tour (泰戈·伍兹高尔夫PGA巡回赛2005) 545MB SPG0109 - Harukanaru Toki no Nakade 2 (遥远的时空中2) 1288MB RPG0110 - Virtua Tennis: World Tour (VR网球:世界巡回赛) 144MB SPG0111 - Fired Up (火爆赛车) 191MB RCG0112 - Metal Gear Ac!D (合金装备 ACID) 265MB AVG0113 - Untold Legends: Brotherhood of the Blade (无尽的传说:刀锋兄弟会) 147MB 0114 - Bleach: Heat the Soul 2 (死神:魂之热斗2) 537MB FTG0115 - Spider-Man 2 (蜘蛛侠2) 673MB ACT0116 - Dynasty Warriors (真·三国无双) 109MB ACT0117 - Tony Hawk's Underground 2 Remix (托尼霍克地下滑板2:Remix) 739MB SPG 0118 - DTM Race Driver 2 (德国房车大师赛2) 739MB RCG0119 - Nobunaga no Yabou: Tenshoki (信长之野望:天翔记) 288MB SLG0120 - World Snooker Challenge 2005 (世界斯诺克锦标赛2005) 555MB SPG0121 - Archer Maclean's Mercury (水银) 213MB PZG0122 - Lumines (音乐方块:音与光的电饰战) 187MB PZG0123 - World Tour Soccer (世界足球巡回赛) 198MB SPG0124 - Need for Speed: Underground Rivals (极品飞车:地下狂飙 挑战) 210MB RCG 0125 - NBA Street Showdown (NBA街头篮球 表演赛) 266MB SPG0126 - Darkstalkers Chronicle: The Chaos Tower (恶魔战士编年史:混沌之塔)0127 - Colin McRae Rally 2005 plus (科林麦克雷拉力赛2005) 795MB RCG0128 - Midnight Club 3: DUB Edition (湾岸午夜俱乐部3:DUB版) 949MB RCG0129 - Coded Arms (机密武装) 106MB FPS0130 - Rockman Dash 2 (洛克人冲刺:钢之冒险心) 215MB ACT0131 - Burnout Legends (火暴狂飙:传奇) 246MB RCG0132 - Ghost In The Shell: Stand Alone Complex (攻壳机动队:猎人的领域) 555MB 0133 - Winning Eleven 9: Ubiquitous Evolution (胜利十一人9) 574MB SPG0134 - GripShift (爆冲赛车) 70MB RCG0135 - [HG] Hydrium (水银) 226MB PZG0136 - World Series of Poker (世界纸牌集锦) 222MB TBG0137 - Princess Crown (公主的皇冠) 118MB ARPG0138 - Formula One 05 Portable (一级方程式赛车2005) 326MB RCG0139 - Gundam: Battle Tactics (高达战争:战术版) 147MB ACT0140 - Frantix: A Puzzle Adventure (弗兰提克斯) 271MB ACT0141 - Madden NFL 06 (劲爆美式橄榄球2006) 1003MB SPG0142 - Space Invaders Galaxy Beat (太空侵略者:银河节拍) 177MB STG0143 - Burnout Legends (火暴狂飙:传奇) 246MB RCG0144 - Guilty Gear XX #Reload (罪恶工具XX #Reload) 356MB FTG0145 - Densha De Go! Pocket: Yamate-Sen-Hen (电车GO!山手线篇) 222MB SLG0146 - Gallery Fake (王牌鉴定人) 171MB AVG0147 - Tiger Woods PGA Tour 06 (泰戈·伍兹高尔夫PGA巡回赛2006) 562MB SPG0148 - Pinball (弹珠台) 31MB TBG0149 - Tenchi no Mon (天地之门) 898MB ARPG0150 - Frogger: Helmet Chaos (青蛙过河) 154MB ACT0151 - MediEvil Resurrection (骷髅骑士:复苏) 854MB ACT0152 - Namco Museum Battle Collection (南梦宫博物馆) 449MB ETC0153 - Marvel Nemesis: Rise of the Imperfects (复仇女神:未完成体) 107MB FTG 0154 - NBA 06 (NBA篮球06) 203MB SPG0155 - NBA Live 06 (NBA实况2006) 457MB SPG0156 - Tiger Woods PGA Tour 06 (泰戈·伍兹高尔夫PGA巡回赛2006) 560MB SPG0157 - NBA Street Showdown (NBA街头篮球 表演赛) 285MB SPG0158 - Sangokushi VI (三国志六) 118MB SLG0159 - Virtua Tennis: World Tour (VR网球:世界巡回赛) 153MB SPG0160 - Toca Race Driver 2 (超级房车赛2006) 739MB RCG0161 - SSX: on tour (极限滑雪巡回赛) 603MB SPG0162 - FIFA Soccer 06 (FIFA足球2006) 586MB SPG0163 - Gretzky NHL 06 (美国职业冰球联盟06) 723MB SPG0164 - Piposaru Get You P! (捉猴啦P!) 348MB ACT0165 - FIFA 06 (FIFA足球2006) 591MB SPG0166 - Marvel Nemesis: Rise of the Imperfects (复仇女神:未完成体) 108MB FTG 0167 - The Con (非法地带) 384MB ACT0168 - X-Men Legends II: Rise of Apocalypse (X战警2:天启降临) 1055MB ACT0169 - Tenchi no Mon (天地之门) 886MB ACT0170 - Touhokudai Gaku Mirai Kagakugijutsu Kyoudoukenkyuu Center: Kahashima 0171 - Burnout Legends (火暴狂飙:传奇) 249MB RCG0172 - FIFA 06 (FIFA足球2006) 1.11GB SPG0173 - FIFA 06 (FIFA足球2006) 1.14GB SPG0174 - Shinseiki Genso: SS II Unlimited Side (新纪幻想:圣魔之魂2) 1.58GB SRPG 0175 - Grand Theft Auto: Liberty City Stories (侠盗猎车手:自由城的故事)0176 - FIFA 06 (FIFA足球2006) 1.13GB SPG0177 - Ghost in the Shell: Stand Alone Complex (攻壳机动队:猎人的领域) 756MB 0178 - Pursuit Force (追击力量:终极正义) 1.25GB ACT0179 - Kao Challengers (袋鼠大冒险) 588MB ACT0180 - The Hustle: Detroit Streets (狂乱-底特律街区) 942MB RCG0181 - SSX: on tour (极限滑雪巡回赛) 1.31GB SPG0182 - NBA Live 06 (NBA实况2006) 1.21GB SPG0183 - Ghost in the Shell: Stand Alone Complex (攻壳机动队:猎人的领域) 793MB 0184 - NBA Live 06 (NBA实况2006) 1.14GB SPG0185 - Twisted Metal: Head-On (烈火战车:勇往直前) 1.64GB STG0186 - Star Wars: Battlefront II (星球大战:前线2) 704MB ACT0187 - Kidou Keisatsu Patlabor: Camubaku MiniPato (机动警察 迷你版) 182MB ACT 0188 - Star Wars: Battlefront II (星球大战:前线2) 704MB ACT0189 - Grand Theft Auto: Liberty City Stories (侠盗猎车手:自由城的故事)0190 - SOCOM: U.S. Navy SEALs Fireteam Bravo (海豹突击队:火线小组2) 534MB FPS 0191 - The Lord of the Rings: Tactics (指环王:战略版) 528MB SRPG0192 - Konjiki no Corda (La Corda d'Oro) (金色琴弦) 1.47GB AVG0193 - Fukufuku no Shima (福福之岛) 685MB STG0194 - GripShift (爆冲赛车) 853MB RCG0195 - Need for Speed: Most Wanted 5-1-0 (极品飞车:最高通缉) 883MB RCG0196 - The Legend of Heroes: A Tear of Vermillion (英雄传说:朱红之泪) 638MB 0197 - Kingdom of Paradise (天地之门) 1.00GB ACT0198 - Infected (感染) 562MB ACT0199 - Harry Potter and the Goblet of Fire (哈里波特与火焰杯) 391MB ACT0200 - Virtua Tennis: World Tour (VR网球:世界巡回赛) 409MB SPG0201 - Harry Potter et la Coupe de Feu (哈里波特与火焰杯) 395MB ACT0202 - WRC: World Racing Championship (世界拉力锦标赛) 1.67GB SPG0203 - Crash Tag Team Racing (古惑狼赛车) 1.42GB RCG0204 - Pro Evolution Soccer 5 (实况足球 5) 981MB SPG0205 - Harry Potter e il Calice di Fuoco (哈里波特与火焰杯) 470MB ACT0206 - Need for Speed: Most Wanted 5-1-0 (极品飞车:最高通缉) 888MB RCG0207 - Harry Potter und der Feuerkelch (哈里波特与火焰杯) 515MB ACT0208 - Yarudora Portable: Double Cast (互动剧场:双面娇娃) 1.14GB AVG0209 - Yarudora Portable: Yukiwari no Hana (互动剧场:雪割花) 1.18GB AVG0210 - Yarudora Portable: Kisetsu Wo Dakishimete (互动剧场:拥抱季节) 1.16GB 0211 - Vulcanus: Seek and Destroy (探寻与破坏) 1.18GB ACT0212 - Crash Tag Team Racing (古惑狼赛车) 1.43GB RCG0213 - Harry Potter and the Goblet of Fire (哈里波特与火焰杯) 394MB ACT0214 - X-Men Legends II: Rise of Apocalypse (X战警传奇2:天启降临) 1.23GB ACT 0215 - Monster Hunter Portable (怪物猎人:携带版) 711MB ACT0216 - TalkMan (Microphone) (英语会话) 1.14GB ETC0217 - Burnout Legends (火暴狂飙:传奇) 506MB RCG0218 - Bokujou Monogatari: Harvest Moon Boy and Girl (牧场物语:男孩与女孩)0219 - TalkMan (英语会话) 1.14GB ETC0220 - Der Herr der Ringe: Taktiken (指环王:战略版) 517MB SRPG0221 - PoPoLoCrois (波波罗古罗伊斯物语:皮耶多罗王子的冒险) 1.17GB RPG0222 - Armored Core: Formula Front International (装甲核心:方程式前线) 858MB 0223 - Geki Sengoku Mesou (激·战国无双) 314MB ACT0224 - Metal Gear Ac!d 2 (合金装备 ACID 2) 875MB ACT0225 - Go! Sudoku (数独) 273MB PZG0226 - Frantix (弗兰提克斯) 384MB ACT0227 - Tokobot (遗迹大冒险) 328MB ACT0228 - Pac-Man World 3 (吃豆人世界3) 494MB ACT0229 - Prince of Persia: Revelations (波斯王子:启示) 1.57GB ACT0230 - The Sims 2 (模拟人生2) 1.03GB SIM0231 - SSX: on tour (极限滑雪巡回赛) 1.31GB SPG0232 - Championship Manager (世界足球经理) 186MB SLG0233 - Irregular Hunter X (洛克人:反乱猎人X) 448MB ACT0234 - Harry Potter and the Goblet of Fire (哈里波特与火焰杯) 390MB ACT0235 - Peter Jackson's King Kong (金刚) 547MB FPS0236 - Pinball: Hall of Fame (弹珠台名人堂) 251MB PZG0237 - World Championship Poker 2: Featuring Howard Lederer (世界纸牌锦标赛 2)0238 - Prince of Persia: Revelations (波斯王子:启示) 1.58GB ACT0239 - WWE Smackdown vs. RAW 2006 (世界摔角联盟 2006) 1.74GB SPG0240 - Exit (逃脱大师) 107MB ACT0241 - Jet de Go! Pocket (飞机GO!) 642MB SIM0242 - Piposaru Academia 2 (比波猴学院2) 331MB ETC0243 - Midway Arcade Treasures: Extended Play (街机游戏合集) 618MB ETC0244 - Madden NFL 06 (劲爆美式橄榄球2006) 1.57GB SPG0245 - WWE Smackdown vs. RAW 2006 (世界摔角联盟 2006) 1.58GB SPG0246 - Hand Dic (掌上词典) 141MB ETC0247 - Pursuit Force (追击力量:终极正义) 1.34GB ACT0248 - Daisenryaku Portable (大战略:携带版) 89MB SLG0249 - FIFA Soccer 06 (FIFA足球2006) 1.18GB SPG0250 - Need for Speed: Most Wanted 5-1-0 (极品飞车:最高通缉) 890MB RCG0251 - Peter Jackson's King Kong: The official Game of the Movie (金刚) 472MB 0252 - Flowars Portable (龙争花开) 198MB PZG0253 - Byte Hell 2000 (打工地狱2000) 443MB ETC0254 - Boku no Watashi no Katamari Damacy (我们的块魂) 1.64GB ACT0255 - Comic Party Portable (Shokai Genteiban) (漫画同人会) 1.24GB AVG0256 - Crash Bandicoot: Gacchanko World (古惑狼赛车) 1.32GB RCG0257 - Karakuri (遗迹大冒险) 313MB ACT0258 - Need for Speed: Most Wanted 5-1-0 (极品飞车:最高通缉) 889MB RCG0259 - SSX: on tour Portable (极限滑雪巡回赛) 1.31GB SPG0260 - Nobunaga no Yabou: Shouseiroku (信长之野望:将星录) 303MB SLG0261 - Puyo Puyo Fever 2 (噗哟噗哟2) 209MB ETC0262 - Zero Shiki Kanjou Sentouki (零式舰上战斗记:征空王) 462MB STG0263 - Super Robot Teisen MX Portable (超级机器人大战MX) 1.20GB SRPG0264 - Shin Megami Tensei Devil Summoner (真·女神转生:恶魔召唤师) 390MB RPG 0265 - Generation of Chaos IV: Another Side (新天魔界:混沌时代4) 930MB SRPG 0266 - Ultimate Block Party (科隆方块) 136MB TBG0267 - The Sims 2 (模拟人生2) 1.03GB SIM0268 - PQ: Practical Intelligence Quotient (智能执照) 170MB AVG0269 - DJ MAX Portable (DJ Max) 1.41GB MUG0270 - Eiyuu Densetsu Gagharv Trilogy V: Umi no Oriuta (英雄传说:海之槛歌)0271 - Street Fighter Zero 3 Double Upper (街头霸王Alpha3 Max) 258MB FTG0272 - Key of Heaven (天地之门) 1.07GB ACT0273 - WWE Smackdown vs. RAW 2006 (世界摔角联盟 2006) 1.58GB SPG0274 - The Con: Gamble Fight (非法地带) 815MB ACT0275 - Ape Escape Academy (比波猴学院:捉猴大全集) 370MB ETC0276 - Ys: Napishtim no Kou (伊苏6:那比斯汀的方舟) 826MB ARPG0277 - The Sims 2 (模拟人生2) 1034MB SIM0278 - Mega Man: Maverick Hunter X (炼狱:洗罪塔) 364MB ACT0279 - Mega Man: Maverick Hunter X (洛克人:反乱猎人X) 448MB ACT0280 - Crash Tag Team Racing (古惑狼赛车) 1.43GB RCG0281 - Armored Core: Formula Front: Extreme Battle (装甲核心:方程式前线)0282 - Tales of Eternia (永恒传说) 636MB RPG0283 - Gradius Portable (宇宙巡航机:博物馆) 323MB STG0284 - Street Fighter Alpha 3 MAX (街头霸王Alpha3 Max) 235MB FTG0285 - Death Jr. (死神小子) 738MB SRPG0286 - San Goku Shi VI (三国志6) 170MB SLG0287 - Breath of Fire III (龙战士3) 384MB RPG0288 - ATV Offroad Fury: Blazin' Trails (ATV越野机车大赛) 631MB RCG0289 - World Soccer Winning Eleven 9 (胜利十一人9) 930MB SPG0290 - San Goku Shi VII (三国志7) 189MB SLG0291 - Nakahara no Hasha: Sangoku Shouseiden (中原之霸者:三国将星传) 146MB 0292 - Gottlieb Pinball Classics (经典弹珠台) 252MB TBG0293 - Exit (逃脱大师) 129MB ACT0294 - Densha de Go! Pocket: Chuuousenhen (电车GO!中央线篇) 465MB SIM0295 - Yarudora Portable: Blood The Last Vampire (互动剧场:最后的吸血鬼)0296 - Jui: Dr. Touma Jotarou (呪医:杜马丈太郎医生) 395MB AVG0297 - Initial D: Street Stage (头文字D 公路传说) 1.10GB RCG0298 - World Series of Poker (世界纸牌集锦) 329MB TBG0299 - Frogger: Helmet Chaos (青蛙过河) 472MB ACT0300 - Fight Night Round 3 (搏击之夜3) 1.05GB SPG0301 - Midway Arcade Treasures: Extended Play (街机游戏合集) 620MB ETC0302 - Gensou Suikoden I + II (幻想水浒传1+2) 809MB RPG0303 - Jitsuroku Oniyome Nikki (实录鬼嫁日记) 144MB AVG0304 - Kinnikuman: Muscle Generations (筋肉人:肌肉时代) 335MB SPG0305 - Namco Museum 2 (南梦宫博物馆2) 282MB ETC0306 - Mai-HiME Bakuretsu! (舞-HiME 鲜烈! 真 风华学园激斗史!!) 715MB FTG0307 - Monster Kingdom: Jewel Summoner (怪物王国:宝石召唤者) 338MB RPG0308 - Valkyrie Profile: Lenneth (北欧女神:蕾娜斯) 683MB RPG0309 - FIFA Street 2 (FIFA街头足球2) 861MB SPG0310 - MX vs. ATV Unleashed: On the Edge (究极大越野) 799MB RCG0311 - Simple 2500 Series Portable Vol. 2: The Tennis (Simple 2500系列 第2辑:0312 - Mobile Train Simulator: Keisei: Toei Asakusa: Keikyuusen (移动火车模拟:0313 - Mega Man: Maverick Hunter X (洛克人:反乱猎人X) 448MB ACT0314 - Generation of Chaos (新天魔界:混沌时代4) 1.05GB SRPG0315 - Ys: The Ark of Napishtim (伊苏6:那比斯汀的方舟) 650MB ARPG0316 - Blade Dancer: Sennen no Yakusoku (剑舞者:千年之约定) 274MB RPG0317 - Derby Time 2006 (德比时刻2006) 216MB SLG0318 - Street Supremacy (首都高赛车:地带控制) 466MB RCG0319 - MLB 06: The Show (美国棒球联盟2006) 1.37GB SPG0320 - FIFA Street 2 (FIFA街头足球2) 861MB SPG0321 - Dora-Slot: Oki-Slot-Ou! Pioneer 12 (巨人之星 多拉冲击) 119MB SLG0322 - Ooedo Senryoubako (大江户) 540MB AVG0323 - Daito Giken Koushiki Pachi-Slot Simulator: Ossu! Banchou Portable (大都0324 - Pursuit Force: Daitsuiseki (强力追击) 1.36GB RCG0325 - Power Smash: New Generation (新VR网球) 410MB SPG0326 - Hayarigami Portable: Keishichou Kaii Jiken (流行之神:警视厅怪异事件文0327 - Simple 2500 Series Portable Vol. 1: The Table Game (Simple 2500系列 第1 0328 - Rockman Rockman (洛克人) 315MB ACT0329 - Kuru Kuru Chameleon (回转逆转变色龙) 66MB PZG0330 - Blade Dancer (剑舞者:千年之约定) 253MB RPG0331 - Eyeshield 21: Portable Edition (光速蒙面侠21) 843MB SPG0332 - Fired Up (火爆赛车) 193MB RCG0333 - MutaJuice (激情果汁) 1.37GB PZG0334 - SpongeBob Squarepants: The Yellow Avenger (海绵先生:黄色复仇者) 166MB 0335 - FIFA 06 (FIFA足球2006) 1.19GB SPG0336 - Frantix (弗兰提克斯) 383MB ACT0337 - Gamble Con Fight (非法地带) 821MB ACT0338 - NBA Live 06 (NBA实况2006) 1.21GB SPG0339 - Saikyou Toudai Shogi Portable (麻将霸王携带版:段级战) 177MB TBG0340 - Street Fighter Alpha 3 MAX (街头霸王Alpha3 Max) 235MB FTG0341 - Fight Night Round 3 (搏击之夜3) 1.23GB SPG0342 - Tiger Woods PGA Tour 06 (泰戈·伍兹高尔夫PGA巡回赛2006) 1.20GB SPG 0343 - Tokimeki Memorial: Forever With You (心跳回忆:永远属于你) 667MB AVG 0344 - Sakura Taisen 1 & 2 (樱花大战1+2) 1.63GB AVG0345 - Samurai Warriors: State of War (激·战国无双) 312MB ACT0346 - Dragon Ball Z: Shin Budokai (龙珠Z:真武道会) 311MB FTG0347 - Lemmings (疯狂小旅鼠) 429MB ACT0348 - WRC: FIA World Rally Championship (世界冠军拉力赛) 1.22GB RCG0349 - Coded Arms (机密武装) 175MB FPS0350 - XI Coliseum (骰子热爆) 416MB ETC0351 - Pursuit Force (追击力量:终极正义) 1.36GB ACT0352 - Lemmings (疯狂小旅鼠) 451MB ACT0353 - Simple 2500 Series Portable Vol. 4: The Unou Drill (2500系列4 右脑训练)0354 - Bomberman: Bakufuu Sentai Bombermen (炸弹人 爆风战队炸弹人) 428MB ACT 0355 - MX vs. ATV Unleashed: On the Edge (究极大越野) 799MB RCG0356 - Mega Man: Powered Up (洛克人:威力加强) 297MB ACT0357 - Daxter (达斯特) 1.30GB ACT0358 - Neopets Petpet Adventures: The Wand of Wishing (尼奥宠物:宠物大冒险 如0359 - Syphon Filter: Dark Mirror (虹吸战士:黑镜) 1.12GB FPS0360 - Biz Taiken Series: Kigyou Mishi (商业体验系列 起业道) 820MB SIM0361 - IQ Mania (智商狂热) 415MB ETC0362 - Viewtiful Joe: Battle Carnival (红侠乔伊:格斗嘉年华) 623MB FTG0363 - Worms: Open Warfare (百战天虫:开战) 214MB SLG0364 - Me & My Katamari (我们的块魂) 1.64GB ACT0365 - Samurai Warriors: State of War (激·战国无双) 312MB ACT0366 - Nobunaga no Yabou: Reppuuden with Power Up Kit (信长的野望:烈风传)0367 - Samurai Warriors: State of War (激·战国无双) 313MB ACT0368 - Metal Gear Acid 2 (合金装备 ACID 2) 874MB ACT0369 - Tom Clancy's Splinter Cell: Essentials (分裂细胞:实质) 1.68GB ACT 0370 - Go! Sudoku (数独) 297MB PZG0371 - Daikoukai Jidai IV: Rota Nova (大航海时代4:Rota Nava) 166MB AVG0372 - Shin Sangoku Musou: 2nd Evolution (真·三国无双:第2进化版) 297MB ACT 0373 - Street Riders (街头赛手) 700MB RCG0374 - Worms: Open Warfare2 (百战天虫:开战2) 225MB STG0375 - Capcom Classics Collection: Remixed (Capcom经典游戏合集) 545MB ETC 0376 - Viewtiful Joe: Red Hot Rumble (红侠乔伊:格斗嘉年华) 626MB FTG0377 - OutRun 2006: Coast 2 Coast (超越赛车2006:咫尺天涯) 603MB RCG0378 - Beit Hell 2000 (打工地狱2000) 1.09GB ETC0379 - Mega Man: Powered Up (洛克人:威力加强) 297MB ACT0380 - Untold Legends: Brotherhood of the Blade (无尽的传说:刀锋兄弟会) 854MB 0381 - Untold Legends: The Warriors Code (未名传奇:勇者密码) 1003MB ARPG 0382 - Naruto: Narutimete Portable (火影忍者:终极英雄 无幻城之卷) 604MB FTG 0383 - Exit (逃脱大师) 128MB ACT0384 - Densha de Go! Pocket: Osaka Kanjousen-Hen (电车GO!大坂线篇) 344MB SIM 0385 - Jikkyou Powerful Pro Yakyuu Portable2 (实况力量职业棒球 携带版 2)0386 - Metal Gear Acid 2 (合金装备 ACID 2) 872MB ACT0387 - Me and My Katamari (我们的块魂) 1.64GB ACT0388 - Tom Clancy's Splinter Cell: Essential (分裂细胞:实质) 1.68GB ACT0389 - Tokobot (遗迹大冒险) 655MB ACT0390 - SpongeBob Squarepants: The Yellow Avenger (海绵先生:黄色复仇者) 166MB 0391 - 007 – From Russia with Love (007来自俄罗斯的爱) 698MB STG0392 - Bust-A-Move Deluxe (终极泡泡龙口袋版) 67MB TBG0393 - Koukyou Shihen: Eureka Seven (交响诗篇) 1.02GB AVG0394 - Star Wars: Battlefront II (星球大战:前线2) 678MB ACT0395 - Kao Challengers (袋鼠大冒险) 585MB ACT0396 - Cabela?s Dangerous Hunts: Ultimate Challenge (坎贝拉的非洲狩猎) 429MB 0397 - Championship Manager 2006 (世界足球经理2006) 196MB SLG0398 - Simple 2500 Series Portable Vol. 6: The Sensha (Simple 2500系列 第6辑 战0399 - Bust-A-Move Ghost (终极泡泡龙口袋版) 67MB TBG0400 - SOCOM: U.S. Navy SEALs Fireteam Bravo (海豹突击队:火线小组) 1000MB FPS 0401 - Ultra Puzzle Bobble Pocket (泡泡龙) 67MB PZG0402 - Shanghai (上海) 89MB PZG0403 - Jissen Pachi-Slot Hisshouhou! Portable: Aladdin 2 Evolution (实战柏青哥0404 - Megami no Etsubo (女神的笑壶) 1.14GB ETC0405 - Football Manager Handheld (足球经理2006) 563MB SLG0406 - 007: From Russia with Love (Marvel: 终极联盟) 755MB ACT0407 - Gripshift (爆冲赛车) 794MB RCG0408 - The Sims 2 (模拟人生2) 1.01GB SIM0409 - Piposaru Academia 2 (比波猴学院2) 1.00GB ETC0410 - Major League Baseball 2K6 (职业棒球大联盟2006) 1.50GB SPG0411 - Honkaku Yotarida Mahjong: Mahjong-Ou Portable (麻将霸王携带版—雀庄对0412 - Daxter (达斯特) 1.30GB ACT0413 - Dragon Ball Z: Shin Budokai (龙珠Z:真武道会) 300MB FTG0414 - Oh?s Talk English – Disc 1 (说英语) 1.17GB ETC0415 - Oh?s Talk English – Disc 2 (说英语) 1.19GB ETC0416 - Simple 2500 Series Portable Vol. 5: The Block Kuzushi Quest: Dragon0417 - World Poker Tour (世界纸牌巡回赛) 579MB ETC0418 - WRC: FIA World Rally Championship (世界冠军拉力赛) 1.22GB SPG0419 - Minna no Chizu (大家的地图2) 547MB ETC0420 - Innocent Life: Shin Bokujou Monogatari (纯真生活:新牧场物语) 199MB SLG 0421 - OutRun 2006: Coast 2 Coast (超越赛车2006:咫尺天涯) 605MB RCG0422 - Shinseiki Evangelion 2: Tsukurareshi Sekai: Another Cases (10th0423 - Mai-HiMe Senretsu! (舞-HiME 鲜烈! 真 风华学园激斗史!!) 721MB FTG0424 - Rengoku II: The Stairway to H.E.A.V.E.N. (炼狱2:通向天国的阶梯) 307MB 0425 - The Dog: Happy Life Vol. 1 (狗狗的幸福生活第一弹) 763MB ETC0426 - Armored Core: Formula Front: Extreme Battle (装甲核心:方程式前线)0427 - Ape Escape P (捉猴啦P!) 764MB ACT0428 - Monster Hunter Freedom (怪物猎人:携带版) 714MB ACT0429 - NBA Ballers Rebound (NBA街头篮球 表演赛) 846MB SPG0430 - Me & My Katamari (我们的块魂) 1.64GB ACT0431 - Koloomn (科隆方块) 136MB TBG0432 - Dragon Ball Z: Shin Budokai (龙珠Z:真武道会) 774MB FTG0433 - Metal Gear Ac!d 2 (合金装备 ACID 2) 874MB RPG0434 - Viewtiful Joe: Red Hot Rumble (红侠乔伊:格斗嘉年华) 985MB FTG0435 - FIFA World Cup Germany 2006 (FIFA足球世界杯2006) 1.20GB SPG0436 - Puyo Pop Fever (魔法气泡狂热版) 174MB PZG0437 - Field Commander (战地指挥官) 1.11GB SLG0438 - Dragon Quest and Final Fantasy in Itadaki Street Portable (富豪街:勇者0439 - Magna Carta Portable (真名法典) 1.50GB RPG0440 - Pac-Man World 3 (吃豆人世界3) 825MB ACT0441 - FIFA World Cup Germany 2006 (FIFA足球世界杯2006) 1.20GB SPG0442 - Monster Hunter Freedom (怪物猎人:携带版) 706MB ACT0443 - Lemmings (疯狂小旅鼠) 449MB ACT0444 - Aedeus Memories Shinten Makai: Generation of Chaos V (伊迪丝回忆录 新天0445 - Talkman Euro (Talkman:欧洲语言版) 1.67GB ETC0446 - FIFA World Cup Germany 2006 (FIFA足球世界杯2006) 1.20GB SPG0447 - Kamaitachi no Yoru 2: Tokubetsuhen (恐怖惊魂夜 2 特别篇) 864MB AVG 0448 - Kahashima Ryuuta Kyouju Kanshuu Nou Chikara Trainer Portable 2 (东北大学0449 - FIFA 06 (FIFA足球2006) 1.10GB SPG0450 - 007: From Russia with Love (007来自俄罗斯的爱) 702MB STG0451 - Spider-Man 2 (蜘蛛侠2) 322MB ACT0452 - World Poker Tour (世界纸牌巡回赛) 500MB ETC0453 - Gradius Collection (宇宙巡航机:博物馆) 333MB STG0454 - Astonishia Story (亚斯特尼西雅物语) 110MB RPG0455 - Race Driver 2006 (超级房车赛2006) 1.59GB RCG0456 - Cars (汽车总动员) 864MB RCG0457 - Tomb Raider: Legend (古墓丽影:传奇) 1.41GB ACT0458 - TalkMan (英语会话) 1.67GB ETC0459 - Doko Demo Issyo Let's Gakk? (随身玩伴 多罗猫) 281MB ETC0460 - Puzzle Challenge: Crosswords and More (纵横填字谜) 84MB ETC0461 - PoPoLoCrois (波波罗古罗伊斯物语:皮耶多罗王子的冒险) 1007MB RPG0462 - Metal Gear Solid: Digital Graphic Novel (合金装备:数字漫画小说) 932MB 0463 - Taito Memories Pocket (泰托怀旧记忆-口袋版) 314MB RTC0464 - Astonishia Story (亚斯特尼西雅物语) 110MB RPG0465 - World Tour Soccer 2 (世界足球巡回赛06) 864MB SPG0466 - The Legend of Heroes II: Prophecy of the Moonlight Witch (英雄传说:白发0467 - Sony Computer Science Kenkyuusho Kenmogi Kenichirou Hakase Kanshuu: Nou 0468 - FIFA World Cup Germany 2006 (FIFA足球世界杯2006) 1.20GB SPG0469 - Gitaroo Man Lives! (吉他小子) 1.68GB PZG0470 - LocoRoco (乐克乐克) 693MB ACT0471 - Tenchu: Time of the Assassins (天诛:忍大全) 1.66GB ACT0472 - Kazuo (数独KAZUO) 275MB PZG0473 - Sound Novel Portable Machi: Unmei no K?saten Tokubetsu Hen (街:命运的交0474 - Daito Giken K?jiki Pachi-Slot Yoshimune Portable (大都技研公式柏青哥模拟0475 - Pirates of the Caribbean: Dead Man's Chest (加勒比海盗:亡者之棺) 449MB 0476 - Koro Koro!! Kollon (科隆方块) 95MB TBG0477 - Tomb Raider: Legend (古墓丽影:传奇) 1.41GB ACT0478 - Myst (神秘岛) 840MB AVG0479 - Boku ha K?k? Kanseikan Airport Hero Narita (我是航空管制员:成田篇)0480 - Lisa to Issho ni Tairiku ?dan- A-Ressha de ik?! (与莉萨一起横越大陆)0481 - Super Monkey Ball Adventures (超级猴子球:冒险记) 403MB ACT0482 - MicroMachines V4 (微型机器 4) 573MB RCG0483 - Untold Legends: The Warrior's Code (未名传奇:勇者密码) 1.58GB ARPG 0484 - Tony Hawks Underground 2 Remix (托尼霍克地下滑板2:Remix) 1.17GB SPG 0485 - V8 Supercars Australia 2 (V8超级房车赛2) 1.25GB RCG0486 - X-Men Legends II: Rise of Apocalypse (X战警传奇2:天启降临) 1.23GB ACT 0487 - Juiced: Eliminator (速度与激情 消除器) 1.17GB RCG0488 - Boku no Natsuyasumi Portable (我的暑假:昆虫博士与天边山的秘密) 379MB 0489 - Gurumin (咕噜小天使) 852MB ARPG0490 - World Tour Soccer 06 (世界足球巡回赛06) 864MB SPG0491 - Pirates of the Caribbean: Dead Man's Chest (加勒比海盗:亡者之棺) 449MB 0492 - Tekken: Dark Resurrection (铁拳5:暗之复苏) 1.62GB FTG0493 - Brave Story Aratanaru Tabibito (勇敢的故事) 180MB RPG0494 - Cars (汽车总动员) 864MB RCG0495 - LocoRoco (乐克乐克) 543MB ACT0496 - Coupe du Monde de la FIFA 2006 (FIFA足球世界杯2006) 1.15GB SPG0497 - MTX Mototrax (MTX越野摩托) 1018MB RCG0498 - LocoRoco (乐克乐克) 542MB ACT0499 - Jukugon (塾魂) 57MB ETC0500 - Tengai Makyou: Daishi no Mokushiroku (天外魔境:第4默示录) 1.22GB RPG 0501 - PQ: Practical Intelligence Quotient (智能执照) 175MB AVG0502 - Quiz Kidou Senshi Gundam: Monsenshi DX (机动战士高达 问战士DX) 324MB 0503 - NCAA Football 2007 (美国大学橄榄球2007) 1.52GB SPG0504 - Cars (汽车总动员) 864MB RCG0505 - Miami Vice: The Game (迈阿密风云) 407MB ACT0506 - Finder Love: Kud? Risa First Shoot ha kimi to (寻找爱:工藤里纱) 1.12GB 0507 - Nana: Subeta wa Daimaou no Omichibiki (娜娜) 213MB ETC0508 - 007: From Russia with Love (007来自俄罗斯的爱) 755MB STG0509 - Valkyrie Profile: Lenneth (北欧女神:蕾娜斯) 677MB RPG0510 - Bleach: Heat the Soul 3 (死神:魂之热斗3) 762MB SPG0511 - Blade Dancer: Lineage of Light (剑舞者:千年之约定) 370MB RPG0512 - Crash Tag Team Racing (古惑狼赛车) 1.42GB RCG0513 - Kings Field: Additional I (国王密令) 771MB ACT0514 - Portable Island: Tenohira no Resort (随身胜地) 1.18GB ETC0515 - Capcom Classics Collection: Remixed (Capcom经典游戏合集) 544MB ETC 0516 - Dynasty Warriors: 2nd Evolution (真·三国无双:第2进化版) 265MB ACT 0517 - LocoRoco (乐克乐克) 543MB ACT。
Native Instruments MASCHINE MK3 用户手册说明书
The information in this document is subject to change without notice and does not represent a commitment on the part of Native Instruments GmbH. The software described by this docu-ment is subject to a License Agreement and may not be copied to other media. No part of this publication may be copied, reproduced or otherwise transmitted or recorded, for any purpose, without prior written permission by Native Instruments GmbH, hereinafter referred to as Native Instruments.