Wednesday, October 22, 2008
SEO Introduction
Labels: Seo Information
Posted by SaMeE at 9:06 AM 0 comments
Search Engine Optimization - Advice and Tactic
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Posted by SaMeE at 9:05 AM 0 comments
When to Hire a Professional SEO Firm?
In efforts to increase sales and profitability, more and more companies are turning to online marketing initiatives – specifically, search engine optimization. Search Engine Optimization or (SEO) is the art and science of blending technical and marketing skills together into a finely tuned website that is both search engine-friendly, ranks well for specific keywords and phrases, and is tailored to your audience from a buyer and seller perspective. According to a recent U.S. study, only 20% of all businesses outsource search engine optimization programs to professional SEO firms. The remaining 80% either do not conduct search engine optimization at all or they believe they have the resources and skills to do it in-house. Of this 80%, it is probable that 90% of these companies can’t be found on the web – they don’t exist. In order to generate any amount of significant web visibility, your website must typically rank within the top-30 results. So, the question comes down to what is in your company’s best interests? Conduct your SEO program in-house or out-source it. To answer this question, let’s first take a look at the knowledge, skills and resources necessary to implement and maintain a successful search engine optimization program. SEO knowledge and skills required 1) Basic understanding of how search engines and directories work. This may seem overly obvious, but you would be amazed how many people do not understand how they actually work. This knowledge provides the foundation for your SEO program. 2) Website design Although SEO is not completely a technical marketing process, it does require a fair amount of technical knowledge of what constitutes search engine-friendly web design. Certain web design elements can either help your search engine rankings or hurt them. You simply have to know which is which. 3) SEO experience This is the most important and most difficult knowledge to obtain. If you have never implemented a SEO program, then you are in for a big surprise. Search engine optimization programs require a lot of research and are extremely time consuming. Most importantly, they require actual SEO experience. This means knowing what SEO strategies and tactics work and which ones don’t. In-house vs. out-sourced SEO programs If your company is considering conducting your search engine optimization program in-house, here are some questions to consider. • Who will be responsible for analyzing, developing, implementing and measuring the success of your SEO program? • Is this considered the role of your IT department, Marketing department or some other individual(s) within your company? • Do they have the time, knowledge, and resources to successfully implement and maintain your search engine optimization program? And do they really care if it works or not? IT Department Typically your IT department handles multiple daily tasks from trouble-shooting your company’s LAN or WAN to fixing the sales department’s laptops? Out of a busy IT person’s day, what priority and focus do you think he or she will commit to for your SEO program? And even if your IT department has some skills in web design or development, these skills make up only a small percentage of the knowledge required for a successful search engine optimization program. Marketing Department Typically, your marketing department juggles many marketing projects at once and faces strict completion deadlines. From handling new print collateral campaigns to getting ready for new product or service launches, marketing personnel’s time is spread very thin. In addition, how knowledgeable is your marketing department in the technical aspects of web design and search engine optimization? Do they have the time to become well-versed? Do they have sufficient internal resources? Often the answer to both questions is no, they do not. Other individual(s) within your company Ok, so the responsibility falls onto someone outside of your Marketing or IT department. Who will that be and why are they responsible for your SEO program? Providing these individuals with a new “project of the month,” will typically result in another check mark off of their monthly to-do list and frustration by top management of why their website is not producing any sales results. Summary From a business standpoint, it makes sense to try to leverage internal resources to maximize your company’s productivity and profitability – whenever possible. However, there must be a line drawn in the sand between knowing what your organization’s capabilities are and what they are not. As you can see, there is more to search engine optimization than meets the eye. In order to implement and maintain a SEO program, you must acquire the necessary knowledge, skills, and resources. This can be done by hiring a professional search engine optimization firm. Professional SEO firms have dedicated resources and experience to support your company’s web marketing initiatives. By leveraging their experience and know-how, your company can quickly and more efficiently implement a successful search engine optimization program.
Labels: Seo Information
Posted by SaMeE at 9:05 AM 0 comments
There Should Be More to your SEO Consultant Than Rankings
Perhaps one of the biggest misconceptions in SEO is that ranking at Google and Yahoo is all that counts in search engine optimization. Potential clients come to me with a single goal: "Get me a top-ten ranking at Google." Some will also mention MSN, and a few will rhyme off a list of search engines and want to rank well at the top 200 of them. It is time to separate fact from fiction. Yes, your SEO consultant can get you a top-ten placement at Google. But... 1. If the placement is for "dirty brown shoes", it probably won't help your shoe store one bit, even if I get you the first place ranking. Few people are actually searching for that term. 2. Being number ten might not help much either, depending on the term. People searching for "Essential Nectar liquid vitamins", will probably click on the first result they see, or at least on one of the "above-the-fold" results that do not require scrolling. On the other hand, someone searching for "liquid vitamins" might check through two pages of results to familiarize herself with the options available. 3. If your title tag reads like a cheap list of search terms, it will not be enticing. For instance, if it reads: "vitamins, liquid vitamins, multivitamins, multi-vitamins", you might skip over it in favor of the next result that reads "Liquid vitamins from the Liquid Vitamin Supplements Store". 4. If your description tag is a mess, people will more likely skip over your listing, even if it does rank number one, in favor of one that sounds like what they are looking for. Google and others use the description tag usually when the term searched for is found in it, so make sure to include your key search terms in a description tag that actually reads well. I recently responded to a forum question, which went something like this: My site ranks number one for this term at this engine. The term is searched this many times per day, and the engine has this percentage marketshare. Can I expect this many visitors? That's not an SEO challenge; that's a math problem: searches x marketshare = visitors I responded with a few factors that override mathematics in the SEO game, including the site's title tag and description tag, as well as whether the term lends itself to scrolling. I also pointed out that it depends on the title tags and description tags of the competition, too. Another factor that makes predicting traffic difficult is the abandonment factor – how many people click on none of the results because they get interrupted or confused, or abandon the search for a new one because they find themselves off-topic or searching too broadly. It also depends on how many sponsored links there are and how they are marked. Often at Yahoo and Lycos, for example, there are so many ads that the average searcher might never scroll a screen or two to see the organic (natural) results. And, of course, it also depends on the color of the walls in the room the searcher is clicking from, the weather outside and how well they slept last night. But there is little you can do about that. What you can do is to work with your SEO consultant to choose the most effective search terms for your business and make sure he develops a title tag and description tag that sell to both humans and the search engines. Then make sure he is monitoring not just the rankings for your key search terms, but also the description used by each of the search engines. A good ranking at Google and Yahoo is just one measure of your SEO consultant's success. A more complete evaluation is that he is your partner in building long-term, targeted traffic.
