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Virtual console

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Enlarge picture
First virtual console showing Knoppix boot messages
In some operating systems such as UnixWare, Linux and BSD, a virtual console (VC, sometimes virtual terminal, VT) is a conceptual combination of the keyboard and the display for a user interface. The concrete combination is the system console of the computer, where the user can switch between the virtual consoles to access multiple unrelated user interfaces. Usually in Linux, the first six virtual consoles provide a text terminal with a login prompt to a unix shell. The graphical X Window System starts in the seventh virtual console.

In Linux, the switching is performed with a key combination of Alt plus a function key -- for example Alt+F1 to access the virtual console number 1. Alt+Left arrow changes to the previous virtual console and Alt+Right arrow to the next virtual console. To switch from the X Window System, Ctrl+Alt+function key works. These are the default key combinations, as they can be redefined.

The need for virtual consoles has lessened now that most applications work in the graphical framework of the X Window System, where each program has a window and the text mode programs can be run in terminal emulator windows. Several X sessions might be desired though, such as in the case of fast user switching or when debugging X programs from another X server, and in those cases each X session runs in a separate virtual console. GNU Screen is a program that can change between several text-mode programs in one textual login. There are also other graphical frameworks such as FrameBuffer UI, Y Window System, and Fresco.

Interface

The virtual consoles are represented by device special files /dev/tty1, /dev/tty2 etc. There are also special files /dev/console, /dev/tty and /dev/tty0. The virtual consoles can be configured in the file /etc/inittab read by init -- typically it starts the text mode login process getty for several virtual consoles. X Window System can be configured in /etc/inittab or by an X display manager.

The programs used to access the virtual consoles typically include chvt to switch the current virtual console, openvt to run a program on a new virtual console, and deallocvt to close a currently unused virtual console. The program startx starts the X Window System on a new virtual console. There are also other graphical programs that can start from the console, such as LinuxTV and MPlayer.

Programs can access the virtual consoles by the device special files. In text mode, writing to the file displays text on the virtual console and reading from the file returns text the user writes to the virtual console. As with other text terminals, there are also special escape sequences, control characters and termios functions that a program can use, most easily via a library such as ncurses. For more complex operations, the programs can use console and terminal special ioctl system calls. Graphical programs can use libraries such as DirectFB, DRI, SDL or the earlier SVGALib.

Workstations

Unix workstations, like these manufactured by Sun or Silicon Graphics, did not include virtual consoles. The only purpose of console would be fixing the system so that graphical environment could start.

See also

References

External links




Virtual Console (バーチャルコンソール Bācharu Konsōru), sometimes abbreviated as VC, is a specialized section of the Wii Shop Channel, an online service that allows players to purchase and download games and other software for the Wii gaming console. The Virtual Console lineup consists of titles originally released on now defunct past consoles. These titles are run in their original forms through software emulation. The library of past games currently consists of titles originating from the Nintendo Entertainment System, Super Nintendo Entertainment System, Nintendo 64, as well as Sega's Mega Drive/Genesis, NEC's TurboGrafx-16 and TurboGrafx-CD, and SNK's Neo Geo AES.[1] Upcoming support for MSX has been announced for Japan.

Library history

While the gameplay remains unchanged for all of the classic titles offered for the Virtual Console, Nintendo has stated that some games may be improved with sharper graphics or better frame rates.[2] While the company has stated that the Wii Shop will not be used exclusively for retro games, no original games have yet been made available through the service.[3] As with disc-based games, the Virtual Console service is region-locked - that is, different versions of games are provided to different regions, and game availability may vary from region to region.[4]

Satoru Iwata stated in a speech on March 23 2006, that Nintendo, Sega, and Hudson Soft are working in collaboration to bring a "best of" series of games to the Wii.[5] At E3, Hudson also declared it would bring upwards of 100 titles to the Wii's Virtual Console. Additionally, Hudson mentioned that its lawyers are working on acquiring the licenses to games from now defunct companies.[6] Nintendo announced MSX compatibility on September 19, 2006,[7] announcing on February 23 2007 that the MSX titles Eggy and Aleste will be released in Japan.[8] In February 2007, a heading for Neo Geo games was added to the Japanese Virtual Console page,[9][10] and in September of that same year games for that system appeared on the list of future releases, priced at 900 points each.[11][12] Also in September Hudson announced that games made for the TurboGrafx-CD format would also join the Virtual Console beginning in October 2007, with five titles to be released for the remainder of 2007 and ten titles for 2008. They will be priced at 800 points.[13]

