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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]

Unusually high CPU and GPU usage on YouTube (Firefox Nightly)

TLDR: So the fix for this, in my instance, was two parts. First was to install new drivers onto my computer. Second, and probably something I should have noticed myself, is that I should have set YouTube not to stream at 4K. Not terribly shocking to need 4x the GPU when processing 4x the data for an image compared to 720p
Hi all,
So, a few days ago I noticed that Firefox was using way more CPU and GPU resources on YouTube especially. On the same video, Vivaldi's GPU usage would hit about 8% then hover at 2.5% or so. Firefox would go to about 20%, and hover at about 5-10%. I wasn't entirely sure as to why this is happening. I tried turning off Hardware Acceleration, which didn't seem to do anything.
I used this video from Engineering Explained where Firefox's GPU usage was always over 20% in the first minute, while Vivaldi peaked at 15% for a moment, then went back down to 2.5%.
Hardware Specs: Intel i7-8705G 16GB RAM 512GB NVMe SSD Intel HD 630 (This is the GPU that gets used by Firefox) Radeon RX Vega M GL
Let me know if there's anything else I can provide!
Edit: Here is the about:support from my browser. I should note that I did try to remedy the issue by turning all add ons off, but that didn't do anything either.

Application Basics

Name: Firefox Version: 78.0a1 Build ID: 20200526213752 Distribution ID: Update Channel: nightly User Agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64; rv:78.0) Gecko/20100101 Firefox/78.0 OS: Windows_NT 10.0 Launcher Process: Enabled Multiprocess Windows: 1/1 Enabled by default Remote Processes: 18 Enterprise Policies: Inactive Google Location Service Key: Found Google Safebrowsing Key: Found Mozilla Location Service Key: Found Safe Mode: false

Crash Reports for the Last 3 Days

Nightly Features

Name: DoH Roll-Out Version: 1.3.0 ID: [email protected]
Name: Firefox Screenshots Version: 39.0.0 ID: [email protected]
Name: Form Autofill Version: 1.0 ID: [email protected]
Name: Web Compat Version: 11.0.0 ID: [email protected]
Name: WebCompat Reporter Version: 1.3.0 ID: [email protected]

Remote Processes

Type: Web Content Count: 1 / 8
Type: Isolated Web Content Count: 13
Type: Extension Count: 1
Type: Privileged About Count: 1
Type: GPU Count: 1
Type: Socket Count: 1

Extensions

Name: Amazon.com Version: 1.1 Enabled: true ID: [email protected]
Name: Bing Version: 1.1 Enabled: true ID: [email protected]
Name: DuckDuckGo Version: 1.0 Enabled: true ID: [email protected]
Name: eBay Version: 1.0 Enabled: true ID: [email protected]
Name: Google Version: 1.0 Enabled: true ID: [email protected]
Name: Grammarly for Firefox Version: 8.863.0 Enabled: true ID: [email protected]
Name: Honey Version: 12.1.1 Enabled: true ID: [email protected]
Name: HTTPS Everywhere Version: 2020.5.20 Enabled: true ID: [email protected]
Name: Twitter Version: 1.0 Enabled: true ID: [email protected]
Name: uBlock Origin Version: 1.27.6 Enabled: true ID: [email protected]
Name: Wikipedia (en) Version: 1.0 Enabled: true ID: [email protected]

Security Software

Type: Windows Defender Antivirus
Type: Windows Defender Antivirus
Type: Windows Firewall