“Native Instruments”, “NI” and associated logos are (registered) trademarks of Native Instru-ments GmbH.ASIO, VST, HALion and Cubase are registered trademarks of Steinberg Media Technologies GmbH.All other product and company names are trademarks™ or registered® trademarks of their re-spective holders. Use of them does not imply any affiliation with or endorsement by them.Document authored by: David Gover and Nico Sidi.Software version: 2.8 (02/2019)Hardware version: MASCHINE MK3Special thanks to the Beta Test Team, who were invaluable not just in tracking down bugs, but in making this a better product.NATIVE INSTRUMENTS GmbH Schlesische Str. 29-30D-10997 Berlin Germanywww.native-instruments.de NATIVE INSTRUMENTS North America, Inc. 6725 Sunset Boulevard5th FloorLos Angeles, CA 90028USANATIVE INSTRUMENTS K.K.YO Building 3FJingumae 6-7-15, Shibuya-ku, Tokyo 150-0001Japanwww.native-instruments.co.jp NATIVE INSTRUMENTS UK Limited 18 Phipp StreetLondon EC2A 4NUUKNATIVE INSTRUMENTS FRANCE SARL 113 Rue Saint-Maur75011 ParisFrance SHENZHEN NATIVE INSTRUMENTS COMPANY Limited 5F, Shenzhen Zimao Center111 Taizi Road, Nanshan District, Shenzhen, GuangdongChina© NATIVE INSTRUMENTS GmbH, 2019. All rights reserved.Table of Contents1Welcome to MASCHINE (25)1.1MASCHINE Documentation (26)1.2Document Conventions (27)1.3New Features in MASCHINE 2.8 (29)1.4New Features in MASCHINE 2.7.10 (31)1.5New Features in MASCHINE 2.7.8 (31)1.6New Features in MASCHINE 2.7.7 (32)1.7New Features in MASCHINE 2.7.4 (33)1.8New Features in MASCHINE 2.7.3 (36)2Quick Reference (38)2.1Using Your Controller (38)2.1.1Controller Modes and Mode Pinning (38)2.1.2Controlling the Software Views from Your Controller (40)2.2MASCHINE Project Overview (43)2.2.1Sound Content (44)2.2.2Arrangement (45)2.3MASCHINE Hardware Overview (48)2.3.1MASCHINE Hardware Overview (48)2.3.1.1Control Section (50)2.3.1.2Edit Section (53)2.3.1.3Performance Section (54)2.3.1.4Group Section (56)2.3.1.5Transport Section (56)2.3.1.6Pad Section (58)2.3.1.7Rear Panel (63)2.4MASCHINE Software Overview (65)2.4.1Header (66)2.4.2Browser (68)2.4.3Arranger (70)2.4.4Control Area (73)2.4.5Pattern Editor (74)3Basic Concepts (76)3.1Important Names and Concepts (76)3.2Adjusting the MASCHINE User Interface (79)3.2.1Adjusting the Size of the Interface (79)3.2.2Switching between Ideas View and Song View (80)3.2.3Showing/Hiding the Browser (81)3.2.4Showing/Hiding the Control Lane (81)3.3Common Operations (82)3.3.1Using the 4-Directional Push Encoder (82)3.3.2Pinning a Mode on the Controller (83)3.3.3Adjusting Volume, Swing, and Tempo (84)3.3.4Undo/Redo (87)3.3.5List Overlay for Selectors (89)3.3.6Zoom and Scroll Overlays (90)3.3.7Focusing on a Group or a Sound (91)3.3.8Switching Between the Master, Group, and Sound Level (96)3.3.9Navigating Channel Properties, Plug-ins, and Parameter Pages in the Control Area.973.3.9.1Extended Navigate Mode on Your Controller (102)3.3.10Navigating the Software Using the Controller (105)3.3.11Using Two or More Hardware Controllers (106)3.3.12Touch Auto-Write Option (108)3.4Native Kontrol Standard (110)3.5Stand-Alone and Plug-in Mode (111)3.5.1Differences between Stand-Alone and Plug-in Mode (112)3.5.2Switching Instances (113)3.5.3Controlling Various Instances with Different Controllers (114)3.6Host Integration (114)3.6.1Setting up Host Integration (115)3.6.1.1Setting up Ableton Live (macOS) (115)3.6.1.2Setting up Ableton Live (Windows) (116)3.6.1.3Setting up Apple Logic Pro X (116)3.6.2Integration with Ableton Live (117)3.6.3Integration with Apple Logic Pro X (119)3.7Preferences (120)3.7.1Preferences – General Page (121)3.7.2Preferences – Audio Page (126)3.7.3Preferences – MIDI Page (130)3.7.4Preferences – Default Page (133)3.7.5Preferences – Library Page (137)3.7.6Preferences – Plug-ins Page (145)3.7.7Preferences – Hardware Page (150)3.7.8Preferences – Colors Page (154)3.8Integrating MASCHINE into a MIDI Setup (156)3.8.1Connecting External MIDI Equipment (156)3.8.2Sync to External MIDI Clock (157)3.8.3Send MIDI Clock (158)3.9Syncing MASCHINE using Ableton Link (159)3.9.1Connecting to a Network (159)3.9.2Joining and Leaving a Link Session (159)3.10Using a Pedal with the MASCHINE Controller (160)3.11File Management on the MASCHINE Controller (161)4Browser (163)4.1Browser Basics (163)4.1.1The MASCHINE Library (163)4.1.2Browsing the Library vs. Browsing Your Hard Disks (164)4.2Searching and Loading Files from the Library (165)4.2.1Overview of the Library Pane (165)4.2.2Selecting or Loading a Product and Selecting a Bank from the Browser (170)4.2.2.1[MK3] Browsing by Product Category Using the Controller (174)4.2.2.2[MK3] Browsing by Product Vendor Using the Controller (174)4.2.3Selecting a Product Category, a Product, a Bank, and a Sub-Bank (175)4.2.3.1Selecting a Product Category, a Product, a Bank, and a Sub-Bank on theController (179)4.2.4Selecting a File Type (180)4.2.5Choosing Between Factory and User Content (181)4.2.6Selecting Type and Character Tags (182)4.2.7List and Tag Overlays in the Browser (186)4.2.8Performing a Text Search (188)4.2.9Loading a File from the Result List (188)4.3Additional Browsing Tools (193)4.3.1Loading the Selected Files Automatically (193)4.3.2Auditioning Instrument Presets (195)4.3.3Auditioning Samples (196)4.3.4Loading Groups with Patterns (197)4.3.5Loading Groups with Routing (198)4.3.6Displaying File Information (198)4.4Using Favorites in the Browser (199)4.5Editing the Files’ Tags and Properties (203)4.5.1Attribute Editor Basics (203)4.5.2The Bank Page (205)4.5.3The Types and Characters Pages (205)4.5.4The Properties Page (208)4.6Loading and Importing Files from Your File System (209)4.6.1Overview of the FILES Pane (209)4.6.2Using Favorites (211)4.6.3Using the Location Bar (212)4.6.4Navigating to Recent Locations (213)4.6.5Using the Result List (214)4.6.6Importing Files to the MASCHINE Library (217)4.7Locating Missing Samples (219)4.8Using Quick Browse (221)5Managing Sounds, Groups, and Your Project (225)5.1Overview of the Sounds, Groups, and Master (225)5.1.1The Sound, Group, and Master Channels (226)5.1.2Similarities and Differences in Handling Sounds and Groups (227)5.1.3Selecting Multiple Sounds or Groups (228)5.2Managing Sounds (233)5.2.1Loading Sounds (235)5.2.2Pre-listening to Sounds (236)5.2.3Renaming Sound Slots (237)5.2.4Changing the Sound’s Color (237)5.2.5Saving Sounds (239)5.2.6Copying and Pasting Sounds (241)5.2.7Moving Sounds (244)5.2.8Resetting Sound Slots (245)5.3Managing Groups (247)5.3.1Creating Groups (248)5.3.2Loading Groups (249)5.3.3Renaming Groups (251)5.3.4Changing the Group’s Color (251)5.3.5Saving Groups (253)5.3.6Copying and Pasting Groups (255)5.3.7Reordering Groups (258)5.3.8Deleting Groups (259)5.4Exporting MASCHINE Objects and Audio (260)5.4.1Saving a Group with its Samples (261)5.4.2Saving a Project with its Samples (262)5.4.3Exporting Audio (264)5.5Importing Third-Party File Formats (270)5.5.1Loading REX Files into Sound Slots (270)5.5.2Importing MPC Programs to Groups (271)6Playing on the Controller (275)6.1Adjusting the Pads (275)6.1.1The Pad View in the Software (275)6.1.2Choosing a Pad Input Mode (277)6.1.3Adjusting the Base Key (280)6.1.4Using Choke Groups (282)6.1.5Using Link Groups (284)6.2Adjusting the Key, Choke, and Link Parameters for Multiple Sounds (286)6.3Playing Tools (287)6.3.1Mute and Solo (288)6.3.2Choke All Notes (292)6.3.3Groove (293)6.3.4Level, Tempo, Tune, and Groove Shortcuts on Your Controller (295)6.3.5Tap Tempo (299)6.4Performance Features (300)6.4.1Overview of the Perform Features (300)6.4.2Selecting a Scale and Creating Chords (303)6.4.3Scale and Chord Parameters (303)6.4.4Creating Arpeggios and Repeated Notes (316)6.4.5Swing on Note Repeat / Arp Output (321)6.5Using Lock Snapshots (322)6.5.1Creating a Lock Snapshot (322)6.5.2Using Extended Lock (323)6.5.3Updating a Lock Snapshot (323)6.5.4Recalling a Lock Snapshot (324)6.5.5Morphing Between Lock Snapshots (324)6.5.6Deleting a Lock Snapshot (325)6.5.7Triggering Lock Snapshots via MIDI (326)6.6Using the Smart Strip (327)6.6.1Pitch Mode (328)6.6.2Modulation Mode (328)6.6.3Perform Mode (328)6.6.4Notes Mode (329)7Working with Plug-ins (330)7.1Plug-in Overview (330)7.1.1Plug-in Basics (330)7.1.2First Plug-in Slot of Sounds: Choosing the Sound’s Role (334)7.1.3Loading, Removing, and Replacing a Plug-in (335)7.1.3.1Browser Plug-in Slot Selection (341)7.1.4Adjusting the Plug-in Parameters (344)7.1.5Bypassing Plug-in Slots (344)7.1.6Using Side-Chain (346)7.1.7Moving Plug-ins (346)7.1.8Alternative: the Plug-in Strip (348)7.1.9Saving and Recalling Plug-in Presets (348)7.1.9.1Saving Plug-in Presets (349)7.1.9.2Recalling Plug-in Presets (350)7.1.9.3Removing a Default Plug-in Preset (351)7.2The Sampler Plug-in (352)7.2.1Page 1: Voice Settings / Engine (354)7.2.2Page 2: Pitch / Envelope (356)7.2.3Page 3: FX / Filter (359)7.2.4Page 4: Modulation (361)7.2.5Page 5: LFO (363)7.2.6Page 6: Velocity / Modwheel (365)7.3Using Native Instruments and External Plug-ins (367)7.3.1Opening/Closing Plug-in Windows (367)7.3.2Using the VST/AU Plug-in Parameters (370)7.3.3Setting Up Your Own Parameter Pages (371)7.3.4Using VST/AU Plug-in Presets (376)7.3.5Multiple-Output Plug-ins and Multitimbral Plug-ins (378)8Using the Audio Plug-in (380)8.1Loading a Loop into the Audio Plug-in (384)8.2Editing Audio in the Audio Plug-in (385)8.3Using Loop Mode (386)8.4Using Gate Mode (388)9Using the Drumsynths (390)9.1Drumsynths – General Handling (391)9.1.1Engines: Many Different Drums per Drumsynth (391)9.1.2Common Parameter Organization (391)9.1.3Shared Parameters (394)9.1.4Various Velocity Responses (394)9.1.5Pitch Range, Tuning, and MIDI Notes (394)9.2The Kicks (395)9.2.1Kick – Sub (397)9.2.2Kick – Tronic (399)9.2.3Kick – Dusty (402)9.2.4Kick – Grit (403)9.2.5Kick – Rasper (406)9.2.6Kick – Snappy (407)9.2.7Kick – Bold (409)9.2.8Kick – Maple (411)9.2.9Kick – Push (412)9.3The Snares (414)9.3.1Snare – Volt (416)9.3.2Snare – Bit (418)9.3.3Snare – Pow (420)9.3.4Snare – Sharp (421)9.3.5Snare – Airy (423)9.3.6Snare – Vintage (425)9.3.7Snare – Chrome (427)9.3.8Snare – Iron (429)9.3.9Snare – Clap (431)9.3.10Snare – Breaker (433)9.4The Hi-hats (435)9.4.1Hi-hat – Silver (436)9.4.2Hi-hat – Circuit (438)9.4.3Hi-hat – Memory (440)9.4.4Hi-hat – Hybrid (442)9.4.5Creating a Pattern with Closed and Open Hi-hats (444)9.5The Toms (445)9.5.1Tom – Tronic (447)9.5.2Tom – Fractal (449)9.5.3Tom – Floor (453)9.5.4Tom – High (455)9.6The Percussions (456)9.6.1Percussion – Fractal (458)9.6.2Percussion – Kettle (461)9.6.3Percussion – Shaker (463)9.7The Cymbals (467)9.7.1Cymbal – Crash (469)9.7.2Cymbal – Ride (471)10Using the Bass Synth (474)10.1Bass Synth – General Handling (475)10.1.1Parameter Organization (475)10.1.2Bass Synth Parameters (477)11Working with Patterns (479)11.1Pattern Basics (479)11.1.1Pattern Editor Overview (480)11.1.2Navigating the Event Area (486)11.1.3Following the Playback Position in the Pattern (488)11.1.4Jumping to Another Playback Position in the Pattern (489)11.1.5Group View and Keyboard View (491)11.1.6Adjusting the Arrange Grid and the Pattern Length (493)11.1.7Adjusting the Step Grid and the Nudge Grid (497)11.2Recording Patterns in Real Time (501)11.2.1Recording Your Patterns Live (501)11.2.2The Record Prepare Mode (504)11.2.3Using the Metronome (505)11.2.4Recording with Count-in (506)11.2.5Quantizing while Recording (508)11.3Recording Patterns with the Step Sequencer (508)11.3.1Step Mode Basics (508)11.3.2Editing Events in Step Mode (511)11.3.3Recording Modulation in Step Mode (513)11.4Editing Events (514)11.4.1Editing Events with the Mouse: an Overview (514)11.4.2Creating Events/Notes (517)11.4.3Selecting Events/Notes (518)11.4.4Editing Selected Events/Notes (526)11.4.5Deleting Events/Notes (532)11.4.6Cut, Copy, and Paste Events/Notes (535)11.4.7Quantizing Events/Notes (538)11.4.8Quantization While Playing (540)11.4.9Doubling a Pattern (541)11.4.10Adding Variation to Patterns (541)11.5Recording and Editing Modulation (546)11.5.1Which Parameters Are Modulatable? (547)11.5.2Recording Modulation (548)11.5.3Creating and Editing Modulation in the Control Lane (550)11.6Creating MIDI Tracks from Scratch in MASCHINE (555)11.7Managing Patterns (557)11.7.1The Pattern Manager and Pattern Mode (558)11.7.2Selecting Patterns and Pattern Banks (560)11.7.3Creating Patterns (563)11.7.4Deleting Patterns (565)11.7.5Creating and Deleting Pattern Banks (566)11.7.6Naming Patterns (568)11.7.7Changing the Pattern’s Color (570)11.7.8Duplicating, Copying, and Pasting Patterns (571)11.7.9Moving Patterns (574)11.7.10Adjusting Pattern Length in Fine Increments (575)11.8Importing/Exporting Audio and MIDI to/from Patterns (576)11.8.1Exporting Audio from Patterns (576)11.8.2Exporting MIDI from Patterns (577)11.8.3Importing MIDI to Patterns (580)12Audio Routing, Remote Control, and Macro Controls (589)12.1Audio Routing in MASCHINE (590)12.1.1Sending External Audio to Sounds (591)12.1.2Configuring the Main Output of Sounds and Groups (596)12.1.3Setting Up Auxiliary Outputs for Sounds and Groups (601)12.1.4Configuring the Master and Cue Outputs of MASCHINE (605)12.1.5Mono Audio Inputs (610)12.1.5.1Configuring External Inputs for Sounds in Mix View (611)12.2Using MIDI Control and Host Automation (614)12.2.1Triggering Sounds via MIDI Notes (615)12.2.2Triggering Scenes via MIDI (622)12.2.3Controlling Parameters via MIDI and Host Automation (623)12.2.4Selecting VST/AU Plug-in Presets via MIDI Program Change (631)12.2.5Sending MIDI from Sounds (632)12.3Creating Custom Sets of Parameters with the Macro Controls (636)12.3.1Macro Control Overview (637)12.3.2Assigning Macro Controls Using the Software (638)12.3.3Assigning Macro Controls Using the Controller (644)13Controlling Your Mix (646)13.1Mix View Basics (646)13.1.1Switching between Arrange View and Mix View (646)13.1.2Mix View Elements (647)13.2The Mixer (649)13.2.1Displaying Groups vs. Displaying Sounds (650)13.2.2Adjusting the Mixer Layout (652)13.2.3Selecting Channel Strips (653)13.2.4Managing Your Channels in the Mixer (654)13.2.5Adjusting Settings in the Channel Strips (656)13.2.6Using the Cue Bus (660)13.3The Plug-in Chain (662)13.4The Plug-in Strip (663)13.4.1The Plug-in Header (665)13.4.2Panels for Drumsynths and Internal Effects (667)13.4.3Panel for the Sampler (668)13.4.4Custom Panels for Native Instruments Plug-ins (671)13.4.5Undocking a Plug-in Panel (Native Instruments and External Plug-ins Only) (675)13.5Controlling Your Mix from the Controller (677)13.5.1Navigating Your Channels in Mix Mode (678)13.5.2Adjusting the Level and Pan in Mix Mode (679)13.5.3Mute and Solo in Mix Mode (680)13.5.4Plug-in Icons in Mix Mode (680)14Using Effects (681)14.1Applying Effects to a Sound, a Group or the Master (681)14.1.1Adding an Effect (681)14.1.2Other Operations on Effects (690)14.1.3Using the Side-Chain Input (692)14.2Applying Effects to External Audio (695)14.2.1Step 1: Configure MASCHINE Audio Inputs (695)14.2.2Step 2: Set up a Sound to Receive the External Input (698)14.2.3Step 3: Load an Effect to Process an Input (700)14.3Creating a Send Effect (701)14.3.1Step 1: Set Up a Sound or Group as Send Effect (702)14.3.2Step 2: Route Audio to the Send Effect (706)14.3.3 A Few Notes on Send Effects (708)14.4Creating Multi-Effects (709)15Effect Reference (712)15.1Dynamics (713)15.1.1Compressor (713)15.1.2Gate (717)15.1.3Transient Master (721)15.1.4Limiter (723)15.1.5Maximizer (727)15.2Filtering Effects (730)15.2.1EQ (730)15.2.2Filter (733)15.2.3Cabinet (737)15.3Modulation Effects (738)15.3.1Chorus (738)15.3.2Flanger (740)15.3.3FM (742)15.3.4Freq Shifter (743)15.3.5Phaser (745)15.4Spatial and Reverb Effects (747)15.4.1Ice (747)15.4.2Metaverb (749)15.4.3Reflex (750)15.4.4Reverb (Legacy) (752)15.4.5Reverb (754)15.4.5.1Reverb Room (754)15.4.5.2Reverb Hall (757)15.4.5.3Plate Reverb (760)15.5Delays (762)15.5.1Beat Delay (762)15.5.2Grain Delay (765)15.5.3Grain Stretch (767)15.5.4Resochord (769)15.6Distortion Effects (771)15.6.1Distortion (771)15.6.2Lofi (774)15.6.3Saturator (775)15.7Perform FX (779)15.7.1Filter (780)15.7.2Flanger (782)15.7.3Burst Echo (785)15.7.4Reso Echo (787)15.7.5Ring (790)15.7.6Stutter (792)15.7.7Tremolo (795)15.7.8Scratcher (798)16Working with the Arranger (801)16.1Arranger Basics (801)16.1.1Navigating Song View (804)16.1.2Following the Playback Position in Your Project (806)16.1.3Performing with Scenes and Sections using the Pads (807)16.2Using Ideas View (811)16.2.1Scene Overview (811)16.2.2Creating Scenes (813)16.2.3Assigning and Removing Patterns (813)16.2.4Selecting Scenes (817)16.2.5Deleting Scenes (818)16.2.6Creating and Deleting Scene Banks (820)16.2.7Clearing Scenes (820)16.2.8Duplicating Scenes (821)16.2.9Reordering Scenes (822)16.2.10Making Scenes Unique (824)16.2.11Appending Scenes to Arrangement (825)16.2.12Naming Scenes (826)16.2.13Changing the Color of a Scene (827)16.3Using Song View (828)16.3.1Section Management Overview (828)16.3.2Creating Sections (833)16.3.3Assigning a Scene to a Section (834)16.3.4Selecting Sections and Section Banks (835)16.3.5Reorganizing Sections (839)16.3.6Adjusting the Length of a Section (840)16.3.6.1Adjusting the Length of a Section Using the Software (841)16.3.6.2Adjusting the Length of a Section Using the Controller (843)16.3.7Clearing a Pattern in Song View (843)16.3.8Duplicating Sections (844)16.3.8.1Making Sections Unique (845)16.3.9Removing Sections (846)16.3.10Renaming Scenes (848)16.3.11Clearing Sections (849)16.3.12Creating and Deleting Section Banks (850)16.3.13Working with Patterns in Song view (850)16.3.13.1Creating a Pattern in Song View (850)16.3.13.2Selecting a Pattern in Song View (850)16.3.13.3Clearing a Pattern in Song View (851)16.3.13.4Renaming a Pattern in Song View (851)16.3.13.5Coloring a Pattern in Song View (851)16.3.13.6Removing a Pattern in Song View (852)16.3.13.7Duplicating a Pattern in Song View (852)16.3.14Enabling Auto Length (852)16.3.15Looping (853)16.3.15.1Setting the Loop Range in the Software (854)16.4Playing with Sections (855)16.4.1Jumping to another Playback Position in Your Project (855)16.5Triggering Sections or Scenes via MIDI (856)16.6The Arrange Grid (858)16.7Quick Grid (860)17Sampling and Sample Mapping (862)17.1Opening the Sample Editor (862)17.2Recording Audio (863)17.2.1Opening the Record Page (863)17.2.2Selecting the Source and the Recording Mode (865)17.2.3Arming, Starting, and Stopping the Recording (868)17.2.5Using the Footswitch for Recording Audio (871)17.2.6Checking Your Recordings (872)17.2.7Location and Name of Your Recorded Samples (876)17.3Editing a Sample (876)17.3.1Using the Edit Page (877)17.3.2Audio Editing Functions (882)17.4Slicing a Sample (890)17.4.1Opening the Slice Page (891)17.4.2Adjusting the Slicing Settings (893)17.4.3Live Slicing (898)17.4.3.1Live Slicing Using the Controller (898)17.4.3.2Delete All Slices (899)17.4.4Manually Adjusting Your Slices (899)17.4.5Applying the Slicing (906)17.5Mapping Samples to Zones (912)17.5.1Opening the Zone Page (912)17.5.2Zone Page Overview (913)17.5.3Selecting and Managing Zones in the Zone List (915)17.5.4Selecting and Editing Zones in the Map View (920)17.5.5Editing Zones in the Sample View (924)17.5.6Adjusting the Zone Settings (927)17.5.7Adding Samples to the Sample Map (934)18Appendix: Tips for Playing Live (937)18.1Preparations (937)18.1.1Focus on the Hardware (937)18.1.2Customize the Pads of the Hardware (937)18.1.3Check Your CPU Power Before Playing (937)18.1.4Name and Color Your Groups, Patterns, Sounds and Scenes (938)18.1.5Consider Using a Limiter on Your Master (938)18.1.6Hook Up Your Other Gear and Sync It with MIDI Clock (938)18.1.7Improvise (938)18.2Basic Techniques (938)18.2.1Use Mute and Solo (938)18.2.2Use Scene Mode and Tweak the Loop Range (939)18.2.3Create Variations of Your Drum Patterns in the Step Sequencer (939)18.2.4Use Note Repeat (939)18.2.5Set Up Your Own Multi-effect Groups and Automate Them (939)18.3Special Tricks (940)18.3.1Changing Pattern Length for Variation (940)18.3.2Using Loops to Cycle Through Samples (940)18.3.3Using Loops to Cycle Through Samples (940)18.3.4Load Long Audio Files and Play with the Start Point (940)19Troubleshooting (941)19.1Knowledge Base (941)19.2Technical Support (941)19.3Registration Support (942)19.4User Forum (942)20Glossary (943)Index (951)1Welcome to MASCHINEThank you for buying MASCHINE!MASCHINE is a groove production studio that implements the familiar working style of classi-cal groove boxes along with the advantages of a computer based system. MASCHINE is ideal for making music live, as well as in the studio. It’s the hands-on aspect of a dedicated instru-ment, the MASCHINE hardware controller, united with the advanced editing features of the MASCHINE software.Creating beats is often not very intuitive with a computer, but using the MASCHINE hardware controller to do it makes it easy and fun. You can tap in freely with the pads or use Note Re-peat to jam along. Alternatively, build your beats using the step sequencer just as in classic drum machines.Patterns can be intuitively combined and rearranged on the fly to form larger ideas. You can try out several different versions of a song without ever having to stop the music.Since you can integrate it into any sequencer that supports VST, AU, or AAX plug-ins, you can reap the benefits in almost any software setup, or use it as a stand-alone application. You can sample your own material, slice loops and rearrange them easily.However, MASCHINE is a lot more than an ordinary groovebox or sampler: it comes with an inspiring 7-gigabyte library, and a sophisticated, yet easy to use tag-based Browser to give you instant access to the sounds you are looking for.What’s more, MASCHINE provides lots of options for manipulating your sounds via internal ef-fects and other sound-shaping possibilities. You can also control external MIDI hardware and 3rd-party software with the MASCHINE hardware controller, while customizing the functions of the pads, knobs and buttons according to your needs utilizing the included Controller Editor application. We hope you enjoy this fantastic instrument as much as we do. Now let’s get go-ing!—The MASCHINE team at Native Instruments.MASCHINE Documentation1.1MASCHINE DocumentationNative Instruments provide many information sources regarding MASCHINE. The main docu-ments should be read in the following sequence:1.MASCHINE Getting Started: This document provides a practical approach to MASCHINE viaa set of tutorials covering easy and more advanced tasks in order to help you familiarizeyourself with MASCHINE.2.MASCHINE Manual (this document): The MASCHINE Manual provides you with a compre-hensive description of all MASCHINE software and hardware features.Additional documentation sources provide you with details on more specific topics:▪Controller Editor Manual: Besides using your MASCHINE hardware controller together withits dedicated MASCHINE software, you can also use it as a powerful and highly versatileMIDI controller to pilot any other MIDI-capable application or device. This is made possibleby the Controller Editor software, an application that allows you to precisely define all MIDIassignments for your MASCHINE controller. The Controller Editor was installed during theMASCHINE installation procedure. For more information on this, please refer to the Con-troller Editor Manual available as a PDF file via the Help menu of Controller Editor.▪Online Support Videos: You can find a number of support videos on The Official Native In-struments Support Channel under the following URL: https:///NIsupport-EN. We recommend that you follow along with these instructions while the respective ap-plication is running on your computer.Other Online Resources:If you are experiencing problems related to your Native Instruments product that the supplied documentation does not cover, there are several ways of getting help:▪Knowledge Base▪User Forum▪Technical Support▪Registration SupportYou will find more information on these subjects in the chapter Troubleshooting.1.2Document ConventionsThis section introduces you to the signage and text highlighting used in this manual. This man-ual uses particular formatting to point out special facts and to warn you of potential issues. The icons introducing these notes let you see what kind of information is to be expected:This document uses particular formatting to point out special facts and to warn you of poten-tial issues. The icons introducing the following notes let you see what kind of information can be expected:Furthermore, the following formatting is used:▪Text appearing in (drop-down) menus (such as Open…, Save as… etc.) in the software and paths to locations on your hard disk or other storage devices is printed in italics.▪Text appearing elsewhere (labels of buttons, controls, text next to checkboxes etc.) in the software is printed in blue. Whenever you see this formatting applied, you will find the same text appearing somewhere on the screen.▪Text appearing on the displays of the controller is printed in light grey. Whenever you see this formatting applied, you will find the same text on a controller display.▪Text appearing on labels of the hardware controller is printed in orange. Whenever you see this formatting applied, you will find the same text on the controller.▪Important names and concepts are printed in bold.▪References to keys on your computer’s keyboard you’ll find put in square brackets (e.g.,“Press [Shift] + [Enter]”).►Single instructions are introduced by this play button type arrow.→Results of actions are introduced by this smaller arrow.Naming ConventionThroughout the documentation we will refer to MASCHINE controller (or just controller) as the hardware controller and MASCHINE software as the software installed on your computer.The term “effect” will sometimes be abbreviated as “FX” when referring to elements in the MA-SCHINE software and hardware. These terms have the same meaning.Button Combinations and Shortcuts on Your ControllerMost instructions will use the “+” sign to indicate buttons (or buttons and pads) that must be pressed simultaneously, starting with the button indicated first. E.g., an instruction such as:“Press SHIFT + PLAY”means:1.Press and hold SHIFT.2.While holding SHIFT, press PLAY and release it.3.Release SHIFT.Unlabeled Buttons on the ControllerThe buttons and knobs above and below the displays on your MASCHINE controller do not have labels.。
mame中英文对照表
