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A bottom-up comparison of the SCPH-1000, SCPH-3000, SCPH-5501, and SCPH-9001. The SCPH-900x revision saw the removal of the parallel I/O port while the RCA connectors were removed in the SCPH-550x revision and the S-Video port was removed in the SCPH-1001 revision.
SCPH-37000 and SCPH-3900x included only minor revisions to the 2001–2002 SCPH-3000x(R) models. Beginning with the SCPH-500xx models, the i.LINK port was removed. An infrared receiver was also added in the SCPH-500xx models for use with a remote to control DVD playback, leaving both controller ports free from the external receiver.
RCA Composite video and Stereo out (SCPH-100x to 5000 only) RFU (SCPH-112X) DC out (SCPH-100x to 5000 only) S-Video out (SCPH-1000 only) Serial and parallel ports. Serial I/O (used for PlayStation Link Cable SCPH-100x to 900x only) Parallel I/O (N/A) SCPH-100x to 750x only) Power input. 100 V AC (NTSC-J); 120 V AC (NTSC-U/C); or 220–240 V AC ...
I/O processor interconnection: remote procedure call over a serial link, DMA controller for bulk transfer Main RDRAM memory bus. Bandwidth: 3.2 GB/s; Graphics interface (GIF), DMA channel that connects the EE CPU to the GS ("Graphics Synthesizer") co-processor.
In 2000, the PS one (a redesigned version of the original PlayStation) was released with a slightly redesigned DualShock Controller (SCPH-110). This controller was similar to the first one, except with a "PSone" word mark replacing "PlayStation" underneath the logo, a purple hue on the buttons and sticks to match the color scheme of the PSone ...
Das erfolgreiche Vorstellungsgespräch 7 Das Vorstellungsgespräch als Auswahlinstruient bei der erutierung neuer itarbeiter Zudem ist er natürlich neugierig darauf, den Menschen kennen zu lernen.
The Dual Analog Controller was first displayed under glass at the PlayStation Expo 96–97, which was held from 1 November to 4 November 1996. [1] [2] It was released in Japan in April 1997, coincident with the Japanese releases of analog-capable titles Tobal 2 and Bushido Blade.
Ken Kutaragi recounted the designing of the controller: . In development, we simulated every possible joypad situation. We imagined what it would be like to have to continually put the pad down while mapping a game, or playing while lying on the floor, and many other cases.