Labels: Seo Information
Posted by SaMeE at 9:04 AM 0 comments
Do-It-Yourself Search Engine Optimization
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Posted by SaMeE at 9:03 AM 0 comments
What to look for when shopping for a SEO specialist.
When, shopping for a Search Engine Optimization (SEO) company/specialist you need to be aware of a few things. If someone offers you fast results they may be pulling your leg. If you aren’t listed on search engines the average time to be index takes around 4 weeks. Someone offering submissions in less then that is coning you. Websites that are already listed and are just being updated will have a faster result. A guarantee isn’t always reinsurance. Just because a site states they can get you in the 1 spot doesn’t mean they can deliver. Or, they may have you listed under an obscure keyword or phrase. Most legitimate SEO’s will tell you no one can guarantee a top spot on all keywords and phrases. Search Engine optimization is not an exact science. Trail and error along with constant tweaking will help bring your site closer to your goal. Most SEO’s should give you some information on where your site stands currently. You links, keywords, where you rank on major search engines etc.. Or, do one yourself. My article “Google’s Helping hand” show you free tools that can help you evaluate where you are on search engines. Don’t go into any SEO work blindly. Know where you stand before and after. Price is never an indication of how good a service is. More isn’t always better. Shop around try to get the most for your money, but be realistic. If it seems too good to be true then it may just be. Be prepared to shell out some cash. SEO is not cheap. You should think of SEO as advertising. It should be contestant as should all of your advertising efforts. Ask questions! Do not be afraid to ask what will be done to increase your ranking. Most SEO’s will have no problem telling you what they will do. They may not want to reveal their whole SEO operation. But, they will give you some insight to what they will do. Talk to more then one SEO company. Compare what each has to say. Do some research on your own. Find out if these companies have been reported to the Better Business Bureau. If the company or persons have had any articles or reviews written about them. Ask around. Try to have some idea of the company or persons creditability. A few additional things to keep in mind are: Is SEO there main business or is it a sideline to other businesses. SEO is a full time job. Especially, keeping up with the constant changes. Do they have a specialist? Do they outsource? How much do they really know? What are there view points on link farms and doorway pages? Will they do anything to get you links and traffic? Even though search engines frown on those practices. Can they explain to you clearly how their plan of action? Are they looking to take small steps with you? Or, are they trying to sell you the biggest SEO package possible? Follow this outline when you are searching for someone to optimize your site. In the end it will be worth it. Joe Balestrino’s site is www.mr-seo.com he offers affordable SEO, submissions and other articles on SEO and marketing. His other site www.jnb-design.com offers affordable web design and free lifetime hosting.
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Posted by SaMeE at 9:02 AM 0 comments
The SEO Rip-Off
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Posted by SaMeE at 9:01 AM 0 comments
Press ReleasePromote Your Website in Google Absolutely Free
Free SEO help. The SEO Book helps charities promote their websites in Google, Yahoo!, MSN, and other major search engines. The recently updated number one ranking SEO Book is now available to charities free of charge.
State College, PA July 20, 2004 -- Aaron Wall has made his recently revised best selling SEO Book available to charities free of charge.Hiring a quality search engine optimization firm can often cost thousands and thousands of dollars, which is well beyond the budget of many charities.Without proper placement in search engines people who want to help your charity may not be able to find you.The SEO Book is a simple and straightforward guide which helps even the most novice webmaster learn how to promote their website."In a field like Internet marketing, where so much nonsense dispensed by self-proclaimed experts passes for decent advice, it is refreshing to find a talent as down-to-earth and unpretentious as Aaron, who just seems to get a kick out of being honest and helping other people avoid the traps and dead ends set by the hype-meisters and snake oil salesmen."- Mario Sanchez, "The Internet Digest"Search engine optimization is a complicated industry filled with confusion and error. Much of the applicable information changes from month to month or year to year and much of the available information on the web is outdated or absolutely incorrect. The SEO Book is published in ebook format so that it is constantly revised to keep current with the ever changing SEO field.If you are the webmaster of a charity, church, or educational institution feel free to inquire about acquiring your complimentary copy of The SEO Book today at http://www.seobook.com/charities.In addition you may direct your questions directly to Aaron via email at seobook@gmail.comAbout the SEO Book:SEO Book is a major industry hub of the SEO community. SEO Book is a search engine news blog which offers free SEO tips, SEO news, and a current guide to search engine optimization. Aaron Wall wrote the SEO Book to help businesses lower the cost of entry into the web and to help charities spread their messages. For more information about obtaining a complimentary copy of the SEO Book please visit our charities page at http://www.seobook.com/charities. For more information about the SEO Book website visit http://www.seobook.com.About Aaron Wall:Aaron Wall is a search engine optimization expert and an internet entrepreneur. His goals on the web are to help businesses effectively market their websites and help charities spread their messages.
Labels: Seo Information
Posted by SaMeE at 9:00 AM 0 comments
You may have found the best assistance with reference to computer sales.
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Posted by SaMeE at 8:42 AM 0 comments
Digital Cameras Are Fun
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Posted by SaMeE at 8:42 AM 0 comments
After the best sourced advice relating to computer securityrisk model computer securit
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urplus Computers and Discount Computers Are New Computers!
