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I made addressable teleporters
submitted by Ryuujinx to Terraria [link] [comments]
...and I think my setup is a little bit better then the one I saw on the wiki a bit after spending hours doing it. First, pictures: https://imgur.com/a/4Cdt1uv
I figured I'd share some of my discoveries, and to some of you I'm sure this is nothing new. But maybe someone will find it interesting.
First, what the heck is going on here?
You walk into the main room, you select which color you want each jump to be. RBG are jump selections, and Y is used as a short circuit to end the jump. After making your choices, you stand on the pad and press the button to go to anywhere in the network.
The first selection is boring normal teleporters, they take you to RGB, and if Yellow is selected you will get teleported to the one next to it which only has the yellow uplink. This ends the teleport and you can go about your business.
From this point on, every other signal is a teleport from where the last jump left you. If you select Red, then Blue. You will jump to red, then to blue, using the yellow switch places you next to the blue teleporter to leave the network. The third switch controls where you woulg go from the third one...and so on.
This setup is, in theory, infinitely scalable. After the first jump, each path acts as a binary tree, as there are only two options available - the first one you used is served as uplink, and re-using it will probably cause weird things to happen so we avoid jumps like red->red. Yellow is reserved for ending a jump so you don't need to go all the way to the bottom of the tree. This gives you 3 + (3 * 21)
+ (3 * 22)
options for 3 layers, or 21 with just 3 layers. Adding a new layer is exponential per tree, a 4th layer would give 3 * 23,
or 24 more jumps for a total of 45. And so on.
This is pretty much the same as the one on the wiki, you could also infinitely scale theirs by adding more memory and another layer of their pulse generator. It also looks a lot prettier then mine (I tried my best, okay?)
So, onto the discoveries:
- Signals fire at the same time and are essentially instant, except when they aren't.
So one of the first roadblocks I ran into was I created a race condition where one of my trees worked perfectly fine, but the other didn't. And I could not figure out why. The answer is that all signals fire at once, and while the results are consistent, they weren't predictable. I'm sure someone can figure out how that works. That person is not me. My solution? Just delay that shit. Gates cause a new signal, and thus a delay. So I make one of these guys: https://i.imgur.com/QKXHdx5.png
The bottom wire carries the initial signal, and the top goes to the next layer in the control scheme. There are other built in delays by virtue of using gates, it seems you need ~4 layers of delay between the second and third signal. (One delay before switches, one for the switches, two after the switches made it work)
- Gates fire a signal on all wires attached to the output of them when activated
This might be obvious at first, but it caused other issues and mandated I separate the wires out. https://i.imgur.com/OhAA1l8.png
This is a bit before the delay trick, this only really needs to exist in the final signal where you are just passing through the results, but still need a delay: Using a normal delay gate there would send every signal, instead of just the one you want.
- Getting multiple signals at once will still cause the destination teleporter to trigger.
This was a godsend in terms of simplifying the root setup. By using yellow as a short circuit, you can simply place a terminating teleporter connected to each other teleporter and as it is immediately next to it, and thus the closest, you will end there. By having only yellow going into it, this exits the network.
Some things I would probably improve now that I've seen some stuff on the guide on the wiki:
- I like their sub node setup, I think our root setups are close enough that I could just lift theirs and use that instead. Mine currently has a control wire run to each sub node from the root, using their method I could move that into running from each sub node instead. That seems neat and I will definitely play with it some.
That said, I still prefer some things about mine over theirs. Namely, you select all of your options, stand on your teleporter and then it's instant. By using logic gates as a delay, instead of utilizing a bunny-powered engine it requires no waiting on the part of the player. It also means it will continue to function during blood moons, and people with summons that go through walls won't murder it.
Hopefully some people find it interesting, it was a fun project to work on and I will definitely be using this to create a teleporter system when we blow up the current world and make a new one on expert or master.
Error loading Python lib
submitted by savoiry1 to u/savoiry1 [link] [comments]
The name of my python script is kled.py This is the message I used to create it:
pyinstaller kled.py --windowed
Here is the error message I get when I execute the terminal file located in dist(a folder called kled)(executable terminal file called kled)
 Error loading Python lib '/Users/john/Documents/chill.py/kledfinal/dist/kled/Python': dlopen: dlopen(/Users/john/Documents/chill.py/kledfinal/dist/kled/Python, 10): no suitable image found. Did find: /Users/john/Documents/chill.py/kledfinal/dist/kled/Python: code signature invalid for '/Users/john/Documents/chill.py/kledfinal/dist/kled/Python'
When I double click the application it has created it appears to open in my dock, and then goes away, nothing actually opens.
Here are the resources I've already looked at but didn't find success from: https://github.com/pyinstallepyinstalleissues/2150
- I don't understand the solution they found. The two people troubleshooting didn't explain the steps they were taking so I couldn't follow. https://github.com/pyinstallepyinstalleissues/3499
- This is where I got the idea to change my spec files, because in his pyinstaller command it seems like he has a specific spec file he was trying to use. https://pyinstaller.readthedocs.io/en/stable/spec-files.html
- I thought maybe I could edit my spec file to include the modules or python version it might be missing, but no other results told me how to properly set up my spec file to do this. I was originally trying to use py2app and if any of you know it, you will know that setup.py
basically lets you hand pick all the files and stuff you need. Unfortunately py2app has a huge amount of issues in general so I decided my error wasn't going to get fixed, but pyinstaller seems to have some experts so maybe you guys can help. https://stackoverflow.com/questions/60678697/error-loading-python-lib-with-pyinstaller-on-macos
- went through the steps and it just didn't work for me. Same outcome where the application doesn't work and the executable terminal file called kled says that it had an Error loading python lib.
RESOURCES YOU MIGHT NEED (idk I'm just guessing but here is some stuff) my kled.spec file:
# -*- mode: python ; coding: utf-8 -*- block_cipher = None a = Analysis(['kled.py'], pathex=['/Users/john/Documents/chill.py/kledfinal'], binaries=, datas=, hiddenimports=, hookspath=, runtime_hooks=, excludes=, win_no_prefer_redirects=False, win_private_assemblies=False, cipher=block_cipher, noarchive=False) pyz = PYZ(a.pure, a.zipped_data, cipher=block_cipher) exe = EXE(pyz, a.scripts, a.binaries, a.zipfiles, a.datas, , name='kled', debug=False, bootloader_ignore_signals=False, strip=False, upx=True, upx_exclude=, runtime_tmpdir=None, console=False ) app = BUNDLE(exe, name='kled.app', icon=None, bundle_identifier=None)
Modules I am trying to use:
pygame time random sys os pickle
My warn-kled.txt file:
This file lists modules PyInstaller was not able to find. This does not necessarily mean this module is required for running you program. Python and Python 3rd-party packages include a lot of conditional or optional modules. For example the module 'ntpath' only exists on Windows, whereas the module 'posixpath' only exists on Posix systems. Types if import: * top-level: imported at the top-level - look at these first * conditional: imported within an if-statement * delayed: imported from within a function * optional: imported within a try-except-statement IMPORTANT: Do NOT post this list to the issue-tracker. Use it as a basis for yourself tracking down the missing module. Thanks! missing module named pyimod03_importers - imported by /Library/Frameworks/Python.framework/Versions/3.8/lib/python3.8/site-packages/PyInstalleloaderthooks/pyi_rth_pkgres.py (top-level) missing module named StringIO - imported by setuptools._vendor.six (conditional), numpy.testing._private.utils (conditional), numpy.lib.utils (delayed, conditional), numpy.lib.format (delayed, conditional), pkg_resources._vendor.six (conditional), py._io.capture (optional) missing module named 'pkg_resources.extern.pyparsing' - imported by pkg_resources._vendor.packaging.markers (top-level), pkg_resources._vendor.packaging.requirements (top-level) missing module named 'win32com.shell' - imported by pkg_resources._vendor.appdirs (conditional, optional) missing module named 'com.sun' - imported by pkg_resources._vendor.appdirs (delayed, conditional, optional) missing module named com - imported by pkg_resources._vendor.appdirs (delayed) missing module named nt - imported by os (delayed, conditional, optional), ntpath (optional), shutil (conditional), pathlib (conditional), ctypes (delayed, conditional) missing module named win32api - imported by distutils.msvccompiler (optional), pkg_resources._vendor.appdirs (delayed, conditional, optional) missing module named win32com - imported by pkg_resources._vendor.appdirs (delayed) missing module named _winreg - imported by platform (delayed, optional), pygame.sysfont (conditional), numpy.distutils.cpuinfo (delayed, conditional, optional), pkg_resources._vendor.appdirs (delayed, conditional), pygments.formatters.img (optional) missing module named winreg - imported by platform (delayed, optional), mimetypes (optional), urllib.request (delayed, conditional, optional), pygame.sysfont (conditional), distutils.msvccompiler (optional), distutils.msvc9compiler (top-level), distutils._msvccompiler (top-level), numpy.distutils.cpuinfo (delayed, conditional, optional), pkg_resources._vendor.appdirs (delayed, conditional), pygments.formatters.img (optional) missing module named netbios - imported by uuid (delayed) missing module named win32wnet - imported by uuid (delayed) missing module named _winapi - imported by encodings (delayed, conditional, optional), subprocess (optional), test.support (delayed, conditional), multiprocessing.connection (optional), multiprocessing.spawn (delayed, conditional), multiprocessing.reduction (conditional), multiprocessing.shared_memory (conditional), multiprocessing.heap (conditional), multiprocessing.popen_spawn_win32 (top-level), asyncio.windows_events (top-level), asyncio.windows_utils (top-level) missing module named msvcrt - imported by subprocess (optional), getpass (optional), test.support (delayed, conditional, optional), multiprocessing.spawn (delayed, conditional), multiprocessing.popen_spawn_win32 (top-level), asyncio.windows_events (top-level), asyncio.windows_utils (top-level), numpy.distutils.mingw32ccompiler (conditional, optional) missing module named urllib.urlretrieve - imported by urllib (conditional, optional), pygments.lexers._php_builtins (conditional, optional) missing module named urllib.FancyURLopener - imported by urllib (conditional, optional), pygments.lexers._sourcemod_builtins (conditional, optional) missing module named urllib.urlopen - imported by urllib (conditional, optional), pygments.lexers._postgres_builtins (conditional, optional), pygments.lexers._lua_builtins (conditional, optional) missing module named urllib.quote - imported by urllib (delayed), py._path.svnwc (delayed) missing module named _frozen_importlib_external - imported by importlib._bootstrap (delayed), importlib (optional), importlib.abc (optional), zipimport (top-level) excluded module named _frozen_importlib - imported by importlib (optional), importlib.abc (optional), zipimport (top-level) missing module named __builtin__ - imported by numpy.core.numerictypes (conditional), numpy.core.numeric (conditional), numpy.lib.function_base (conditional), numpy.lib._iotools (conditional), numpy.ma.core (conditional), numpy.distutils.misc_util (delayed, conditional), numpy (conditional), pkg_resources._vendor.pyparsing (conditional), setuptools._vendor.pyparsing (conditional), py._builtin (conditional), ptyprocess.ptyprocess (optional) missing module named ordereddict - imported by pkg_resources._vendor.pyparsing (optional), setuptools._vendor.pyparsing (optional) missing module named 'org.python' - imported by copy (optional), setuptools.sandbox (conditional), xml.sax (delayed, conditional) missing module named multiprocessing.TimeoutError - imported by multiprocessing (top-level), multiprocessing.pool (top-level) missing module named multiprocessing.get_context - imported by multiprocessing (top-level), multiprocessing.pool (top-level), multiprocessing.managers (top-level), multiprocessing.sharedctypes (top-level) missing module named multiprocessing.set_start_method - imported by multiprocessing (top-level), multiprocessing.spawn (top-level) missing module named multiprocessing.get_start_method - imported by multiprocessing (top-level), multiprocessing.spawn (top-level) missing module named 'java.lang' - imported by platform (delayed, optional), xml.sax._exceptions (conditional) missing module named multiprocessing.BufferTooShort - imported by multiprocessing (top-level), multiprocessing.connection (top-level) missing module named multiprocessing.AuthenticationError - imported by multiprocessing (top-level), multiprocessing.connection (top-level) missing module named _overlapped - imported by asyncio.windows_events (top-level) missing module named asyncio.DefaultEventLoopPolicy - imported by asyncio (delayed, conditional), asyncio.events (delayed, conditional) missing module named win32evtlog - imported by logging.handlers (delayed, optional) missing module named win32evtlogutil - imported by logging.handlers (delayed, optional) missing module named pkg_resources.extern.packaging - imported by pkg_resources.extern (top-level), pkg_resources (top-level) missing module named pkg_resources.extern.appdirs - imported by pkg_resources.extern (top-level), pkg_resources (top-level) missing module named 'pkg_resources.extern.six.moves' - imported by pkg_resources (top-level), pkg_resources._vendor.packaging.requirements (top-level) missing module named pkg_resources.extern.six - imported by pkg_resources.extern (top-level), pkg_resources (top-level), pkg_resources.py31compat (top-level) missing module named vms_lib - imported by platform (delayed, conditional, optional) missing module named java - imported by platform (delayed) missing module named 'multiprocessing.forking' - imported by /Library/Frameworks/Python.framework/Versions/3.8/lib/python3.8/site-packages/PyInstalleloaderthooks/pyi_rth_multiprocessing.py (optional) missing module named org - imported by pickle (optional) missing module named copy_reg - imported by cStringIO (top-level), numpy.core (conditional), pygame (conditional) missing module named 'pygame._view' - imported by pygame (delayed) missing module named OpenGL - imported by pygame (delayed) missing module named numpy.uint32 - imported by numpy (top-level), pygame._numpysurfarray (top-level) missing module named commands - imported by numpy.distutils.cpuinfo (conditional) missing module named setuptools.extern.packaging - imported by setuptools.extern (top-level), setuptools.dist (top-level), setuptools.command.egg_info (top-level) missing module named 'setuptools.extern.six' - imported by setuptools (top-level), setuptools.extension (top-level) missing module named 'setuptools.extern.packaging.specifiers' - imported by setuptools.config (top-level) missing module named 'setuptools.extern.packaging.version' - imported by setuptools.config (top-level), setuptools.msvc (top-level) missing module named setuptools.extern.six.moves.filterfalse - imported by setuptools.extern.six.moves (top-level), setuptools.dist (top-level), setuptools.msvc (top-level) missing module named setuptools.extern.six.moves.filter - imported by setuptools.extern.six.moves (top-level), setuptools.dist (top-level), setuptools.ssl_support (top-level), setuptools.command.py36compat (top-level) missing module named setuptools.extern.ordered_set - imported by setuptools.extern (top-level), setuptools.dist (top-level), setuptools.command.sdist (top-level) missing module named 'setuptools.extern.packaging.utils' - imported by setuptools.wheel (top-level) missing module named 'setuptools.extern.packaging.tags' - imported by setuptools.wheel (top-level) missing module named wincertstore - imported by setuptools.ssl_support (delayed, optional) missing module named 'backports.ssl_match_hostname' - imported by setuptools.ssl_support (optional) missing module named backports - imported by setuptools.ssl_support (optional) missing module named 'setuptools._vendor.six.moves' - imported by 'setuptools._vendor.six.moves' (top-level) missing module named 'setuptools.extern.pyparsing' - imported by setuptools._vendor.packaging.requirements (top-level), setuptools._vendor.packaging.markers (top-level) missing module named setuptools.extern.six.moves.winreg - imported by setuptools.extern.six.moves (conditional), setuptools.msvc (conditional) missing module named setuptools.extern.six.moves.map - imported by setuptools.extern.six.moves (top-level), setuptools.dist (top-level), setuptools.command.easy_install (top-level), setuptools.sandbox (top-level), setuptools.package_index (top-level), setuptools.ssl_support (top-level), setuptools.command.egg_info (top-level), setuptools.namespaces (top-level) runtime module named setuptools.extern.six.moves - imported by setuptools.dist (top-level), configparser (top-level), setuptools.command.easy_install (top-level), setuptools.sandbox (top-level), setuptools.command.setopt (top-level), setuptools.package_index (top-level), setuptools.ssl_support (top-level), setuptools.py33compat (top-level), setuptools.command.egg_info (top-level), setuptools.command.py36compat (top-level), setuptools.namespaces (top-level), setuptools.msvc (top-level), 'setuptools._vendor.six.moves' (top-level) missing module named setuptools.extern.six - imported by setuptools.extern (top-level), setuptools.monkey (top-level), setuptools.dist (top-level), setuptools.extern.six.moves (top-level), setuptools.config (top-level), setuptools.command.easy_install (top-level), setuptools.sandbox (top-level), setuptools.py27compat (top-level), setuptools.package_index (top-level), setuptools.py33compat (top-level), setuptools.wheel (top-level), setuptools.command.egg_info (top-level), setuptools.command.sdist (top-level), setuptools.command.bdist_egg (top-level), setuptools.unicode_utils (top-level), setuptools.installer (top-level), setuptools.command.develop (top-level) missing module named 'numpy_distutils.cpuinfo' - imported by numpy.f2py.diagnose (delayed, conditional, optional) missing module named 'numpy_distutils.fcompiler' - imported by numpy.f2py.diagnose (delayed, conditional, optional) missing module named 'numpy_distutils.command' - imported by numpy.f2py.diagnose (delayed, conditional, optional) missing module named numpy_distutils - imported by numpy.f2py.diagnose (delayed, optional) missing module named __svn_version__ - imported by numpy.f2py.