Binary Options Strategy Binary Options Pro Signals

2019 Offseason Review Series: Day 18 - The Carolina Panthers

Team: The Carolina Panthers

Division: The NFC South

It’s that time of year again! After a season that could best be described as “a hangover you don’t deserve”, we watched the Panthers soar to a 6-2 record. After a beatdown of eventual playoff caliber Baltimore, It finally looked like we were poised to shrug off our non-consecutive winning streak habit. But it was not meant to be. A combination of shallow defensive depth and a lingering shoulder issue for Cam Newton saw us collapse down the stretch, and we ended 7-9 winning only a single game. After watching the sharp downturn of our fortunes, questions surrounding our QB’s health and a major exodus of our most tenured veteran talent, one could be forgiven for a glum outlook on the franchise’s future going into this offseason.
But despite the spirit in which we entered it, this offseason has been a resounding success. And one that leaves little doubt that we’re an improved team despite our more prominent losses. What follows is a point for point breakdown in how we made the transition from collapsed contender to potential comeback story.

Coaching Changes

None whatsoever.
From both the commentator sphere and other fanbases, the Panthers were pretty roundly rebuked for hiring offensive coordinator Norv Turner. Despite alarms being raised over 7 step drops and an over reliance on deep shot, Turner was a revelation for our offense. He apparently meant every word of emphasizing high completion throws and taking pressure off of Cam, and we began to see looks for our QB that were totally absent in the Mike Shula era. He’s now had a chance to throw dump offs, and to have reliable comeback options. Cam, prior to breaking down, was enjoying one of the best seasons of his career and despite the shoulder injury, still finished with a career high completion percentage. Christian McCaffery, our other offensive mainstay, saw his rushing efficiency go from 3.7 YPC his rookie season to 5.0 yards in year two, with his total scrimmage yardage upticking from 1,086 to 1,965 in Norv’s new passing and blocking system. Turner’s tenure thus far has been an unmitigated success and a refreshing change of pace from the stale, dull system we fell into under Shula.
The other transition, from Steve Wilkes to Eric Washington at defensive coordinator, yielded decidedly more mixed results. Washington, simply put, was not good in his transition from the DL coach. In over his depth. He struggled all year, culminating in Rivera assuming defensive playcalling down the stretch. The turnaround in our defense once he did was remarkable, though by that point, Cam was falling apart so visibly that what happened on that side of the ball no longer mattered. Washington has been retained for the upcoming season, but Rivera’s going to keep the playcalling duties.
And captaining the ship is Rivera himself. Despite a call for his head among our fanbase’s more frustrated elements, Rivera was kept for 2019. And I’m glad for it. All or Nothing (though I’ve not had a chance to see it) provided a window into his management style, vindicating some like me who pushed back against narratives that he was a dispassionate robot. And while I’m a bit higher on Ron than many, I don’t think it’s unsafe at all to say that none of the coaching hires would have represented an obvious upgrade. At the end of the day, Rivera lead a squad to 6-2 before his QB’s season derailed, which is not really on him. He could maybe be criticized for letting Washington fail for too long, but at the end of the day, few of our woes from last year can be solely attributed to him. While this is certainly a put up or get out year for Rivera, I have little doubt that he’ll be leading the gang come 2020 as well.

Departures

Thomas Davis, LB - Now we get into the stuff that hurts. And this one really, really hurts. I understand it. We needed to figure out whether Thompson could stand on his own like, yesterday so we can decide his long term potential. Davis, while still playing at a high level, is an old man for the position he plays. Letting him walk was a logical decision. But none of it changes the fact that Davis has been the soul of this defense for over a decade, and was easily one of the most beloved players and leaders over the 14 years he spent with us. He will be missed, both for his play and his spirit.
Julius Peppers, DE - Speaking of franchise staples, long time DE and future Hall of Fame inductee Julius Peppers’ watch has ended. Unlike Davis, who we simply allowed to leave, Pep has called it a career. And what a career it was. Though almost every single article about our defensive adjustments leads off with “With Peppers retiring, the Panthers no longer have anyone who can rush the passer”, the reality is that Pep did far less than his opposite in Mario Addison to that effect. Though he came back to us in 2017 with a monster 11 sack season, that number was always misleading given how few pressures he accomplished it on. Last year, he came back down to earth. It was time, and while I wish we could have given Pep one last, Super Bowl winning hurrah, a new direction was needed.
Ryan Kalil, C - Ryan Kalil rounds out our list of beloved departing veterans. The anchor of our offensive line for 12 years has hung up his cleats. Of all the offseason changes, this was by far the scariest, as the difference between Cam with and without a good center of the course of his career has been stark and terrifying. Kalil was a damn good player right up to the end, though the rash of injuries he suffered between 2016 and 2018 clearly took their toll on his performance. And while we have replaced him (and debatably upgraded), Kalil was both a locker room leader and a damn good contributor that will be missed by all.
Devin Funchess, WR - We now get into the departures who will be less missed. Funchess, admittedly, gets a bit of a bad wrap from our fanbase who often talk about him as though he were trash. While not trash, he is at least very replaceable. In fact, Funchess replacement began well before the expiration of his contract, as he had been fully supplanted by rookie DJ Moore and sophomore Curtis Samuel down the stretch last year. By the end, he was a healthy scratch. While I’m sure he’s going to put up numbers in Andrew Luck’s offense, Funchess is no sort of elite talent. He’s a big body who fails to gain separation and who inconsistently leverages his size to his advantage. I view his upside as a Brandon LaFell type of guy. And that type of guy is no longer a fit for what we’re trying to do.
Matt Kalil, OT - If the Carolina fandom is ambivalent about Funyun’s departure, we’re positively giddy about this one. Cut with a June 1st designation, Kalil saved us the money that allowed other moves to be possible. Though the shine has come off the diamond that was Gettleman’s tenure with us, the man often doesn’t get the credit he should. He did do a great deal for us, particularly his completely unheralded building of our OL (No less than 3 of our 5 starters this coming season will have been Gettleman acquisitions). But by far the biggest mistake in his tenure was the massive albatros of a contract he doled out to Matt Kalil, who could not have failed more spectacularly (or predictably) to live up to it.
Mike Adams, FS - I speak on behalf of the fanbase when I say that we have nothing but respect for Adams. He was a solid player and a veteran leader who spent his last two years giving lift to a secondary that hasn’t seen a great safety tandem since the Clinton Administration. But your eyes don’t deceive. We really were running his 37 year old ass out there as a free safety. And that simply could not be allowed to continue. I wish Adams the best, but it was time to move on.

Arrivals

Matt Paradis, C - Here’s the fun stuff. After losing Kalil to retirement, we signed former Broncos safety Matt Paradis to replace him. At only 29, Paradis represents a significant youthening at the position, and for a guy whose upside is top 5 at the position, we got him at a significant discount. Obviously that discount was due to medical risks, which prompted his release by the Broncos in the first place. But Paradis’ has been fully cleared from day 1 and avoided the PUP list. By all accounts, he’s in tip top shape. We’ll obviously see how that holds up as the season gets underway, but Paradis is definitely one of the steals of the 2019 free agency period and I could not be happier to have him. His arrival is enormous for our prospects, and has turned our biggest positional question mark into an area of strength.
Daryl Williams, OT - It’s a bit disingenuous to call Williams an arrival, as he never actually left. But that he never left is nothing short of remarkable. After a 2017 All Pro season, Williams suffered a major setback of an injury in 2018 training camp that eventually turned into a season ending injury after he tried to rush back. Still though, the League is constantly hungry for All Pro level OT talent and I was sure Williams was going to get scooped up. Instead, he signed a 1 year, $6 million deal to come back to us, and short of black magic I’m not entirely sure how Marty Hurney pulled it off. Williams is a terrific player who can play many parts of the OL. He can slot in at LG if rookie OT Greg Little can win the LT job, but also provides insurance at LT if he can’t. He and Moton playing opposite one another represents the best OT tandem that Cam Newton has ever enjoyed.
Gerald McCoy, DT - Awwwww yeah! My all time favorite Tampa Bay Buccaneer is now a Carolina Panther. McCoy is a rock solid DT who truly needs no introduction from me. How we plan to use him is a bit murkier, but use him we definitely will. I suspect to see McCoy playing DT opposite Kawaan Short in our 3-4 looks (more on that in a minute), to line up next to him in our 5-2 looks, and to work with him on pass rushing 4-3 sets. He adds more juice to a pass rush that already saw a healthy injection of talent this year, and is more consistent in the run game than some of the other DL on the roster, which was a notable area of weakness last season. He fits the versatility first mold that’s going to allow Rivera to mix up our defensive looks as transition fully to a hybrid, and is a terrific leader in the locker room besides. Our beat writers have described him as “joined at the hip” with Kawaan Short, and I fully expect the pair to make one another better.
Bruce Irvin, OLB - Perhaps the first real signal that this wasn’t going to be the Carolina defense of yesteryear, Irvin is a vet leadership, change of pace signing. In moving to a hybrid defense, we acquired a number of rookie talents to complement OLBs like Marquis Hayes. Irvin rounds out that group, and provides us with a valuable cog in pass rushing sets and a good leader for the younguns. Though he’s not as disruptive as he once was, Irvin is a rock solid player who provides us with quality depth and leadership.
Chris Hogan, WR - A graduate of the Patriots Random White Guy Academy, Hogan flashed serious potential for his first couple of years in New England before getting gradually phased out of the offense. I’m not expecting much, but he has the potential to help us on deep balls and it’s generally never a bad thing to have more talent at WR.
Aldrick Robinson, WR - Robinson does one thing and one thing only, which is catch touchdowns. Conveniently, that’s one thing we struggled with last season. But with Greg Olsen now fully healthy and a sudden wealth of other options at WR, I would give Robinson long odds of making the roster.

Draft

Pick 1.16: Brian Burns, DE/OLB - I am still in shock that Brian Burns was available at pick #16. I wanted him very badly, but I was certain he’d be an Atlanta Falcon. Instead, people allowed him to fall all the way to us and I couldn’t be happier. Burns is the apotheosis of what we’re trying to accomplish with our defensive transition. He’s a guy as comfortable upright as he is with his hand in the dirt. While he lacks strength as a run defender, he has incredible burst off the edge and a ludicrously high ceiling as a pass rusher. I think he landed on a terrific team to turn that potential into reality and I’m extremely excited about what he can do with us.
Pick 2.37 Greg Little, OT - Every description I’ve ever read of Little has described him as “Pro Ready”, and the team clearly drafted him with an eye on starting at LT. Luckily, we’ve hedged that bet a bit with the Daryl Williams signing, but Little still projects as a talented young player with a high floor and a well rounded skillset. If not the LT starter this year, he’ll almost certainly have the job to himself next season.
PIck 3.100 Will Grier, QB - Boy did this piss people off at the time. Though cooler heads have since prevailed, this pick was seen by one group of reactionaries as an indictment on Cam’s health, and another as a wasted pick on a player who will never produce for us. The reality is neither. While Cam’s health is in good shape (put a pin it), we were put in a position last year in which he needed to rest a clearly deteriorating shoulder, but we had no faith in the men behind him to win games. If that’s the state of your backup, you need a better backup. This is a team that has seen playoff runs hinge on a game or two that Derek Anderson filled in for. So even as high as pick 100, Grier was a worthy investment. In terms of his playstyle, Grier slots as an accurate QB with a good deep ball and a cerebral style, but average arm strength and mediocre release.
Pick 4.115 Christian Miller, OLB - Like Burns, Miller projects as a do-all DE/OLB who can play either upright or down low. He’s an athletic prospect whose game is a bit raw, but who checks all the measurable boxes. Likely a top 50 player before injuries kept him out of the pre-draft process, Miller represents a hell of a value at 115. I suspect we’ll see he and Burns as long term staples of the pass rush.
Pick 5.114 Jordan Scarlett, RB - This was a bit of an odd one, but I’ve warmed to it over time. Scarlett is a bruising, violent running back who I’m almost certain was drafted to lend a hand in the red zone. As a change of pace to CMC, the two could not be more different. But coaches thus far have raved about his conditioning and power, so the pick may not have been as crazy as it looked at the time. Having said that, while I don’t think anyone should ever get upset over a 5th round pick, I do think we could have found better value at this position. Scarlett wasn’t likely to be gone by the time we selected our next player.
Pick 6.212 Denis Daley, OT - I like this pick quite a bit. Daley had a rough statline in terms of sacks allowed when facing a veritable who’s who of elite college pass rushers (Jachari Polite, Josh Allan, Clelin Ferrell among them). But in spite of that, scouting reports consistently cite both his physical gifts and his improvement as the season went on. If he can cut down on his most egregious habits (most notably his overeager lunging at edge rushers), he has legit starting potential.
Pick 7.237 Terry Godwin, WR - Godwin’s whole game is predicated on speed and football IQ. At 5’11, it’s certainly not coming from his physical measurables. But he was by all accounts a high work ethic, smart players who contributed admirably in his four years as Georgia starter. Godwin’s ceiling is likely a Curtis Samuel backup, but his early rapport with Cam makes me think he’ll stick on the roster despite his late draft spot.

Strengths and Weaknesses

Offense - With Cam’s health reportedly looking good (particularly his ability to throw deep; something he was never capable of throughout Camp) and the team adapting so well to Norv Turner’s system, I think offense as a whole is a good place to start. Though I said it last year, only to be hilariously wrong, Greg Olsen is operating at 100% as well, which provides a boost to our red zone effectiveness that is difficult to measure. By the end of last year, both DJ Moore and Curtis Samuel appeared to be on the cusp of a major breakout, both proving themselves so reliable that Devin Funchess was a healthy scratch by week 17. Those two should continue to grow, and Jarius Wright has proven to be a valuable slot receiver. And, of course, there’s CMC, who will continue to be our best offensive weapon not named Cam Newton. With good health and plenty of diverse options, I suspect the good times to continue to roll as we enter year two of Turner’s stewardship.
Offensive Line - I can’t emphasize this enough, but our offensive line is nasty. With Williams’ return, we now have an All Pro OT to pair with breakout sensation Taylor Moton, which makes for an excellent tandem. Matt Paradis replaces, and if we’re being honest, provides an upgrade over Ryan Kalil, and Trai Turner is as effective a RG as ever. LG will likely be manned by whichever of Williams or Little doesn’t win LT, and Greg Van Roten (who’s performed admirably at the position) is still in the building as well. This is a very solid group of players, and a massive upgrade over what we had to work with last year.
Pass Rush - This was a major area of concern last year, but I’m happy with where we’re at now. The transition to a hybrid defense was the right call for our personnel set, and between the draft and free agency, we’ve upgraded across the board. McCoy is a huge boost to our interior pressure and Brian Burns should contribute immediately. Efe Obada will likely continue to grow, and the new system is a much better fit for talented sophomore Marquis Hayes. Irvin is solid rotational addition as well, and Mario Addison is as stalwart a pass rusher as ever. All in all, we’ve gone from an extremely one dimensional pass rush to one that is versatile and capable of throwing multiple looks at our opponents. We will be hard to predict and hard to stop when we come at the QB next year.
Weaknesses
Run Defense - Though I’ve seen little attention paid to it, I’m very concerned about our run defense this year. Although we’ve beefed the hell out of the defensive front, few of these pieces excel in run defense. McCoy has mostly staked his reputation on being a 3 tech. Hayes, Miller and Burns were all flagged as prospect that lacked run support talent. Poe was miserable in defending the run last year, and it’s never really been Short’s bag. In terms of yards per carry, we finished 8th overall which sounds good. But this was mostly on the strength of changes when Rivera took over the playcalling, as backs tended to run over us consistently early in the year. As long as we have Luke, our run defense will be solid. But I do worry that with so much (needed, mind you) emphasis put on rushing the passer, we’ve left off this part of the game.
The Secondary: As always with us, the secondary is a concern. It is, to be fair, less a concern than in previous years. Donte Jackson and James Bradberry both enjoyed very solid campaigns last year, and the former has allegedly done a lot of growing over the previous season. Eric Reid represents a good, solid strong safety. But free safety is, as ever, a mess. The job is going to sophomore player Rashaan Gaulden, but I think his capturing the position unopposed has less to do with what coaches see in him, and running out of money after doling out contracts to Paradis, McCoy and Williams. Our secondary, while improved, was inconsistent last season and was the primary reason we finished in the middle of the pack.
And honestly, that’s about it. This is one of the strongest rosters Carolina has fielded in the Riv-Era, at least on paper.

