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The GCW Zero is a Linux -based open-source handheld video game console created by a start up, Game Consoles Worldwide. The GCW Zero was funded by a successful crowdfunding campaign on kickstarter.com on 29 January 2013 with US$ 238,499 collected, originally aiming for $ 130,000. The project was created by Justin Barwick. The device was eventually released that year.

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72-537: The GCW Zero is designed to play games by homebrew / indie game developers, as well as run emulators for classic gaming systems. The software infrastructure is open-source and available on GitHub . Supported systems include game consoles such as the Neo Geo , Mega Drive , Master System , Game Gear , Nintendo Entertainment System , Super Nintendo Entertainment System , Game Boy , Game Boy Color , Game Boy Advance , PlayStation , MSX , as well as arcade machines via

144-490: A Berzerk clone, on pressed CD-ROMs, quelling the notion of unpressable CDs. Aetherbyte later went on to prototype and produce a new HuCard design called " AbCARD ", which was fully compatible with the console. Aetherbyte celebrated the 30th Anniversary of the PC Engine since its release in 1987. There is one C compiler for the console known as HuC, however it has not been officially updated since 2005. The MagicKit assembler

216-543: A 16K (2K word × 8) bit Intel 2816 chip with a thin silicon dioxide layer, which was less than 200 Å . In 1980, this structure was publicly introduced as FLOTOX ; floating gate tunnel oxide . The FLOTOX structure improved reliability of erase/write cycles per byte up to 10,000 times. But this device required additional 20–22V V PP bias voltage supply for byte erase, except for 5V read operations. In 1981, Perlegos and 2 other members left Intel to form Seeq Technology , which used on-device charge pumps to supply

288-463: A BJL modified Jaguar, or the official Alpine Development Kit. The commercial game BattleSphere Gold , also contains the JUGS (Jaguar Unmodified Game Server) aid to development. Games are released in either cartridge , CD –or both–formats. Most developers have published their works either online on forums or in cartridge via independent publishers. Since both systems do not have regional locking , all of

360-473: A cartridge for the system were to occur, it would involve replacing the old ROM chips with one's newly programmed ones as the cartridges are in a sense, Arcade boards. NGDevTeam who have released Fast Striker and Gunlord found a workaround with this. What they did was print out their own board, and soldered their own ROM chips into them; this, however, can cause the Universe Bios logo to look corrupted if

432-623: A custom bios were to be programmed. Programming for the Neo-Geo CD, however is easier than programming for cartridges. The CDs themselves can actually contain both sound and video respectively. Depending on the Megabit count for a game program, load times will vary. A CD game with low Megabit counts will load only one time; whereas a CD game with higher megabit counts could load in between scenes, or rounds. There are now some full games scheduled for release in physical form, such as Neo Xyx . Programmer of

504-566: A flaw in the Dreamcast’s BIOS , which was intended for use with MIL-CD 's, the console can run software from a CD-R without the use of a modchip. Sega responded to this by removing MIL-CD support from the BIOS on all Dreamcast consoles manufactured from November 2000 onwards. The console is especially notable for its commercial homebrew scene. One notable project was the Bleemcast! emulator, which

576-460: A limited life for erasing and reprogramming, reaching a million operations in modern EEPROMs. In an EEPROM that is frequently reprogrammed, the life of the EEPROM is an important design consideration. Flash memory is a type of EEPROM designed for high speed and high density, at the expense of large erase blocks (typically 512 bytes or larger) and limited number of write cycles (often 10,000). There

648-672: A minor change to the hardware. The redesigned NES (also known as the New-Style NES or the New Famicom) lacks the 10NES chip. The Sega Genesis has no physical lockout mechanism (instead relying on software encoding), making it easier to release software for the system. Pier Solar and the Great Architects , Paprium , and a port of Teenage Queen are examples of games that were released as physical cartridges. Other games include Sacred Line Genesis , Coffee Crisis , and Frog Feast for