__version__ (optional) missing module named numarray - imported by numpy.distutils.system_info (delayed, conditional, optional) missing module named Numeric - imported by numpy.distutils.system_info (delayed, conditional, optional) missing module named ConfigParser - imported by numpy.distutils.system_info (conditional), numpy.distutils.npy_pkg_config (conditional) missing module named win32con - imported by distutils.msvccompiler (optional) missing module named _dummy_threading - imported by dummy_threading (optional) missing module named twisted - imported by _pytest.unittest (delayed) missing module named zope - imported by _pytest.unittest (delayed) missing module named py.process - imported by py (top-level), py._path.svnurl (top-level) missing module named py.path - imported by py (top-level), py._path.svnurl (top-level), _pytest.doctest (top-level) missing module named apipkg - imported by py (optional) missing module named UserDict - imported by attr._compat (conditional) missing module named chardet - imported by pygments.lexer (delayed, conditional, optional) missing module named ctags - imported by pygments.formatters.html (optional) missing module named PIL - imported by pygments.formatters.img (optional) missing module named 'py.io' - imported by _pytest._io (top-level) missing module named importlib_metadata - imported by pluggy.manager (conditional), _pytest.compat (conditional) missing module named typing_extensions - imported by _pytest.outcomes (conditional), _pytest._code.code (conditional), _pytest._code.source (conditional), _pytest.config.argparsing (conditional), _pytest.runner (conditional), _pytest.main (conditional), _pytest.capture (conditional) missing module named pathlib2 - imported by _pytest.pathlib (conditional) missing module named colorama - imported by py._io.terminalwriter (conditional, optional), _pytest.capture (delayed, conditional, optional) missing module named atomicwrites - imported by _pytest.assertion.rewrite (conditional) missing module named argcomplete - imported by _pytest._argcomplete (conditional, optional) missing module named 'py.builtin' - imported by py._io.terminalwriter (top-level) missing module named compiler - imported by py._code._assertionold (top-level) missing module named 'nose.plugins' - imported by numpy.testing._private.noseclasses (top-level), numpy.testing._private.nosetester (delayed) missing module named scipy - imported by numpy.testing._private.nosetester (delayed, conditional) missing module named 'nose.util' - imported by numpy.testing._private.noseclasses (top-level) missing module named nose - imported by numpy.testing._private.utils (delayed, optional), numpy.testing._private.decorators (delayed), numpy.testing._private.noseclasses (top-level) missing module named psutil - imported by numpy.testing._private.utils (delayed, optional) missing module named numpy.core.number - imported by numpy.core (delayed), numpy.testing._private.utils (delayed) missing module named numpy.core.object_ - imported by numpy.core (top-level), numpy.linalg.linalg (top-level), numpy.testing._private.utils (delayed) missing module named numpy.core.signbit - imported by numpy.core (delayed), numpy.testing._private.utils (delayed) missing module named win32pdh - imported by numpy.testing._private.utils (delayed, conditional) missing module named numpy.core.float32 - imported by numpy.core (top-level), numpy.testing._private.utils (top-level) missing module named numpy.core.intp - imported by numpy.core (top-level), numpy.testing._private.utils (top-level), numpy.linalg.linalg (top-level) missing module named numpy.lib.i0 - imported by numpy.lib (top-level), numpy.dual (top-level) missing module named dummy_thread - imported by numpy.core.arrayprint (conditional, optional) missing module named thread - imported by numpy.core.arrayprint (conditional, optional) missing module named cpickle - imported by numpy.compat.py3k (conditional) missing module named pickle5 - imported by numpy.compat.py3k (conditional, optional) missing module named numpy.core.integer - imported by numpy.core (top-level), numpy.fft.helper (top-level) missing module named numpy.core.sqrt - imported by numpy.core (top-level), numpy.linalg.linalg (top-level), numpy.fft._pocketfft (top-level) missing module named numpy.core.conjugate - imported by numpy.core (top-level), numpy.fft._pocketfft (top-level) missing module named numpy.core.sign - imported by numpy.core (top-level), numpy.linalg.linalg (top-level) missing module named numpy.core.divide - imported by numpy.core (top-level), numpy.linalg.linalg (top-level) missing module named numpy.core.geterrobj - imported by numpy.core (top-level), numpy.linalg.linalg (top-level) missing module named numpy.core.add - imported by numpy.core (top-level), numpy.linalg.linalg (top-level) missing module named numpy.core.complexfloating - imported by numpy.core (top-level), numpy.linalg.linalg (top-level) missing module named numpy.core.inexact - imported by numpy.core (top-level), numpy.linalg.linalg (top-level) missing module named numpy.core.cdouble - imported by numpy.core (top-level), numpy.linalg.linalg (top-level) missing module named numpy.core.csingle - imported by numpy.core (top-level), numpy.linalg.linalg (top-level) missing module named numpy.core.double - imported by numpy.core (top-level), numpy.linalg.linalg (top-level) missing module named numpy.core.single - imported by numpy.core (top-level), numpy.linalg.linalg (top-level) missing module named future_builtins - imported by numpy.lib.npyio (conditional) missing module named urllib2 - imported by numpy.lib._datasource (delayed, conditional) missing module named urlparse - imported by numpy.lib._datasource (delayed, conditional) missing module named numpy.recarray - imported by numpy (top-level), numpy.ma.mrecords (top-level) missing module named numpy.dtype - imported by numpy (top-level), numpy.ma.mrecords (top-level), numpy.ctypeslib (top-level) missing module named numpy.expand_dims - imported by numpy (top-level), numpy.ma.core (top-level) missing module named numpy.array - imported by numpy (top-level), numpy.ma.core (top-level), numpy.ma.extras (top-level), numpy.ma.mrecords (top-level), numpy.ctypeslib (top-level), pygame._numpysurfarray (top-level) missing module named numpy.bool_ - imported by numpy (top-level), numpy.ma.core (top-level), numpy.ma.mrecords (top-level) missing module named numpy.iscomplexobj - imported by numpy (top-level), numpy.ma.core (top-level) missing module named numpy.amin - imported by numpy (top-level), numpy.ma.core (top-level) missing module named numpy.amax - imported by numpy (top-level), numpy.ma.core (top-level) missing module named numpy.ndarray - imported by numpy (top-level), numpy.ma.core (top-level), numpy.ma.extras (top-level), numpy.ma.mrecords (top-level), numpy.ctypeslib (top-level), pygame._numpysurfarray (top-level) missing module named numpy.histogramdd - imported by numpy (delayed), numpy.lib.twodim_base (delayed) missing module named numpy.eye - imported by numpy (delayed), numpy.core.numeric (delayed) missing module named 'pygame.scrap' - imported by pygame (optional) missing module named 'pygame.movie' - imported by pygame (optional) missing module named 'pygame.overlay' - imported by pygame (optional) missing module named Queue - imported by pygame.threads (conditional) missing module named Py25Queue - imported by pygame.threads (conditional) missing module named 'pygame.cdrom' - imported by pygame (conditional, optional) missing module named cStringIO - imported by pygame.compat (conditional)
Making Trading Beneficial Every Time With LIve Binary Signals
submitted by wiserock07 to u/wiserock07 [link] [comments]
Making good money through trading is a dream of every individual who is investing money in forex and other modes of trading. For them, live binary signals
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Raspberry Pi B rev2.0 on SEGA Genesis 3 case using original PCBs and connectors
| || | submitted by ElBuenEloy to raspberry_pi [link] [comments]
Hi guys, this is my second post here in Reddit.
I have an old Raspberry Pi Model B revision 2.0 with composite output and a SEGA Genesis 3 Model #MK-1461 made in 1998 release by Majesco under license from SEGA with 6-button arcade pads (MK-1470).
My goal was to keep the SEGA look intact on the outside but using a Raspberry Pi with a Mega Drive ROM set inside, and a stereo sound instead of the default mono sound.
Raspberry Pi Model B revision 2.0 with 26 pin GPIO and composite output: https://preview.redd.it/auzinjl3vae41.jpg?width=1200&format=pjpg&auto=webp&s=39ea5af5022b38481b8f6afbbbfa3eb5e30c836b
I’m using a microSD with a RetroPie image for Raspberry Pi 0/1.
As I’ve overclocked
, I’m using a set of aluminum heatsink (3pcs):
1x 14mm(L) x 14mm(W) x 5mm(H) heatsink for Soc.
1x 9mm(L) x 9mm(W) x 4mm(H) heatsink for voltage regulator.
1x 9mm(L) x 9mm(W) x 4mm(H) heatsink for LAN9512.
SEGA Genesis 3 Model MK-1461 with serial AG 14174 (probably a clone but very well done). https://preview.redd.it/mcihq0q8vae41.jpg?width=1820&format=pjpg&auto=webp&s=b6094bb76a3c03fedfc4fd3aa1c0b99f25f1f5e9 https://segaretro.org/Unlicensed_Mega_Drive_clones_(Genesis_3)#Genesis_3
#Genesis_3) https://www.youtube.com/watch?v=2OGeUUmUAtI https://www.youtube.com/watch?v=oMhpgOt27fM
However, regarding this article, seems to be original because it has the orange sticker under the ON/OFF switch and also by the back side sticker with the serial number. Anyway, it was broken and I already smashed it, so it's too late to be sorry about it. https://translate.google.com/translate?hl=&sl=auto&tl=en&u=https%3A%2F%2F16picsel.wordpress.com%2F2017%2F10%2F04%2Fsega-genesis-3-original-vs-fake-the-chinese-clone-wars%2F
Not sure if this has built-in games because it was donated to me broken.
Before starting to destroy the PCBs, I connected a DB9 male to the Raspberry Pi’s 26 pin GPIO using DuPont wires: https://preview.redd.it/8m319n4gvae41.jpg?width=5984&format=pjpg&auto=webp&s=e4fb49fa6da2539c4f928a6ee139fdea09a2a558
It’s properly soldered because it was done by my boss. The colors are repeated because as the wires were long, I cut them and used both halves.
Schema used: https://preview.redd.it/32gh8fxmvae41.png?width=725&format=png&auto=webp&s=2edcceab17bff30e140c8e82ef6fd13dd7becea3
I connected the Raspberry Pi with an Ethernet wire to my router and I enabled SSH
Reddit has a limitation of 20 images by post, I was not going to waste 8 images on this.
After that, the steps that I followed were:
- Connect to SSH using PuTTY or another SSH client:
Host Name: RETROPIE
Connection Type: SSH, port 22
- Run the following commands in order:
* I’m writing this post after years of finalizing this project, so I’ don’t remember which option I followed, sorry.
sudo apt-get update sudo apt-get upgrade sudo apt-get dist-upgrade
but regarding https://github.com/petrockblog/RetroPie-Setup
sudo apt-get update sudo apt-get dist-upgrade sudo apt-get install git
sudo apt-get dist-upgrade (optional, and it’s necessary be root. By default it’s disabled)
I’m not a Linux expert, but seems like both options are pretty similar.
3) Restart using the command:
4) RetroPie-Setup > Manage Packages > Manage Driver Packages > gamecontroller > install from binaries.
5) If you receive the following error message: “Gamecon GPIO driver installation FAILED”, the best you can do is start from the scratch.
6) To enable the pad connected to the GPIO, in PuTTY run the following commands:
To read the content:
To edit it:
sudo nano /etc/modules
and there, you need to add:
press Enter to a have a line feed and press Ctrl+X, then Y and finally Enter to save it.
Check with the following command if the last modification was properly made:
7) If you run:
and it returns the error message: “No such file or directory”, it’s because you must create it with the following commands:
sudo touch /etc/modprobe.d/db9_gpio_rpi.conf
and add this line:
options db9_gpio_rpi map=6,6
press Enter to a have a line feed and press Ctrl+X, then Y and finally Enter to save it.
*Keep in mind that I have a MD/Genesis pad (6+2 buttons). If this is not your case, please check this table: https://preview.redd.it/4gmwgzp0wae41.png?width=296&format=png&auto=webp&s=391381689f3fe8585c419a5468e39a2c4616c7d7
I set map=6,6 because player 1 and player 2 use the same pads.
8) Check the content of the created file with the command:
9) Restart using the command:
Now in RetroPie, go to the input configuration menu and there it will show the amount of detected controllers, that’s a good sign. 😊
Configure each button this way: https://preview.redd.it/9j2lls04wae41.png?width=1882&format=png&auto=webp&s=7ce042a613831ac90bf068ecff1ca5680f17d158
if you run out of buttons just hold down any button to skip each unused button. Don’t set a Hotkey button.
Check the video where I’m testing the Player 1 pad: https://reddit.com/link/ex56cj/video/1gdpkb18wae41/player https://preview.redd.it/61bjrbfs3ce41.jpg?width=528&format=pjpg&auto=webp&s=7dc40a1ce3a40454fd29ccaae767496c3f5367fd
At this point I figured out that this project was possible.
I removed the screws from the case, and that’s what I found: https://preview.redd.it/tzg3d6fawae41.jpg?width=5984&format=pjpg&auto=webp&s=457b69d7ea9403b7dff1cccb5484ff662d415a78
I had some dilemmas regarding how to proceed. PLAN A
Keep intact the original PCBs but soldering the wires directly to the Raspberry’s GPIO.
There is no margin enough to solder over the already soldered and there is not enough space to put the Raspberry Pi in the original case, but the idea was cool.
Remove entirely the original PCBs, take measures it and copy the dimensions and holes, design it and 3D-print it, also use a protoboard PCB for the connections. Get replacements of the 2 DB9 male connectors for the joysticks, a 2 ways slider switch for the ON/OFF button, a mini push button for reset button, power connector and a mini-DIN 9 pin female connector.
I recognize that this was my first attempt, but the first thing that I noticed is that the DB9 male connectors are metallic and the look outside was ruined. I couldn’t get a 2-ways slider switch tall and thin to fit in the plastic piece of the case which moves the switch. https://preview.redd.it/zwgor7igwae41.jpg?width=5984&format=pjpg&auto=webp&s=4e0ed737c708a496258b84052ab0add7c75c9565
Don’t forget that the mini-DIN 9 pin female connector is SEGA proprietary connector and very hard to get, at least here in Argentina. Too many problems, so I had to desist of the idea.
Desolder the original connectors from the original PCBs and put them into the 3D printed piece/protoboard PCB.