X Factors

Cam’s Health - Those of your who frequent nfl have likely seen my refrain on this many a time, but Cam’s health is not as dire as last season made it look, and the Andrew Luck comparisons have always been, frankly, crazy. In 2016, Cam tore his rotator cuff. He rushed his recovery in order to play in 2017. This created a buildup of scar tissue which, when coupled with a minor bone spur, caused a great deal of swelling this year that put Netwon in pain and limited his range of motion. It’s one of those injuries that, while not terrible by any means, does require either surgery or a great deal of rest. Cam, by virtue of being alpha and omega to this team, had the luxury of neither. The swelling persisted until he could barely throw. While that looks scary, the actual diagnosis was not that grim, and a simple shoulder scope as cleared the damage. By all accounts, he’s 100% and even making throws that he was incapable of these last two years. Bill Voth, who was the first (and for a long time, only) writer sounding the alarm on Cam’s strength as far back as 2017, has said that he’s making throws that look like his old self routinely.
However, we are putting him on a pitch count. This like likely vet maintenance rather than a source of genuine alarm. But after the last couple of years, he does make you sweat a little.
OL Health - The major fly in the ointment when it comes to Carolina’s optimism over its OL is that big if healthy caveat. If healthy, Paradis is a top 5 Center. If healthy, Williams has All Pro talent. 4 days into camp, however, neither is participating in serious pass rush drills and only today suited up in pads. It is possible that they’re just being eased along. They did avoid the PUP list, which we were almost sure was going to get Paradis at the very least. So they appear to be alright. But if they’re not, or they reinjure again, we go from being an extremely strong team to a fatally flawed one. A great deal is riding on the health of those two players, and the entire house of cards could fall apart quickly if they’re unable to deliver.
Greg Olsen - The one health flag that I do have complete confidence in is tight end Greg Olsen. Suffering a series of foot breaks, he is now moving around at 100% capacity and has been medically cleared for all activity for months. Bone breaks are, when all is written, temporary injuries that often heal stronger when they actually get a chance to heal. Our most trusted beat writers, Voth and Rodrigue, have both been crystal clear that he looks like his old self and that his connection with Newton is as faithful as ever. What I’m less clear on is his role in the offense. For years, Greg Olsen was the pivotal piece of our passing game. But with his largely being sidelined with foot injuries over the last two years, the game has moved on. Curtis Samuel and DJ Moore are both going to receive plenty of targets, and McCaffery will be a critical element to the passing game. Greg will undoubtedly be our principle red zone threat, but the growth of other options has downgraded his loss from catastrophic to merely unfortunate. What role he carves out, and what boost he’s able to give our offense, will be very interesting to watch.
4-3 No More: Much has been made of the Carolina's transition from a 4-3 to a 3-4 this offseason. And most of it is crap. We aren't exactly moving in a direction that binary. IN the past, we have strictly been a 4-3 team throughout the Riv-Era. That is about to change, but not to a 3-4. What Rivera showed last year is a willingness to mix and match personnel sets. There were 3-4 looks, 4-3 looks and even 5-2 looks. What we're moving toward is thus not a single, codified base, but a hybrid defense that can throw out a number of formations and switch between them quickly. We want players who can play OLB and DE. DTs who can play DE. LBs who can drop into coverage and rush the passer. A modern defense is one that doesn't limit itself, which is why such a premium has been put on players with positional versatility. On paper, our personnel set is very well built for this. How it pans out in practice remains to be seen. It's a very radical transitioning happening over a short period of time, and while I think our defense has the potential to be excellent, there will doubtless be some growing pains as we navigate the transition.

Positional Battles

Very little to speak of. The premier battle is going to be between Greg Little and Daryl Williams at LT. Apart from that, the timeshare that forms in different defensive sets will be intriguing. But for the most part, the roster is set.

Win Loss Predictions

I hate this part, particularly since the NFCS is a murderers row at present. The Panthers have a shot at a serious playoff run if all the chips fall right, but the Falcons are likely going to be resurgent (god you have no idea how much it hurts me to type that) and the Saints aren’t going anywhere. The Buccs I’m sure will do their best.
That alone makes pinpointing what our season looks like in terms of Ws and Ls difficult. But this year, we’re also playing the equally enigmatic AFCS, whose teams look like contenders or middlers in turns. Even our other divisional draw, the NFCW, is difficult to find the pulse of.
So rather than pretend that I know what each game is going to look like, I’m going to do what I always do; Likely wins, likely losses, toss ups.
Likely Wins: TB, @AZ, JAX, @TB, @SF, TEN, WAS
Likely Losses: LAR, @NO, @IND
Toss Ups: @HOU, @GB, ATL, NO, @ATL, SEA
So that’s 7 likely wins, 3 likely losses and 6 toss ups.
If that seems like an unusually high degree of uncertainty, that’s because it is. Last year started off strong and fell apart for reasons that are both obvious and cautiously behind us. We’ve only improved over the offseason and should be formidable. But the schedule is grueling and many questions are yet unanswered. I said in my last offseason review that last year was likely going to be a tough season, and should be viewed mainly as a proof of concept for the new ideas we were incorporating via Turner’s offense and our gradual move away from a 4-3 defense. Well, it was a tough year for reasons of which I had no inkling at the time, and it was a proof of concept. And for the most part? The concept was proven sound. So this offseason, we’ve built on it and patched over the holes that developed in it.
I know that “This offseason is a major turning point” is one of those things that gets thrown around a lot. It’s like how every Presidential election gets described as historic, as though choosing the leader of the free world could ever be anything but. But in a very real sense, this franchise has hit a turning point. Cam has to bounce back this year or he’ll face major doubts about his future contract. Rivera has to bounce back this year, or he’ll be out of a job. GM Marty Hurney has done an excellent job restocking the cupboards, but we’ve been down this road of defensive transition and an offense that eases things on the quarterback before. Last year, both ideas mostly worked, but this is the season where we must commit to them and see them through if we want to succeed with the parts we have. Thus the Panthers find themselves where we always seem to. We are a team that is as capable of going on a deep playoff run as we are forcing a total rebuild in the next two years. But for what it’s worth, I think it’s going to be a strong, “Eureka!” type season where everything finally comes together. For the sake of Rivera and company, I hope it does.
submitted by BlindWillieJohnson to nfl [link] [comments]

Gentoo Linux+QEMU KVM+AMD RX 560 GPU Passthrough+HighSierra/Win10 (Both Successful and Near-Native)

READ THE UPDATE BELOW. I FINALLY got all three (yes 3) of Gentoo, High Sierra and Windows 10 all running at the same time on the same machine, with the High Sierra on RX 560, and the Windows 10 on Nvidia GTX 1080, and Gentoo host on intel HDA 630 all at the same time. HAHAHA!
"Hardware and Software Hybridization of Guest Operating Systems"
by rev0lt
Experiment's Goals:
(1) High Sierra at near-native speed on Linux QEMU KVM with AMD GPU Passthrough (Success);
(2) Win10 at near-native speed on Linux QEMU KVM with AMD GPU Passthrough (Success);
(3) To achieve (1) and (2) but using Nvidia GPU (Successful on Windows10, everything works perfect; able to boot on High Sierra boot screen, but it ends with a stop sign); and
(4) To achieve (1) and (2) simultaneously. (Success!). I got Linux+HighSierra+Windows10 all running at the same time on the same machine.
Rationale ("Why?"):
Can you feel it?
Jokes aside, a bit of a brief background -- this whole trouble started with my Apple Magic Mouse (Series 1). I really love this mouse -- it has been with me almost 8 full years now, and yes, it still looks beautiful; and I really wanted this wonderful mouse to work in an acceptable manner in Gentoo Linux. I managed to get it to work, but somehow the scrolling and movement in X Window just does not "feel right," even if I tried tuning it with xinput.
So, being OCD'd, I tried to get the mouse to work in an acceptable manner in Windows 10 too. It does work somewhat okay-ish, using Apple's Bootcamp driver for the mouse which I got using my MacBook Pro. But the scrolling and "feel" are still somewhat "off".
Which brings us to this point. From my OCD perspective, this is all done just to get the mouse to work "right" on my setup below.
Hardware Setup:
Apple Magic Mouse (Series 1) <3 <3 <3
Asus Maximus Code IX Intel i7-7700K EVGA Nvidia GTX 1080 Hybrid ASUS Strix AMD RX 560 (purchased for testing this setup) G.Skill TridentZ DDR4-3200 16G Samsung NVMe SSD 960 EVO M.2 250GB Samsung SSD 850 PRO 256GB EVGA Supernova 850w G2 Gold Dell P4317Q 4K Monitor (43-Inch) CoolerMaster MasterKeys Pro L (Cherry MX Red) Sony Playstation 4 PRO Thermaltake Core X71 Thermaltake Water 3.0 Apple MacBook Pro
Software Setup:
The SSD 850 Pro is the drive of interest here, since it is where I store the Linux host for learning computer science and programming as a hobby. (The NVMe M.2 drive is installed with Windows 10 as my primary OS for daily use, so it is irrelevant here.)
I compiled Linux Gentoo 4.13.8 on the SSD 850 Pro as the host OS, with KVM, IOMMU, VFIO functions enabled in the kernel. I also compiled QEMU 2.10.0.
Discussion:
UPDATE:
For AMD RX 560 to work in High Sierra, all is needed is to make sure Lilu and WhateverGreen kexts are installed. This worked even without editing the AMD9500Controller.kext binary.
More importantly -- I finally got the EVGA Nvidia GTX 1080 to passthrough in Windows 10 Enterprise (free trial)!!! Sound through the Display Port of the card works perfect, as long as MessageSignaledInterruptProperties is added or changed from 0 to 1 in the Windows Registry. Sound works flawless without any lag.
Basically to get the GTX 1080 card to passthrough, I (A) compiled OVMF in Gentoo and then used the default OVMF_CODE and OVMF_VARS fd files under /usshare/edk2-ovmf/ for QEMU; and then (B) adjusted the -cpu flag in QEMU command line, such that my QEMU command line looks like this:

!/bin/bash

echo 1 > /sys/kernel/mm/ksm/run &&
qemu-system-x86_64 \ -enable-kvm \ -machine q35,type=pc,accel=kvm,kernel_irqchip=on \ -m 4G \ -cpu host,kvm=off,hv_relaxed,hv_spinlocks=0x1fff,hv_vapic,hv_time,hv_vendor_id=hello \ -smp 4,sockets=1,cores=2,threads=2 \ -device vfio-pci,host=01:00.0,multifunction=on,x-vga=on \ -device vfio-pci,host=01:00.1 \ -vga none \ -usb -device usb-host,hostbus=1,hostaddr=3 \ -usb -device usb-host,hostbus=1,hostaddr=8 \ -drive if=pflash,format=raw,readonly,file=OVMF_CODE.fd \ -drive if=pflash,format=raw,file=OVMF_VARS.fd \ -boot order=d \ -drive file=win.disk,format=raw,cache=none,aio=native \ -cdrom win10.iso \ -nographic \
Note the passthrough of the Nvidia GTX 1080 in the command line above. I did not even need to specify the Nvidia rom dump.
Using the above command line and OVMF files, I was able to boot into the Windows 10 installer to install the trial version. Everything works in Windows 10. Video is smooth and slick. Very near native.
Then, I tried to adjust the above command line for High Sierra too -- the Nvidia card passed through successfully and High Sierra (I used the installed version that was derived from the AMD card experiment detailed below, adding the NvidiaFixedUp.kext to the EFI's kext/Other folder in addition to Lilu and WhateverGreen that are already there). High Sierra was able to boot until it ended up with a stop sign.
I think with more experimentation, I can get the Nvidia card to passthrough and boot successfully into High Sierra too. Probably an issue with the config.plist file???
By the way, this is the QEMU command line I used to test the Nvidia card under High Sierra:
qemu-system-x86_64 \ -enable-kvm \ -m 4G \ -cpu Penryn,kvm=off,vendor=GenuineIntel,+invtsc,vmware-cpuid-freq=on,$MY_OPTIONS,hv_relaxed,hv_spinlocks=0x1fff,hv_vapic,hv_time,hv_vendor_id=hello \ -machine q35,type=pc,accel=kvm,kernel_irqchip=on \ -smp 4,sockets=1,cores=2,threads=2 \ -device vfio-pci,host=01:00.0,multifunction=on,x-vga=on \ -device vfio-pci,host=01:00.1 \ -device isa-applesmc,osk="" \ -drive if=pflash,format=raw,readonly,file=OVMF_CODE.fd \ -drive if=pflash,format=raw,file=OVMF_VARS.fd \ -smbios type=2 \ -device ich9-intel-hda -device hda-duplex \ -device ide-drive,bus=ide.1,drive=MacHDD \ -drive id=MacHDD,if=none,file=higher.img,format=qcow2 \ -netdev user,id=usr0 -device e1000-82545em,netdev=usr0,id=vnet0 \ -balloon none \ -vga none \ -nographic \ -device vfio-pci,host=00:14.0 \
As mentioned, the above booted with the Nvidia card passthrough -- but stops at the end of the boot screen with a stop sign. Anyone knows how to fix this?
I will try to reproduce this but boot in verbose mode instead to see what is going on. But my gut instinct is that this is very fixable.
Anyhow, I will clean up the old stuff below when I have more time. Will also do more fine tuning and perhaps test with benchmark and games. Will try to get video and screenshots posted.
And yes, when I have both High Sierra (with AMD RX 560 passed through) and Windows 10 Enterprise (with Nvidia GTX 1080) running on the Gentoo (using Intel HD 630) host, all three systems run at near-native or native speed, even though all three are running at the same time. I have not benched marked yet, but they run smooth, even all simultaneously, with videos playing. HAHAHHA.
OLDER STUFF (Read the UPDATE first):
To get High Sierra (10.13 release) working on Linux with QEMU, I followed the instructions at https://github.com/kholia/OSX-KVM. The two OVMF files (OVMF_CODE-pure-efi.fd and OVMF_VARS-pure-efi-1024x768.fd) and also the Clover.qcow2 file there all worked out of the box. All you need is to download those 3 files onto the Linux host. Then, I prepared the requisite High Sierra USB installer by using the usual USB+Clover method that most folks use to test this (select the UEFI option under Clover, not the Legacy option). After that, using the script below (commenting out the 2 VFIO GPU passthrough lines -- the lines mentioning 03:00.0 and 03.00.1 -- for now and use gtk or vnc to output video since GPU passthrough is yet to be done) to get High Sierra installed and running with "soft" video output through gtk, vnc, spice, etc. for the moment, at least until passthrough of the GPU is done later. (Was I repeating myself there? That is the trouble with OCD, there is this irresistible compulsion to do a certain thing in a specific way). I have tried many other methods, but presently it seems that the instructions in the above GitHub link are the only ones that worked.
It is a bit trickier to get High Sierra to run with GPU passthrough to obtain near-native speed. To achieve that, once I installed and booted into High Sierra with soft video output, I [a] patched the AMD9500Controller.kext in /System/Library/Extensions in the High Sierra guest's hard disk using xxd; and then [b] installed the Lilu.kext and WhateverGreen.kext into /System/Library/Extensions. It seems that the binary needed to drive the AMD RX 560 is already included in High Sierra, inside the AMD9500Controller.kext folder. All that is needed is to hex-modify the binary so that the hardware layout of the RX 560 is correctly reflected the binary file in that kext. I modified the "Acre" personality entry in the binary in AMD9500Controller.kext for convenience sake because it has 3 connectors at the back, the same number of connectors as the RX 560. (It is unclear whether [a] is needed if [b] is done -- I have not tested such scenario.)
Specifically, for example, this is what I changed in the binary based on information from the Baffin.rom file from the RX 560 card:
For the "Acre" personality located at 0x121f80 in the binary file, change the hex (of bs=48 since 3 connectors x 16=48) from
00040000040300000001010100000000
11020201000000000008000004020000
00010200000000002103050400000000
to this
00040000040300000001010111020101
00080000000200000001020021030204
04000000140200000001030010000305
All the connectors (DP, HDMI, DVI) at the back of the card should now work perfect.
At any rate, I did both [a] and then [b], and High Sierra boots successfully with AMD RX 560 passthrough, using the following Linux QEMU command line script adapted from https://github.com/kholia/OSX-KVM:

