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

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About this ebook

A console often summarised by its short lifespan and limited colour space. While technically correct, I believe these attributes tend to overlook other surprising properties.

In this article, I invite readers to learn more about its internal features, many of which became predominant in the market only after the Virtual Boy's discontinuation.

 

Architecture of Consoles: A Practical Analysis

 

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

 

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

 

About this edition

 

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

 

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

LanguageEnglish
Release dateFeb 12, 2021
ISBN9798201484781
Virtual Boy Architecture: Architecture of Consoles: A Practical Analysis, #17

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    Book preview

    Virtual Boy Architecture - Rodrigo Copetti

    1 About this edition

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

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

    As always, the original manuscript of the articles is available on Github to enable readers to report mistakes or propose changes. There’s also a supporting reading list available to help understand the series. The author also accepts donations to help improve the quality of current articles and upcoming ones.

    1.1 Open to feedback

    Last but not least, for any comments and/or issues regarding this edition of the article, please get in touch using the links provided on the About page.

    2 A quick introduction

    A console often summarised by its short lifespan and limited colour space. While technically correct, I believe these attributes tend to overlook other surprising properties.

    In this article, I invite readers to learn more about its internal features, many of which became predominant in the market only after the Virtual Boy’s discontinuation.

    3 Suporting Imagery

    3.1 Models

    Figure 3.1: The Virtual Boy. Released on 21/07/1995 in Japan and 14/08/1995 in America.

    Figure 3.1: The Virtual Boy. Released on 21/07/1995 in Japan and 14/08/1995 in America.

    Figure 3.2: Front view of the console. Users are meant to look through the eyepieces. [1]

    Figure 3.2: Front view of the console. Users are meant to look through the eyepieces. [1]

    3.2 Motherboard

    Figure 3.3: Motherboard. The mainboard. Not to be confused with the ‘Servo board’ which the mainboard connects to. Virtual Sound Unit IC, 128 KB of DRAM and 64 KB of PSRAM are fitted on the back. [1]

    Figure 3.3: Motherboard. The mainboard. Not to be confused with the ‘Servo board’ which the mainboard connects to. Virtual Sound Unit IC, 128 KB of DRAM and 64 KB of PSRAM are fitted on the back. [1]

    Figure 3.4: Motherboard with important parts labelled.

    Figure 3.4: Motherboard with important parts labelled.

    3.3 Diagram

    Figure 3.5: Main architecture diagram.

    Figure 3.5: Main architecture diagram.

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