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Posted by SaMeE at 8:41 AM 0 comments
How SMS Works
Short Message Service actually refers to a framework that uniquely allows computers, or in this case phones, to communicate with each other without the need of a central hub. With SMS, phones can find each other, send short packets of information back and forth, and do it all without any central computer to guide them. But because the system does not rely upon fixed lines like a land based telephone system does, the amount of information that can be sent at one time is limited in size. This depends on the language spoken, but for English letters this typically means around 150 characters (Chinese and Japanese letters are limited to 70).
Quite recently, however, new developments in the technology have allowed for even longer messages to be sent. Long or Concatenated SMS is a development that allows multiple messages to be combined to form a single message. In effect, what happens is that your phone actually sends out a few smaller messages and then the receiving phone simply compiles those messages so that for users on both ends, it appears as though the message were cohesive. While there are some limitations, the brilliance behind SMS is that because there is no need for central hubs, and thus the system can be expanded indefinitely without any concerns of it slowing down or becoming more expensive.
The most common form of SMS is ‘texting’. This usually takes place with a cellular phone in which individuals use the letters behind the number pad on their phone to spell out words and phrases and then send them out. Because many companies charge by the word, individuals have come up with a sort of ‘texting slang’ to cut down on the amount of words required to convey a particular message. For example, ‘gr8’ and ‘BTW’ mean ‘great’ and ‘by the way’. In addition, other words have just been shortened, such as ‘lata’ to mean ‘later’. Most users simply pick up the lingo through frequent use, and although some slang is widely understood and used, other shortcuts are developed within circles of friends and family.
The major advantage of SMS is its price. The price is typically $0.05 per message, a significant cut below that of traditional telephony and cell phone per-minute charges. The savings of SMS has its roots in the nature of the technology. Short Message Service, like SIP, is modeled on a peer to peer model and not a cog and wheel like traditional communication systems. This means that instead of having to route a message through a central hub, your text goes straight from you to its destination. This has radically cut down on the cost of SMS implementation and led to its overwhelming popularity throughout the world.
Short Message Service (SMS) has radically changed the face of the communications industry. While the practice has become quite common throughout the world, it has only recently become popular here in the United Stats, a growth partly predicated upon, surprisingly enough, its featured role in the show American Idol. The fact that ‘texting’ is quickly gaining both in popularity and recognition in the United States is not surprising however, due to its ability to offer users a cheap, quick, and often fun way to communicate with friends and family.
Labels: Computer
Posted by SaMeE at 8:40 AM 0 comments
After the latest and accurate help in relation to accountancy.
Posted by SaMeE at 8:37 AM 0 comments
How to Choose the Right Accounting Software for Your Business
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Posted by SaMeE at 8:37 AM 0 comments
Do You Need Accounting Software For Your Small Business?
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Posted by SaMeE at 8:35 AM 0 comments
Surprise! Accounting is the Hot New Major
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Posted by SaMeE at 8:34 AM 0 comments
Accounting Police: Do They Exist?
Mainly, it’s all voluntary and it works pretty well. First, double-entry accounting originated in Italy in the 1400’s, so its been around awhile. Accounting principles have evolved over the years just as have accounting standards. The reason why the system works is that the business community could not function if there was not commonality and consistency in financial statement reporting. It would be chaos, much like if there were no driving rules of the road.
Therefore, in the United States, a body of experts known as the Financial Accounting Standards Board (FASB pronounced Fasbee) was established in 1973, which superseded another board called the Accounting Principles Board (APB). The FASB members go through a lengthy process of analyzing and reviewing problems in the accounting field that are brought to them. After much thought, they will make a pronouncement as to what they think the new or revised way of approaching the treatment of an accounting issue should be.
They are a non-governmental organization that has private financing. A big supporter of FASB is the American Institute of Certified Public Accountants (AICPA). Many Certified Public Accountants (CPAs) belong to this prestigious organization and are obligated to abide by its guidelines and principles of behavior. Other countries no doubt have similar organizations that require high levels of accounting professional conduct.
FASB established an accounting code called “Generally Accepted Accounting Principles” or (GAAP). The assumption is that if a business financial statement is prepared according to GAAP, then the user of that financial statement could rely on or trust the information more readily than if not prepared according to GAAP. Those businesses that deviate from GAAP, and many smaller businesses do, cannot say that their statements are prepared under GAAP; in fact, they should inform the reader that they are not. However, let the buyer beware.
One governmental body that has a policing function is the Securities Exchange Commission (SEC). It is primarily concerned with public companies because their job is to protect investors from unscrupulous acts. Recently, the SEC has gotten into the act of establishing accounting standards. It has its hands full today.
Since most businesses use their financial statements to prepare their required income tax returns, the Internal Revenue Service (IRS) may audit those tax returns and review the financial statements upon which the tax returns are based. Not following the rules can get you in trouble with this governmental body.
You can see that in many ways compliance to the principles and standards is a mixture of voluntary and regulatory behavior. Currently, there is an effort underway to set international accounting standards due to the inexorable globalization process. This is a massive undertaking that will take years, but it is obviously necessary and inevitable.
Labels: Accounting
Posted by SaMeE at 8:32 AM 0 comments
Thursday, October 9, 2008
PlayStation
The PlayStation was the first of the ubiquitous PlayStation series of console and handheld game devices. Successor consoles and upgrades include the Net Yaroze, PS one, PocketStation, PlayStation 2, a revised slimline PlayStation 2, PlayStation Portable, a revised PlayStation Portable Slim and Lite, PSX, and the PlayStation 3. On March 31 2005, the PlayStation and PS one reached a combined total of 102.49 million units shipped,[6] becoming the first video game console to reach the 100 million mark.[9] As of July 20, 2008, the PlayStation has sold 102 million units. Sony ceased production of the PlayStation on March 23, 2006, over 11 years since it was first produced.
History
Sony also planned to develop another, Nintendo compatible, Sony-branded console, but one which would be more of a home entertainment system playing both Super Nintendo cartridges and a new CD format which Sony would design. This was also to be the format used in SNES-CD discs, giving a large degree of control to Sony despite Nintendo's leading position in the video gaming market.