!/bin/bash

MY_OPTIONS="+aes,+xsave,+avx,+xsaveopt,avx2,+smep" export QEMU_AUDIO_DRV=alsa && qemu-system-x86_64 \ -enable-kvm \ -m 8192 \ -cpu Penryn,kvm=on,vendor=GenuineIntel,+invtsc,vmware-cpuid-freq=on,$MY_OPTIONS\ -machine pc-q35-2.9 \ -smp cpus=8,sockets=1,cores=4,threads=2 \ -device isa-applesmc,osk="" \ -drive if=pflash,format=raw,readonly,file=OVMF_CODE-pure-efi.fd \ -drive if=pflash,format=raw,file=OVMF_VARS-pure-efi-1024x768.fd \ -smbios type=2 \ -device ich9-intel-hda -device hda-duplex \ -device ide-drive,bus=ide.2,drive=Clover \ -drive id=Clover,if=none,snapshot=on,format=qcow2,file=./'Clover.qcow2' \ -device ide-drive,bus=ide.1,drive=MacHDD \ -drive id=MacHDD,if=none,file=./high.img,format=qcow2 \ -netdev user,id=usr0 -device e1000-82545em,netdev=usr0,id=vnet0 \ -balloon none \ -device vfio-pci,host=03:00.0,multifunction=on \ -device vfio-pci,host=03:00.1 \ -vga none \ -monitor unix:/tmp/monitor.sock,server,nowait \ -nographic \ -device vfio-pci,host=00:14.0,bus=pcie.0 \
Once the above is done, the separate AMDRadeonX4250.kext (responsible for 3D acceleration, etc) seems to get loaded by High Sierra and the RX 560 card should be functioning perfectly, directly connected to the guest OS with metal support.
Note that using the above command line, I have passthrough my USB controller as well (vfio-pci,host=00.14.0). The result is that bluetooth and all my USB ports (I have not tested the 3.1 one) worked out of the box, with my Apple Magic Mouse (Series 1) working perfectly with that tight, smooth buttery feel. Also working flawlessly are my CoolerMaster L keyboard and all other USB devices, including USB external drives, etc). I would then control the Linux host underneath via ssh from the High Sierra guest. When the Dell monitor is dedicated to the High Sierra guest at full 4K, the linux host basically becomes transparent and invisible to the user.
Performance-wise, High Sierra runs buttery smooth and beautifully with the AMD RX560 passthrough in QEMU KVM. It is impressively silky, fast and responsive, with QE working and no glitches or hangs or crashes. Apps open almost instantaneously (split second). Ethernet works out of the box and the sound works perfect via the audio output jack of the Dell monitor which is connected to the AMD RX 560 via Display Port. In fact, the setup is so near-native that I'd speculate that a layperson would not notice the difference compared to say, a 2017 iMac (Geekbench 4 benchmark that I ran seem to suggest similar scores) unless the setup is revealed to him. Personally and anecdotally, I do not notice the difference even if I look for them. I mean, this thing is bat-out-of-cave fast. Certainly, it is a whole different league and at a whole different level from the usual slowish virtual box, parallels, vanilla vmware experience. Even compared to my MacBook Pro (also running High Sierra), this setup feels substantially smoother, faster and more responsive.
There are only two very minor noticeable glitches. First, flac audio playback on Fidelia would intermittently "tear" for split seconds if I concurrently run very heavy compile tasks in the Linux Gentoo OS underneath the QEMU/HighSierra. But this is expected. I have not tried CPU-pinning to dedicate specific CPUs to High Sierra yet, but I suppose using CPU-pinning, the lag can be removed since High Sierra would not then have to compete for CPU with the Gentoo Linux host running underneath. Netflix video playback on Chrome/Safari runs smooth, without any lag even under heavy load. Also, the sound in High Sierra via the AMD graphics card works perfectly -- does not suffer from the slight lag as in the case of running Win 10 in QEMU with the same card passed through. Second, in the High Sierra boot screen, the progress bar under the logo would tear slightly during boot up and appear to freeze (but it is still booting underneath) for say 5-6 seconds, before booting into the login/password screen.
With more fine-tuning, I think I can get the set-up to run High Sierra even faster -- but as it is now, it feels like a native machine already. I am super, super impressed with the performance.
Windows 10:
Windows 10 Enterprise (90-trial version) also works with this QEMU KVM GPU passthrough setup. Everything works out of the box without any patching. All that is needed is for one to download and install the AMD Radeon video drivers. Performance is very smooth too and near native -- except that the audio output lags behind the video output during Netflix playback by a second or two. I feel that Win 10 in this setup is not as impressive (the "Wow" factor") as getting High Sierra to work at near-native with GPU passthrough. Both are near-native, but High Sierra just "feels" (to me anecdotally) better, tighter, more finely tuned, more "buttery" and smoother in this setup as compared to Win10 under the same. Maybe it is just a function of graphical user interface design generally. I don't really know why.
Further Experiment:
Note that all of the above is done despite the fact that I have plugged the AMD RX 560 only in the PCIE x4 slot on the motherboard. This is because I already have the Nvidia GTX 1080 installed in the PCIE x8_1 slot. The AMD RX 560 can't be placed in the x8_2 slot because I use the GTX 1080 for the Linux OS and those two x8 slots are in the same IOMMU hardware group, and hardware in the same IOMMU group cannot be passthrough to two different OSes.
Thus, theoretically, performance in such experiment above could be further improved if I were to use the Intel HD630 onboard graphics for Linux, disconnect the power to the Nvidia GTX (due to the power supply constraint -- by the way, does anyone know how to prevent a GPU card from powering up via the Asus motherboard bios?), and place the AMD RX 560 in the x8_2 slot for the passthrough. Additionally, I can try moving the Linux host to the NVMe .M2 drive for testing for a significant disk speed improvement.
A much more interesting next step would be to procure a second AMD RX 560 card, and place it in a x4 slot, with the first AMD RX 560 card in the x8_2 slot, have Linux running on the Intel HD 630, and then passthrough both AMD cards to High Sierra and Win 10 simultaneously, such that Linux Gentoo, High Sierra and Win10 all run on the same machine at the same time and all at native or near native-speed!
Alternatively, if anyone here knows how to get the Nvidia GTX 1080 to passthrough to High Sierra or Windows via QEMU, I would appreciate it if you could share your knowledge! I have tried to do so many times, but it all ends in black screen with the Nvidia card.
I intend to achieve this as the final goal of this experiment -- with the Dell P4317Q displaying the 4 machines all at the same time -- four split screens at 1920x1080 resolution each, each split screen for each of linux, high sierra, windows, and also my PS 4 Pro.
I also wonder, what happens if I install Gentoo Linux on my MacBook Pro, compile and run QEMU KVM on it, and then passthrough the GPU to the High Sierra guest? Without X Window running (perhaps ssh'ing in to control), I'd speculate that the Linux overhead would be relatively small.
Conclusion:
With all this running on top of Gentoo, there's basically no need to reboot or to troubleshoot incompatible hardware. There are no crashes in the host or the guest though sometimes the guest fails to fire up. Also, backup of guest OSes seems easy -- I just copy the qcow2 hard disk file into storage. And I can fire up and power off the guest anytime I wish without interfering with the Gentoo host running underneath, which has basically becomes transparent. Also, this setup seems, in theory, more resistant to problems when upgrading the OS. And by the way, the messages app seems to work out of the box too.
It is interesting to note that with KVM allowing guest to access many aspects of the host hardware directly, in addition to passing through control of the GPU and USB controllers, discs, other devices etc. to the guest directly, plus pinning CPUs to the guest, the guest is arguably a hybrid of hardware and software, rather than just software. In fact, to me at least, it feels more bare metal than software.
Feel the POWER of Gentoo.
Disclaimer:
All for fair-use, learning, experimental testing only
Screenshots:
https://imgur.com/lxjIFUV (High Sierra GPU Passthrough at full 4K glory)
https://imgur.com/Y66Yd8a (High Sierra + Linux + PS4 Pro)
https://imgur.com/yOSIQIg (Win 10 + Linux + PS4 Pro)
https://imgur.com/y6IgTAm (Apple Magic Mouse (Series 1))
Credit:
D. Kholia (https://github.com/kholia)
submitted by rev0lt001 to VFIO [link] [comments]

MAME 0.185 has been released!

MAME 0.185

Today’s the day for our April MAME release, bringing some important fixes as well as the usual assortment of emulation improvements. A bug preventing multiple keys from being mapped to subdevice inputs has been fixed, which means you can now assign multiple keys to buttons in NeoGeo games and consoles/computers with controllekeyboard/mouse slots. Software loading has been reworked in this release, and the user-visible issues in 0.184 should be addressed. An improvement to the debugger allows more cheats in games with encrypted program ROMs.
Newly supported systems include the Galaxy Games StarPak 4 prototype (thanks to Keith Kolmos), Acchi Muite Hoi (a jan-ken-pon game), the HP 9845T computer, Tekken Card World, and Pirate Ship. This release also restores working support for Omori Popper, the driver rewrite having been completed just in time (the old driver had to be removed due to licensing issues). New clones includes the export release of Mach Breakers, an earlier world release of Rastan, the US release of Sonic Blast Man, and Up Maguila (a Spanish bootleg of Donkey Kong Jr.).
Emulation improvements include improved netlist performance, a fix for classic Mac keyboard input, a fix for the Apple I cassette interface, and fixes for regressions in Thomson floppy support and Apollo SIO. The N-Sub driver now supports sound sample playback and the gradient generator simulation uses PROM data. There are also some fixes for bugs in the Intel MCS-51 and 8086 family CPUs.
Of course that’s not all, and you get the source or Windows binaries from the download page and have a look yourself.

MAMETesters Bugs Fixed

  • 06402: [Interface] UI:: Switch Item Ordering corrupts software list (Nathan Woods)
  • 06481: [DIP/Input] (mac128.cpp) All classic Macs: Keyboard input is not working anymore in the emulated macs since version 0.181 (R. Belmont)
  • 06516: [DIP/Input] (coolpool.cpp) 9ballsht and clones, coolpool and clones: Can't coin up (O. Galibert)
  • 06526: [DIP/Input] (nbmj8891.cpp) club90s: dsw b should not exist (system11)
  • 06532: [Save/Restore] (alpha68k.cpp) skysoldr skyadvnt timesold: No Sound (Osso)
  • 06534: [Crash/Freeze] (fm7.cpp) fm77av: BASIC doesn't boot (Barry Rodewald)

New working machines

  • Acchi Muite Hoi [David Haywood, Surgeville, Sean Sutton, Jred, Mike Krug, Smitdogg, The Dumping Union]
  • Fidelity Dame Sensory Challenger [hap, yovan]
  • Fidelity Sensory Chess Challenger 8 [hap, yovan]
  • Galaxy Games StarPak 4 (prototype) [Keith M. Kolmos, The Dumping Union]
  • Novag Presto [hap, Berger]
  • Pirate Ship [Phil Bennett, R. Belmont, Jared Bresee]
  • TI-2550 III [hap, Sean Riddle]
  • Tekken Card World [ShouTime, Rob Carr, The Dumping Union]
  • Wireless 60 (Jungle Soft / Kids Station Toys Inc) [RebeccaRGB]

New working clones

  • Bionic Commandos (bootleg, set 2) [TeamEurope]
  • Gals Panic DX (Asia) [arcademodbios.com]
  • Knights of Valour / Sangoku Senki (ver. 100, Hong Kong) [Pasky Junk]
  • Mach Breakers (World, MB2) [caius, Silvio Grazini, The Dumping Union]
  • Martial Masters (ver. 103, 102, 101CN) [kuze, The Dumping Union]
  • Megatack (set 2) [OriginalJohn]
  • Novag Octo [hap, Berger]
  • Prehistoric Isle in 1930 (World, bootleg) [The Iron Goat]
  • Rastan (World, Earlier code base) [System11, The Dumping Union]
  • Sonic Blast Man (US) [coolmod, The Dumping Union]
  • Street Fighter II': Champion Edition (UPL bootleg) [ShouTime, The Dumping Union]
  • Up Maguila (bootleg of Donkey Kong Jr.) [Asociacion A.R.C.A.D.E.]

Machines promoted to working

  • HP 9845T [fulivi, A.Kueckes]
  • Popper [Dirk Best]
  • Soreike Kokology Vol. 2 - Kokoro no Tanteikyoku [AJR]

New machines marked as NOT_WORKING

  • GI-Classic EX (satellite terminal) [R. Belmont, Jacob Kesinger, Surgeville, Paul Vining, Smitdogg, The Dumping Union]
  • GI-Classic EX (server) [R. Belmont, Phil Bennett]
  • Gaelco Championship Tuning Race [Mark F., Smitdogg, The Dumping Union]
  • Galaxy Play [PinMAME]
  • Game & Watch: Boxing [hap, Sean Riddle]
  • Game & Watch: Donkey Kong II [hap, Sean Riddle]
  • MegaTouch XL 6000 (Version r07) [R. Belmont]
  • Megatouch XL Gold (Version r01) [R. Belmont, Smitdogg, The Dumping Union]
  • MegaTouch XL (Italy version R1) [any, R. Belmont]
  • Megatouch XL Super 5000 (Version R5I) [R. Belmont, Smitdogg, The Dumping Union]
  • Otomedius (ver GGG:J:A:A:2008041801) [R. Belmont, dopefishjustin, G. Paziouros, S. Fauveau, R. Higashi, R. Howard, B. Munger, S. S. Neilson, Tormod, Smitdogg, The Dumping Union]
  • Police Trainer 2 [R. Belmont, gamerfan, Mr. CAST, Smitdogg, The Dumping Union]
  • Ring Riders (Software version v2.2) [Mark F., Smitdogg, The Dumping Union]
  • Shark (US Billiards Inc.) [Stiletto, Siftware]
  • Super Derby II (Satellite board) [Charles MacDonald, The Dumping Union]
  • Super Star (Recreativos Franco) [AJR, Akiles500]
  • Unknown 'VIP 2000' game [TeamEurope, f205v]
  • Unknown Poker Game by Chain Leisure [Gerald (COY), The Dumping Union]
  • Unknown Sega gambling game (M1 Satellite board) [Jacob Kesinger, Surgeville, Paul Vining, Smitdogg, The Dumping Union]

New clones marked as NOT_WORKING

  • Megatouch XL 6000 (Version r02) [R. Belmont, AeroCityMayor, Smitdogg, The Dumping Union]
  • MegaTouch XL Gold (Version r00) [R. Belmont]
  • MegaTouch XL Super 5000 (Version R5B) [R. Belmont]
  • MegaTouch XL Super 5000 (Version R5E) [R. Belmont]
  • Rocky (French speech) [PinMAME]
  • The Real Ghostbusters (US 3 Players, revision ?) [caius, The Dumping Union]
  • Tokyo Cop (US, dedicated version) [Mark F., Smitdogg, The Dumping Union]
  • Tokyo Cop (US, kit version) [Mark F., Smitdogg, The Dumping Union]
  • U.S.A. Football (R01u) [PinMAME]

New working software list additions

  • bbcb_cass: 3D-Wars (Demo), Arcade 4 Pack, Blockbusters Question Master, Children from Space, CopyCat III, Crazy Cut/Mastermind/Klingon Attack, Disk Master, Football Director, How To Move Programs To Disk, Music, Predict, Pro Word, Superior Mover, Tape Transfer Software, Toccata [Nigel Barnes]
  • coco_cart: Super LOGO [Nigel Barnes]
  • dragon_cass: All known cassette dumps [Nigel Barnes]
  • dragon_flop: All known floppy dumps [Nigel Barnes]
  • dragon_flex: FLEX System and other Compusense FLEX releases [Nigel Barnes]
  • dragon_os9: OS-9, BASIC09, C, Dynacalc, Pascal, RMS, Stylograph [Nigel Barnes]
  • dgnalpha_flop: OS-9, NitrOS9, C, Dynacalc, Pascal, RMS, Stylograph, etc. [Nigel Barnes]
  • fmtowns_cd: F-BASIC386 Compiler v1.1 L21, Dennou Ehon - Kyouryuu no Sekai, Hyper Oku no Hosomichii, Soko-ban Perfect, Youjuu Senki 2 - Reimei no Senshi [r09]
  • ibm5150: Golden Axe, Home Alone, Prince of Persia v1.0 [ArcadeShadow]
  • ibm5170:
    • Gods, Indiana Jones and the Fate of Atlantis, The Legend of Kyrandia, Monkey Island 2: LeChuck's Revenge, Space Quest V: The Next Mutation [ArcadeShadow]
    • Borland Quattro Pro 3.0 (German), Borland Quattro Pro 5.0 (German), Borland Turbo Basic 1.0 (German), Borland Turbo Pascal 4.0, Borland Turbo Pascal 6.01 (German) [darkstar]
  • ibm5150, ibm5170: Various alternate sets [Justin Kerk]
  • megadriv: Zhan Qi - Chinese Battle Chess (Tw) [system11]
  • nes: Adan y Eva [No-Intro], AV Super Real Pachinko [Frank Cifaldi]
  • pc98_cd: Jorougumo - Jubaku no Dorei-tachi, Ms. Detective File #1 - Iwami Ginzan Satsujin Jiken, Youjuu Senki 2 - Reimei no Senshi [r09]
  • pet_rom: KeyChip [Andy Grady]
  • phc25_cass: official releases from Sanyo, Citadelle [Nigel Barnes]

New NOT_WORKING software list additions

  • gameboy: Song of the Pipa / Magic Ball [James, TeamEurope, Tauwasser]
  • pce_tourvision: Dragon Egg! [system11]

