mirror of
https://github.com/RetroDECK/ES-DE.git
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(linear-es-de) Added sv_SE translations for all system hardware types
This commit is contained in:
parent
e33b2123e5
commit
02e766a193
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@ -14,4 +14,9 @@
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<systemColorPalette3>FFE41B</systemColorPalette3>
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<systemColorPalette4>23B14D</systemColorPalette4>
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</variables>
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<language name="sv_SE">
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<variables>
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<systemHardwareType>Konsol</systemHardwareType>
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</variables>
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</language>
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</theme>
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@ -14,4 +14,9 @@
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<systemColorPalette3>555555</systemColorPalette3>
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<systemColorPalette4>333333</systemColorPalette4>
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</variables>
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<language name="sv_SE">
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<variables>
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<systemHardwareType>Dator</systemHardwareType>
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</variables>
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</language>
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</theme>
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@ -14,4 +14,9 @@
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<systemColorPalette3>2C90FF</systemColorPalette3>
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<systemColorPalette4>9FCFFF</systemColorPalette4>
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</variables>
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<language name="sv_SE">
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<variables>
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<systemHardwareType>Spelmotor</systemHardwareType>
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</variables>
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</language>
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</theme>
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@ -14,4 +14,9 @@
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<systemColorPalette3>F3EB08</systemColorPalette3>
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<systemColorPalette4>E85629</systemColorPalette4>
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</variables>
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<language name="sv_SE">
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<variables>
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<systemHardwareType>Dator</systemHardwareType>
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</variables>
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</language>
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</theme>
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@ -14,4 +14,9 @@
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<systemColorPalette3>F3AD2D</systemColorPalette3>
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<systemColorPalette4>ED2224</systemColorPalette4>
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</variables>
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<language name="sv_SE">
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<variables>
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<systemHardwareType>Dator</systemHardwareType>
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</variables>
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</language>
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</theme>
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@ -14,4 +14,9 @@
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<systemColorPalette3>F9EA38</systemColorPalette3>
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<systemColorPalette4>ED2224</systemColorPalette4>
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</variables>
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<language name="sv_SE">
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<variables>
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<systemHardwareType>Dator</systemHardwareType>
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</variables>
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</language>
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</theme>
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@ -14,4 +14,9 @@
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<systemColorPalette3>FFDF46</systemColorPalette3>
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<systemColorPalette4>4A9BE4</systemColorPalette4>
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</variables>
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<language name="sv_SE">
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<variables>
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<systemHardwareType>Konsol</systemHardwareType>
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</variables>
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</language>
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</theme>
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@ -14,4 +14,9 @@
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<systemColorPalette3>1C75BC</systemColorPalette3>
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<systemColorPalette4>3E3E3E</systemColorPalette4>
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</variables>
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<language name="sv_SE">
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<variables>
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<systemHardwareType>Dator</systemHardwareType>
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</variables>
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</language>
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</theme>
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@ -14,4 +14,9 @@
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<systemColorPalette3>FBBD00</systemColorPalette3>
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<systemColorPalette4>31AA52</systemColorPalette4>
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</variables>
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<language name="sv_SE">
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<variables>
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<systemHardwareType>Operativsystem</systemHardwareType>
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</variables>
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</language>
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</theme>
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@ -10,4 +10,9 @@
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<systemCoverSize>1-1</systemCoverSize>
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<systemColor>5A9035</systemColor>
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</variables>
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<language name="sv_SE">
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<variables>
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<systemHardwareType>Mapp</systemHardwareType>
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</variables>
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</language>
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</theme>
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<systemCoverSize>1-1</systemCoverSize>
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<systemColor>5A9035</systemColor>
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</variables>
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<language name="sv_SE">
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<variables>
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<systemHardwareType>Mapp</systemHardwareType>
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</variables>
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</language>
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</theme>
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<systemColorPalette3>FDB827</systemColorPalette3>
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<systemColorPalette4>61BB46</systemColorPalette4>
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</variables>
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<language name="sv_SE">
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<variables>
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<systemHardwareType>Dator</systemHardwareType>
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</variables>
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</language>
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</theme>
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<systemColorPalette3>E3AD3A</systemColorPalette3>
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<systemColorPalette4>8C3E8C</systemColorPalette4>
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</variables>
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<language name="sv_SE">
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<variables>
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<systemHardwareType>Dator</systemHardwareType>
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</variables>
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</language>
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</theme>
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<systemColorPalette3>032EC0</systemColorPalette3>
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<systemColorPalette4>459FD0</systemColorPalette4>
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</variables>
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<language name="sv_SE">
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<variables>
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<systemHardwareType>Samling</systemHardwareType>
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</variables>
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</language>
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</theme>
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@ -14,4 +14,9 @@
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<systemColorPalette3>C70A11</systemColorPalette3>
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<systemColorPalette4>000000</systemColorPalette4>
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</variables>
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<language name="sv_SE">
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<variables>
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<systemHardwareType>Konsol</systemHardwareType>
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</variables>
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</language>
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</theme>
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<systemColorPalette3>555555</systemColorPalette3>
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<systemColorPalette4>333333</systemColorPalette4>
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</variables>
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<language name="sv_SE">
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<variables>
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<systemHardwareType>Dator</systemHardwareType>
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</variables>
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</language>
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</theme>
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<systemColorPalette3>8664E3</systemColorPalette3>
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<systemColorPalette4>6442C1</systemColorPalette4>
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</variables>
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<language name="sv_SE">
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<variables>
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<systemHardwareType>Bärbar</systemHardwareType>
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</variables>
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</language>
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</theme>
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@ -2,9 +2,9 @@
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<variables>
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<systemName>Bally Astrocade</systemName>
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<systemDescription>The Bally Astrocade (also known as Bally Arcade or initially as Bally ABA-1000) is a second-generation home video game console and simple computer system designed by a team at Midway, at that time the videogame division of Bally.
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It was originally announced as the "Bally Home Library Computer" in October 1977 and initially made available for mail order in December 1977. But due to production delays, the units were first released to stores in April 1978 and its branding changed to "Bally Professional Arcade".
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It was originally announced as the "Bally Home Library Computer" in October 1977 and initially made available for mail order in December 1977. But due to production delays, the units were first released to stores in April 1978 and its branding changed to "Bally Professional Arcade".
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It was marketed only for a limited time before Bally decided to exit the market. The rights were later picked up by a third-party company, who re-released it and sold it until around 1984. The Astrocade is particularly notable for its very powerful graphics capabilities for the time of release and for the difficulty in accessing those capabilities.</systemDescription>
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It was marketed only for a limited time before Bally decided to exit the market. The rights were later picked up by a third-party company, who re-released it and sold it until around 1984. The Astrocade is particularly notable for its very powerful graphics capabilities for the time of release and for the difficulty in accessing those capabilities.</systemDescription>
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<systemManufacturer>Bally</systemManufacturer>
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<systemReleaseYear>1977</systemReleaseYear>
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<systemReleaseDate>1977-12-01</systemReleaseDate>
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@ -17,4 +17,9 @@ It was marketed only for a limited time before Bally decided to exit the market.
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<systemColorPalette3>F8F6EA</systemColorPalette3>
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<systemColorPalette4>C47401</systemColorPalette4>
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</variables>
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<language name="sv_SE">
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<variables>
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<systemHardwareType>Konsol</systemHardwareType>
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</variables>
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</language>
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</theme>
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<systemColorPalette3>D1E0EE</systemColorPalette3>
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<systemColorPalette4>222222</systemColorPalette4>
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</variables>
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<language name="sv_SE">
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<variables>
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<systemHardwareType>Konsol</systemHardwareType>
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</variables>
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</language>
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</theme>
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<systemColorPalette3>973E3A</systemColorPalette3>
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<systemColorPalette4>1C6EB8</systemColorPalette4>
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</variables>
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<language name="sv_SE">
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<variables>
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<systemHardwareType>Konsol</systemHardwareType>
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</variables>
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</language>
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</theme>
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<systemColorPalette3>A7B0B5</systemColorPalette3>
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<systemColorPalette4>333333</systemColorPalette4>
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</variables>
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<language name="sv_SE">
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<variables>
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<systemHardwareType>Konsol</systemHardwareType>
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</variables>
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</language>
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</theme>
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<systemName>Atari 800</systemName>
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<systemDescription>The Atari 8-bit family is a series of 8-bit home computers introduced by Atari, Inc. in 1979 as the Atari 400 and Atari 800 and manufactured until 1992. All of the machines in the family are technically similar and differ primarily in packaging. They are based on the MOS Technology 6502 CPU running at 1.79 MHz, and were the first home computers designed with custom coprocessor chips. This architecture enabled graphics and sound more advanced than contemporary machines, and gaming was a major draw. First-person space combat simulator Star Raiders is considered the platform's killer app. The systems launched with plug and play peripherals using the Atari SIO serial bus, an early analog of USB.