MAME中英文对照表A--C1941 - Counter Attack (Japan) 1941 - 反击 (日版)1941 - Counter Attack (World) 1941 - 反击 (世界版)1943 - The Battle of Midway (Japan) 1943 - 中途岛海战 (日版)1943 - The Battle of Midway (US) 1943 - 中途岛海战 (美版)1943 Kai 1943 改 - 中途岛海战19XX: The War Against Destiny (Hispanic 951218) 19XX: 命运否决战 (西班牙版 951218)19XX: The War Against Destiny (Japan 951207) 19XX: 命运否决战 (日版 951207)19XX: The War Against Destiny (Japan 951225) 19XX: 命运否决战 (日版 951225)19XX: The War Against Destiny (US 951207) 19XX: 命运否决战 (美版 951207)2020 Super Baseball (set 1) 2020 年超级棒球 (set 1)2020 Super Baseball (set 2) 2020 年超级棒球 (set 2)Fire Suplex 火线摔跤4Player Bowling Alley 4 人保龄球4-D Warriors 4D 战士64th. Street - A Detective Story (Japan) 64 街 (日版)64th. Street - A Detective Story (World) 64 街 (世界版)APB - All Points Bulletin (set 1) APB 全国大搜查 (set 1)APB - All Points Bulletin (set 2) APB 全国大搜查 (set 2)ASO - Armored Scrum Object ASO - 组合战机A V2Mahjong No.1 Bay Bridge no Seijo (Japan) A V2 麻雀 Bay Bridge 圣女 (日版)A V2Mahjong No.2 Rouge no Kaori (Japan) A V2 麻雀红粉佳人 (日版)Acrobat Mission 风云战机Act-Fancer Cybernetick Hyper Weapon (Japan revision 1) Act-Fancer Cybernetick Hyper Weapon (日版 revisionAct-Fancer Cybernetick Hyper Weapon (World revision 1) Act-Fancer Cybernetick Hyper Weapon (世界版 revisiAct-Fancer Cybernetick Hyper Weapon (World revision 2) Act-Fancer Cybernetick Hyper Weapon (世界版 revisiAdventure Quiz 2 Hatena Hatena no Dai-Bouken (Japan) 冒险问答 2 Hatena 大冒险 (日版) Aero Fighters 音速战机 / 四国战机Aero Fighters (Turbo Force hardware set 1) 音速战机 / 四国战机 (Turbo Force hardware set 1) Aero Fighters (Turbo Force hardware set 2) 音速战机 / 四国战机 (Turbo Force hardware set 2) Aero Fighters 2 / Sonic Wings 2 音速战机 / 四国战机 2Aero Fighters 3 / Sonic Wings 3 音速战机 / 四国战机 3After Burner (Japan) 冲破火网 (日版)After Burner II 冲破火网 IIAggressors of Dark Kombat / Tsuukai GANGAN Koushinkyoku 痛快 GANGAN 行进曲Ah Eikou no Koshien (Japan) 呜呼荣光甲子园 (日版)Air Buster 空中堡垒 (日版)Air Duel (Japan) 空中决战 (日版)Air Gallet (Taiwan) 石破天惊 / Air Gallet (台湾版)Air Wolf 天狼Ajax 飓风直升机 / Ajax Ajax (Japan) 飓风直升机 / Ajax (日版) Akkanvader (Japan) Akkanvader (日版)Akuma-Jou Dracula (Japan version N) 恶魔城 (日版 version N)Akuma-Jou Dracula (Japan version P) 恶魔城 Dracula (日版)Ales no Tsubasa (Japan) 翼人 (日版)Ali Baba and 40 Thieves 阿里巴巴和 40 大盗Alien Invasion Part II 宇宙侵略者 / 异形入侵 Part IIAlien Storm 异形风暴Alien Storm (2 Player) 异形风暴 (2 Players)Alien Storm (bootleg) 异形风暴 (bootleg)Alien Syndrome (Japan) 异形特攻队 (日版)Alien Syndrome (set 1) 异形特攻队 (set 1)Alien Syndrome (set 2) 异形特攻队 (set 2)Alien Syndrome (set 3) 异形特攻队 (set 3)Alien vs. Predator (Asia 940520) 异形对铁血战士 (亚洲版 940520)Alien vs. Predator (Euro 940520) 异形对铁血战士 (欧洲版 940520)Alien vs. Predator (Japan 940520) 异形对铁血战士 (日版 940520)Alien vs. Predator (US 940520) 异形对铁血战士 (美版 940520)Aliens (Japan) 异形 (日版)Aliens (US) 异形 (美版)Aliens (World set 1) 异形 (世界版 set 1)Aliens (World set 2) 异形 (世界版 set 2)All American Football (rev B) 全美职业橄榄球 (rev B)All American Football (rev C) 全美职业橄榄球 (rev C)All American Football (rev D, 2 Players) 全美职业橄榄球 (rev D, 2 Players) All American Football (rev E) 全美职业橄榄球 (rev E)Alpha Mission II / ASO II - Last Guardian Alpha 任务 / ASO II - 最后的守护神Alpha One (prototype, 3 lives) Alpha One (prototype 3lives)Alpha One (prototype, 5 lives) Alpha One (prototype 5lives)Alpine Ski (set 1) 高山滑雪 (set 1)Alpine Ski (set 2) 高山滑雪 (set 2)Altered Beast (Version 1) 兽王记 / Altered Beast (版本 1)Altered Beast (Version 2) 兽王记 / Altered Beast (版本 2)Amazing Maze 奇异迷宫American Horseshoes (US) American Horseshoes (美版)Angel Kids (Japan) 小天使 (日版)Apparel Night (Japan) Apparel Night (日版)Aqua Jack (Japan) Aqua Jack (日版)Aqua Jack (World) Aqua Jack (世界版)Arabian Magic (Japan) 阿拉伯魔法 (日版)Arabian Magic (US) 阿拉伯魔法 (美版)Arabian Magic (World) 阿拉伯魔法 (世界版)Arcade Classics (prototype) 街机经典名作 (prototype)Area 88 (Japan) 战区 88 (日版)Argus no Senshi (Japan) 未来战士 (日版)Arkanoid (Japan) 打砖块 (日版)Arkanoid (Japanese bootleg Set 2) Arkanoid (日版 bootleg Set 2)Arkanoid (Japanese bootleg Set 3) Arkanoid (日版 bootleg Set 3)Arkanoid (Tayto bootleg, Japanese) Arkanoid (Tayto bootleg, 日版)Arkanoid (US) 打砖块 (美版)Arkanoid (World) Arkanoid (世界版)Arkanoid - Revenge of DOH (Japan) 打砖块 - DOH 复仇 (日版)Arkanoid - Revenge of DOH (US) 打砖块 - DOH 复仇 (美版)Arkanoid - Revenge of DOH (World) 打砖块 - DOH 复仇 (世界版)Arkanoid Returns (Japan) 打砖块 Returns (日版)Armed Formation 武装编队Armed Police Batrider (Japan, version A) Armed Police Batrider (日版, 版本 A) Armed Police Batrider (Japan, version B) Armed Police Batrider (日版, 版本 B) Armor Attack 武装袭击Armored Car (set 1) 装甲车 (set 1)Armored Car (set 2) 装甲车 (set 2)Armored Warriors (Asia 940920) 机甲装备: 攻关版 / 机甲战士 (亚洲版 940920) Armored Warriors (Euro 941011) 机甲装备: 攻关版 / 机甲战士 (欧洲版 941011) Armored Warriors (US 941024) 机甲装备: 攻关版 / 机甲战士 (美版 941024) Art of Fighting / Ryuuko no Ken 龙虎之拳Art of Fighting 2 / Ryuuko no Ken 2 龙虎之拳 2Art of Fighting 3 - The Path of the WarriorArt of Fighting - Ryuuko no Ken Gaiden 龙虎之拳外传Ashura Blaster (Japan) 阿修罗风暴 (日版)Ashura Blaster (US) 阿修罗风暴 (美版)Assault (Japan) Assault (日版)Assault Plus (Japan) Assault Plus (日版)Asterix (World ver. EAA) 高卢奇兵 (世界版 ver. EAA)Asterix (World ver. EAC) 高卢奇兵 (世界版 ver. EAC)Asterix (World ver. EAD) 高卢奇兵 (世界版 ver. EAD)Astro Fighter (set 1) 宇宙飞行士 (set 1)Astro Fighter (set 2) 宇宙飞行士 (set 2)Astro Fighter (set 3) 宇宙飞行士 (set 3)Astro Flash (Japan) 变形金刚 (日版)Asuka & Asuka (Japan) 飞鸟 & 飞鸟 (日版)Atari Baseball (set 1) Atari 棒球 (set 1)Atari Baseball (set 2) Atari 棒球 (set 2)Ataxx (Japan) Ataxx (日版)Atomic Robokid 原子机械人Atomic Robokid (Japan) 原子机械人 (日版)Avengers (US set 1) 必杀! 无赖拳 (美版 set 1)Avengers (US set 2) 必杀! 无赖拳 (美版 set 2)Avenging Spirit 复仇精灵Back Street Soccer 街头足球Bad Dudes vs. Dragonninja (US) 龙行忍者 (美版)Bakatonosama Mahjong Manyuki 傻瓜殿下麻雀漫游记Bakuretsu Quiz Ma-Q Dai Bouken (Japan) 爆裂问答魔 Q 大冒险 (日版)Bakutotsu Kijuutei 爆突机铳艇Baseball Stars 2 棒球之星2Baseball Stars Professional 棒球之星专业版Baseball The Season II 棒球季节 IIBatman 蝙蝠侠Batman Part 2 不死鸟 / 蝙蝠侠 Part 2Batsugun Batsugun / 疯狂枪支 Batsugun Special Ver. Batsugun / 疯狂枪支特别版 (日版) Battlantis (Japan) Battlantis (日版)Battle Chopper Mr.HELI 大冒险 / Battle ChopperBattle Circuit (Asia 970319) 战斗回路 (亚洲版 970319)Battle Circuit (Japan 970319) 战斗回路 (日版 970319)Battle Field (Japan) Battle Field (日版)Battle Flip Shot 盾牌大战Battle Rangers (World) 恶人战斗部队嗜血野狼 (世界版)Battle Shark (Japan) 猎鲨行动 (日版)Battle Shark (US) 猎鲨行动 (美版)Battle Toads 忍者蛙Battle of Atlantis (set 1) Atlantis 战争 (set 1)Battle of Atlantis (set 2) Atlantis 战争 (set 2)Bells & Whistles 出发!! 兵蜂 / Bells & WhistlesBeraboh Man (Japan version B) 超绝伦人 Beraboh Man (日版 version B)Beraboh Man (Japan version C) 超绝伦人 Beraboh Man (日版 version C)Bermuda Triangle (Japan) 百慕大魔鬼三角 (美版)Bermuda Triangle (US older version) 百慕大魔鬼三角 (美版早期版本)Bijokko Gakuen (Japan) 美女子学园 (日版)Bijokko Yume Monogatari (Japan) 美女子梦物语 (日版)Bio Attack 生化攻击Bio-ship Paladin 宇宙战舰 Gomora / 生化艇游侠Biomechanical Toy (unprotected) 生化玩具兵Bionic Commando (US set 1) 希魔复活 / 生化指令 (美版 set 1)Bionic Commando (US set 2) 希魔复活 / 生化指令 (美版 set 2)Bishoujo Janshi Pretty Sailor 18-kin (Japan) 美少女雀士漂亮水手 18 禁 (日版) Bishoujo Janshi Pretty Sailor 2 (Japan) 美少女雀士漂亮水手 2 (日版)Black Dragon 黑龙Black Dragon (bootleg) 黑龙 (bootleg)Black Tiger 黑虎 (美版)Black Tiger (bootleg) 黑虎 (美版 bootleg)Blade Master (World) 刀锋领主Blast Off (Japan) Blast Off (日版)Blaze On (Japan) 魂之光辉 (日版)Blazer (Japan) Blazer (日版)Blazing Star 闪亮之星Block (Game Corporation bootleg) 打砖块 (Game Corporation bootleg)Block (bootleg, Japanese) 打砖块 (bootleg, 日版)Block Block (Japan 910910) Block Block (日版 910910)Block Block (World 910910) 打砖块 (世界版 910910)Block Block (World 911106 Joystick) 打砖块 (世界版)Block Out (Japan) Block Out (日版)Blocken (Japan) Blocken (日版)Blomby Car Blomby 赛车Blomby Car (not encrypted) Blomby 赛车 (未加密)Bloody Wolf (US) 恶人战斗部队嗜血野狼 (美版)Blue Hawk 鹰击蓝空Blue Hawk (NTC) 鹰击蓝空 (NTC)Blue's Journey / Raguy 蓝色之旅 / 拉吉少年Body Slam Dump 松本 /Body SlamBomber Man World (Japan) 炸弹人世界 (日版)Bomber Man World (World) 炸弹人世界 (世界版)Bomberman (Japan) 炸弹人 (日版)Bonze Adventure (US) 地狱小和尚 / Bonze Adventure (美版)Bonze Adventure (World) 地狱小和尚 / Bonze Adventure (世界版)Boulder Dash / Boulder Dash Part 2 (Japan) Boulder Dash / Boulder Dash Part 2 (日版) Boulder Dash / Boulder Dash Part 2 (World) Boulder Dash / Boulder Dash Part 2 (世界版) Boxy Boy (US) 仓库番豪华版 / Boxy Boy (美版)Break Thru (US) 强行突破 / Break Thru (美版)Breakers 爆烈人Breakers Revenge 爆烈人复仇Breywood (Japan revision 2) Breywood (日版 rev 2)Brute Force 极之暴力Bubble Bobble (US with mode select) Bubble Bobble (美版有选择模式)Bubble Bobble (US) Bubble Bobble (美版)Bubble Bobble 2 (World) Bubble Bobble 2 (世界版)Bubble Memories - The Story Of Bubble Bobble 3 (Japan) Bubble Memories - The Story Of Bubb le Bobble 3 (日Bubble Memories - The Story Of Bubble Bobble 3 (World) Bubble Memories - The Story Of Bub ble Bobble 3 (世Bubble Symphony (Japan) Bubble Symphony (日版)Bubble Symphony (US) Bubble Symphony (美版)Bucky O'Hare (US version UA) Bucky O'Hare (美版 version UA)Bucky O'Hare (World version EA) Bucky O'Hare (世界版 version EA)Bullfight 斗牛 / BullfightBurglar X 夜盗 XBurning Fight (set 1) 热血快打 (set 1)Burning Fight (set 2) 热血快打 (set 2)Burning Force (Japan) Burning Force (日版)Bust-A-Move Again (US) 泡泡龙 2 / Bust-A-Move Again (美版)Buster Bros (US) 魔法气泡 / Buster Bros (美版)Butasan (Japan) Butasan (日版)Cabal (US set 1) Cabal (美版 set 1)Cabal (US set 2) Cabal (美版 set 2)Cachat (Japan) Cachat (日版)Cadash (France) Cadash (法国版)Cadash (Italy) Cadash (意大利版)Cadash (Japan) Cadash (日版)Cadash (US) Cadash (美版)Cadash (World) Cadash (世界版)Cadillacs Kyouryuu-Shinseiki (Japan) 恐龙时代 / Cadillacs - 恐龙新世纪 (日版) Cadillacs and Dinosaurs (World) 恐龙时代 / Cadillacs - 恐龙新世纪 (世界版) Caliber 50 点五零Camel Try (Japan) Camel Try (日版)Camel Try (US) Camel Try (美版)Camel Try (US, alt sound) Camel Try (美版, alt sound)Capcom Baseball (Japan) Capcom 棒球 (日版)Capcom Bowling (set 1) Capcom 保龄球 (set 1)Capcom Bowling (set 2) Capcom 保龄球 (set 2)Capcom Sports Club (Asia 970722) Capcom 运动俱乐部 (亚洲版 970722) Capcom Sports Club (Japan 970722) Capcom 运动俱乐部 (日版 970722) Capcom World (Japan) 冒险问答 - Capcom 世界 (日版)Capcom World 2 (Japan) 冒险问答 - Capcom 世界 2 (日版)Captain America (Asia Rev 4) 上尉密令 (亚洲版 Rev 4)Captain America (Japan Rev 2) 上尉密令 (日版 Rev 2)Captain America (UK Rev 4) 上尉密令 (英国版 Rev 4)Captain America (US Rev 1.9) 上尉密令 (美版 Rev 4)Captain Commando (Japan) 名将 (日版)Captain Commando (US) 名将 (美版)Captain Commando (World) 名将 (世界版)Captain Silver (Japan) Captain Silver (日版)Captain Tomaday 番茄超人Carrier Air Wing (World) 雌虎战机 / 美国海军 (世界版)Caveman Ninja (US) 战斗原始人 (美版)Caveman Ninja (World revision 0) 战斗原始人 (世界版 revision 0)Caveman Ninja (World revision 3) 战斗原始人 (世界版 revision 3) Champion Baseball 冠军棒球Champion Baseball (Japan) 冠军棒球 (日版)Champion Wrestler (Japan) 冠军摔跤 (日版)Champion Wrestler (US) 冠军摔跤 (美版)Champion Wrestler (World) 冠军摔跤 (世界版)Chase HQ (Japan) Chase HQ (日版)Chase HQ (World) Chase HQ (世界版)Checkman (Japan) Checkman (日版)Chelnov - Atomic Runner (Japan) 原子超人 (日版)Chelnov - Atomic Runner (US) 原子超人 (美版)Chelnov - Atomic Runner (World) 原子超人 (世界版)Chequered Flag (Japan) Chequered Flag (日版)Chibi Marukochan Deluxe Quiz 小丸子问答Chiki Chiki Boys (Japan) 双麟儿 (日版)Chiller (version 3.0) 毛骨悚然 (version 3.0)Chimera Beast 原生兽China Gate (US) 西游降魔禄 (美版)China Town (Japan) 唐人街 (日版)Chinese Casino [BET] (Japan) 中国乐园 [BET] (日版)Chinese Hero 中华英雄Chopper I 航空骑兵物语 / Chopper I (世界版)Chuka Taisen (Japan) 中华大仙 (日版)City Bomber (Japan) City Bomber (日版)City Bomber (World) City Bomber (世界版)City Love (Japan) 都市之恋 (日版)Cleopatra Fortune (Japan) Cleopatra Fortune (日版)Cobra-Command (Japan) 眼睛蛇指令 (日版)Cobra-Command (World revision 5) 眼睛蛇指令 (世界版 revision 5)Columns (Japan) Columns (日版)Columns (US) Columns (美版)Columns II - The V oyage Through Time (Japan) Columns II - The V oyage Through Time (日版) Combat School (Japan trackball) Combat School (日版 trackball)Commando (US) 战场之狼 / Commando (美版)Commando (World) 战场之狼 / Commando (世界版)Continental Circus (US) Continental Circus (美版)Continental Circus (World) Continental Circus (世界版)Contra (Japan bootleg) 魂斗罗 (日版 bootleg)Contra (Japan) 魂斗罗 (日版)Contra (US bootleg) 魂斗罗 (美版 bootleg)Contra (US) 魂斗罗 (美版)Coors Light Bowling Capcom 保龄球 / Coors Light Bowling CosmicChasm (set 1) 天裂 (set 1)Cosmic Chasm (set 2) 天裂 (set 2)Cosmic Monsters 宇宙侵略者 / 宇宙怪物Cosmo Gang the Puzzle (Japan) Cosmo Gang the Puzzle (日版)Cosmo Gang the Puzzle (US) Cosmo Gang the Puzzle (美版)Cosmo Gang the Video (Japan) Cosmo Gang the Video (日版)Cosmo Gang the Video (US) Cosmo Gang the Video (美版)Crayon Shinchan Orato Asobo (Japan) Crayon Shinchan Orato Asobo (日版) Crazy Balloon (set 1) 疯狂气球 (set 1)Crazy Balloon (set 2) 疯狂气球 (set 2)Crazy Climber (Japan) Crazy Climber (日版)Crazy Climber (US) Crazy Climber (美版)Crazy Climber 2 (Japan) Crazy Climber 2 (日版)Crazy Cop (Japan) 疯狂警察 (日版)Crazy Kong (Alca bootleg) 大金刚 / Crazy Kong (Alca bootleg)Crazy Kong (Jeutel bootleg) 大金刚 / Crazy Kong (Jeutel bootleg)Crazy Kong (Orca bootleg) 大金刚 / Crazy Kong (Orca bootleg)Crazy Kong (Scramble hardware) 大金刚 / Crazy Kong (Scramble hardware) Crazy Kong (set 1) 大金刚 / Crazy Kong (set 1)Crazy Kong (set 2) 大金刚 / Crazy Kong (set 2)Crazy Rally 疯狂拉力Crime City (Japan) 罪恶都市 (日版)Crime City (US) 罪恶都市 (美版)Crime City (World) 罪恶都市 (世界版)Crime Fighters (Japan 2 Players) 罪恶战士 (日版 2 Players)Crime Fighters (US 4 players) 罪恶战士 (美版 4 players)Crime Fighters (World 2 Players) 罪恶战士 (世界版 2 Players)Crime Fighters 2 (Japan 2 Players ver. P) 复仇 2 (日版 ver. P)Crossed Swords 圣十字剑Crude Buster (Japan) 暴力克星 (日版)Crude Buster (World FU version) 暴力克星 (世界版 FU version)Crude Buster (World FX version) 暴力克星 (世界版 FX version)Crystal Castles (version 2) 水晶城堡 (set 2)Crystal Castles (version 3) 水晶城堡 (set 3)Crystal Castles (version 4) 水晶城堡 (set 4)Crystal Gal (Japan) 水晶女孩 (日版)Crystal Gal 2 (Japan) 水晶女孩 2 (日版)Cyber-Lip 战斗边缘Cyberbots: Fullmetal Madness (Japan 950420) 机甲战士:疯狂金属 (日版 950420) Cyberbots: Fullmetal Madness (US 950424) 机甲战士:疯狂金属 (美版 950424)D--GDai Makai-Mura (Japan) 大魔界村 (日版)Dai Ressya Goutou (Japan) 火车大盗 (日版)Daiku no Gensan (Japan) 大工之源 (日版)Daiku no Gensan (Japan, M72) 大工之源 (日版, M72)Daisenpu (Japan) 大旋风 (日版)Daitoride 大牌砦Dan-Ku-Ga (Prototype) 断仇牙 (日版)Dangar - Ufo Robo (12/1/1986) UFO 变形金刚 (12/1/1986)Dangar - Ufo Robo (9/26/1986) UFO 变形金刚 (9/26/1986)Dangar - Ufo Robo (bootleg) UFO 变形金刚 (bootleg)Danger Zone 危险地带Dangerous Seed (Japan) 危机四伏 (日版)Dangun Feveron (Japan) 弹铳 Feveron (日版)Daraku Tenshi - The Fallen Angels (Japan) 堕落天使 (日版)Darius (Extra) (Japan) 大流士 / 太空战机 (特别版) (日版)Darius (Japan old version) 大流士 / 太空战机 (日版旧版)Darius (Japan) 大流士 / 太空战机 (日版)Darius (World) 大流士 / 太空战机 (世界版)Darius Gaiden - Silver Hawk (Extra Version) [Official Hack] 大流士 / 太空战机外传 - 银鹰 (特别版) [官方 Hack]Darius Gaiden - Silver Hawk (World) 大流士 / 太空战机外传 - 银鹰Darius II (Japan) 大流士 / 太空战机 II (日版)Darius II (dual screen) (Japan old version) 大流士 / 太空战机 II (dual screen) (日版旧版) Darius II (dual screen) (Japan) 大流士 / 太空战机 II (dual screen) (日版)Dark Adventure 魔兽王国 / Dark AdventureDark Planet 黑暗星球Dark Seal (Japan) 暗黑封印 / 毁灭之门 (日版)Dark Seal (World revision 1) 暗黑封印 / 毁灭之门 (世界版 revision 1)Dark Seal (World revision 3) 暗黑封印 / 毁灭之门 (世界版 revision 3)Darkstalkers: The Night Warriors (Asia 940705) 恶魔战士: 午夜斗士 (亚洲版 940705) Darkstalkers: The Night Warriors (Euro 940705) 恶魔战士: 午夜斗士 (欧洲版 940705) Darkstalkers: The Night Warriors (US 940705) 恶魔战士: 午夜斗士 (美版 940705) Darkstalkers: The Night Warriors (US 940818) 恶魔战士: 午夜斗士 (美版 940818)Darwin 4078 (Japan) 黑暗之风 4078 (日版)Datsugoku - Prisoners of War (Japan) 脱狱 - 战俘 (日版)Dead Connection (Japan) 死亡边缘 (日版)Dead Connection (World) 死亡边缘 (世界版)Desert Gun 沙漠枪手Destroyer 驱逐舰Detana!! Twin Bee (Japan) 出发!! 兵蜂 (日版)Devastators (version V) 饿流祸 / 破坏者 (version V)Devastators (version X) 饿流祸 / 破坏者 (version X)Devastators (version Z) 饿流祸 / 破坏者 (version Z)Devil Fish 魔神鱼类Devil Fish (Galaxian hardware, bootleg?) 魔神鱼类 (Galaxian hardware, bootleg?)Devil World 魔兽王国 / Devil WorldDevil Zone 魔鬼地带Dharma Doujou 达摩道场Dig Dug (Atari) 挖金子 (Atari)Dig Dug (set 1) 挖金子 (set 1)Dig Dug (set 2) 挖金子 (set 2)Dig Dug II (New Ver.) 挖金子 II (New Ver.)Dig Dug II (Old Ver.) 挖金子 II (Old Ver.)Dino Rex (Japan) 大恐龙格斗技传说 (日版)Dino Rex (US) 大恐龙格斗技传说 (美版)Dino Rex (World) 大恐龙格斗技传说 (世界版)Dirt Fox (Japan) Dirt Fox (日版)Disco Mahjong Otachidai no Okite (Japan) Disco 麻雀 (日版)DoDonPachi (Japan) 怒首领蜂 (日版)Dogou Souken 怒号层圈 (日版)Dokaben (Japan) Dokaben (日版)Dominos 多米诺骨牌Don Doko Don (Japan) Don Doko Don (日版)Don Doko Don (US) Don Doko Don (美版)Don Doko Don (World) Don Doko Don (世界版)DonPachi (Japan) 首领蜂 (日版)DonPachi (Korea) 首领蜂 (韩国版)Donkey Kong (Japan set 1) 大金刚 (日版 set 1)Donkey Kong (Japan set 2) 大金刚 (日版 set 2)Donkey Kong (Japan set 3) (bad dump?) 大金刚 (日版 set 3) (bad dump?)Donkey Kong (US set 1) 大金刚 (美版)Donkey Kong 3 (Japan) 大金刚 3 (日版)Donkey Kong 3 (US) 大金刚 3 (美版)Donkey Kong Jr. (Japan) 大金刚 Jr. (日版)Donkey Kong Jr. (bootleg) 大金刚 Jr. (bootleg)Donkey Kong Junior (Japan?) 大金刚 Junior (日版?)Donkey Kong Junior (US) 大金刚 Jr. (美版)Donkey Kong Junior (bootleg?) 大金刚 Junior (bootleg?)Double Axle (US) 四驱赛车 (美版)Double Dragon (Japan) 双截龙Double Dragon (Neo-Geo) 双截龙 (Neo-Geo)Double Dragon (US) 双截龙 (美版)Double Dragon (bootleg) 双截龙 (bootleg)Double Dragon 3 - The Rosetta Stone 双截龙 3 - Rosetta 之石Double Dragon 3 - The Rosetta Stone (bootleg) 双截龙 3 - Rosetta 之石 (bootleg)Double Dragon II - The Revenge (US) 双截龙 II - 复仇 (美版)Double Dragon II - The Revenge (World) 双截龙 II - 复仇DownTown 目击Dr. Toppel's Tankentai (Japan) Toppel 博士探险队 (日版)Dragon Saber (Japan) Dragon Saber (日版)Dragon Spirit (new version) 龙魂 (新版)Dragon Spirit (old version) 龙魂 (旧版)Dragonninja (Japan) 龙行忍者Dramatic Adventure Quiz Keith & Lucy (Japan) Dramatic Adventure Quiz Keith & Lucy (日版) Dream Soccer '94 梦幻足球 '94 Dream Soccer '94 (Japan) 梦幻足球 '94 (日版)Drift Out '94 - The Hard Order (Japan) Drift Out '94 - The Hard Order (日版)Drift Out (Japan) Drift Out (日版)Dump Matsumoto (Japan) Dump 松本 (日版)Dungeons & Dragons: Shadow over Mystara (Asia 960619) 龙与地下城 2: 暗黑秘影 (亚洲版 960619)Dungeons & Dragons: Shadow over Mystara (Euro 960209) 龙与地下城 2: 暗黑秘影 (欧洲版 960209)Dungeons & Dragons: Shadow over Mystara (Japan 960206) 龙与地下城 2: 暗黑秘影 (日版 960206)Dungeons & Dragons: Shadow over Mystara (Japan 960619) 龙与地下城 2: 暗黑秘影 (日版 960619)Dungeons & Dragons: Shadow over Mystara (US 960209) 龙与地下城 2: 暗黑秘影 (US 960209)Dungeons & Dragons: Shadow over Mystara (US 960619) 龙与地下城 2: 暗黑秘影 (美版 960619)Dungeons & Dragons: Tower of Doom (Asia 940113) 龙与地下城: 毁灭之塔 (亚洲版 940113) Dungeons & Dragons: Tower of Doom (Euro 940412) 龙与地下城: 毁灭之塔 (欧洲版 940412) Dungeons & Dragons: Tower of Doom (Hispanic 940125) 龙与地下城: 毁灭之塔 (西班牙版 940125)Dungeons & Dragons: Tower of Doom (Japan 940113) 龙与地下城: 毁灭之塔 (日版 940113) Dungeons & Dragons: Tower of Doom (US 940113) 龙与地下城: 毁灭之塔 (美版 940113) Dungeons & Dragons: Tower of Doom (US 940125) 龙与地下城: 毁灭之塔 (美版 940125) Dynamite Duke 爆破公爵 / Dynamite DukeDynamite Dux (bootleg) 怪鸭冒险记 (bootleg)Dynamite League (Japan) 震撼联盟 (日版)Dynasty Wars (World) 吞食天地 (世界版)ESP Ra.De. (International Ver 1998 4/22) 长空超少年 / ESP Ra.De. (日版)Earth Defense Force 地球保卫战Earth Defense Force E.D.F.-Eco Fighters (World 931203) 地球保卫战 Eco Fighters (世界版 931203)Eight Man 8 超人Elevator Action 电梯大战Elevator Action (bootleg) 电梯大战 (bootleg)Elevator Action 2 (US) 电梯大战 2 (美版)Elevator Action Returns (Japan) 电梯大战 2 (日版)Elevator Action Returns (World) 电梯大战 2 (世界版)Emeraldia (Japan V ersion B) Emeraldia (日版)Empire City: 1931 (Japan) 帝都:1931 (日版)Empire City: 1931 (bootleg?) 帝都:1931 (bootleg?)Escape from the Planet of the Robot Monsters (set 1) 机械怪兽大逃亡 (set 1)Escape from the Planet of the Robot Monsters (set 2) 机械怪兽大逃亡 (set 2)Euro Champ '92 (World) Euro Champ '92 (世界版)Euro League 世界杯 '90 / 欧洲联盟Exciting Hour 激情时刻 (日版)Exciting Soccer 激情足球Exciting Soccer (alternate music) 激情足球 (alternate music)Exciting Soccer (bootleg) 激情足球 (bootleg)Exciting Soccer II 激情足球 / Exciting Soccer IIExerion 火凤凰Exerion (Taito) 火凤凰 (Taito)Exerion (bootleg) 火凤凰 (bootleg)Exerizer (Japan) (bootleg) Exerizer (日版) (bootleg)Express Raider (US) 火车大盗 / 西部急行列车 (美版)Extermination (US) Extermination (美版)Exterminator 灭杀者Extreme Downhill (v1.5) 极限滑降Exvania (Japan) Exvania (日版)Exzisus (Japan) Exzisus (日版)F-1 Dream F-1 之梦F-1 Dream (bootleg) F-1 之梦 (bootleg)F/A (Japan) F/A (日版)F1 Grand Prix Star F1 明星汽车大奖赛Face Off (Japan) Face Off (日版)Fantasy (Japan) 幻想 (日版)Fantasy (US) 幻想 (美版)Fantasy Zone (Japan New V er.) 神奇地带 (日版 New 版本)Fantasy Zone (Old Ver.) 神奇地带 (New 版本)Far West 火车大盗 / Far WestFatal Fury - King of Fighters / Garou Densetsu - shukumei no tatakai 饿狼传说 - 宿命之战Fatal Fury 2 / Garou Densetsu 2 - arata-naru tatakai 饿狼传说 2 - 新的战斗Fatal Fury 3 - Road to the Final Victory / Garou Densetsu 3 - haruka-n饿狼传说 3 - 远古征战Fatal Fury Special / Garou Densetsu Special 饿狼传说特别版Fighting Fantasy (Japan revision 2) 激斗幻想Fighting Fantasy (Japan) 激斗幻想 (日版)Fighting Hawk (Japan) 战斗猎鹰Final Blow (Japan) 最终打击 (日版)Final Blow (World) 最终打击 (世界版)Final Fight (Japan) 快打旋风 (日版)Final Fight (US) 快打旋风 (美版)Final Fight (World) 快打旋风 (世界版)Final Star Force (US) 最终星际武力 (美版)Finest Hour (Japan) Finest Hour (日版)Fire Barrel (Japan) 火爆战机 (日版)Fire Shark 鲛! 鲛! 鲛! / Fire SharkFire Trap 烈焰陷阱Fire Trap (Japan bootleg) 烈焰陷阱 (日版 bootleg)Flak Attack (Japan) Flak Attack (日版)Flying Shark (World) 飞翔鲛 / Flying Shark (世界版)Flying Shark (bootleg) 飞翔鲛 / Flying Shark (bootleg)Food Fight 食物大战Football Champ (World) Football Champ (世界版)Football Frenzy 疯狂美式足球Forgotten Worlds (US) 失落的世界 (美版)Frog 青蛙过河 / FrogFrog (Galaxian hardware) 青蛙过河 / Frog (Galaxian hardware)Frogger 青蛙过河 / FroggerFrogger (Sega set 1) 青蛙过河 / Frogger (Sega set 1)Frogger (Sega set 2) 青蛙过河 / Frogger (Sega set 2)Frogger (modified Moon Cresta hardware) 青蛙过河 / Frogger (modified Moon Cresta hardware) Front Line 前线Full Throttle (Japan) 最高时速 (日版)GI Joe (US) 特种部队 (美版)GI Joe (World) 特种部队 (世界版)Galactic Warriors 银河战士Galaga '84 大蜜蜂 / Galaga '84Galaga '88 (Japan) 大蜜蜂 '88 (日版)Galaga '88 (set 1) 大蜜蜂 '88 (set 1)Galaga '88 (set 2) 大蜜蜂 '88 (set 2)Galaga (Midway) 大蜜蜂 (Midway)Galaga (Namco) 大蜜蜂 (Namco)Galaga (bootleg) 大蜜蜂 (bootleg)Galaga (fast shoot) 大蜜蜂 (高速版)Galaga 3 (alternate set) 大蜜蜂加强版 / Galaga 3 (set 2)Galaga 3 (rev. C) 大蜜蜂加强版 / Galaga 3 (set 1)Galaxian (Midway) 小蜜蜂 (Midway)Galaxian (Midway, old rev) 小蜜蜂 (Midway, old rev)Galaxian (Namco set 1) 小蜜蜂 (Namco)Galaxian (Namco set 2) 小蜜蜂 (Namco set 2)Galaxian Part 4 小蜜蜂 Part 4Galaxian Part X 小蜜蜂 Part XGalaxian Turbo 小蜜蜂 Turbo GalaxyFight - Universal Warriors 银河快打Galaxy Wars (Taito?) 银河战争 (Taito?)Galaxy Wars (Universal set 1) 银河战争 (Universal set 1)Galaxy Wars (Universal set 2) 银河战争 (Universal set 2)Gallag 大蜜蜂 / GallagGallop - Armed police Unit (Japan) 雷驰 - 武装警察 (日版)Galmedes (Japan) Galmedes (日版)Gals Panic (set 1) 天蚕变 / 蜘蛛美女Gals Pinball 少女弹珠台Gang Busters 疯狂警察 / Gang BustersGang Wars (US) 群殴 (美版)Gang Wars (bootleg) 群殴 (bootleg)Gaplus (alternate hardware) 大蜜蜂加强版 (set 2)Gaplus (rev. D) 大蜜蜂加强版 (set 1)Garou - Mark of the Wolves (decrypted C) 饿狼 - 群狼之证 / 狼之烙印 (decrypted C) Garou - Mark of the Wolves (prototype) 饿狼 - 群狼之证 / 狼之烙印 (prototype)Garou - Mark of the Wolves (set 1) 饿狼 - 群狼之证 / 狼之烙印 (set 1)Garou - Mark of the Wolves (set 2) ) 饿狼 - 群狼之证 / 狼之烙印 (set 2)Garuka (Japan) 饿流祸 (日版)Garyo Retsuden (Japan) 卧龙列传 (日版)Gate of Doom (US revision 1) 暗黑封印 / 毁灭之门 (美版 revision 1)Gate of Doom (US revision 4) 暗黑封印 / 毁灭之门 (美版 revision 4)Gekirindan (Japan) 逆鳞弹 (日版)Gemini Wing 捉虫敢死队Genpei ToumaDen 源平讨魔传Genshi-Tou 1930's 原始岛Get Star (Japan) Get Star (日版)Ghost Muncher 吃豆 / 食鬼Ghost Pilots 魔鬼飞行员Ghosts'n Goblins (US) 魔界村 / Ghosts'n Goblins (美版)Ghosts'n Goblins (World? set 1) 魔界村 / Ghosts'n Goblins (世界版? set 1)Ghosts'n Goblins (World? set 2) 魔界村 / Ghosts'n Goblins (世界版? set 2)Ghouls'n Ghosts (US) 大魔界村 (美版)Ghouls'n Ghosts (World) 大魔界村 (世界版)Ginga NinkyouDen 银河任侠传Gingateikoku No Gyakushu 银河帝国的反击Gingateikoku No Gyakushu (bootleg set 1) 银河帝国的反击 (bootleg)Gingateikoku No Gyakushu (bootleg set 2) 银河帝国的反击 (bootleg set 2)Gionbana (Japan) 只园花 (日版)Gladiator (US) 黄金之城 / Gladiator (美版)Gladiator 1984 剑斗士 1984Global Champion (US) 王者铁拳 / 世界冠军 (美版)Go Go Mr. Yamaguchi / Yuke Yuke Yamaguchi-kun Go Go! 山口君Golden Axe (Version 1) 战斧 (Version 1)Golden Axe (Version 1, Japan) 战斧 (Version 1, 日版)Golden Axe (Version 2 317-0110) 战斧 (Version 2 317-0110)Golden Axe (Version 2 317-0122) 战斧 (Version 2 317-0122)Golden Axe (Version 2) 战斧 (Version 2)Golden Axe (bootleg) 战斧 (bootleg)Gondomania (US) 魔境战士 / Gondomania (美版)Gourmet Battle Quiz Ryorioh CooKing (Japan) 问答美食料理王 CooKing (日版) Gradius 宇宙巡航机Gradius II - Gofer no Yabou (Japan New Ver.) 宇宙巡航机 II - Gofer 的野心 (日版新版) Gradius II - Gofer no Yabou (Japan Old Ver.) 宇宙巡航机 II - Gofer 的野心 (日版旧版) Gradius II - Gofer no Yabou (Japan Older Ver.) 宇宙巡航机 II - Gofer 的野心 (日版更旧版) Gradius III (Asia) 宇宙巡航机 III - 传说神话 (亚洲版)Gradius III (Japan) 宇宙巡航机 III - 传说神话 (日版)Gradius III (World ?) 宇宙巡航机 III - 传说神话 (世界版?)Grand Cross 大十字弹珠台Great Sluggers '94 超级强打 '94Great Swordsman 击剑士Green Beret 绿色兵团Green Beret (bootleg) 绿色兵团 (bootleg)Grid Seeker: Project Stormhammer (Japan) Grid Seeker: Project Stormhammer (日版) Grid Seeker: Project Stormhammer (US) Grid Seeker: Project Stormhammer (美版) Grid Seeker: Project Stormhammer (World) Grid Seeker: Project Stormhammer (世界版) Grobda (New version) 坦克大战 (New version)Grobda (Old version set 1) 坦克大战 (Old version set 1)Grobda (Old version set 2) 坦克大战 (Old version set 2)Growl (US) 森林保护神 (美版)Growl (World) 森林保护神 (世界版)Gryzor 魂斗罗 / gryzorGuerrilla War (US) 古巴战士 / 革命英雄 (美版)Guerrilla War (Version 1) 古巴战士 / 革命英雄 (Version 1)Guerrilla War (bootleg) 古巴战士 / 革命英雄 (bootleg)Guevara (Japan) 古巴战士 / 革命英雄 (日版)Gulf Storm 海湾风暴 Gulf Storm (Media Shoji) 海湾风暴 (Media 商事)Gun & Frontier (World) 枪之国度 (世界版)Gun Bird (Japan) 武装飞鸟 (日版)Gun Bird (Korea) 武装飞鸟 (韩国版)Gun Bird (World) 武装飞鸟 (世界版)Gun Bullet (Japan) 枪林弹雨 (日版)Gun Dealer (Tecmo) 美女枪手 (Tecmo)Gun Dealer (set 1) 美女枪手 (set 1)Gun Dealer (set 2) 美女枪手 (set 2)Gun Frontier (Japan) 枪之国度 (日版)Gun Hohki (Japan) 魔法警备队/铳法器 (日版)Gun.Smoke (Japan) 荒野大镖客 (日版)Gun.Smoke (US set 2) 荒野大镖客 (美版 set 2)Gun.Smoke (World) 荒野大镖客 (世界版)GunNail 炮钉 / GunNailGunbird 2 武装飞鸟 2Gunbuster (Japan) Gunbuster (日版)Gundhara 铳弹岚Gunforce - Battle Fire Engulfed Terror Island (Japan) Gunforce - 战火惊魂 (日版) Gunforce - Battle Fire Engulfed Terror Island (US) Gunforce - 战火惊魂 (美版) Gunforce - Battle Fire Engulfed Terror Island (World) Gunforce - 战火惊魂 (世界版) Gunforce 2 (US) Gunforce 2 (美版)Gunlock (World) Gunlock (世界版)Gururin 旋转方块。
惠普彩色激光打印机 Pro M454 和惠普彩色激光多功能一体机 Pro M479 维修手册说明书
Table -1 Revision history Revision number 1
Revision date 6/2019
Revision notes HP LaserJet Pro M454 HP LaserJet Pro MFP M479 Repair manual initial release
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BOSE ControlSpace Designer 软件 5.5 用户指南