Source Changes

  • pstring, pdynlib, pfmtlog refactoring: [Couriersud]
    • pstring: Changed to use std::string for storage (removes allocation code); added support for UTF16LE; renamed size() to mem_t_size() and len() to length(), added size() == length(); added empty() and simple compare().
    • Simplified pfmtlog, added more C++.
    • pdynlib: Added a dynproc type to dynlib to wrap dynamic library calls.
    • Fixed two coverty scan issues and various clang warnings.
  • Netlist code refactoring: [Couriersud]
    • More use of C++ features.
    • Some CRTP in pfmtlog.
    • Demangled code for truthtables.
    • Used more constexpr.
    • Rewrote main loop.
    • Used default constructors and assignment operators were applicable.
    • Optimized 7448 and 9316.
    • Startup time decreased by 25% to 30% (netlists like pong/kidniki are parsed, analyzed and constructed in around 15 ms).
    • Run performance has improved by about 5%.
  • Fixed Gun Card logic in Double Dealer. [Angelo Salese]
  • Renamed the write-only -printer image instance type to -printout (the former conflicts with printer port in several drivers). [AJR]
  • osbexec: Added experimental support for RS232C serial ports. [AJR]
  • UI input map fixes: [AJR]
    • Fixed a longstanding bug that prevented binding several ORed buttons to any input belonging to a non-root device.
    • Fixed a visual glitch when assigning inputs to analog sequences.
  • decocass.cpp: Corrected missile colors for Highway Chase and Astro Fantasia. [AJR]
  • segas24.cpp, segaybd.cpp, segajw.cpp: Use 315-5296 for I/O. [AJR]
  • segaxbd.cpp: Rewrote CXD1095 as a device and also add it to megaplay.cpp, megatech.cpp, cyclwarr, and bigfight. [AJR]
  • segaybd.cpp, srallyc: Added OKI MSM6253 device. [AJR]
  • Added VS9209 I/O device for various Video System games. [AJR]
  • Converted Sega Model 1 Sound Board and Z80-based Digital Sound Board to use proper UART-based serial interfaces. [AJR]
  • segas32.cpp: Input modernization: [AJR]
    • Use I8255 or MSM6253 devices for most non-JAMMA inputs.
    • Separated service and test inputs in Multi-32 and twin-unit sets.
    • arescue: Four coins are recognized, not just two.
    • ga2: Use MB8421 device for V25 communications.
    • orunners: Assign keys to some 2P inputs.
    • Use Sega 315-5296 device for primary I/O.
    • Restored Coin 2 inputs to f1lap, radm, radr, slipstrm.
    • Identified onboard service inputs and restored them to practically all games.
  • hotrod: Read pedals through MSM6253 [AJR]
  • kokoroj2: Corrected inputs, changed name to match title screen. [AJR]
    • Found switch to disable CD and printer, game presumably works now, albeit imperfectly.
  • jvs13551: Removed identical second halves of overdumped MCU PROMs. [AJR]
  • Created device_palette_interface mixin: [AJR]
    • Provides most of the functionality from palette_device besides initialization/decoding routines and RAM interface.
    • Updated screen_device and device_gfx_interface to use device_palette_interface rather than palette_device.
    • Modified v9938 and v9958 to use device_palette_interface rather than a subdevice.
  • Seibu/TAD PROM stuff:
    • toki: Added dumps of bipolar PROMs [caius]
    • bloodbro: Added dump of bipolar PROM [Andreas Naive]
    • dynduke, raiden, skysmash, cupsoc: Documented undumped PROMs for many sets. [AJR]
  • ds1205: Added Dallas DS1205 Multikey. [Carl]
  • popper: Fixed memory map, finished gfx rendering - game is fully working again. [Dirk Best]
  • dgnbeta: Added software list with OS-9 system and apps. [Nigel Barnes]
    • Replaced 5.25" floppies with 3.5", and added sounds.
    • Enabled floppy motor.
    • Removed tag lookups.
  • cesblit.cpp: Improved blit coordinates - fixes some missing graphics in e.g. galgame4. [Luca Elia]
  • Created 'util::arbitrary_clock' class template representing a clock with known epoch. [Nathan Woods]
    • Converted NTFS filetime code and Imgtool Mac datetime code to use new template.
  • coco: Further cleanups in cartridge slot signal handling: [Nathan Woods]
    • Attempts to make signals on the CoCo cartridge slot (CART, NMI, HALT) more standardized, particularly the practice of Program Paks tying the CART line to Q.
    • Should fix some outstanding bugs in how these signals were passed around when using the CoCo Multi-Pak interface.
  • Fixed issue that could cause bogus arguments to be reported incorrectly. [Nathan Woods]
    • Example: 'mame -whatever nes' would previously be reported as "Unrecognized argument: nes".
  • Refactoring in response to MT06531: [Nathan Woods]
    • Exposed emu_options image and slot selections as maps, store data that persists across sessions here rather than subverting core_options.
    • Overhauled various implementations of get_default_card_software().
  • Fixed out of bounds issues in NeoGeo memory access. [Nathan Woods]
  • Miscellaneous cleanup: [Nathan Woods]
    • Fixed a pedantic MSVC warning in dipalette.h.
    • Made a few random methods 'const'.
    • Changed a lookup within the softlist code to use std::find_if().
  • dragon32: Corrected release year and company of Spanish clones. [Nigel Barnes]
    • Added joysticks to all machines, Added floppy sounds.
  • dragon200e: Added chargen ROM, not working (possibly MC6847 issue). [Nigel Barnes]
    • Demoted to MACHINE_NOT_WORKING.
  • d64plus: Added CRTC with chargen ROM and second screen output, not yet hooked up. [Nigel Barnes]
    • Demoted to MACHINE_NOT_WORKING.
  • dgnalpha: Added older Boot v0.4 ROM. [Nigel Barnes]
    • Replaced 5.25" floppy drives with 3.5", and added sounds.
  • atom: Added csw cassette format. [Nigel Barnes]
  • dragon: Moved all Dragon cartridges from coco_cart to dragon_cart [Nigel Barnes]
  • phc25: Added character generator ROM, not yet used. [Nigel Barnes]
  • electron: Added Power Software joystick interface. [Nigel Barnes]
  • bbc: Removed the direct update handler (not supposed not to be useful any more). [Nigel Barnes, O. Galibert]
  • ti8*: Removed the gross boot hack - breaks the Flash-based models. [O. Galibert]
  • abc80x: Removed the direct update handler. [O. Galibert]
  • multiface 2: Disabled the direct update handler. [O. Galibert]
    • Device should be overhauled using the by now-reversed PAL information.
  • i86: Added decrypted opcodes space support. [O. Galibert]
  • Removed support for direct updated handlers. [O. Galibert]
  • mlanding: Fixed tms32025 memory map. [O. Galibert]
  • tms32026: Fixed status register and banking. [O. Galibert]
  • voodoo: Changed multi base address selection to fix funkball textures. [Ted Green]
  • vp101: Improved support for reduced-cost VP050 version. [R. Belmont]
  • piratesh: Fixed to pass POST, which earns it working with imperfect graphics. [R. Belmont]
  • mac: Fixed major 0.183 regression in Mac II series. [R. Belmont]
  • megatouch: More work clarifying the various versions, thanks to Merit documentation. [R. Belmont]
  • apple1: Fixed bug introduced when the cassette was slotified. [Colin Douglas Howell, R. Belmont]
  • chihiro: Added high level simulation of an2131sc - OutRun 2 runs with USB enabled and no patches. [Samuele Zannoli]
  • Turned pstring iterator into a real forward iterator that works with standard algorithms. [Vas Crabb]
  • Assume LLVM libc++ if __llvm__ is defined but __GLIBC__ is undefined (fixes bx build with MacPorts clang). [Vas Crabb]
  • Apply environment variable substitution to bgfx_path (github issue #2201. [Vas Crabb]
  • naomi, triforce, chihiro: Converted remaining bad CHD v4 to good v5, track1 and track2 length was restored based on now-known data patterns. [MetalliC]
  • naomi.cpp: Export mushik2e/mushi2eo are 3-in-1 Mushiking II, III and III+ games. [MetalliC]
  • thomson: Fixed regressions to (legacy) floppy support. [Antoine Mine]
  • apollo: Fixed SIO regression. [Hans Ostermeyer]
  • Allow debugger 'dasm' command to traverse virtual spaces with unmapped holes. [Happy]
  • uml: Added case for parameter PTYPE_CODE_LABEL in UML instruction disassembly. [Happy]
  • vicdual: Added 97269-P-B and 97271-P daughterboards for nsub. [SailorSat]
    • Confirmed PR-33 and PR-34 on the nsub motherboard - type is MMI 6331 (32*8).
    • Added the 97269-P-B daughterboard - gradient is still a simulation, but uses the PROMs (starfield is still missing).
  • Implemented HP 9845T driver (9845 with HP987080A hardware-accelerated monochrome graphics). [fulivi, A.Kueckes]
    • Fixed a race condition in 45T, added second tape drive (T14), 98035 module default SC is 9 now.
    • hphybrid: Hopefully fixed a super-subtle race condition in 9845T video hardware.
  • acchi.cpp: Promoted to working state: [David Haywood]
    • Added scantimer interrupt, inputs work in game.
    • Added video banking.
    • Added an NMK112 for sound banking, might not be hooked up correctly, difficult to know without understanding Japanese.
    • Oki frequencies etc. need verifying on PCB.
  • mcs51: Fixed indirect memory access opcodes dec, inc and xch_a. [Jean-Francois DEL NERO]
    • Indirect access can't use SFRs, only extra memory above 0x80.
  • i86: Fixed JNL flags test (github issue #2200). [htjywf2008]
  • namconb1.cpp: Corrected Coin inputs and added in Coins 3 and 4 as needed. [Brian Troha]
  • wirels60: Made P2 IO port optional. [RebeccaRGB]
  • sblaster: Save DSP state, fixed incessant popping before first use. [moralrecordings]
  • ymf262: Added save state support and slot pointer checks. [moralrecordings]
  • nes improvements: [kazblox]
    • Marked edu2k48 as working, added notes about mouse titles.
    • Made koko not use battery-backed WRAM as shown in PCB picture.
    • waixing.cpp: Slight modernizations - waixing_sgzlz_device now implemented the way CaH4e3 does it, gets some titles working.
  • Fixed Head Panic modesty settings (more modesty means more clothing; nude/bikini pics are displayed after a level when set). [einstein95]
  • Input/service button fixes and clenups: [OzFalcon]
    • realbrk.cpp: Removed service button hard-coded keycode assignment.
    • hanaroku: Use standard hanafuda inputs and key assignments, remove hard-coded IPT_SERVICE assignments.
    • aleck64.cpp: Corrected Service/Test Button assignments.
    • suprstar: Remove hard-coded keycode assignments.
    • ampoker2.cpp: Made various key assignments consistent.
    • albazc.cpp: Assigned "Data Clear" to IPT_MEMORY_RESET, changed "Medal In" and "Pay Out" to standard buttons, changed lockout "Key" to PORT_TOGGLE type, corrected "Payout" button to use "IPT_GAMBLE_PAYOUT", corrected IPT_SERVICE assignments, set IPT_SERVICE and Double up buttons as standard assignments, set "Ext In 1" & "Ext In 2" as IPT_OTHER.
  • Fixed gtrfrk6m boot by correcting Flash card memory size to 32MB, works for gtrfrk5m as well (thanks to @sakamoto-neko). [limyz]
  • naomi.cpp: Redumped "Initial D Arcade Stage Ver. 2 (Export) (GDS-0027)". [rtw]
  • Redumped Knights of Valour 3 HD (V105). [Peter Wilhelmsen, The Dumping Union]
  • Documented that Taito's T.T. New York New York ROMs match the Sigma set. [ShouTime]
  • Added later SuperMac Spec/8 III V1.3 NuBus ROM. [fink]
  • Fixed coverity CID 157540 and CID 15741: Missing comma resulting in unintentional string concatenation. [Peter Bortas]
  • sun4: Added SPARCstation IPX V2.3 and SPARCstation 1 V2.2 boot ROMs. [NekoEd]
  • Fixed writes to decrypted opcode memory space. [Pugsy]
    • Separated EXPSPACE_RAMWRITE and EXPSPACE_OPCODE case statements to allow opcode writes to access the correct memory.
    • Example: In flicky this will now disable cat collisions with the main sprite: [email protected]=c3.
submitted by cuavas to emulation [link] [comments]

MAME 0.185 has been released!

MAME 0.185

Today’s the day for our April MAME release, bringing some important fixes as well as the usual assortment of emulation improvements. A bug preventing multiple keys from being mapped to subdevice inputs has been fixed, which means you can now assign multiple keys to buttons in NeoGeo games and consoles/computers with controllekeyboard/mouse slots. Software loading has been reworked in this release, and the user-visible issues in 0.184 should be addressed. An improvement to the debugger allows more cheats in games with encrypted program ROMs.
Newly supported systems include the Galaxy Games StarPak 4 prototype (thanks to Keith Kolmos), Acchi Muite Hoi (a jan-ken-pon game), the HP 9845T computer, Tekken Card World, and Pirate Ship. This release also restores working support for Omori Popper, the driver rewrite having been completed just in time (the old driver had to be removed due to licensing issues). New clones includes the export release of Mach Breakers, an earlier world release of Rastan, the US release of Sonic Blast Man, and Up Maguila (a Spanish bootleg of Donkey Kong Jr.).
Emulation improvements include improved netlist performance, a fix for classic Mac keyboard input, a fix for the Apple I cassette interface, and fixes for regressions in Thomson floppy support and Apollo SIO. The N-Sub driver now supports sound sample playback and the gradient generator simulation uses PROM data. There are also some fixes for bugs in the Intel MCS-51 and 8086 family CPUs.
Of course that’s not all, and you get the source or Windows binaries from the download page and have a look yourself.

MAMETesters Bugs Fixed

  • 06402: [Interface] UI:: Switch Item Ordering corrupts software list (Nathan Woods)
  • 06481: [DIP/Input] (mac128.cpp) All classic Macs: Keyboard input is not working anymore in the emulated macs since version 0.181 (R. Belmont)
  • 06516: [DIP/Input] (coolpool.cpp) 9ballsht and clones, coolpool and clones: Can't coin up (O. Galibert)
  • 06526: [DIP/Input] (nbmj8891.cpp) club90s: dsw b should not exist (system11)
  • 06532: [Save/Restore] (alpha68k.cpp) skysoldr skyadvnt timesold: No Sound (Osso)
  • 06534: [Crash/Freeze] (fm7.cpp) fm77av: BASIC doesn't boot (Barry Rodewald)

New working machines

  • Acchi Muite Hoi [David Haywood, Surgeville, Sean Sutton, Jred, Mike Krug, Smitdogg, The Dumping Union]
  • Fidelity Dame Sensory Challenger [hap, yovan]
  • Fidelity Sensory Chess Challenger 8 [hap, yovan]
  • Galaxy Games StarPak 4 (prototype) [Keith M. Kolmos, The Dumping Union]
  • Novag Presto [hap, Berger]
  • Pirate Ship [Phil Bennett, R. Belmont, Jared Bresee]
  • TI-2550 III [hap, Sean Riddle]
  • Tekken Card World [ShouTime, Rob Carr, The Dumping Union]
  • Wireless 60 (Jungle Soft / Kids Station Toys Inc) [RebeccaRGB]

New working clones

  • Bionic Commandos (bootleg, set 2) [TeamEurope]
  • Gals Panic DX (Asia) [arcademodbios.com]
  • Knights of Valour / Sangoku Senki (ver. 100, Hong Kong) [Pasky Junk]
  • Mach Breakers (World, MB2) [caius, Silvio Grazini, The Dumping Union]
  • Martial Masters (ver. 103, 102, 101CN) [kuze, The Dumping Union]
  • Megatack (set 2) [OriginalJohn]
  • Novag Octo [hap, Berger]
  • Prehistoric Isle in 1930 (World, bootleg) [The Iron Goat]
  • Rastan (World, Earlier code base) [System11, The Dumping Union]
  • Sonic Blast Man (US) [coolmod, The Dumping Union]
  • Street Fighter II': Champion Edition (UPL bootleg) [ShouTime, The Dumping Union]
  • Up Maguila (bootleg of Donkey Kong Jr.) [Asociacion A.R.C.A.D.E.]

Machines promoted to working

  • HP 9845T [fulivi, A.Kueckes]
  • Popper [Dirk Best]
  • Soreike Kokology Vol. 2 - Kokoro no Tanteikyoku [AJR]

New machines marked as NOT_WORKING

  • GI-Classic EX (satellite terminal) [R. Belmont, Jacob Kesinger, Surgeville, Paul Vining, Smitdogg, The Dumping Union]
  • GI-Classic EX (server) [R. Belmont, Phil Bennett]
  • Gaelco Championship Tuning Race [Mark F., Smitdogg, The Dumping Union]
  • Galaxy Play [PinMAME]
  • Game & Watch: Boxing [hap, Sean Riddle]
  • Game & Watch: Donkey Kong II [hap, Sean Riddle]
  • MegaTouch XL 6000 (Version r07) [R. Belmont]
  • Megatouch XL Gold (Version r01) [R. Belmont, Smitdogg, The Dumping Union]
  • MegaTouch XL (Italy version R1) [any, R. Belmont]
  • Megatouch XL Super 5000 (Version R5I) [R. Belmont, Smitdogg, The Dumping Union]
  • Otomedius (ver GGG:J:A:A:2008041801) [R. Belmont, dopefishjustin, G. Paziouros, S. Fauveau, R. Higashi, R. Howard, B. Munger, S. S. Neilson, Tormod, Smitdogg, The Dumping Union]
  • Police Trainer 2 [R. Belmont, gamerfan, Mr. CAST, Smitdogg, The Dumping Union]
  • Ring Riders (Software version v2.2) [Mark F., Smitdogg, The Dumping Union]
  • Shark (US Billiards Inc.) [Stiletto, Siftware]
  • Super Derby II (Satellite board) [Charles MacDonald, The Dumping Union]
  • Super Star (Recreativos Franco) [AJR, Akiles500]
  • Unknown 'VIP 2000' game [TeamEurope, f205v]
  • Unknown Poker Game by Chain Leisure [Gerald (COY), The Dumping Union]
  • Unknown Sega gambling game (M1 Satellite board) [Jacob Kesinger, Surgeville, Paul Vining, Smitdogg, The Dumping Union]

New clones marked as NOT_WORKING

  • Megatouch XL 6000 (Version r02) [R. Belmont, AeroCityMayor, Smitdogg, The Dumping Union]
  • MegaTouch XL Gold (Version r00) [R. Belmont]
  • MegaTouch XL Super 5000 (Version R5B) [R. Belmont]
  • MegaTouch XL Super 5000 (Version R5E) [R. Belmont]
  • Rocky (French speech) [PinMAME]
  • The Real Ghostbusters (US 3 Players, revision ?) [caius, The Dumping Union]
  • Tokyo Cop (US, dedicated version) [Mark F., Smitdogg, The Dumping Union]
  • Tokyo Cop (US, kit version) [Mark F., Smitdogg, The Dumping Union]
  • U.S.A. Football (R01u) [PinMAME]