On June 1 2007, Nintendo of America issued a press release to announce the upcoming release of its 100th Virtual Console title, which was . Within this press release, Nintendo stated that more than 4.7 million Virtual Console games had been downloaded, at a rate of more than 1,000 titles an hour.[14]

On October 9 2007, Nintendo announced that 7.8 million VC titles had been downloaded.[15]

Third party support

Unnamed Nintendo employees have reportedly speculated that licensing issues will be a predominant factor in determining whether a game is available for Virtual Console,[16] giving the examples of GoldenEye 007 and Tetris as games that might be too expensive to license for the Virtual Console. Tecmo has announced it plans to "aggressively" support Virtual Console by re-releasing classic games such as Ninja Gaiden, Rygar, and Tecmo Bowl.[17] Tecmo was the first third-party game developer to release a game on the Virtual Console (Solomon's Key from the NES). Since then, Capcom and Konami, among others, have also released titles.

Matt Casamassina of IGN reported that Rare titles absent of Nintendo-owned characters, such as Banjo-Kazooie, would be unavailable for purchase due to Microsoft's acquisition of Rare,[18] but none of the three companies has announced this. SNK Playmore has recently announced intentions to help support the Virtual Console by releasing the Samurai Shodown series and a few other games to the Virtual Console.[19] Midway also plans to bring classic Mortal Kombat games to the Virtual Console.[20]

Confirmed third-party companies supporting Virtual Console include: Arc System Works, Atlus, Namco Bandai, Banpresto, Capcom, Chunsoft, D4 Enterprise, Enterbrain, FCI, G-mode, Irem, Jaleco, KEMCO, Koei, Midway Games, Natsume, NCS Masaya, Netfarm, Nihon Falcom, Paon, Pony Canyon, Rocket Company, Konami, Spike, Square Enix, Sunsoft, SNK Playmore, Taito, Tecmo, Takara, and TOMY.[21][22]

Hudson has hinted that they will release original games to the Wii Shop.[23]

Pricing

On September 14 2006, Nintendo revealed that Virtual Console games in Japan would be priced starting at JP¥500 for NES titles, JP¥800 for Super NES titles, and JP¥1000 for Nintendo 64 titles, with points purchasable via credit card or a "Wii Points" card. In the United States, Wii Points are priced at one cent per point (with the ability to buy in denominations of $10, $20, $30 and $50), with game prices of US$5, US$8, and US$10, respectively.[24][25]

Country NES SNES N64 Mega Drive/Genesis TurboGrafx-16 MSX Neo Geo TurboGrafx-CD
Wii Points500+800+1000+800+ (600+ in Japan)600+700+900+800+
Australia$7.50$12$15$12$9-$13.50$12
Canada$6.25$10$12.50$10$7.50-$11.25-
Eurozone€5€8€10€8€6-€9-
Singapore
(with points bought on point cards)
$9.50$15.20$19$15.20$11.40---
Sweden (approximately)46 SEK74 SEK92 SEK74 SEK55 SEK---
Japan¥500¥800¥1000¥600¥600¥700¥900¥800
New Zealand$9$14.40$18$14.40$10.80---
Mexico (Only available online)$50MXN$80MXN$100MXN$80MXN$60MXN---
United Kingdom (with points bought online)£3.50£5.60£7.00£5.60£4.20-£6.30-
United Kingdom (with points bought on point cards)£3.75£6.00£7.50£6.00£4.50-£6.75-
United States$5$8$10$8$6-$9$8
Saudi Arabia
(with points bought on point cards)
$8.4$13.4$17$13.4$10---