BOSE ProfessionalControlSpace®Designer™ software 5.5June 4, 2019Revision: 1.4GeneralThis release of ControlSpace Designer and firmware adds the following features:1.Support for EX-1280, EX-440C, EX-12AEC2.Support for CC-1D, CC-2D, and CC-3D digital zone controllers3.Updated ArrayEQ for ArenaMatch4.Updated SpeakerEQ files for ArenaMatchThis release of ControlSpace Designer and firmware fixes various issues including:Various CSD I/O Issues1.Fixed an issue where CSD was showing that it was still in the "online" state when the connected PC isdisconnected from the ControlSpace network.2.Fixed an issue where changing the Project Address automatically reset the Dante Endpoints and theyneeded to be updated manually.3.If a Parameter Set is changing Levels on an EX1280C Inputs, Outputs or Gains, the Levels not be setcorrectly if the channels are muted.4.Fixed issue where the ESP-880A and ESP-1240A were showing Dante Inputs and Outputs in the "SPToolkit" even though Dante is not available for these devices.5.If the CSD Project Address is changed, and new Dante Devices added to the Project, those devices willnow be assigned addresses consistent with the Project Address.6.Hardware Manager now displays the correct network mode (Static / DHCP) for the MSA12X7.Notes saved within a Logic Design Window are now saved.8.Fixed an issue where Control Space Designer was showing more Input Channels for a PowerMatch devicethan actually physically exist.9.Fixed issue where ControlSpace Designer Hardware Manager was not showing the correct FirmwareVersion for PowerShare Amplifiers.10.Fixed issue when updating the IP Address of multiple devices at one time (such as changing theControlSpace Designer Project Address) did not update and reboot CC-64s.11.Fixed issue where user was unable to add Dante I/O to Parameter Sets.12.Line drawn in project view from the Amplink output on DSP will now connect to any of the Amplinkinputs on amplifiers.13.CSD now displays more than 10 user defined channel names for Dante Output modules.14.Dante Endpoint IP addresses are changed to match updated Project Address.15.Fixed an issue where PowerMatch entered a Fault mode when uploading a design more than 21 times.3rd Party Mics1.Fixed an issue where the "Mute" function for the SHURE-310 Control Panel did not function correctly andmute the Mic.General Issues1.Grouped Input/Output Levels on PowerMatch devices can no longer be set to non-rounded values.2.Change channel count is now available for matrix mixer in right-click menu.3.Fixed an issue where a CC-16 connected to an EX-1280C would display duplicate characters whencontrolling a selector.4.Fixed an issue where designs created in CSD5.4 that included a CC16 generated a red power LED (systemfault) on EX-1280C.5.Grouped Dante Outputs are now functioning with the Master Fader while on line with CSD.6.Dynamic Routing has been fixed for the EX-1280C.ControlSpace Remote1.If the loaded .csp file used by Control Space Remote is changed and saved, ControlSpace Remote Builderwill now prompt the user notifying them the file has been updated.2.ControlSpace Remote now updates changes made to Group Level Sliders outside of Control SpaceRemote.3.When loading a file into ControlSpace Remote builder, the Level Bar now shows the actual level.FirmwareFirmware included in this release:CSRVersion 2.6 Builder and app are required.Known Issues, Defects and LimitationsThe following are the known issues and defects with this release. Information included here can be useful when troubleshooting issues with software or hardware operation.General Issues1.Duplicating objects can crash CSD and/or corrupt design file2.Modules that have been created by the "Duplicate" command will be shown in reverse order.3.When uploading a design file to an EX-1280C, if there is Audio applied to a Meter above itsthreshold before the upload, the Logic for that Channel will not trigger. The audio must be dropped below the threshold and then back to its original level.4.Muting Grouped Dante Modules while online with CSD does not work correctly.5.CSD does not allow grouping of more than 32 single channel Dante Output channels. Attempting toupload with this programming will result in an error.6.If a USB Input Module is not wired to an Output Module, that Module will not show Metering data.7.For the Variable Equalizer Module, the value for Q/BW will always display the "Q" value, not theBW value.8.If an Acoustic Echo Cancelling Module is deleted from CSD, adding a new AEC Module will retainthe settings of the deleted Module, rather than setting to default values.9.There are some issues deleting objects from the CC-16 Smart Simulator.10.If connecting a PC directly to an EX-1280C, if the network cable is disconnected while CSD isrunning, the device will not be recognized, and CSD will need to be restarted.11.Having 30+ PowerMatch amplifiers with digital I/O cards in one project may corrupt design file.12.PowerShare outputs cannot be added to CC-16 and CC-64. Groups can be used as a workaround.13.The Dial Key and Make Call (PSTN/VoIP) command value (e.g. MA"VoIP In 1">1="0"<CR>) needs tobe entered without the quote (MA"VoIP In 1">1=0<CR>)14.If serial output strings are assigned to a Parameter Set and you then load a preset serial list, it willoverwrite the string in the Parameter Sets.CSD I/O Issues1.When CSD flags a Project Address mismatch it will show the "should be" address incorrectly.2.Logic Module "Parameter Set Recall" cannot be changed to a value higher than 16 with the ContextMenu item "Change Channel Count".B Output Logic does not function when using Logic Routes across multiple devices.4.It has been observed that some files do not merge correctly.CSD Logic Blocks1.If a set of Logic Blocks are set up incorrectly, such as an OR Block looped back to itself, whichcauses an "infinite loop", Control Space Designer will crash.2.For some Logic Wiring, vertices cannot be added.3.CSD is not saving settings for Control Points with Logic Wiring.4.CSD is not saving settings for Wire Label Colors and Backgrounds for Logic Wiring.5.It has been observed that the settings for "Pulse" Pulse Logic Modules cannot be set while onlinewith CSD.6.Assigning a Logic Action from an ESP-00 to a Trigger on an EX-1280 will result in an error.7.The states of Logic Connectors within the Logic Wiring View may sometimes show the incorrectstate. This does not affect the functionality.8.Pulse Logic does not function when used with OR logic while CSD is online.Conference Room Router/Combiner1.Deleting a room from a Room Combining Group will remove that room from the “Room Number”dropdown list.ing "Undo" with Conference Room Combiner can cause CSD to not undo the changes correctly.3.Changing the Label of Port in a Conference Room Router will not change the Label in the CRRMatrix view.4.Changing the names of Outputs for CRR does not update those changes in the CRR Matrix View.5.When adding a Conference Room Router to an existing Conference Room Combiner will result inthe Audio Routes not being completely populated, and the Routes will need to be added manually Under Table Boxes1.It is possible that EX-8ML may boot up with a Link Local address upon first use, rather than DHCP.Rebooting the device will then revert the address to DHCP.2.EX UTB, when programmed in DHCP mode, may be shown as “Static” in CSD Hardware Manager. Telephone Call Functionality1.It has been observed that incoming calls to PSTN will not display full caller ID when calling fromsome countries.2.The Call Timer will incorrectly start when dialing rather than when the call is Active.3.PSTN and VoIP Ring and Voice Levels are not being properly set. There is no difference in audiblelevel between 0 dB and +10 dB.Logic1.It has been observed that some Logic events may Log to Serial Output twice, but this does notaffect performance.ControlSpace Remote1.ControlSpace Remote will show 8 Far End Sources regardless of how many exist in the CSD DesignFile.2.The "Flash" functionality in CSR is works differently that it does in CSD when making ConferenceCalls. In CSR, the call is immediately dialed, rather than hitting the "Dial" button in CSD.3.When entering digits via CSR while in an active VoIP call, there will be no audible DTMF tones.4.It is not possible to end a VoIP call with CSR when the Far End is in a “Hold” state.5.If using ControlSpace Remote to control AmpLink, if the number of channels is changed, theAmpLink Block will need to be deleted and re-done in CSR.3rd Party Mics1.The “Load Preset” function for the SHURE-MXA910 Mic Control Panel is not functioning correctly inControlSpace Designer.Other Issues1.When programming Selectors, Gains, Analog Inputs/Outputs for GPI digital, they may not functionwhen using EX-1280C with Legacy devices.2.If performing Firmware Updates on multiple EX-1280Cs, the Front Panel display may go to "sleep",and the "Updating Firmware" message may not be seen.3. A CC-16 connected to an EX-1280C may display duplicate characters when controlling a selector.4. A CC-16 mapped to a selector may continue to show (*) after the selection is made.5.If illegal Serial commands are sent to EX-1280C, it’s possible that doing so may cause the device toreboot.6.It’s not possible to create long device names in “Properties” view.7.CSD Hardware Manager may show that a new version of Dante Firmware is available, but the“Update” button is greyed and n ot functioning. If so, run the “FUM.exe”from to “/bin” directory to update Dante Firmware.8.The EX-1280C LED Display may show incomplete digits for Dante Firmware Versions.9.If a value is changed in the Standard Room Combine Control Panel(BGM/Input/Output/Gain/Mute), those changes are not shown in the dropdown “Room Control”for the STRC Wizard.10.If combining Rooms across EX-1280C and other devices using Standard Room Combine, CSD will notcreate automatic subscriptions on the non-EX-1280C devices.11.When Merging files, the wiring between Signal Processing Modules is lost.12.When muting Grouped Input/Output Levels on PowerMatch devices, the Group Levels will becomeout of sync when the Groups are Muted.13.PowerMatch will not alert the user to a Digital Audio failure. If there is Audio loss on Dante,ESPLink, CobraNet or other Digital Audio Sources, this issue will be seen.Legacy Devices1.Fixed IO DSP analog Inputs and Outputs may not be set correctly by Timers.2.For the ESP-00 II, the indicators for the Gated AMM Control Panel do not display correctly. TheseModules function accurately on all other devices.3.For the ESP-00 II, the Crosspoints of a Standard Mixer cannot be set via Serial Command.4.Grouped Levels do not change via Serial command if the Group is Muted.5.Not all fixed IO DSP output channels Mute/Unmute when triggered with GPI Input.。
harman kardon avr 161用户指南说明书
Transform your living space into your own private screening room.Harman Kardon® AVR 161Introducing the Harman Kardon® AVR 161, a powerful and versatile 5.1-channel audio/video receiver designed for those home entertainment enthusiasts who demand great sound and a variety of connectivity options. Equipped with five HDMI® inputs, integrated Bluetooth® technology and an MHL input, this high-performance AVR has everything you need and more.Because you have multiple ways to store and access your entertainment, it’s important that your audio/video receiver can deliver them. The Harman Kardon AVR 161 features five 3D-ready HDMI inputs (including one that’s MHL-compatible), HARMAN TrueStream Bluetooth technology, EzSet/EQ TM III calibration and compatibility with vTuner TM Internet radio, DLNA® 1.5 networking and the Roku Streaming Stick TM dongle. So whether you’re connected via cable or streaming wirelessly, you’ll experience high-fidelity audio from this 425-watt, 5.1-channel, networked audio/video receiver. It’s even lightweight, thanks to HARMAN GreenEdge TM certification; you’ll get all the power you love, in an environmentally friendly form.Highlights• Five 85-watt-per-channel amplifiers with high-performance digital power supply• Bluetooth technology and DLNA 1.5 compliance• HARMAN TrueStream technology• Built-in vTuner (Internet radio) streaming• Five 3D-ready HDMI inputs including one with MHL• Front-panel USB port for connection to compatible Apple products or USB sticks• MHL connectivity• Dolby® TrueHD and DTS-HD® Master Audio decoding • EzSet/EQ III auto-calibration• HARMAN GreenEdge technology• New, compact design• Colour-coded connectors and binding-post speaker terminals• Multidevice, programmable remote control• Harman Kardon remote app for compatible iOS® and Android TM smartphones and tablets485 watt, 5.1-channel, Roku Ready TM networked audio/video receiver with HARMAN TrueStream Bluetooth®technology and five HDMI® inputs including a Mobile High-Definition Link (MHL) port HARMAN KARDON® AVR 161Key FeaturesFive 85-watt-per-channel amplifiers with high-performance digital power supplyThe AVR 161 high-performance audio/video receiver pumps out 85 watts per channel to power a full five-channel, networked surround-sound system. It can also connect to a powered subwoofer to provide enhanced low-frequency performancefor all your entertainment. While the amplifiers retain the time-tested Harman Kardon® high-current capacity (HCC) ultrawide-bandwidth design to ensure the most accurate, dynamic sound with enhanced clarity and realism – even at the highest listening levels, a digitally based power supply gives the amplifiers all the wattage they need without the weight of traditional power-supply designs and their heavy transformers. The net result is a great-sounding AVR in a small form that is friendly to the environment. Bluetooth technology and DLNA 1.5 complianceThe AVR 161 can stream audio from virtually any portable device. You can connect an Apple device, such as an iPad, iPhone or iPod touch, directly to the front-panel USB jack and playback without the need for an external adapter. For other tablets, smartphones and laptops, you can take advantage of the AVR 161’s integrated HARMAN TrueStream Bluetooth technology. The AVR is also DLNA 1.5 compliant, which gives you more options for delivering content over your home network. HARMAN TrueStream technologyThe HARMAN TrueStream guarantee ensures the best possible listening experience when you stream audio wirelessly via Bluetooth technology. HARMAN TrueStream tech delivers the most current, most advanced wireless option to ensure the highest-quality sound, no matter what application or source device you use.Built-in vTuner (Internet radio) streamingThe AVR 161 features vTuner Internet radio to connect you to a whole world of online audio entertainment. As soon as it’s out of the box, you can stream over-the-air radio stations from around the globe as well as stream from a wide range of Internet-only radio stations.Five 3D-ready HDMI inputs including one with MHLFive HDMI inputs with 3D and 30/36-bit Deep Color deliver high-definition digital video at resolutions up to 1080p with full-fidelity audio through a single cable. There is no loss of video or audio quality because of format conversion, just full-impact Hollywood excitement as its creators meant you to experience it.Front-panel USB port for connection to compatible Apple products or USB sticksThe AVR 161 gives you multiple options for audio playbackwith its front-panel USB port. Simply connect an iPhone, iPad, iPod or USB stick to play your stored tracks through your home entertainment system.MHL connectivityWhether it’s captured by your camera, phone or tablet, or streamed from a Roku Streaming Stick dongle, you can deliver high-definition audio/video content directly to your HDTV via the AVR 161’s MHL connection. Dolby TrueHD and DTS-HD Master Audio decodingThe AVR 161 delivers high-resolution audio that matches the digital video quality of Blu-ray Disc TM formats, unlocking the full potential of movie soundtracks formatted with Dolby TrueHD and DTS-HD Master Audio decoding. No matter what mode or mood you are in, you’ll always hear audio playback at its finest.EzSet/EQ III auto-calibrationThe new HARMAN EzSet/EQ III auto-calibration process precisely adjusts the AVR 161’s volume levels, speaker distance/delaytime settings and equalisation to optimise audio performance automatically for your specific speaker system and room conditions. The system features an easy-to-follow menu display and includes a plug-in calibration microphone.HARMAN GreenEdge technologyThe HARMAN GreenEdge logo assures you that the AVR 161’s design is environmentally friendly without compromising the premium performance for which HARMAN products are known. Thanks to an advanced power supply, the AVR 161 can deliver high-quality audio in a small, light chassis that uses less metal and plastic. The small design means that less fuel is used in transportation with the end result being a lower carbon footprint. New, compact designThe AVR 161 takes the award-winning Harman Kardon look to a new level with a flush volume control and more compact design. Because of the lighter weight made possible by an advanced digital power supply, the unit weighs less without sacrificing performance so that it is the perfect match for the thin glass shelves of today’s open TV/entertainment furniture.Colour-coded connectors and binding-post speaker terminals All connections on the AVR 161 are colour-coded to simplify hook-up and reduce errors. Colour-coded binding post speaker terminals on all output channels accept pin connectors or bare wire to provide secure links for your speaker cables. Multidevice, programmable remote controlThe AVR 161 simplifies your life with a programmable infrared (IR) remote control. It works seamlessly with the receiver’s multilingual on-screen display, guiding you through system setup and operation with consummate ease. The multidevice remote can also control your TV, cable boxes, satellite tuners and other playback sources. For further installation flexibility, there is a 12-volt trigger output and a remote IR sensor input.Harman Kardon remote app for compatible iOS and Android smartphones and tabletsTaking control to the next level, the Harman Kardon remote app is available from the iTunes App Store for iOS devices and the Google Play service for compatible Android products. It willlet you use your compatible smartphone or tablet to drive the AVR 161 without picking up the remote.Beautiful sound for all of your treasured devicesWhat’s in the box• 1 Harman Kardon® AVR 161 A/V receiver• 1 programmable remote control• 1 EzSet/EQ III microphone with 6.7m (22') cable • 1 AM loop antenna with 0.6m (2') cable• 1 FM antenna with 1.8m (6') cable• 2 AAA batteries• 1 1.8m (6') AC power cord• Quick-start guide• Warranty card• Safety sheetAvailable Downloads• Remote-control application for compatible iOS products from the iTunes App Store• Remote-control application for compatible Android products from the Google Play service• Harman Kardon Media Manager fromHarman Kardon AVR 161Audio Section• Stereo power: 85W per channel, two channels driven @6/8 ohms, 20Hz – 20kHz, <0.1% THD• Multichannel power: 85W per channel, two channels driven @ 6/8 ohms, 20Hz – 20kHz, <0.1% THD• Input sensitivity/impedance: 250mV/27k ohms• Signal-to-noise ratio (IHF-A): 100dB• Surround-system adjacent channel separation:• Dolby Pro Logic®/DPLII: 40dB• Dolby Digital: 55dB• DTS®: 55dB• Frequency response (@ 1W): 10Hz – 130kHz (+0dB/–3dB) • High instantaneous current capability (HCC): ±29 amps• Transient intermodulation distortion (TIM): Unmeasurable • Slew rate: 40V/sec FM Tuner Section• Frequency range: 87.5MHz – 108.0MHz• Usable sensitivity IHF: 1.3µV/13.2dBf• Signal-to-noise ratio (mono/stereo): 70dB/68dB• Distortion (mono/stereo): 0.2%/0.3%• Stereo separation: 40dB @ 1kHz• Selectivity (±400kHz): 70dB• Image rejection: 80dB• IF rejection: 80dBAM Tuner Section• Frequency range: 522kHz – 1,620kHz• Signal-to-noise ratio: 38dB• Usable sensitivity (loop): 425µV• Distortion (1kHz, 50% mod): 1.0%• Selectivity (±10kHz): 30dBVideo Section• Television format: PAL• Input level/impedance: 1Vp-p/75 ohms• Output level/impedance: 1Vp-p/75 ohms• Video frequency response (composite video):10Hz – 8MHz (–3dB)• HDMI: Supports up to 4K x 2KGeneral Specifications• Power requirement: 220V – 240V AC / 50Hz – 60Hz• Power consumption: <0.5W (standby); 450W maximum • Dimensions (H x W x D): 121mm x 440mm x 300mm(4-3/4" x 17-5/16" x 11-13/16")• Weight: 4.6kg (10 lb)Go online to register your purchase and access tips that will show you just how beautiful sound can get. /registermyproductHARMAN International Industries, Incorporated8500 Balboa Boulevard, Northridge, CA 91329 USA© 2013 HARMAN International Industries, Incorporated. All rights reserved. Harman Kardon is a trademark of HARMAN International Industries, Incorporated, registered in the United States and/or other countries. EzSet/EQ, GreenEdge and the “beautiful/sound” logo are trademarks of HARMAN International Industries, Incorporated. Apple, AirPlay, iPad, iPhone, iPod, iPod touch and iTunes are trademarks of Apple Inc., registered in the U.S. and other countries. iPod, iPhone and iPad not included. Android is a trademark of Google Inc. Use of these trademarks is subject to Google Permissions. The Bluetooth word mark and logo are registered trademarks and are owned by the Bluetooth SIG, Inc., and any use of such marks by HARMAN International Industries, Incorporated, is under license. Blu-ray, Blu-ray Disc and their respective logos are trademarks of the Blu-ray Disc Association. DLNA and the DLNA logo are registered trademarks of the Digital Living Network Alliance. Dolby, the double-D symbol and Pro Logic are registered trademarks of Dolby Laboratories. DTS and the DTS logo are registered trademarks of DTS, Inc. DTS-HD Master Audio is a trademark of DTS, Inc. HDMI, the HDMI logo and High-Definition Multimedia Interface are trademarks or registered trademarks of HDMI Licensing LLC. iOS is a registered trademark of Cisco Systems, Inc., and/or its affiliates in the United States and certain other countries. Roku, the Roku logo and the Roku Ready logo are registered trademarks of Roku Inc. in the United States and other countries. Roku Ready and Roku Streaming Stick are trademarks of of Roku Inc. in the United States and other countries. vTuner is a trademark of Nothing Else Matters Software, Ltd., Inc.Features, specifications and appearance are subject to change without notice.All the power you need to enjoy the things you love。
Kitronik ARCADE游戏板使用说明说明书
Programming from MakeCode Arcade:Connect the ARCADE via the micro USB port to acomputer. If the board was already running then press the reset button. The display of the ARCADE will now show the download screen, and a removable drive (labelled KIT-ARCD) will appear. Pressing the Download button in MakeCode Arcade will produce a .UF2 file, which needs to be saved onto the removable drive. For more details see later in this datasheet.Board Layout:On/Off SwitchDebug portIntroduction: The ARCADE is a programmable gamepad for use with MakeCode Arcade. It features a full colour LCD screen, a piezo buzzer for audio feedback, a vibration motor for haptic feedback, 6 input buttons, a menu button and a reset button. The ARCADE is supplied complete in a transparent protective case, which allows the electronics to be seen.The ARCADE is powered by either 3xAA batteries or via the micro USB connector. The battery holders are located on the rear of the PCB. Insert the batteries with the negative side onto the spring connection of the battery holder. The ARCADE produces a regulated supply for the on-board processor.The ARCADE is designed for MakeCode Arcade (https:///)Button ALCD DisplayButton BPiezo BuzzerVibration MotorJoypad UpJoypad RightJoypad LeftJoypad DownRear: 3 x AA Battery HoldersPower LEDMenu ButtonReset Buttonmicro USB portExpansion Port1 & 2Examples: For some starter games and ideas for what else you could do, go to: /arcadeProgramming the ARCADE from Microsoft MakeCode Arcade Blocks EditorThe ARCADE is programmed using the Microsoft MakeCode Arcade Editor.To use MakeCode Arcade navigate to https:// in a web browser (such as Edge, Chrome, or Safari).There are numerous sample games and tutorials on the MakeCode website. To open them click on the various tiles.To create your own game from scratch click on the New Project button (other projects previously created are also shown on thishome screen). The editor will ask to give the project a name. Type in an appropriate name (such as “My first game”)There is an example game on the next page.When you have created your code and want to load it on the ARCADE:Make sure the ARCADE is switched off and connect a micro-USB lead from the ARCADE to the Computer.On first connection the Computer may require installation of drivers, this will be done automatically.Once complete a notification should appear on your Computer.On the ARCADE a download screen will appear and a drive will appear on the Computer (similar to other devices like USB sticks, phonesand BBC micro:bit).Whenever a micro USB lead is inserted, connecting the ARCADE to a Computer, pressing the reset button on the ARCADE will switchbetween the currently loaded code and the download mode.To get the code from the editor to the ARCADE, click on the download button.The first time this is done the editor will ask you to select which compatible device you have.Select the Kitronik ARCADE from the list. If the Kitronik ARCADE is not listed then select the D5 option.Then select where to save the .UF2 file (select KIT-ARCD on the device list), or if the file has already been saved inyour downloads folder, simply drag and drop the file into KIT-ARCD.The ARCADE power LED will flash as the transfer occurs. Once complete, the code will start running.Should the download fail then the ARCADE may only display a blank screen, and the power LED will pulse. In this casereconnect to the Computer and press the reset button. This will put the ARCADE back into download mode.Microsoft MakeCode Arcade Blocks Editor CodeThis program was created in the Microsoft MakeCode Arcade Blocks Editor (https://).The game shows Kit –The Kitornik Robot as the player. The aim is to move around the screen collecting batteries, with every battery gaining points.On Start block: First, the background colour is set. Then a player and a food icon are created to display on screen. The Player is in the shape of Kit, and the food is in the shape of a battery. The move block connects the player icon to the gamepad keys, to allow the player to move the robot around.Finally a 10 second countdown is started, this limits the length of the game.On sprite block:This block runs once Kit gets to the battery. It detects that there is an overlap in their positions.The blocks inside increase the score, for the collection of the battery, and then redraws a new battery to collect at a random place on the screen.This example can be loaded from https:///_7w71T5emyPH0Note: There are additional tutorials on the MakeCode Arcade home page (link above).Electrical InformationProcessor Atmel SAMD51J19AOperating Voltage (Vcc)3xAA –Alkaline or NiMH/NiCad (3.6-4.5V) or USB (typically 5V) LCD screen resolution160 x 128LCD screen size 1.77 inch (diagonal)Typical Current Draw Approx. 80mA (depending on use)Typical Battery life (based on 3xAA 1500mAh batteries)Approx. 20 hours (depending on use)Debugging and Expansion Port Information for Expert usersAlso included on the ARCADE are 2 expansion ports. These are connected directly to themicroprocessor pins. Enabling these ports requires reconfiguration and programming of the ARCADE bootloader. The bootloader source can be found at:https:///KitronikLtd/kitronik-arcade-uf2-bootloaderPin 1Pin 2Pin 3Pin 4Pin 5Pin 6Pin 7Pin 8 Expansion Port 1PA08PA09PA10PA110V0V0V0V Expansion Port 2PA12PA13PA14PA150V0V0V0VFor more advanced use, the debug port allows the user to customise the processor bootloader code, using a SWD programmer. The port is designed for 2.54mm (0.1”) pitch standard pin header.For more information see: https:///hardware/dbgPin 1Pin 2Pin 3Pin 4Pin 5 Debugging Port0V SWCLK3V3SWDIO0VNote:Kitronik do not take any responsibility for changes users make to the bootloader code on the processor.EN 55032:2015, EN55035:2017, EN IEC 63000:2018The expansion port is designed to take 2.54mm (0.1”) dual pin headers.Paired with each IO pin on the expansion port is a 0V connection. The IO pins are rated to 3V max. See the pinout table for connections from the expansion ports to the microprocessor.。