New working software list additions

  • bbcb_cass: 3D-Wars (Demo), Arcade 4 Pack, Blockbusters Question Master, Children from Space, CopyCat III, Crazy Cut/Mastermind/Klingon Attack, Disk Master, Football Director, How To Move Programs To Disk, Music, Predict, Pro Word, Superior Mover, Tape Transfer Software, Toccata [Nigel Barnes]
  • coco_cart: Super LOGO [Nigel Barnes]
  • dragon_cass: All known cassette dumps [Nigel Barnes]
  • dragon_flop: All known floppy dumps [Nigel Barnes]
  • dragon_flex: FLEX System and other Compusense FLEX releases [Nigel Barnes]
  • dragon_os9: OS-9, BASIC09, C, Dynacalc, Pascal, RMS, Stylograph [Nigel Barnes]
  • dgnalpha_flop: OS-9, NitrOS9, C, Dynacalc, Pascal, RMS, Stylograph, etc. [Nigel Barnes]
  • fmtowns_cd: F-BASIC386 Compiler v1.1 L21, Dennou Ehon - Kyouryuu no Sekai, Hyper Oku no Hosomichii, Soko-ban Perfect, Youjuu Senki 2 - Reimei no Senshi [r09]
  • ibm5150: Golden Axe, Home Alone, Prince of Persia v1.0 [ArcadeShadow]
  • ibm5170:
    • Gods, Indiana Jones and the Fate of Atlantis, The Legend of Kyrandia, Monkey Island 2: LeChuck's Revenge, Space Quest V: The Next Mutation [ArcadeShadow]
    • Borland Quattro Pro 3.0 (German), Borland Quattro Pro 5.0 (German), Borland Turbo Basic 1.0 (German), Borland Turbo Pascal 4.0, Borland Turbo Pascal 6.01 (German) [darkstar]
  • ibm5150, ibm5170: Various alternate sets [Justin Kerk]
  • megadriv: Zhan Qi - Chinese Battle Chess (Tw) [system11]
  • nes: Adan y Eva [No-Intro], AV Super Real Pachinko [Frank Cifaldi]
  • pc98_cd: Jorougumo - Jubaku no Dorei-tachi, Ms. Detective File #1 - Iwami Ginzan Satsujin Jiken, Youjuu Senki 2 - Reimei no Senshi [r09]
  • pet_rom: KeyChip [Andy Grady]
  • phc25_cass: official releases from Sanyo, Citadelle [Nigel Barnes]

New NOT_WORKING software list additions

  • gameboy: Song of the Pipa / Magic Ball [James, TeamEurope, Tauwasser]
  • pce_tourvision: Dragon Egg! [system11]

Source Changes

  • pstring, pdynlib, pfmtlog refactoring: [Couriersud]
    • pstring: Changed to use std::string for storage (removes allocation code); added support for UTF16LE; renamed size() to mem_t_size() and len() to length(), added size() == length(); added empty() and simple compare().
    • Simplified pfmtlog, added more C++.
    • pdynlib: Added a dynproc type to dynlib to wrap dynamic library calls.
    • Fixed two coverty scan issues and various clang warnings.
  • Netlist code refactoring: [Couriersud]
    • More use of C++ features.
    • Some CRTP in pfmtlog.
    • Demangled code for truthtables.
    • Used more constexpr.
    • Rewrote main loop.
    • Used default constructors and assignment operators were applicable.
    • Optimized 7448 and 9316.
    • Startup time decreased by 25% to 30% (netlists like pong/kidniki are parsed, analyzed and constructed in around 15 ms).
    • Run performance has improved by about 5%.
  • Fixed Gun Card logic in Double Dealer. [Angelo Salese]
  • Renamed the write-only -printer image instance type to -printout (the former conflicts with printer port in several drivers). [AJR]
  • osbexec: Added experimental support for RS232C serial ports. [AJR]
  • UI input map fixes: [AJR]
    • Fixed a longstanding bug that prevented binding several ORed buttons to any input belonging to a non-root device.
    • Fixed a visual glitch when assigning inputs to analog sequences.
  • decocass.cpp: Corrected missile colors for Highway Chase and Astro Fantasia. [AJR]
  • segas24.cpp, segaybd.cpp, segajw.cpp: Use 315-5296 for I/O. [AJR]
  • segaxbd.cpp: Rewrote CXD1095 as a device and also add it to megaplay.cpp, megatech.cpp, cyclwarr, and bigfight. [AJR]
  • segaybd.cpp, srallyc: Added OKI MSM6253 device. [AJR]
  • Added VS9209 I/O device for various Video System games. [AJR]
  • Converted Sega Model 1 Sound Board and Z80-based Digital Sound Board to use proper UART-based serial interfaces. [AJR]
  • segas32.cpp: Input modernization: [AJR]
    • Use I8255 or MSM6253 devices for most non-JAMMA inputs.
    • Separated service and test inputs in Multi-32 and twin-unit sets.
    • arescue: Four coins are recognized, not just two.
    • ga2: Use MB8421 device for V25 communications.
    • orunners: Assign keys to some 2P inputs.
    • Use Sega 315-5296 device for primary I/O.
    • Restored Coin 2 inputs to f1lap, radm, radr, slipstrm.
    • Identified onboard service inputs and restored them to practically all games.
  • hotrod: Read pedals through MSM6253 [AJR]
  • kokoroj2: Corrected inputs, changed name to match title screen. [AJR]
    • Found switch to disable CD and printer, game presumably works now, albeit imperfectly.
  • jvs13551: Removed identical second halves of overdumped MCU PROMs. [AJR]
  • Created device_palette_interface mixin: [AJR]
    • Provides most of the functionality from palette_device besides initialization/decoding routines and RAM interface.
    • Updated screen_device and device_gfx_interface to use device_palette_interface rather than palette_device.
    • Modified v9938 and v9958 to use device_palette_interface rather than a subdevice.
  • Seibu/TAD PROM stuff:
    • toki: Added dumps of bipolar PROMs [caius]
    • bloodbro: Added dump of bipolar PROM [Andreas Naive]
    • dynduke, raiden, skysmash, cupsoc: Documented undumped PROMs for many sets. [AJR]
  • ds1205: Added Dallas DS1205 Multikey. [Carl]
  • popper: Fixed memory map, finished gfx rendering - game is fully working again. [Dirk Best]
  • dgnbeta: Added software list with OS-9 system and apps. [Nigel Barnes]
    • Replaced 5.25" floppies with 3.5", and added sounds.
    • Enabled floppy motor.
    • Removed tag lookups.
  • cesblit.cpp: Improved blit coordinates - fixes some missing graphics in e.g. galgame4. [Luca Elia]
  • Created 'util::arbitrary_clock' class template representing a clock with known epoch. [Nathan Woods]
    • Converted NTFS filetime code and Imgtool Mac datetime code to use new template.
  • coco: Further cleanups in cartridge slot signal handling: [Nathan Woods]
    • Attempts to make signals on the CoCo cartridge slot (CART, NMI, HALT) more standardized, particularly the practice of Program Paks tying the CART line to Q.
    • Should fix some outstanding bugs in how these signals were passed around when using the CoCo Multi-Pak interface.
  • Fixed issue that could cause bogus arguments to be reported incorrectly. [Nathan Woods]
    • Example: 'mame -whatever nes' would previously be reported as "Unrecognized argument: nes".
  • Refactoring in response to MT06531: [Nathan Woods]
    • Exposed emu_options image and slot selections as maps, store data that persists across sessions here rather than subverting core_options.
    • Overhauled various implementations of get_default_card_software().
  • Fixed out of bounds issues in NeoGeo memory access. [Nathan Woods]
  • Miscellaneous cleanup: [Nathan Woods]
    • Fixed a pedantic MSVC warning in dipalette.h.
    • Made a few random methods 'const'.
    • Changed a lookup within the softlist code to use std::find_if().
  • dragon32: Corrected release year and company of Spanish clones. [Nigel Barnes]
    • Added joysticks to all machines, Added floppy sounds.
  • dragon200e: Added chargen ROM, not working (possibly MC6847 issue). [Nigel Barnes]
    • Demoted to MACHINE_NOT_WORKING.
  • d64plus: Added CRTC with chargen ROM and second screen output, not yet hooked up. [Nigel Barnes]
    • Demoted to MACHINE_NOT_WORKING.
  • dgnalpha: Added older Boot v0.4 ROM. [Nigel Barnes]
    • Replaced 5.25" floppy drives with 3.5", and added sounds.
  • atom: Added csw cassette format. [Nigel Barnes]
  • dragon: Moved all Dragon cartridges from coco_cart to dragon_cart [Nigel Barnes]
  • phc25: Added character generator ROM, not yet used. [Nigel Barnes]
  • electron: Added Power Software joystick interface. [Nigel Barnes]
  • bbc: Removed the direct update handler (not supposed not to be useful any more). [Nigel Barnes, O. Galibert]
  • ti8*: Removed the gross boot hack - breaks the Flash-based models. [O. Galibert]
  • abc80x: Removed the direct update handler. [O. Galibert]
  • multiface 2: Disabled the direct update handler. [O. Galibert]
    • Device should be overhauled using the by now-reversed PAL information.
  • i86: Added decrypted opcodes space support. [O. Galibert]
  • Removed support for direct updated handlers. [O. Galibert]
  • mlanding: Fixed tms32025 memory map. [O. Galibert]
  • tms32026: Fixed status register and banking. [O. Galibert]
  • voodoo: Changed multi base address selection to fix funkball textures. [Ted Green]
  • vp101: Improved support for reduced-cost VP050 version. [R. Belmont]
  • piratesh: Fixed to pass POST, which earns it working with imperfect graphics. [R. Belmont]
  • mac: Fixed major 0.183 regression in Mac II series. [R. Belmont]
  • megatouch: More work clarifying the various versions, thanks to Merit documentation. [R. Belmont]
  • apple1: Fixed bug introduced when the cassette was slotified. [Colin Douglas Howell, R. Belmont]
  • chihiro: Added high level simulation of an2131sc - OutRun 2 runs with USB enabled and no patches. [Samuele Zannoli]
  • Turned pstring iterator into a real forward iterator that works with standard algorithms. [Vas Crabb]
  • Assume LLVM libc++ if __llvm__ is defined but __GLIBC__ is undefined (fixes bx build with MacPorts clang). [Vas Crabb]
  • Apply environment variable substitution to bgfx_path (github issue #2201. [Vas Crabb]
  • naomi, triforce, chihiro: Converted remaining bad CHD v4 to good v5, track1 and track2 length was restored based on now-known data patterns. [MetalliC]
  • naomi.cpp: Export mushik2e/mushi2eo are 3-in-1 Mushiking II, III and III+ games. [MetalliC]
  • thomson: Fixed regressions to (legacy) floppy support. [Antoine Mine]
  • apollo: Fixed SIO regression. [Hans Ostermeyer]
  • Allow debugger 'dasm' command to traverse virtual spaces with unmapped holes. [Happy]
  • uml: Added case for parameter PTYPE_CODE_LABEL in UML instruction disassembly. [Happy]
  • vicdual: Added 97269-P-B and 97271-P daughterboards for nsub. [SailorSat]
    • Confirmed PR-33 and PR-34 on the nsub motherboard - type is MMI 6331 (32*8).
    • Added the 97269-P-B daughterboard - gradient is still a simulation, but uses the PROMs (starfield is still missing).
  • Implemented HP 9845T driver (9845 with HP987080A hardware-accelerated monochrome graphics). [fulivi, A.Kueckes]
    • Fixed a race condition in 45T, added second tape drive (T14), 98035 module default SC is 9 now.
    • hphybrid: Hopefully fixed a super-subtle race condition in 9845T video hardware.
  • acchi.cpp: Promoted to working state: [David Haywood]
    • Added scantimer interrupt, inputs work in game.
    • Added video banking.
    • Added an NMK112 for sound banking, might not be hooked up correctly, difficult to know without understanding Japanese.
    • Oki frequencies etc. need verifying on PCB.
  • mcs51: Fixed indirect memory access opcodes dec, inc and xch_a. [Jean-Francois DEL NERO]
    • Indirect access can't use SFRs, only extra memory above 0x80.
  • i86: Fixed JNL flags test (github issue #2200). [htjywf2008]
  • namconb1.cpp: Corrected Coin inputs and added in Coins 3 and 4 as needed. [Brian Troha]
  • wirels60: Made P2 IO port optional. [RebeccaRGB]
  • sblaster: Save DSP state, fixed incessant popping before first use. [moralrecordings]
  • ymf262: Added save state support and slot pointer checks. [moralrecordings]
  • nes improvements: [kazblox]
    • Marked edu2k48 as working, added notes about mouse titles.
    • Made koko not use battery-backed WRAM as shown in PCB picture.
    • waixing.cpp: Slight modernizations - waixing_sgzlz_device now implemented the way CaH4e3 does it, gets some titles working.
  • Fixed Head Panic modesty settings (more modesty means more clothing; nude/bikini pics are displayed after a level when set). [einstein95]
  • Input/service button fixes and clenups: [OzFalcon]
    • realbrk.cpp: Removed service button hard-coded keycode assignment.
    • hanaroku: Use standard hanafuda inputs and key assignments, remove hard-coded IPT_SERVICE assignments.
    • aleck64.cpp: Corrected Service/Test Button assignments.
    • suprstar: Remove hard-coded keycode assignments.
    • ampoker2.cpp: Made various key assignments consistent.
    • albazc.cpp: Assigned "Data Clear" to IPT_MEMORY_RESET, changed "Medal In" and "Pay Out" to standard buttons, changed lockout "Key" to PORT_TOGGLE type, corrected "Payout" button to use "IPT_GAMBLE_PAYOUT", corrected IPT_SERVICE assignments, set IPT_SERVICE and Double up buttons as standard assignments, set "Ext In 1" & "Ext In 2" as IPT_OTHER.
  • Fixed gtrfrk6m boot by correcting Flash card memory size to 32MB, works for gtrfrk5m as well (thanks to @sakamoto-neko). [limyz]
  • naomi.cpp: Redumped "Initial D Arcade Stage Ver. 2 (Export) (GDS-0027)". [rtw]
  • Redumped Knights of Valour 3 HD (V105). [Peter Wilhelmsen, The Dumping Union]
  • Documented that Taito's T.T. New York New York ROMs match the Sigma set. [ShouTime]
  • Added later SuperMac Spec/8 III V1.3 NuBus ROM. [fink]
  • Fixed coverity CID 157540 and CID 15741: Missing comma resulting in unintentional string concatenation. [Peter Bortas]
  • sun4: Added SPARCstation IPX V2.3 and SPARCstation 1 V2.2 boot ROMs. [NekoEd]
  • Fixed writes to decrypted opcode memory space. [Pugsy]
    • Separated EXPSPACE_RAMWRITE and EXPSPACE_OPCODE case statements to allow opcode writes to access the correct memory.
    • Example: In flicky this will now disable cat collisions with the main sprite: [email protected]=c3.
submitted by cuavas to MAME [link] [comments]

Part 2: A Second Helping Further Reflections On the AIR/CIA Assessment on Remote Viewing by "Mr. X" (Paul Smith)