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The Atari 400 was initially almost half the cost of the Atari 800. Instead of the 800's full-sized keyboard, the 400 has a pressure-sensitive panel. The 800 has a second cartridge slot and a larger case allowing RAM upgrades to 48K. Both models were replaced by the XL series in 1983, then–after the company was sold and reestablished as Atari Corporation–the XE models in 1985. The XL and XE are lighter in construction while having Atari BASIC built-in and 2 joystick ports instead of 4. The 130XE increased the memory to 128 KB of bank-switched RAM.</systemDescription>
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The Atari 400 was initially almost half the cost of the Atari 800. Instead of the 800's full-sized keyboard, the 400 has a pressure-sensitive panel. The 800 has a second cartridge slot and a larger case allowing RAM upgrades to 48K. Both models were replaced by the XL series in 1983, then–after the company was sold and reestablished as Atari Corporation–the XE models in 1985. The XL and XE are lighter in construction while having Atari BASIC built-in and 2 joystick ports instead of 4. The 130XE increased the memory to 128 KB of bank-switched RAM.</systemDescription>
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<systemManufacturer>Atari</systemManufacturer>
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<systemReleaseYear>1979</systemReleaseYear>
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<systemReleaseDate>1979-11-01</systemReleaseDate>
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@ -16,4 +16,9 @@ The Atari 400 was initially almost half the cost of the Atari 800. Instead of th
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<systemColorPalette3>5D3615</systemColorPalette3>
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<systemColorPalette4>BF9438</systemColorPalette4>
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</variables>
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<language name="sv_SE">
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<variables>
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<systemHardwareType>Dator</systemHardwareType>
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</variables>
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</language>
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</theme>
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<systemColorPalette3>232326</systemColorPalette3>
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<systemColorPalette4>0F0E0E</systemColorPalette4>
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</variables>
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<language name="sv_SE">
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<variables>
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<systemHardwareType>Konsol</systemHardwareType>
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</variables>
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</language>
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</theme>
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<systemColorPalette3>FDC007</systemColorPalette3>
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<systemColorPalette4>232326</systemColorPalette4>
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</variables>
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<language name="sv_SE">
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<variables>
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<systemHardwareType>Konsol</systemHardwareType>
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</variables>
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</language>
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</theme>
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<systemColorPalette3>F38900</systemColorPalette3>
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<systemColorPalette4>262626</systemColorPalette4>
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</variables>
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<language name="sv_SE">
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<variables>
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<systemHardwareType>Bärbar</systemHardwareType>
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</variables>
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</language>
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</theme>
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<systemName>Atari ST</systemName>
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<systemDescription>The Atari ST is a line of home computers from Atari Corporation and the successor to the Atari 8-bit family. The initial model, the 520ST, saw limited release in April–June 1985 and was widely available in July. The 520ST is the first personal computer to come with a bitmapped color GUI, using a version of Digital Research's GEM released in February 1985. The 1040ST, released in 1986, is the first personal computer to ship with a megabyte of RAM in the base configuration and also the first with a cost-per-kilobyte of less than US$1.
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The Atari ST is part of a mid-1980s generation of home computers that have 16 or 32-bit processors, 256 KB or more of RAM, and mouse-controlled graphical user interfaces. This generation includes the Macintosh, Amiga, Apple IIGS, and in some markets the Acorn Archimedes. "ST" officially stands for "Sixteen/Thirty-two", which refers to the Motorola 68000's 16-bit external bus and 32-bit internals.
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The Atari ST is part of a mid-1980s generation of home computers that have 16 or 32-bit processors, 256 KB or more of RAM, and mouse-controlled graphical user interfaces. This generation includes the Macintosh, Amiga, Apple IIGS, and in some markets the Acorn Archimedes. "ST" officially stands for "Sixteen/Thirty-two", which refers to the Motorola 68000's 16-bit external bus and 32-bit internals.
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The ST was sold with either Atari's color monitor or the less expensive monochrome monitor. The system's color graphics modes are only available on the former while the highest-resolution mode needs the monochrome monitor.</systemDescription>
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The ST was sold with either Atari's color monitor or the less expensive monochrome monitor. The system's color graphics modes are only available on the former while the highest-resolution mode needs the monochrome monitor.</systemDescription>
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<systemManufacturer>Atari</systemManufacturer>
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<systemReleaseYear>1985</systemReleaseYear>
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<systemReleaseDate>1985-06-01</systemReleaseDate>
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<systemColorPalette3>000000</systemColorPalette3>
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<systemColorPalette4>ECECEC</systemColorPalette4>
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</variables>
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<language name="sv_SE">
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<variables>
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<systemHardwareType>Dator</systemHardwareType>
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</variables>
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</language>
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</theme>
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<systemColorPalette3>8F8F91</systemColorPalette3>
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<systemColorPalette4>B9A9CE</systemColorPalette4>
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</variables>
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<language name="sv_SE">
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<variables>
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<systemHardwareType>Dator</systemHardwareType>
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</variables>
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</language>
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</theme>
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<systemColorPalette3>04EF94</systemColorPalette3>
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<systemColorPalette4>029205</systemColorPalette4>
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</variables>
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<language name="sv_SE">
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<variables>
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<systemHardwareType>Arkad</systemHardwareType>
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</variables>
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</language>
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</theme>
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<systemHardwareType>Collection</systemHardwareType>
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<systemCoverSize>1-1</systemCoverSize>
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</variables>
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<language name="sv_SE">
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<variables>
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<systemHardwareType>Samling</systemHardwareType>
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</variables>
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</language>
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</theme>
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<systemHardwareType>Collection</systemHardwareType>
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<systemCoverSize>1-1</systemCoverSize>
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</variables>
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<language name="sv_SE">
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<variables>
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<systemHardwareType>Samling</systemHardwareType>
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</variables>
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</language>
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</theme>
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<systemHardwareType>Collection</systemHardwareType>
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<systemCoverSize>1-1</systemCoverSize>
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</variables>
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<language name="sv_SE">
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<variables>
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<systemHardwareType>Samling</systemHardwareType>
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</variables>
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</language>
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</theme>
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<systemColorPalette3>AE492D</systemColorPalette3>
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<systemColorPalette4>635B4F</systemColorPalette4>
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</variables>
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<language name="sv_SE">
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<variables>
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<systemHardwareType>Dator</systemHardwareType>
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</variables>
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</language>
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</theme>
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<systemColorPalette3>FD4120</systemColorPalette3>
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<systemColorPalette4>00A0C6</systemColorPalette4>
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</variables>
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<language name="sv_SE">
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<variables>
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<systemHardwareType>Dator</systemHardwareType>
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</variables>
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</language>
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</theme>
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<systemColorPalette3>FFFFFF</systemColorPalette3>
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<systemColorPalette4>0B5ED8</systemColorPalette4>
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</variables>
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<language name="sv_SE">
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<variables>
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<systemHardwareType>Konsol</systemHardwareType>
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</variables>
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</language>
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</theme>
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<systemColorPalette3>1CA6F1</systemColorPalette3>
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<systemColorPalette4>F62717</systemColorPalette4>
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</variables>
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<language name="sv_SE">
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<variables>
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<systemHardwareType>Konsol</systemHardwareType>
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</variables>
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</language>
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</theme>
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<systemColorPalette3>EA316E</systemColorPalette3>
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<systemColorPalette4>25AAE1</systemColorPalette4>
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</variables>
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<language name="sv_SE">
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<variables>
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<systemHardwareType>Spelmotor</systemHardwareType>
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</variables>
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</language>
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</theme>
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<systemColorPalette3>CED0FF</systemColorPalette3>
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<systemColorPalette4>4B3FF3</systemColorPalette4>
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</variables>
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<language name="sv_SE">
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<variables>
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<systemHardwareType>Konsol</systemHardwareType>
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</variables>
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</language>
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</theme>
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@ -14,4 +14,9 @@
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<systemColorPalette3>555555</systemColorPalette3>
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<systemColorPalette4>AE1F19</systemColorPalette4>
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</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Dator</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -14,4 +14,9 @@
|
|||
<systemColorPalette3>FADD2F</systemColorPalette3>
|
||||
<systemColorPalette4>A4DDF0</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Konsol</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -10,4 +10,9 @@
|
|||
<systemColor>222222</systemColor>
|
||||
<systemCoverSize>1-1</systemCoverSize>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Samling</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -14,4 +14,9 @@
|
|||
<systemColorPalette3>FF0000</systemColorPalette3>
|
||||
<systemColorPalette4>303030</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Mapp</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -3,7 +3,7 @@
|
|||
<systemName>Capcom Play System</systemName>
|
||||
<systemDescription>The CP System (CPシステム, shīpī shisutemu, CPS for short) is an arcade system board developed by Capcom that ran game software stored on removable daughterboards. More than two dozen arcade titles were released for CPS-1, before Capcom shifted game development over to its successor, the CP System II.
