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  2. Monitor mode - Wikipedia

    en.wikipedia.org/wiki/Monitor_mode

    Monitor mode, or RFMON (Radio Frequency MONitor) mode, allows a computer with a wireless network interface controller (WNIC) to monitor all traffic received on a wireless channel. Unlike promiscuous mode , which is also used for packet sniffing , monitor mode allows packets to be captured without having to associate with an access point or ad ...

  3. ZX Spectrum graphic modes - Wikipedia

    en.wikipedia.org/wiki/ZX_Spectrum_graphic_modes

    A variation on this method is to change the row of attributes over the course of two scanlines, resulting in 8 × 2 pixel attribute blocks over a wider region of the screen. This mode is known as Bicolour, and can be applied to the full width of the screen through the use of the Nirvana+ engine. [38] [39] Details: Pixels: 256 × 192 Attributes ...

  4. Promiscuous mode - Wikipedia

    en.wikipedia.org/wiki/Promiscuous_mode

    A non-routing node in promiscuous mode can generally only monitor traffic to and from other nodes within the same collision domain (for Ethernet and IEEE 802.11) or ring (for Token Ring). Computers attached to the same Ethernet hub satisfy this requirement, which is why network switches are used to combat malicious use of promiscuous mode. A ...

  5. CommView - Wikipedia

    en.wikipedia.org/wiki/CommView

    CommView for WiFi puts Wi-Fi adapters into monitor mode, providing the functionality and user experience similar to that of CommView, with the addition of WLAN-specific features, such as displaying and decoding of management and control frames, indication of signal and noise level, and per-node and per-channel statistics.

  6. List of 8-bit computer hardware graphics - Wikipedia

    en.wikipedia.org/wiki/List_of_8-bit_computer...

    Mode 5 is intended mainly for a monochrome composite video monitor, but because of a specific intentional feature of the CGA hardware, it also has a different palette for an RGBI color monitor. For mode 4, two palettes can be chosen: green/red/brown and cyan/magenta/white; the difference is the absence or presence of the blue signal in all ...

  7. Attribute clash - Wikipedia

    en.wikipedia.org/wiki/Attribute_clash

    Some Spectrum software, such as FTL's Light Force, used extremely careful graphics design to achieve full-colour moving graphics, essentially by limiting both the design of the onscreen elements and their paths of motion to 8×8 colour resolution boundaries. The moving elements were thus relatively large and rather blocky or squarish, and their ...

  8. SAM Coupé - Wikipedia

    en.wikipedia.org/wiki/SAM_Coupé

    A Mode 3 or Mode 4 screen uses four times as much RAM as a ZX Spectrum Mode 1 display, so four times the work had to be done in the same time when updating it. A small compensation was the straightforward arrangement of colour pixels in this memory, instead of the ZX Spectrum's more limited display and attributes memory.

  9. Isometric video game graphics - Wikipedia

    en.wikipedia.org/wiki/Isometric_video_game_graphics

    The ZX Spectrum magazine, Crash, consequently awarded it 100% in the graphics category for this new technique, known as "Soft Solid 3-D". [16] A year later, the ZX Spectrum game Knight Lore was released. It was generally regarded as a revolutionary title [17] that defined the subsequent genre of isometric adventure games. [18]