++ ATOT official NEF thread part IV ++

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bigboxes

Lifer
Apr 6, 2002
42,299
12,420
146
Just ordered new phones last night. I refuse to go back under contract. Pay for the unlocked device up front and then pick a non-contract plan. Don't like it? Then, try another. I've done the same with my TV provider. I own the device and choose the service based on price/service.

The wife's phone is in really bad shape. Called up customer service to get her device replaced. Turns out that we had (accidentally) not signed up with the insurance for her device. I ended that convo very quickly. I want my phone to be totally unlocked and unencumbered.
 
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sdifox

No Lifer
Sep 30, 2005
100,407
17,938
126
Just ordered new phones last night. I refuse to go back under contract. Pay for the unlocked device up front and then pick a non-contract plan. Don't like it? Then, try another. I've done the same with my TV provider. I own the device and choose the service based on price/service.

The wife's phone is in really bad shape. Called up customer service to get her device replaced. Turns out that we had (accidentally) not signed up with the insurance for her device. I ended that convo very quickly. I want my phone to be totally unlocked and unencumbered.


I have a pretty glass on both side Honor 8. I keep it in a case :awe:
 
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sdifox

No Lifer
Sep 30, 2005
100,407
17,938
126
Huawei-Honor-8-5-camera-630x420.jpg
 

shortylickens

No Lifer
Jul 15, 2003
80,287
17,081
136
- GAMEBOY -

CPU: 8-bit Z80 work-alike 4.19 Mhz
RAM: 8kb
VRAM: 8kb
ROM's: 32kb to 512kb
Sound: 4 channel, mapped to either left, right, or both
Display: 160x144x2bit


- GAMEBOY COLOR -

CPU: 4/8bit Sharp Z80 work-alike at either 4 or 8 Mhz
RAM: 32kb
VRAM: 16kb
ROM's: 128kb
Sound: 4 channel, stereo or mono
Display: 160x144x15bit, max 56 colors on-screen
 
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Playstation 1 Specs

  • CPU: 32-bit RISC (33.9MHz)
  • RAM: 2MB, 1MB Video RAM.
  • Graphics: 3D Geometry Engine, with 2D rotation, scaling, transparency and fading and 3D texture mapping and shading.
  • Colors: 16.7 million.
  • Sprites: 4,000.
  • Polygons: 360,000 per second.
  • Resolution: 640x480.
  • Sound: 16-bit 24 channel PCM.
 
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Playstation 2 specs

  • Processor clock speed: 300 MHz
  • Floating point unit (FPU) co-processor operating at 6.2 gigaflops
  • Bus speed: 3.2 GB per second
  • Original Play Station CPU core as I/O processor
Graphics: "Graphics Synthesizer"

  • 150 MHz
  • Embedded cache
  • 4 MB VRAM
  • Resolution: 640x480 or 320x240 interlaced
  • Colors: 24-bit (16,777,216) maximum, as well as 16-bit (65,536) mode
  • Geometry engine:alpha channel, anti-aliasing, Bezier surfacing, Gouraud shading, Mip mapping, perspective correction, Z-buffer
  • Polygon rendering: 75 million polygons per second
Audio: SPU2 (+CPU)

  • Channels: 48
  • Sample rate: 44.1 KHz or 48 KHz
  • Memory: 2 MB RAM
  • Optical digital output
Memory: 32 MB RDRAM Operating system: Proprietary Sony Game medium: Proprietary 4.7-GB DVD

  • Supports original PlayStation CDs
  • Video DVD support
  • Audio CD support
Drive bay (for hard disk or network interface) Other features:

 
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N64 specs

Specifications


From Wikipedia, the free encyclopedia


  • Processor: 93.75 MHz NEC VR4300, based on MIPS R4300i-series 64-bit RISC CPU
    • L1 cache: 24 KiB (split: 16 KiB instruction, 8 KiB data). No L2 cache.
    • Busses: 32-bit address and data.
    • CPU to RCP Bandwidth: 250 MiB/s (non-DMA). CPU can not directly access RAM.
    • Instruction Set: MIPS R4000 64-bit. Addressable Memory Space: 4 GiB (Virtual 1 TiB).
    • 5-stage scalar pipeline. Integrated FPU. 93 million operations per second.
    • 4.6 million transistors
    • Manufactured by NEC using 0.35 µm process.
  • RAM: 4 MiB RDRAM (upgradeable to 8 MiB with 4 MiB Expansion Pak)
    • Data path: 9-bit width at 500 MHz
    • Potential Memory Bandwidth: 562.5 MiB/s
    • ~640 ns RAM latency
  • Graphics: SGI 62.5 MHz 64-bit RCP (Reality Coprocessor) contains two sub-processors:
    • RSP (Reality Signal Processor) controls 3D graphics and sound functions
      • MIPS R4000-based 8-bit integer vector processor
      • Programmable through microcode (µcode). Allows functions to be modified or added.
      • Transformation, clipping, lighting, triangle setup, and audio decoding (audio could be done on main CPU as well)
      • Geometry throughput: initially ~100,000 polygons per second with full quality. Some later games go higher with highly optimized microcode.
    • RDP (Reality Drawing Processor) rasterizer handles all pixel drawing operations in hardware, such as:
      • Z-buffering (maintains 3D spatial relationships, is Mario in front of the tree or vice-versa?)
      • Anti-aliasing (smoothes jagged lines and edges)
      • Texture mapping (placing images over shapes, for example mapping a face image to a sphere creates head)
        • Bilinear filtering (prevents texture blockiness by blurring when resizing)
        • Mip-mapping (creates distance textures of varying degress of fidelity)
        • Trilinear mip-map interpolation (filters mip-maps and textures smoothly without blockiness). Nintendo 64's filtering is not entirely accurate. Precision was reduced to lower mathematical demands
        • Perspective-correct texture mapping (keeps textures from "warping" when viewed at different angles)
        • Environment mapping (best seen with metal Mario in Super Mario 64)
        • Gouraud shading, Level of Detail (LOD)
      • Fillrate: ~30 megapixels/sec with Z-buffering enabled
    • 128-bit internal data bus between RSP and RDP. ~1.0 GiB/s bandwidth.
    • Resolution: 256 × 224 to 640 × 480 pixels flicker-free, interlaced
    • Color depth: 16.7 million colors (32,768 on-screen)
  • Sound: 16-bit Stereo. ADPCM-support. Some games used MP3 audio (software-driven).
    • Channels: 100 PCM (max, 16-24 avg.). Each channel consumes about 1% CPU time.
    • Sampling: 48.0 kHz (max, 44.1 kHz is CD quality)
  • Media: 32 to 512-MBit (4 to 64 MiB) cartridges
  • Dimensions: 10.23 × 7.48 × 2.87 inches (260 × 190 × 73 mm) W×D×H
    • Weight: 2.4 lbs (1.1 kg)
  • Controller: 1 analog stick; 2 shoulder buttons; one digital cross pad; six face buttons, 'start' button, and one digital trigger.
 
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SNES Specs

Specification
CPU 65816 16-bit (2.68 / 3.58 Mhz) Picture Processing Unit
System RAM 1Mb
Video RAM 0.5Mb
Cart Size 2Mb - 48Mb
Max Resolution 512 x 448
Colours 32,768 colours, 256 at once
Sprites 128 max sprites at once, 64 x 64 max sprite size
Video Output PAL version outputs RF, RGB and S-Video.
Sound 8-bit Sony SPC700, 8 channels
Features 2 controller ports, Ext. port, Mode 7, DSP chips on certain carts
 

Red Squirrel

No Lifer
May 24, 2003
70,619
13,818
126
www.anyf.ca
Woah I forgot about Angelfire. There was Tripod too (I think they may even be part of same company)

I remember ads being ridiculous on free hosting because it would just inject into your code and sometimes mess up your web page. I can just imagine how horrible it must be now days lol. Though with everyone using ad blockers now days I don't know how these hosts even make money.
 
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Apr 20, 2008
10,067
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126
Woah I forgot about Angelfire. There was Tripod too (I think they may even be part of same company)

I remember ads being ridiculous on free hosting because it would just inject into your code and sometimes mess up your web page. I can just imagine how horrible it must be now days lol. Though with everyone using ad blockers now days I don't know how these hosts even make money.
You'd be surprised at how few users actually have an ad blocker.
 
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