|
||||
|
||||
Among the 33 titles released for the original CP System included Street Fighter II: The World Warrior and its first two follow-ups, Street Fighter II: Champion Edition and Street Fighter II: Hyper Fighting.</systemDescription>
|
||||
Among the 33 titles released for the original CP System included Street Fighter II: The World Warrior and its first two follow-ups, Street Fighter II: Champion Edition and Street Fighter II: Hyper Fighting.</systemDescription>
|
||||
<systemManufacturer>Capcom</systemManufacturer>
|
||||
<systemReleaseYear>1988</systemReleaseYear>
|
||||
<systemReleaseDate>1988-05-13</systemReleaseDate>
|
||||
|
@ -16,4 +16,9 @@ Among the 33 titles released for the original CP System included Street Fighter
|
|||
<systemColorPalette3>FAFAFA</systemColorPalette3>
|
||||
<systemColorPalette4>111111</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Arkad</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -3,7 +3,7 @@
|
|||
<systemName>CPS-I</systemName>
|
||||
<systemDescription>The CP System (CPシステム, shīpī shisutemu, CPS for short) is an arcade system board developed by Capcom that ran game software stored on removable daughterboards. More than two dozen arcade titles were released for CPS-1, before Capcom shifted game development over to its successor, the CP System II.
|
||||
|
||||
Among the 33 titles released for the original CP System included Street Fighter II: The World Warrior and its first two follow-ups, Street Fighter II: Champion Edition and Street Fighter II: Hyper Fighting.</systemDescription>
|
||||
Among the 33 titles released for the original CP System included Street Fighter II: The World Warrior and its first two follow-ups, Street Fighter II: Champion Edition and Street Fighter II: Hyper Fighting.</systemDescription>
|
||||
<systemManufacturer>Capcom</systemManufacturer>
|
||||
<systemReleaseYear>1988</systemReleaseYear>
|
||||
<systemReleaseDate>1988-05-13</systemReleaseDate>
|
||||
|
@ -16,4 +16,9 @@ Among the 33 titles released for the original CP System included Street Fighter
|
|||
<systemColorPalette3>034EA2</systemColorPalette3>
|
||||
<systemColorPalette4>111111</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Arkad</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -14,4 +14,9 @@
|
|||
<systemColorPalette3>FFCB04</systemColorPalette3>
|
||||
<systemColorPalette4>111111</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Arkad</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -14,4 +14,9 @@
|
|||
<systemColorPalette3>111111</systemColorPalette3>
|
||||
<systemColorPalette4>FFCB04</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Arkad</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -14,4 +14,9 @@
|
|||
<systemColorPalette3>E0CC75</systemColorPalette3>
|
||||
<systemColorPalette4>F09734</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Konsol</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -9,4 +9,9 @@
|
|||
<systemHardwareType>Collection</systemHardwareType>
|
||||
<systemCoverSize>1-1</systemCoverSize>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Samling</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -14,4 +14,9 @@
|
|||
<systemColorPalette3>DC110B</systemColorPalette3>
|
||||
<systemColorPalette4>D8D3BD</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Emulator</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -14,4 +14,9 @@
|
|||
<systemColorPalette3>A05745</systemColorPalette3>
|
||||
<systemColorPalette4>5C5599</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Mapp</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -14,4 +14,9 @@
|
|||
<systemColorPalette3>D37112</systemColorPalette3>
|
||||
<systemColorPalette4>A63417</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Spelmotor</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -14,4 +14,9 @@
|
|||
<systemColorPalette3>CA1A15</systemColorPalette3>
|
||||
<systemColorPalette4>111111</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Operativsystem</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -3,7 +3,7 @@
|
|||
<systemName>Dragon 32</systemName>
|
||||
<systemDescription>The Dragon 32 and Dragon 64 are home computers that were built in the 1980s. The Dragons are very similar to the TRS-80 Color Computer, and were produced for the European market by Dragon Data, Ltd., initially in Swansea, Wales before moving to Port Talbot, Wales (until 1984) and by Eurohard S.A. in Casar de Cáceres, Spain (from 1984 to 1987), and for the US market by Tano of New Orleans, Louisiana.
|
||||
|
||||
The model numbers reflect the primary difference between the two machines, which have 32 and 64 kilobytes (32,768 and 65,536 bytes) of RAM, respectively.</systemDescription>
|
||||
The model numbers reflect the primary difference between the two machines, which have 32 and 64 kilobytes (32,768 and 65,536 bytes) of RAM, respectively.</systemDescription>
|
||||
<systemManufacturer>Dragon Data, Ltd.</systemManufacturer>
|
||||
<systemReleaseYear>1982</systemReleaseYear>
|
||||
<systemReleaseDate>1982-08</systemReleaseDate>
|
||||
|
@ -16,4 +16,9 @@ The model numbers reflect the primary difference between the two machines, which
|
|||
<systemColorPalette3>74B719</systemColorPalette3>
|
||||
<systemColorPalette4>3262D9</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Dator</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -3,7 +3,7 @@
|
|||
<systemName>Dreamcast</systemName>
|
||||
<systemDescription>The Dreamcast is a home video game console released by Sega on November 27, 1998 in Japan, September 9, 1999 in North America, and October 14, 1999 in Europe. It was the first in the sixth generation of video game consoles, preceding Sony's PlayStation 2, Nintendo's GameCube, and Microsoft's Xbox. The Dreamcast was Sega's final home console, marking the end of the company's eighteen years in the console market.
|
||||
|
||||
In contrast to the expensive hardware of the unsuccessful Sega Saturn, the Dreamcast was designed to reduce costs with "off-the-shelf" components, including a Hitachi SH-4 CPU and an NEC PowerVR2 GPU. Released in Japan to a subdued reception, the Dreamcast enjoyed a successful U.S. launch backed by a large marketing campaign, but interest in the system steadily declined as Sony built hype for the upcoming PlayStation 2. Sales did not meet Sega's expectations despite several price cuts, and the company continued to incur significant financial losses. After a change in leadership, Sega discontinued the Dreamcast on March 31, 2001, withdrawing from the console business and restructuring itself as a third-party publisher. In total, 9.13 million Dreamcast units were sold worldwide.</systemDescription>
|
||||
In contrast to the expensive hardware of the unsuccessful Sega Saturn, the Dreamcast was designed to reduce costs with "off-the-shelf" components, including a Hitachi SH-4 CPU and an NEC PowerVR2 GPU. Released in Japan to a subdued reception, the Dreamcast enjoyed a successful U.S. launch backed by a large marketing campaign, but interest in the system steadily declined as Sony built hype for the upcoming PlayStation 2. Sales did not meet Sega's expectations despite several price cuts, and the company continued to incur significant financial losses. After a change in leadership, Sega discontinued the Dreamcast on March 31, 2001, withdrawing from the console business and restructuring itself as a third-party publisher. In total, 9.13 million Dreamcast units were sold worldwide.</systemDescription>
|
||||
<systemManufacturer>Sega</systemManufacturer>
|
||||
<systemReleaseYear>1998</systemReleaseYear>
|
||||
<systemReleaseDate>1998-11-27</systemReleaseDate>
|
||||
|
@ -16,4 +16,9 @@ In contrast to the expensive hardware of the unsuccessful Sega Saturn, the Dream
|
|||
<systemColorPalette3>030303</systemColorPalette3>
|
||||
<systemColorPalette4>E4E5E4</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Konsol</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -14,4 +14,9 @@
|
|||
<systemColorPalette3>838382</systemColorPalette3>
|
||||
<systemColorPalette4>4B6D35</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Spelmotor</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -13,4 +13,9 @@
|
|||
<systemColorPalette3>555555</systemColorPalette3>
|
||||
<systemColorPalette4>333333</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Dator</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -14,4 +14,9 @@
|
|||
<systemColorPalette3>FF0000</systemColorPalette3>
|
||||
<systemColorPalette4>303030</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Mapp</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -14,4 +14,9 @@
|
|||
<systemColorPalette3>343434</systemColorPalette3>
|
||||
<systemColorPalette4>35C4EE</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Mapp</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -3,11 +3,11 @@
|
|||
<systemName>Famicom</systemName>
|
||||
<systemDescription>The Family Computer (ファミリーコンピュータ) or Famicom (ファミコン) hit the Japanese gaming market in 1983. The brainchild of Masayuki Uemura, Famicom was Nintendo’s first cartridge-based home video game console. It became an instant hit, with game titles like legendary designer Shigeru Miyamoto’s arcade classic Donkey Kong fueling sales.