720-516: A sticking directional pad in the down direction. Common fixes for this issue include the application of a small amount of dielectric grease in the affected friction area or official 3D printed replacement buttons from the GCW Zero store on Shapeways. Reviews have generally been positive, and focused on the emulation capabilities of the device. Steve Tilley, writing at the Toronto Sun , is troubled by

792-455: A version of Tetris called JSTetris . It was written using a Jaguar with a custom BIOS and a homebrew development kit named BJL running on Atari ST. After purchasing all the intellectual property assets of Atari Corporation from JTS in 1998, Hasbro Interactive , on May 14, 1999, announced that they have released all rights to the Jaguar, declaring the console an open platform . Following

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864-456: Is a brand-new homebrew game for the SNES that is currently in development. Dottie Dreads Nought development for the 2021 SNESdev Game Jam, which released full playable version, among Supercooked later. The Neo-Geo Home Cart and Arcade Systems can be tough candidates for homebrew development. Neo-Geo AES and MVS cartridges have two separate boards: one for video, and one for sound. If programming

936-657: Is also now a new engine for development called the Jo-Engine created by Johannes Fetz to allow easy development of 2D games. This engine is currently able to compile 2D games without the Sega Graphic Libraries (SGL). Another engine by XL2, called the Z-Treme engine, led to the creation of a fully 3D Sonic The Hedgehog game called Sonic Z-Treme. Z-Treme uses Sega Basic Libraries (SBL) and Sega Graphic Libraries (SGL). Nintendo's Virtual Boy has no region lock, but it wasn't until

1008-463: Is available. Today, an academic explanation of the FLOTOX device structure can be found in several sources. Nowadays, EEPROM is used for embedded microcontrollers as well as standard EEPROM products. EEPROM still requires a 2-transistor structure per bit to erase a dedicated byte in the memory, while flash memory has 1 transistor per bit to erase a region of the memory. Because EEPROM technology

1080-415: Is described in former section, old EEPROMs are based on avalanche breakdown -based hot-carrier injection with high reverse breakdown voltage . But FLOTOX theoretical basis is Fowler–Nordheim tunneling hot-carrier injection through a thin silicon dioxide layer between the floating gate and the wafer. In other words, it uses a tunnel junction . Theoretical basis of the physical phenomenon itself

1152-574: Is generally considered the de facto assembler for the console, and comes included with HuC. Additional libraries for HuC/MagicKit include Squirrel, a sound engine developed by Aetherbyte Studios, and the SGX/ACD library, developed by Tomatheous, that gives the developer easy access to the SuperGrafx video hardware as well as the Arcade Card. The cc65 C compiler is compatible with the console, although there

1224-478: Is no clear boundary dividing the two, but the term "EEPROM" is generally used to describe non-volatile memory with small erase blocks (as small as one byte) and a long lifetime (typically 1,000,000 cycles). Many past microcontrollers included both (flash memory for the firmware and a small EEPROM for parameters), though the trend with modern microcontrollers is to emulate EEPROM using flash. As of 2020, flash memory costs much less than byte-programmable EEPROM and

1296-621: Is no development library supported for it. There are a few original TurboGrafx CD games being made such as FX Unit Yuki: The Henshin Engine and a port of Mysterious Song in 2012. Bung Enterprises released the Game Doctor SF hardware series. It allows users to copy games and run new games on SNES hardware. ROMs can be converted into the Game Doctor SF format and put onto a 3 1/2" floppy . Games as large as twelve megabits can be put on floppy disks formatted to 1.6 megabytes. An alternative device

1368-581: Is often only available to licensed developers, and these systems may use storage formats that make distribution difficult, such as ROM cartridges or encrypted CD-ROMs. Many consoles have hardware restrictions to prevent unauthorized development. Development can use unofficial, community maintained toolchains or official development kits such as Net Yaroze , Linux for PlayStation 2 , or Microsoft XNA . Targets for homebrew games are typically those which are no longer commercially relevant or produced, and with simpler graphics and/or computational abilities, such as

1440-562: Is only one Homebrew development kit known for the PC-FX , which is based on the GNU Compiler Collection version 2.95.1. The Mednafen author began work on a library for the compiler called pcfxlib but it was discontinued due to lack of interest until trap15 started development of a new library called liberis . The toolchain is designed for a Linux environment, although it can also be used with cygwin . To date, no Homebrew titles for