The SNES-CD was to be announced at the June 1991 Consumer Electronics Show (CES). However, when Hiroshi Yamauchi read the original 1988 contract between Sony and Nintendo, he realized that the earlier agreement essentially handed Sony complete control over any and all titles written on the SNES CD-ROM format. Yamauchi decided that the contract was totally unacceptable and he secretly canceled all plans for the joint Nintendo-Sony SNES CD attachment. Instead of announcing a partnership between Sony and Nintendo, at 9 a.m. the day of the CES, Nintendo chairman Howard Lincoln stepped onto the stage and revealed that Nintendo was now allied with Philips, and Nintendo was planning on abandoning all the previous work Nintendo and Sony had accomplished. Lincoln and Minoru Arakawa had, unbeknown to Sony, flown to Philips headquarters in Europe and formed an alliance of a decidedly different nature—one that would give Nintendo total control over its licenses on Philips machines.
After the collapse of the joint project, Sony considered halting their research, but ultimately the company decided to use what they had developed so far and make it into a complete, stand alone console. As a result, Nintendo filed a lawsuit claiming breach of contract and attempted, in U.S. federal court, to obtain an injunction against the release of the PlayStation, on the grounds that Nintendo owned the name. The federal judge presiding over the case denied the injunction and, in October 1991, the first incarnation of the new Sony PlayStation was revealed. However, it is theorized that only 200 or so of these machines were ever produced.
By the end of 1992, Sony and Nintendo reached a deal whereby the "Sony Play Station" would still have a port for SNES games, but Nintendo would own the rights and receive the bulk of the profits from the games, and the SNES would continue to use the Sony-designed audio chip. However, Sony decided in early 1993 to begin reworking the "Play Station" concept to target a new generation of hardware and software. As part of this process the SNES cartridge port was dropped and the space between the names was removed.
Launch
The PlayStation was launched in Japan on December 3, 1994, North America on September 9, 1995, Europe on September 29, 1995, and Oceania in November 1995. The launch price in the American market was US$299 (a price point later used by its successor, the PlayStation 2), and Sony enjoyed a very successful launch with titles of almost every genre, including Battle Arena Toshinden, Twisted Metal, Tekken, Warhawk, Air Combat, Philosoma, and Ridge Racer. Almost all of Sony's and Namco's launch titles went on to spawn numerous sequels.
The PlayStation was also able to generate interest with a unique series of advertising campaigns. Many of the ads released at the time of launch were full of ambiguous content which had many gamers rabidly debating their meanings. The most well-known launch ads include the "Enos Lives" campaign, and the "U R Not e" ads (the "e" in "U R Not e" was always colored in red, to symbolize the word "ready", and the "Enos" meant "ready Ninth Of September", the U.S. launch date). The Enos ad could also be read as Sony written backward with phonetic sound of "E" replacing the "y". It is believed that these ads were an attempt to play off the gaming public's suspicion towards Sony as an unknown, untested entity in the video game market. The PlayStation 3 slogan, "PLAY B3YOND", resembles this slogan, as the 3 is red.
Titles
As of September 30, 2007, 7,978 software titles have been released worldwide (counting games released in multiple regions as separate titles). As of March 31, 2007, the cumulative software shipment was at 962 million units. The very last game for the system was FIFA Football 2005.[citation needed]
The OK and Cancel buttons on most of the Japanese PlayStation games are reversed in their North American and European releases. In Japan, the
button (maru, right) is used as the OK button, while the
button (batsu, wrong) is used as the Cancel one. North American and European releases have the
button or the
buttons as the OK button, while the
or the
buttons are used as the Cancel ones. However, a few games such as Squaresoft's Vagrant Story, Final Fantasy VII, and Final Fantasy Tactics, and Konami's Metal Gear Solid, have the buttons remain in the same Japanese configuration in their North American and European releases. These Japanese button layouts still apply to other PlayStation consoles, such as the PlayStation Portable (PSP), PlayStation 2 and the PlayStation 3. This is because in the early years Sony America (SCEA), Sony Europe (SCEE) and Sony Japan (SCEJ) had different development and testing documents (TRCs) for their respective territories.
Production run
Lasting over 11 years, the PlayStation enjoyed one of the longest production runs in the video game industry. On March 23, 2006, Sony announced the end of production
Variants
The PlayStation went through a number of variants during its production run, each accompanied by a change in the part number. From an external perspective, the most notable change was the gradual reduction in the number of external connectors on the unit. This started very early on—the original Japanese launch units (SCPH-1000) had an S-Video port, which was removed on the next release. This also led to the strange situation where the US and European launch units had the same part number series (SCPH-100x) as the Japanese launch units, but had different hardware (Rev. C silicon and no S-Video port)—they were the same as the Japanese SCPH-3000, so for consistency should have been SCPH-3001 and SCPH-3002 (this numbering was used for the Yaroze machines, which were based on the same hardware and numbered DTL-H3000, DTL-H3001, and DTL-H3002). This series of machines had a reputation for CD drive problems—the optical pickup sled was made of thermoplastic, and eventually developed wear spots that moved the laser into a position where it was no longer parallel with the CD surface—a modification was made that replaced the sled with a die-cast one with hard nylon inserts, which corrected the problem.
With the release of the next series (SCPH-500x), the numbers moved back into sync. A number of changes were made to the unit internally (CD drive relocated, shielding simplified, PSU wiring simplified) and the RCA jacks and RFU power connectors were removed from the rear panel. This series also contained the SCPH-550x and SCPH-555x units, but these appear to have been bundle changes rather than actual hardware revisions.
These were followed by the SCPH-700x and SCHP-750x series—they are externally identical to the SCPH-500x machines, but have internal changes made to reduce manufacturing costs (for example, the system RAM went from 4 chips to 1, and the CD controller went from 3 chips to 1).
The final revision to the original PlayStation was the SCPH-900x series—these had the same hardware as the SCPH-750x machines with the exception of the removal of the parallel port and a slight reduction in the size of the PCB. The removal of the parallel port was probably partly because no official add-on had ever been released for it, and partly because it was being used to connect cheat cartridges that could be used to defeat the copy prevention.