Graphics

Features Compositing: WebRender Asynchronous Pan/Zoom: wheel input enabled; touch input enabled; scrollbar drag enabled; keyboard enabled; autoscroll enabled WebGL 1 Driver WSI Info: EGL_VENDOR: Google Inc. (adapter LUID: 000000000001278e) EGL_VERSION: 1.4 (ANGLE 2.1.0.eabf2a79aac3) EGL_EXTENSIONS: EGL_EXT_create_context_robustness EGL_ANGLE_d3d_share_handle_client_buffer EGL_ANGLE_d3d_texture_client_buffer EGL_ANGLE_surface_d3d_texture_2d_share_handle EGL_ANGLE_query_surface_pointer EGL_ANGLE_window_fixed_size EGL_ANGLE_keyed_mutex EGL_ANGLE_surface_orientation EGL_ANGLE_direct_composition EGL_NV_post_sub_buffer EGL_KHR_create_context EGL_EXT_device_query EGL_KHR_image EGL_KHR_image_base EGL_KHR_gl_texture_2D_image EGL_KHR_gl_texture_cubemap_image EGL_KHR_gl_renderbuffer_image EGL_KHR_get_all_proc_addresses EGL_KHR_stream EGL_KHR_stream_consumer_gltexture EGL_NV_stream_consumer_gltexture_yuv EGL_ANGLE_flexible_surface_compatibility EGL_ANGLE_stream_producer_d3d_texture EGL_ANGLE_create_context_webgl_compatibility EGL_CHROMIUM_create_context_bind_generates_resource EGL_CHROMIUM_sync_control EGL_EXT_pixel_format_float EGL_KHR_surfaceless_context EGL_ANGLE_display_texture_share_group EGL_ANGLE_create_context_client_arrays EGL_ANGLE_program_cache_control EGL_ANGLE_robust_resource_initialization EGL_ANGLE_create_context_extensions_enabled EGL_ANDROID_blob_cache EGL_ANDROID_recordable EGL_ANGLE_image_d3d11_texture EGL_ANGLE_create_context_backwards_compatible EGL_EXTENSIONS(nullptr): EGL_EXT_client_extensions EGL_EXT_platform_base EGL_EXT_platform_device EGL_ANGLE_platform_angle EGL_ANGLE_platform_angle_d3d EGL_ANGLE_device_creation EGL_ANGLE_device_creation_d3d11 EGL_ANGLE_experimental_present_path EGL_KHR_client_get_all_proc_addresses EGL_KHR_debug EGL_ANGLE_explicit_context EGL_ANGLE_feature_control WebGL 1 Driver Renderer: Google Inc. -- ANGLE (Intel(R) HD Graphics 630 Direct3D11 vs_5_0 ps_5_0) WebGL 1 Driver Version: OpenGL ES 2.0.0 (ANGLE 2.1.0.eabf2a79aac3) WebGL 1 Driver Extensions: GL_ANGLE_client_arrays GL_ANGLE_depth_texture GL_ANGLE_explicit_context GL_ANGLE_explicit_context_gles1 GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_lossy_etc_decode GL_ANGLE_memory_size GL_ANGLE_multi_draw GL_ANGLE_multiview_multisample GL_ANGLE_pack_reverse_row_order GL_ANGLE_program_cache_control GL_ANGLE_provoking_vertex GL_ANGLE_request_extension GL_ANGLE_robust_client_memory GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_CHROMIUM_bind_generates_resource GL_CHROMIUM_bind_uniform_location GL_CHROMIUM_color_buffer_float_rgb GL_CHROMIUM_color_buffer_float_rgba GL_CHROMIUM_copy_compressed_texture GL_CHROMIUM_copy_texture GL_CHROMIUM_lose_context GL_CHROMIUM_sync_query GL_EXT_blend_func_extended GL_EXT_blend_minmax GL_EXT_color_buffer_half_float GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_disjoint_timer_query GL_EXT_draw_buffers GL_EXT_float_blend GL_EXT_frag_depth GL_EXT_instanced_arrays GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_read_format_bgra GL_EXT_robustness GL_EXT_sRGB GL_EXT_shader_texture_lod GL_EXT_texture_compression_bptc GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc_srgb GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_rg GL_EXT_texture_storage GL_EXT_unpack_subimage GL_KHR_debug GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL_NV_EGL_stream_consumer_external GL_NV_fence GL_NV_pack_subimage GL_NV_pixel_buffer_object GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_depth24 GL_OES_depth32 GL_OES_element_index_uint GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_surfaceless_context GL_OES_texture_3D GL_OES_texture_border_clamp GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object OES_compressed_EAC_R11_signed_texture