If something went wrong, original connectors can be damaged.
Desolder only the flat ribbon cable which connects both PCBs but keep intact the connectors (ON/OF switch, DB9, etc) reutilizing those PCBs and soldering from the back side to DuPont wires, connectors like 3.5mm stereo plug or RCA for video to be connected to the Raspberry Pi, etc.
Finally, that’s the plan that I chose.
After removing the flat ribbon cable from one PCB to other, I spent a long time with the multimeter identifying the continuity of each connection of that PCB which have the ON/OFF switch, the reset button, the DB9 connectors, etc. Basically, the most interesting PCB.
For the controls:
This is the schema that I developed because there is no info about it in Internet: https://preview.redd.it/bg8qt8nlwae41.png?width=1853&format=png&auto=webp&s=b50527db05ece10893562469803ef58ca0558099
PCB back side: https://preview.redd.it/95ycutqnwae41.jpg?width=5984&format=pjpg&auto=webp&s=4aec3eb884d4ef958df2773df270f3c7ebac74f6
Raspberry Pi B rev2.0 pinout: https://preview.redd.it/m4d7graswae41.jpg?width=560&format=pjpg&auto=webp&s=2b2eb933e4b42c291f216fc0e4f178040507e161
The soldering job is not perfect, but I did, and I’m very proud of it.
Just to clarify, DuPont wires go to the front side of the PCB to the Raspberry PI GPIO.
For the video:
I used a male RCA connector to connect it to the Raspberry Pi, and I soldered one wire for ground and other for the signal. https://preview.redd.it/55fcrgc5xae41.png?width=732&format=png&auto=webp&s=dcdd30efe8a1cce80394e12329637d48149c74d9
Or simply cut and old exiting composite video wire and check the continuity with the multimeter to identify each wire.As the wire was white, I painted it with yellow (acrylic paint) to identify it.
Video and audio wires go to the same PCB which have the mini-DIN 9 connector.Later I will show where to solder in the PCB.
For the power AC adapter:
I destroyed a charge micro USB cable to USB, because solder 2 wires from a micro USB 2.0 5Pin Male connector with SMT type is a pain in the ass.You can see this cable connected into the Raspberry Pi in the background in the PCB back side photo.
Well, check this image but I need to provide some clarifications later:
Yes, I destroyed the PCB which have the power connector and a mini-DIN 9 pin female connector, and the reason was that I didn’t have space to put the Raspberry Pi in the SEGA case.When I trimmed the PCB with the Dremel, I make sure to don’t cut the useful circuits in the PCB.
On the left side, you can see the PCB scratched in the ON/OFF switch section, and the reason was to avoid supercharge the DB9 connectors which already use 3.3v from the Raspberry Pi GPIO. So, the ON/OFF switch is only to turn on and off the Raspberry Pi. I don’t remember why I didn’t use the “original” power adapter 10V 1.2A, maybe it was because if the Raspberry Pi is overclocked, it needs more amperage. I’m using a 9V 2A with the same plug to be connected in the power connector.
For the audio:
I used a male 3.5mm stereo plug to connect it to the Raspberry Pi and I soldered the L, R and GND wires. https://preview.redd.it/wpat2v2cxae41.jpg?width=413&format=pjpg&auto=webp&s=b10d808e204a69bfdef300b406698d950ba707bd
You are not seeing the audio connection from the Raspberry Pi to the PCB, and that’s because for a long time I couldn’t get this cable here in Argentina: https://preview.redd.it/zhok0tnfzae41.jpg?width=1001&format=pjpg&auto=webp&s=d8f198156f69466580c33f1891a96221a2aeb8bb
I had to buy it 3 times because it never arrived here, the last time I requested they send it to Italy and finally arrived there, a relative could bring it to me and now I’m finally finishing this project.
All this time I was using 5ft Sega Genesis 2 Two 2nd Generation Mega Drive 2 RCA A/V Cable 3-Pin Din Cord like this one: https://preview.redd.it/djna2raexae41.png?width=876&format=png&auto=webp&s=458540d09dd33225ae6cf64b8db6fe931d70da18
1 pin for audio mono.
1 pin for video.
1 pin for GND.
and as I was decided to have stereo sound, I only mapped the video connection to avoid soldering the audio mono to the audio mono hole in the PCB.
I’ve updated the photo and added a frame at the right side of the photo, identifying each useful pin can at the mini-DIN 9 connector soldered into the PCB.
Pinout of the mini-DIN 9 male that i identified, it’s weird because the pinout is very different from the schemas that I’ve found in Internet. https://preview.redd.it/1y99b5fhxae41.jpg?width=455&format=pjpg&auto=webp&s=d0274a1e9004f4d2e88acce3dcacd713f10c0701
1 pin for audio L.
1 pin for audio R.
1 pin for video.
1 circular metallic outer for the GND.
Finally ensambled: https://preview.redd.it/djiyp3bvxae41.jpg?width=5984&format=pjpg&auto=webp&s=26ee206e7806e9cc82a5f99ada6fb0c6e88ed763
Some extra things: Change the RetroPie splash screen:
- Access to \\retropie\splashscreens.
- Copy the mp4 file/s to this folder.
- In RetroPie > Configure Splashscreen > Enable Splashscreen on boot.
- Once enabled, select Enable splashscreen randomizer > Randomize own splashscreens.
I found this interesting video https://www.youtube.com/watch?v=6s_uYmGhmC8
Keep in mind the video length. If you are using an older Raspberry Pi 1, the recommended length is 20 - 40 seconds. Newer models come with a faster load time, making 5 - 10 second video clips ideal.
Recommended emulators for a Raspberry Pi 1 B:
For SEGA Genesis/Mega Drive, the recommended emulator is lr-picodrive due to the compatibility of extension files and for the speed. It can read .7z .bin .gen .md .smd .zip extensions.
For NES, the recommended emulator is lr-quicknes which is playable at full speed with decent audio with minor frame dips, and the overclocking is not needed.
Also can be emulated perfectly these consoles:
Game Boy Color
Most SNES, Mega Drive, Game Boy Advance, and simpler emulators should run at full speed or close on a Pi 2 and higher.
RetroArch configuration: To show the FPS:
- Hold Mode + Y to access Quick Menu.
- Press B to go back to Main Menu, and go to Settings - Onscreen Display - Onscreen Notification.
- Enable Display Framerate and disable Show frame count on FPS display.
- Hold Mode + Y to resume game.
This setting is lost when leaving the game/emulator when you press Mode + Start, unless you enable the option Save Configuration on Exit in the Settings – Configuration menu.
To change the input configuration from 3 to 6 buttons:
- Hold Mode + Y to access the Quick Menu.
- Go to Options and change Input device 1 and Input device 2 to 6 buttons pad.
This setting persists even if the Save Configuration on Exit is not enabled.
Even so, the 6-button option must be enabled from the game menu before starting.For example in Street Fighter 2 it’s enabled by default, but in Mortal Kombat 2 needs to be enable manually.
Save state: Mode + Z
Load state: Mode + X
Exit: Mode + Start
Reset game: Mode + B
RetroArch menu: Mode + Y
6-Button Controller Compatible Games List: https://preview.redd.it/o7dqbg9iibe41.png?width=486&format=png&auto=webp&s=f5028eef0ee9000ae8c41f3f2f59fc0e46503759 Stereo sound test:
A good way to test it is the intro of Gunstar Heroes which is in stereo. Even in the Music menu, you have many songs to test it.
It was a very long post and maybe a little boring, but If you liked it, please comment.
Part 2: Tools & Info for Sysadmins - Mega List of Tips, Tools, Books, Blogs & More
submitted by crispyducks to sysadmin [link] [comments]
(continued from part 1
is a tool to help delete those irritating locked files that give you an error message like "cannot delete file" or "access is denied." It helps with killing processes, unloading DLLs, deleting index.dat files, as well as unlocking, deleting, renaming, and moving locked files—typically without requiring a reboot. IIS Crypto's newest version
adds advanced settings; registry backup; new, simpler templates; support for Windows Server 2019 and more. This tool lets you enable or disable protocols, ciphers, hashes and key exchange algorithms on Windows and reorder SSL/TLS cipher suites from IIS, change advanced settings, implement best practices with a single click, create custom templates and test your website. Available in both command line and GUI versions. RocketDock
is an application launcher with a clean interface that lets you drag/drop shortcuts for easy access and minimize windows to the dock. Features running application indicators, multi-monitor support, alpha-blended PNG and ICO icons, auto-hide and popup on mouse over, positioning and layering options. Fully customizable, portable, and compatible with MobyDock, ObjectDock, RK Launcher and Y'z Dock skins. Works even on slower computers and is Unicode compliant. Suggested by lieutenantcigarette: "If you like the dock on MacOS but prefer to use Windows, RocketDock has you covered. A superb and highly customisable dock that you can add your favourites to for easy and elegant access." Baby FTP Server
offers only the basics, but with the power to serve as a foundation for a more-complex server. Features include multi-threading, a real-time server log, support for PASV and non-PASV mode, ability to set permissions for download/upload/rename/delete/create directory. Only allows anonymous connections. Our thanks to FatherPrax for suggesting this one. Strace
is a Linux diagnostic, debugging and instructional userspace tool with a traditional command-line interface. Uses the ptrace kernel feature to monitor and tamper with interactions between processes and the kernel, including system calls, signal deliveries and changes of process state. exa
is a small, fast replacement for ls with more features and better defaults. It uses colors to distinguish file types and metadata, and it recognizes symlinks, extended attributes and Git. All in one single binary. phils_lab describes it as "'ls' on steroids, written in Rust." rsync
is a faster file transfer program for Unix to bring remote files into sync. It sends just the differences in the files across the link, without requiring both sets of files to be present at one of the ends. Suggested by zorinlynx, who adds that "rsync is GODLY for moving data around efficiently. And if an rsync is interrupted, just run it again." Matter Wiki
is a simple WYSIWYG wiki that can help teams store and collaborate. Every article gets filed under a topic, transparently, so you can tell who made what changes to which document and when. Thanks to bciar-iwdc for the recommendation. LockHunter
is a file unlocking tool that enables you to delete files that are being blocked for unknown reasons. Can be useful for fighting malware and other programs that are causing trouble. Deletes files into the recycle bin so you can restore them if necessary. Chucky2401 finds it preferable to Unlocker, "since I am on Windows 7. There are no new updates since July 2017, but the last beta was in June of this year." aria2
is a lightweight multi-source command-line download utility that supports HTTP/HTTPS, FTP, SFTP, BitTorrent and Metalink. It can be manipulated via built-in JSON-RPC and XML-RPC interfaces. Recommended by jftuga, who appreciates it as a "cross-platform command line downloader (similar to wget or curl), but with the -x option can run a segmented download of a single file to increase throughput." Free Services Temp-Mail
allows you to receive email at a temporary address that self-destructs after a certain period of time. Outwit all the forums, Wi-Fi owners, websites and blogs that insist you register to use them. Petti-The-Yeti says, "I don't give any company my direct email anymore. If I want to trial something but they ask for an email signup, I just grab a temporary email from here, sign up with it, and wait for the trial link or license info to come through. Then, you just download the file and close the website." Duck DNS
will point a DNS (sub domains of duckdns.org) to an IP of your choice. DDNS is a handy way for you to refer to a serverouter with an easily rememberable name for situations when the server's ip address will likely change. Suggested by xgnarf, who finds it "so much better for the free tier of noip—no 30-day nag to keep your host up." Joe Sandbox
detects and analyzes potential malicious files and URLs on Windows, Android, Mac OS, Linux and iOS for suspicious activities. It performs deep malware analysis and generates comprehensive and detailed reports. The Community Edition of Joe Sandbox Cloud allows you to run a maximum of 6 analyses per month, 3 per day on Windows, Linux and Android with limited analysis output. This one is from dangibbons94, who wanted to "share this cool service ... for malware analysis. I usually use Virus total for URL scanning, but this goes a lot more in depth. I just used basic analysis, which is free and enough for my needs." Hybrid Analysis
is a malware analysis service that detects and analyzes unknown threats for the community. This one was suggested by compupheonix, who adds that it "gets you super detailed reports... it's about the most fleshed out and detailed one I can find." JustBeamIt
is a file-transfer service that allows you to send files of any size via a peer-to-peer streaming model. Simply drag and drop your file and specify the recipient's email address. They will then receive a link that will trigger the download directly from your computer, so the file does not have to be uploaded to the service itself. The link is good for one download and expires after 10 minutes. Thanks to cooljacob204sfw for the recommendation! ShieldsUP
is a quick but powerful internet security checkup and information service. It was created by security researcher Steve Gibson to scan ports and let you know which ones have been opened through your firewalls or NAT routers. Firefox Send
is a service where programmers share domain names with one another at no cost. Offers free hosting as well as dynamic DNS, static DNS, subdomain and domain hosting. They can host your domain's DNS as well as allowing you to register hostnames from domains they're hosting already. If you don't have a domain, you can sign up for a free account and create up to 5 subdomains off the domains others have contributed and point these hosts anywhere on the Internet. Thanks to 0x000000000000004C (yes, that's a username) for the suggestion! ANY.RUN
is an interactive malware analysis service for dynamic and static research of the majority of threats in any environment. It can provide a convenient in-depth analysis of new, unidentified malicious objects and help with the investigation of incidents. ImAshtonTurner appreciates it as "a great sandbox tool for viewing malware, etc." Plik
is a scalable, temporary file upload system similar to wetransfer that is written in golang. Thanks go to I_eat_Narwhals for this one! Free My IP
offers free, dynamic DNS. This service comes with no login, no ads, no newsletters, no links to click and no hassle. Kindly suggested by Jack of All Trades. Mailinator
provides free, temporary email inboxes on a receive-only, attachment-free system that requires no sign-up. All @mailinator.com addresses are public, readable and discoverable by anyone at any time—but are automatically deleted after a few hours. Can be a nice option for times when you to give out an address that won't be accessible longterm. Recommended by nachomountain, who's been using it "for years." Magic Wormhole
is a service for sending files directly with no intermediate upload, no web interface and no login. When both parties are online you with the minimal software installed, the wormhole is invoked via command line identifying the file you want to send. The server then provides a speakable, one-time-use password that you give the recipient. When they enter that password in their wormhole console, key exchange occurs and the download begins directly between your computers. rjohnson99 explains, "Magic Wormhole is sort of like JustBeamIt but is open-source and is built on Python. I use it a lot on Linux servers." EveryCloud's Free Phish
is our own, new Phishing Simulator. Once you've filled in the form and logged in, you can choose from lots of email templates (many of which we've coped from what we see in our Email Security business) and landing pages. Run a one-off free phish, then see who clicked or submitted data so you can understand where your organization is vulnerable and act accordingly. Hardening Guides CIS Hardening Guides
contain the system security benchmarks developed by a global community of cybersecurity experts. Over 140 configuration guidelines are provided to help safeguard systems against threats. Recommended by cyanghost109 "to get a start on looking at hardening your own systems." Podcasts Daily Tech News
is Tom Merrit's show covering the latest tech issues with some of the top experts in the field. With the focus on daily tech news and analysis, it's a great way to stay current. Thanks to EmoPolarbear for drawing it to our attention. This Week in Enterprise Tech
is a podcast that features IT experts explaining the complicated details of cutting-edge enterprise technology. Join host Lou Maresca on this informative exploration of enterprise solutions, with new episodes recorded every Friday afternoon. Security Weekly
is a podcast where a "bunch of security nerds" get together and talk shop. Topics are greatly varied, and the atmosphere is relaxed and conversational. The show typically tops out at 2 hours, which is perfect for those with a long commute. If you’re fascinated by discussion of deep technical and security-related topics, this may be a nice addition to your podcast repertoire. Grumpy Old Geeks—What Went Wrong on the Internet and Who's To Blame
is a podcast about the internet, technology and geek culture—among other things. The hosts bring their grumpy brand of humor to the "state of the world as they see it" in these roughly hour-long weekly episodes. Recommended by mkaxsnyder, who enjoys it because, "They are a good team that talk about recent and relevant topics from an IT perspective." The Social-Engineer Podcast
is a monthly discussion among the hosts—a group of security experts from SEORG—and a diverse assortment of guests. Topics focus around human behavior and how it affects information security, with new episodes released on the second Monday of every month. Thanks to MrAshRhodes for the suggestion. The CyberWire
podcasts discuss what's happening in cyberspace, providing news and commentary from industry experts. This cyber security-focused news service delivers concise, accessible, and relevant content without the gossip, sensationalism, and the marketing buzz that often distract from the stories that really matter. Appreciation to supermicromainboard for the suggestion. Malicious Life
is a podcast that tells the fascinating—and often unknown—stories of the wildest hacks you can ever imagine. Host Ran Levi, a cybersecurity expert and author, talks with the people who were actually involved to reveal the history of each event in depth. Our appreciation goes to peraphon for the recommendation. The Broadcast Storm
is a podcast for Cisco networking professionals. BluePieceOfPaper suggests it "for people studying for their CCNA/NP. Kevin Wallace is a CCIE Collaboration so he knows his *ishk. Good format for learning too. Most podcasts are about 8-15 mins long and its 'usually' an exam topic. It will be something like "HSPR" but instead of just explaining it super boring like Ben Stein reading a powerpoint, he usually goes into a story about how (insert time in his career) HSPR would have been super useful..." Software Engineering Radio
is a podcast for developers who are looking for an educational resource with original content that isn't recycled from other venues. Consists of conversations on relevant topics with experts from the software engineering world, with new episodes released three to four times per month. a9JDvXLWHumjaC tells us this is "a solid podcast for devs." Books System Center 2012 Configuration Manager
is a comprehensive technical guide designed to help you optimize Microsoft's Configuration Manager 2012 according to your requirements and then to deploy and use it successfully. This methodical, step-by-step reference covers: the intentions behind the product and its role in the broader System Center product suite; planning, design, and implementation; and details on each of the most-important feature sets. Learn how to leverage the user-centric capabilities to provide anytime/anywhere services & software, while strengthening control and improving compliance. Network Warrior: Everything You Need to Know That Wasn’t on the CCNA Exam
is a practical guide to network infrastructure. Provides an in-depth view of routers and routing, switching (with Cisco Catalyst and Nexus switches as examples), SOHO VoIP and SOHO wireless access point design and configuration, introduction to IPv6 with configuration examples, telecom technologies in the data-networking world (including T1, DS3, frame relay, and MPLS), security, firewall theory and configuration, ACL and authentication, Quality of Service (QoS), with an emphasis on low-latency queuing (LLQ), IP address allocation, Network Time Protocol (NTP) and device failures. Beginning the Linux Command Line
is your ally in mastering Linux from the keyboard. It is intended for system administrators, software developers, and enthusiastic users who want a guide that will be useful for most distributions—i.e., all items have been checked against Ubuntu, Red Hat and SUSE. Addresses administering users and security and deploying firewalls. Updated to the latest versions of Linux to cover files and directories, including the Btrfs file system and its management and systemd boot procedure and firewall management with firewalld. Modern Operating Systems, 4th Ed.