The PS one was based on substantially the same hardware as the SCPH-750x and 900x, but had the serial port removed, the controller / memory card ports moved to the main PCB and the power supply replaced with a DC-DC converter that was also on the main PCB.
With the early units, many gamers experienced skipping full-motion video or dreaded physical "ticking" noises coming from their PlayStations. The problem appears to have come from poorly placed vents leading to overheating in some environments—the plastic moldings inside the console would warp very slightly and create knock-on effects with the laser assembly. The solution was to ensure the console was sat on a surface which dissipated heat efficiently in a well vented area, or raise the unit up slightly by propping something at its edges. A common fix for already affected consoles was to turn the PlayStation sideways or upside-down (thereby using gravity to cancel the effects of the warped interior) although some gamers smacked the lid of the PlayStation to make a game load or work.
Sony then released a version dubbed "Dual Shock", which included a controller with 2 analog sticks and a built in force-feedback feature.
Another version that was colored blue (as opposed to regular console units that were grey in color) was available to game developers and select press. Later versions of this were colored green—on a technical level, these units were almost identical to the retail units, but had a different CD controller in them that did not require the region code found on all pressed disks, since they were intended to be used with CD-R media for debugging. This also allowed the use of discs from different regions, but this was not officially supported; different debug stations existed for each region. The two different color cases were not cosmetic—the original blue debug station (DTL-H100x, DTL-H110x) contained "Revision B" silicon, the same as the early retail units (these units had silicon errata that needed software workarounds), the green units (DTL-H120x) had Rev. C hardware. As part of the required tests, the user had to test the title on both. Contrary to popular belief, the RAM was the same as the retail units at 2 MB. The firmware was nearly identical—the only significant change was that debug printf()s got sent to the serial port if the title didn't open it for communications—this used a DTL-H3050 serial cable (the same as the one used for the Yaroze).
A white version was also produced that had the ability to play VCDs—this was only sold in Asia, since that format never really caught on anywhere else. From a developer perspective, the white PSX could be treated exactly like any other NTSC:J PlayStation.
Hacks
A number of these units appeared on the secondary market and were popular because they would run games from any region and CD-R copies, which tended to result in them commanding high prices. All the blue, green and black units tend to have CD problems, but the DTL-H110x units (with an external PSU block) are significantly more reliable than the original DTL-H100x ones, perhaps due to generally running cooler than the machines with direct high-voltage AC input.
"Chipped" consoles
The installation of a modchip allowed the PlayStation's capabilities to be expanded, and several options were made available. By the end of the system's life cycle almost anyone with minimal soldering experience was able to realize the modification of the console. Such a modification allowed the playing of games from other regions, such as PAL titles on a NTSC console, or allowed the ability to play copies of original games without restriction. Modchips allow the playing of games recorded on a regular CD-R. This created a wave of games developed without official approval using free GNU compiler tools, as well as the reproduction of original discs. With the introduction of such devices the console was very attractive to programmers and illegal copiers alike.
Anyone seeking to create copies of games that would work correctly faced several issues at the time, as the discs that were produced by Sony were designed to be difficult to copy — and impossible to copy on recordable media. Discs were manufactured with a black-colored plastic, transparent only to the infrared radiation used by the CD-ROM drive's laser. This was found to offer little protection. Additionally, the discs were mastered with a specific wobble in the lead-in area. This wobble encodes a four-character sequence which is checked by the CD-ROM drive's controller chip. The drive will only accept the disc if the code is correct. This string varies depending on the region of the disk—"SCEI" for NTSC:J machines, "SCEA" for NTSC:U/C machines, "SCEE" for PAL machines and "SCEW" for the Net Yaroze. Since the tracking pattern is pressed into the disc at the time of manufacture, this cannot be reproduced on a CD-R recorder. Some companies (notably Datel) did manage to produce discs that booted on unmodified retail units, but this required special equipment and can only be done with "pressed" discs. However, inexpensive modchips were created that simply injected the code to the appropriate connections to the controller chip, which provided an easy way of bypassing these measures. The other issue is that most PC drives used Mode 1 or Mode 2/Form 1 (2048 bytes/sector) and the PSX uses a mixed-mode format with most data in Mode 2/Form 1 and streaming audio/video data in Mode 2/Form 2, which most CD-R drives at the time could not handle well. Newer drives were able to correctly handle these variations.
The creation and mass-production of these inexpensive modchips, coupled with their ease of installation, marked the beginning of widespread console videogame copyright infringement. Coincidentally, CD burners were made available around this time. Prior to the PlayStation, the reproduction of copyrighted material for gaming consoles was restricted to either enthusiasts with exceptional technical ability, or others that had access to CD manufacturers. With this console, amateurs could replicate anything Sony was producing for a mere fraction of the MSRP.
Labels: Games
Posted by SaMeE at 6:31 PM 0 comments
Xbox
History
The Xbox was Microsoft's first product that ventured into the video game console market, after having collaborated with Sega in porting Windows CE to the Dreamcast console. Notable launch titles for the console included Amped: Freestyle Snowboarding, Dead or Alive 3, Halo: Combat Evolved, Oddworld: Munch's Oddysee, and Project Gotham Racing.
Development
The Xbox was initially developed within Microsoft by a small team that included game developer Seamus Blackley. Microsoft repeatedly delayed the console, which was revealed at the end of 1999 following interviews of Microsoft CEO Bill Gates. Gates stated that a gaming/multimedia device was essential for multimedia convergence in the new times, confirmed by Microsoft with a press release. [4]
According to the book Smartbomb, by Heather Chaplin and Aaron Ruby, the remarkable success of the upstart Sony PlayStation worried Microsoft in late 1990s. The growing video game market seemed to threaten the PC market which Microsoft had dominated and relied upon for most of its revenues. Additionally, a venture into the gaming console market would diversify Microsoft's product line, which up to that time had been heavily concentrated on software.
According to Dean Takahashi's book, Opening the Xbox, the Xbox was originally to be named "DirectX-box", to show the extensive use of DirectX within the console's technology.[5] "Xbox" was the final name decided by marketing, but the console still retains some hints towards DirectX, most notably the "X"-shaped logo, which DirectX is famous for, along with the "X" shape on the top of the system.