OES_compressed_EAC_R11_unsigned_texture OES_compressed_EAC_RG11_signed_texture OES_compressed_EAC_RG11_unsigned_texture OES_compressed_ETC2_RGB8_texture OES_compressed_ETC2_RGBA8_texture OES_compressed_ETC2_punchthroughA_RGBA8_texture OES_compressed_ETC2_punchthroughA_sRGB8_alpha_texture OES_compressed_ETC2_sRGB8_alpha8_texture OES_compressed_ETC2_sRGB8_texture WebGL 1 Extensions: ANGLE_instanced_arrays EXT_blend_minmax EXT_color_buffer_half_float EXT_float_blend EXT_frag_depth EXT_shader_texture_lod EXT_sRGB EXT_texture_compression_bptc EXT_texture_filter_anisotropic MOZ_debug OES_element_index_uint OES_standard_derivatives OES_texture_float OES_texture_float_linear OES_texture_half_float OES_texture_half_float_linear OES_vertex_array_object WEBGL_color_buffer_float WEBGL_compressed_texture_s3tc WEBGL_compressed_texture_s3tc_srgb WEBGL_debug_renderer_info WEBGL_debug_shaders WEBGL_depth_texture WEBGL_draw_buffers WEBGL_lose_context WebGL 2 Driver WSI Info: EGL_VENDOR: Google Inc. (adapter LUID: 000000000001278e) EGL_VERSION: 1.4 (ANGLE 2.1.0.eabf2a79aac3) EGL_EXTENSIONS: EGL_EXT_create_context_robustness EGL_ANGLE_d3d_share_handle_client_buffer EGL_ANGLE_d3d_texture_client_buffer EGL_ANGLE_surface_d3d_texture_2d_share_handle EGL_ANGLE_query_surface_pointer EGL_ANGLE_window_fixed_size EGL_ANGLE_keyed_mutex EGL_ANGLE_surface_orientation EGL_ANGLE_direct_composition EGL_NV_post_sub_buffer EGL_KHR_create_context EGL_EXT_device_query EGL_KHR_image EGL_KHR_image_base EGL_KHR_gl_texture_2D_image EGL_KHR_gl_texture_cubemap_image EGL_KHR_gl_renderbuffer_image EGL_KHR_get_all_proc_addresses EGL_KHR_stream EGL_KHR_stream_consumer_gltexture EGL_NV_stream_consumer_gltexture_yuv EGL_ANGLE_flexible_surface_compatibility EGL_ANGLE_stream_producer_d3d_texture EGL_ANGLE_create_context_webgl_compatibility EGL_CHROMIUM_create_context_bind_generates_resource EGL_CHROMIUM_sync_control EGL_EXT_pixel_format_float EGL_KHR_surfaceless_context EGL_ANGLE_display_texture_share_group EGL_ANGLE_create_context_client_arrays EGL_ANGLE_program_cache_control EGL_ANGLE_robust_resource_initialization EGL_ANGLE_create_context_extensions_enabled EGL_ANDROID_blob_cache EGL_ANDROID_recordable EGL_ANGLE_image_d3d11_texture EGL_ANGLE_create_context_backwards_compatible EGL_EXTENSIONS(nullptr): EGL_EXT_client_extensions EGL_EXT_platform_base EGL_EXT_platform_device EGL_ANGLE_platform_angle EGL_ANGLE_platform_angle_d3d EGL_ANGLE_device_creation EGL_ANGLE_device_creation_d3d11 EGL_ANGLE_experimental_present_path EGL_KHR_client_get_all_proc_addresses EGL_KHR_debug EGL_ANGLE_explicit_context EGL_ANGLE_feature_control WebGL 2 Driver Renderer: Google Inc. -- ANGLE (Intel(R) HD Graphics 630 Direct3D11 vs_5_0 ps_5_0) WebGL 2 Driver Version: OpenGL ES 3.0.0 (ANGLE 2.1.0.eabf2a79aac3) WebGL 2 Driver Extensions: GL_ANGLE_client_arrays GL_ANGLE_copy_texture_3d GL_ANGLE_depth_texture GL_ANGLE_explicit_context GL_ANGLE_explicit_context_gles1 GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_lossy_etc_decode GL_ANGLE_memory_size GL_ANGLE_multi_draw GL_ANGLE_multiview_multisample GL_ANGLE_pack_reverse_row_order GL_ANGLE_program_cache_control GL_ANGLE_provoking_vertex GL_ANGLE_request_extension GL_ANGLE_robust_client_memory GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ANGLE_texture_multisample GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_CHROMIUM_bind_generates_resource GL_CHROMIUM_bind_uniform_location GL_CHROMIUM_color_buffer_float_rgb GL_CHROMIUM_color_buffer_float_rgba GL_CHROMIUM_copy_compressed_texture GL_CHROMIUM_copy_texture GL_CHROMIUM_lose_context GL_CHROMIUM_sync_query GL_EXT_blend_func_extended GL_EXT_blend_minmax GL_EXT_color_buffer_float GL_EXT_color_buffer_half_float GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_disjoint_timer_query