|
||||
|
||||
The Famicom began life as the “GameCom” before system designer Masayuki Uemura’s wife suggested the moniker we know and love today. During development several ideas were bandied about, including the concept of creating a powerful home computer complete with a keyboard and disk drive, but ultimately the console became the diminutive red-and-white wonder that has become so iconic over the years; the colour scheme was apparently chosen by Nintendo president Hiroshi Yamauchi after he spotted a billboard advertisement which used the same hues.
|
||||
The Famicom began life as the “GameCom” before system designer Masayuki Uemura’s wife suggested the moniker we know and love today. During development several ideas were bandied about, including the concept of creating a powerful home computer complete with a keyboard and disk drive, but ultimately the console became the diminutive red-and-white wonder that has become so iconic over the years; the colour scheme was apparently chosen by Nintendo president Hiroshi Yamauchi after he spotted a billboard advertisement which used the same hues.
|
||||
|
||||
The Famicom was designed to be both cheap and impressive. Nintendo aimed to be thrifty where possible but did not want to sacrifice performance. The aim was for their console to be unsurpassed in terms of quality and cost-effectiveness by their competitors for at least a year, if not longer. The console was purposefully designed to look like a toy – with a design scheme similar to the Game and Watch series of portable games they had released a couple of years prior to the Famicom.
|
||||
The Famicom was designed to be both cheap and impressive. Nintendo aimed to be thrifty where possible but did not want to sacrifice performance. The aim was for their console to be unsurpassed in terms of quality and cost-effectiveness by their competitors for at least a year, if not longer. The console was purposefully designed to look like a toy – with a design scheme similar to the Game and Watch series of portable games they had released a couple of years prior to the Famicom.
|
||||
|
||||
The only direct competition to the Famicom was Sega’s SG-1000, which the Famicom was easily outselling. Within two years the Famicom had already sold 2.5 million units in Japan. This success emboldened Nintendo, who started to look towards international markets. Overall Nintendo sold more than 10 million units in Japan.</systemDescription>
|
||||
The only direct competition to the Famicom was Sega’s SG-1000, which the Famicom was easily outselling. Within two years the Famicom had already sold 2.5 million units in Japan. This success emboldened Nintendo, who started to look towards international markets. Overall Nintendo sold more than 10 million units in Japan.</systemDescription>
|
||||
<systemDescriptionSource>https://www.museumofplay.org/blog/first-there-was-famicom/, https://retrogaming.tech.blog/2016/12/03/a-history-of-the-nintendo-famicom/, https://www.nintendolife.com/news/2013/07/feature_the_history_of_the_famicom_the_console_that_changed_nintendos_fortunes</systemDescriptionSource>
|
||||
<systemManufacturer>Nintendo</systemManufacturer>
|
||||
<systemReleaseYear>1983</systemReleaseYear>
|
||||
|
@ -21,4 +21,9 @@ The only direct competition to the Famicom was Sega’s SG-1000, which the Famic
|
|||
<systemColorPalette3>C0A987</systemColorPalette3>
|
||||
<systemColorPalette4>AA1A41</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Konsol</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -3,9 +3,9 @@
|
|||
<systemName>FinalBurn Alpha</systemName>
|
||||
<systemDescription>This source-available project is based on FinalBurn, created by Dave in 2000. It has been programmed by a team composed of Barry Harris (Old username: TrebleWinner), Jan_Klaassen, KEV, LoopMaster, Mike Haggar, Hyper Yagami and Ayeye.
|
||||
|
||||
FinalBurn was one of the first Capcom CPS2 emulators. When this project came to a halt in 2001, its sources were widely disseminated, allowing the development of many unofficial versions, of which FBA is the most successful.
|
||||
FinalBurn was one of the first Capcom CPS2 emulators. When this project came to a halt in 2001, its sources were widely disseminated, allowing the development of many unofficial versions, of which FBA is the most successful.
|
||||
|
||||
Differentiated from other emulators by a very large number of supported systems, FB Alpha also offers a clear interface (simple like that of Kawaks) and excellent performance. The icing on the cake; it's not resource-intensive, and you don't need to indulge in complex settings to take it in hand immediately, although its menus are natively in English.</systemDescription>
|
||||
Differentiated from other emulators by a very large number of supported systems, FB Alpha also offers a clear interface (simple like that of Kawaks) and excellent performance. The icing on the cake; it's not resource-intensive, and you don't need to indulge in complex settings to take it in hand immediately, although its menus are natively in English.</systemDescription>
|
||||
<systemManufacturer>FBA Team</systemManufacturer>
|
||||
<systemReleaseYear>2000</systemReleaseYear>
|
||||
<systemReleaseDate>2000</systemReleaseDate>
|
||||
|
@ -18,4 +18,9 @@ Differentiated from other emulators by a very large number of supported systems,
|
|||
<systemColorPalette3>231F20</systemColorPalette3>
|
||||
<systemColorPalette4>FFFFFF</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Emulator</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -3,9 +3,9 @@
|
|||
<systemName>FinalBurn Neo</systemName>
|
||||
<systemDescription>FinalBurn Neo is a Multiple Arcade Emulator most popular for emulating Neo-Geo, Capcom, Konami, and Cave games. It is developed by the FinalBurn team and originated from FinalBurn by Dave and old MAME versions.
|
||||
|
||||
FinalBurn Neo is an active fork of the FinalBurn Alpha emulator, created by many of the former FBA developers.
|
||||
FinalBurn Neo is an active fork of the FinalBurn Alpha emulator, created by many of the former FBA developers.
|
||||
|
||||
The reason for the separation of the older branch, FB Alpha, and new spin-off branch, FB Neo, was due to an apparent disagreement between one Barry Harris and the rest of the main FBA team members over a licensing issue.</systemDescription>
|
||||
The reason for the separation of the older branch, FB Alpha, and new spin-off branch, FB Neo, was due to an apparent disagreement between one Barry Harris and the rest of the main FBA team members over a licensing issue.</systemDescription>
|
||||
<systemManufacturer>FBA Team</systemManufacturer>
|
||||
<systemReleaseYear>2002</systemReleaseYear>
|
||||
<systemReleaseDate>2002</systemReleaseDate>
|
||||
|
@ -18,4 +18,9 @@ The reason for the separation of the older branch, FB Alpha, and new spin-off br
|
|||
<systemColorPalette3>231F20</systemColorPalette3>
|
||||
<systemColorPalette4>FFFFFF</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Emulator</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -3,7 +3,7 @@
|
|||
<systemName>Famicom Disk System</systemName>
|
||||
<systemDescription>The Family Computer Disk System, commonly shortened to the Famicom Disk System or just Disk System, is a peripheral for Nintendo's Family Computer home video game console, released only in Japan on February 21, 1986. It uses proprietary floppy disks called "Disk Cards" for cheaper data storage and it adds a new high-fidelity sound channel for supporting Disk System games.
|
||||
|
||||
Fundamentally, the Disk System serves simply to enhance some aspects already inherent to the base Famicom system, with better sound and cheaper games—though with the disadvantages of high initial price, slow speed, and lower reliability. However, this boost to the market of affordable and writable mass storage temporarily served as an enabling technology for the creation of new types of video games. This includes the vast, open world, progress-saving adventures of the best-selling The Legend of Zelda (1986) and Metroid (1986), games with a cost-effective and swift release such as the best-selling Super Mario Bros. 2, and nationwide leaderboards and contests via the in-store Disk Fax kiosks, which are considered to be forerunners of today's online achievement and distribution systems.</systemDescription>
|
||||
Fundamentally, the Disk System serves simply to enhance some aspects already inherent to the base Famicom system, with better sound and cheaper games—though with the disadvantages of high initial price, slow speed, and lower reliability. However, this boost to the market of affordable and writable mass storage temporarily served as an enabling technology for the creation of new types of video games. This includes the vast, open world, progress-saving adventures of the best-selling The Legend of Zelda (1986) and Metroid (1986), games with a cost-effective and swift release such as the best-selling Super Mario Bros. 2, and nationwide leaderboards and contests via the in-store Disk Fax kiosks, which are considered to be forerunners of today's online achievement and distribution systems.</systemDescription>
|
||||
<systemDescriptionSource>https://en.wikipedia.org/wiki/Famicom_Disk_System</systemDescriptionSource>
|
||||
<systemManufacturer>Nintendo</systemManufacturer>
|
||||
<systemReleaseYear>1986</systemReleaseYear>
|
||||
|
@ -17,4 +17,9 @@ Fundamentally, the Disk System serves simply to enhance some aspects already inh
|
|||
<systemColorPalette3>3C3C3B</systemColorPalette3>
|
||||
<systemColorPalette4>F4B600</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Tillbehör</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -14,4 +14,9 @@
|
|||
<systemColorPalette3>B11313</systemColorPalette3>
|
||||
<systemColorPalette4>710000</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Spelmotor</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -14,4 +14,9 @@
|
|||
<systemColorPalette3>555555</systemColorPalette3>
|
||||
<systemColorPalette4>333333</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Dator</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -3,7 +3,7 @@
|
|||
<systemName>FM Towns</systemName>
|
||||
<systemDescription>The FM Towns (Japanese: エフエムタウンズ, Hepburn: Efu Emu Taunzu) is a Japanese personal computer built by Fujitsu from February 1989 to the summer of 1997. It started as a proprietary PC variant intended for multimedia applications and PC games, but later became more compatible with IBM PC compatibles. In 1993, the FM Towns Marty was released, a game console compatible with existing FM Towns games.
