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MAME 0.222

MAME 0.222

MAME 0.222, the product of our May/June development cycle, is ready today, and it’s a very exciting release. There are lots of bug fixes, including some long-standing issues with classics like Bosconian and Gaplus, and missing pan/zoom effects in games on Seta hardware. Two more Nintendo LCD games are supported: the Panorama Screen version of Popeye, and the two-player Donkey Kong 3 Micro Vs. System. New versions of supported games include a review copy of DonPachi that allows the game to be paused for photography, and a version of the adult Qix game Gals Panic for the Taiwanese market.
Other advancements on the arcade side include audio circuitry emulation for 280-ZZZAP, and protection microcontroller emulation for Kick and Run and Captain Silver.
The GRiD Compass series were possibly the first rugged computers in the clamshell form factor, possibly best known for their use on NASA space shuttle missions in the 1980s. The initial model, the Compass 1101, is now usable in MAME. There are lots of improvements to the Tandy Color Computer drivers in this release, with better cartridge support being a theme. Acorn BBC series drivers now support Solidisk file system ROMs. Writing to IMD floppy images (popular for CP/M computers) is now supported, and a critical bug affecting writes to HFE disk images has been fixed. Software list additions include a collection of CDs for the SGI MIPS workstations.
There are several updates to Apple II emulation this month, including support for several accelerators, a new IWM floppy controller core, and support for using two memory cards simultaneously on the CFFA2. As usual, we’ve added the latest original software dumps and clean cracks to the software lists, including lots of educational titles.
Finally, the memory system has been optimised, yielding performance improvements in all emulated systems, you no longer need to avoid non-ASCII characters in paths when using the chdman tool, and jedutil supports more devices.
There were too many HyperScan RFID cards added to the software list to itemise them all here. You can read about all the updates in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page.

MAME Testers Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

submitted by cuavas to emulation [link] [comments]

MAME 0.222

MAME 0.222

MAME 0.222, the product of our May/June development cycle, is ready today, and it’s a very exciting release. There are lots of bug fixes, including some long-standing issues with classics like Bosconian and Gaplus, and missing pan/zoom effects in games on Seta hardware. Two more Nintendo LCD games are supported: the Panorama Screen version of Popeye, and the two-player Donkey Kong 3 Micro Vs. System. New versions of supported games include a review copy of DonPachi that allows the game to be paused for photography, and a version of the adult Qix game Gals Panic for the Taiwanese market.
Other advancements on the arcade side include audio circuitry emulation for 280-ZZZAP, and protection microcontroller emulation for Kick and Run and Captain Silver.
The GRiD Compass series were possibly the first rugged computers in the clamshell form factor, possibly best known for their use on NASA space shuttle missions in the 1980s. The initial model, the Compass 1101, is now usable in MAME. There are lots of improvements to the Tandy Color Computer drivers in this release, with better cartridge support being a theme. Acorn BBC series drivers now support Solidisk file system ROMs. Writing to IMD floppy images (popular for CP/M computers) is now supported, and a critical bug affecting writes to HFE disk images has been fixed. Software list additions include a collection of CDs for the SGI MIPS workstations.
There are several updates to Apple II emulation this month, including support for several accelerators, a new IWM floppy controller core, and support for using two memory cards simultaneously on the CFFA2. As usual, we’ve added the latest original software dumps and clean cracks to the software lists, including lots of educational titles.
Finally, the memory system has been optimised, yielding performance improvements in all emulated systems, you no longer need to avoid non-ASCII characters in paths when using the chdman tool, and jedutil supports more devices.
There were too many HyperScan RFID cards added to the software list to itemise them all here. You can read about all the updates in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page.

MAME Testers Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

submitted by cuavas to MAME [link] [comments]

MAME 0.222

MAME 0.222

MAME 0.222, the product of our May/June development cycle, is ready today, and it’s a very exciting release. There are lots of bug fixes, including some long-standing issues with classics like Bosconian and Gaplus, and missing pan/zoom effects in games on Seta hardware. Two more Nintendo LCD games are supported: the Panorama Screen version of Popeye, and the two-player Donkey Kong 3 Micro Vs. System. New versions of supported games include a review copy of DonPachi that allows the game to be paused for photography, and a version of the adult Qix game Gals Panic for the Taiwanese market.
Other advancements on the arcade side include audio circuitry emulation for 280-ZZZAP, and protection microcontroller emulation for Kick and Run and Captain Silver.
The GRiD Compass series were possibly the first rugged computers in the clamshell form factor, possibly best known for their use on NASA space shuttle missions in the 1980s. The initial model, the Compass 1101, is now usable in MAME. There are lots of improvements to the Tandy Color Computer drivers in this release, with better cartridge support being a theme. Acorn BBC series drivers now support Solidisk file system ROMs. Writing to IMD floppy images (popular for CP/M computers) is now supported, and a critical bug affecting writes to HFE disk images has been fixed. Software list additions include a collection of CDs for the SGI MIPS workstations.
There are several updates to Apple II emulation this month, including support for several accelerators, a new IWM floppy controller core, and support for using two memory cards simultaneously on the CFFA2. As usual, we’ve added the latest original software dumps and clean cracks to the software lists, including lots of educational titles.
Finally, the memory system has been optimised, yielding performance improvements in all emulated systems, you no longer need to avoid non-ASCII characters in paths when using the chdman tool, and jedutil supports more devices.
There were too many HyperScan RFID cards added to the software list to itemise them all here. You can read about all the updates in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page.