1512-527: Is the Super Flash, by Tototek, which allows multiple games to be burned onto a flash memory chip in a cartridge. This allows games as large as 48 megabits. The system can also program compatibility with a C compiler. The language program interest growth from French fans, porting Konami’s Asterix beat ‘em up. The run and gun game, Alisha's Adventure , used original Super Famicom development hardware. WaterMelon's action role-playing game codenamed ProjectN ,

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1584-447: Is the dominant memory type wherever a system requires a significant amount of non-volatile solid-state storage . EEPROMs, however, are still used on applications that only require small amounts of storage, like in serial presence detect . In the early 1970s, some studies, inventions , and development for electrically re-programmable non-volatile memories were performed by various companies and organizations. In 1971, early research

1656-413: Is the same as today's flash memory . But each FLOTOX structure is in conjunction with another read-control transistor because the floating gate itself is just programming and erasing one data bit. Intel's FLOTOX device structure improved EEPROM reliability, in other words, the endurance of the write and erase cycles, and the data retention period. A material of study for single-event effect about FLOTOX

1728-535: Is used for some security gadgets, such as credit cards, SIM cards, key-less entry, etc., some devices have security protection mechanisms, such as copy-protection. EEPROM devices use a serial or parallel interface for data input/output. The common serial interfaces are SPI , I²C , Microwire , UNI/O , and 1-Wire . These use from 1 to 4 device pins and allow devices to use packages with 8 pins or less. A typical EEPROM serial protocol consists of three phases: OP-code phase , address phase and data phase. The OP-code

1800-531: Is usually the first 8 bits input to the serial input pin of the EEPROM device (or with most I²C devices, is implicit); followed by 8 to 24 bits of addressing, depending on the depth of the device, then the read or write data. Each EEPROM device typically has its own set of OP-code instructions mapped to different functions. Common operations on SPI EEPROM devices are: Other operations supported by some EEPROM devices are: Parallel EEPROM devices typically have an 8-bit data bus and an address bus wide enough to cover

1872-578: The Atari 2600 , Nintendo Entertainment System , Wii , Nintendo 3DS , Wii U , Genesis , Dreamcast , Game Boy Advance , PlayStation , and PlayStation 2 . Alongside making unofficial games and homebrew for consoles, there are several groups in the homebrew community that involved homebrew as well as circumventing the hardware and software restrictions imposed on the consoles. New games for older systems are typically developed using emulators . Development for newer systems usually involves actual hardware, given

1944-525: The Magnavox Odyssey since 1973. It was produced by Robert Vinciguerra who has since written several other Odyssey games. On July 11, 2011, Dodgeball was published by Chris Read. A handful of games have been programmed for the Fairchild Channel F , the first console to use ROM cartridges. The first known release is Sean Riddle's clone of Lights Out which included instructions on how to modify

2016-513: The flash carts FlashBoy and FlashBoy+ were released that the homebrew scene began to grow. Two previously unreleased games, Bound High! and Niko-Chan Battle (the Japanese version of Faceball ) have been released. In 2015, A dedicated fan ported Konami’s cyberpunk click and point Snatcher over the Virtual Boy platform. Red Square , an Yume Nikki fan game was created in six weeks for

2088-496: The "PseudoSaturn" unlocking method. It is a program created by CyberWarrior2000 that abuses the "Pro Action Replay" cartridge's firmware. It unlocks region, frequency, and CD protection of most Saturn models. Either a modded Saturn or a swap trick is required to run the installer, which loads the code in the FlashROM of the cartridge. Afterwards, the cartridge unlocks everything and most software can be run, from backups to homebrews. There

2160-613: The 2019 Dream Diary Jam. The Nintendo 64 Homebrew scene began, and started off small, in January 1997, after the release of the DoctorV64 , by Bung, during which many hobbyist developers utilized the use of a DoctorV64 for playback of their game or demo code, while also programming and utilizing their own written tools and programs for development, usually for Windows 95, or Linux. Nintendo 64 homebrew demo scene competitions, known as " Presence Of Mind " were held, in which entrants utilized