Nintendo president Satoru Iwata has indicated that new small-scale titles could be developed and sold through the Wii Shop Channel at a price of between JP¥500 and ¥1000 (approximately US$4-$9, GB£2-£5),[26][27] and that free downloads may be offered as a bonus with the purchase of specific Wii titles, similar to Nintendo Europe's VIP 24:7 incentives.[28]

The Wii Shop Channel has functionality to allow games to be updated. This has been used three times so far to update Military Madness and Star Fox 64/Lylat Wars (in North America and Europe)[29] and Mario Kart 64 (in Europe and Australia). The Legend of Zelda, , Super Mario Bros., Donkey Kong Country and Super Castlevania IV have also been given updates in Europe and Australia to fix previous problems with the Wii Component Cables. These updates are free of charge to those who have downloaded a previous version of the game.

Storage

Games downloaded from the Virtual Console library are stored in the Wii's built-in 512 MB flash memory, though less than 400 MB is actually available to the user. Games can be transferred to a removable SD card, but they cannot be played from this external memory. If the internal memory is filled, Virtual Console games can be deleted to create more room, and the games can be downloaded again at a later date at no additional cost. Virtual Console games are locked to the Wii on which they were purchased — they cannot be transferred to another Wii via an SD card. In the event that a Wii is damaged and the Virtual Console games can no longer be played, Nintendo will provide support.[30]

Suspending play

Like other emulation software, the Wii Virtual Console enables the user to suspend play of a game at any time. To do this, simply return to the Wii main menu from the game.[31] Two exceptions to this are the N64 and Neo Geo titles which do not support this feature.[32] Note that suspending play enables the player to pause the game indefinitely but does not function as a "save state" in that once the game is resumed the user will be able to pause play again but will not be able to return to the previously suspended state.[33]

Control

Enlarge picture
The Classic Controller can be used to play games from the Virtual Console
Virtual Console games can be played using three different controllers. The Wii Remote itself (turned on its side) can be used for NES, TurboGrafx-16, and some Sega Mega Drive/Genesis games, and the Classic Controller (sold separately from the console) can be used for all Virtual Console games. The controllers from the Nintendo GameCube can also be used. This has meant that the wireless GameCube controller (the WaveBird) has seen increased popularity.[34] The Nintendo Gamecube controller can be used for all Nintendo systems' games, however Nintendo's site claims that it cannot be used with some TurboGrafx-16 and Genesis/Mega Drive titles. [35]

All Virtual Console games have their buttons mapped to the respective buttons on the controllers, however, in certain circumstances users can use X and Y instead of A and B, if the original controller does not have X and Y buttons (for example the NES)[30]

With the release of Bomberman'93, it was revealed that TurboGrafx-16 games can support full 5 player games. Since a single Wii can only have four Wii Remotes and four GameCube Controllers connected at the same time, a combination of the two is needed for 5 player games. At least one player has to use a Wii Remote or Classic controller, and at least one player has to use a GameCube Controller. The other three can use either one.

Platform Wii Remote Classic Controller GameCube Controller
NESYYY
SNESNYY
N64NYY
Mega Drive/GenesisSome*YY
TurboGrafx-16YYSome*
Neo-GeoSome*YY
TurboGrafx-CDYYSome*


* In some cases, not all buttons are mapped to the Wii Remote or GameCube controller. The game is still playable, but may not allow the player to utilize all of the controls originally provided on the original system's controller.

Titles

North America



There were 12 titles total of NES, SNES, N64, and Genesis games available at launch on the Virtual Console for the North American region. Two TurboGrafx-16 titles were added two days later on November 21 2006. New releases are on Mondays at around 12:00 PM EST/9:00 AM PST (although they have been released an hour or two early on several occasions[36][37]) and consist of around 3 games on average. As of October 15 2007, there are 157 Virtual Console titles available, with the list growing weekly as per the above.