is written for students taking intro courses on Operating Systems and for those who want an OS reference guide for work. The author, an OS researcher, includes both the latest materials on relevant operating systems as well as current research. The previous edition of Modern Operating Systems received the 2010 McGuffey Longevity Award that recognizes textbooks for excellence over time. Time Management for System Administrators
is a guide for organizing your approach to this challenging role in a way that improves your results. Bestselling author Thomas Limoncelli offers a collection of tips and techniques for navigating the competing goals and concurrent responsibilities that go along with working on large projects while also taking care of individual user's needs. The book focuses on strategies to help with daily tasks that will also allow you to handle the critical situations that inevitably require your attention. You'll learn how to manage interruptions, eliminate time wasters, keep an effective calendar, develop routines and prioritize, stay focused on the task at hand and document/automate to speed processes. The Practice of System and Network Administration, 3rd Edition
introduces beginners to advanced frameworks while serving as a guide to best practices in system administration that is helpful for even the most advanced experts. Organized into four major sections that build from the foundational elements of system administration through improved techniques for upgrades and change management to exploring assorted management topics. Covers the basics and then moves onto the advanced things that can be built on top of those basics to wield real power and execute difficult projects. Learn Windows PowerShell in a Month of Lunches, Third Edition
is designed to teach you PowerShell in a month's worth of 1-hour lessons. This updated edition covers PowerShell features that run on Windows 7, Windows Server 2008 R2 and later, PowerShell v3 and later, and it includes v5 features like PowerShellGet. For PowerShell v3 and up, Windows 7 and Windows Server 2008 R2 and later. Troubleshooting with the Windows Sysinternals Tools
is a guide to the powerful Sysinternals tools for diagnosing and troubleshooting issues. Sysinternals creator Mark Russinovich and Windows expert Aaron Margosis provide a deep understanding of Windows core concepts that aren’t well-documented elsewhere along with details on how to use Sysinternals tools to optimize any Windows system’s reliability, efficiency, performance and security. Includes an explanation of Sysinternals capabilities, details on each major tool, and examples of how the tools can be used to solve real-world cases involving error messages, hangs, sluggishness, malware infections and more. DNS and BIND, 5th Ed.
explains how to work with the Internet's distributed host information database—which is responsible for translating names into addresses, routing mail to its proper destination, and listing phone numbers according to the ENUM standard. Covers BIND 9.3.2 & 8.4.7, the what/how/why of DNS, name servers, MX records, subdividing domains (parenting), DNSSEC, TSIG, troubleshooting and more. PEPCK tells us this is "generally considered the DNS reference book (aside from the RFCs of course!)" Windows PowerShell in Action, 3rd Ed.
is a comprehensive guide to PowerShell. Written by language designer Bruce Payette and MVP Richard Siddaway, this volume gives a great introduction to Powershell, including everyday use cases and detailed examples for more-advanced topics like performance and module architecture. Covers workflows and classes, writing modules and scripts, desired state configuration and programming APIs/pipelines.This edition has been updated for PowerShell v6. Zero Trust Networks: Building Secure Systems in Untrusted Networks
explains the principles behind zero trust architecture, along with what's needed to implement it. Covers the evolution of perimeter-based defenses and how they evolved into the current broken model, case studies of zero trust in production networks on both the client and server side, example configurations for open-source tools that are useful for building a zero trust network and how to migrate from a perimeter-based network to a zero trust network in production. Kindly recommended by jaginfosec. Tips
Here are a couple handy Windows shortcuts:
- Win + Shift + S: Captures a user-selectable area of the screen to the clipboard (on Windows 10 Ver 1703+)
- WIN + CTRL + F4: Close a virtual desktop
Here's a shortcut for a 4-pane explorer in Windows without installing 3rd-party software
- Win + E, win + left, up
- Win + E, win + right, up
- Win + E, win + left, down
- Win + E, win + right, down
(Keep the win key down for the arrows, and no pauses.) Appreciation goes to ZAFJB for this one.
Our recent tip for a shortcut to get a 4-pane explorer in Windows, triggered this suggestion from SevaraB: "You can do that for an even larger grid of Windows by right-clicking the clock in the taskbar, and clicking 'Show windows side by side' to arrange them neatly.
Did this for 4 rows of 6 windows when I had to have a quick 'n' dirty "video wall" of windows monitoring servers at our branches." ZAFJB adds that it actually works when you right-click "anywhere on the taskbar, except application icons or start button."
This tip comes courtesy of shipsass: "When I need to use Windows Explorer but I don't want to take my hands off the keyboard
, I press Windows-E to launch Explorer and then Ctrl-L to jump to the address line and type my path. The Ctrl-L trick also works with any web browser, and it's an efficient way of talking less-technical people through instructions when 'browse to [location]' stumps them." Clear browser history/cookies
by pressing CTRL-SHIFT-DELETE on most major browsers. Thanks go to synapticpanda, who adds that this "saves me so much time when troubleshooting web apps where I am playing with the cache and such."
To rename a file with F2, while still editing the name of that file
: Hit TAB to tab into the renaming of the next file. Thanks to abeeftaco for this one!
Alt-D is a reliable alternative to Ctrl-L for jumping to the address line in a browser
. Thanks for this one go to fencepost_ajm, who explains: "Ctrl-L comes from the browser side as a shortcut for Location, Alt-D from the Windows Explorer side for Directory."
Browser shortcut: When typing a URL that ends with dot com, Ctrl + Enter will place the ".com" and take you to the page
. Thanks to wpierre for this one!
This tip comes from anynonus, as something that daily that saves a few clicks: "Running a program with ctrl + shift + enter from start menu will start it as administrator (alt + y will select YES to run as admin)
... my user account is local admin [so] I don't feel like that is unsafe"
Building on our PowerShell resources, we received the following suggestion from halbaradkenafin: aka.ms/pskoans is "a way to learn PowerShell using PowerShell
(and Pester). It's really cool and a bunch of folks have high praise for it (including a few teams within MSFT)."
Keyboard shortcut: If you already have an application open, hold ctrl + shift and middle click on the application in your task bar to open another instance as admin
. Thanks go to Polymira for this one.
Remote Server Tip: "Critical advice. When testing out network configuration changes, prior to restarting the networking service or rebooting, always create a cron job that will restore your original network configuration and then reboot/restart networking on the machine after 5 minutes
. If your config worked, you have enough time to remove it. If it didn't, it will fix itself. This is a beautifully simple solution that I learned from my old mentor at my very first job. I've held on to it for a long time." Thanks go to FrigidNox for the tip! Websites Deployment Research
is the website of Johan Arwidmark, MS MVP in System Center Cloud and Datacenter Management. It is dedicated to sharing information and guidance around System Center, OS deployment, migration and more. The author shares tips and tricks to help improve the quality of IT Pros’ daily work. Next of Windows
is a website on (mostly) Microsoft-related technology. It's the place where Kent Chen—a computer veteran with many years of field experience—and Jonathan Hu—a web/mobile app developer and self-described "cool geek"—share what they know, what they learn and what they find in the hope of helping others learn and benefit. High Scalability
brings together all the relevant information about building scalable websites in one place. Because building a website with confidence requires a body of knowledge that can be slow to develop, the site focuses on moving visitors along the learning curve at a faster pace. Information Technology Research Library
is a great resource for IT-related research, white papers, reports, case studies, magazines, and eBooks. This library is provided at no charge by TradePub.com. GullibleDetective tells us it offers "free PDF files from a WIIIIIIDE variety of topics, not even just IT. Only caveat: as its a vendor-supported publishing company, you will have to give them a bit of information such as name, email address and possibly a company name. You undoubtedly have the ability to create fake information on this, mind you. The articles range from Excel templates, learning python, powershell, nosql etc. to converged architecture." SS64
is a web-based reference guide for syntax and examples of the most-common database and OS computing commands. Recommended by Petti-The-Yeti, who adds, "I use this site all the time to look up commands and find examples while I'm building CMD and PS1 scripts." Phishing and Malware Reporting
. This website helps you put a stop to scams by getting fraudulent pages blocked. Easily report phishing webpages so they can be added to blacklists in as little as 15 minutes of your report. "Player024 tells us, "I highly recommend anyone in the industry to bookmark this page...With an average of about 10 minutes of work, I'm usually able to take down the phishing pages we receive thanks to the links posted on that website." A Slack Channel Windows Admin Slack
is a great drive-by resource for the Windows sysadmin. This team has 33 public channels in total that cover different areas of helpful content on Windows administration. Blogs KC's Blog
is the place where Microsoft MVP and web developer Kent Chen shares his IT insights and discoveries. The rather large library of posts offer helpful hints, how-tos, resources and news of interest to those in the Windows world. The Windows Server Daily
is the ever-current blog of technologist Katherine Moss, VP of open source & community engagement for StormlightTech. Offers brief daily posts on topics related to Windows server, Windows 10 and Administration. An Infosec Slideshow This security training slideshow
was created for use during a quarterly infosec class. The content is offered generously by shalafi71, who adds, "Take this as a skeleton and flesh it out on your own. Take an hour or two and research the things I talk about. Tailor this to your own environment and users. Make it relevant to your people. Include corporate stories, include your audience, exclude yourself. This ain't about how smart you are at infosec, and I can't stress this enough, talk about how people can defend themselves. Give them things to look for and action they can take. No one gives a shit about your firewall rules." Tech Tutorials Tutorialspoint Library
. This large collection of tech tutorials is a great resource for online learning. You'll find nearly 150 high-quality tutorials covering a wide array of languages and topics—from fundamentals to cutting-edge technologies. For example, this Powershell tutorial
is designed for those with practical experience handling Windows-based Servers who want to learn how to install and use Windows Server 2012. The Python Tutorial
is a nice introduction to many of Python’s best features, enabling you to read and write Python modules and programs. It offers an understanding of the language's style and prepares you to learn more about the various Python library modules described in 'The Python Standard Library.' Kindly suggested by sharjeelsayed. SysAdmin Humor Day in the Life of a SysAdmin Episode 5: Lunch Break
is an amusing look at a SysAdmin's attempt to take a brief lunch break. We imagine many of you can relate!
Have a fantastic week and as usual, let me know any comments or suggestions. u/crispyducks
submitted by cuavas to emulation [link] [comments]
With another month over, it’s time for another release, and MAME 0.209 is sure to have something to interest everyone. We’ve cracked the encryption on the Fun World CPU blocks, making Fun World Quiz, Joker Card, Mega Card, Power Card, Multi Win, Saloon and Nevada playable. Regular contributor shattered has added Кузьмич-Егорыч (Kuzmich-Egorych), a Russian Mario Brothers bootleg running on heavily modified Apple II hardware. In other Apple II news, CD-ROM drives now work with the Apple II SCSI card, and another batch of cleanly cracked floppies has been added to the software list. The NES SimCity prototype has been added to the software list, along with MMC5 improvements to support it, and better emulation for Famicom cartridges with on-board sound chips.
Henrik Algestam has continued his Game & Watch work, bringing Popeye (wide screen) and Zelda to MAME. Chess computer support has been expanded with Fidelity Chess Challenger 3, and additional versions of Applied Concepts Boris, and Novag Super Expert and Super Forte. Newly supported arcade games include Akka Arrh (an Atari title that failed location testing), Little Casino II, a French version of Empire City: 1931, and additional versions of Dock Man and Street Heat. A better LM3900 op-amp model means Money Money and Jack Rabbit are no longer missing the cassa (bass drum) channel, and mixing between music and speech is improved.