Part 2: A Second Helping
Further Reflections On the AICIA Assessment on Remote Viewing by "Mr. X" (Paul Smith)
This series was written by someone intimately familiar with the various incarnations of our government's remote viewing efforts. His identity is known to Ingo as well as to me. He has stated that he will be revealing himself in the very near future, and uses the nom de plume of "Mr. X" for good (but temporary) reasons. ........ THOMAS BURGIN
In Part 1 of this review I discussed some of the highlights of the AICIA report that was responsible for the demise of the STAR GATE remote viewing program. I focused primarily on the operations half of the unit. As promised, Part 2 will concentrate on the research portion of the program. As Part 1 explained, two experienced scientists were retained to do the evaluation: Dr. Jessica Utts, a nationally-known expert on statistical analysis and supporter of parapsychology research, and Dr. Ray Hyman, a professor of Psychology at the University of Oregon, and among the most widely-known skeptics of parapsychology.
Utts and Hyman were to conduct a thorough review of "all laboratory experiments and meta-analytic reviews conducted as part of the research program," which amounted to about 80 reports, a number of which summarized several experiments each (p. E-2). The scientists would be assisted by a couple of AIR associates, an additional statistics consultant, and AIR's president, Dr. David Goslin.
All experiments available for review were conducted over an approximate ten-year period by Dr. Ed May, who had assumed responsibility for the experimental side of the remote viewing program at SRI-International in the mid-1980's after the departure of Dr. Hal Puthoff, who had lead the program since it's founding in 1971. In the early '90s, May and his experiments moved to Science Applications International Corporation (SAIC). On the surface, AIR's review of the research program is a more credible effort than was its evaluation of the operational unit. The review process was to all appearances well documented, the rationales employed seemed well thought out, and a seemingly equitable point/counterpoint format between pro-psi Utts and anti-psi Hyman adopted in an attempt to bring consensus to the differing conclusions arrived at by the two primary evaluators. However, the evaluation turned out to be nothing so much as a comedy of errors, with both sides--AIR and the STAR GATE researchers--in starring roles. To best sort out this muddled situation, we will explore the shortcomings of the research effort first, to provide a context in which to understand where AIR failed in its evaluation.
The Research Program
Dr. Ed May and I are on the same side on this issue, so it's not overly pleasant to have to criticize the SAIC research. Nonetheless, there are things that must be brought out to understand what really happened during the AIR review.
I will begin with a brief summary of the ten experiments ultimately examined by AIR reviewers. Fortunately, Dr. Utts provided summaries in her portion of the AIR report. In the interest of space I have condensed these summaries still further, but retain the essentials:
qwerty's note: Due to my inability to recreate the coming table within Reddit's formating set-up, I will write it out a little differently.
  • Experiment 1
Purpose: Two-fold: (a) determine if a "sender" (i.e., someone at the site) was necessary to help the viewer access the target or if the viewer could obtain information merely by being focused on the site through a coordinate or other mechanism; (b) Determine whether "static" targets- -i.e., the photos--would be easier or harder to perceive than "dynamic" targets--i.e., short video clips.
Target: Photos from the pages of National Geographic sealed in envelopes; alternatively, short video clips.
  • Experiment 2
Purpose: Discover if viewers can correctly determine computer-generated "binary targets"--"Is it one or is it zero?" "Is it yes or is it no?" If so, this might lead to answering questions such as, "Is there a bomb in this building or not?"
Target: A computer-driven random number generator.
  • Experiment 3
Purpose: Using a magnetoencephalograph (MEG), attempt to detect anomalous brain signals of remote viewers.
Target: A flashing light observed by a "sender."
  • Experiment 4
Purpose: Determine if remote viewing can be used in an information-sending capacity.
Target: Specially designed or chosen targets with distinct characteristics. Presence or absence of each characteristic represented either a "1" or a "0." If a characteristic was perceived and reported by the viewer, a "1" was recorded; if the characteristic was not perceived to be present, a "0" was recorded. Binary numbers could thus be constructed by tabulating presence or absence of target characteristics. If successful, information could be "sent" in a manner roughly analogous to Morse code.
  • Experiment 5
Purpose: Test three novices to see if they could remote view.
Target: National Geographic photos placed on a table in another room.
  • Experiment 6
Purpose: Could lucid dreaming be used as a tool to enhance remote-viewing?
Target: National Geographic photos contained in opaque envelopes placed next to the bed where person was attempting to achieve a "lucid dreaming" state.
  • Experiment 7
Purpose: Determine if a person becomes "physiologically aware" of being watched, even though he/she is not consciously aware of being watched.
Target: The subject him/ herself. He/she is seated in a room with a video camera aimed at him/her. Galvanic skin response was then measured to determined if it increased during periods of observation.
  • Experiment 8
Purpose: Using an electroencephalograph (EEG), attempt to identify interruptions in alpha brain- waves when a remote viewing target is flashed on a computer screen in another room.
  • Experiment 9
Purpose: Determine if viewers could describe a target briefly displayed on a computer monitor. This is the remote viewing portion of Experiment 8.
Target: Target (not further described in the report, but perhaps the aforementioned video clips) was displayed briefly on a computer CRT in another room.
  • Experiment 10
Purpose: An improved version of Experiment 1. An equal number of static and dynamic targets were employed, no "senders" were used, and all attempts were done at SAIC in California, instead of from the participants homes, as was the case with
Target: Selections from a pool of various photos and video clips.
[Summaries were excerpted from pp. 3-33 to 3-41 of the AIR report.]
As listed in the AIR report, the three assigned missions of the STAR GATEaffiliated research program were to: (1) Demonstrate through scientific experiment the existence of the remote viewing phenomenon; (2) Determine the cause and effect mechanism through which the phenomenon functions; and (3) Explore methods and techniques to enhance the operational effectiveness of the phenomenon [p. 2-1]. These goals, incidentally, were essentially unchanged from the days of the GRILL FLAME effort, as enumerated in a report I recently saw dating from 1977. Let us evaluate these experiments in terms of the three stated missions of the research effort--in effect, the intended purpose for which research money had originally been appropriated.
Mission 1: Demonstrate Existence of the Remote Viewing Phenomenon
As designed, seven of the SAIC experiments would provide useful support to the existence of the remote viewing phenomenon, and one would have been of marginal value. Two would not have given useful support in demonstrating the RV phenomenon. Experiment 3 (which was unsuccessful because of faulty experiment construction) might have been of marginal value but would not in itself have provided unambiguous support for the existence of RV. Had this experiment been a success, any anomalous brain signals detected might still have been the artifact of some other common element in the viewers' experiences, backgrounds, or training. However, isolating and identifying the signal might ultimately have led to useful information which could potentially provide later support to the existence of RV.
Experiment 2, which focused on computer-generated "binary" targets, might demonstrate a paranormal effect, but not in the sense of classic remote viewing. The experiment's results may actually display some sort of "dowsing" effect (though some would argue that RV and dowsing are but different sides to the same coin), or perhaps even a psychokinetic (PK) effect, since it would be difficult to determine if the viewer were merely anticipating the correct answer, or in some way influencing the number generation process.
Experiment 7 could be useful in demonstrating the existence of some sort of paranormal linking effect between observed and observer. But the experiment would not have been useful in supporting the existence of remote viewing. No useable information could be transferred across space and/or time using the demonstrated effect.
Mission 2: Determine Cause and Effect Relationship
None of the SAIC experiments, even when successful, would have provided any substantial answers to the cause-and-effect relationship for the remote viewing phenomenon. Only Experiments 3 and 8 would have provided even marginal information bearing on cause-and-effect, and they would have merely demonstrated an anomalous effect without identifying a causal linkage.
Mission 3: Develop More Effective RV Operations Methods
Because of their design, seven of the SAIC experiments could have provided no benefit whatsoever in developing new or better operational methods or techniques. Experiment 2 showed potential, were it to lead to a reliable "yes/no" selection technique. However, the experiment only involved trying to "second-guess" a machine. A real-world binary problem, such as, "Is Gen. Dozier in Italy?" or "Will Hezbollah attack the Statue of Liberty tomorrow?" involves much different selection mechanisms than tapping a computer key, is of much different psychic texture than "0"s and "1"s, and has far greater ultimate consequences--and therefore dramatically greater emotional loading in the viewing process--than do yes-or-no type questions on a computer.
Experiment 4, an attempt to use RV to transmit coded information by identifying specific characteristics of a target, uses remote viewing not as an intelligence collection tool, but as a communications method. This would by definition be of no use for operational RV; however, if such a communications ability could be reliably developed, it would have great utilitarian value--to include undetectable transmission of intelligence from a denied area.
As explored in Experiment 6, lucid dreaming might possibly provide added value to the remote viewing process (though I personally have my doubts). Therefore, this experiment at least had the potential to benefit operational remote viewing.
When we tabulate the results, this is what we find:
Mission Relevant Maybe Irrelevant
1 - Proof of phenomenon 7 1 2
2 - Determine cause/effect 0 1 9
3 - Operations enhancement 0 3 7
By far the majority of the ten experiments focus on proving the existence of the phenomenon--the first mission. The other two missions were essentially ignored. In fact, one experiment-- determining whether someone is physiologically aware of being watched--is interesting from a parapsychology standpoint, but has almost nothing to do with remote viewing (one individual prominent in RV research did suggest that the experiment might be a preliminary step toward determining if one could be aware of being targeted by a remote viewer). Another three experiments-- numbers 2, 3, and 4--are only indirectly related to RV, particularly RV as an intelligence collection tool. The research program's first error was fundamental--it failed to evenly address all aspects of this three-fold mission, concentrating instead almost exclusively on the first of the specified goals. This would have been forgivable, had the program indeed successfully proved beyond any doubt the existence of remote viewing as a paranormal phenomenon. However, as demonstrated by Ray Hyman's conclusion that something was happening, but it was too early to assume it was psi [pp. 3-75, 3-76], this goal eluded the program. To be fair, this effect was certainly amplified by AIR efforts (discussed below) to "stack the deck" against STAR GATE. Nonetheless, the whole research emphasis was generally out of sync with the stated purpose of the STAR GATE effort.
Perhaps the rationale was something like this: "Until we can prove the existence of the phenomenon, there's no point in trying to establish the cause-and-effect; and if these first two questions aren't answered, it seems pointless as well to bother much about how to enhance the operational effectiveness of something we haven't proved to exist, nor know how it works." At any rate, the bulk of the experiments focused on trying to convincingly demonstrate an effect, and few went beyond that decidedly preliminary step. While statistically, at least, some remarkable effects were demonstrated, both Utts, the supporter, and Hyman, the skeptic agree that nothing irrefutably conclusive was proven. Utts believed that the effects nonetheless demonstrated the strong possibility of a psi-based effect.
Hyman and the AIR researchers concluded there was not enough evidence to say even that.
Would the results have been better had May concentrated more on true RV experiments, and tried more concertedly to address the other two missions? The answer to this is a qualified yes. Notably, the experiments more closely approaching a classical remote-viewing model were the most successful, with Experiment 10 producing quite impressive results. Those which departed most from the model tended to be the least conclusive.
Additionally, had more experiments been designed to enhance operational methods or develop new techniques, they would in and of themselves have provided additional proof for existence of the phenomenon. If RV technique gets good enough to work nearly every time, producing solid information under a variety of conditions, the phenomenon is essentially proved-- accomplishing two of the research missions for the price of one. (As they say, nothing succeeds like success.) Cause-and-effect research would, however, have been less productive. Of course, if in some brilliant moment of discovery a verifiable causal relationship were found and demonstrated, the skeptics would have to retreat. But such an event is highly unlikely.
Thus far, there is not even a worthwhile hypothesis as to what the phenomenon is in terms of the "physical" world--if it even has such a connection (though there are one or two interesting ideas waiting in the wings to emerge). We do have a pretty good idea what the basic nature of remote viewing is NOT: It is unlikely to be electro-magnetic in any sense, as demonstrated by the successful remote viewings done in electromagnetically shielded Faraday cages, or those which are precognitive or retrocognitive, seemingly in violation of the accepted laws of physics which radio waves or other electromagnetic phenomena obey. Since we have no other good candidate to account for information transmission of the nature and quality good remote viewing produces, we are pretty much left in the dark as to where to start. It makes far more sense to work on practical applications and leave the fundamental underpinnings for those with more time, money, and no need to answer to a house full of skeptics. Regrettably, the wavering focus of the SAIC effort was inadequate for fair assessment of remote viewing in its own right.
I should point out here that the experimental focus was not entirely up to Dr. May and his team. Representatives for a contracting agency write the statement of work and draft the contract that specifies what will be done in the course of the research. A review of the DIA contracts shows that much of the work performed at SAIC was indeed specified by the DIA representative. Still, there is a lot of behind-the-scenes give-and-take before the formal document is drafted, and the government representative must rely heavily on the expertise and advice of the contractor in the process of deciding what can or should be done in the course of the contract. Further, there is an added degree of flexibility built into the contract to allow researchers to explore promising directions that may not necessarily have been foreseen during the original contracting process. This flexibility is necessary and desireable to allow examination of serendipitous discoveries or unforseen effects, but it is also a point vulnerable to exploitation by researchers with their own agendas to pursue. Ultimately, both parties share responsibility for the direction a research program takes, right or wrong.
As an additional consideration, the SAIC work was a follow- on to previous research done via a still-classified connection with an agency which mandated more generalized research. Remote viewing was only one of several phenomena to be explored. PK, for example, was always of interest in prior research programs and, as the random number generation experiment shows, some vestiges of interest may have remained in the SAIC experiments. This interest in general parapsychology seems to have bled over into the DIA/SAIC remote viewing research.
May's broader-ranging experimental focus did produce some interesting and perhaps even ultimately useful research. Unfortunately, there was not a more rigorous attempt made to route the SAIC research further away from this general focus and concentrate more intently on what should have been STAR GATE's RV-centered research agenda. Ultimately, the overlyeclectic approach increased vulnerability to pointed criticism which Ray Hyman and AIR were only too eager to provide.
In fact Dr. Hyman does give lip service to Ed May's difficulties in not being "free to run the program to maximize scientific payoff," because May was required to "do experiments and add variables to suit the desires of his sponsors," resulting in "an attempt to explore too many questions with too few resources. . . The scientific inquiry was spread too thin." (3- 46) Of course, as just mentioned, there was much room for negotiation in the contracting process, and May could certainly have argued for a more narrow focus. The evidence suggests it was more the other way around. In fact, several people in a position to know have suggested that Dr. May saw the RV research contracts as an opportunity to explore some of his own parapsychological interests at the same time as pursuing the official purposes for which the research was contracted.
However that may be, Hyman's gratuitous comments are no exoneration in this matter. If Hyman recognized the eclectic nature of the research AIR was to evaluate, he is certainly well- qualified enough as a scientist to realize that the limited numbers of experiments were inadequate to answer the question EITHER WAY as to whether or not remote viewing had any efficacy as an intelligence collection tool. That Hyman persisted (as discussed below) in pretending that they did seems intellectually dishonest.
Protocols
The bias in favor of wider parapsychology research was not the only problem with the SAIC experiments, however. Curiously, May and his colleagues seem to have followed rather anachronistic procedures in conducting even the experiments which were more purely remote viewing in character. My first quarrel is with the target pool.
Remote viewing, both experimentally and operationally, has been pursued for more than two decades. While a lot has been learned, some of the most valuable data--that accumulated by the operational RV unit in its various incarnations--has hardly been considered in the research process. The operational data set includes brilliant successes that point to improved ways of doing things, as well as ignominious failures which can be just as instructive. There was a fair amount of well-structured experimentation at Ft. Meade in targeting and cuing methods, RV data documentation and analysis, accessing target details, and so forth. Unfortunately, the operations activity was kept mostly separate from the research program until after the 1992 transition to STAR GATE, and even then the connection existed primarily to provide subjects for some of the SAIC experiments. The vast database from the Ft. Meade unit of thousands of documented sessions-- both training and operational--remains largely un-mined.
One pronounced difference between RV targeting in the SAIC research effort and that in operations was that operations focused on "live" targets, while the SAIC experiments used two- dimensional images, both static photographs (pictures gleaned from the pages of National Geographic) and short, live-action video clips. The thinking at SRI was that the video clips might provide increased "change" values, adding variety to the target material, perhaps making it easier for viewers to detect and report.
Similarly, photos were selected that displayed significant "change in entropy"--that is, contrast and variety in shapes and in color and value patterns that again theoretically would make detection and reporting easier. In comparison, daily operational remote viewing missions at Ft. Meade accessed targets in real time "on the ground" (or water, or whatever), not in a photograph. What photos that were provided were not used as targets, but only for later feedback or to guide analysts. There was plenty of evidence that the operational viewers were indeed accessing the sites themselves and not merely the feedback folders (in operations, feedback was usually pretty lean and sporadic anyway). When a viewer accurately describes several significant structural or functional details that are completely lacking from feedback packages yet which are later confirmed to be at the site, it becomes obvious very quickly that "real" remote viewing is occurring. This literally happened scores, even hundreds of times.
However, at Ft. Meade there was some experimentation with photos as actual targets. This was conducted both as an in-house training exercise, and at one or two other times as part of one of the rare instances when the operations unit was asked to participate long-distance in an SRI experimental series during the mid-to-late '80s. Across the board operational viewer results dropped off when targeted against "static" photographic targets. At the time, video clips were not avalable as an option (or so I presume, as participating viewer received only terse feedback), so I can render no judgement as to whether they would have been more effective. Indeed, to a remote viewer accustomed to accessing actual sites in fourdimensional space, a static photograph is not a representation of the Statue of Liberty in New York harbor or Mount Pinatubo during an eruption. It is in reality only a colored piece of paper in a manila envelope. It's not surprising that results from operational viewers suffer when targeted under such circumstances.
To be sure, an experienced viewer CAN access a photograph-- the positive results of several of the SAIC's experimental RV sessions demonstrate this. But if the focus had been on "real"-- and therefore naturally dynamic--sites as opposed to two- dimensional representations, May and his colleagues might not have had to bother about testing the use of "dynamic" moving images (the videos) to provide greater change and variety to improve remote viewer detection; or about mapping the "change in entropy" of the static images to enhance researchers' ability to decode viewer results, as was done for these experiments. Perhaps there were experimental control reasons why such a fixed target pool was desired. In my mind, however, the drawbacks far outweigh the possible benefits.
Another troublesome aspect of at least one of the SAIC experiments was the apparent need to experiment further with "senders"--individuals sent to the target site to act as a "beacon" or a "transmitter" for the remote viewer.
Indeed, one of the stated purposes of the experiment was to determine if a "sender" was necessary. Senders and beacons were used in the early SRI experiments, and continued to be used for beginner trainees at Ft. Meade, simply as a way of providing a connection with the site that the novice viewer could easily grasp. Both at SRI and Ft. Meade, however, the need for senders in advanced remote viewings was surpassed long ago. The introduction of coordinates as a targeting mechanism, and later (to avoid any hint of contamination) encrypted coordinates, made senders/beacons obsolete. No degradation in response quality resulted, and in fact, accuracy seemed even to be enhanced. The encrypted coordinates provided the added benefit of defusing one of the most popular (if improbable) criticisms of coordinate-cued RV--that some viewer might just "memorize" what was at the end of all the geographic coordinates in the world, and cheat.
The need for beacon or sender was already discounted by the late '70s and early '80s, and was certainly well established at the time Ed May took over as primary researcher. Though the sendebeacon personnel were dispensed with later in the SAIC ten-experiment sequence, it was puzzling why the researchers felt the need to thus "reinvent the wheel" at the start.
In the end, the main problem with the SAIC experiments was not that they were particularly poor experiments, but that they should have been better. More importantly, the experiments could--and really should--have focused more particularly on remote viewing, guided by the three missions that Congress had decreed when earmarking funds for the program. As it was, the primary consequence of the SAIC program was to provide a very tempting strawman for the AIR bull (at the behest of the CIA) to gore and trample, hoodwinking the general public into believing that AIR had a live matador at its mercy. In reality, the matador wasn't even in town. But now, after I have spent several pages "blaming the victim," it's time to turn my attention to the perpetrator.
(To Be Concluded)
Copyright 1996, Paul Smith
All Reddit-based formatting done by u/qwertyqyle
submitted by qwertyqyle to PaulHSmith [link] [comments]

MAME 0.185 has been released!