GL_EXT_draw_buffers GL_EXT_float_blend GL_EXT_frag_depth GL_EXT_instanced_arrays GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_read_format_bgra GL_EXT_robustness GL_EXT_sRGB GL_EXT_shader_texture_lod GL_EXT_texture_compression_bptc GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc_srgb GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_norm16 GL_EXT_texture_rg GL_EXT_texture_storage GL_EXT_unpack_subimage GL_KHR_debug GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL_NV_EGL_stream_consumer_external GL_NV_fence GL_NV_pack_subimage GL_NV_pixel_buffer_object GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_EGL_image_external_essl3 GL_OES_depth24 GL_OES_depth32 GL_OES_element_index_uint GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_surfaceless_context GL_OES_texture_3D GL_OES_texture_border_clamp GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OVR_multiview GL_OVR_multiview2 OES_compressed_EAC_R11_signed_texture OES_compressed_EAC_R11_unsigned_texture OES_compressed_EAC_RG11_signed_texture OES_compressed_EAC_RG11_unsigned_texture OES_compressed_ETC2_RGB8_texture OES_compressed_ETC2_RGBA8_texture OES_compressed_ETC2_punchthroughA_RGBA8_texture OES_compressed_ETC2_punchthroughA_sRGB8_alpha_texture OES_compressed_ETC2_sRGB8_alpha8_texture OES_compressed_ETC2_sRGB8_texture WebGL 2 Extensions: EXT_color_buffer_float EXT_float_blend EXT_texture_compression_bptc EXT_texture_filter_anisotropic MOZ_debug OES_texture_float_linear OVR_multiview2 WEBGL_compressed_texture_s3tc WEBGL_compressed_texture_s3tc_srgb WEBGL_debug_renderer_info WEBGL_debug_shaders WEBGL_lose_context Direct2D: true Uses Tiling (Content): true Off Main Thread Painting Enabled: true Off Main Thread Painting Worker Count: 4 Target Frame Rate: 60 DirectWrite: true (10.0.17763.1217) GPU #1 Active: Yes Description: Intel(R) HD Graphics 630 Vendor ID: 0x8086 Device ID: 0x591b Driver Version: 25.20.100.6583 Driver Date: 4-12-2019 Drivers: igdumdim64 igd10iumd64 igd10iumd64 igd12umd64 igdumdim32 igd10iumd32 igd10iumd32 igd12umd32 Subsys ID: 080d1028 RAM: 0 GPU #2 Active: No Description: Radeon RX Vega M GL Graphics Vendor ID: 0x1002 Device ID: 0x694e Driver Version: 25.20.15002.58 Driver Date: 12-6-2018 Drivers: aticfx64 aticfx64 aticfx64 amdxc64 aticfx32 aticfx32 aticfx32 amdxc32 atiumd64 atidxx64 atidxx64 atiumdag atidxx32 atidxx32 atiumdva atiumd6a Subsys ID: 0000000c RAM: 4096 Diagnostics AzureCanvasBackend: direct2d 1.1 AzureCanvasBackend (UI Process): skia AzureContentBackend: skia AzureContentBackend (UI Process): skia AzureFallbackCanvasBackend (UI Process): none CMSOutputProfile: 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Display0: [email protected] DisplayCount: 1 GPUProcessPid: 15656 GPUProcess: Terminate GPU Process Device Reset: Trigger Device Reset ClearType Parameters: Gamma: 1.8 Pixel Structure: RGB ClearType Level: 100 Enhanced Contrast: 50 Decision Log HW_COMPOSITING: available by default D3D11_COMPOSITING: available by default DIRECT2D: available by default D3D11_HW_ANGLE: available by default GPU_PROCESS: available by default WEBRENDER: opt-in by default: WebRender is an opt-in feature available by user: Qualified enabled by pref WEBRENDER_QUALIFIED: available by default WEBRENDER_COMPOSITOR: available by default WEBRENDER_PARTIAL: available by default WEBRENDER_ANGLE: opt-in by default: WebRender ANGLE is an opt-in feature available by user: Enabled WEBRENDER_DCOMP_PRESENT: opt-in by default: WebRender DirectComposition is an opt-in feature available by user: Enabled OMTP: available by default ADVANCED_LAYERS: available by default blocked by env: Blocked from fallback candidate by WebRender usage WEBGPU: disabled by default: Disabled by default