2232-505: The DoctorV64, were hosted by the now-defunct N64 Homebrew Development website, Dextrose.com, in December 1997, leading into 1998, and 1999. A Presence Of Mind competition was due to happen in 2000, but with the waning popularity of the console by this time, did not occur. Between the years 2001 and 2005, homebrew development for the console stalled. A new flashcart for the system, titled

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2304-549: The Genesis and Mighty Mighty Missile for the Sega CD . The 2018 game Tanglewood was notable in that it was developed using original Sega Genesis development hardware. The TurboGrafx-16 / PC Engine has a comparatively small homebrew scene. The first homebrew title was MindRec's Implode in 2002, a few years after the system's last official release ( Dead of the Brain I & II for

2376-484: The Jaguar D can be soldered inside the system. There are also ST -to-Jaguar conversions, which involves porting titles from the Atari ST to the Jaguar, which may include some enhancements. While they can be downloaded for free, select titles were sold on August 3, 2016 and others, as of date, are being licensed and sold in festivals dedicated to the system such as E-JagFest, JagFest, or online via AtariAge . There

2448-609: The Neo-Geo Universe Bios, Razoola is currently working on a "Skeleton Game Driver" that supports two players. This ROM is meant to remedy the corrupted Universe Bios Screens, as well as work with an unmodified/stock Neo-Geo Multi-Video System (MVS), or Advanced Entertainment System (AES). Razion is an example of an original Neo Geo game ported over to modern consoles, in this case the Nintendo Switch. There are many toolkits and utilities available to program homebrew on

2520-644: The NeoMyth Flashcart, was announced in May 2006. Jennifer Taylor started work on the opensource SDK known as LibDragon in May 2009, for developers to utilize a non-proprietary SDK for homebrew game and program development on the Nintendo 64. In April 2010, another new developer-friendly device for running custom programs and code, known as the 64Drive, would begin to be developed by Marshall H. In 2012, Ukrainian developer KRIKzz would develop their own device for

2592-399: The Nintendo 64, its peripherals, and related software was created by the Nintendo 64 homebrew community. There have also been a number of other game emulators developed for the Nintendo 64, notably a Nintendo Entertainment System, Super Nintendo, Neo Geo, Game Boy and Game Boy Color and a ScummVM emulator, among others. In 2022, active development for the console and programs for

2664-527: The Nintendo 64, which is also utilized for homebrew development. During this time, the Nintendo 64 homebrew scene picked up again, and in 2016 a subreddit , as well as a Discord Server (N64Brew), were created to further bring Nintendo 64 Homebrew developers together, and to the forefront. Communication between developers still happens on IRC , under the channel #n64dev. The N64Brew community has hosted game jam development competitions in 2020, 2021, and 2022. These competitions focused on creating games for

2736-406: The PC Engine in 1999). The title was released on CD-ROM. Two years later, MindRec released Meteor Blaster DX on CD-R. Their official word on the change of CD format was that they were unable to be pressed to CD-ROM proper due to the glass mastering software suddenly unable to handle the unorthodox style of CD structure that the system expects. Five years later, Aetherbyte Studios released Insanity ,

2808-546: The PC-FX have been released, although Aetherbyte Studios and Eponasoft have both expressed interest in developing new software for the console. Making games on the PlayStation is possible with any model of the system through the use of a modchip or the double 'Swap Trick'. There is also a softmod/save game exploit called "tonyhax" Requirements consist of a PC , SDK , and a 'Comms Link' device to upload and download files to and from

2880-513: The PS2 came with a free Yabasic interpreter on the bundled demo disc for some time. This allows simple programs to be created for the PS2 by the end-user. This was included in a failed attempt to circumvent a UK tax by defining the console as a "computer" if it contained certain software. A port of the NetBSD project and BlackRhino GNU/Linux , an alternative Debian -based distribution, are also available for