MAME 0.185

Today’s the day for our April MAME release, bringing some important fixes as well as the usual assortment of emulation improvements. A bug preventing multiple keys from being mapped to subdevice inputs has been fixed, which means you can now assign multiple keys to buttons in NeoGeo games and consoles/computers with controllekeyboard/mouse slots. Software loading has been reworked in this release, and the user-visible issues in 0.184 should be addressed. An improvement to the debugger allows more cheats in games with encrypted program ROMs.
Newly supported systems include the Galaxy Games StarPak 4 prototype (thanks to Keith Kolmos), Acchi Muite Hoi (a jan-ken-pon game), the HP 9845T computer, Tekken Card World, and Pirate Ship. This release also restores working support for Omori Popper, the driver rewrite having been completed just in time (the old driver had to be removed due to licensing issues). New clones includes the export release of Mach Breakers, an earlier world release of Rastan, the US release of Sonic Blast Man, and Up Maguila (a Spanish bootleg of Donkey Kong Jr.).
Emulation improvements include improved netlist performance, a fix for classic Mac keyboard input, a fix for the Apple I cassette interface, and fixes for regressions in Thomson floppy support and Apollo SIO. The N-Sub driver now supports sound sample playback and the gradient generator simulation uses PROM data. There are also some fixes for bugs in the Intel MCS-51 and 8086 family CPUs.
Of course that’s not all, and you get the source or Windows binaries from the download page and have a look yourself.

MAMETesters Bugs Fixed

  • 06402: [Interface] UI:: Switch Item Ordering corrupts software list (Nathan Woods)
  • 06481: [DIP/Input] (mac128.cpp) All classic Macs: Keyboard input is not working anymore in the emulated macs since version 0.181 (R. Belmont)
  • 06516: [DIP/Input] (coolpool.cpp) 9ballsht and clones, coolpool and clones: Can't coin up (O. Galibert)
  • 06526: [DIP/Input] (nbmj8891.cpp) club90s: dsw b should not exist (system11)
  • 06532: [Save/Restore] (alpha68k.cpp) skysoldr skyadvnt timesold: No Sound (Osso)
  • 06534: [Crash/Freeze] (fm7.cpp) fm77av: BASIC doesn't boot (Barry Rodewald)

New working machines

  • Acchi Muite Hoi [David Haywood, Surgeville, Sean Sutton, Jred, Mike Krug, Smitdogg, The Dumping Union]
  • Fidelity Dame Sensory Challenger [hap, yovan]
  • Fidelity Sensory Chess Challenger 8 [hap, yovan]
  • Galaxy Games StarPak 4 (prototype) [Keith M. Kolmos, The Dumping Union]
  • Novag Presto [hap, Berger]
  • Pirate Ship [Phil Bennett, R. Belmont, Jared Bresee]
  • TI-2550 III [hap, Sean Riddle]
  • Tekken Card World [ShouTime, Rob Carr, The Dumping Union]
  • Wireless 60 (Jungle Soft / Kids Station Toys Inc) [RebeccaRGB]

New working clones

  • Bionic Commandos (bootleg, set 2) [TeamEurope]
  • Gals Panic DX (Asia) [arcademodbios.com]
  • Knights of Valour / Sangoku Senki (ver. 100, Hong Kong) [Pasky Junk]
  • Mach Breakers (World, MB2) [caius, Silvio Grazini, The Dumping Union]
  • Martial Masters (ver. 103, 102, 101CN) [kuze, The Dumping Union]
  • Megatack (set 2) [OriginalJohn]
  • Novag Octo [hap, Berger]
  • Prehistoric Isle in 1930 (World, bootleg) [The Iron Goat]
  • Rastan (World, Earlier code base) [System11, The Dumping Union]
  • Sonic Blast Man (US) [coolmod, The Dumping Union]
  • Street Fighter II': Champion Edition (UPL bootleg) [ShouTime, The Dumping Union]
  • Up Maguila (bootleg of Donkey Kong Jr.) [Asociacion A.R.C.A.D.E.]

Machines promoted to working

  • HP 9845T [fulivi, A.Kueckes]
  • Popper [Dirk Best]
  • Soreike Kokology Vol. 2 - Kokoro no Tanteikyoku [AJR]

New machines marked as NOT_WORKING

  • GI-Classic EX (satellite terminal) [R. Belmont, Jacob Kesinger, Surgeville, Paul Vining, Smitdogg, The Dumping Union]
  • GI-Classic EX (server) [R. Belmont, Phil Bennett]
  • Gaelco Championship Tuning Race [Mark F., Smitdogg, The Dumping Union]
  • Galaxy Play [PinMAME]
  • Game & Watch: Boxing [hap, Sean Riddle]
  • Game & Watch: Donkey Kong II [hap, Sean Riddle]
  • MegaTouch XL 6000 (Version r07) [R. Belmont]
  • Megatouch XL Gold (Version r01) [R. Belmont, Smitdogg, The Dumping Union]
  • MegaTouch XL (Italy version R1) [any, R. Belmont]
  • Megatouch XL Super 5000 (Version R5I) [R. Belmont, Smitdogg, The Dumping Union]
  • Otomedius (ver GGG:J:A:A:2008041801) [R. Belmont, dopefishjustin, G. Paziouros, S. Fauveau, R. Higashi, R. Howard, B. Munger, S. S. Neilson, Tormod, Smitdogg, The Dumping Union]
  • Police Trainer 2 [R. Belmont, gamerfan, Mr. CAST, Smitdogg, The Dumping Union]
  • Ring Riders (Software version v2.2) [Mark F., Smitdogg, The Dumping Union]
  • Shark (US Billiards Inc.) [Stiletto, Siftware]
  • Super Derby II (Satellite board) [Charles MacDonald, The Dumping Union]
  • Super Star (Recreativos Franco) [AJR, Akiles500]
  • Unknown 'VIP 2000' game [TeamEurope, f205v]
  • Unknown Poker Game by Chain Leisure [Gerald (COY), The Dumping Union]
  • Unknown Sega gambling game (M1 Satellite board) [Jacob Kesinger, Surgeville, Paul Vining, Smitdogg, The Dumping Union]

New clones marked as NOT_WORKING

  • Megatouch XL 6000 (Version r02) [R. Belmont, AeroCityMayor, Smitdogg, The Dumping Union]
  • MegaTouch XL Gold (Version r00) [R. Belmont]
  • MegaTouch XL Super 5000 (Version R5B) [R. Belmont]
  • MegaTouch XL Super 5000 (Version R5E) [R. Belmont]
  • Rocky (French speech) [PinMAME]
  • The Real Ghostbusters (US 3 Players, revision ?) [caius, The Dumping Union]
  • Tokyo Cop (US, dedicated version) [Mark F., Smitdogg, The Dumping Union]
  • Tokyo Cop (US, kit version) [Mark F., Smitdogg, The Dumping Union]
  • U.S.A. Football (R01u) [PinMAME]

New working software list additions

  • bbcb_cass: 3D-Wars (Demo), Arcade 4 Pack, Blockbusters Question Master, Children from Space, CopyCat III, Crazy Cut/Mastermind/Klingon Attack, Disk Master, Football Director, How To Move Programs To Disk, Music, Predict, Pro Word, Superior Mover, Tape Transfer Software, Toccata [Nigel Barnes]
  • coco_cart: Super LOGO [Nigel Barnes]
  • dragon_cass: All known cassette dumps [Nigel Barnes]
  • dragon_flop: All known floppy dumps [Nigel Barnes]
  • dragon_flex: FLEX System and other Compusense FLEX releases [Nigel Barnes]
  • dragon_os9: OS-9, BASIC09, C, Dynacalc, Pascal, RMS, Stylograph [Nigel Barnes]
  • dgnalpha_flop: OS-9, NitrOS9, C, Dynacalc, Pascal, RMS, Stylograph, etc. [Nigel Barnes]
  • fmtowns_cd: F-BASIC386 Compiler v1.1 L21, Dennou Ehon - Kyouryuu no Sekai, Hyper Oku no Hosomichii, Soko-ban Perfect, Youjuu Senki 2 - Reimei no Senshi [r09]
  • ibm5150: Golden Axe, Home Alone, Prince of Persia v1.0 [ArcadeShadow]
  • ibm5170:
    • Gods, Indiana Jones and the Fate of Atlantis, The Legend of Kyrandia, Monkey Island 2: LeChuck's Revenge, Space Quest V: The Next Mutation [ArcadeShadow]
    • Borland Quattro Pro 3.0 (German), Borland Quattro Pro 5.0 (German), Borland Turbo Basic 1.0 (German), Borland Turbo Pascal 4.0, Borland Turbo Pascal 6.01 (German) [darkstar]
  • ibm5150, ibm5170: Various alternate sets [Justin Kerk]
  • megadriv: Zhan Qi - Chinese Battle Chess (Tw) [system11]
  • nes: Adan y Eva [No-Intro], AV Super Real Pachinko [Frank Cifaldi]
  • pc98_cd: Jorougumo - Jubaku no Dorei-tachi, Ms. Detective File #1 - Iwami Ginzan Satsujin Jiken, Youjuu Senki 2 - Reimei no Senshi [r09]
  • pet_rom: KeyChip [Andy Grady]
  • phc25_cass: official releases from Sanyo, Citadelle [Nigel Barnes]

New NOT_WORKING software list additions

  • gameboy: Song of the Pipa / Magic Ball [James, TeamEurope, Tauwasser]
  • pce_tourvision: Dragon Egg! [system11]

Source Changes

  • pstring, pdynlib, pfmtlog refactoring: [Couriersud]
    • pstring: Changed to use std::string for storage (removes allocation code); added support for UTF16LE; renamed size() to mem_t_size() and len() to length(), added size() == length(); added empty() and simple compare().
    • Simplified pfmtlog, added more C++.
    • pdynlib: Added a dynproc type to dynlib to wrap dynamic library calls.
    • Fixed two coverty scan issues and various clang warnings.
  • Netlist code refactoring: [Couriersud]
    • More use of C++ features.
    • Some CRTP in pfmtlog.
    • Demangled code for truthtables.
    • Used more constexpr.
    • Rewrote main loop.
    • Used default constructors and assignment operators were applicable.
    • Optimized 7448 and 9316.
    • Startup time decreased by 25% to 30% (netlists like pong/kidniki are parsed, analyzed and constructed in around 15 ms).
    • Run performance has improved by about 5%.
  • Fixed Gun Card logic in Double Dealer. [Angelo Salese]
  • Renamed the write-only -printer image instance type to -printout (the former conflicts with printer port in several drivers). [AJR]
  • osbexec: Added experimental support for RS232C serial ports. [AJR]
  • UI input map fixes: [AJR]
    • Fixed a longstanding bug that prevented binding several ORed buttons to any input belonging to a non-root device.
    • Fixed a visual glitch when assigning inputs to analog sequences.
  • decocass.cpp: Corrected missile colors for Highway Chase and Astro Fantasia. [AJR]
  • segas24.cpp, segaybd.cpp, segajw.cpp: Use 315-5296 for I/O. [AJR]
  • segaxbd.cpp: Rewrote CXD1095 as a device and also add it to megaplay.cpp, megatech.cpp, cyclwarr, and bigfight. [AJR]
  • segaybd.cpp, srallyc: Added OKI MSM6253 device. [AJR]
  • Added VS9209 I/O device for various Video System games. [AJR]
  • Converted Sega Model 1 Sound Board and Z80-based Digital Sound Board to use proper UART-based serial interfaces. [AJR]
  • segas32.cpp: Input modernization: [AJR]
    • Use I8255 or MSM6253 devices for most non-JAMMA inputs.
    • Separated service and test inputs in Multi-32 and twin-unit sets.
    • arescue: Four coins are recognized, not just two.
    • ga2: Use MB8421 device for V25 communications.
    • orunners: Assign keys to some 2P inputs.
    • Use Sega 315-5296 device for primary I/O.
    • Restored Coin 2 inputs to f1lap, radm, radr, slipstrm.
    • Identified onboard service inputs and restored them to practically all games.
  • hotrod: Read pedals through MSM6253 [AJR]
  • kokoroj2: Corrected inputs, changed name to match title screen. [AJR]
    • Found switch to disable CD and printer, game presumably works now, albeit imperfectly.
  • jvs13551: Removed identical second halves of overdumped MCU PROMs. [AJR]
  • Created device_palette_interface mixin: [AJR]
    • Provides most of the functionality from palette_device besides initialization/decoding routines and RAM interface.
    • Updated screen_device and device_gfx_interface to use device_palette_interface rather than palette_device.
    • Modified v9938 and v9958 to use device_palette_interface rather than a subdevice.
  • Seibu/TAD PROM stuff:
    • toki: Added dumps of bipolar PROMs [caius]
    • bloodbro: Added dump of bipolar PROM [Andreas Naive]
    • dynduke, raiden, skysmash, cupsoc: Documented undumped PROMs for many sets. [AJR]
  • ds1205: Added Dallas DS1205 Multikey. [Carl]
  • popper: Fixed memory map, finished gfx rendering - game is fully working again. [Dirk Best]
  • dgnbeta: Added software list with OS-9 system and apps. [Nigel Barnes]
    • Replaced 5.25" floppies with 3.5", and added sounds.
    • Enabled floppy motor.
    • Removed tag lookups.
  • cesblit.cpp: Improved blit coordinates - fixes some missing graphics in e.g. galgame4. [Luca Elia]
  • Created 'util::arbitrary_clock' class template representing a clock with known epoch. [Nathan Woods]
    • Converted NTFS filetime code and Imgtool Mac datetime code to use new template.
  • coco: Further cleanups in cartridge slot signal handling: [Nathan Woods]
    • Attempts to make signals on the CoCo cartridge slot (CART, NMI, HALT) more standardized, particularly the practice of Program Paks tying the CART line to Q.
    • Should fix some outstanding bugs in how these signals were passed around when using the CoCo Multi-Pak interface.
  • Fixed issue that could cause bogus arguments to be reported incorrectly. [Nathan Woods]
    • Example: 'mame -whatever nes' would previously be reported as "Unrecognized argument: nes".
  • Refactoring in response to MT06531: [Nathan Woods]
    • Exposed emu_options image and slot selections as maps, store data that persists across sessions here rather than subverting core_options.
    • Overhauled various implementations of get_default_card_software().
  • Fixed out of bounds issues in NeoGeo memory access. [Nathan Woods]
  • Miscellaneous cleanup: [Nathan Woods]
    • Fixed a pedantic MSVC warning in dipalette.h.
    • Made a few random methods 'const'.
    • Changed a lookup within the softlist code to use std::find_if().
  • dragon32: Corrected release year and company of Spanish clones. [Nigel Barnes]
    • Added joysticks to all machines, Added floppy sounds.
  • dragon200e: Added chargen ROM, not working (possibly MC6847 issue). [Nigel Barnes]
    • Demoted to MACHINE_NOT_WORKING.
  • d64plus: Added CRTC with chargen ROM and second screen output, not yet hooked up. [Nigel Barnes]
    • Demoted to MACHINE_NOT_WORKING.
  • dgnalpha: Added older Boot v0.4 ROM. [Nigel Barnes]
    • Replaced 5.25" floppy drives with 3.5", and added sounds.
  • atom: Added csw cassette format. [Nigel Barnes]
  • dragon: Moved all Dragon cartridges from coco_cart to dragon_cart [Nigel Barnes]
  • phc25: Added character generator ROM, not yet used. [Nigel Barnes]
  • electron: Added Power Software joystick interface. [Nigel Barnes]
  • bbc: Removed the direct update handler (not supposed not to be useful any more). [Nigel Barnes, O. Galibert]
  • ti8*: Removed the gross boot hack - breaks the Flash-based models. [O. Galibert]
  • abc80x: Removed the direct update handler. [O. Galibert]
  • multiface 2: Disabled the direct update handler. [O. Galibert]
    • Device should be overhauled using the by now-reversed PAL information.
  • i86: Added decrypted opcodes space support. [O. Galibert]
  • Removed support for direct updated handlers. [O. Galibert]
  • mlanding: Fixed tms32025 memory map. [O. Galibert]
  • tms32026: Fixed status register and banking. [O. Galibert]
  • voodoo: Changed multi base address selection to fix funkball textures. [Ted Green]
  • vp101: Improved support for reduced-cost VP050 version. [R. Belmont]
  • piratesh: Fixed to pass POST, which earns it working with imperfect graphics. [R. Belmont]
  • mac: Fixed major 0.183 regression in Mac II series. [R. Belmont]
  • megatouch: More work clarifying the various versions, thanks to Merit documentation. [R. Belmont]
  • apple1: Fixed bug introduced when the cassette was slotified. [Colin Douglas Howell, R. Belmont]
  • chihiro: Added high level simulation of an2131sc - OutRun 2 runs with USB enabled and no patches. [Samuele Zannoli]
  • Turned pstring iterator into a real forward iterator that works with standard algorithms. [Vas Crabb]
  • Assume LLVM libc++ if __llvm__ is defined but __GLIBC__ is undefined (fixes bx build with MacPorts clang). [Vas Crabb]
  • Apply environment variable substitution to bgfx_path (github issue #2201. [Vas Crabb]
  • naomi, triforce, chihiro: Converted remaining bad CHD v4 to good v5, track1 and track2 length was restored based on now-known data patterns. [MetalliC]
  • naomi.cpp: Export mushik2e/mushi2eo are 3-in-1 Mushiking II, III and III+ games. [MetalliC]
  • thomson: Fixed regressions to (legacy) floppy support. [Antoine Mine]
  • apollo: Fixed SIO regression. [Hans Ostermeyer]
  • Allow debugger 'dasm' command to traverse virtual spaces with unmapped holes. [Happy]
  • uml: Added case for parameter PTYPE_CODE_LABEL in UML instruction disassembly. [Happy]
  • vicdual: Added 97269-P-B and 97271-P daughterboards for nsub. [SailorSat]
    • Confirmed PR-33 and PR-34 on the nsub motherboard - type is MMI 6331 (32*8).
    • Added the 97269-P-B daughterboard - gradient is still a simulation, but uses the PROMs (starfield is still missing).
  • Implemented HP 9845T driver (9845 with HP987080A hardware-accelerated monochrome graphics). [fulivi, A.Kueckes]
    • Fixed a race condition in 45T, added second tape drive (T14), 98035 module default SC is 9 now.
    • hphybrid: Hopefully fixed a super-subtle race condition in 9845T video hardware.
  • acchi.cpp: Promoted to working state: [David Haywood]
    • Added scantimer interrupt, inputs work in game.
    • Added video banking.
    • Added an NMK112 for sound banking, might not be hooked up correctly, difficult to know without understanding Japanese.
    • Oki frequencies etc. need verifying on PCB.
  • mcs51: Fixed indirect memory access opcodes dec, inc and xch_a. [Jean-Francois DEL NERO]
    • Indirect access can't use SFRs, only extra memory above 0x80.
  • i86: Fixed JNL flags test (github issue #2200). [htjywf2008]
  • namconb1.cpp: Corrected Coin inputs and added in Coins 3 and 4 as needed. [Brian Troha]
  • wirels60: Made P2 IO port optional. [RebeccaRGB]
  • sblaster: Save DSP state, fixed incessant popping before first use. [moralrecordings]
  • ymf262: Added save state support and slot pointer checks. [moralrecordings]
  • nes improvements: [kazblox]
    • Marked edu2k48 as working, added notes about mouse titles.
    • Made koko not use battery-backed WRAM as shown in PCB picture.
    • waixing.cpp: Slight modernizations - waixing_sgzlz_device now implemented the way CaH4e3 does it, gets some titles working.
  • Fixed Head Panic modesty settings (more modesty means more clothing; nude/bikini pics are displayed after a level when set). [einstein95]
  • Input/service button fixes and clenups: [OzFalcon]
    • realbrk.cpp: Removed service button hard-coded keycode assignment.
    • hanaroku: Use standard hanafuda inputs and key assignments, remove hard-coded IPT_SERVICE assignments.
    • aleck64.cpp: Corrected Service/Test Button assignments.
    • suprstar: Remove hard-coded keycode assignments.
    • ampoker2.cpp: Made various key assignments consistent.
    • albazc.cpp: Assigned "Data Clear" to IPT_MEMORY_RESET, changed "Medal In" and "Pay Out" to standard buttons, changed lockout "Key" to PORT_TOGGLE type, corrected "Payout" button to use "IPT_GAMBLE_PAYOUT", corrected IPT_SERVICE assignments, set IPT_SERVICE and Double up buttons as standard assignments, set "Ext In 1" & "Ext In 2" as IPT_OTHER.
  • Fixed gtrfrk6m boot by correcting Flash card memory size to 32MB, works for gtrfrk5m as well (thanks to @sakamoto-neko). [limyz]
  • naomi.cpp: Redumped "Initial D Arcade Stage Ver. 2 (Export) (GDS-0027)". [rtw]
  • Redumped Knights of Valour 3 HD (V105). [Peter Wilhelmsen, The Dumping Union]
  • Documented that Taito's T.T. New York New York ROMs match the Sigma set. [ShouTime]
  • Added later SuperMac Spec/8 III V1.3 NuBus ROM. [fink]
  • Fixed coverity CID 157540 and CID 15741: Missing comma resulting in unintentional string concatenation. [Peter Bortas]
  • sun4: Added SPARCstation IPX V2.3 and SPARCstation 1 V2.2 boot ROMs. [NekoEd]
  • Fixed writes to decrypted opcode memory space. [Pugsy]
    • Separated EXPSPACE_RAMWRITE and EXPSPACE_OPCODE case statements to allow opcode writes to access the correct memory.
    • Example: In flicky this will now disable cat collisions with the main sprite: [email protected]=c3.
submitted by cuavas to cade [link] [comments]