Though the Virtual Console lineup initially only covered games that had been released in North America, George Harrison commented in an interview that there was a possibility that Nintendo or other Virtual Console providers would localize Japanese games that have never been released in English.[38] The first (and currently only) game to be added with such treatment has been from the Nintendo 64 on October 1 2007. While other previous Japan-only titles had been released through Virtual Console prior to this, the first being Battle Lode Runner from the PC Engine, added on April 23 2007, this and all others were originally written in English and required no localization. Despite the fact others fit the category, the only two titles listed under the "Import" genre are Sin and Punishment and .

Europe



There were 17 titles total of NES, SNES, N64, Mega Drive and Turbografx games available at launch on the Virtual Console for the European region. The store updates every Thursday at 11 pm GMT (midnight during daylight saving time).[39] The number of games per update has varied, but is usually 2-3. There are currently 153 Virtual Console titles available for the European Virtual Console.

Though the Virtual Console titles primarily cover only the games that have been released in Europe, Nintendo UK has recently commented that there is a possibility that in the future, Nintendo will localize Japanese and North American games that have never been released in Europe.[40] Indeed, Hudson have already released three Turbografx games which were not originally released in Europe: Double Dungeons, Dragon's Curse[41], and Battle Lode Runner. During September 2007, Nintendo contributed Japan-only games to the service as part of its 'Hanabi Festival' campaign, releasing games such as and Mario's Super Picross.

Australia and New Zealand



There were 11 titles total of NES, SNES, N64, and Mega Drive games available at launch on the Virtual Console for the Oceanic region. The store updates on Fridays, in Australia at 9:00AM and in New Zealand at 11:00PM AEST.[42] There are currently 153 titles available for the Australian and New Zealand Virtual Console. The updates are usually the same as in Europe; currently, the only exceptions have been when Turbografx games were first added to the Australian VC from July 6 2007 until August 17 2007, and the October 12 2007 update.[43] Turbografx games were added to the Australian and New Zealand Virtual Console starting on July 6 2007. [44][45] As of the August 17 2007 update, Australia's Turbografx titles match those offered in Europe.

Japan



There were 38 titles of FC, SFC, N64, Mega Drive, and PC Engine games available at launch on the Virtual Console for the Japanese region. Neo-Geo support was added on September 18 2007. The store updates on Tuesdays. There are currently 213 titles available for the Japanese Virtual Console.[46]

Criticism

Wired's Chris Kohler has protested the disparity between the American and Japanese libraries, both in quantity and quality. [47] The difference between the two libraries has since become minimal, and he has changed his stance. [48] In addition, Kohler has also criticized the overall release strategy, with a handful of games at the beginning and two or three every week. Kohler also took issue with the Virtual Console's aspect ratio which stretches the 4:3 games when the Wii's system settings are set for a 16:9 television. [49] The pricing has also been criticized as too high, especially for the NES games [50], given the prices of many of the games available as used and the near-zero costs of manufacture and distribution. It has become apparent, however, that the effort involved in emulating these games can be significant, as evidenced by several serious bug fix updates (see "Pricing", above) and by significant differences in the emulated versions' game features, including added capabilities (See "Differences from original games", below).

Differences from original games

Nintendo has stated that the Virtual Console releases will be faithful to the original games, eliminating the possibility of graphical enhancements, customizable controls, or added online multiplayer features. [51] However, for various reasons, the gameplay experience is not always identical to the original. For example, in F-Zero, when the player hits the rails on the track, the track no longer flashes in black as in the original SNES game.

Some Nintendo 64 games originally required peripheral hardware (which the Wii hardware does not support) in order to use these features, and they play the same way they originally would without the peripherals plugged in. For example, none of the Nintendo 64 Virtual Console games feature force feedback, which originally required a separate Rumble Pak peripheral. [52] Mario Kart 64 and Wave Race 64 no longer support saving of "Ghost Data," which originally required a separate Controller Pak on the Nintendo 64. [53] However, interestingly, three NES games—Excitebike, Mach Rider and Wrecking Crew—made use of a peripheral called the Famicom Data Recorder (not available outside Japan) to save data of player-designed tracks and courses; this feature was fully implemented in their Virtual Console incarnations by way of saving the course data to the Wii's internal memory.