|
||||
|
||||
The "FM" part of the name means "Fujitsu Micro" like their earlier products, while the "Towns" part is derived from the code name the system was assigned while in development, "Townes". This refers to Charles Townes, one of the winners of the 1964 Nobel Prize in Physics, following a custom of Fujitsu at the time to code name PC products after Nobel Prize winners. The e in "Townes" was dropped when the system went into production to make it clearer that the term was to be pronounced like the word "towns" rather than the potential "tow-nes".</systemDescription>
|
||||
The "FM" part of the name means "Fujitsu Micro" like their earlier products, while the "Towns" part is derived from the code name the system was assigned while in development, "Townes". This refers to Charles Townes, one of the winners of the 1964 Nobel Prize in Physics, following a custom of Fujitsu at the time to code name PC products after Nobel Prize winners. The e in "Townes" was dropped when the system went into production to make it clearer that the term was to be pronounced like the word "towns" rather than the potential "tow-nes".</systemDescription>
|
||||
<systemManufacturer>Fujitsu</systemManufacturer>
|
||||
<systemReleaseYear>1989</systemReleaseYear>
|
||||
<systemReleaseDate>1989-02-28</systemReleaseDate>
|
||||
|
@ -16,4 +16,9 @@ The "FM" part of the name means "Fujitsu Micro" like their earlier products, whi
|
|||
<systemColorPalette3>606875</systemColorPalette3>
|
||||
<systemColorPalette4>151619</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Dator</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -14,4 +14,9 @@
|
|||
<systemColorPalette3>FF0000</systemColorPalette3>
|
||||
<systemColorPalette4>303030</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Spelmotor</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -14,4 +14,9 @@
|
|||
<systemColorPalette3>555555</systemColorPalette3>
|
||||
<systemColorPalette4>333333</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Bärbar</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -3,9 +3,9 @@
|
|||
<systemName>Game & Watch</systemName>
|
||||
<systemDescription>The Game & Watch is a series of handheld electronic games developed, manufactured, released and marketed by Nintendo from 1980 to 1991. Created by game designer Gunpei Yokoi, the product derived its name from its featuring a single game as well as a clock on a LCD screen. The models from 1981 onwards featured an alarm in addition. It was the earliest Nintendo video game product to gain major success.
|
||||
|
||||
The units are based on a 4-bit CPU, from the Sharp SM5xx family, that include a small ROM and RAM area and an LCD screen driver circuit, although, prior to its simulation in MAME, there was a misconception in that every unit used a custom ASIC instead of a proper microcontroller.
|
||||
The units are based on a 4-bit CPU, from the Sharp SM5xx family, that include a small ROM and RAM area and an LCD screen driver circuit, although, prior to its simulation in MAME, there was a misconception in that every unit used a custom ASIC instead of a proper microcontroller.
|
||||
|
||||
The series sold a combined of 43.4 million units worldwide.</systemDescription>
|
||||
The series sold a combined of 43.4 million units worldwide.</systemDescription>
|
||||
<systemDescriptionSource>https://en.wikipedia.org/wiki/Game_%26_Watch</systemDescriptionSource>
|
||||
<systemManufacturer>Nintendo</systemManufacturer>
|
||||
<systemReleaseYear>1980</systemReleaseYear>
|
||||
|
@ -19,6 +19,9 @@ The series sold a combined of 43.4 million units worldwide.</systemDescription>
|
|||
<systemColorPalette3>853641</systemColorPalette3>
|
||||
<systemColorPalette4>4C301C</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Bärbar</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
||||
|
||||
|
||||
|
|
|
@ -2,9 +2,9 @@
|
|||
<variables>
|
||||
<systemName>Game.com</systemName>
|
||||
<systemDescription>The Game.com is a fifth-generation handheld game console released by Tiger Electronics in August 1997. A smaller version, the Game.com Pocket Pro, was released in mid-1999.
|
||||
The first version of the Game.com can be connected to a 14.4 kbit/s modem for Internet connectivity, hence its name referencing the top level domain .com.
|
||||
The first version of the Game.com can be connected to a 14.4 kbit/s modem for Internet connectivity, hence its name referencing the top level domain .com.
|
||||
|
||||
It was the first video game console to include a touchscreen and the first handheld console to include Internet connectivity.</systemDescription>
|
||||
It was the first video game console to include a touchscreen and the first handheld console to include Internet connectivity.</systemDescription>
|
||||
<systemManufacturer>Tiger Electronics</systemManufacturer>
|
||||
<systemReleaseYear>1997</systemReleaseYear>
|
||||
<systemReleaseDate>1997-08</systemReleaseDate>
|
||||
|
@ -17,4 +17,9 @@ It was the first video game console to include a touchscreen and the first handh
|
|||
<systemColorPalette3>AE2B2B</systemColorPalette3>
|
||||
<systemColorPalette4>186DA4</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Bärbar</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -3,7 +3,7 @@
|
|||
<systemName>Game Gear</systemName>
|
||||
<systemDescription>The Game Gear is an 8-bit fourth generation handheld game console released by Sega on October 6, 1990 in Japan, in April 1991 throughout North America and Europe, and during 1992 in Australia. The Game Gear primarily competed with Nintendo's Game Boy, the Atari Lynx, and NEC's TurboExpress. It shares much of its hardware with the Master System, and can play Master System games by the use of an adapter. Sega positioned the Game Gear, which had a full-color backlit screen with a landscape format, as a technologically superior handheld to the Game Boy.
|
||||
|
||||
Though the Game Gear was rushed to market, its unique game library and price point gave it an edge over the Atari Lynx and TurboExpress. However, due to its short battery life, lack of original games, and weak support from Sega, the Game Gear was unable to surpass the Game Boy, selling 10.62 million units by March 1996. The Game Gear was discontinued on April 30, 1997. It was re-released as a budget system by Majesco Entertainment in 2000, under license from Sega.</systemDescription>
|
||||
Though the Game Gear was rushed to market, its unique game library and price point gave it an edge over the Atari Lynx and TurboExpress. However, due to its short battery life, lack of original games, and weak support from Sega, the Game Gear was unable to surpass the Game Boy, selling 10.62 million units by March 1996. The Game Gear was discontinued on April 30, 1997. It was re-released as a budget system by Majesco Entertainment in 2000, under license from Sega.</systemDescription>
|
||||
<systemManufacturer>Sega</systemManufacturer>
|
||||
<systemReleaseYear>1990</systemReleaseYear>
|
||||
<systemReleaseDate>1990-10-06</systemReleaseDate>
|
||||
|
@ -16,4 +16,9 @@ Though the Game Gear was rushed to market, its unique game library and price poi
|
|||
<systemColorPalette3>008200</systemColorPalette3>
|
||||
<systemColorPalette4>0000FE</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Bärbar</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -3,7 +3,7 @@
|
|||
<systemName>Game Boy</systemName>
|
||||
<systemDescription>The Game Boy is an 8-bit handheld game console developed and manufactured by Nintendo. It was first released in Japan on April 21, 1989, in North America later the same year, and in Europe in late 1990. It was designed by the same team that developed the Game & Watch series of handheld electronic games and several Nintendo Entertainment System (NES) games: Satoru Okada, Gunpei Yokoi, and Nintendo Research & Development 1.