Your First Million Review - Scam or Legit? Proofs Get Your First Million

Your First Million Review
Wait!! Read this 100% Real Unbiased My Honest Your First Million Robot Review System before you buy this binary Software product. Read this Your First Million Review before you make any mistake and spend your hard earned in vain.
Your First Million Overview
Product complete : Your First Million
Niche: Binary Option
Price: Free
Official website : ==> Click Here to Visit Official Site ! <==
What is Your First Million Software?:
This is basically a software that is designed to help traders win and predict the market trend of their respective options. It works as a code to get financial success, shows traders how they can make money online, helps them to discover different ways to get huge returns on their investment. The software also provide analyses of market conditions so that traders can know what should be their next step. It gives different secret strategies that ultimately help traders to make thousands of dollars only for a few dollars.
==> Click Here to Download Your First Million Software Now For Free ! <==
Your First Million Review:
There are definitely a few things for us to talk about today in regards to Your First Million. I would like to start by pointing out that this is a free binary options system. That means that in order to gain access to the software you have to sign up with their recommended broker which is option rally. Every single free binary options software in the set this point has failed and that is a fact. Basically, it's a software that trades for you. It comes with all available currency pairs and all signals. What you need to do is to sign up and set up your account. Once you have done that, you will be told exactly what to do in order to make money, even those who have never before done any trading or investing can make it work. The software trades for you ? according to your instructions, budget and preferences, of course. What it does is it buys binary options ? put options or call options. The outcome will be that you will either double your money (minus fees) or lose it all. However, the software uses proven trading system so you have every chance to make if profitable for you.
Is It Really the Finest Of All?
Your First Million is basically a training program and in depth software which demonstrates incisively how to profitably make up standing hands off income streams. It is the first and only multi-dimensional trading system of its kind to be launched recently and has intense ability to multiply profits without any unwanted losses. It is the finest software designed to cater both professional and novice traders. It scans all the currency pairs for its users at all time frames which specially helps the beginners to make their trades feasibly. This program also reduces the complexity of the charts and payout of a certain percentage of the value of an underlying asset. These are primary reasons that every 5 out of 6 trades made through this system will produce 75% profit for its users.
==> Click Here to Download Your First Million Software Now For Free ! <==
Pros:
This system has a lot to offer, here are some of its main benefits:
  • 100% automated ? it trades for you
  • Fully functional 30-day trial period with no credit card needed
  • Can turn $500 into $2271 in few days
  • No previous experience with binary options trading needed
  • Web based, no need for downloads, also works on phones, tablets
Cons:
  • As with any signal provider, 100% success cannot be guaranteed, so it pays to do a bit of research before placing a trade.
Is Your First Million a Scam?
Actually, it’s impossible for it to be a scam. You’re literally signing up to watch a pro trade. You get to see him instantly, in real time, each day making trades, winning and losing (and winning much more than losing). The results speak for themselves. He’s also helpful and teaches you along the way. I’m so impressed by this system because there is no doubt it is real. They don’t need to hype it up or make outrageous claims. How does Your First Million System/Software Work? In any case, with this behind-the-scenes look at the Your First Million software, and other similar systems, I hope to draw back the curtain on how these program launches work and hopefully help you decide whether investing in Your First Million is the right choice for you. I also want to offer you an alternative – it REALLY IS NOT NECESSARY to risk money on Your First Million and other get-rich-quick schemes when there are in fact genuine businesses online, which can pay extremely well if you’re prepared to put a little work into them, which you can join at zero cost.
==> Click Here to Download Your First Million Software Now For Free ! <==
submitted by edkow to yourfirstmill [link] [comments]

Stark Trading System Review -Perfect Method For You

Stark Trading System Review -Perfect Method For You Stark Trading System Review The Bow Legs No More System is a ebook, which can be downloaded instantly in a PDF (e-book) format or viewed online. It is 100 % characteristic and safe consequently it should be possible in the protection of your home. It is demonstrated and extremely reasonable henceforth justified regardless of your thought. Trust this Bow Legs No More survey will help you to settle on an astute choice and stroll with certainty. Stark Trading System Are you looking for a way to get rich fast using binary options? Stark Trading System is a auto quick software is a new trading app. This system is very easy to use and completely automates the binary trading experience. Stark Trading System is new trading system that helps investors when predicting their positions in binary options. It shows you where not to invest if the market is not favorable to become profitable for you which can really save any trader their hard earned investment funding. It is the finest software designed to provide both professional and novice traders.
What Is Stark Trading System The Stark Trading System system offers more than just a software, and some useless membership; it gives you insider tips, and trains you in everything that you will need to know about binary trading. This primary goal of this tool is to watch nearly over the business and search for beneficial trades for its users. The entire set of drilling and points of interest you have to take advantage of programming is clarified when utilizing the product so there’s no compelling reason to worry about that, eminently any beginner simply getting in. Anyone who will take enough time to download The Stark Trading System software and begin trading can make the most profitable investments since the software is boasting a considerable 91% rate of success.
How Does Stark Trading System Works The software watches over the current binary options market 24 hours a day and then stores all the market movements and data to give out advice to which binary options trades will be profitable to invest in. The software is simple enough to navigate that even novice users will be able to make it work for them. The software itself is being offered for free but only on a limited basis. Once you set up your account, you deposit the money you will be using to trade with and the app itself will automatically make the trades that fit into its criteria to generate maximum profits. Learning The Stark Trading System application and making money is straightforward as activating the program and waiting for a signal to tell you exactly what option to place a trade on.
What Do You Learn From Stark Trading System The newly developed Stark Trading System software is a program that assists traders with finding the right binary options to invest in. Using the Stark Trading System software is completely free. You will never be charged a commission or finders fee for how many profitable trades they find you. You can find out more about this particular piece of software online, or by watching introductory videos. When the program finds a trade you can head over right to your options trading broker to make the trade which will be either a call, or a put. Stark Trading System will show all the binary options that are available and open for trading and where they are moving in real time. Positive Points: This program also reduces the complexity for the charts and payout of a certain percentage of the value on the underlying asset. The method of trading being simple is easy to understand. This is a real opportunity for convincing yourself of the power of the tool. Ease of use, plenty of information regarding the steps you need to take in order to take advantage of the system. It is quick money where in you can earn substantially by putting in just 20-25 minutes of your day. The software is very easy to use and there is you have to install to get started. Negative Point: Stark Trading System available in online only.
Conclusion You can actually make some good money by using this system. However, you are not going to become rich in a short amount of time, and you will need to spend a little bit of money before you see any profits. This software include wonderful customer support so don't worry about anything. Many people wonder if it’s possible to even earn anything with binary options and think it usually is all a scam. The truth is that many people all over have great success with binary options if using the most suitable strategies and tools.
==> Click Here To Get Free Instant Access Stark Trading System <==
.
.
.
.
.
.
.
.
.
.
Stark Trading System review reviews software reviews software download login website system malware pro contact tutorial results forum a scam brokers bonus review software scam testimonials virus youtube proof app complaints con does it work real review real reviews emotional facebook is scam is it real in action legit or scam members area not working. service phone number pro version password robot download sign up. software download free trading tutorial video service Review. login sign up. contact results a scam service review software scam testimonials youtube proof app complaints download pro version members area legit or scam bonus testimonials results tutorial.
Claim Your Bonus Now: http://bit.ly/1QPhTsw
Stark Trading System review Claim Your Bonus Now: http://bit.ly/1QPhTsw
Discover How You Can Make Over $200 Within The Next Hour Using Our Secret Free Traffic Hack > Stark Trading System. Stark Trading System Review # According to the creator of this training, Stark Trading System will teach you how to start making $200/day with free traffic
tag :
Stark Trading System Stark Trading System review Stark Trading System bonus Stark Trading System pro Stark Trading System review and bonus Stark Trading System review ehy buy it Stark Trading System review get it now
Claim Your Bonus Today http://bit.ly/1QPhTsw
submitted by goodreview2 to binary2reviews [link] [comments]

Best Binary Options Trading Signals- Avoid SCAMS! -Make Money Online Try This Top-Rated Signals for Binary Options. Binary Options Pro Signals! Binary options pro signals cracked nulled Iq Option Binary Option PT PRO Indicator - YouTube Binary Options Pro Signals Review 2016 Binary Option : Free Sofware Ultimate Trend Signal Pro  Strategy To All Broker Binary Matrix Pro Review - Binary Options Signals

binary options pro signal How To Make Easy And Accurate Trading Calculations Using Japanese Candlesticks . In the early seventeenth century, the Japanese created a method of calculating the actual price of rice contracts in a technical manner. For this purpose, the candlesticks were created. The process of calculating the price of rice contracts by this method is called candlestick charting ... Winning Binary Signals is for the discerning binary options trader that would rather make a few highly profitable trades than a huge number of minimal profit transactions. Signal assortment. Winning Binary Signals chiefly provide signals for stocks, commodities and currency pairs. There focus is on currency pairs, gold price and oil price. the first automated robot for Binary option traders perfect for beginners recommended by professionals . Unknown [email protected] Blogger 15 1 25 tag:blogger.com,1999:blog-2959162197378917655.post-769841744852833369 2018-11-24T07:44:00.000-08:00 2019-10-17T10:30:13.326-07:00 Pro Signal Robot does not advertise binary options for anyone and does not invite anyone to join binary options trading. Pro Signal Robot has developed software to help traders to execute and monitor trades. Pro Signal Robot is not affiliated, endorsed, or sponsored by any binary options brokers. Also, we do not provide brokerage or trading services. The signals made by our software are based ... If you are looking for a trade signal provider that generates signals for a wide range of currencies, stocks, commodities, indices and so on, Binary Options Pro Signals is not an ideal choice. If you on the other hand rather focus on a few major currency pairs, well-known stock companies and the two famous indices Dow Jones and S&P 500, Binary Options Pro Signals is an excellent choice. Successful binary options trading and binary options strategies go hand in hand. A trading strategy is a plan on why, when and for how long a trader will take and keep a position. A effective Binary Options Strategy should use derivatives to accomplish initiating risk and are more commonly found in the binary options market. The options market allows a trader to take multiple asset classes to ... Basic Signals. Binary options trading signals that are communicated to you via email with the aim of increasing your ability to profit from trades. These types refer to specific trades and will advise the user whether to "put" or "call" and can often be forwarded by text if required. Signals in this format are less complex than alternatives and can yield impressive profits. Free Signals. Some ... There is a plethora of systems out there such as binary options pro signals, auto binary signals, Optionbot, and Winning Binary Signals. Some are free, while others will charge you a monthly fee and allow you to partner with a broker of your choosing. If you are new to options trading you must first understand why signals have become so popular among traders. To illustrate, if you are just ... Binary options signals and trading options need to be classified and/or organized in lines according to the different types of the aforementioned assets. Traders should only utilize those signals which are in accordance with the type of assets that hold their interest. For example, a trader who has chose to trade those stocks will best profit using signals such as those provided by Pepsi ... Binary options signals are delivered in three main ways depending on the signals ... the platform performed exceptionally well. It was easy to use and delivered excellent results. PIP365 is a free signals service when you use it with one of its pre-approved brokers. There are a number of brokers to choose from, so there is sure to be one that meets your needs. The PIP365 User Experience. In ...

[index] [24669] [20262] [23627] [20108] [502] [29803] [7486] [14753] [26081] [12329]

Best Binary Options Trading Signals- Avoid SCAMS! -Make Money Online Try This

Auto Binary Signals Scam Review-How To Make $2300 Daily With Binary Options Trading-Live Results - Duration: 22:18. Make Dollars Online 7,947 views Hello My Friends, my name Trader Gokil Om Jindul. Thank you for watching my video. I am a professional trader in finance and assets. I have worked for 6 years in this field. This is really a very ... With Binary Options Pro Signals You can Make Up to 88% Per Trade Without Complicated Formulas or Systems or Robots This is NOT just for "Traders" This is for ANYONE who wants to start making REAL ... BINARY OPTION FOREX 27,533 views 9:31 The Best Signal For binary option 100% Acurate How To Use Binary Signals 2018 iq option signal - Duration: 11:58. Watch Iq Option Accurate Signal Indicator PT PRO Indicator, Trading Day 175+ Visit our website : http://bit.ly/38YrxL2 Buy Bitcoin with Any Payment Method Fr... Binary Matrix Pro is the newest and best performing binary options signals software. In beta testing prior to the launch in March 2014, 8 out of 10 signals were found to be successful. Binary Options Pro Signals show that this is a very trustworthy supplier of signal trading services. They are accurate and therefore generate profits easily.The client can make up to 86% per trade ...

http://binaryoptiontrade.prosagsalookma.tk