Bug fixes include the Rockwell AIM 65 being returned to working order, working support for multiple light guns on Linux from Kiall, corrected screen freeze behaviour on Deniam hardware from cam900, and better flashing characters on the Sinclair QL from vilcans. You can get the source and Windows binary packages from the download page
MAMETesters Bugs Fixed
- 03122: [DIP/Input] (ltcasino.cpp) mv4in1, ltcasino, ltcasinn: Service Mode DIP switch does not work. (Dirk Best)
- 05291: [Sound] (coco3.cpp) All drivers in coco.c: ORC90 emulation has no sound output. (Nigel Barnes)
- 03130: [Graphics] (ccastles.cpp) ccastles: Reported screen resolution is incorrect. (Dirk Best)
- 07075: [Sound] (m72.cpp) hharry: Victory scream is too low compared to previous mame releases and arcade PCB. (cam900)
- 07242: [Crash/Freeze] (vegas.cpp) sf2049: Game freezes in attract mode. (Ted Green)
- 07255: [Crash/Freeze] (sms.cpp) gamegear [ecco]: Game Gear ROM Ecco freezes on a pink/purple screen. (Enik Land)
- 07265: [DIP/Input] (tsamurai.cpp) tsamuraih: Lives DIP switch settings are incorrect. (chaneman)
- 07266: [Sound] (snk6502.cpp) sasuke: Initial game music plays partially or not at all after hitting Start. (Ivan Vangelista)
- 07270: [Crash/Freeze] (cps1.cpp) sf2ceea: Debugger crashes when accessing memory under certain conditions. (hap)
- 07272: [Documentation] (spg110.cpp) jak_spdmo: In the description the letter “W” is missing in the word “hardware”. (Tafoid)
- 07275: [Core] Weird pacing issue on Windows. (hap)
- 07279: [Crash/Freeze] (amstrad.cpp) cpc6128: Loading disk images with exess tracks causes a fatal error. (Edström)
- 07281: [DIP/Input] (pocketc.cpp) pc1401, pc1402: Inputs are mapped incorrectly. (Robbbert)
- 07282: [Crash/Freeze] (alphatro.cpp) alphatro: After “width 80” entered, MAME freezes. (AJR)
New working machines
- Akka Arrh (prototype) [Aaron Giles, The Dumping Union]
- Applied Concepts Great Game Machine [hap, bataais]
- Bonus Poker [Roberto Fresca, TeamEurope]
- Computer Chess (Conic) [hap, Sean Riddle]
- Fidelity Electronics Chess Challenger 3 [hap, Berger, Sean Riddle]
- Fun World Quiz (German, 12-11-1990) [Roberto Fresca, TeamEurope]
- Fun World Quiz (German, 27-04-1990) [Roberto Fresca, TeamEurope]
- Game & Watch: Popeye (wide screen) [Henrik Algestam]
- Game & Watch: Zelda [Henrik Algestam]
- Invader (Gakken, cyan version) [hap, Sean Riddle, hydef]
- Kuzmich-Egorych [shattered]
- Name That Tune (Castle Toy) [hap, Sean Riddle]
- Nevada (French, encrypted) [Roberto Fresca, Grull Osgo]
New working clones
- Applied Concepts Boris (rev. 01) [Sean Riddle]
- ARB V2 Sargon 4.0 [anon]
- Casino Poker (Ver PM86-35-1, German) [Roberto Fresca, TeamEurope]
- Dock Man (set 2) [Andrew Welburn, The Dumping Union]
- Dock Man (set 3) [Andrew Welburn, The Dumping Union]
- Empire City: 1931 (France) [Fabrice Arzeno, The Dumping Union]
- Euro League (Gaelco bootleg, Modular System) [ClawGrip, David Haywood]
- Fidelity Electronics Chess Challenger 7 (model CC7) [Sean Riddle]
- Little Casino II v18.1 [Andrew Welburn, The Dumped Union]
- Novag Super Expert (version B, model 886) [Berger]
- Novag Super Forte (version A, set 3) [Berger]
- Street Heat (set 2, older?) [chaneman]
- Super Bobble Bobble (bootleg, set 5) [Lorenzo Mancini]
Machines promoted to working
- Joker Card (Inter Games) [Roberto Fresca, Grull Osgo]
- Joker Card 300 (Ver.A267BC, encrypted) [Roberto Fresca, Grull Osgo, Andreas Naive, Gaby]
- Mega Card (Ver.0210, encrypted) [Roberto Fresca, Grull Osgo, Andreas Naive]
- Multi Win (Ver.0167, encrypted) [Roberto Fresca, Grull Osgo, Andreas Naive]
- Power Card (Ver 0263, encrypted) [Roberto Fresca, Grull Osgo, Andreas Naive]
- Saloon (French, encrypted) [Roberto Fresca, Grull Osgo]
- Tripple Draw (V3.1 s) [Ivan Vangelista]
Clones promoted to working
- Dragon World (Korea, V040K) [Ivan Vangelista]
- Jolly Card (German, Fun World, bootleg) [Roberto Fresca, Grull Osgo]
- Jolly Card (Italian, bootleg, set 2) [Roberto Fresca, Grull Osgo]
- Royal Card (Evona, Polish, encrypted) [Roberto Fresca, Grull Osgo]
- Wonder Boy (system 2, set 2, 315-5176) [Ivan Vangelista]
New machines marked as NOT_WORKING
- Bikkuri Pro Wrestling (Japan 881221, Ver 1.05) [ShouTime, Dane Biegert, Evan Korzon, Russell Howard, Jeroen Bijl, Jeffrey Gray, Smitdogg, The Dumping Union]
- Centipede / Millipede / Missile Command (rev 1.03) [chaneman, R. Belmont]
- Ericsson 9161 Display Processor Unit [MCbx Old Computer Collection]
- Husky Computers Ltd Hunter 16 [Barry Rodewald, rfka01, TeamEurope]
- Multi-Action 6710-13 [Brian Troha, The Dumping Union]
- Multi-Action 7551 [Brian Troha, The Dumping Union]
- Multi-Action 7556 [Brian Troha, The Dumping Union]
- Panther Darts [jordigahan, ClawGrip, The Dumping Union]
- Toyquest TV Go Go [ClawGrip, TeamEurope]
- Trivial Pursuit (Volumen V, Spanish, Maibesa hardware) [Retro Sevilla, Diego Bartolomé, Recreativas.org, ClawGrip]
- Yamaha MU50 [R. Belmont, O. Galibert]
New clones marked as NOT_WORKING
- Amstrad plc PCW9512 [Edström]
- CompuAdd 810 [rfka01]
- Dr. Dude (LU-1) Europe [PinMAME]
- Elvira and the Party Monsters (LF-1) French [PinMAME]
- Gilligan's Island (L-8) [PinMAME]
- Husky Computers Ltd Hunter 16/80 [Barry Rodewald, rfka01, TeamEurope]
- Hyosung Topstar 88T [rfka01]
- Image Fight (Japan, bootleg) [hammy, The Dumping Union]
- JUKO NEST 8086 and V30 [rfka01]
- Kaypro Corporation PC [rfka01]
- Kyocera XT [rfka01]
- Last Action Hero (1.06 Canada) [Matt Morin]
New working software list additions
- apple2_flop_clcracked: Adjectives (cleanly cracked), Adjectives (version 06.29.84) (cleanly cracked), Agenda Files (cleanly cracked), Air Nav Workshop (cleanly cracked), Air Raid Pearl Harbor (cleanly cracked), Air Traffic Controller (cleanly cracked), Alaska (cleanly cracked), Alfred's Basic Band Computer Tutor (cleanly cracked), Alge-Blaster (cleanly cracked), Algebra Volume 1 (Edu-Ware) (cleanly cracked), Algebra Volume 1 v1.3 (Edu-Ware) (cleanly cracked), Algebra Volume 2 v1.1 (Edu-Ware) (cleanly cracked), Algebra Volume 3 v1.2 (Edu-Ware) (cleanly cracked), Algebra Volume 4 v1.0 (Edu-Ware) (cleanly cracked), Algebra Volume 5 v1.2 (Peachtree) (cleanly cracked), Algebra Volume 6 v1.2 (Peachtree) (cleanly cracked), Ali Baba and the Forty Thieves (cleanly cracked), Alice in LogoLand (cleanly cracked), Alice in Wonderland rev. 2 (cleanly cracked), Alien Addition 1982.0 (cleanly cracked), Alien Addition 1985 (cleanly cracked), Alien Addition revision 2 (cleanly cracked), All About America (cleanly cracked), All About Purim (cleanly cracked), Alligator Alley (cleanly cracked), Alligator Mix (cleanly cracked), Alligator Mix 1982.0 (cleanly cracked), Alligators and Crocodiles (cleanly cracked), Alphabet Beasts and Company (cleanly cracked), Alphabetic Keyboarding Volume 1 (cleanly cracked), Alphabetic Keyboarding Volume 2 (cleanly cracked), Alphabetical Order (cleanly cracked), Alphabetization Sequence (cleanly cracked), Alphabetizing - Blue Level (cleanly cracked), Alpine Tram Ride (cleanly cracked), Alter Ego (female version) (cleanly cracked), Alter Ego (male version) (cleanly cracked), America Coast to Coast (cleanly cracked), American Government (Intellectual Software) (cleanly cracked), American Government (Micro Learningware) (cleanly cracked), American History Achievement IV: World War II - Present (cleanly cracked), Analogies Tutorial (cleanly cracked), Ancient Legends (cleanly cracked), Animal Homes and Stories (cleanly cracked), Animal Hotel (cleanly cracked), Animal Survival for Echo Voice System (cleanly cracked), Animal Survival for Ufonic Voice System (cleanly cracked), Animate (cleanly cracked), Ankh (cleanly cracked), Antonym Antics (cleanly cracked), Antonyms/Synonyms 1 (cleanly cracked), Antonyms/Synonyms 2 v05.25.87 (cleanly cracked), Aphasia I (cleanly cracked), Aphasia II - Opposites and Similarities (cleanly cracked), Aphasia III (cleanly cracked), Aphasia IV (cleanly cracked), Apple Cider Spider (cleanly cracked), Apple II Test Disk (cleanly cracked), AppleWriter ][ (cleanly cracked), Apventure to Atlantis (cleanly cracked), Aquatron (cleanly cracked), Arcade Boot Camp (cleanly cracked), Archon (cleanly cracked), Archon II - Adept (cleanly cracked), ARCO Computer Preparation for the SAT (cleanly cracked), Arcticfox (cleanly cracked), Ardy the Aardvark (cleanly cracked), Arena (cleanly cracked), Argos (cleanly cracked), Association Pictures (cleanly cracked), Audio Visual Inventory (cleanly cracked), Audubon Grizzly Bears - Wildlife Adventures (cleanly cracked), Autoduel (cleanly cracked), Axis Assassin (cleanly cracked), Back in Time (cleanly cracked), Bad Dudes (cleanly cracked), Bake & Taste (cleanly cracked), Bank Street StoryBook (cleanly cracked), Bank Street StoryBook 1.1 (cleanly cracked), Bank Street Writer II (cleanly cracked), Banner Books - All Along The Alphabet (cleanly cracked), Banner Books - Your School Day (cleanly cracked), Bannercatch (cleanly cracked), Baron (version 2.1) (cleanly cracked), Basic Biology (version 1.02) (cleanly cracked), Basic Division Facts (cleanly cracked), Basic Division Facts: Dividends to 25 - Factors to 5 (cleanly cracked), Basic Division Facts: Dividends to 81 - Factors to 9 (cleanly cracked), Basic Drafting: Review and Testmaker (version 3.0) (cleanly cracked), Basic Electricity (cleanly cracked), Basic Electronics: Atomic Theory (cleanly cracked), Basic Electronics: Electronic Fundamentals (cleanly cracked), Basic Electronics: Electronic Math (cleanly cracked), Basic Electronics: Electronic Prefixes, Symbols, and Components (cleanly cracked), Basic Electronics: Fundamentals of DC Circuitry (cleanly cracked), Basic Math Competency Skill Building: Decimals (cleanly cracked), Basic Math Facts and Games (1981 release) (cleanly cracked), Basic Math Facts and Games (1983 re-release) (cleanly cracked), Basic Math Flash Facts (cleanly cracked), Basic Multiplication Facts (cleanly cracked), Basic Vocabulary Builder - Spanish (cleanly cracked), Battalion Commander (cleanly cracked), Battle Cruiser (cleanly cracked), Battle For Normandy (cleanly cracked), Battle Group (cleanly cracked), Battle of Antietam (version 1.5) (cleanly cracked), Battling Bugs and Concentraction (cleanly cracked), BC's Quest For Tires (cleanly cracked), Behind the Wheel, Blue Level (cleanly cracked), Bellhop (cleanly cracked), Below the Root (cleanly cracked), Berserker Raids (cleanly cracked), Bible Baseball (cleanly cracked), Bible Discovery (cleanly cracked), Big Book Maker: Favorite Fairy Tales and Nursery Rhymes (cleanly cracked), Big Book Maker: Tall Tales and American Folk Heroes (cleanly cracked), Big Red Mania (cleanly cracked), Bike Hike (cleanly cracked), Bingo Bugglebee Presents Famous People (cleanly cracked), Bingo Bugglebee Presents Home Alone (cleanly cracked), Bingo Bugglebee Presents Outdoor Safety (cleanly cracked), Biology Achievement II: Reproduction and Development (cleanly cracked), Biomes (cleanly cracked), Birds (cleanly cracked), Blockers and Finders (cleanly cracked), Blue Powder Grey Smoke (cleanly cracked), Bolo (cleanly cracked), Bomb Alley (cleanly cracked), Borrowed Time (cleanly cracked), Boulder Dash (cleanly cracked), Boulderdash Construction Kit (cleanly cracked), Bouncing Kamungas (cleanly cracked), Box Introduces Addition (cleanly cracked), Bridge Baron II (cleanly cracked), Building Compounds (cleanly cracked), Building Reading Skills (version 85-02) (cleanly cracked), Building With Vowels (cleanly cracked), Bulletin Board Maker: City and Country (cleanly cracked), Bulletin Board Maker: Your Neighborhood (cleanly cracked), Bumble Plot (1982) (cleanly cracked), Bumble Plot (version 1.2) (cleanly cracked), C'est La Vie (cleanly cracked), Calendar Skills v08.31.86 (cleanly cracked), Cannonball Blitz (cleanly cracked), Capitalization (cleanly cracked), Capitalization (version 1.5) (cleanly cracked), Capitalization Practice (cleanly cracked), Capitalization Test (version 01.29.87) (cleanly cracked), Car Builder (cleanly cracked), Car Builder (revision 2) (cleanly cracked), Car Builder (revision 3) (cleanly cracked), Carrier Force (cleanly cracked), Cartels and Cutthroats (cleanly cracked), Case of the Great Train Robbery: Fact and Opinion (cleanly cracked), Case of the Missing Chick: Finding The Main Idea (cleanly cracked), Castle Wolfenstein (cleanly cracked), Cat 'n Mouse (revision 2) (cleanly cracked), Cat 'n Mouse (revision 3) (cleanly cracked), Catch a Falling Star: Dolphin Math Games (cleanly cracked), Categorizing: Detective Games (cleanly cracked), Catlab (version 2.0) (cleanly cracked), Cats and Kittens (cleanly cracked), Cause and Effect (version 12.14.87) (cleanly cracked), Cause and Effect: What Makes It Happen (cleanly cracked), Centauri Alliance (cleanly cracked), Challenge Sentence Combining (cleanly cracked), Championship Baseball (cleanly cracked), Championship Golf (cleanly cracked), Changing Improper Fractions to Mixed Numbers (cleanly cracked), Changing Mixed Numbers to Improper Fractions (cleanly cracked), Chariots, Cougars, and Kings (cleanly cracked), Chemistry Achievement I - Mathematics of Chemistry (cleanly cracked), Chivalry (cleanly cracked), Circus Subtraction (cleanly cracked), City and Country Opposites (cleanly cracked), Clock (v03.20.90) (cleanly cracked), Clock 07.06.83 (cleanly cracked), Clock: Time Teaching (cleanly cracked), Clowning Around (cleanly cracked), Cloze Thinking (cleanly cracked), Cloze-Plus Level C (cleanly cracked), Cloze-Plus Level D (cleanly cracked), Cloze-Plus Level E (cleanly cracked), Clozed Reading Comprehension (cleanly cracked), College Board 81-82 demo (cleanly cracked), College Explorer 2.0 (cleanly cracked), Colonial Conquest (cleanly cracked), Color Me (Softsmith) (cleanly cracked), Comic Strip Maker (cleanly cracked), Commas (Queue) (cleanly cracked), Communicate and Win (cleanly cracked), Comparing Numbers (cleanly cracked), Compilation - Bolo, Pest Patrol, Bug Battle (cleanly cracked), Compilation - Congo, Thief, Draw Poker (cleanly cracked), Composition Strategy (cleanly cracked), Comprehension (Prescription Learning) (cleanly cracked), Compu-Math Arithmetic Skills (cleanly cracked), Compu-Math v1.3.1 (cleanly cracked), Compu-Spell (version 1.3.1) (cleanly cracked), Computer Air Combat v1.1 (cleanly cracked), Computer Ambush (cleanly cracked), Computer Assisted Blackboard demo (cleanly cracked), Computer Assisted Problem Solving for Beginning Algebra (cleanly cracked), Computer Assisted Problem Solving for Intermediate Algebra (cleanly cracked), Computer Assisted Problem Solving for Pre-Algebra (cleanly cracked), Computer Baseball (cleanly cracked), Computer Discovery (cleanly cracked), Computer Drill and Instruction - Decimals C-2 (cleanly cracked), Computer Drill and Instruction - Decimals C-3 (cleanly cracked), Computer Drill and Instruction - Fractions C-2 (cleanly cracked), Computer Drill and Instruction - Fractions C-3 (cleanly cracked), Computer Drill and Instruction - Measurement D-1 (cleanly cracked), Computer Drill and Instruction - Multiplication B (cleanly cracked), Computer Graphing Experiments (cleanly cracked), Computer Quarterback Second Edition (cleanly cracked), Computerized Reading for Aphasics (cleanly cracked), A Treasure Hunt of Facts (cleanly cracked) [4am, Firehawke]