As the console approached launch, Microsoft's J Allard was responsible for the hardware and system software development, Ed Fries was responsible for game development on the platform, and Mitch Koch was responsible for sales and marketing; all three reported to Robbie Bach. This team was also primarily responsible for Microsoft's follow-up product, the Xbox 360..
Price history
With an expensive PlayStation 3 (PS2) and the moderately priced but seemingly family entertainment focused GameCube as competition, many gamers were eager to invest in the console. The Xbox initially sold very well. All three platform-holders had difficulty manufacturing and selling the systems profitably.
Xbox 360
When equipped with a removable hard drive add-on, the Xbox 360 supports a limited number of the Xbox's game library through emulation. Emulation adds support for anti-aliasing as well as upscaling of the still standard definition image. These emulators are periodically updated to add compatibility for older games and are available for free through Xbox Live or as a file download to be burned to a CD/DVD from the Xbox web site. These updates are also available monthly as part of the demo disc that comes with each issue of Official Xbox Magazine. As the architectures are entirely different between Xbox and Xbox 360, software emulation is the only viable option for compatibility without including processors from the original Xbox .
Hardware and accessories
The Xbox was the first console to incorporate a hard disk drive, used primarily for storing game saves compressed in ZIP archives and content downloaded from Xbox Live. This eliminated the need for separate memory cards (although some older consoles, such as the TurboGrafx-CD, Sega CD and Sega Saturn had featured built-in battery backup memory prior 2007). An Xbox user could rip music from standard audio CDs to the hard drive, and these songs were used for the custom soundtracks in some games.[7]
The Xbox was the first product in the gaming industry to feature Dolby Interactive Content-Encoding Technology, which allows real-time Dolby Digital encoding in game consoles. Whereas previous game consoles could only utilize Dolby Digital 5.1 during non-interactive "cut scene" playback.[8]
The Xbox is based on commodity PC hardware and runs a custom operating system which exposes APIs based largely on DirectX 8.1; the API commonality led to a common confusion that the OS was a stripped-down version of the Windows 2000 kernel.[9]
The Xbox itself is much larger and heavier than its contemporaries. This is largely due to a bulky tray-loading DVD-ROM drive and the standard-size 3.5 inch hard drive. However, the Xbox has also pioneered safety features, such as breakaway cables for the controllers to prevent the console from being pulled from the surface it resides on.
The original game controller design, which was particularly large, was similarly often criticized since it was ill-suited to those with small hands and caused cramping in the hands of some users. In response to these criticisms, a smaller controller was introduced for the Japanese Xbox launch. This Japanese controller (which was briefly imported by even mainstream video game store chains such as GameStop) was subsequently released in other markets as the "Xbox Controller S". In addition, all future Xbox consoles were shipped with a "Controller S", while the original controller (known as Controller "0" or "The Duke") was quietly discontinued.[10]
Several internal hardware revisions have been made in an ongoing battle to discourage modding (hackers continually updated modchip designs in an attempt to defeat them), to cut manufacturing costs, and to provide a more reliable DVD-ROM drive (some of the early units' drives gave Disc Reading Errors due to the unreliable Thomson DVD-ROM drives used). Later generations of Xbox units that used the Thomson TGM-600 DVD-ROM drives and the Philips VAD6011 DVD-ROM drives were still vulnerable to failure that rendered the consoles either unable to read newer discs or caused them to halt the console with an error code usually indicating a PIO/DMA identification failure, respectively. These units would not be covered under the extended warranty.
In 2002, Microsoft and NVIDIA entered arbitration over a dispute on the pricing of NVIDIA's chips for the Xbox.[11] NVIDIA's filing with the SEC indicated that Microsoft was seeking a US$13 million discount on shipments for NVIDIA's fiscal year 2002. Additionally, Microsoft alleged violations of the agreement the two companies entered, sought reduced chipset pricing, and sought to ensure that NVIDIA fulfill Microsoft's chipset orders without limits on quantity. The matter was settled on February 6, 2003, and no terms of the settlement were released.[12]
Launch-era Xbox gaming units were manufactured in Hungary, while the controllers were manufactured primarily in Indonesia.
Technical specifications
- CPU: 32-bit 733 MHz Custom Intel Coppermine-based processor in a Micro-PGA2 package. 180 nm process.[13]
- SSE floating point SIMD. Four single-precision floating point numbers per clock cycle.
- MMX integer SIMD.
- 133 MHz 64-bit GTL+ front side bus to GPU.
- 32 KB L1 cache. 128 KB on-die L2 "Advanced Transfer Cache".
- Shared memory subsystem
- 64 MB DDR SDRAM at 200 MHz; 6.4 GB/s
- Supplied by Hynix or Samsung depending on manufacture date and location.
- GPU and system chipset: 233 MHz "NV2A" ASIC. Co-developed by Microsoft and NVIDIA.
- Geometry engine: 115 million vertices/second, 125 million particles/second (peak)
- 4 pixel pipelines with 2 texture units each
- 932 megapixels/second (233 MHz x 4 pipelines), 1,864 megatexels/second (932 MP x 2 texture units) (peak)
- Peak triangle performance (32pixel divided from filrate): 29,125,000 32-pixel triangles/sec raw or w. 2 textures and lit.
- 485,416 triangles per frame at 60fps
- 970,833 triangles per frame at 30fps
- Peak triangle performance (32pixel divided from filrate): 29,125,000 32-pixel triangles/sec raw or w. 2 textures and lit.
- 4 textures per pass, texture compression, full scene anti-aliasing (NV Quincunx, supersampling, multisampling)
- Bilinear, trilinear, and anisotropic texture filtering
- Similar to the GeForce 3 and GeForce 4 PC GPUs.
- Storage media
- 2x – 5x (2.6 MB/s – 6.6 MB/s) CAV DVD-ROM
- 8 or 10 GB, 3.5 in, 5,400 RPM hard disk. Formatted to 8 GB. FATX file system.