2952-696: The PS2. EEPROM EEPROM or E PROM ( electrically erasable programmable read-only memory ) is a type of non-volatile memory . It is used in computers, usually integrated in microcontrollers such as smart cards and remote keyless systems , or as a separate chip device, to store relatively small amounts of data by allowing individual bytes to be erased and reprogrammed. EEPROMs are organized as arrays of floating-gate transistors . EEPROMs can be programmed and erased in-circuit, by applying special programming signals. Originally, EEPROMs were limited to single-byte operations, which made them slower, but modern EEPROMs allow multi-byte page operations. An EEPROM has

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3024-574: The SABA#20 Chess game into a Multi-Cartridge. There is also a version of Tetris and in 2008 "Videocart 27: Pac-Man " became the first full production game for the system since it was discontinued. Several compilers are available for the Nintendo Entertainment System , but like the Atari 2600, most development is done in 6502 assembly language. One impediment to NES homebrew development is

3096-460: The announcement, a few developers and publishers, such as AtariAge , B&C Computervisions, Piko Interactive , Songbird Productions, Telegames , and Video61, have released both previously unfinished games from the Jaguar's past as well as several brand new games. Since emulation of the console is still limited, coding uses a real console through either the Skunkboard development cartridge, using

3168-697: The complete memory. Most devices have chip select and write protect pins. Some microcontrollers also have integrated parallel EEPROM. Operation of a parallel EEPROM is simple and fast when compared to serial EEPROM, but these devices are larger due to the higher pin count (28 pins or more) and have been decreasing in popularity in favor of serial EEPROM or flash. EEPROM memory is used to enable features in other types of products that are not strictly memory products. Products such as real-time clocks , digital potentiometers , digital temperature sensors , among others, may have small amounts of EEPROM to store calibration information or other data that needs to be available in

3240-585: The console is back in swing. There are roughly 2,000 active members within the Nintendo 64 Homebrew community. The 16-bit top-down shooter Xeno Crisis has received a version for the Nintendo 64, released on physical cartridge in April 2023. Despite its short commercial lifespan of less than two years in North America, the Dreamcast benefits from an active homebrew scene even ten years after its discontinuation. Due to

3312-453: The console. Another way of starting homebrew on the PlayStation is 'UniROM', which is a Softmod. UniROM works by being installed onto a cheat-device, which is connected via the parallel-port (on old consoles) and allows loading of custom code via burned CDs and the serial port. Homebrew was originally promoted by Sony with the Net Yaroze , which had a large scene for quite some time. However,

3384-545: The data retention periods and the number of erase/write cycles. Most of the major semiconductor manufactures, such as Toshiba , Sanyo (later, ON Semiconductor ), IBM , Intel , NEC (later, Renesas Electronics ), Philips (later, NXP Semiconductors ), Siemens (later, Infineon Technologies ), Honeywell (later, Atmel ), Texas Instruments , studied, invented, and manufactured some electrically re-programmable non-volatile devices until 1977. The first EEPROM that used Fowler-Nordheim tunnelling to erase data

3456-453: The device's excellent build quality, and its use of an operating system which was already well established for handheld consoles. The GCW was noted for the limited availability of game titles since the release. XGP Homebrew (video games) Homebrew , when applied to video games , refers to software produced by hobbyists for proprietary video game consoles which are not intended to be user-programmable. The official documentation

3528-403: The electrons in the floating gate, lowering the window between threshold voltages for zeros vs ones. After sufficient number of rewrite cycles, the difference becomes too small to be recognizable, the cell is stuck in programmed state, and endurance failure occurs. The manufacturers usually specify the maximum number of rewrites being 1 million or more. During storage, the electrons injected into

3600-454: The emulator Final Burn Alpha. Version 1.8 of ScummVM added GCW Zero support. Prior to the Kickstarter campaign there was a limited run of 150 Special Edition units. There are two notable differences: Special Edition text under the GCW Zero screen logo and a 32 GB internal microSD card versus the 16 GB of later production units. A common problem with these Special Edition units is

3672-411: The event of power loss. It was also used on video game cartridges to save game progress and configurations, before the usage of external and internal flash memories. There are two limitations of stored information: endurance and data retention. During rewrites, the gate oxide in the floating-gate transistors gradually accumulates trapped electrons. The electric field of the trapped electrons adds to