|
||||
|
||||
It was the first handheld game to use video game cartridges since Milton Bradley's Microvision handheld console. Despite many other, technologically superior handheld consoles introduced during its lifetime, the Game Boy was a tremendous success. The Game Boy and Game Boy Color combined have sold 118 million units worldwide. Upon its release in the United States, it sold its entire shipment of one million units within weeks.</systemDescription>
|
||||
It was the first handheld game to use video game cartridges since Milton Bradley's Microvision handheld console. Despite many other, technologically superior handheld consoles introduced during its lifetime, the Game Boy was a tremendous success. The Game Boy and Game Boy Color combined have sold 118 million units worldwide. Upon its release in the United States, it sold its entire shipment of one million units within weeks.</systemDescription>
|
||||
<systemDescriptionSource>https://en.wikipedia.org/wiki/Game_Boy</systemDescriptionSource>
|
||||
<systemManufacturer>Nintendo</systemManufacturer>
|
||||
<systemReleaseYear>1989</systemReleaseYear>
|
||||
|
@ -17,4 +17,9 @@ It was the first handheld game to use video game cartridges since Milton Bradley
|
|||
<systemColorPalette3>D9D9D9</systemColorPalette3>
|
||||
<systemColorPalette4>A3A3A3</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Bärbar</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -14,4 +14,9 @@
|
|||
<systemColorPalette3>BCBCBC</systemColorPalette3>
|
||||
<systemColorPalette4>212121</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Bärbar</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -14,4 +14,9 @@
|
|||
<systemColorPalette3>00B3DE</systemColorPalette3>
|
||||
<systemColorPalette4>7642B6</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Bärbar</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -3,7 +3,7 @@
|
|||
<systemName>GameCube</systemName>
|
||||
<systemDescription>The Nintendo GameCube is a home video game console released by Nintendo in Japan and North America in 2001 and in PAL territories in 2002. The GameCube is Nintendo's entry in the sixth generation of video game consoles and is the successor to their previous console, the Nintendo 64. The GameCube competed with Sony's PlayStation 2 and Microsoft's Xbox.
|
||||
|
||||
The GameCube is the first Nintendo console to use optical discs as its primary storage medium. The discs are in a miniDVD-based format but the system was not designed to play full-sized DVDs or audio CDs unlike its competitors, and mainly focused on gaming instead. The console supports limited online gaming for a small number of games via a GameCube broadband or modem adapter and can connect to a Game Boy Advance with a link cable, which allows players to access exclusive in-game features using the handheld as a second screen and controller like a Wii U.</systemDescription>
|
||||
The GameCube is the first Nintendo console to use optical discs as its primary storage medium. The discs are in a miniDVD-based format but the system was not designed to play full-sized DVDs or audio CDs unlike its competitors, and mainly focused on gaming instead. The console supports limited online gaming for a small number of games via a GameCube broadband or modem adapter and can connect to a Game Boy Advance with a link cable, which allows players to access exclusive in-game features using the handheld as a second screen and controller like a Wii U.</systemDescription>
|
||||
<systemManufacturer>Nintendo</systemManufacturer>
|
||||
<systemReleaseYear>2001</systemReleaseYear>
|
||||
<systemReleaseDate>2001-08-14</systemReleaseDate>
|
||||
|
@ -16,4 +16,9 @@ The GameCube is the first Nintendo console to use optical discs as its primary s
|
|||
<systemColorPalette3>CBC9E0</systemColorPalette3>
|
||||
<systemColorPalette4>1E1C11</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Konsol</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -14,4 +14,9 @@
|
|||
<systemColorPalette3>3E64AE</systemColorPalette3>
|
||||
<systemColorPalette4>811B15</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Konsol</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -3,7 +3,7 @@
|
|||
<systemName>Game Master</systemName>
|
||||
<systemDescription>The Game Master is a handheld game console manufactured by Hartung, and designed to compete with the Nintendo Game Boy. In Germany, it was marketed by Hartung itself, while in the UK it was released as the Systema 2000 by the already well-established maker of cheap LCD games Systema. It was also sold a few under alternate names in France, including the Videojet Game Master as well as for a few released by Hartung as the Hartung Super Game and the Hartung Game Tronic. The Game Master has a 64x64 monochrome LCD screen.
|
||||
|
||||
The design was much like the Game Gear with a D-Pad and two action buttons, although another variation, the Game Plus, features a more Game Boy-like design which is backed by a company called Caterpillar and was sold by Delplay in France. The cartridges resemble those used by the Watara Supervision, with the card edge of the cartridge jutted out past the plastic of the cartridge. The Game Master utilizes a 40-pin cartridge port like the Supervision but is not compatible with Supervision games.</systemDescription>
|
||||
The design was much like the Game Gear with a D-Pad and two action buttons, although another variation, the Game Plus, features a more Game Boy-like design which is backed by a company called Caterpillar and was sold by Delplay in France. The cartridges resemble those used by the Watara Supervision, with the card edge of the cartridge jutted out past the plastic of the cartridge. The Game Master utilizes a 40-pin cartridge port like the Supervision but is not compatible with Supervision games.</systemDescription>
|
||||
<systemManufacturer>Hartung</systemManufacturer>
|
||||
<systemReleaseYear>1990</systemReleaseYear>
|
||||
<systemReleaseDate>1990</systemReleaseDate>
|
||||
|
@ -16,4 +16,9 @@ The design was much like the Game Gear with a D-Pad and two action buttons, alth
|
|||
<systemColorPalette3>FF0000</systemColorPalette3>
|
||||
<systemColorPalette4>303030</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Bärbar</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -14,4 +14,9 @@
|
|||
<systemColorPalette3>DBD9D4</systemColorPalette3>
|
||||
<systemColorPalette4>C02520</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Konsol</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -14,4 +14,9 @@
|
|||
<systemColorPalette3>C81A7C</systemColorPalette3>
|
||||
<systemColorPalette4>C8D463</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Konsol</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -14,4 +14,9 @@
|
|||
<systemColorPalette3>EE3537</systemColorPalette3>
|
||||
<systemColorPalette4>1F4394</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Operativsystem</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -14,4 +14,9 @@
|
|||
<systemColorPalette3>448F38</systemColorPalette3>
|
||||
<systemColorPalette4>BF2E31</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Mapp</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -14,4 +14,9 @@
|
|||
<systemColorPalette3>FF0000</systemColorPalette3>
|
||||
<systemColorPalette4>303030</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Mapp</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -3,9 +3,9 @@
|
|||
<systemName>LCD Games</systemName>
|
||||
<systemDescription>Handheld electronic games are very small, portable devices for playing interactive electronic games, often miniaturized versions of video games. The controls, display and speakers are all part of a single unit.
|
||||
|
||||
Rather than a general-purpose screen made up of a grid of small pixels, they usually have custom displays designed to play one game. This simplicity means they can be made as small as a smartwatch, and sometimes are. The visual output of these games can range from a few small light bulbs or LED lights to calculator-like alphanumerical screens; later these were mostly displaced by liquid crystal and vacuum fluorescent display screens with detailed images and in the case of VFD games, color.
|
||||
Rather than a general-purpose screen made up of a grid of small pixels, they usually have custom displays designed to play one game. This simplicity means they can be made as small as a smartwatch, and sometimes are. The visual output of these games can range from a few small light bulbs or LED lights to calculator-like alphanumerical screens; later these were mostly displaced by liquid crystal and vacuum fluorescent display screens with detailed images and in the case of VFD games, color.
|
||||
|
||||
Handhelds' popularity was at its peak from the late 1970s into the early 1990s before declining. They are the precursors to the handheld game console.</systemDescription>
|
||||
Handhelds' popularity was at its peak from the late 1970s into the early 1990s before declining. They are the precursors to the handheld game console.</systemDescription>
|
||||
<systemManufacturer>Various</systemManufacturer>
|
||||
<systemReleaseYear>Various</systemReleaseYear>
|
||||
<systemReleaseDate>Various</systemReleaseDate>
|
||||
|
@ -18,4 +18,9 @@ Handhelds' popularity was at its peak from the late 1970s into the early 1990s b
|
|||
<systemColorPalette3>C3C9C7</systemColorPalette3>
|
||||
<systemColorPalette4>3D6F78</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Bärbar</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -14,4 +14,9 @@
|
|||
<systemColorPalette3>F8EA32</systemColorPalette3>
|
||||
<systemColorPalette4>FF5700</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Spelmotor</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -3,12 +3,12 @@
|
|||
<systemName>Lutris</systemName>
|
||||
<systemDescription>Lutris is a free and open source game manager for Linux-based operating systems developed and maintained by Mathieu Comandon and the community, released under the GNU General Public License.