- Optional 8 MB memory card for saved game file transfer.
- Audio processor: NVIDIA "MCPX" (a.k.a. SoundStorm "NVAPU")
- 64 3D sound channels (up to 256 stereo voices)
- HRTF Sensaura 3D enhancement
- MIDI DLS2 Support
- Monaural, Stereo, Dolby Surround, Dolby Digital Live 5.1, and DTS Surround (DVD movies only) audio output options
- Integrated 10/100BASE-TX wired ethernet
- DVD movie playback
- A/V outputs: composite video, S-Video, component video, SCART, HDMI Optical Digital TOSLINK, and stereo RCA analog audio
- Resolutions: 480i, 576i, 480p, 720p, 1080i
- Controller ports: 4 proprietary USB 2.0 ports
- Weight: 3.86 kg (8.5 lb)
- Dimensions: 320 × 100 × 260 mm (12.5 × 4 × 10.5 in)
Audio/video connectors
- Standard AV cable: Provides composite video and monaural or stereo audio to TVs equipped with RCA inputs. Comes with the system. European systems come with an RCA jack to SCART converter block in addition to the cable.
- RF Adapter: Provides a combined audio and video signal on an RF connector.
- Advanced AV Pack: Provides S-Video and TOSLINK audio in addition to the RCA composite video and stereo audio of the Standard AV Cable.
- High Definition AV Pack: Intended for HDTVs, it provides a YPrPb component video signal over three RCA connectors. Also provides analog RCA and digital TOSLINK audio outputs.
- Advanced SCART cable: The European equivalent to the Advanced AV Pack, providing a full RGB video SCART connection in place of S-Video, RCA composite and stereo audio connections (composite video and stereo are still provided by the cable, through the SCART connector, in addition to the RGB signal), while retaining the TOSLINK audio connector. As Europe had no HDTV standard when the Xbox was released, no high definition cable was provided in those markets.
Numerous unofficial third-party cables and breakout boxes exist that provide combinations of outputs not found in these official video packages; however, with the exception of a few component-to-VGA converters and custom-built VGA boxes, the four official video packages represent all of the Xbox's possible outputs. This output selectivity is made possible by the Xbox's SCART-like AVIP port.
Networking
- Ethernet (Xbox Live) cable: An Ethernet cable with RJ-45 connection for connecting the Xbox to a broadband modem or router. The Xbox also can connect to Xbox LIVE.
- Xbox Wireless Adapter: a wireless bridge which converts data running through an Ethernet cable to a wireless (802.11b or 802.11g) signal to connect to a wireless LAN. While the official Wireless Adapter guarantees compatibility with the Xbox, almost any wireless bridge can be used.
- Xbox Live elite Starter Kit: A subscription and installation pack for the Xbox Live service, as well as a headset (with monaural earpiece and microphone) that connects to a control box that plugs into the top expansion slot of a controller. The headset can in fact be replaced with most standard earpiece-and-microphone headsets; headset specialist Plantronics produces various officially-licensed headsets, including a special-edition headset for Halo 2.
- System Link cable: A Cat 5 Ethernet crossover cable for connecting together two consoles or a Cat 5 straight through cable used in conjunction with an Ethernet hub for connecting up to four consoles, for up to 16 total players. This functionality is similar to Sega's DirectLink for Sega Saturn.
Multimedia
- Xbox Windows Media Center Extender: A software kit released by Microsoft which allows Xbox to act as a Windows Media Center Extender to stream content from a Windows XP Media Center Edition computer. It can also be used for DVD playback.
- DVD Playback Kit: Required in order to play DVD movies, the kit includes an infrared remote control and receiver. DVD playback was not included as a standard feature of the Xbox due to licensing issues with the DVD format that would have added extra cost to the console's base price. By selling a DVD remote separately, Microsoft was able to bundle the cost of the DVD licensing fee with it. Although there is nothing to prevent the Xbox from acting as a progressive scan DVD player, Microsoft chose not to enable this feature in the Xbox DVD kit in order to avoid royalty payments to the patent-holder of progressive scan DVD playback. The DVD Playback kit only plays DVDs from the local region. The DVD Playback kit will also allow the Xbox to play VCD movies. By default, the Xbox can only play Xbox games and audio CDs.
- Xbox Music Mixer: A utility software bundled with a microphone that connects to an adapter that plugs into the top expansion slot of a controller. It provides a music player with 2D/3D visualizations as well as basic karaoke functions. It also allows users to transfer pictures in JPEG format (to create slide shows) as well as audio in MP3 or WMA format (for karaoke or a custom game soundtrack) from a Windows XP or Windows Vista machine running the Xbox Music Mixer PC Tool.
Controllers and removable storage
The standard Xbox controller (also known as the "Duke" controller) was originally the Xbox controller for all territories except Japan. The Duke controller has been criticized for being relatively large and bulky compared to other video game controllers (it was awarded "Blunder of the Year" by Game Informer in 2001[15] and a Guinness World Record for the biggest controller in Guinness World Records Gamer's Edition 2008). The black and white buttons are located above the A, B, X, and Y buttons, and the Back/Start buttons are located between and below the d-pad and right analog stick.
The Controller S, a smaller, lighter Xbox controller was originally the standard Xbox controller only in Japan (codenamed "Akebono").[16] It was designed to be more comfortable for those with smaller hands.[17][18] The controller S was released in other territories by popular demand, and eventually replaced the standard controller in the Xbox's retail package, with the larger original controller available as an accessory. The white and black buttons are located below the A, B, X, and Y buttons, and the Back/Start buttons are similarly placed below the left analog stick. This controller has received its share of criticism as well, especially with regards to placement of the black/white and back/start buttons.[19]
An 8 MB removable solid state memory card can be plugged into the controllers, onto which game saves can either be copied from the hard drive when in the Xbox dashboard's memory manager or saved during a game. Most Xbox games can be copied to the memory unit and to another console but some Xbox saves are digitally signed, each console has a unique signing key, and some games (e.g., Ninja Gaiden and Dead or Alive Xtreme Beach Volleyball) will not load saved games signed by a different Xbox, limiting the utility of the memory card. Additionally, game saves can be tagged as uncopyable, or simply padded to over 8 MB (Star Wars: Knights of the Old Republic). The signing mechanism has been reverse-engineered by the Xbox hacking community, who have developed tools to modify savegames to work in a different console, though the signing key of the recipient Xbox (the 'HDkey'), and the ramped-up title key of the game (the 'authkey'), must be known. It is also possible to save an Xbox Live account on a memory unit, to simplify its use on more than one Xbox. In order to play on Xbox Live you must pay a monthly fee.