- Anti-M (version 1.0), Anti-M (version 1.1), Anti-M (version 1.3) [4am, Firehawke]
- Advanced Demuffin (version 1.5) [Firehawke]
- apple2_flop_orig: Apple-oids and Chipout, Arcade Album #1, Arkanoid, The Blade of Blackpoole, BurgerTime, Dig Dug, Escape From Rungistan, Fantavision, The Flockland Island Crisis, Kabul Spy, Lazer Silk, Maze Craze Construction Set, Peeping Tom, The Print Shop Color, Robots of Dawn, Rocky's Boots (version 4.0), Spider Raid, Star Blazer, Star Warrior, Super Bunny, Type Attack, Warp Destroyer, Wizardry III: Legacy of Llylgamyn (version 4, 20-Aug-1983 update), Zaxxon, Zork I: The Great Underground Empire (revision 5) [4am, Firehawke]
- arb: Grand Master Series 4.0 [anon]
- ekara_pal: e-kara Spain 10-Songs Volume 1, e-kara Spain 10-Songs Volume 2 [ClawGrip, TeamEurope]
- Enkaiou, Joker Towns, Joshikou Seifuku Monogatari, Yuka Watanabe & Tomo Kawai - Pleasure [redump.org, r09]
- J. R. R. Tolkien's The Lord of the Rings, Vol. II - The Two Towers [Tokugawa Corporate Forums, DamienD]
- Viewpoint Demonstration No. 1 [David Swanson]
- Dragon Slayer - The Legend of Heroes II, Towns Karaoke V1.1L10 [r09]
- ggm: Boris 2.5 / Sargon 2.5 [hap, bataais]
- ibm5170: Krusty's Fun House, Michael Jordan in Flight, Sid Meier's Colonization [ArcadeShadow]
- American Idol Take the Stage (K4655), Barbie Princess Enchanted Sounds (J7526), Dora the Explorer Musical Adventure (J7523), Holiday Wonderland (J7528), Pop Hits (K0653) [Sean Riddle, David Haywood]
- The Wizard of Oz - We're Off to Play the Piano (K4654) [Sean Riddle, Peter Wilhelmsen]
- intellect02: Chess (4 levels) [hap, Berger]
- nes: SimCity (USA, Prototype) [archive.org, AJR]
Software list items promoted to working
- pcw: LocoScript Installation Program v3.00a (English), LocoScript Installation Program v3.06b (English), LocoScript v3.06 (UK), LocoScript v4.06 (UK), LocoScript v4.10 (UK), Tomahawk [Edström]
New NOT_WORKING software list additions
- 3do_m2: Oldsmobile (USA) [redump.org, FakeShemp]
- apple2_flop_misc: Anti-M (version 1.2) [4am, Firehawke]
- ibm5170: Gilis presentask (Swe) [FakeShemp]
- pce_tourvision: F1 Triple Battle (TourVision PCE bootleg) [ClawGrip]
- tvgogo: 4-in-1 (Flashcard Fishing, Break a Brick, Balloon Juggling, Penguin Maze), Tennis, Whac-A-Mole [ClawGrip, TeamEurope]
- vsmile_cart: Disney/Pixar Up (Spa, Rev. 022), Gimnasio Interactivo V.Smile (Spa) [TeamEurope, Diego Bartolomé, ClawGrip]
Translations added or modified
- Chinese (Simplified) [YuiFAN]
- Chinese (Traditional) [YuiFAN]
- Greek [BraiNKilleRGR]
- Portuguese (Brazil) [Wellington Uemura]
- statriv2.cpp: Fixed segmentation fault in debugger memory view for sets without question data. [AJR]
- amerihok: Added preliminary inputs, coin counters, and basic layout for 7-segment LED scoreboard. [AJR]
- Added ROM dumps and skeleton device for UltraStor Ultra 12F ISA ESDI controller. [AJR]
- OS X debugger: Update window titles when restoring configuration for disassembly and memory viewers. [AJR]
- tumbleb: Drive ADPCM sound through PIC (sound communications not hooked up yet). [AJR]
- ron2: Corrected game title based on flyer. [AJR]
- pencil2: Connected VDP interrupt. [AJR]
- z8: Added register pairs to debug state. [AJR]
- m37710: Replaced I/O space with callbacks. [AJR]
- nes: Improved MMC5 extended attributes, use MMC5 ExRAM byte from nametable area to select palette bank. [AJR]
- ppu2c0x: Fixed order of nametable/attribute reads. [AJR]
- wy75: Added default EAROM content to avoid hanging at start. [AJR]
- er1400: Added ability to load default data from region, and changed erase value to all zeroes. [AJR]
- upd765: Improved drive selection logic: [AJR]
- Deselect drives upon reset, or select drive 0 for older controllers with multiplexed select lines.
- Deselect other floppies when using set_floppy.
- specpls3: Mirror floppy drive select lines (fixes Batman: The Movie). [AJR]
- rd100: Added LCD controller and working display. [AJR]
- cmi2x: Split off keyboards as subdevices. [AJR]
- scc68070: Merged CPU device with on-chip peripheral emulation, and added internal clock divider. [AJR]
- Also added crude hacks to force status bits in unemulated UART and I²C peripherals.
- hd63450: Improved accuracy of IRQ handling, and tidied up interface. [AJR]
- funworld.cpp: Added support for custom CPUs’ opcode decryption. [Andreas Naive]
- Removed unnecessary read/write handler arguments, improved member names, and updated comments in many devices and drivers. [cam900]
- ymf278b.cpp: Added DO1 and DO2 outputs, and fixed timebuffer when clock is changed. [cam900]
- cps3.cpp updates: [cam900]
- Reduced some gaps in zoomed sprites, and restricted drawing to clipping rectangle.
- Reduced duplication, improved member names, and cleaned up code.
- tc0480scp.cpp: Cleaned up and simplified read/write handlers. [cam900]
- devices/sound/gaelco.cpp: Converted data access to device_rom_interface, and made pitch a function of clock frequency. [cam900]
- gaelco2.cpp: Corrected some crystal values, and added notes. [cam900]
- tecmo_spr.cpp: Replaced gfx_element with gfxdecode_device, and reduced unnecessary code. [cam900]
- Also changed some variables to more appropriate types.
- kaneko_tmap.cpp updates: [cam900]
- Added address map for video RAM handling.
- Moved expro02.cpp bank switching code into the driver.
- Reduced code duplication.
- expro02.cpp: Reduced runtime tag map lookups. [cam900]
- kaneko16.cpp: Converted berwall to mono sound, reduced runtime tag map lookups, and simplified and cleaned up code. [cam900]
- actfancr.cpp: Simplified graphics decoding and cleaned up code. [cam900]
- deco16ic.cpp: Move cninja transparency mask function into the driver. [cam900]
- crospang.cpp: Moved alternate graphics layout into graphics decoding, and made most state class members private. [cam900]
- oneshot.cpp: Simplified graphics decoding, reduced runtime tag map lookups, and cleaned up code. [cam900]
- emupal.cpp: Removed MCFG_ macros. [cam900]
- vrc6.cpp: Implemented master frequency register, fixed duty cycles, and cleaned up code. [cam900]
- devices/bus/nes/konami.cpp: Fixed vrc6 sound volume. [cam900]
- Added Namco 163 sound emulation, used by some Famicom cartridges. [cam900]
- c6280.cpp: Fixed LFO frequency behavior, fixed LFO enable bit, and implemented LFO reset bit. [cam900]
- devices/bus/nes/mmc5.cpp: Corrected sound behavior and fixed sound volume. [cam900]
- itech32.cpp: Reduced runtime tag map lookups, and simplified and cleaned up code. [cam900]
- skimaxx.cpp: Reduced runtime tag map lookups, added save state support, and simplified and cleaned up code. [cam900]
- k054321.cpp: Added synchronizing handlers for communication between main and sound CPUs (used by prmrsocr in tmnt.cpp). [cam900]
- devices/machine/watchdog.cpp: Simplified handlers, and reduced watchdog handler trampolines. [cam900]
- simpl156.cpp: Simplified graphics decoding, reduced code duplication, and corrected sound clocks. [cam900]
- snk68.cpp: Moved pow and searchar to a derived state class, reduced runtime tag map lookups, and cleaned up code. [cam900]
- snk68_spr.cpp: Changed flip screen state member to bool. [cam900]
- psikyosh.cpp updates: [cam900]
- Restricted tilemap drawing to clipping rectangle, and fixed tilemap size when per-line effects are enabled.
- Added separate address map for games with mahjong controller input.
- Reduced runtime tag map lookups, and cleaned up code.
- m72.cpp: Fixed audio sample rate for M72 PCBs, fixed DAC volume, and added notes. [cam900]
- decbac06.cpp: Removed hard-coded parameters that come from graphics elements, and restricted drawing to clipping rectangle. [cam900]
- raiden2.cpp updates: [cam900]
- Fixed xsedae configuration (runs on modified Zero Team hardware).
- Moved video functions to video/raiden2.cpp.
- Reduced runtime tag map lookups, made state class members protected or private where appropriate, and cleaned up code.
- r2dx_v33.cpp: Reduced runtime tag map lookups, and reduced redundancy with raiden2.cpp. [cam900]
- vgmplay.cpp: Added volume modifier support, and scaled volume according to the number of sound chips used by file. [cam900]
- leland.cpp: Reduced runtime tag map lookups, and simplified and cleaned up code. [cam900]
- audio/leland.cpp: Removed hard-coded tags for ROM region and host CPU. [cam900]
- psikyo4.cpp: Fixed FM output when used. [cam900]
- n2a03.cpp: Added device_mixer_interface rather than routing audio to hard-coded speakers. [cam900]
- tc0100scn.cpp updates: [cam900]
- Internalized text graphics.
- Restricted drawing to clipping rectangle.
- Moved taito_f2.cpp banking code into driver.
- Allowed masked priority behavior.
- Reduced redundancy and cleaned up code.
- tc0480scp.cpp: Internalized text graphics, reduced code duplication, and removed unnecessary pointers and functions. [cam900]
- emupal.cpp: Added xBGRBBBBGGGGRRRR format. [cam900]
- deniam.cpp: Fixed screen freezing behaviour, reduced runtime tag map lookups, cleaned up code, and added notes. [cam900]
- audio/m72.cpp: Remove hard-coded tags, converted sample ROM access to device_rom_interface, and cleaned up code. [cam900]
- aica.cpp, aicadsp.cpp: Converted PCM/DSP memory access to device_rom_interface, added save state support, and cleaned up code. [cam900]
- hotblock.cpp: Converted video banking to address_bank_map_device, and removed MCFG_ macros. [cam900]
- z80pio.cpp: Reduced code duplication. [cam900]
- ginganin.cpp: Simplified graphics layouts, reduced runtime tag lookups, and cleaned up code. [cam900]
- snes_snd.cpp: Added input clock, implemented device_clock_changed, cleaned up code, and added notes. [cam900]
- ms32.cpp: Add notes. [cam900]
- k053260.cpp: Cleaned up code. [cam900]
- deco146.cpp: Suppressed side effects for debugger, reduced redundancy, and cleaned up code. [cam900]
- pgm.cpp: Implemented some inputs, and improved naming. [cam900]
- pgmprot_igs027a_type1.cpp: Added inputs for CAVE PCB. [cam900]
- qs1000.cpp: Moved imperfect sound flag from drivers to device. [cam900]
- Netlist library updates: [Couriersud]
- Added a MOSFET model, inclusion Meyer capacitance.
- Added a charge-conserving capacitor model, as an alternative to the constant-capacity model.
- Started putting constants in a central place.
- Fixed a rounding issue in the ptime code.
- Added a global parameter to disable semiconductor capacitance modelling.
- Added an operational amplifier model that ignores output voltage limits.
- Changed MB3614 operational amplifier parameters to match the data sheet.
- Added VARCLOCK, allowing step size to be calculated using a function.
- Added trunc to pfunction.
- Added opamp_amplification_curve example, which calculates op-amp gain as a function of frequency.
- Improved LM3900 voltage clamping model, and aligned pin names with other operational amplifiers.
- Added a high-precision LM3900 model, and an improved high-performance LM3900 model.
- Added more SPICE elements to the conversion code.
- Fixed current source handling when converting SPICE nets.
- Added validation for netlist devices.
- Improved scalability of error messages.
- m62.cpp: Fixed kidniki netlist, based on corrections in kungfum schematics and an apparent omission. [Couriersud]
- zaccaria.cpp sound improvements: [Couriersud]
- Routed speech and DAC through netlist filtering, and fixed AY8910 interfacing.
- Hooked up potentiometers so they can be adjusted.
- Added frontiers to netlist to improve performance.
- mario: Fixed an error in schematics that became obvious with the improved LM3900 model. [Couriersud, Tafoid]
- spg110 updates: [David Haywood]
- Split more functionality into separate devices.
- Improved rendering and sprites, and implemented manual video RAM uploads.
- Added basic audio.
- wc90b.cpp: Tidied up a little. [David Haywood]
- pengo.cpp: Added preliminary partial decryption for schick. [David Haywood]
- Moved SunPlus GC394 systems out of vii.cpp (it’s a newer sytem-on-a-chip with more capabilities). [David Haywood]
- 32x.xml: Fixed pinochio ROM loading. [David Haywood]
- mgames.cpp: Cleaned up palette and graphics decoding layout, and converted drawing to use tilemap system. [Dirk Best]
- ltcasino.cpp updates: [Dirk Best]
- Hooked up the two 6821 PIAs, hooked up CRT5037, corrected RAM size, and defined clocks in terms of 18 MHz crystal.
- Cleaned up inputs, added DIP switch descriptions and locations, and documented service mode.
- Added output ports, and hooked up coin counter and lamps.
- Added simple internal artwork with clickable buttons and color overlays based on a flyer.
- Added non-volatile RAM, and updated ROM labels and notes.
- tms9927.cpp: Allow visible area to be hard-coded at configuration time. [Dirk Best]
- akkaarrh.cpp: Added coin counters, lamp outputs, and a test view showing the lamps. [Dirk Best]
- Amstrad PCW driver updates: [Edström]
- Corrected floppy drive types for each machine.
- Derived clock from crystal value, and slowed down the CPU to approximate the effect of video hardware accessing RAM.
- Improved logging and converted to use logmacro.h utilities.
- Fixed printer and monitor palettes, and made a simpler layout the default.