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3744-462: The floating gate may drift through the insulator, especially at increased temperature, and cause charge loss, reverting the cell into erased state. The manufacturers usually guarantee data retention of 10 years or more. Flash memory is a later form of EEPROM. In the industry, there is a convention to reserve the term EEPROM to byte-wise erasable memories compared to block-wise erasable flash memories. EEPROM occupies more die area than flash memory for

3816-530: The handheld. ROM hacks of popular games on the handheld are available for the system. There are also unofficial ports and demakes of games from other home consoles and handhelds made for the Game Boy, some examples are a demake of the PlayStation game Castlevania: Symphony of the Night , a port of the infamous Philips CD-i game Zelda’s Adventure , and a port of Stunt Race FX for the Game Boy. Very soon after

3888-488: The high voltages necessary for programming E PROMs. In 1984, Perlogos left Seeq Technology to found Atmel , then Seeq Technology was acquired by Atmel. Electrically alterable read-only memory (EAROM) is a type of EEPROM that can be modified one or a few bits at a time. Writing is a very slow process and again needs higher voltage (usually around 12 V ) than is used for read access. EAROMs are intended for applications that require infrequent and only partial rewriting. As

3960-534: The increment of homebrew games for the NES, amongst them being Mosh-Lift by Morphcat Games and Ballooney by Nikusoft. Several varieties of custom processors are used within NES cartridges to expand system capabilities; most are difficult to replicate except by scavenging old cartridges unless the mapper in question was commonly used and thus cloned a lot, as is the case with the MMC3, or is simply consisted of discrete logic. One of

4032-464: The lack of accurate emulators . However, efforts have been made to use actual console hardware for many older systems. Atari 2600 programmers may burn an EEPROM to plug into a custom cartridge board or use audio transfer via the Starpath Supercharger . Game Boy Advance developers have several ways to use GBA flash cartridges in this regard. In 2009, Odball became the first game for

4104-459: The need for copyright-infringing ROMs , but thought highly of the device, describing it as like "holding a chunk of my childhood in the palm of my hand". He also describes the device as unintuitive to use. Tilley repeated these thoughts while presenting a segment for Reviews on the Run where he scored the device 7.5/10; his co-host, Raju Mudhar agreed. David Heywood, writing at Micro Mart , praised

4176-511: The official Net Yaroze site was shut down in mid-2009, and Sony stopped supporting the system as well as the users who still owned the console. All models of the Sega Saturn can be used for hobbyist development. Modchips for the Saturn Model 1 have been scarce for some time, as it seems that no one has produced any new modchips in years. As such, the only two options left are to either perform

4248-416: The relative difficulty involved with producing physical cartridges, although third-party flash carts do exist, making homebrew possible on original NES hardware. In April of 2023 NESFab, a new programming language for the NES, was released. The programming language is based upon C# and C++ making the development of software for the system relatively fast and efficient. Its release consequently witnessed

4320-611: The release of the Lynx was the first homebrew dev.kit release which was later named BLL (as it was done by the same guys as the BJL for the Atari Jaguar). At the beginning the development was based on the Atari ST and 65C02 assembly. But soon cc65 support was added. In the recent years the homebrew scene developed a number of new games. The first hobbyist-developed Atari Jaguar game was released in 1995:

4392-444: The same capacity, because each cell usually needs a read, a write, and an erase transistor , while flash memory erase circuits are shared by large blocks of cells (often 512×8). Newer non-volatile memory technologies such as FeRAM and MRAM are slowly replacing EEPROMs in some applications, but are expected to remain a small fraction of the EEPROM market for the foreseeable future. The difference between EPROM and EEPROM lies in

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4464-551: The swap trick or extensively modify a Saturn Model 2 modchip. Running homebrew on the Model 2 can be accomplished by bridging two points on the modchip, soldering a wire from the modchip to the Saturn power supply, and inserting it where the CD-ROM ribbon cable inserts. The swap trick is more difficult to pull off on this Model due to the lack of an access light. Another method is what is known as