Games
The Xbox launched in North America on November 15, 2001. The greatest success of the Xbox's launch titles was Halo: Combat Evolved which was well received by critics.[20] Its sequel, Halo 2, is the best-selling first-generation Xbox game worldwide.[3] Other successful launch titles included NFL Fever 2002,[21] Project Gotham Racing,[22] and Dead or Alive 3;[23] however, the failure of several first-party games (including Azurik: Rise of Perathia)[24] damaged the initial public reputation of the Xbox.
Although the console enjoyed strong third party support from its inception, many early Xbox games did not take full advantage of its powerful hardware, with few additional features or graphical improvements to distinguish them from the PS2 version, thus negating one of the Xbox's main selling points. Additionally, Sony countered the Xbox for a short time by temporarily securing PlayStation 2 exclusives for highly anticipated games such as the Grand Theft Auto series and Metal Gear Solid 2: Sons of Liberty (although they were later ported to the Xbox and are no longer exclusive).
In 2002 and 2003, several releases helped the Xbox to gain momentum and distinguish itself from the PS2. The Xbox Live online service was launched in late 2002 alongside pilot titles MotoGP, MechAssault and Tom Clancy's Ghost Recon. Several best-selling and critically acclaimed titles for the Xbox were published, such as Tom Clancy's Splinter Cell, Ninja Gaiden and LucasArts' Star Wars: Knights of the Old Republic. Take-Two Interactive's exclusivity deal with Sony was amended to allow Grand Theft Auto III and its sequels to be published on the Xbox. In addition, many other publishers got into the trend of releasing the Xbox version alongside the PS2 version, instead of delaying it for months.
In 2004, Halo 2 set records as the highest-grossing release in entertainment history making over $125 million in its first day,[25] as well as being a successful killer app for the online service. That year, Microsoft and Electronic Arts reached a deal that would see the latter's popular titles enabled on Xbox Live.
On November 15, 2002, Microsoft launched its Xbox Live online gaming service, allowing subscribers to play online Xbox games with (or against) other subscribers all around the world and download new content for their games to the system's hard drive. This online service works exclusively with a broadband Internet connection. Approximately 250,000 subscribers had signed up within two months of Xbox Live's launch.[26] In July 2004, Microsoft announced that Xbox Live had reached one million subscribers, and a year later, in July 2005, that membership had reached two million.
Xbox modding
The popularity of the Xbox, as well as its relatively short 90 day warranty, inspired efforts to circumvent the built-in hardware and software security mechanisms, a practice informally known as modding. Within a few months of its release the Xbox BIOS was dumped and hacked by MIT student Andrew Huang so that it would skip digital signature checks and media flags, allowing unsigned code, Xbox game backups, etc., to be run. This was possible due to flaws in the Xbox's security.[27][unreliable source?] Modding an Xbox in any manner will void its warranty, as it may require disassembly of the console. Having a modified Xbox will also disallow it from accessing Xbox Live as it contravenes the Xbox Live Terms of Use,[28] however most modchips can be disabled, allowing the Xbox to boot in a "stock" configuration, softmods can be disabled by "coldbooting" a game (having the game in the DVD drive before turning the console on, so the softmod is not loaded) or by using a multiboot configuration.
Four main methods exist of modding the Xbox :
- Modchip: Installing a modchip inside the Xbox that bypasses the original BIOS, with a hacked BIOS to circumvent the security mechanisms.[29]
- TSOP flashing: Re-flashing the onboard BIOS chip with a hacked BIOS to circumvent the security mechanisms. The Xbox BIOS is contained on a commodity EEPROM (the 'TSOP'), which can be made writable by the Xbox by bridging points on the motherboard.[30] Flashing is usually carried out by using a specially-crafted gamesave (see 'Game save exploit', below) to flash the onboard TSOP, but the TSOP can also be de-soldered and re-written in a standard EEPROM programmer. This method only works on 1.0 to 1.5 Xboxes, as later versions replace the commodity TSOP with an LPC ROM contained within a proprietary chip.[31]
- Softmods: Installing additional software files to the Xbox hard drive, which exploit programming errors in the Dashboard to gain control of the system, and overwrite the in-memory copy of the BIOS.[32] Soft modification is known to be safe for Xbox Live if the user enables multibooting with the Microsoft dashboard and an original game disc is used.[33]
- Game save exploit: Using select official game releases to load game saves that exploit buffer overflows in the save game handling.[34] When these special game saves are loaded, they access an interface with scripts for installing the necessary softmod files. Disassembly of the Xbox is not required when installing most game save exploits.
- Hot swap: Using a computer to change the data on the hard drive. This requires having the Xbox unlock the hard drive when it is turned on, then swapping the powered hard drive into a running computer. By using a Linux-based Live CD, data on the hard drive can be read, altered, and deleted. In most cases, an automated script will automatically install the softmod files directly to the Xbox hard drive. This technique has been used extensively to harbor cheating on many online games. Disassembly of the console is required to perform a hot swap.
Beyond gaming, a modded Xbox can be used as a media center with the Xbox Media Center.[35]
There are also distributions of Linux developed specifically for the Xbox, including those based on Gentoo, Debian (see also Xebian), Damn Small Linux, and Dyne:bolic.
Alternative operating systems: Xbox Linux is a project that ported Linux to the Xbox. FreeBSD has also been ported to Xbox.
One advantage over a regular, unmodded Xbox, is the ability to use a trainer.
Labels: Games
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