- dsk_dsk.cpp, hxchfe_dsk.cpp: Report a non-fatal warning for images with a small number of excess tracks. [Edström]
- pcw.xml: Corrected metadata and added notes on dumps with excess tracks. [Edström]
- sms, nes: Obtain pixel intensity for light gun from screen device rather than accessing VDP/PPU bitmap. [Enik Land]
- sms.cpp: Set initial stack pointer for Game Gear, required by Ecco (fixes MT07255). [Enik Land]
- m68kmmu: Fixed ATC entry calculation error that was crashing Domain/OS. [Hans Ostermeyer]
- apollo: Removed deprecated debug reference. [Hans Ostermeyer]
- z80ctc.cpp: Guard against integer overflow when calculating remaining time with configured input clock frequencies. [Justin Kerk]
- Fixed support for multiple light guns with X11 XInput. [Kiall Mac Innes]
- Fixed YM2608/YM2610 ADPCM-A overflow behavior (should wrap rather than saturating). [Lord Nightmare, madbr]
- ymz774: Replaced volume table with calculation loop. [MetalliC]
- tms99xx updates: [Michael Zapf]
- Fixed LDCSTCR handling of register indirect auto-increment mode (*Rx+) and modernized logging.
- Fixed minimum/maximum clock cycles per instruction.
- Changed set address method signature to work better with memory maps.
- ti99 updates: [Michael Zapf]
- Fixed TI FDC in Geneve losing SIDSEL signal when no drive is selected, and removed redundant variables.
- Fixed 99/4p regression where wrong CRU addresses are used when accessing peribox/evpc.
- coco: Fixed loading Orchestra-90, RS-232 Program Pak, and Modem Pak from software list (fixes MT05291). [Nigel Barnes]
- m68000: Made CPU space an address space and made vectored interrupts use it. [O. Galibert]
- Also made it possible to disable the interrupt priority encoder behaviour in the CPU core.
- emumem: Removed obsolete alignement limit. [O. Galibert]
- emumem_mud: Corrected start/end for big endian spaces. [O. Galibert]
- pic8259.cpp: Suppress side effects of debugger reads. [O. Galibert]
- Added skeleton Yamaha DSPV and SWP20 devices. [O. Galibert]
- ymmu100.cpp: Extracted LCD as a separate device. [O. Galibert]
- Annotated all uses of set_input_line_vector with CPU type. [O. Galibert]
- pcat101: Connected key matrix and ports. [Patrick Mackinlay]
- 3c505: Added low-level emulation. [Patrick Mackinlay, Neko May]
- m68705: Added more HMOS variants. [Patrick Mackinlay]
- nscsi_cd: Added support for mode page 0x01, allowing Apple II SCSI Card to access CD-ROMs. [R. Belmont]
- apple2: Attach a SCSI CD-ROM to the Apple II SCSI Card by default. [R. Belmont]
- apple2: Documented FocusDrive/ZIPDrive partition information format, and fixed it so it works. [R. Belmont]
- mac: Demoted all Macs to NOT_WORKING until we get a working VIA6522 emulator. [R. Belmont]
- k2000: Hooked up RAM/ROM switch – now starts to boot. [R. Belmont]
- aim65: Modernised code, fixed cassette, added TTY, and added printer display. [Robbbert]
- funworld.cpp updates: [Roberto Fresca, Grull Osgo]
- Improved game descriptions, and expanded notes.
- Improved memory maps, added default non-volatile RAM contents for some games, fixed ROM loading, and re-worked inputs.
- Improved tilemaps, fixed graphics planes, and improved palettes.
- Added I²C serial EEPROM and removed PIAs for Saloon/Nevada.
- Added PLD dumps for pool10e and marked jokercrd graphics ROM IC10 as a bad dump.
- Split and mirrored attribute/color RAM, fixed AY8910 hook-up, fixed video RAM offset, and fixed AY8910 hook-up for intrgmes.
- Changed CPU to 65SC02, added periodic interrupts, and patched out some hardware checks for intrgmes.
- Changed CPU to R65C02, added PIA mirroring, and added a ROM patch to force NOP after BRK for royalcrdf.
- Further funworld.cpp updates: [Roberto Fresca]
- Fixed palette banking, graphics ROM loading, memory map and video RAM offsets for royalcrdf.
- Added default non-volatile RAM contents for rcdino4 and jolycdig.
- Marked royalcrdc graphics ROM IC26 as a bad dump.
- Added button lamps for jolycdig and jolycdab.
- Changed “Austrian” to “German” in all game descriptions, and expanded notes.
- Replaced royalcrdc bad graphics ROM dump with corresponding dump from parent set, and removed imperfect graphics flag.
- funworld.cpp: Used a custom device to re-dump faulty graphics ROM for jokercrd, allowing game to be promoted to fully working. [Roberto Fresca, Grull Osgo, Gaby]
- unsp: Fixed signed multiplication in recompiler (fixes controls in jak_pooh). [Ryan Holtz]
- sgi_mc: Fixed pixel VDMA interrupts (fixes pixel DMA warnings in IRIX 5.3). [Ryan Holtz]
- newport: Added support for dithering and 4 bits per pixel RGB frame buffer display, and fixed shaded rendering mode. [Ryan Holtz]
- Added ability to throttle IDE hard disk DMA transfer speed (fixes MT07242). [Ted Green]
- midzeus.cpp: Fixed interrupt regression that was causing low frame rates in thegrid. [Ted Green]
- zx8301.cpp: Improved flash behavior so colors match a real QL. [vilcans]
- crystal.cpp: Dumped alternate Crystal System BIOS. [ack]
- galaxian.cpp: Corrected ROM names for moonwara, and corrected the color BPROM. [Andrew Welburn, The Dumping Union]
- oneshot.cpp: Add PCB layout for Mad Donna, and various notes for One Shot One Kill. [Brian Troha]
- toaplan1.cpp: Corrected coinage DIP switch settings for Jiao! Jiao! Jiao! (China, 2P set). [Brian Troha]
- tumbleb.cpp: Dumped PIC microcontroller for funkyjetb. [Caps0ff, ClawGrip, The Dumping Union]
- seibucpbl.cpp: Updated ROM locations for cupsocsb2, and used measured clocks for Seibu Cup Soccer bootleg sets. [f205v]
- gba.xml: Added additional cartridge information from No-Intro. [FakeShemp]
- aha1542b: Added 3.1b BIOS. [Funet Archive]
- namcos2.cpp: Updated PCB locations for data ROMs. [Guru]
- m72.cpp: Re-dumped I80C31 external ROM for imgfightb. [hammy]
- aristmk5.cpp: Updated internal layouts based on a few photos of the button labels. [Heihachi_73]
- isa_hercules: Added dump of Mazovia Polish alternate character set. [MCbx Old Computer Collection]
- Added skeleton device for UltraStor Ultra-14F SCSI controller. [Metropoli BBS Archive]
- Added skeleton device for UltraStor Ultra-24F EISA SCSI controller. [Metropoli BBS Archive]
- Added skeleton devices for Tekram EISA SCSI controllers. [Metropoli BBS Archive, I-Shou University File Server]
- galaxold.cpp: Dumped PROM for and confirmed chip types for scramb3. [Porchy, The Dumping Union]
- europc.cpp: Added BIOS v1.02 to euroxt. [rfka01]
- genpc.cpp: Added several additional BIOS options. [rfka01]
- compc.cpp: Added BIOS v2.01 to compc10. [rfka01]
- Added notes about SunPlus dies and which systems use them. [Sean Riddle]
- icanpian.xml: Added additional information about cartridges and release codes. [Sean Riddle, ClawGrip]
- sms.xml: Corrected ROM label for worldgp. [TeamEurope, ICEknight, ClawGrip]
[Spoilers] So, I promised to write a tirade on what I think is wrong with CDDA, and how I'd refocus the game on a GD level, and here it is.
submitted by derpderp3200 to cataclysmdda [link] [comments]
And do not get me wrong, it absolutely still is my #1 favorite game, it just has some.. really, really major glaring flaws. Let me pre-emptively apologize for how meandery this post is, and warn you that if you never got far in the game, you might want to avoid the spoilers. If you don't want to read all of it, please read the "What is wrong with CDDA" section, and the "tl;dSummary" one, they are the most important outline of what I'm talking about, the rest can be a bit incoherent/implausible.
I would also like to ping mlangsdorf
, and kevingranade
, as well as Raskov75
who have shown interest in this topic when I mentioned it in another thread a few days ago.
I have difficulty keeping my mind on track on my own, so if you asked me pointed question, I could probably come up with better than the idealized thoughts below.
I would be grateful to anyone who reads it.
What is wrong with CDDA. In a way, I think that CDDA is a game that kinda hinges entirely on its complexity and amount of content, rather than utilizing it cleverly. I absolutely adore some aspects of it: The way crafting supports alternative materials to add depth to resource management, the systemic repaireinforcement/modification of some items, how much you can do with vehicles, and I truly love the earlygame, and I loved figuring the game out too, but I wish it had lasted longer, far longer. Once you know what to do, the game loses most of its depth.
First off, the problem with progression in cdda is, rather than a set or graph of fuzzy progression milestones, that you can revisit and do better, it's more of a checklist. Of tools, of books, of skill levels, and sadly, most of that reduces to an extremely routine process of surviving the earlygame, and then just accumulating books+tools and enough food to coast by, until you're ready to level up and leave the early(and mid) game behind. And most of that progression reduces to a single central measure. You either get stronger through an action, or you don't, there is mostly no real "sideways" progression.
It's a common complaint I have with RPG games, and admittedly, Cata does far better on this front than they do, but it's still kinda bad, especially starting a new character - in a game with long-term progression like CDDA, when starting a new character, you have two options, either go through the same methodology from scratch, or... yup, just read your last character's books before butchering it for bionics. Neither is great fun.
And furthermore, as you progress, you just... leave content behind. You quickly reach a point where normal zombies, and even the brutes, mean nothing to you, much less the animals or the woods. Most of the world just goes off your mental map, as irrelevant. From that point, there is nothing you have genuine "reason" to do, beyond just your own whim. Once you know how to stay safe, the main endgame location, labs, are honestly trivial, and once you figure a certain item out, they stop even being capable of posing a risk unless you get brutally careless.
What I'd do instead And some of these changes are gonna be... major, some implausible at this point into the game's development. Nonetheless, please treat the below as food for thought, rather than anything more definitive. I also struggled a lot to order and organize this, so forgive me.
1. Skills First off, and you'll see why I'm proposing this in subsequent sections: IMO, skills would be far better, if they were split into individual "microskills", e.g. Electronics would be a "field", rather than a "skill", which would contain individual subskills such as soldering, signal processing, power, basic/intermediate/advanced circuit theory, microprocessors, bionics, etc.
Furthermore, rather than have a single level, each skill would have three sequential components, the proportion of each depending on the skill in question: Concept, theory, practice. A well-educated human, for example, might know the concept behind basic mechanics, and thus be able to - eventually - improvise upon it, or figure out the outline of basic electronics by studying an advanced book, but on the other hand, just reading an electronics 101 doesn't instantly make you an expert on soldering.
And yes, I'm aware that that sounds like a huge pain in the ass to manage, which brings me to the rationale behind it: I think that expecting and requiring a sole survivor to become fully self-sufficient and capable of all, on their own, is batshit, which brings me to the second point:
2.1. Interactions and knowledge. IMO, in an open-ended game, there is only one way to do dialogue, namely through a topic system much like Morrowind's, where your top-level interface uses fixed hotkeys, for main "verbs" such as "Talk about...", "Tasks", "Trade", "Training"(both ways), "Rules", "Goodbye", and then subscreens which feature the actual options, where you should be able to ask the NPC about cities they have visited, or the one they come from, to gather information, about other landmarks or creatures/species/people they encountered.
The system does not need to be elaborate, but it needs to be organized, and capable of supporting simple systematic communication of knowledge, ideally both ways, as well as how it affects your reputation. Caves of Qud has a great system1
Aside from skills, NPCs should have other "knowledge", such as that about cities, creatures, or that you murdered their companion and they hate you for it, or that they have a health problems they need you to fix(or try to fix themselves, if they spot the right item), that interact and affect their behaviodialogue in at least basic ways. I have no idea how far such a system could be taken, so I'll not propose anything further.
1 possibly based on a long-ass suggestion post I pitched to the dev years ago, but I'm very probably just giving myself airs
2.2. Pooling resources together Instead of singular player characters that exist in a vaccuum, fully capable of becoming an expert at everything through the previous character's books, I would base the game itself around creating a faction of NPCs with distinct backgrounds and skills, and the ability to learn and teach each other. Many crafts would take more time, but rather than being executed by the PC, they would be done by the NPC, who would slowly become masters of their craft, and when you die, the accumulated knowledge survives not through books you've got around, but through other characters who have polished those skills.
After death, you would be able to switch to another character of your faction - and have to deal with their traits and quirks, would probably be pretty fun as well. It would also mean that "succession" can't instantly make you OP again through books, and despite losing less, you would have to invest more than just boring grind into regaining what you lost. Being able to switch between characters during a run, could potentially also be fun.
Furthermore, this would give a good reason to create bases, not by gating certain crafts or speeding tasks up behind NPC factions, but by giving them real, meaningful utility of being capable of much the same things as you, except in the background so you don't have to grind manually for days. Instead of leveling a single survivor up into a walking death machine capable of every craft, you'd be doing what humans have always done naturally: Pooling resources together, and advancing as a "society".
And bases bring me to my third point:
3. Static vs mobile bases.
3.1 Static bases. And the "vs" here is more to highlight the fact that there is simply no competition. Not only is vehicle building more fleshed out, but also capable of more, with less hassle, and on the move. Even if you wanted to avoid vehicles, there are no static alternatives: Fridges don't work, ovens don't work, there isn't welding rig or UPS furniture, no power grids, convenient liquid storage, or.. anything, really.
I think that the game would be much more fun, if the player had both the ability and reason to "colonize" buildings, both earlier and later on. The ability to drag some freezers, fridges, ovens together, connecting them to a generator, or some other local non-vehicle source of power, would provide a new aspect of the game. Right now, even if you decide to build a base, there is extremely little you can do with it, majority of what you build is just cosmetic, honestly.
Ideally, static constructions would be "modular" like vehicle tiles, like being able to install curtains over metal bars or a door frame or run wiring through walls, or replace an oven's power cord with a wireless replacement or internal generator... possibly even make engines/etc. generate multiple resources, e.g. heat as well as horsepower.
I also think that all objects in the game should follow the same overall durability systems: A combination of static tiles' damage absorption, vehicle parts' HP, and items' durability levels. Like I said, many things that would be a huge PITA to change, at this point.
3.2. Vehicles: Aside from the mentioned above durability change, IMO, vehicles would be much better off, if they needed transmission axles, wiring, and piping. This way, merging two vehicles through any kind of connector could keep them separate, while also imposing more constraints on vehicle construction, leading to the process being a bit more involved, and the ability to make components interact with each other in a slightly more systemic way - now faucets connect to the tank they're connected to. What happens if you use alcohol for coolant?
But of course, the most important thing with regards to progression is:
4.1. Success and progress. One thing I would change is, instead of a sort of... ambiguous mechanic of "You resume your task", I would create temporary "unfinished " items for in-progress crafting, of any kind.
Second, I think that craft success/failure is too binary, and I would replace it with a system, where you are given the stated chance of crafting what you want, and rather than failing at the end, at some point you can get a prompt "You have made a mistake and wasted %nx %material, use another and continue?", so that even at far lower skill levels - as long as you know the concept/theory - you can eventually craft what you want, in a semi-deterministic manner.
Thirdly, whenever you waste, destroy, etc. a component/item, it should fall apart into "breaks into" items, rather than vanishing from existence. A lot of those scraps should be useless, but I am opposed to objects vanishing out of existence on principle, especially when it contributes to a "hoard until you get the maximum use out of your resources" dynamic in terms of crafting.
4.2. Components and item modification I firmly believe that part of what makes vehicles amazing, is the way you can compose different available components, figure out what you can make with them, and how to achieve it, and gun/clothing modification is also fun, but...