Some reviewers have reported that games play differently due to the different controllers. Super Mario World, for instance, has been cited as more difficult to play due to the GameCube controller's button placement. The Classic Controller remedies this problem. [54] The Nintendo 64 controller featured more face buttons than either the GameCube or Classic Controller, so most N64 games released so far have mapped the C-buttons to the right analog stick and the Z button to the L button on the Classic controller, which some reviewers have described to be somewhat awkward. [55] Hardware differences aside, most Virtual Console games have been released unchanged from their original versions (although Nintendo 64 games render polygons at increased resolution). One significant exception is Tecmo Bowl, which originally featured real player names via the NFL Players Association, but because of licensing issues, their names have been removed, and only their numbers are shown. A similar case has occurred with Wave Race 64, which had all of the Kawasaki ad banners replaced with Wii and Nintendo DS banners, because Nintendo's license with Kawasaki expired. Other documented changes are in Kid Icarus, whose password system has been altered[56] and in the previously unreleased-outside-Asia title , whose menu commands, and certain in-game text (all originally written in Japanese), have been translated into English. The title screen logo and in-game subtitles, however, remain unchanged from their original Japanese versions.

Reports have surfaced stating that when the Virtual Console version of Punch-Out!! is played on HDTVs, it suffers from a lag in controls, which significantly raises the difficulty level compared to the NES version. [57] This may be due, however, to the way these reporters' systems have been setup. Some HDTVs are known to have upconversion lag when connected via composite, which may be the case here.

PAL issues

With the launch of the Wii in territories using the PAL television system, it has become apparent that in most cases the games supplied for the Virtual Console run in 50Hz mode and in their original unoptimized state. Unoptimized PAL games run roughly 17% slower than their original speed in 60Hz and have borders covering the top and the bottom of the screen. Setting the Wii console to 60Hz mode does not force the 50Hz game into 60Hz mode (as is possible on emulators and modified PAL consoles).

All currently released Nintendo 64 games are partially PAL optimized, resulting in full screen games (although still running in 50Hz and locked to the original slower gameplay speed). This optimization was not the case for the original cartridge versions of Super Mario 64, Wave Race 64 or Mario Kart 64, making the Virtual Console versions superior in that regard.

Additionally, some Super Nintendo games are also partially PAL optimized with reduced borders but still retaining the slower run speed of the original PAL release (Super Mario World, and Street Fighter II).

A select few games were already optimized in the original release to begin with, and are thus just as fast as their 60Hz counterparts this time around (The most obvious examples being Donkey Kong Country and ).

Turbografx games are the only Virtual Console games to actually run in 60Hz on PAL Wii systems; this is because the game data was never changed for release in PAL territories, the original hardware itself performed the conversion to a 50Hz signal.

One example of a poor PAL conversion is seen in the Virtual Console release of Sonic The Hedgehog, which retains the slower framerate and borders of the original PAL Mega Drive version,[58] despite the fact that the GameCube release Sonic Mega Collection allows PAL users to choose which version of the game they want to play.

Recently, during Nintendo's 'Hanabi Festival' campaign, certain titles that were never released in Europe are being added to the Virtual console. Some of these games, namely the Japan only titles such as , are run in 60Hz only, thus keeping the original speed and gameplay. A small reminder is shown when previewing the game's channel. Interestingly, these games can actually be played in both PAL60 (480i) and 480p modes. This makes these releases look significantly better on Progressive displays such as LCD TV's. The fast moving sprites in NES and SNES games generally create a significant amount of interlace artifacts on such displays that the 480p option resolves.

PAL games over component

Initially, some PAL Virtual Console games would not display correctly on high-definition televisions when connected via the component lead. However, starting with the April 13 2007 update of the PAL Virtual Console, certain newly added games, such as Punch-Out!!, support the "Wii Component Cable Interlace mode." This is a temporary fix to problems with various Virtual Console games being played over component cable on HDTVs. The mode can be enabled by accessing the operations guide of the game, and (with the Nunchuk attached) pressing the buttons Z + A + 2 simultaneously. A sound is played if the mode is enabled correctly. Several older games also have updates available to enable the feature, including Super Castlevania IV and Super Mario Bros. The mode can be disabled by using the same method, but with the button combination Z + A + 1 instead. A full list of games supporting this mode is available at nintendo.no [59], an english version can be found at vc-forums.com[60].