Crossy Road Arcade 游戏机操作说明书
Crossy Road ArcadeCR-65-1001Operation & Service ManualVersion 1.0* Read this manual before useGeneral RemarkIf you encounter any difficulties or if you need support on how to update and/ or install your Crossy Road product, we invite you to contact your local distributor or reach us atAdrenaline Amusements TeamAdrenaline Amusements1150 Levis, Suite 302Terrebonne, QcCanadaJ6W 5S6Table of ContentsContentsGeneral Remark (2)Table of Contents (3)Chapter 01 - Preface (5)Precaution for Game Operation (5)Safety (6)Environmental Conditions (6)Chapter 02 - Game Features (7)Win a lot of tickets! How to Play (7)Chapter 3 – Unit Features (8)Hardware Features (8)Cabinet Facts (8)Voltage (8)Chapter 04 – Unit Installation (9)Assembling your Crossy Road Unit (9)Headers Installation (11)Chapter 05 – Operator Menu (13)Operator Menu (13)Chapter 06 - Service & Repair (15)Computer Connections (15)Troubleshooting (16)Video Troubleshooting (16)Audio Troubleshooting (17)Chapter 07 - Parts (21)Cabinet Parts (21)Cash Box Parts (22)Computer & Electronics (23)Decal Prints (24)Header Parts (25)I/0 board INV-04-1200 (26)Cabling (27)Wiring Harness (27)Computer Parts (27)Chapter 08 – Diagrams & Schematics (28)IO Board Wiring Diagram (29)Chapter 09 – Software Recovery (30)Chapter 01 - PrefacePlease read this page before preparing your Crossy Road Arcade product for game play.The following safety instructions apply to all game operators and service personnel. Specific warnings and cautions will be included throughout this manual.Use the following safety guidelines to help protect the system from potential damage and to ensure your personal safety:Electronic components in the game cabinet run on 110V AC 60Hz (220V/ 50Hz in most of Europe, the Middle East and the Far East delivered units).To help prevent electric shock, plug the system into a properly grounded power source.These cables are equipped with 3-prong plugs to help ensure proper grounding. Do not use adapter plugs or remove the grounding prong from a cable. If you must use an extension cable, use a 3-wire cable with properly grounded plugs.To help protect your system from sudden increases and decreases in electrical power, use a surge suppressor, line conditioner or Uninterruptible Power Supply (UPS).Be sure nothing rests on the system’s cables and that the cables are not located where they can be stepped on or tripped over.Keep your system far away from radiators and other heat sources.Do not block cooling vents.Precaution for Game OperationAdrenaline Amusements Inc. assumes no liability for injuries incurred while playing our games.Operators should be aware that certain health and physical conditions may make people susceptible to injury when playing video games.SafetyTo avoid electrical shock, unplug the cabinet before performing installation or service procedures.If a power cord is damaged, it must be replaced by the equivalent power cord available from your distributor.Adrenaline Amusement Inc. assumes no liability for any damages or injuries incurred while setting up or servicing the cabinet. Only qualified service personnel should perform installation or service procedures.Environmental ConditionsCabinet is intended for indoor use only. Be sure to keep the cabinet dry and maintain operating temperatures of 59° - 86°F (15° - 30°C).Chapter 02 - Game FeaturesWin a lot of tickets!How to PlayTap the button to cross roads, train tracks and rivers.100% Skill game.Challenge your friends; 2 player game play.Skill Bonus; beat the target score and win a bonus of 100 to 1000 ticketsChapter 3 – Unit FeaturesHardware Features2 Players GameDual Ticket DispenserCabinet FactsDepth = 41’’ / 104cmWidth = 38’’ /0.96mVoltageChapter 04 – Unit InstallationAssembling your Crossy Road Unit1.Carefully remove the Cabinet from the shipping container, giving you enough space.2.Move the cabinet to the desired location.** For your security, minimum 2 persons are needed to complete the installation **Fig. 13.Before installing the monitor, locate the 6 bolt holes as seen on figure 1.Fig. 24.Place the bottom back of the TV over the security support before lifting it vertically.Fig. 35.Affix the 6 bolts 1/4-20 x 1" and tighten them.Headers InstallationFig. 4-Using a ladder, fix the header to the monitor using the 4 bolts M6 X 12. The header will be slightly in front of the LED strips.-Connect the 12V LED Panel barrel connector.Fig. 5-Run the monitor DVI cable and the AC cable through the bottom hole. -Connect the DVI monitor cable to the computer inside the cabinet. -Connect the AC power cable to the Surge Protection Power Bar.Chapter 05 – Operator MenuOperator MenuAccess the Operator Menu by pressing the switch button located inside the top coin door.Player 1 Button: Scroll Up/Increase ValueStart Button: SelectPlayer 2 Button: Scroll Down/Decrease ValueOperator Menu Values What it doesCredits Per Game 0 – 20 Adjusts the number of credits required to play. “0”sets the unit in free play mode.Game Audio Volume 0 – 20 Adjusts the in-game audio volume. “0” will mutethe game.Attract Audio Volume 0 – 20 Adjusts the audio volume of the attract loop. “0”will mute the attract loop.Ticket Value 1 – 2 Adjusts the value of physical tickets. Physical tickets are either worth “1” ticket or “2” tickets.Payment Type Credit / CardChanges the credit type. “Credits” = Coins and “Card” = Card Reader. This will change the in-gametext accordingly.Redemption Mode On / Off Adjusts the Redemption availability. Activate Bonus On / Off Adjusts the Bonus availability.Bonus Value 50 - 1000 Adjusts the number of tickets given when theBonus is reached.Average games for Bonus 10 - 1000 Sets how frequently the Bonus could be awarded.Minimum Tickets 0 – 20 Adjusts the minimum number of tickets per game.Tickets per Step 0,1 - 2 Adjusts the divider for the amount of tickets given pernumber of steps (Increment per 0.1).Difficulty 1 - 5 Adjusts the Difficulty Level (1 is Easiest, 5 is Hardest).Ticket Feed Continuous /End GameAdjusts the ticket distribution mode(Continuous: during the game; End Game: At the endof the game).Game Stats N/A Shows the Stats Screen.Clear Credits N/A Resets the Inserted credits to 0 if more than 40credits are entered.Quit Game N/A Exits the game and returns to the Windowsdesktop.Resume Game N/A Exits the Operator Menu and returns to the game.Chapter 06 - Service & Repair Computer ConnectionsTroubleshooting* NOTE: When requesting a warranty replacement you will be asked to give the unit’s serial number from the back of the unit.Increase the volume in the game by pressing the Operator Button and adjusting the volume options in the Operator Menu. You might also Quit the game to Windows desktop and increase the volume via the Speaker icon on the bottom right of your screen.Wireless Internet ConfigurationYour network can be configured via Ethernet cable or Wireless 802.11b/g.If you have an Ethernet cable available to be plugged in, insert it into the motherboard LAN RJ45 connector.If not, here’s how to configure your wireless network with your own existing Wi-Fi network. -Start the unit.-There will be Adrenaline Amusements wallpaper with a 150 seconds delay before the attract mode shows up. It gives enough time for a wireless network to connect.(This delay will be present on each reboot if you don’t connect your unit to the Internet)*.-Open the coin door and press the Operator button.-Choose QUIT to Windows.-Connect the USB keyboard and USB mouse.- Open Connect to a Network by clicking the network icon () in the lower right corner of the screen.-In the list of networks, click the network you want to connect to and click connect.-Enter your security key.-Once connected, double-click the CrossyRoad shortcut on the desktop.Having your unit connected to the Internet includes free software live update!*If you do not connect your unit to the Internet, you can double-click the Disable_Network shortcut on the Windows desktop to bypass the 150seconds Internet lookup delay.Operator Settings keeps resetting troubleThe Windows write cache needs to be disabled.-Exit the game to Windows.-Press on Start-Right click on My Computer-Choose Properties-Click on Device Manager-Expand Disk Drives-Double click the 32GB Device (Not the USB drive if there is one)-Go to Policies-Remove the check in front of “Enable Write caching on the device” as seen below, press OK and then YES to reboot the computer.If you have a screen that look like this onePower off the computer and change the hard drive SATA cable connector and use one of those 2 SATA connectors on the motherboard identified by the red arrows.Power on the unit and redo the instructions to disable the Write Cache.Chapter 07 - Parts Cabinet PartsCash Box PartsComputer & ElectronicsI/0 board INV-04-1200CablingWiring HarnessComputer PartsCrossy Road Manual V1.0Chapter 09 – Software RecoveryChapter 09 – Software RecoveryIf your unit software needs to be restored please follow those instructions.-Connect a USB keyboard to the motherboard.-Verify that the USB Recovery flash disk is in a Black USB port.-Power on the unit.-Press F11 on your keyboard when the AsRock splash screen is displayed to enter the boot menu.-Choose USB: and press Enter.The process takes 25-30minutes and the unit will reboot back in the game at the end. The Wireless credentials will need to be re-entered and Operator settings will be back at the default ones.。
关于电子游乐场的作文英语
The electronic playground,often referred to as an arcade or gaming center,is a modern entertainment hub that provides a variety of interactive experiences for people of all ages.These venues are designed to be immersive and engaging,offering a break from the routine of daily life.Heres a detailed look at what one might expect to find in an electronic playground,as well as the impact they have on the community and the gaming culture.1.Variety of Games:An electronic playground typically houses a wide array of games to cater to different interests.These can include:Video Games:From classic arcade games like PacMan and Space Invaders to modern console games,these are the mainstay of any gaming center.Pinball Machines:A timeless classic,these games offer a physical challenge that is both nostalgic and exciting.Racing Simulators:For those who love the thrill of speed,racing simulators provide a realistic driving experience.Dance Machines:Dance games like Dance Dance Revolution are interactive and can be a fun way to engage in physical activity.Music Games:Similar to dance games,music games like Guitar Hero allow players to simulate playing musical instruments.2.Social Interaction:One of the key aspects of an electronic playground is the social environment it fosters. Players can:Compete Against Friends:Many games are designed for multiplayer action,allowing friends to compete against each other in a friendly environment.Meet New People:The communal nature of arcades can lead to new friendships and social connections.Participate in Tournaments:Some electronic playgrounds host gaming tournaments, which can attract a community of dedicated gamers.3.Technological Advancements:The technology in electronic playgrounds is constantly evolving,with new games and machines being introduced regularly.This includes:Virtual Reality VR Games:Offering an immersive experience,VR games can transport players to entirely different worlds.Augmented Reality AR Games:These games overlay digital information onto the realworld,creating a unique gaming experience.MotionSensing Games:Some games use sensors to track player movements,allowing for a more interactive experience.cational Opportunities:While primarily entertainmentfocused,electronic playgrounds can also provide educational benefits.For instance:ProblemSolving Skills:Many games require strategic thinking and quick decisionmaking. Teamwork:Multiplayer games can teach players about collaboration and communication. Cultural Exposure:Games from different countries can introduce players to new cultures and perspectives.5.Economic Impact:Electronic playgrounds can have a positive economic impact on their local communities by:Creating Jobs:They provide employment opportunities for staff,from cashiers to game technicians.Attracting Tourism:Popular arcades can become tourist attractions,drawing visitors to the area.Supporting Local Businesses:They can stimulate the local economy by attracting customers to nearby shops and restaurants.6.Challenges and Concerns:Despite their benefits,electronic playgrounds also face certain challenges,such as:Health Concerns:Long hours of gaming can lead to physical inactivity and potential health issues.Safety Issues:Large crowds can sometimes lead to safety concerns,especially in crowded urban areas.Addiction:The immersive nature of gaming can lead to addiction,affecting players personal and professional lives.In conclusion,electronic playgrounds are dynamic spaces that offer a blend of entertainment,social interaction,and educational opportunities.They continue to evolve with technology,providing a unique experience that can be both fun and challenging. However,it is important for players to balance their time spent in these environments with other aspects of life to ensure a healthy and wellrounded lifestyle.。
Glider Flying Handbook说明书
Glider Flying Handbook2013U.S. Department of TransportationFEDERAL AVIATION ADMINISTRATIONFlight Standards Servicei iPrefaceThe Glider Flying Handbook is designed as a technical manual for applicants who are preparing for glider category rating and for currently certificated glider pilots who wish to improve their knowledge. Certificated flight instructors will find this handbook a valuable training aid, since detailed coverage of aeronautical decision-making, components and systems, aerodynamics, flight instruments, performance limitations, ground operations, flight maneuvers, traffic patterns, emergencies, soaring weather, soaring techniques, and cross-country flight is included. Topics such as radio navigation and communication, use of flight information publications, and regulations are available in other Federal Aviation Administration (FAA) publications.The discussion and explanations reflect the most commonly used practices and principles. Occasionally, the word “must” or similar language is used where the desired action is deemed critical. The use of such language is not intended to add to, interpret, or relieve a duty imposed by Title 14 of the Code of Federal Regulations (14 CFR). Persons working towards a glider rating are advised to review the references from the applicable practical test standards (FAA-G-8082-4, Sport Pilot and Flight Instructor with a Sport Pilot Rating Knowledge Test Guide, FAA-G-8082-5, Commercial Pilot Knowledge Test Guide, and FAA-G-8082-17, Recreational Pilot and Private Pilot Knowledge Test Guide). Resources for study include FAA-H-8083-25, Pilot’s Handbook of Aeronautical Knowledge, FAA-H-8083-2, Risk Management Handbook, and Advisory Circular (AC) 00-6, Aviation Weather For Pilots and Flight Operations Personnel, AC 00-45, Aviation Weather Services, as these documents contain basic material not duplicated herein. All beginning applicants should refer to FAA-H-8083-25, Pilot’s Handbook of Aeronautical Knowledge, for study and basic library reference.It is essential for persons using this handbook to become familiar with and apply the pertinent parts of 14 CFR and the Aeronautical Information Manual (AIM). The AIM is available online at . The current Flight Standards Service airman training and testing material and learning statements for all airman certificates and ratings can be obtained from .This handbook supersedes FAA-H-8083-13, Glider Flying Handbook, dated 2003. Always select the latest edition of any publication and check the website for errata pages and listing of changes to FAA educational publications developed by the FAA’s Airman Testing Standards Branch, AFS-630.This handbook is available for download, in PDF format, from .This handbook is published by the United States Department of Transportation, Federal Aviation Administration, Airman Testing Standards Branch, AFS-630, P.O. Box 25082, Oklahoma City, OK 73125.Comments regarding this publication should be sent, in email form, to the following address:********************************************John M. AllenDirector, Flight Standards Serviceiiii vAcknowledgmentsThe Glider Flying Handbook was produced by the Federal Aviation Administration (FAA) with the assistance of Safety Research Corporation of America (SRCA). The FAA wishes to acknowledge the following contributors: Sue Telford of Telford Fishing & Hunting Services for images used in Chapter 1JerryZieba () for images used in Chapter 2Tim Mara () for images used in Chapters 2 and 12Uli Kremer of Alexander Schleicher GmbH & Co for images used in Chapter 2Richard Lancaster () for images and content used in Chapter 3Dave Nadler of Nadler & Associates for images used in Chapter 6Dave McConeghey for images used in Chapter 6John Brandon (www.raa.asn.au) for images and content used in Chapter 7Patrick Panzera () for images used in Chapter 8Jeff Haby (www.theweatherprediction) for images used in Chapter 8National Soaring Museum () for content used in Chapter 9Bill Elliot () for images used in Chapter 12.Tiffany Fidler for images used in Chapter 12.Additional appreciation is extended to the Soaring Society of America, Inc. (), the Soaring Safety Foundation, and Mr. Brad Temeyer and Mr. Bill Martin from the National Oceanic and Atmospheric Administration (NOAA) for their technical support and input.vv iPreface (iii)Acknowledgments (v)Table of Contents (vii)Chapter 1Gliders and Sailplanes ........................................1-1 Introduction....................................................................1-1 Gliders—The Early Years ..............................................1-2 Glider or Sailplane? .......................................................1-3 Glider Pilot Schools ......................................................1-4 14 CFR Part 141 Pilot Schools ...................................1-5 14 CFR Part 61 Instruction ........................................1-5 Glider Certificate Eligibility Requirements ...................1-5 Common Glider Concepts ..............................................1-6 Terminology...............................................................1-6 Converting Metric Distance to Feet ...........................1-6 Chapter 2Components and Systems .................................2-1 Introduction....................................................................2-1 Glider Design .................................................................2-2 The Fuselage ..................................................................2-4 Wings and Components .............................................2-4 Lift/Drag Devices ...........................................................2-5 Empennage .....................................................................2-6 Towhook Devices .......................................................2-7 Powerplant .....................................................................2-7 Self-Launching Gliders .............................................2-7 Sustainer Engines .......................................................2-8 Landing Gear .................................................................2-8 Wheel Brakes .............................................................2-8 Chapter 3Aerodynamics of Flight .......................................3-1 Introduction....................................................................3-1 Forces of Flight..............................................................3-2 Newton’s Third Law of Motion .................................3-2 Lift ..............................................................................3-2The Effects of Drag on a Glider .....................................3-3 Parasite Drag ..............................................................3-3 Form Drag ...............................................................3-3 Skin Friction Drag ..................................................3-3 Interference Drag ....................................................3-5 Total Drag...................................................................3-6 Wing Planform ...........................................................3-6 Elliptical Wing ........................................................3-6 Rectangular Wing ...................................................3-7 Tapered Wing .........................................................3-7 Swept-Forward Wing ..............................................3-7 Washout ..................................................................3-7 Glide Ratio .................................................................3-8 Aspect Ratio ............................................................3-9 Weight ........................................................................3-9 Thrust .........................................................................3-9 Three Axes of Rotation ..................................................3-9 Stability ........................................................................3-10 Flutter .......................................................................3-11 Lateral Stability ........................................................3-12 Turning Flight ..............................................................3-13 Load Factors .................................................................3-13 Radius of Turn ..........................................................3-14 Turn Coordination ....................................................3-15 Slips ..........................................................................3-15 Forward Slip .........................................................3-16 Sideslip .................................................................3-17 Spins .........................................................................3-17 Ground Effect ...............................................................3-19 Chapter 4Flight Instruments ...............................................4-1 Introduction....................................................................4-1 Pitot-Static Instruments ..................................................4-2 Impact and Static Pressure Lines................................4-2 Airspeed Indicator ......................................................4-2 The Effects of Altitude on the AirspeedIndicator..................................................................4-3 Types of Airspeed ...................................................4-3Table of ContentsviiAirspeed Indicator Markings ......................................4-5 Other Airspeed Limitations ........................................4-6 Altimeter .....................................................................4-6 Principles of Operation ...........................................4-6 