In terms of CDDA: I think that those modifications should also be blueprints, and that there should be more of them, based on a twofold system: Modification capacity, and modification consequences. For example, a coat might have 0/2 lining, 0/4 padding, 0/1 coating slots, and each filled slot results in extra encumbrance based on both the item's suitability for modification and the specific mod you do. You should be able to add thermoelectric lining to items, "coat" it with rain-resistant filament, pad it with both some kevlar and extra pockets, e.g. tailor your own gear yourself. IMO, as many items as possible should be the "basis" for the player to work on, rather than a final end-goal, like the survivor clothing.
Wouldn't it be fun to make your own, custom survivor suit out of the best items you can find, rather than just rush towards some single goal craftable? What if you could add nails to wooden weaponry as a mod, electrify any melee weapon, serrate the blade of your trusty kukri, or coat your arrows in poison?
In terms of a game I'd make: I would make as many items as possible the sum of their parts, rather than a single static object, e.g. give every item a specialized "inventory" for components. Those components would be stuff like spark plugs for engines, stock/sights/etc. for firearms, different types batteries for electronics, CPUs, a battery compartment(to replace it with a corded/ups/etc. one), an accumulator or a betteworse sawblade.. point is, you should be able to juryrig and improvise over broken components, pool items together for parts, and repair of furniture, items, objects, could become a more involved process than "do I have the right tool and material chunk to repair".
A good example would be being able to create a battery cell of several individual sub-cells, e.g. make the first one a remotely rechargeable UPS sub-battery, then two normally rechargeable ones, and finally a plutonium mini-battery, in the case you really need your tool for an emergency.
4.3. Recipes First off, I think that all types of blueprints should be consolidated, into the same overarching system, so they can make use of features implemented for each other. Also feel free to read the tl;dr of this section first.
Features such as for example, extending qualities from tool qualities only, to component qualities. E.g. not "bone glue or glue or duct tape", but "mquality: adhesive: 1", as well as the ability to define some components as affecting the end result's properties: Weight, durability, how handy it is to use as a tool. Ideally, those qualities would have more than a single value, which would depend on the quality itself. For example, the "fabric" quality would feature encumbrance, durability, protection values.
Some tools might be faster than others, some might impact craft success probability negatively. Ideally, that would be indicated through a relatively simple interface, like (150% speed, 90% success) after the selected tool.
Alas, at this point reworking recipes like this would be... impossible, pretty much. It's something that'd need to be tested from scratch, carefully adjusted, and figured out, to avoid bogging the player down. I am leaning towards having multiple-stage processes like construction, where individual tools/materials affect a specific stage, and the properties of the final object are defined through either a simple domain specific language, e.g. durability="min(mat1.adhesive/3, 1) * mat2.hardness * 10". OR simpler and perhaps better, mqualities could just have a numerical rating indicating how good they are for that purpose(e.g. as a bar, as armor, or as meat), and their contribute either to craft success, craft speed, or whichever property the current craft stage governs.
tl;dr: Perhaps this would need to be sawed down and simplified, but the premise here is: I would like to give the player actual reason to stay on the lookout for better tools, materials, and components, and only part of it as a "checklist" of things to find, with plenty to figure out and improvise on your own. Rather than making a survivor winter coat, why not figure out which animal's fur is the warmest, and line your greatcoat with it? Find and pursue the solution yourself, especially when it means adapting to this strange new world.
5. The environment.
5.1. Dynamic environment What I would do here, is create the notion of "groups" of zombies, animals, or survivors, which have some very basic AI simulated on the world map, that is only realized into actual herds/lairs/buildings once you're close enough. You should be able to realize that there's been giant bees raiding you recently, and that that means there has to be a new nest nearby, that wolves have wandered close, and probably have a lair, or find migrating ants on the way to establish a new colony. E.g. a combination of "dynamic environment" and "dynamic locations" to raid/cleautilize.
5.2. Procgen improvements First off, a small one: IMO, loot generation should be switched to first choosing an item or bundle of items, and then allocate it into containers, so that if a gunstore generates a 9mm firearm, it also generates a magazine for it, and a stack or two of 9mm ammo. It could also be used to create "types" of say restaurants, independent from the actual building.
Second off, rather than choosing a random building, IMO, there should be more instances of a part of a building being chosen randomly from a few variants with different layouts.
5.3. Challenge and combat. Needs to be toned way down in terms of vertical progression, albeit... one way in which lower-level enemies could stay relevant, would be to adopt a HP system like Exanima's, where you can take either "hard" damage(cutting/piercing/hard bashing), or "soft" that regenerates fast-ish on its own(absorbed by armor, glancing blows), so that even if your armor absorbs majority of damage, you still take some.
I think that doing this would make it possible to reduce zombie counts(which are annoying as hell), without sacrificing how dangerous they are.
In fact, I'd even go as far as say have soft/hard/critical damage, with the last being extremely difficult to heal, so that extremely high-end enemies like turrets, rather than killing you, instead cripple you for a while with really tough to heal critical-type damage.
I'm not gonna talk about nerfing vehicles, because I think that the need for that is very self-evident. Unless it's intended that you can roll through anything, anywhere, be it a chicken or a tank drone.
6. tl;dr/Summary Basically, the outline of my thoughts comes down to shifting the progression from a central measure of how strong your character is, to something both more open-ended, and touching upon more game mechanics than currently, as well as factoring the "inevitable" inheritance of a run into the core gameplay loop, in a way that makes sense in a roguelike context, and adding more depth - even if most of it would be utilized very little - to the crafting of items, bases, vehicles, and other objects. I would like to give the world around the survivor more relevance, and reasons to interact with it.
Currently, the game has incredible amounts of content, but the vast majority of it gives the player no reason to care about it, and what you care about reduces to a very one-dimensional measure of how far along you are - there's just skills, gear, and vehicles, and most of that is defined by which books you have access to. Instead of a "how does this content factor into my options?", you only ask yourself a binary "does it?"... and the answer is usually a no, especially as you get further in the game.
And that, is not only boring, but leads to the issue of power creep: Because there is only a single axis to progress on, to be relevant, content has to make you "stronger", and since all falls on that axis, the stronger you are, the less of the game is relevant to you. At some point once you know what to do, it's just a grind.
And I think that the game could do far better than that, if it focused on how many distinct things surviving entails, especially multiple humans coming together and the continuous process of adapting to the environment and utilizing the new, extradimensional objects and creatures. The world has essentially ended, with all its military might, you're supposed to be surviving in that world, not becoming its new God. And as long as the only goal is to "survive and increase your combat capability", every new addition and change to the game will do nothing towards guiding it towards becoming a better game.
Or, basically, the game needs to stop being about a single central measure of progression. Preparing yourself for the wintecold environments should be separate from preparing yourself for facing robots, which should be separate from surviving zombies, which in turn should be governed by a different metric of progression than maintaining a food supply, preparing for the worst(death of your character), tweaking your gear, and more of the game should be a process of continuous improvement, rather than ticking items off a checklist. Modular content would go a very far way in this respect, imo.
That's what I mean when I say the game has deep flaws that I think are unlikely to be corrected. And I know that my post is incoherent and at times extremely ambitious... I just... find it difficult to collect myself better than that. Please do not be too mean.
And if you have any questions, please ask me, I am confident in my ability to come up with, if not answers, then at least food for thought. I am well capable of coming up with less ambitious proposals than the stuff here, I just... idk, I had to dump the contents of my brain first.
I will do more thought on actual, more modest, change proposals as I continue my current run, and open a few issues, or make another megapost with a collection of the small things mainly.
Trading, psychology, and the benefits of Trading Bots.
| || | submitted by IMBA-Exchange to u/IMBA-Exchange [link] [comments]
Most beginners who open trading accounts on cryptocurrency exchanges and start independent trading, see only one goal — to earn as quickly as possible.
This is a big mistake. The fact is that trading on the stock exchange will only become truly profitable when it becomes a priority for the person who came to trading. As a rule, to combine trade with any other occupation and at the same time everywhere to succeed will not work.
Trading for a novice trader should be if not the main, then a very important and priority occupation. No need to wait for quick results.
Trading on the stock exchange — the same profession as a doctor, Builder or engineer. The only difference is that she can’t go to University. Just as one learns to be a Builder for five years, so it takes years to learn all the wisdom and secrets of the trade. Trading on the stock exchange is not a Stayer distance, it is a marathon. And the winner is the one who will find the courage to reach the end.
In addition, trade is very much changing a person, showing his qualities, which in everyday life he does not know. Over time, if a trader really wants to succeed in trading, he must completely rethink his life, change the system of values and look at many things, change himself.
Fear as a Component of Trading
The strongest emotion known to man is, of course, fear. What gives rise to the exchange’s fears? We can not predict the behavior of the market, and therefore fully control their money invested in its instruments. In addition to the unknown, when there is no understanding of how to safely get out of a predicament, we are afraid in advance of what traumatized us earlier. Because fear is so emotional, you need to surround yourself with the right facts to drive it away. We need to know for sure that our trading system should not generate more than three consecutive losing trades. Winners plan what to do if their trades fail.
So only a systematic approach will protect us from ourselves. That is why the investment rules written in the trading templates exist not only to communicate the best market opportunities but, more importantly, to protect us from our own internal “demons”.
Emotions in Trading
Seekers of strong emotions, adrenaline forget everything in pursuit of excitement. It follows that a novice investor, overtaken by the “adrenaline curse”, will trade at the slightest opportunity. Yet Dostoevsky, one of the most famous and avid players, said that for him the most acute feeling in life — to win money. The second most acute feeling is to lose them.
Paradoxically, few things give more pleasure than getting rid of the pain and torment of being in a losing trade. This creates a mental internal conflict. Awareness of losses brings “excitement” or a sense of exaltation, and our emotionality does not care what we pay for these experiences losses in the brokerage account. “Adrenaline curse” will drive us into the trade for thrills and extract them from there, regardless of the price.
Intuition on the Exchange
The mind of an intuitive investor tries to construct mental constructions of events. I will try to explain what mental construction is by the example of a chess player’s thinking. The grandmaster understands and remembers the position of each figure in terms of its mental constructions and relationships inherent in the arrangement of figures. The random arrangement of the figures does not fit into any of his mental constructs, and he cannot structure what he sees.
Market patterns on cryptocurrency charts compared to chess compositions include an excessive element of chaos so that they can be interpreted intuitively. Investors with intuition are able to achieve success with the help of” flair”, but this flair often leaves them. The intellect of the rational trader, on the contrary, is manifested in his ability to logically comprehend what is happening to him and to the reality around him and to make on this basis the simplest and most correct decision. Intuition is the ability of a person to penetrate into the essence of things not by reasoning or logical thinking, but by instantaneous, unconscious insight. This is the ability of a trader to “ see the market not with his mind but with his heart.” But, even with a highly developed intuition, you can not act on the market, using only it.This is the trap of intuitive trading — it is impossible to learn.
Fear of Taking Responsibility
What distinguishes successful traders from losers who lose money? First of all look at life. Most people are very passive.
If you ask people if they are happy with their lives, the answer is likely to be negative. On the question of who is to blame, I would say that the fault of the parents who have not given a good education, why now not get a good job; blame the employer who delays wages; blame the dollar, which is rising, then falling; to blame the President and the government who do not pay pensions, etc., In their troubles and problems most of the people blame anyone but themselves.
The same thing happens in the market because the exchange is a mirror of our life. Talk to the trader losing money, ask why he can’t make money in the market. He replied that the fault of the insiders, manipulators, blame the binary options broker too much Commission, to blame the neighbor who suggested the deal, which turned into a heavy loss. In other words, he himself would have been a millionaire long ago, but for a number of reasons, certainly beyond his control, until that happened.
If a person wants to achieve something-not just to lead a life, which are millions of ordinary people (every day to go to work, save five years for a car, twenty years for an apartment, etc.), and to live a full life, so that the financial issue went into the background, to work for fun, not for money, he needs to take responsibility for everything that happens in his life. A person needs to realize that the cause of everything that happens to him is himself.It is this view that allows you to succeed in life and in any business. And trade is no exception.
This is the way successful traders look at life. Once you realize that the cause of all your losses is yourself, and not some mythical manipulators, then the case will move forward.
In the age of digital technologies, when artificial intelligence develops, computer technologies improve, mankind creates various tools to facilitate their own life and everyday life.
If we pay attention to trading, then this direction is actively developing, getting new and unique tools. Since any trader (beginner or experienced specialist) is subject to emotions and various psychological factors, there are tools such as trading bots.
A trading robot (bot) is a program that has a certain algorithm. It buys or sells cryptocurrency assets, focusing on the situation in the market. The first trading robots appeared in 2012, and since then they have become more and more perfect. Currently, according to some estimates, 90% of short-term transactions are made either by bots or with their participation.
Bots are usually developed for specific trading platforms. Most cryptocurrency exchanges have an API, and they are generally positive about free auto trading within their platform.
In contrast to the positive attitude to exchange robots, exchanges often have a negative attitude to arbitration robots. On the rules of trade can be found in the official documentation of the exchange, and if there is no such information, the question can be asked directly to technical support.Some people wonder: is it possible to write your bot trader? This is not an easy option, which is suitable only for experienced programmers. After writing, bots are tested for a long time in the market, corrected numerous errors, corrected strategy.
A programmer can also write a bot based on someone else’s code. Some bots are open source, and anyone can find it on GitHub and modify it to fit their needs.
Buy a bot for trading cryptocurrency: there are inexpensive programs for trading (about $ 10
), and the cost of more high-quality and complex exceeds more than $ 200
and even $ 1000
. There is no maximum price limit for bots, top bots are written to order $ 1500
Users are usually offered a choice of several tariff plans for crypto bots, from economy to luxury. The inexpensive option includes the most basic trading algorithms, and the expensive one brings maximum profit and works on more complex algorithms. Arbitration bots are a more expensive exchange. Known cases when downloading the bot, people got on your computer virus-miner or virus-cipher, which encrypt all your personal files and demanded a ransom in bitcoin, usually in bitcoin. Naturally, after transferring the ransom to the specified wallet, no decryption of the files occurred.
Trading strategy of stock and arbitrage bots can be very simple, for example:- When the price of cryptocurrency decreases, you need to buy it.- If the price rises, it should be sold.- Or much more complicated. The algorithm can take into account historical data for the last time, indicators, navigate by signals. Quality bots analyze more than a hundred parameters when placing orders.
Some programs do not change the algorithm, and there are bots that can connect or configure additional parameters. This option is well suited for experienced traders who have their own preferences in the style of trading.
A standard bot can perform such actions:- To assess the market situation, to monitor the rate at a given period of time, to make a forecast. In manual trading, it can show signals to the trader.- Create buy or sell orders.- To report on the profit or loss received.
On the example of our IMBA-Exchange
, we came to the conclusion that we also need to provide an opportunity for each trader to use bots so that they can be in a comfortable trading environment.
Our exchange specialists are developing their own bot for cryptocurrency trading, which will be an excellent and convenient addition to every trader who wants to eliminate the psychological factor and seeks to get stable earnings without losing personal time.
******************************************************************************************************* IMBA-Exchange Metronix bot makes life easier for every investor.
For example, Ing. Michael Eder the CEO of IMBA-Exchange
, who has 10 years of experience in trading and the last 3 years in cryptocurrency trading, has firmly decided for himself that in the current realities trading on the exchange simply needs bots:
Throughout the time that I have been trading, I can confidently say that today trading bots are necessary for all traders as the main tool. No matter how long you are in exchange trading, but the nature of the person is designed so that under the influence of psychological factors, market conditions, etc. You still make mistakes and, as a result, this leads to financial losses.Our Metronix Trading Bot will help to solve these problems and eliminate negative consequences. A bot is a tool; it has no feelings. He performs a specific task for a given program and performs it almost unmistakably. The task of the trader is to monitor the situation on the market and correctly, as well as at the right time to configure your bot.
Stay with us, in front of you will find many interesting and new. Material developed by experts IMBA-Exchange
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