More Systems

Many gaming publications and consumers have called for games from additional systems to be added to the Virtual Console library, particularly from the Sega Master System, citing the popularity of games like Alex Kidd in Miracle World and Phantasy Star[61]. Nintendo released Neo-Geo titles onto the Japanese Virtual Console on September 18 2007, becoming the first addition to the list of consoles since the TurboGrafx-16 was added 2 days after the US launch. [62][63]

References

1. ^ "Nintendo Japan Virtual Console overview", Nintendo. Retrieved on 2007-02-25. (Japanese)Nintendo&rft.language=Japanese"> 
2. ^ Patrick Klepek. "Nintendo Remaking Classics", 1up.com, 2005-06-21. 
3. ^ "Virtual Console Launch List", play-nintendo.com, 2006-09-09. Retrieved on 2006-11-15. 
4. ^ "Wii upholds Cube region lock", Eurogamer.Com, 2006-11-10. 
5. ^ Tor Thorsen. "GDC 06: Revolution to play Genesis, TurboGrafx-16 games", GameSpot, 2006-03-23.GameSpot&rft.date=2006-03-23"> 
6. ^ Casamassina, Matt. "E3 2006: Hudson Declares 100 Games for Wii", IGN, 2006-05-11. Retrieved on 2006-11-13.IGN&rft.date=2006-05-11"> 
7. ^ Casamassina, Matt. "IGN's Nintendo Wii FAQ", IGN, 2006-09-19. Retrieved on 2006-11-13.IGN&rft.date=2006-09-19"> 
8. ^ "Nintendo of Japan's Virtual Console Index", Nintendo, 2007-02-23. Retrieved on 2007-02-23. (Japanese)Nintendo&rft.date=2007-02-23&rft.language=Japanese"> 
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15. ^ [5]. "Nintendo Conference 2007 Fall" IGN. October 9, 2007.
16. ^ Cardinal, Chris. "Live From E3: Fun Wii Facts Confirmed", playfeed.com, 2006-05-11. Retrieved on 2006-11-15. 
17. ^ Shawn White. "Tecmo to Aggressively Support Virtual Console", thewiire.com, 2006-08-29. 
18. ^ Glen Bayer. "Rare games for Nintendo Virtual Console?", N-Sider.com, 2006-03-27. 
19. ^ Ron Kimberly. "Various new SNK tidbits - Virtual Console support + more", gamesarefun.com, 2006-05-15. 
20. ^ Captain. "Mortal Kombat creator discusses Wii development", aussie-nintendo.com, 2006-09-09. 
21. ^ Niizumi, Hirohiko, Brendan Sinclair. "24 Wii VC devs ID'd", GameSpot, 2006-09-14, pp. 1. Retrieved on 2006-11-16.GameSpot&rft.pages=1&rft.date=2006-09-14"> 
22. ^ www.videogamesblogger.com article on the Wii
23. ^ [6]
24. ^ Kyle Orland. "Nintendo Japan Conference Not so Liveblogging", joystiq.com, 2006-09-14. 
25. ^ "Fils-Aime Talks American Launch and More", 2006-09-14. 
26. ^ (Japanese) "Wiiの発売日、価格の発表は9月。WiiとDSの連動は『ポケモン』から", Famitsu. Retrieved on 2006-06-07. 
27. ^ Casamassina, Matt (2006-06-07). Virtual Console Prices Revealed. IGN. Retrieved on 2006-06-08.
28. ^ "Iwata: Revolution downloads not free", CNET, 2006-06-08. Retrieved on 2006-11-14.CNET&rft.date=2006-06-08"> 
29. ^ "Virtual Consolation Prize: Military Madness Fixed", wired.com, 2007-02-11. Retrieved on 2007-02-12. 
30. ^ "Interview: Virtual Console: Secrets exposed", ComputerAndVideoGames.Com, 2006-11-03. 
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34. ^ Like a WaveBird from the Ashes (HTML). GamePeople. Retrieved on 2007-01-28.
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36. ^ Nintendo's Wii: A Gateway to New Experiences
37. ^ "Wii Virtual Console Update For Monday", Kotaku, 2006-12-02. 
38. ^ Chris Kohler. "Japan-Only Games Possible for US Virtual Console", Wired News, 2007-02-16. 
39. ^ [11]
40. ^ Tom Bramwell. "PAL Virtual Console could see NTSC games - Nintendo", Eurogamer, 2007-02-19. 
41. ^ Darren Calvert. "Europe VC Releases 30th March", The Virtual Console Archive, 2007-03-30. 
42. ^ "Virtual Console dates set for AU", GameSpot AU, 2006-12-17.GameSpot%20AU&rft.date=2006-12-17"> 
43. ^ "Captain". "Get Turbo Games on your Aussie Wii", Aussie-Nintendo, 2007-03-22. 
44. ^ [12]
45. ^ Turbografx games come to Wii Virtual Console
46. ^ バーチャルコンソールタイトルラインナップ (Japanese). Nintendo. Retrieved on 2006-12-26.
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Y Window System (also known as Y-Windows) is a windowing system, consisting of a window server and a client library for writing applications. It was written by Mark Thomas as the subject of his Master's thesis at Imperial College, London.
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In computing, Fresco (formerly known as Berlin) is a windowing system. It is intended as a replacement for the X Window System. As of July 11, 2007, the last activity in the project's CVS repository was dated June 11, 2004.
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A device file or special file is an interface for a device driver that appears in a file system as if it were an ordinary file. This allows software to interact with the device driver using standard input/output system calls, which simplifies many tasks.
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init (short for "initialization") is the program on Unix and Unix-like systems that spawns all other processes. It runs as a daemon and typically has PID 1.