Effect of Nonstandard Pressure andTemperature............................................................4-7 Setting the Altimeter (Kollsman Window) .............4-9 Types of Altitude ......................................................4-10 Variometer................................................................4-11 Total Energy System .............................................4-14 Netto .....................................................................4-14 Electronic Flight Computers ....................................4-15 Magnetic Compass .......................................................4-16 Yaw String ................................................................4-16 Inclinometer..............................................................4-16 Gyroscopic Instruments ...............................................4-17 G-Meter ........................................................................4-17 FLARM Collision Avoidance System .........................4-18 Chapter 5Glider Performance .............................................5-1 Introduction....................................................................5-1 Factors Affecting Performance ......................................5-2 High and Low Density Altitude Conditions ...........5-2 Atmospheric Pressure .............................................5-2 Altitude ...................................................................5-3 Temperature............................................................5-3 Wind ...........................................................................5-3 Weight ........................................................................5-5 Rate of Climb .................................................................5-7 Flight Manuals and Placards ..........................................5-8 Placards ......................................................................5-8 Performance Information ...........................................5-8 Glider Polars ...............................................................5-8 Weight and Balance Information .............................5-10 Limitations ...............................................................5-10 Weight and Balance .....................................................5-12 Center of Gravity ......................................................5-12 Problems Associated With CG Forward ofForward Limit .......................................................5-12 Problems Associated With CG Aft of Aft Limit ..5-13 Sample Weight and Balance Problems ....................5-13 Ballast ..........................................................................5-14 Chapter 6Preflight and Ground Operations .......................6-1 Introduction....................................................................6-1 Assembly and Storage Techniques ................................6-2 Trailering....................................................................6-3 Tiedown and Securing ................................................6-4Water Ballast ..............................................................6-4 Ground Handling........................................................6-4 Launch Equipment Inspection ....................................6-5 Glider Preflight Inspection .........................................6-6 Prelaunch Checklist ....................................................6-7 Glider Care .....................................................................6-7 Preventive Maintenance .............................................6-8 Chapter 7Launch and Recovery Procedures and Flight Maneuvers ............................................................7-1 Introduction....................................................................7-1 Aerotow Takeoff Procedures .........................................7-2 Signals ........................................................................7-2 Prelaunch Signals ....................................................7-2 Inflight Signals ........................................................7-3 Takeoff Procedures and Techniques ..........................7-3 Normal Assisted Takeoff............................................7-4 Unassisted Takeoff.....................................................7-5 Crosswind Takeoff .....................................................7-5 Assisted ...................................................................7-5 Unassisted...............................................................7-6 Aerotow Climb-Out ....................................................7-6 Aerotow Release.........................................................7-8 Slack Line ...................................................................7-9 Boxing the Wake ......................................................7-10 Ground Launch Takeoff Procedures ............................7-11 CG Hooks .................................................................7-11 Signals ......................................................................7-11 Prelaunch Signals (Winch/Automobile) ...............7-11 Inflight Signals ......................................................7-12 Tow Speeds ..............................................................7-12 Automobile Launch ..................................................7-14 Crosswind Takeoff and Climb .................................7-14 Normal Into-the-Wind Launch .................................7-15 Climb-Out and Release Procedures ..........................7-16 Self-Launch Takeoff Procedures ..............................7-17 Preparation and Engine Start ....................................7-17 Taxiing .....................................................................7-18 Pretakeoff Check ......................................................7-18 Normal Takeoff ........................................................7-19 Crosswind Takeoff ...................................................7-19 Climb-Out and Shutdown Procedures ......................7-19 Landing .....................................................................7-21 Gliderport/Airport Traffic Patterns and Operations .....7-22 Normal Approach and Landing ................................7-22 Crosswind Landing ..................................................7-25 Slips ..........................................................................7-25 Downwind Landing ..................................................7-27 After Landing and Securing .....................................7-27viiiPerformance Maneuvers ..............................................7-27 Straight Glides ..........................................................7-27 Turns.........................................................................7-28 Roll-In ...................................................................7-29 Roll-Out ................................................................7-30 Steep Turns ...........................................................7-31 Maneuvering at Minimum Controllable Airspeed ...7-31 Stall Recognition and Recovery ...............................7-32 Secondary Stalls ....................................................7-34 Accelerated Stalls .................................................7-34 Crossed-Control Stalls ..........................................7-35 Operating Airspeeds .....................................................7-36 Minimum Sink Airspeed ..........................................7-36 Best Glide Airspeed..................................................7-37 Speed to Fly ..............................................................7-37 Chapter 8Abnormal and Emergency Procedures .............8-1 Introduction....................................................................8-1 Porpoising ......................................................................8-2 Pilot-Induced Oscillations (PIOs) ..............................8-2 PIOs During Launch ...................................................8-2 Factors Influencing PIOs ........................................8-2 Improper Elevator Trim Setting ..............................8-3 Improper Wing Flaps Setting ..................................8-3 Pilot-Induced Roll Oscillations During Launch .........8-3 Pilot-Induced Yaw Oscillations During Launch ........8-4 Gust-Induced Oscillations ..............................................8-5 Vertical Gusts During High-Speed Cruise .................8-5 Pilot-Induced Pitch Oscillations During Landing ......8-6 Glider-Induced Oscillations ...........................................8-6 Pitch Influence of the Glider Towhook Position ........8-6 Self-Launching Glider Oscillations During Powered Flight ...........................................................8-7 Nosewheel Glider Oscillations During Launchesand Landings ..............................................................8-7 Tailwheel/Tailskid Equipped Glider Oscillations During Launches and Landings ..................................8-8 Aerotow Abnormal and Emergency Procedures ............8-8 Abnormal Procedures .................................................8-8 Towing Failures........................................................8-10 Tow Failure With Runway To Land and Stop ......8-11 Tow Failure Without Runway To Land BelowReturning Altitude ................................................8-11 Tow Failure Above Return to Runway Altitude ...8-11 Tow Failure Above 800' AGL ..............................8-12 Tow Failure Above Traffic Pattern Altitude .........8-13 Slack Line .................................................................8-13 Ground Launch Abnormal and Emergency Procedures ....................................................................8-14 Abnormal Procedures ...............................................8-14 Emergency Procedures .............................................8-14 Self-Launch Takeoff Emergency Procedures ..............8-15 Emergency Procedures .............................................8-15 Spiral Dives ..................................................................8-15 Spins .............................................................................8-15 Entry Phase ...............................................................8-17 Incipient Phase .........................................................8-17 Developed Phase ......................................................8-17 Recovery Phase ........................................................8-17 Off-Field Landing Procedures .....................................8-18 Afterlanding Off Field .............................................8-20 Off-Field Landing Without Injury ........................8-20 Off-Field Landing With Injury .............................8-20 System and Equipment Malfunctions ..........................8-20 Flight Instrument Malfunctions ................................8-20 Airspeed Indicator Malfunctions ..........................8-21 Altimeter Malfunctions .........................................8-21 Variometer Malfunctions ......................................8-21 Compass Malfunctions .........................................8-21 Glider Canopy Malfunctions ....................................8-21 Broken Glider Canopy ..........................................8-22 Frosted Glider Canopy ..........................................8-22 Water Ballast Malfunctions ......................................8-22 Retractable Landing Gear Malfunctions ..................8-22 Primary Flight Control Systems ...............................8-22 Elevator Malfunctions ..........................................8-22 Aileron Malfunctions ............................................8-23 Rudder Malfunctions ............................................8-24 Secondary Flight Controls Systems .........................8-24 Elevator Trim Malfunctions .................................8-24 Spoiler/Dive Brake Malfunctions .........................8-24 Miscellaneous Flight System Malfunctions .................8-25 Towhook Malfunctions ............................................8-25 Oxygen System Malfunctions ..................................8-25 Drogue Chute Malfunctions .....................................8-25 Self-Launching Gliders ................................................8-26 Self-Launching/Sustainer Glider Engine Failure During Takeoff or Climb ..........................................8-26 Inability to Restart a Self-Launching/SustainerGlider Engine While Airborne .................................8-27 Self-Launching Glider Propeller Malfunctions ........8-27 Self-Launching Glider Electrical System Malfunctions .............................................................8-27 In-flight Fire .............................................................8-28 Emergency Equipment and Survival Gear ...................8-28 Survival Gear Checklists ..........................................8-28 Food and Water ........................................................8-28ixClothing ....................................................................8-28 Communication ........................................................8-29 Navigation Equipment ..............................................8-29 Medical Equipment ..................................................8-29 Stowage ....................................................................8-30 Parachute ..................................................................8-30 Oxygen System Malfunctions ..................................8-30 Accident Prevention .....................................................8-30 Chapter 9Soaring Weather ..................................................9-1 Introduction....................................................................9-1 The Atmosphere .............................................................9-2 Composition ...............................................................9-2 Properties ....................................................................9-2 Temperature............................................................9-2 Density ....................................................................9-2 Pressure ...................................................................9-2 Standard Atmosphere .................................................9-3 Layers of the Atmosphere ..........................................9-4 Scale of Weather Events ................................................9-4 Thermal Soaring Weather ..............................................9-6 Thermal Shape and Structure .....................................9-6 Atmospheric Stability .................................................9-7 Air Masses Conducive to Thermal Soaring ...................9-9 Cloud Streets ..............................................................9-9 Thermal Waves...........................................................9-9 Thunderstorms..........................................................9-10 Lifted Index ..........................................................9-12 K-Index .................................................................9-12 Weather for Slope Soaring .......................................9-14 Mechanism for Wave Formation ..............................9-16 Lift Due to Convergence ..........................................9-19 Obtaining Weather Information ...................................9-21 Preflight Weather Briefing........................................9-21 Weather-ReIated Information ..................................9-21 Interpreting Weather Charts, Reports, andForecasts ......................................................................9-23 Graphic Weather Charts ...........................................9-23 Winds and Temperatures Aloft Forecast ..............9-23 Composite Moisture Stability Chart .....................9-24 Chapter 10Soaring Techniques ..........................................10-1 Introduction..................................................................10-1 Thermal Soaring ...........................................................10-2 Locating Thermals ....................................................10-2 Cumulus Clouds ...................................................10-2 Other Indicators of Thermals ................................10-3 Wind .....................................................................10-4 The Big Picture .....................................................10-5Entering a Thermal ..............................................10-5 Inside a Thermal.......................................................10-6 Bank Angle ...........................................................10-6 Speed .....................................................................10-6 Centering ...............................................................10-7 Collision Avoidance ................................................10-9 Exiting a Thermal .....................................................10-9 Atypical Thermals ..................................................10-10 Ridge/Slope Soaring ..................................................10-10 Traps ......................................................................10-10 Procedures for Safe Flying .....................................10-12 Bowls and Spurs .....................................................10-13 Slope Lift ................................................................10-13 Obstructions ...........................................................10-14 Tips and Techniques ...............................................10-15 Wave Soaring .............................................................10-16 Preflight Preparation ...............................................10-17 Getting Into the Wave ............................................10-18 Flying in the Wave .................................................10-20 Soaring Convergence Zones ...................................10-23 Combined Sources of Updrafts ..............................10-24 Chapter 11Cross-Country Soaring .....................................11-1 Introduction..................................................................11-1 Flight Preparation and Planning ...................................11-2 Personal and Special Equipment ..................................11-3 Navigation ....................................................................11-5 Using the Plotter .......................................................11-5 A Sample Cross-Country Flight ...............................11-5 Navigation Using GPS .............................................11-8 Cross-Country Techniques ...........................................11-9 Soaring Faster and Farther .........................................11-11 Height Bands ..........................................................11-11 Tips and Techniques ...............................................11-12 Special Situations .......................................................11-14 Course Deviations ..................................................11-14 Lost Procedures ......................................................11-14 Cross-Country Flight in a Self-Launching Glider .....11-15 High-Performance Glider Operations and Considerations ............................................................11-16 Glider Complexity ..................................................11-16 Water Ballast ..........................................................11-17 Cross-Country Flight Using Other Lift Sources ........11-17 Chapter 12Towing ................................................................12-1 Introduction..................................................................12-1 Equipment Inspections and Operational Checks .........12-2 Tow Hook ................................................................12-2 Schweizer Tow Hook ...........................................12-2x。
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TD信息元素详解
信息元素功能性定义作者:李欣目录目录 (1)信息元素功能性定义 (11)1 核心网信息元素 (11)1.1 CN Information elements (11)1.2 CN Domain System Information (11)1.3 CN Information info (11)1.4 IMEI (11)1.5 IMSI (GSM-MAP) (11)1.6 Intra Domain NAS Node Selector (11)1.7 Location Area Identification (12)1.8 NAS message (12)1.9 NAS system information (GSM-MAP) (12)1.10 Paging record type identifier (12)1.11 PLMN identity (12)1.12 PLMN Type (12)1.13 P-TMSI (GSM-MAP) (12)1.14 RAB identity (12)1.15 Routing Area Code (12)1.16 Routing Area Identification (13)1.17 TMSI (GSM-MAP) (13)2 UTRAN 移动信息元素 (13)2.1 Cell Access Restriction (13)2.2 Cell identity (13)2.3 Cell selection and re-selection info for SIB3/4 (13)2.4 Cell selection and re-selection info for SIB11/12 (13)2.5 Mapping Info (14)2.6 URA identity (14)3 UE 信息元素 (14)3.1 Activation time (14)3.2 Capability Update Requirement (14)3.3 Cell update cause (15)3.4 Ciphering Algorithm (15)3.5 Ciphering mode info (15)3.6 CN domain specific DRX cycle length coefficient (15)3.7 CPCH Parameters (15)3.8 C-RNTI (15)3.9 DRAC system information (15)3.10 Void (16)3.11 Establishment cause (16)3.12 Expiration Time Factor (16)3.13 Failure cause (16)3.14 Failure cause and error information (16)3.15 Initial UE identity (16)3.16 Integrity check info (16)3.17 Integrity protection activation info (17)3.18 Integrity protection Algorithm (17)3.19 Integrity protection mode info (17)3.20 Maximum bit rate (17)3.21 Measurement capability (17)3.22 Paging cause (17)3.23 Paging record (17)3.24 PDCP capability (17)3.25 Physical channel capability (18)3.26 Protocol error cause (18)3.27 Protocol error indicator (18)3.28 RB timer indicator (18)3.29 Redirection info (18)3.30 Re-establishment timer (18)3.31 Rejection cause (18)3.32 Release cause (18)3.33 RF capability FDD (19)3.34 RLC capability (19)3.35 RLC re-establish indicator (19)3.36 RRC transaction identifier (19)3.37 Security capability (19)3.38 START (19)3.39 Transmission probability (19)3.40 Transport channel capability (20)3.41 UE multi-mode/multi-RAT capability (20)3.42 UE radio access capability (20)3.43 UE Timers and Constants in connected mode (21)3.44 UE Timers and Constants in idle mode (21)3.45 UE positioning capability (21)3.46 URA update cause (21)3.47 U-RNTI (21)3.48 U-RNTI Short (21)3.49 UTRAN DRX cycle length coefficient (21)3.50 Wait time (21)3.51 UE Specific Behavior Information 1 idle (21)3.52 UE Specific Behavior Information 1 interRAT (22)4 无线承载信息元素 (22)4.0 Default configuration identity (22)4.1 Downlink RLC STATUS info (22)4.2 PDCP info (22)4.3 PDCP SN info (22)4.4 Polling info (22)4.5 Predefined configuration identity (23)4.6 Predefined configuration value tag (23)4.7 Predefined RB configuration (23)4.8 RAB info (23)4.9 RAB info Post (23)4.10 RAB information for setup (23)4.11 RAB information to reconfigure (24)4.12 NAS Synchronization indicator (24)4.13 RB activation time info (24)4.14 RB COUNT-C MSB information (24)4.15 RB COUNT-C information (24)4.16 RB identity (24)4.17 RB information to be affected (24)4.18 RB information to reconfigure (25)4.19 RB information to release (25)4.20 RB information to setup (25)4.21 RB mapping info (25)4.22 RB with PDCP information (25)4.23 RLC info (25)4.24 Signaling RB information to setup (26)4.25 Transmission RLC Discard (26)5 传输信道信息元素 (26)5.1 Added or Reconfigured DL TrCH information (26)5.2 Added or Reconfigured UL TrCH information (27)5.3 CPCH set ID (27)5.4 Deleted DL TrCH information (27)5.5 Deleted UL TrCH information (27)5.6 DL Transport channel information common for all transport channels (27)5.7 DRAC Static Information (27)5.8 Power Offset Information (28)5.9 Predefined TrCH configuration (28)5.10 Quality Target (28)5.11 Semi-static Transport Format Information (28)5.12 TFCI Field 2 Information (28)5.13 TFCS Explicit Configuration (28)5.14 TFCS Information for DSCH (TFCI range method) (29)5.15 TFCS Reconfiguration/Addition Information (29)5.16 TFCS Removal Information (29)5.17 Void (29)5.18 Transport channel identity (29)5.19 Transport Format Combination (TFC) (29)5.20 Transport Format Combination Set (29)5.21 Transport Format Combination Set Identity (29)5.22 Transport Format Combination Subset (29)5.23 Transport Format Set (29)5.24 UL Transport channel information common for all transport channels (30)6 物理信道信息元素 (30)6.1 AC-to-ASC mapping (30)6.2 AICH Info (30)6.3 AICH Power offset (30)6.4 Allocation period info (30)6.5 Alpha (30)6.6 ASC Setting (30)6.7 Void (31)6.8 CCTrCH power control info (31)6.9 Cell parameters Id (31)6.10 Common timeslot info (31)6.11 Constant value (31)6.12 CPCH persistence levels (31)6.13 CPCH set info (31)6.14 CPCH Status Indication mode (31)6.15 CSICH Power offset (32)6.16 Default DPCH Offset Value (32)6.17 Downlink channelisation codes (32)6.18 Downlink DPCH info common for all RL (32)6.19 Downlink DPCH info common for all RL Post (32)6.20 Downlink DPCH info common for all RL Pre (32)6.21 Downlink DPCH info for each RL (32)6.22 Downlink DPCH info for each RL Post (33)6.23 Downlink DPCH power control information (33)6.24 Downlink information common for all radio links (33)6.25 Downlink