4536-399: The system (rather than demos, compared to the '98 and '99 competitions). These competitions also held interviews with the judges and developers behind the games they worked on. Notable judges for the competitions were former Nintendo 64 developers, such as Allan Findlay, David Doak , Neil Voss , and Giles Goddard . In August 2020, a wiki dedicated to providing accurate documentation of

4608-618: The system. Early versions of the PlayStation 2 have a buffer overflow bug in the part of the BIOS that handles PS1 game compatibility; hackers found a way to turn this into a loophole called the PS2 Independence Exploit (released in August 2003), allowing the use of homebrew software. Other options for homebrew development would be the use of a modchip or the utilization of a PS2 hard drive and an HD Loader . In Europe and Australia,

4680-442: The titles are region free . Some of the earliest CD releases were not encrypted , requiring either B&C's Jaguar CD Bypass Cartridge or Reboot's Jagtopia (Freeboot) program burned into a CD in order to run unencrypted CD games, but Curt Vendel of Atari Museum released the binaries and encryption keys for both the cartridge and CD format, making it possible to run games without the need of development hardware. A cracked BIOS of

4752-493: The unofficial games that supports parallax scrolling and the MMC5 chip is Street Fighter II: Nostalgic Edition , which is a port of Street Fighter II: The World Warrior developed by Parisoft. While the original Famicom and its clones can play unlicensed games, the 10NES hardware lock-out mechanism of the original model NES complicates the production of physical cartridges. The 10NES chip can be permanently disabled by performing

4824-412: The way that the memory programs and erases. EEPROM can be programmed and erased electrically using field electron emission (more commonly known in the industry as "Fowler–Nordheim tunneling"). EPROMs can't be erased electrically and are programmed by hot-carrier injection onto the floating gate. Erase is by an ultraviolet light source, although in practice many EPROMs are encapsulated in plastic that

4896-576: Was a series of bootdisks made to play PlayStation games on the system, featuring visual enhancements over the original console. Newer independent releases include Last Hope , released by RedSpotGames, and DUX , both Shoot 'em up style games. These releases were written using the KallistiOS development system. A port of the freeware high-level development language Fenix and BennuGD is available for use in game development; many DIV Games Studio games have been ported and others were originally written for

4968-476: Was disclosed by Fairchild and Siemens . They used SONOS ( polysilicon - oxynitride - nitride - oxide - silicon ) structure with thickness of silicon dioxide less than 30 Å , and SIMOS (stacked-gate injection MOS ) structure, respectively, for using Fowler-Nordheim tunnelling hot-carrier injection . Around 1976 to 1978, Intel's team, including George Perlegos , made some inventions to improve this tunneling E PROM technology. In 1978, they developed

5040-452: Was invented by Bernward and patented by Siemens in 1974. In February 1977, Israeli-American Eliyahou Harari at Hughes Aircraft Company patented in the US a modern EEPROM technology, based on Fowler-Nordheim tunnelling through a thin silicon dioxide layer between the floating-gate and the wafer . Hughes went on to produce this new EEPROM devices. In May 1977, some important research result

5112-575: Was patented by Fujio Masuoka , the inventor of flash memory , at Toshiba and IBM patented another later that year. In 1974, NEC patented a electrically erasable carrier injection device. The next year, NEC applied for the trademark "EEPROM®" with the Japan Patent Office. The trademark was granted in 1978. The theoretical basis of these devices is avalanche hot-carrier injection . In general, programmable memories, including EPROM, of early 1970s had reliability and endurance problems such as

5184-608: Was presented at the 3rd Conference on Solid State Devices , Tokyo in Japan by Yasuo Tarui, Yutaka Hayashi, and Kiyoko Nagai at Electrotechnical Laboratory ; a Japanese national research institute. They fabricated an electrically re-programmable non-volatile memory in 1972, and continued this study for more than 10 years. However this early memory depended on capacitors to work, which modern EEPROM lacks. In 1972 IBM patented an electrically re-programmable non-volatile memory invention. Later that year, an avalanche injection type MOS

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