The functionality diverged, in Unixes such as System III and System V, from the functionality provided by the init in
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logging (or signing) in and out is the process by which individual access to a computer system is controlled by identification of the user in order to obtain credentials to permit access. It is an integral part of computer security.
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X Window System (commonly X11 or X) is a display protocol which provides windowing on bitmap displays. It provides the standard toolkit and protocol to build graphical user interfaces (GUIs) on Unix-like operating systems and OpenVMS, and has been ported to all other
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In the X Window System, an X display manager runs as a program, allowing starting a session on an X server from the same or another computer.

A display manager presents the user with a login screen into which to insert username and password.
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The xinit program allows a user to manually start an X server. The startx script is a front-end for xinit.

By default, xinit and startx start an X server on display :0 and then start an xterm on it.
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X Window System (commonly X11 or X) is a display protocol which provides windowing on bitmap displays. It provides the standard toolkit and protocol to build graphical user interfaces (GUIs) on Unix-like operating systems and OpenVMS, and has been ported to all other
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The LinuxTV project is an informal group of volunteers who develop software related to digital television for the Linux operating system. The community develops and maintains the DVB driver subsystem which is part of the Linux 2.6.x kernel.
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mplayer2.exe, see the Windows Media Player article. For the online gaming community, see MPlayer.com.


MPlayer

MPlayer screenshot
Maintainer: MPlayer team

OS: Cross-platform

Use: Media player
License: GPL

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A computer terminal is an electronic or electromechanical hardware device that is used for entering data into, and displaying data from, a computer or a computing system. A computer terminal is an instance of a human-machine interface(HMI).
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This article refers to codes used as commands for computing devices. Escape sequence can also refer to a sequence of escape characters used in parsing source code.

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In computing and telecommunication, a control character or non-printing character is a code point (a number) in a character set that does not in itself represent a written symbol.
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In computing, a system call is the mechanism used by an application program to request service from the operating system.

Background

In addition to processing data in its own memory space, an application program might want to use data and services provided by the system.
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ncurses is a programming library providing an API, allowing the programmer to write text user interfaces in a terminal-independent manner. It also optimizes screen changes, in order to reduce the latency experienced when using remote shells.
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