|
||||
|
||||
Lutris began as a piece of software called Oblivion Launcher, which was created in 2009 by Mathieu Comandon. He wanted an easier way to manage his games running on Linux, especially the ones that ran using Wine. Lutris began development on Launchpad, with the repository being created on May 5th, 2009. The first public release, 0.1, was on November 29th, 2009.[8] In 2010, development moved to GitHub.</systemDescription>
|
||||
Lutris began as a piece of software called Oblivion Launcher, which was created in 2009 by Mathieu Comandon. He wanted an easier way to manage his games running on Linux, especially the ones that ran using Wine. Lutris began development on Launchpad, with the repository being created on May 5th, 2009. The first public release, 0.1, was on November 29th, 2009.[8] In 2010, development moved to GitHub.</systemDescription>
|
||||
<systemManufacturer>Mathieu Comandon</systemManufacturer>
|
||||
<systemReleaseYear>2010</systemReleaseYear>
|
||||
<systemReleaseDate>2010-02-23</systemReleaseDate>
|
||||
<systemReleaseDateFormated>February 23, 2010</systemReleaseDateFormated>
|
||||
<systemHardwareType>Engine</systemHardwareType>
|
||||
<systemHardwareType>Folder</systemHardwareType>
|
||||
<systemCoverSize>3-4</systemCoverSize>
|
||||
<systemColor>AA9D96</systemColor>
|
||||
<systemColorPalette1>FF9900</systemColorPalette1>
|
||||
|
@ -16,4 +16,9 @@ Lutris began as a piece of software called Oblivion Launcher, which was created
|
|||
<systemColorPalette3>222222</systemColorPalette3>
|
||||
<systemColorPalette4>FFB700</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Mapp</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -14,4 +14,9 @@
|
|||
<systemColorPalette3>F2D8B5</systemColorPalette3>
|
||||
<systemColorPalette4>00007F</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Spelmotor</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -3,7 +3,7 @@
|
|||
<systemName>Macintosh</systemName>
|
||||
<systemDescription>The Macintosh (mainly Mac since 1998) is a family of personal computers designed, manufactured, and sold by Apple Inc. (originally as Apple Computer, Inc.) since January 1984.
|
||||
|
||||
The original Macintosh is the first successful mass-market all-in-one desktop personal computer to have featured a graphical user interface, built-in screen, and mouse. Apple sold the Macintosh alongside its popular Apple II, Apple IIGS, Apple III, and Apple Lisa families of computers until the other models were discontinued in the 1990s.</systemDescription>
|
||||
The original Macintosh is the first successful mass-market all-in-one desktop personal computer to have featured a graphical user interface, built-in screen, and mouse. Apple sold the Macintosh alongside its popular Apple II, Apple IIGS, Apple III, and Apple Lisa families of computers until the other models were discontinued in the 1990s.</systemDescription>
|
||||
<systemManufacturer>Apple</systemManufacturer>
|
||||
<systemReleaseYear>1984</systemReleaseYear>
|
||||
<systemReleaseDate>1984-01</systemReleaseDate>
|
||||
|
@ -16,4 +16,9 @@ The original Macintosh is the first successful mass-market all-in-one desktop pe
|
|||
<systemColorPalette3>009DDD</systemColorPalette3>
|
||||
<systemColorPalette4>C45152</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Dator</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -14,4 +14,9 @@
|
|||
<systemColorPalette3>231F20</systemColorPalette3>
|
||||
<systemColorPalette4>FFFFFF</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Emulator</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -3,7 +3,7 @@
|
|||
<systemName>MAME</systemName>
|
||||
<systemDescription>MAME (formerly an acronym of Multiple Arcade Machine Emulator) is a free and open-source emulator designed to recreate the hardware of arcade game systems in software on modern personal computers and other platforms. Its intention is to preserve gaming history by preventing vintage games from being lost or forgotten. It does this by emulating the inner workings of the emulated arcade machines; the ability to actually play the games is considered "a nice side effect". Joystiq has listed MAME as an application that every Windows and Mac gamer should have.
|
||||
|
||||
The first public MAME release was by Nicola Salmoria on 5 February 1997. It now supports over 7,000 unique games and 10,000 actual ROM image sets, though not all of the games are playable. MESS, an emulator for many video game consoles and computer systems, based on the MAME core, was integrated into MAME in 2015.</systemDescription>
|
||||
The first public MAME release was by Nicola Salmoria on 5 February 1997. It now supports over 7,000 unique games and 10,000 actual ROM image sets, though not all of the games are playable. MESS, an emulator for many video game consoles and computer systems, based on the MAME core, was integrated into MAME in 2015.</systemDescription>
|
||||
<systemManufacturer>MAME Team</systemManufacturer>
|
||||
<systemReleaseYear>1997</systemReleaseYear>
|
||||
<systemReleaseDate>1997-02-05</systemReleaseDate>
|
||||
|
@ -16,4 +16,9 @@ The first public MAME release was by Nicola Salmoria on 5 February 1997. It now
|
|||
<systemColorPalette3>231F20</systemColorPalette3>
|
||||
<systemColorPalette4>FFFFFF</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Emulator</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -3,7 +3,7 @@
|
|||
<systemName>Master System</systemName>
|
||||
<systemDescription>The Sega Master System is a third-generation 8-bit home video game console manufactured by Sega. It was originally a remodeled export version of the Sega Mark III, the third iteration of the SG-1000 series of consoles, which was released in Japan in 1985 and featured enhanced graphical capabilities over its predecessors. The Master System launched in North America in 1986, followed by Europe in 1987, and Brazil in 1989. A Japanese version of the Master System was also launched in 1987, which features a few enhancements over the export models (and by proxy the original Mark III): a built-in FM audio chip, a rapid-fire switch, and a dedicated port for the 3D glasses. The Master System II, a cheaper model, was released in 1990 in North America and Europe.
|
||||
|
||||
The original Master System models use both cartridges and a credit card-sized format known as Sega Cards. Accessories for the consoles include a light gun and 3D glasses that work with a range of specially designed games. The later Master System II redesign removed the card slot, turning it into a strictly cartridge-only system and is incompatible with the 3D glasses.</systemDescription>
|
||||
The original Master System models use both cartridges and a credit card-sized format known as Sega Cards. Accessories for the consoles include a light gun and 3D glasses that work with a range of specially designed games. The later Master System II redesign removed the card slot, turning it into a strictly cartridge-only system and is incompatible with the 3D glasses.</systemDescription>
|
||||
<systemManufacturer>Sega</systemManufacturer>
|
||||
<systemReleaseYear>1986</systemReleaseYear>
|
||||
<systemReleaseDate>1986-09-01</systemReleaseDate>
|
||||
|
@ -16,4 +16,9 @@ The original Master System models use both cartridges and a credit card-sized fo
|
|||
<systemColorPalette3>E60000</systemColorPalette3>
|
||||
<systemColorPalette4>1A1A1A</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Konsol</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -3,12 +3,12 @@
|
|||
<systemName>Mega CD</systemName>
|
||||
<systemDescription>The Sega CD, released as the Mega-CD in most regions outside North America and Brazil, is a CD-ROM accessory for the Mega Drive/Genesis designed and produced by Sega as part of the fourth generation of video game consoles. It was released on December 12, 1991 in Japan, October 15, 1992 in North America, and April 2, 1993 in Europe. The Sega CD plays CD-based games and adds hardware functionality such as a faster central processing unit and graphic enhancements like sprite scaling and rotation. It can also play audio CDs and CD+G discs.
|
||||
|
||||
The main benefit of CD technology was greater storage, which allowed for games to be nearly 320 times larger than Genesis cartridges. This benefit manifested as full motion video (FMV) games such as the controversial Night Trap, which became a focus of the 1993 congressional hearings on issues of video game violence and ratings. Sega of Japan partnered with JVC to design the Sega CD and refused to consult with Sega of America until the project was complete. Sega of America assembled parts from various "dummy" units to obtain a working prototype. It was redesigned several times by Sega and licensed third-party developers.</systemDescription>
|
||||
The main benefit of CD technology was greater storage, which allowed for games to be nearly 320 times larger than Genesis cartridges. This benefit manifested as full motion video (FMV) games such as the controversial Night Trap, which became a focus of the 1993 congressional hearings on issues of video game violence and ratings. Sega of Japan partnered with JVC to design the Sega CD and refused to consult with Sega of America until the project was complete. Sega of America assembled parts from various "dummy" units to obtain a working prototype. It was redesigned several times by Sega and licensed third-party developers.</systemDescription>
|
||||
<systemManufacturer>Sega</systemManufacturer>
|
||||
<systemReleaseYear>1993</systemReleaseYear>
|
||||
<systemReleaseDate>1993-04-02</systemReleaseDate>
|
||||
<systemReleaseDateFormated>April 2, 1993</systemReleaseDateFormated>
|
||||
<systemHardwareType>Peripheral</systemHardwareType>
|
||||
<systemHardwareType>Console</systemHardwareType>
|
||||
<systemCoverSize>1-1</systemCoverSize>
|
||||
<systemColor>0C7BCB</systemColor>
|
||||
<systemColorPalette1>DCE3E6</systemColorPalette1>
|
||||
|
@ -16,4 +16,9 @@ The main benefit of CD technology was greater storage, which allowed for games t
|
|||
<systemColorPalette3>C0C1C4</systemColorPalette3>
|
||||
<systemColorPalette4>212122</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Konsol</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -3,12 +3,12 @@
|
|||
<systemName>Mega-CD</systemName>
|
||||
<systemDescription>The Sega CD, released as the Mega-CD in most regions outside North America and Brazil, is a CD-ROM accessory for the Mega Drive/Genesis designed and produced by Sega as part of the fourth generation of video game consoles. It was released on December 12, 1991 in Japan, October 15, 1992 in North America, and April 2, 1993 in Europe. The Sega CD plays CD-based games and adds hardware functionality such as a faster central processing unit and graphic enhancements like sprite scaling and rotation. It can also play audio CDs and CD+G discs.