information common for all radio links Post (33)6.26 Downlink information common for all radio links Pre (33)6.27 Downlink information for each radio link (33)6.28 Downlink information for each radio link Post (33)6.29 Void (33)6.30 Downlink PDSCH information (33)6.31 Downlink rate matching restriction information (34)6.32 Downlink Timeslots and Codes (34)6.33 DPCH compressed mode info (34)6.34 DPCH Compressed Mode Status Info (34)6.35 Dynamic persistence level (34)6.36 Frequency info (34)6.37 Individual timeslot info (35)6.38 Individual Timeslot interference (35)6.39 Maximum allowed UL TX power (35)6.40 Void (35)6.41 Midamble shift and burst type (35)6.42 PDSCH Capacity Allocation info (35)6.43 PDSCH code mapping (36)6.44 PDSCH info (36)6.45 PDSCH Power Control info (36)6.46 PDSCH system information (36)6.47 PDSCH with SHO DCH Info (36)6.48 Persistence scaling factors (36)6.49 PICH Info (36)6.50 PICH Power offset (37)6.51 PRACH Channelisation Code List (37)6.52 PRACH info (for RACH) (37)6.53 PRACH partitioning (37)6.54 PRACH power offset (37)6.55 PRACH system information list (37)6.56 Predefined PhyCH configuration (38)6.57 Primary CCPCH info (38)6.58 Primary CCPCH info post (38)6.59 Primary CCPCH TX Power (38)6.60 Primary CPICH info (38)6.61 Primary CPICH Tx power (38)6.62 Primary CPICH usage for channel estimation (38)6.63 PUSCH info (38)6.64 PUSCH Capacity Allocation info (38)6.65 PUSCH power control info (39)6.66 PUSCH system information (39)6.67 RACH transmission parameters (39)6.68 Radio link addition information (39)6.69 Radio link removal information (39)6.70 SCCPCH Information for FACH (39)6.71 Secondary CCPCH info (39)6.72 Secondary CCPCH system information (40)6.73 Secondary CPICH info (40)6.74 Secondary scrambling code (40)6.75 SFN Time info (40)6.76 SSDT cell identity (40)6.77 SSDT information (40)6.78 STTD indicator (40)6.79 TDD open loop power control (41)6.80 TFC Control duration (41)6.81 TFCI Combining Indicator (41)6.82 TGPSI (41)6.83 Time info (41)6.84 Timeslot number (41)6.85 TPC combination index (41)6.86 TSTD indicator (41)6.87 TX Diversity Mode (41)6.88 Uplink DPCH info (41)6.89 Uplink DPCH info Post (42)6.90 Uplink DPCH info Pre (42)6.91 Uplink DPCH power control info (42)6.92 Uplink DPCH power control info Post (42)6.93 Uplink DPCH power control info Pre (42)6.94 Uplink Timeslots and Codes (42)6.95 Uplink Timing Advance (42)6.96 Uplink Timing Advance Control (43)7 测量信息元素 (43)7.1 Additional measurements list (43)7.2 Cell info (43)7.3 Cell measured results (43)7.4 Cell measurement event results (44)7.5 Cell reporting quantities (44)7.6 Cell synchronization information (44)7.7 Event results (44)7.8 FACH measurement occasion info (45)7.9 Filter coefficient (45)7.10 HCS Cell re-selection information (45)7.11 HCS neighboring cell information (45)7.12 HCS Serving cell information (45)7.13 Inter-frequency cell info list (46)7.14 Inter-frequency event identity (46)7.15 Inter-frequency measured results list (46)7.16 Inter-frequency measurement (46)7.17 Inter-frequency measurement event results (47)7.18 Inter-frequency measurement quantity (47)7.19 Inter-frequency measurement reporting criteria (47)7.20 Inter-frequency measurement system information (47)7.21 Inter-frequency reporting quantity (47)7.22 Inter-frequency SET UPDATE (48)7.23 Inter-RAT cell info list (48)7.24 Inter-RAT event identity (48)7.25 Inter-RAT info (48)7.26 Inter-RAT measured results list (48)7.27 Inter-RAT measurement (49)7.28 Inter-RAT measurement event results (49)7.29 Inter-RAT measurement quantity (49)7.30 Inter-RAT measurement reporting criteria (49)7.31 Inter-RAT measurement system information (50)7.32 Inter-RAT reporting quantity (50)7.33 Intra-frequency cell info list (50)7.34 Intra-frequency event identity (50)7.35 Intra-frequency measured results list (50)7.36 Intra-frequency measurement (50)7.37 Intra-frequency measurement event results (51)7.38 Intra-frequency measurement quantity (51)7.39 Intra-frequency measurement reporting criteria (51)7.40 Intra-frequency measurement system information (51)7.41 Intra-frequency reporting quantity (52)7.42 Intra-frequency reporting quantity for RACH reporting (52)7.43 Maximum number of reported cells on RACH (52)7.44 Measured results (52)7.45 Measured results on RACH (52)7.46 Measurement Command (52)7.47 Measurement control system information (53)7.48 Measurement Identity (53)7.49 Measurement reporting mode (53)7.50 Measurement Type (53)7.51 Measurement validity (53)7.52 Observed time difference to GSM cell (53)7.53 Periodical reporting criteria (53)7.54 Primary CCPCH RSCP info (54)7.55 Quality measured results list (54)7.56 Quality measurement (54)7.57 Quality measurement event results (54)7.58 Quality measurement reporting criteria (54)7.59 Quality reporting quantity (54)7.60 Reference time difference to cell (54)7.61 Reporting Cell Status (55)7.62 Reporting information for state CELL_DCH (55)7.63 SFN-SFN observed time difference (55)7.64 Time to trigger (55)7.65 Timeslot ISCP info (55)7.66 Traffic volume event identity (55)7.67 Traffic volume measured results list (55)7.68 Traffic volume measurement (55)7.69 Traffic volume measurement event results (56)7.70 Traffic volume measurement object (56)7.71 Traffic volume measurement quantity (56)7.72 Traffic volume measurement reporting criteria (56)7.73 Traffic volume measurement system information (56)7.74 Traffic volume reporting quantity (56)7.75 UE internal event identity (56)7.76 UE internal measured results (57)7.77 UE internal measurement (57)7.78 UE internal measurement event results (57)7.79 UE internal measurement quantity (57)7.80 UE internal measurement reporting criteria (57)7.81 Void (58)7.82 UE Internal reporting quantity (58)7.83 UE Rx-Tx time difference type 1 (58)7.84 UE Rx-Tx time difference type 2 (58)7.85 UE Transmitted Power info (58)7.86 UE positioning Ciphering info (58)7.87 UE positioning Error (58)7.88 UE positioning GPS acquisition assistance (59)7.89 UE positioning GPS almanac (59)7.90 UE positioning GPS assistance data (59)7.91 UE positioning GPS DGPS corrections (59)7.92 UE positioning GPS ionospheric model (59)7.93 UE positioning GPS measured results (59)7.94 UE positioning GPS navigation model (60)7.95 UE positioning GPS real-time integrity (60)7.96 UE positioning GPS reference time (60)7.97 UE positioning GPS UTC model (61)7.98 UE positioning IPDL parameters (61)7.99 UE positioning measured results (61)7.100 UE positioning measurement (61)7.101 UE positioning measurement event results (61)7.102 Void (62)7.103 UE positioning OTDOA assistance data for UE-assisted (62)7.104 Void (62)7.105 UE positioning OTDOA measured results (62)7.106 UE positioning OTDOA neighbor cell info (62)7.107 UE positioning OTDOA quality (63)7.108 UE positioning OTDOA reference cell info (63)7.109 UE positioning position estimate info (64)7.110 UE positioning reporting criteria (64)7.111 UE positioning reporting quantity (64)7.112 T ADV info (65)8 其它信息元素 (65)8.1 BCCH modification info (65)8.2 BSIC (65)8.3 CBS DRX Level 1 information (65)8.4 Cell Value tag (65)8.5 Inter-RAT change failure (65)8.6 Inter-RAT handover failure (66)8.7 Inter-RAT UE radio access capability (66)8.8 Void (66)8.9 MIB Value tag (66)8.10 PLMN Value tag (66)8.11 Predefined configuration identity and value tag (66)8.12 Protocol error information (66)8.13 References to other system information blocks (66)8.14 References to other system information blocks and scheduling blocks (67)8.15 Rplmn information (67)8.16 Scheduling information (67)8.17 SEG COUNT (67)8.18 Segment index (67)8.19 SIB data fixed (67)8.20 SIB data variable (67)8.21 SIB type (67)8.22 SIB type SIBs only (67)9 ANSI-41 Information elements (68)10 Multiplicity values and type constraint values (68)信息元素功能性定义消息是由多个信息元素组合而成,信息元素根据其功能的不同划分为:核心网域信息元素、UTRAN 移动信息元素、UE 信息元素、无线承载信息元素、传输信道信息元素、物理信道信息元素和测量信息元素。
Operational Manual
P. Oostenrijk P. Oostenrijk
3.28 3.29
01-10-2007 05-22-2007
P. Oostenrijk P. Oostenrijk
4.00
02-19-2008
P. Oostenrijk
4.01 4.02 4.03
ECHOTRAC MKIII
USER MANUAL Version: 4.03
Odom Hydrographic Systems, Inc. 1450 Seaboard Avenue Baton Rouge, Louisiana USA 70810-6261 Telephone: (225) 769-3051 Fax: (225) 766-5122
1.4
02-16-2005
S.F. Apsey
3.20 3.22
01-16-2006 02-28-2006
P. Oostenrijk P. Oostenrijk
3.23
05-22-2006
P. Oostenrijk
3.25
08-03-2006
P. Oostenrijk
Echotrac MKIII
User Manual
Email@
Number of pages: 50 Date: May 23, 2008
Echotrac MKIII
User Manual
Revision History
Version 0.1 1.0 1.1 1.2 Date 09-19-2002 01-28-2003 03-27-2003 09-09-2003 Author P. Oostenrijk S.F. Apsey S.F. Apsey S.F. Apsey Remarks Initial version – draft Updated manual for firmware version 2.07;Changed default of Tracking Gate. Added Skip Alarms. Added Grey shades. Updated manual for firmware version 2.14: Added Subottom TVG, SB TVG Range, Pre Amp Gain, Dual Light Shade parameters. Changes from Echotrac MKIII 3.05 to 3.06 1-When the Echotrac MKIII is set to read in heave through com4 it will check to see if the first character in the string is an ‘R’ (remote heave). If the first character is an ‘R’ the Echotrac will use the remote heave value for corrections otherwise the Echotrac will use the local heave. 2-Added a parameter called HEAVECORR. This parameter will heave correct the chart when turned on or not heave correct the chart if turned off. The selection of the ‘Heave Out’ serial string will now no longer affect the heave correction on the chart. 3-The parameter DIGILINE will now have a range of 0,1,2,3,4,5,6,7,8,9,10 instead of on or off. When set to 0 the digitizer line will not be printed. If set to any other number, the digitizer line will be printed that many units above the raw bottom. 4-The parameter LIGHTSHADE will now have the selections Chnl2 Dark, Chnl1 Dark, Chnl2 Only and Chnl1 Only. This will reflect how the data and what data will be printed when both channels are turned on. If Chnl2 Dark is selected, Channel 2 will be printed darker than Channel 1. If Chnl2 only is selected then only Channel 2 will be printed. 3.08 04-14-2005 P. Oostenrijk Updated manual for firmware version 3.08 Added section on how to request parameter settings through the serial port. Added UDP port, Hours of operation, Packet size 8/16 bits, outputstring DESO DDV, print German Help. New optimized Deso command handling routines. Re-enabled TVGgainref and Trackinggate in Echotrac Control program. Improved annotation handling. Improved Echotrac Control program network detection interface. Low Frequency pulse width increased to 256. Corrected auto-scaling when draft and index are used. Added support for Echotrac CVM. Fixed: Stopping the synchronization process disabled communication with Echotrac. Added compatibility check and warning for Echotrac Control Program version and Echotrac firmware version. If during synchronization a parameter is missing, the parameter name is now displayed. Improved version control in firmware and diagnostic window. Page 2 of 2 Odom Hydrographic Systems, Inc. May 23, 2008
英特尔驱动程序版本30.0.101.1960发布说明说明书
DRIVER VERSION: 30.0.101.1960DATE: May 10, 2022HIGHLIGHTS:•Launch driver for 12th Generation Intel® Core™ Processors with Intel® UHD Graphics (Codename Alder Lake-HX).•Intel® Game On Driver support for Evil Dead: The Game* and Dolmen* on Intel® 11th Generation with Xe Graphics and newer.Get a front row pass to gaming deals, contests, betas, and more with Intel Software Gaming Access.KEY ISSUES FIXED:•Call of Duty: Black Ops Cold War* (DX12) may experience an application crash or pop-up error message at launch.•Metro Exodus Enhanced Edition* (DX12) may experience minor graphical corruption in game menus or during gameplay when game settings are set to low quality.•Elden Ring* (DX12) may experience green or red texture flashing corruption during fighting while in game.•[11th and 12th Generation Intel® Core™ Processors] Genshin Impact* (DX11) may experience texture flickering or corruption on character models.•[11th and 12th Generation Intel® Core™ Processors] FIFA 21* may intermittently experience a TDR or application crash when resizing the game window.•[12th Generation Intel® Core™ Processors]: FIFA 22* may experience a TDR or application crash when a match is started.• A TDR may occur while running Doom Eternal* (Vulkan®) with Steam Overlay enabled.•Tom Clancy’s: Rainbow Six Siege* may experience an application crash or TDR in game or benchmark modes when game settings are set at high, very high or ultra.•Doom Eternal* (Vulkan) may fail to enable HDR correctly when HDR is enabled via in-game settings and in Windows®.•Serious Sam 4 may exhibit graphical corruption or artifacts around some objects in game.•Deus Ex: Mankind Divided* shadows may exhibit graphical corruption.•[Intel® Iris® X e Discrete graphics] Red Dead Redemption 2* may experience an application crash or TDR when changing game or resolution settings.•[11th and 12th Generation Intel® Core™ Processors] Running DirectX®11 games in fullscreen with the Windows® “Fullscreen Optimization” option disabled, may result in a black screen when modifying resolution in games.•[11th and 12th Generation Intel® Core™ Processors] Graphical corruption may be seen in Call of Duty: Black Ops Cold War*.KNOWN ISSUES:•[11th and 12th Generation Intel® Core™ Processors]: Monster Hunter Rise* may experience an application crash or hang during gameplay.•Vampire the Masquerade: Bloodhunt* may experience minor intermittent white texture flashes or corruption on some objects in game and a small number of character models may experience geometry corruption.•An error message pop-up may be observed when launching Call of Duty: Vanguard* (DX12).•An application crash may occur in Watch Dogs: Legion* (DX11) when starting the game.•An intermittent crash or hang may occur during gameplay in Ghostwire: Tokyo* (DX12).•Minor graphical anomalies may be observed in Call of Duty: Warzone* (DX12), Diablo II: Resurrected* (DX12), Farming Simulator 22* (DX12), Grand Theft Auto V* (DX11), Halo Infinite* (DX12), Hitman 2* (DX12) andMarvel’s Guardians of the Galaxy* (DX12).•An “Update driver” p op-up error message may be observed when launching Battlefield 1* after upgrading from30.0.100.9955 or older drivers.•[12th Generation Intel® Core™ Processors]: Minor graphical anomalies may be seen in CrossFire HD* (DX9), GRID Legends* (DX12) (on changing lighting quality to high), F1 2020* (DX12) (when HDR enabled).•[11th and 12th Generation Intel® Core™ Processors]: Minor graphical anomalies may be seen in Gears 5* (DX12).•[11th and 12th Generation Intel® Core™ Processors]: A TDR may intermittently occur in Halo Infinite* (DX12) during gameplay.•[11th and 12th Generation Intel® Core™ Processors]: A game crash or hang may occur when changing resolution in NBA 2K21* (DX12).•[11th Generation Intel® Core™ Processors with Intel® Iris® Xe graphics]: A game crash or hang may occur when launchin g Marvel’s Guardians of the Galaxy* (DX12).•[11th Generation Intel® Core™ Processors with Intel® Iris® Xe graphics]: An intermittent crash or hang may occur in Final Fantasy VII Remake Intergrade* (DX12).•[11th Generation Intel® Core™ Processors with Intel® Iris® Xe graphics]: Minor graphical anomalies may be seen in Elex* (DX11), MechWarrior 5: Mercenaries* (DX12), Strange Brigade* (DX12) and The Ascent* (DX12).•[11th Generation Intel® Core™ Processors with Intel® Iris® Xe graphics]: A black screen or TDR may occur after launching, or during gameplay in Gears 5* (DX12).•[Intel® Iris® X e Discrete graphics]: An intermittent crash or hang may be seen in Forza Horizon 5* (DX12) when launched, Forza Motorsport 6* (DX12) when launched and Resident Evil 3* (DX12) when exiting the game.•[Intel® Iris® X e Discrete graphics]: Minor graphical anomalies may be observed in Call of Duty: Vanguard* (DX12), Enlisted* (DX11), Far Cry 6* (DX12) and Microsoft Flight Simulator*(DX11).•[10th Generation Intel® Core™ processors with Intel UHD Graphics]: An intermittent crash or hang may be observed in Battlefield V*.•[11th and 12th Generation Intel® Core™ Processors]:Display’s connected via an external dock may exhibit a black screen when using 4K@60hz resolution.CONTENTS OF THE PACKAGE:•Intel® Graphics Driver•Intel® Display Audio Driver 10.26.0.12 (6th Gen and related Pentium Silver and Celeron processors)•Intel® Display Audio Driver 10.27.0.12 (7th, 8th, 9th, 10th Gen Intel® Core™ processors)•Intel® Display Audio Driver 11.1.0.20 (10th Gen Intel® Core™ processors with Iris Plus Graphics)•Intel® Display Audio Driver 11.2.0.10 (Intel® Core™ Processors with Intel® Hybrid Technology)•Intel® Media SDK Runtime (21.0.1.35)•Intel® oneVPL6 GPU Runtime (21.0.2.7)•Intel® Graphics Compute Runtime for OpenCL* Driver•Intel® Graphics Command Center (installed via Microsoft* Store)•Vulkan*3 Runtime Installer•Intel® Graphics Driver Installer (1.0.610)•oneAPI Level Zero Loader and Validation Layer•Intel® Graphics Compute Runtime for oneAPI Level Zero specificationOPERATING SYSTEM SUPPORT:SUPPORTED APIs:If you are uncertain of which Intel processor is in your computer, Intel recommends using theor Intel Driver & Support Assistant to identify your Intel processor.Be sure to check out , where you’ll find recommended in-game settings for your Intel Graphics system for many more of your favorite games.Note:1.Intel Labs conducts independent testing of supported titles on Intel platforms to ensure playability. Please refer topublisher system requirements to ensure compatibility with your system.2.Are you still experiencing an error preventing the driver update? Look here for why and a solution. Graphics DriverSmart Installer Enhancement allows end-users to upgrade systems with OEM DCH drivers to newer Intel generic DCH drivers. OEM customizations are preserved during this upgrade process, in accordance with Microsoft* DCH driver design principles (refer to Microsoft documentation, “Extension INF Publishing Whitepaper” to learn more).The installer will continue to restrict OEM non-DCH to Intel Generic non-DCH upgrades as well as OEM non-DCH to Intel Generic DCH driver upgrades. End-users will continue to be referred to OEM websites.WARNING: Installing this Intel generic graphics driver will overwrite your Computer Manufacturer (OEM)customized driver. OEM drivers are handpicked, customized, and validated to resolve platform-specific issues, enable features and enhancements, and improve system stability. The generic driver’s intention is to temporarily test new features, game enhancements, or check if an issue is resolved. Once testing is complete Intel advises reinstalling the OEM driver until they validate it and release their own version.Any graphics issues found using Intel generic graphics drivers should be reported directly to Intel. Corporate customers should always use OEM drivers and report all issues through the vendor they purchased the platforms and support through.3.Product is conformant with the Vulkan* 1.3 specification. Vulkan* and the Vulkan* logo are registered trademarksof the Khronos Group Inc*.4.In the Intel Graphics Command Center (System > Driver), the ‘Microsoft DirectX* version refers to the operatingsystem’s DirectX version. The DirectX 12 API is supported but some optional features may not be available.Applications using the DirectX 12 API should query for feature support before using specific hardware features.Please note that DirectX12 is only supported on Windows 10 and DirectX11.3 support is also available onsupported Microsoft* operating systems.5.Intel® oneAPI Level Zero version is supported on 6th generation Intel® Core™ processors and above. Note that Intel®Atom processors are not supported.6.Intel® oneAPI Video Processing Library GPU Runtime* release – more details belowa.Intel® OneAPI Video Processing Library Specification:https://spec.oneapi.io/versions/latest/elements/oneVPL/source/index.htmlb.Upgrading from Intel® Media SDK to Intel® oneAPI Video Processing Library7.See the Windows Subsystem for Linux Installation Guide for Windows 10 onwards for more details about how toinstall a supported Linux distribution.More on Intel ProcessorsFor more information on the Intel Core processor family, Intel Xeon E processor family,and 12th Generation Intel Core processors, please visit:12th Gen Intel® Core™ ProcessorsIntel® Cor e™ Processor FamilyIntel® Xeon® E ProcessorsIntel® GraphicsWe continuously strive to improve the quality of our products to better serve our users and appreciate feedback on any issues you discover and suggestions for future driver releases. If you have an issue to submit, please follow the guidance found here Default level information for reporting Graphics issues.Intel, the Intel logo, Celeron, Intel Core, Iris, Pentium and Xeon are trademarks of Intel Corporation or its subsidiaries in the U.S. and/or other countries.* Other names and brands may be claimed as the property of others.。
Xbox360游戏GOD选游戏目录-10.13
15.1
1.04 7.08 12.6
1 0.7 2.89 3.52 1.92 4.71
购买
K078 K077 K076 K075 K074 K073 K072 K071 K070 K069 K068 K067 K066 K065 K064 K063 K062 K061 K060 K059 K058 K057 K056 K055 K054 K053
K027 4D5309DF 《木偶枪手》
K026 5451085B 《UFC私人教练:终极健身系统》
K025 5553084C 《伊甸园之子》
K024 54510874 《功夫熊猫2》
K023 53450857 《VR网球4》
K022 5451085E 《奇幻宠物》
K021 55530851 《迈克尔杰克逊生涯》
K006 4D5308B3 《Kinect宠物》
K005 4D5308C9 《Kinect运动大会》
K004 4D53093B 《Kinect趣味驾驶》
K003 4D5308ED 《Kinect大冒险》
K002 545607D3 《舞蹈中心》
K001 5553084E 《格斗解禁》
手柄游
658 434D084F 《F1 2013》