MAME Testers Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

submitted by cuavas to cade [link] [comments]

Factorio Multi Assembler

Factorio Multi Assembler
What do you want this factory to produce? Yes.
Multi Assembler in current multiplayer session

tl;dr;

I wanted to tinker around with the microcontroller mod and i "hate" the pre robotics gameplay when it comes to non bulk recipes (laser turrets, production buildings, specialized ammo...), handcrafting is slow, automation is tedious - so i engineered an factory design to produce virtually any recipe dynamically.

Demo Video

The production queue can be seen on the right with Q being the number of recipes queued at the moment.
https://streamable.com/ygnvs0

How does it work?

This screenshot provides an overview of the mostly vanilla proof of concept, only the microcontroller mod and the recipe combinator mod are required here.
Subsystem Overview
Resource provider
Source of raw resources (Iron, Wood...)
Multi Assembler
Dynamic assemblers with one microcontroller and two recipe combinators each, one reading the assemblers status, the other one setting the recipe delivered by the microcontroller, which in turn gets the recipe from the "wanted recipes" red signal network connecting the different subsystems.
Multi Assembler Microcontroller Code explained
  • See linked factorio forum post
Possible improvements / features
  • Avoid the "180 tick do while" and react to events instead, eg. inserter read hand content
  • Invert the sorting logic, removing the "set 2000" part in the code and making the red assembler network semantically more logical "the higher the signal the more i want this recipe"
Quirks and remarks
  • An mostly vanilla build as shown in the PoC above is not feasible for larger quantities, but should be possible if combined with techniques like sushi belting and increasing the initial delay of the "do while". This is not covered in the demo map as i am using the warehouse mod to work around this.
Recipe Logic
Defines what recipes can be produced based on the given resources and the recipes configured in the "production targets" constant combinators.In essence this subsystem will emit a constant signal of "1" for each recipe which a.) should and b.) can be produced to the red multi assembler network.
At the moment this subsystem is rather basic and can be improved upon (see quirks and remarks).
Recipe Logic Microcontroller Code (TOP) explained
  • See linked factorio forum post
Possible improvements / features
  • Add configurable recipe priorities aka "I want laser turrets before walls, and belts before everything else"
  • Better recipe priorities based on recipe complexity / production targets, "I want 5 assemblers to produce cables needed in bulk for circuits, while i only want one assembler at max producing power armor"
  • Possible solution: Calculate the priority based on the distance to the production target. The higher the difference between production target and in stock items, the lower the signal to the red multi assembler network.
Quirks and remarks
  • If intermediate products go missing or cannot be produced (say you manually provide blue circuits, and remove them again after an recipe with blue circuits was added to the production queue), the recipe will be stuck indefinitely in the production queue. In order to solve this, simply reset the cache combinator of this subsystem.
  • Items with large stack sizes may lead to problems if the steel chest contains less than (number of assemblers * item stack size + 1). That's because the assemblers will "eat up" all the resources of the steel chest, which in turn leads to the system thinking no resources of this type are available, and thus aborting the production.
  • Slow raw resource input or intermediate recipe production will lead to an slow flipping binary state of "I can produce this higher tier recipe" and "I no longer have enough resources for this recipe", ultimately this is a resource input problem, but it could be handled in a more graceful way for other queued recipes.
  • Depending on the setup, production targets are not hit exactly because of an production target evaluation delay when checking if the recipe should still be produced, in some cases this leads to overproduction.
Production Target Constant Combinators
Add the recipes you want the Multi Assembler to produce here. The quantity defines the production target.
Missing Resource Indicator
Will flash red if any resources required to produce an recipe are missing in the steel chest of the multi assembler.The missing resources are shown as positive values in the combinator to the right of the flashing light.
Production Queue Visualizer
Optional component, simply visualizes the amount of the currently queued recipes.

Download & Blueprints

See my post at https://forums.factorio.com/viewtopic.php?f=8&t=85141
I am new to reddit and couldn't figure out an way to post them here without adding way to many lines to this post, maybe someone can enlighten me if there is some kind of "single line code" option?
PS: I am not a native speaker, if you need clarification on some parts feel free to ask.
submitted by heximal2A to factorio [link] [comments]

Wow, I played a lot of really good games in 2019!

This took me longer than I intended, but I wanted to do my own write-up of all the games I beat in 2019, and I had a lot of fun remembering all of them - in fact, I was actually kind of surprised at how many of the games were really great experiences (though there were a few underwhelming ones, too). Since there are a lot, I categorized them by genre to try to make it a little easier to read. Some titles are hopefully familiar so you can also reminisce, but hopefully some new to you, too, that you'll be encouraged to play. So here goes nothing...

RPGs

Shooters

Large open world games

Side-scrollers

3D action/adventure

Point and click adventures

3D puzzle games

Stealth

Horrothrillemystery

Interactive movies

Walking sims

Visual novels

Mobile games

Freeware

So that's it for 2019! I think my main takeaway is that I need to play more RPGs for 2020, and I am kind of missing a good JRPG in particular, though sometimes those are hard to commit to because of the time involved. But I suppose it's not about the number of games we beat; it's about the amount of fun we have playing them, right? :)
submitted by connorcinnamonroll to patientgamers [link] [comments]

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