|
||||
|
||||
The main benefit of CD technology was greater storage, which allowed for games to be nearly 320 times larger than Genesis cartridges. This benefit manifested as full motion video (FMV) games such as the controversial Night Trap, which became a focus of the 1993 congressional hearings on issues of video game violence and ratings. Sega of Japan partnered with JVC to design the Sega CD and refused to consult with Sega of America until the project was complete. Sega of America assembled parts from various "dummy" units to obtain a working prototype. It was redesigned several times by Sega and licensed third-party developers.</systemDescription>
|
||||
The main benefit of CD technology was greater storage, which allowed for games to be nearly 320 times larger than Genesis cartridges. This benefit manifested as full motion video (FMV) games such as the controversial Night Trap, which became a focus of the 1993 congressional hearings on issues of video game violence and ratings. Sega of Japan partnered with JVC to design the Sega CD and refused to consult with Sega of America until the project was complete. Sega of America assembled parts from various "dummy" units to obtain a working prototype. It was redesigned several times by Sega and licensed third-party developers.</systemDescription>
|
||||
<systemManufacturer>Sega</systemManufacturer>
|
||||
<systemReleaseYear>1991</systemReleaseYear>
|
||||
<systemReleaseDate>1991-12-12</systemReleaseDate>
|
||||
<systemReleaseDateFormated>December 12, 1991</systemReleaseDateFormated>
|
||||
<systemHardwareType>Peripheral</systemHardwareType>
|
||||
<systemHardwareType>Console</systemHardwareType>
|
||||
<systemCoverSize>1-1</systemCoverSize>
|
||||
<systemColor>0C7BCB</systemColor>
|
||||
<systemColorPalette1>5A97D0</systemColorPalette1>
|
||||
|
@ -16,4 +16,9 @@ The main benefit of CD technology was greater storage, which allowed for games t
|
|||
<systemColorPalette3>DEAD2C</systemColorPalette3>
|
||||
<systemColorPalette4>732A46</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Konsol</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -10,4 +10,9 @@
|
|||
<systemCoverSize>243-340</systemCoverSize>
|
||||
<systemColor>0C7BCB</systemColor>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Konsol</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -10,4 +10,9 @@
|
|||
<systemCoverSize>243-340</systemCoverSize>
|
||||
<systemColor>0C7BCB</systemColor>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Konsol</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -14,4 +14,9 @@
|
|||
<systemColorPalette3>51BABB</systemColorPalette3>
|
||||
<systemColorPalette4>819B73</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Bärbar</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -14,4 +14,9 @@
|
|||
<systemColorPalette3>FFEFD5</systemColorPalette3>
|
||||
<systemColorPalette4>FFD183</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Emulator</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -14,4 +14,9 @@
|
|||
<systemColorPalette3>F4133D</systemColorPalette3>
|
||||
<systemColorPalette4>199A40</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Arkad</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -14,4 +14,9 @@
|
|||
<systemColorPalette3>000000</systemColorPalette3>
|
||||
<systemColorPalette4>4C9EFB</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Arkad</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -14,4 +14,9 @@
|
|||
<systemColorPalette3>4F8E5C</systemColorPalette3>
|
||||
<systemColorPalette4>2C2D2C</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Dator</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -3,7 +3,7 @@
|
|||
<systemName>MSX</systemName>
|
||||
<systemDescription>MSX is a standardized home computer architecture, announced by Microsoft and ASCII Corporation on June 16, 1983. It was initially conceived by Microsoft as a product for the Eastern sector, and jointly marketed by Kazuhiko Nishi, then vice-president at Microsoft and director at ASCII Corporation. Microsoft and Nishi conceived the project as an attempt to create unified standards among various home computing system manufacturers of the period, in the same fashion as the VHS standard for home video tape machines.
|
||||
|
||||
MSX systems were popular in Japan and several other countries. Sony was the primary manufacturer of MSX systems at the time of release, and throughout most of the products lifespan, producing more units than any other manufacturer. Eventually 5 million MSX-based units were sold in Japan alone. Despite Microsoft's involvement, few MSX-based machines were released in the United States.</systemDescription>
|
||||
MSX systems were popular in Japan and several other countries. Sony was the primary manufacturer of MSX systems at the time of release, and throughout most of the products lifespan, producing more units than any other manufacturer. Eventually 5 million MSX-based units were sold in Japan alone. Despite Microsoft's involvement, few MSX-based machines were released in the United States.</systemDescription>
|
||||
<systemManufacturer>Microsoft</systemManufacturer>
|
||||
<systemReleaseYear>1983</systemReleaseYear>
|
||||
<systemReleaseDate>1983-16-27</systemReleaseDate>
|
||||
|
@ -16,4 +16,9 @@ MSX systems were popular in Japan and several other countries. Sony was the prim
|
|||
<systemColorPalette3>656266</systemColorPalette3>
|
||||
<systemColorPalette4>DEE0E0</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Dator</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -3,7 +3,7 @@
|
|||
<systemName>MSX 1</systemName>
|
||||
<systemDescription>MSX is a standardized home computer architecture, announced by Microsoft and ASCII Corporation on June 16, 1983. It was initially conceived by Microsoft as a product for the Eastern sector, and jointly marketed by Kazuhiko Nishi, then vice-president at Microsoft and director at ASCII Corporation. Microsoft and Nishi conceived the project as an attempt to create unified standards among various home computing system manufacturers of the period, in the same fashion as the VHS standard for home video tape machines.
|
||||
|
||||
MSX systems were popular in Japan and several other countries. Sony was the primary manufacturer of MSX systems at the time of release, and throughout most of the products lifespan, producing more units than any other manufacturer. Eventually 5 million MSX-based units were sold in Japan alone. Despite Microsoft's involvement, few MSX-based machines were released in the United States.</systemDescription>
|
||||
MSX systems were popular in Japan and several other countries. Sony was the primary manufacturer of MSX systems at the time of release, and throughout most of the products lifespan, producing more units than any other manufacturer. Eventually 5 million MSX-based units were sold in Japan alone. Despite Microsoft's involvement, few MSX-based machines were released in the United States.</systemDescription>
|
||||
<systemManufacturer>Microsoft</systemManufacturer>
|
||||
<systemReleaseYear>1983</systemReleaseYear>
|
||||
<systemReleaseDate>1983-16-27</systemReleaseDate>
|
||||
|
@ -16,4 +16,9 @@ MSX systems were popular in Japan and several other countries. Sony was the prim
|
|||
<systemColorPalette3>656266</systemColorPalette3>
|
||||
<systemColorPalette4>DEE0E0</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Dator</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
|
@ -3,7 +3,7 @@
|
|||
<systemName>MSX 2</systemName>
|
||||
<systemDescription>MSX is a standardized home computer architecture, announced by Microsoft and ASCII Corporation on June 16, 1983. It was initially conceived by Microsoft as a product for the Eastern sector, and jointly marketed by Kazuhiko Nishi, then vice-president at Microsoft and director at ASCII Corporation. Microsoft and Nishi conceived the project as an attempt to create unified standards among various home computing system manufacturers of the period, in the same fashion as the VHS standard for home video tape machines.
|
||||
|
||||
MSX systems were popular in Japan and several other countries. Sony was the primary manufacturer of MSX systems at the time of release, and throughout most of the products lifespan, producing more units than any other manufacturer. Eventually 5 million MSX-based units were sold in Japan alone. Despite Microsoft's involvement, few MSX-based machines were released in the United States.</systemDescription>
|
||||
MSX systems were popular in Japan and several other countries. Sony was the primary manufacturer of MSX systems at the time of release, and throughout most of the products lifespan, producing more units than any other manufacturer. Eventually 5 million MSX-based units were sold in Japan alone. Despite Microsoft's involvement, few MSX-based machines were released in the United States.</systemDescription>
|
||||
<systemManufacturer>Microsoft</systemManufacturer>
|
||||
<systemReleaseYear>1985</systemReleaseYear>
|
||||
<systemReleaseDate>1985-01-01</systemReleaseDate>
|
||||
|
@ -16,4 +16,9 @@ MSX systems were popular in Japan and several other countries. Sony was the prim
|
|||
<systemColorPalette3>515050</systemColorPalette3>
|
||||
<systemColorPalette4>2323DC</systemColorPalette4>
|
||||
</variables>
|
||||
<language name="sv_SE">
|
||||
<variables>
|
||||
<systemHardwareType>Dator</systemHardwareType>
|
||||
</variables>
|
||||
</language>
|
||||
</theme>
|
Some files were not shown because too many files have changed in this diff Show more
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Reference in a new issue