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Video Arcade Games EvalBoard ExampleSummaryApplication NoteAP0127 (v2.0) February 27, 2008This application note describes the Video Arcade Games demonstration project, which can be found in the \Examples\LiveDesign Evaluation Board\Reference Designs folder of the installation.This document describes the design for an Arcade Graphics Platform. The VAG FPGA firmware was developed to run in an Altera Cyclone FPGA, initially targeted to the Altium NanoBoard, but ultimately intended for a single chip FPGA solution. This example has been updated to support the LiveDesign evaluation board and its peripherals.References[1] VAG firmware, configured item BOC-SW-VAG[2] Sound board schematic, configured item BOC-CD-SND.OverviewThe Arcade Graphics Platform comprises the following major blocks:• • • • • • Embedded 8051 type (TSK51) microprocessorsTile and sprite graphics. VGA mode and resolution of 640 x 480 is used however due to memory constraints an active area of 512 x 480 pixels is used.The hardware provides 128 user-programmable 8x8-pixel tiles. Each pixel may take on one of sixteen (16) colors from a palette similar to that provided on legacy EGA controllers. In other words, the bottom three (3) bits define the color (one bit of R, G & B) and the fourth bit defines the brightness.Eight (8) 16x16-pixel sprites are supported, selected from a sprite map of 32. Each sprite pixel may be either transparent or one of three (3) from the available 16 colors from the palette. Sprites may be flipped about either or both of the horizontal and vertical axes. The eighth sprite has hardware collision-detection, which indicates when a non-transparent pixel of the sprite overlaps a non-transparent pixel of another sprite.PS/2 ports that may be connected to standard PS/2 keyboards and/or mice.Sound is implemented by a Sigma-Delta converter requiring just a passive network external to the FPGA for sound output.Video Arcade Games ExampleInterfaceThe tile-map and sprite hardware is memory-mapped into the TSK51 external data space.Address Access Description0x0000 W SpriteControlRegisters0x1000 R/W Sprite Pixel DataTileMap0x2000 R/W0x3000 R/W Tile Pixel Data0x4000 W Sprite Collision Reset0x5000 WSoundused0x6000 -Not0x7000 R/W Xdata memory space dual ported with MCU program spaceThe sprite and PS/2 hardware also utilize interrupts and general-purpose I/O ports on the TSK51.Port Bits Description0 6..4 PS/2 Port A control2 7..0 PS/2 Port A data0 7..6 PS/2 Port B control3 7..0 PS/2 Port B data1 2..0 Sprite Collision DetectionPaletteThe video palette comprises of sixteen (16) pre-determined colors. These colors are similar to the legacy EGA controller palette. They are:Index Color Index Color0 Black 8 Grey1 Red 9 BrightRed2 Green 10 BrightGreen3 Yellow 11 BrightYellow4 Blue 12 BrightBlue5 Magenta 13 BrightMagenta6 Cyan 14 BrightCyan7 Brown 15 WhiteRefer to the VGA Controller Core Reference document for color mapping.Video Arcade Games ExampleTile MapThe video display screen is divided into a map of 3840 tiles, arranged as 64 tiles across (X) by 60 tiles down (Y). Each map location occupies one (1) byte of Tile Map space and contains an index into a table of 128 tiles (or characters), as defined in Tile Pixel Data space.Tiles are mapped starting from the upper left-hand corner of the display, then moving across the display along the x-axis, followed by the left-hand edge of the next line, and so on. The total visible display area comprises 3840 (0x0F00) bytes of Tile Map address space – the remaining 256 (0x0100) bytes are not used by the graphics hardware at all and may be used by the programmer as general-purpose RAM.As there are only 128 tiles defined, the high-order bit of each byte in Tile Map space is ignored.Tile Pixel DataEach tile comprises 8x8 pixels. Each pixel may have any one of 16 colors in the palette.The pixel data for each tile occupies 32 consecutive bytes in Tile Pixel Data space. The offset for each tile into this space is simply the tile number (index) multiplied by 32. The full set of 128 tiles occupies 4096 (4K) bytes of address space.Each pixel requires 4 bits to encode 16 colors. Each byte in Tile Pixel Data space thence contains palette information for two (2) adjacent pixels. The 1st pixel is encoded in the low-order nibble of the first byte. The 2nd pixel is encoded in the high-order nibble of the same byte. Encoding continues with the next byte defining the 3rd & 4th pixels across the top row of the tile, and so on.Sprite Pixel DataEach sprite comprises 16x16 pixels. Each pixel may be either transparent, or have any one of three (3) colors selected for the sprite from the system palette. Each sprite has its own palette lookup table (LUT).The pixel data for each sprite occupies 64 consecutive bytes in Sprite Pixel Data space. The offset for each sprite into this space is simply the sprite number (index) multiplied by 64. The full bank of 32 sprites occupies 2084 bytes of address space. Each pixel requires 2 bits to encode 3 colors (plus transparent). Transparency is always value 0. Each byte in Sprite Pixel Data space thence contains palette information for four (4) adjacent pixels. The 1st pixel is encoded in the highest-order 2 bits of the 1st byte. The 2nd pixel is encoded in the next-lower 2 bits, the 3rd in the next-lower again, and finally the 4th pixel is encoded in the lowest-order 2 bits of the byte.Note that this bit-pixel ordering is opposite to that of the Tile Pixel Data.Encoding continues along the top row of the sprite, and so on.Sprite Control RegistersThere are 8 active sprites, each controlled via a bank of sprite control registers. Each sprite has byte-wide control registers. The offset for each sprite into this space is simply the sprite number (index) multiplied by 16.The map of registers for each sprite is as follows:Byte Offset(hex)where n = sprite number Bits DescriptionWRITE ONLY$n0 7..0SpriteXregister $n1 7..0 Sprite Y register low-order byte$n2 0 Sprite Y register high-order byte0 SpriteXflip$n31 Sprite Y flip7..4 Color 2 palette index$n43..0 Color 1 palette index$n5 3..0 Color 3 palette index$n6 3..0 Sprite bank indexVideo Arcade Games ExampleEach of the eight active sprites contains an index into the sprite bank which determines the actual pixel data for the sprite. This enables the programmer to animate a sprite simply by cycling through a number of different indexes into the sprite bank.Although the pixel resolution of the display is in fact 512 pixels across, each sprite may only be located every 2nd pixel acrossthe display – i.e. on even-number pixels. Thus the Sprite X register (a single byte) is in effect half the true X display coordinateof the sprite.The high-order byte of the Sprite Y register is latched but not updated until the low-order byte is written. In other words, the programmer must generally write to the high order byte of the Y register first. This ensures that a sprite will not appear at aninterim position while the two Y register bytes are being updated.As each active sprite has its own palette look-up table (LUT), the programmer may re-use the same sprite pixel data in the bankfor different sprites, which may then be differentiated by color as each sprite has a separate LUT. Alternatively, individual sprites may be animated simply by color-cycling the LUT.A sprite can be hidden by assigning its Y beyond the visible area.Sprite Priority EncodingActive sprites have an implicit priority encoding, determined by their index.Sprite 0, the 1st sprite, has highest priority and will always appear in front of other sprites. The higher the sprite index, the lowerthe priority. Lower-priority sprites and tiles will always appear through transparent pixels in the sprites.Sprite Collision-DetectionThe eighth sprite (sprite number 7) has hardware collision-detection capability.Whenever a non-transparent pixel from sprite 7 overlaps (collides with) a non-transparent pixel from another sprite, the numberof the colliding sprite is latched by the sprite hardware. This value is readable by the programmer on the lowest-order 3 bits ofport P1 of the TSK51.The value latched will be the last collision detected until reset by the programmer. The latch is cleared by writing any value toSprite Collision Reset memory space.A value of 7 read from P1.0-2 indicates no collision.PS/2 Ports A & BTwo (2) standard PS/2 ports are provided to which may be connected either or both PS/2 keyboards and mice.The PS/2 ports are interfaced to the TSK51 as follows:B Control PS/2PS/2A1 Interrupt 0Strobe (OUT) P0.5 P0.7Reset (OUT) P0.4 P0.6Busy (IN) P0.6 P0.7Data (IN/OUT) P2 P3Port InitializationThe PS/2 ports may be initialized by setting the Strobe line HIGH, and then transitioning the Reset line from HIGH to LOW. The control lines may then be left in this state for normal operation.Port CommunicationsData may be sent to the PS/2 device by writing to the data port and then transitioning the STROBE line from LOW to HIGH. The strobe line may then be left in this state for normal operation.Video Arcade Games ExampleHardware Design DescriptionThe design goals of the implementation was to fit a full graphics system, its memory and a processor, input and sound hardware inside an FPGA with no off-chip active peripherals.Such a system could then be integrated into a larger FPGA design that required one of the following resources:•••••••••••Tile mapped graphics. Tiles can be used to display a highly complex display, fonts and animations.Sprite graphics. Hardware control of the movement, display, overlaying of sprites frees a processor from any memory and time intensive operation to display and move graphics. Simple register updates is all that is required. To move and color a sprite.Sigma-delta sound generation permits full analogue sound output with only a simple passive filter on-chip.The implemented design is intended to show proof of concept and was scoped to use the on-chip resources as efficiently as possible while still permitting all the features to be integrated.Simple design changes can be made to increase the performance of various aspects such as:Larger active pixel display areaLarger and a greater number of tilesLarger and a greater number of spritesHigher bit depth of tiles and spritesColor lookup table on tile data and/or other pixel valueMultiple collision detection of spritesHigher bit and frequency response of sound generatorLarger number of sound channels or voices.Microcontroller and Memory (mcu)Tile Map (tileMap)The tile mapper comprises a memory store for the tile map, a memory store for the tile data and a controller.The size of the memory was chosen to map to little wastage to Cycle embedded memory blocks.Dual port memory allows the processor to write to the tile map (and tile data) without any arbitration issues.Although the tile data is writeable this could be disabled and minimized out of a design as in most cases the tile data will be set from a file at build time.Map Controller (MapCtl)The tilemap controller takes the current raster X and Y value as generated by the VGA controller. This raster coordinate allows the controller to calculate in which tilemap the raster is in. The tilemap data and the lower significance raster coordinates are then used to retrieve the appropriate tile data pixel values for display.The tile map controller works on a 2-pixel basis. To simplify the design the basic unit of graphic element rather than being a pixel is two pixels. A two pixel stream connects directly to the VGA controller configured in such a mode.As the memory is synchronous there is a clock delay to access each memory location. The double access per raster location requires a two clock delay. Due to the two bit per pixel/clock one of these clock delays is hidden. However another clock delay in the pixel path must be eliminated to allow the VGA controller to received the correct pixel data corresponding to the pixel (2-pixel) address.To achieve a negative delay of one pixel address an early count a separate horizontal pixel counter is maintained by the controller. It is started at pixel 1 when the VGA controller comes out of blanking (thus it is one pixel early). The first pixel (pixel number 0) is retrieved during blanking and so is ready for the VGA controller on the first clock edge.Sprite Array (sptArray)Each of the sprites consists a register array control bits a controller and shared sprite data.As the sprite data is shared amongst all the sprite controllers its access but be arbitrated.Sprite Registers (sptReg)Each sprite has a set of sprite registers to control the position of the sprite, its mirroring, colour and which bitmap to show.Video Arcade Games ExampleThe registers are implemented in flip-flops to reduce embedded memory requirements and allow contact access to all the register bits.Sprite Controller (sptCtlSch/sptCtlVHDL)The sprite controller has been implemented initially in VHDL and then an identical implementation in schematic.The controller operation is as follows:•••••••••During blanking if the raster Y coordinate matches the sprite Y location then a shift registers is loaded with the first line of sprite data from the sprite bitmap memory. The offset into the sprite memory uses the sprite number to select the correct bitmap.The arbiter sends a strobe to the sprite controller to ensure that only the valid data from that sprite is latched into the shift registerIf the X flip bit is set then the shift register data is loaded with flipped dataOnce the raster is in view (not blanking) the raster X is checked against sprite X value. Once they match the shift register holding the sprite line data is shifter on each pixel address change (2 pixels)The data output from the shift register (2 bits per pixel) is converted to 4 bit per pixel data via the three color lookup sprite registersAs the shift register is shifted out, transparent pixel code (00) are shift in, thus when the sprite line data is all shifted out the shift register continues to shift out transparent data to the end of line thus eliminating the need for a horizontal sprite pixel counter.On the raster X match, a row counter is also incremented to track how many lines of the sprite have been displayed.In the next blanking interval, if the row counter has not expired then the next row of sprite data is retrieved from the memory indexed by the row counter and sprite register number and the process repeatsIf the Y flip bit is set to 1-ones complement, then the Y row counter address is used to index in to the sprite memory to flip the Y.Row Flipper (flipRow)Based on an input signal the sprite row data is flipped from right to left to allow for horizontal mirroring. The bit order of each pixel is maintained.Arbiter (sptArbiter)The sprite bitmap memory is shared by all the sprite controllers.The arbiter time slices (16 times) access to the memory and multiplexes the addressing from each sprite controller.To ensure that each sprite can load its row data during blanking, the blanking interval must be at least 16 clocks wide.Sprite Memory (sptMem2K)The sprite memory has a 32 bit wide data out port for the sprite controller. This is a full row (16 x 2 bits per pixel) of sprite image data that can be loaded directly in one clock into the sprite controller’s shift register.An 8 bit port is available for microprocessor read/writing however in most cases a microprocessor will not be required as the bitmap is loaded at build time and thus the microprocessor port could be disabled and minimised out of an implementation.As there are 4 memory arrays for the sprite ram (only to allow microprocessor access) the bitmap data is split into four stripes. Each memory array stores one quarter vertical stripe of sprite data.Sprite Priority and Collision (sprPriHit)The sprites have a priority of layering on the screen. This module implements this priority.The background (tiles) are at the back then sprite number 7 on top, sprite 6 above and so on with spite number 0 on top of all others.This module also detects when sprite 7 collides with any other sprite. Comparison is done on a pixel by pixel basis. Again the priority is sprite 0 down.SoundThe sound is a Delta Sigma DAC implementation based on Xilinx Application note XAPP154.Only a simple RC filter is required off-chip.A set of registers set the start and stop addresses for the sound generator to grab its samples.Video Arcade Games ExampleEvalBoard PeripheralsVGA ControllerThis peripheral is a wrapper in another symbol to expose X and Y coordinates.As the resolution used is 512 the coordinates can be derived directly from ADDR_PIXEL. For other resolutions the X and Y would have to be generated by separate counters or better still the VGA controller expose the internal rasters counters.PS2 ControllerTwo PS2 controllers are used for various keyboard and mouse input options.Software Design DescriptionThe design goal of the implementation was to showcase the graphics/sound hardware and illustrate what can be achieved on the TSK51 utilizing only resources within the FPGA.Two distinct software modules were devised to meet these ends:••BOCMAN – a Pacman-like arcade game. BOCANOID – an Arkanoid (Breakout) style game.Each of these programs were designed to run on the embedded TSK51 processor. However, in an effort to show the power and versatility of the platform, BOCMAN and BOCANOID were designed to each run on a TSK51 MCU ‘side-by-side’ within a single design. As a result, the tile, sprite and sound data resources were shared between the two programs.ResourcesSingle MCU Project (spt8MapMCU)BOCMAN and BOCANOID are incorporated into a single embedded project. This negates the need to re-build the FPGA image when switching target software modules and typically requires only a simple change to the (embedded) project options (C pre-processor defines) and a build of the software.As a result, the two programs must share all tile, sprite and sound resources.This project is built with an 8KB internal ‘ROM’ of which the top 4K is additionally mapped into TSK51 XDATA space. This provides some degree of flexibility for differing software requirements. Hence each project is limited to a maximum of 8KB combined ROM & XDATA space, with the constraint that XDATA is limited to 4KB.The sound ROM is limited to 4KB – as a result the sample clock was downgraded to 4kHz, still providing about 1 second of sample data. Three (3) short sequences are contained within the ROM, used by both BOCMAN and BOCANOID – the latter playing snippets of samples to generate a number of distinct ‘bleeps & bloops’ during game-play.The TSK51 has sole access to the graphics, sound and input (keyboard & mouse) resources of the hardware implementation. Double MCU Project (spt8MapMCUX2)This project runs BOCMAN and BOCANOID ‘side-by-side’ on the same display, sharing all tile resources (map & data) and sprite pixel data. Each MCU has its own set of sprites (registers). There is no sound in this project.MCU-A has the same ROM/XDATA architecture as the single-MCU project. MCU-B has only a 4K ROM and (separate) 2K RAM.Each MCU has a single PS/2 port. The 2nd (mouse) port has been transplanted to MCU-B with the same interface from the single-MCU version (rather than mirroring the PS/2 port interface on MCU-A) to allow software to run unchanged on either the single or X2 MCU projects.Common Software ArchitectureKeyboardThe PS/2 keyboard is connected to external interrupt 1. The PS/2 controller interrupts the TSK51 whenever a scan-code has been received from the keyboard. The scan-code is read from P3.Due to memory constraints and modest requirements the keyboard interrupt routine (ISR) is quite simple. Break-codes and extended-key-codes are flagged until a key scan code is received.In the event of a make-code, the ISR latches the last key-press detected in a global unsigned char. The main program may read this latch and is responsible for clearing it if required. Potential race conditions and missed key-strokes are not considered in this simple implementation.Video Arcade Games ExampleThe ISR also maintains an unsigned char array of (128) scan-codes that contain the state (pressed or not-pressed) of each key. This may be used by programs that require key state information or information about multiple keys simultaneously.MouseThe PS/2 mouse is connected to external interrupt 0. The PS/2 controller interrupts the TSK51 whenever data is received from the mouse. The mouse data is read from P2.Due to memory constraints and modest requirements the mouse interrupt routine (ISR) is quite simple. The ISR assumes the mouse has been initialized by the program and is in ‘report’ mode.The mouse sends data to the controller in packets of 3 bytes. The ISR keeps a track of which packet it is expecting to receive next (Button, X or Y) and updates a global (3-byte) unsigned char array. New mouse data is flagged in a bit variable, mouseAck. Programs which access the mouse poll this flag and then read from the mouse data array.Main RoutineEach of the modules within the shared embedded project (BOCMAN, BOCANOID) also share a common main() routine. This eliminates the need for duplication of platform initialization code and promotes consistent software architecture and practices. The main routine generally configures the TSK51 processor hardware and peripherals before jumping to program-specific initialization and main-loop routines. Heavy use of macros and pre-processor directives provides clean, easy-to-follow code.Tick HandlerEach program comprises two threads of execution – the main-line code and an interrupt-driven routine called periodically by a hardware timer. This allows programs to, for example, calibrate execution speed of certain components independently of the FPGA clock speed.Timer0 is utilised as the generic ‘game ticker’. Each program-specific header defines a base timer interval used to initialise the timer. The main routine provides the ISR which calls a program-specific tick_handler routine.NANO_HW.HA VAG-specific header file was created to be included in all VAG software modules. The header simplifies the MCU & hardware initialisation and abstracts the graphics and sound hardware resources as far as possible via the use of C pre-processor macros.Abstracting the resources facilitates cleaner and more readable code and ensures a more consistent and easily updated access to the hardware resources continually under development and refinement – a crucial factor in the beta-testing of the BOC project.This header also facilitates the porting of C source code to/from other platforms, for example, the benchmark PC-based platform devised within the scope of the BOC project (see below).BOCMANBOCMAN showcases the tile maps, sprites and sound. The five (5) sprites are all animated, and the program also illustrates both X- and Y-hardware sprite flipping and different sprites using the same sprite data but distinct color lookup tables. The game utilizes two (2) sound sample sequences from the ROM.BOCMAN is controlled via a keyboard attached to the ‘KEYBOARD’ connector on the EvalBoard.Game-Play and Implementation NotesBOCMAN comprises a maze-like playing field through which the player must guide the ‘BOCMAN’ (using the arrow-keys) whilst eating the ‘pellets’ and avoiding the enemies. Throughout the maze are four ‘pills’ which when eaten by the ‘BOCMAN’, render the enemies susceptible themselves to being eaten by the ‘BOCMAN’ for a short time. The game ends when either the‘BOCMAN’ is tagged by an enemy, or the player has eaten all ‘pills’ and ‘pellets’ in the maze.The maze, pellets and pills are implemented via tiles. These are quite static in nature (i.e. they don’t move at all and seldom change) and thus lend themselves to a tile-map.The ‘BOCMAN’ and enemies are implemented via sprites as they, for the most part, pass unaffected over the backgroundand/or each other. The ‘BOCMAN’ is the only sprite that requires collision-detection and as such utilizes the 8th sprite. Pressing the <ESC> key on the keyboard at any time will reset the game. It literally executes a jump to address 0000 on the processor.Video Arcade Games ExampleData StructuresDue to the limited amount of internal data and (to a lesser extent) external RAM, as much data as possible is stored in ROM. This includes the data for the maze, movement logic and sprite animation.The maze is displayed as derived from the maze data in ROM. A ‘board’ array is constructed in RAM which contains the current state of the maze (including pellets & pills) as well as providing a structure on which to calculate object movement.Each object (player and enemies) has an associated state structure which comprises object coordinates (in ‘board’ space), tile offset (in pixels), current direction, next (potential) direction, and sprite animation cell number. This allows generic object movement logic to operate on any object in the game.Object movement logic is table-driven from object state data and movement logic tables in ROM. This simplifies program code and reduces code space requirements.Objects and SpritesEach object (player & enemies) is represented by a sprite.Each sprite in turn can be animated. This is implemented by storing a look-up table in ROM for each sprite that contains indexes into the sprite bank for each object. During each game ‘tick’ the sprite cell associated with each object is incremented, thus‘animating’ the sprite.Each of the enemies uses the same sequence of sprites from the sprite bank. However they each have a distinct palette which provides for 4 distinct ‘characters’. When the player eats a pill, the sprite sequence for each enemy is switched, giving them an alternate appearance for a short time.The player sprite is implemented in the 8th sprite to enable hardware collision-detection with each of the other sprites in use. Again, a (different) sequence of sprites is used for animation.Program FlowThe main-line code does nothing but initialize the program data structures, draw the maze, and then loop endlessly polling the keyboard and inserting player movement codes into the player object data structure.The bulk of the work is done in the game ‘tick’ routine.This routine updates (moves) all the objects in the game and takes care of ‘eating’ objects (modifying the tile map), updating the score, playing sounds, and maintaining the state of the game.BOCANOIDBOCANOID showcases the tile maps, sprites and sound. Whilst the three (3) sprites are not animated, it incorporates a more active tile map and offers a more colorful and ‘busy’ display than BOCMAN. The game utilizes a number of short extracts from the sample sequences in ROM.Video Arcade Games ExampleBOCANOID is controlled via a mouse attached to the ‘MOUSE’ connector on the EvalBoard.BOCANOID also has more modest resource requirements (in all aspects) and hence was a candidate for accompanying BOCMAN in the double-MCU project.Note that due to time & resource constraints, the game never finishes. It is also possible to get to a state whereby one or a few bricks remains but cannot be destroyed as the very simplified physics of the ball movement do not allow the ball to ever hit the brick. Pressing the <ESC> key on the keyboard at any time will reset the game. It literally executes a jump to address 0000 on the processor.Game-Play and Implementation NotesBOCANOID comprises an array of ‘bricks’ which the player strives to eliminate by hitting with a ‘ball’. The ball is launched (via the left-hand mouse button) and there-after controlled via a ‘bat’ at the base of the playfield which may be moved left or right (with the mouse). The ball bounces off the bat, walls and any bricks it encounters. When the ball hits a brick, it will ricochet after destroying the brick. Gray (shaded) bricks require 2 hits of the ball to destroy.The walls and bricks are implemented via tiles.The bat and ball are implemented via sprites. The bat is itself is composed of 2 sprites displayed side-by-side, in effect creating a 32x16 pixel sprite.There is no collision-detection utilized in BOCANOID.Data StructuresThe only significant data structure is the ‘board’ which is an internal representation of the playfield. Because of the dynamic nature of the data, this structure is maintained in RAM.Objects and SpritesThe ball object has attributes including coordinates (in ‘board’ space) as well as X- and Y- increments (i.e. a velocity vector) and (pixel) offset within the tile map.The bat object simply requires coordinates.Program FlowThe main-line code does nothing but initialize the program data structures, draw the board, and then loop endlessly polling the mouse and inserting player movement codes into the global player inputs variable.The bulk of the work is done in the game ‘tick’ routine.。