Media

Audio Backend: wasapi Max Channels: 2 Preferred Sample Rate: 48000 Output Devices Name: Group Headphones (High Definition Audio Device): Speakers (High Definition Audio Device): Speakers/Headphones (Realtek(R) Audio): INTELAUDIO\FUNC_01&VEN_10EC&DEV_0299&SUBSYS_1028080D&REV_1000\4&566e4e0&3&0001 Speakers/Headphones (Realtek(R) Audio): INTELAUDIO\FUNC_01&VEN_10EC&DEV_0299&SUBSYS_1028080D&REV_1000\4&566e4e0&3&0001 : Headphones (LG HBS820S Stereo): BTHENUM{0000110b-0000-1000-8000-00805f9b34fb}_VID&00000000_PID&0000\7&2dc50fc3&0&B8AD3EFD6601_C00000000 Headset (LG HBS820S Hands-Free): BTHHFENUM\BthHFPAudio\8&13a9352e&0&97 Input Devices Name: Group : Microphone (High Definition Audio Device): Microphone Array (Realtek(R) Audio): INTELAUDIO\FUNC_01&VEN_10EC&DEV_0299&SUBSYS_1028080D&REV_1000\4&566e4e0&3&0001 Internal AUX Jack (High Definition Audio Device): Headset (LG HBS820S Hands-Free): BTHHFENUM\BthHFPAudio\8&13a9352e&0&97 Stereo Mix (Realtek(R) Audio): INTELAUDIO\FUNC_01&VEN_10EC&DEV_0299&SUBSYS_1028080D&REV_1000\4&566e4e0&3&0001 Microphone Array (Realtek(R) Audio): INTELAUDIO\FUNC_01&VEN_10EC&DEV_0299&SUBSYS_1028080D&REV_1000\4&566e4e0&3&0001 Microphone (HD Pro Webcam C920): USB\VID_046D&PID_082D&MI_02\6&246d97e&0&0002 Microphone (Realtek(R) Audio): INTELAUDIO\FUNC_01&VEN_10EC&DEV_0299&SUBSYS_1028080D&REV_1000\4&566e4e0&3&0001 Media Capabilities Enumerate database

Important Modified Preferences

accessibility.typeaheadfind.flashBar: 0 browser.cache.disk.amount_written: 1149263 browser.cache.disk.capacity: 1048576 browser.cache.disk.filesystem_reported: 1 browser.cache.disk.hashstats_reported: 1 browser.cache.disk.smart_size.first_run: false browser.cache.disk.telemetry_report_ID: 327 browser.contentblocking.category: standard browser.places.smartBookmarksVersion: 8 browser.search.region: US browser.search.useDBForOrder: true browser.sessionstore.upgradeBackup.latestBuildID: 20200526213752 browser.sessionstore.warnOnQuit: true browser.startup.homepage: https://defaultsearch.co/homepage?hp=1&pId=BT170603&iDate=2020-04-29 12:03:43&bName=&bitmask=0600 browser.startup.homepage_override.buildID: 20200526213752 browser.startup.homepage_override.mstone: 78.0a1 browser.startup.page: 3 browser.urlbar.placeholderName: Google browser.urlbar.placeholderName.private: DuckDuckGo browser.urlbar.searchTips.onboard.shownCount: 4 browser.urlbar.searchTips.shownCount: 4 browser.urlbar.timesBeforeHidingSuggestionsHint: 0 browser.urlbar.tipShownCount.searchTip_onboard: 4 dom.forms.autocomplete.formautofill: true dom.push.userAgentID: d9f895026f1445a592b511d8bdc41951 extensions.formautofill.creditCards.used: 2 extensions.formautofill.firstTimeUse: false extensions.lastAppVersion: 78.0a1 fission.autostart: true font.internaluseonly.changed: true gfx.crash-guard.status.wmfvpxvideo: 2 gfx.crash-guard.wmfvpxvideo.appVersion: 78.0a1 gfx.crash-guard.wmfvpxvideo.deviceID: 0x591b gfx.crash-guard.wmfvpxvideo.driverVersion: 25.20.100.6583 idle.lastDailyNotification: 1590518645 layers.mlgpu.sanity-test-failed: true media.benchmark.vp9.fps: 218 media.benchmark.vp9.versioncheck: 5 media.gmp-gmpopenh264.abi: x86_64-msvc-x64 media.gmp-gmpopenh264.lastUpdate: 1571369277 media.gmp-gmpopenh264.version: 1.8.1.1 media.gmp-manager.buildID: 20200526213752 media.gmp-manager.lastCheck: 1590549547 media.gmp-widevinecdm.abi: x86_64-msvc-x64 media.gmp-widevinecdm.lastUpdate: 1576215038 media.gmp-widevinecdm.version: 4.10.1582.2 media.gmp.storage.version.observed: 1 media.hardware-video-decoding.failed: false media.hardwaremediakeys.enabled: false network.cookie.prefsMigrated: true network.dns.disablePrefetch: true network.http.speculative-parallel-limit: 0 network.predictor.cleaned-up: true network.predictor.enabled: false network.prefetch-next: false places.database.lastMaintenance: 1590344902 places.history.expiration.transient_current_max_pages: 142988 plugin.disable_full_page_plugin_for_types: application/pdf privacy.purge_trackers.date_in_cookie_database: 0 privacy.sanitize.pending: [{"id":"newtab-container","itemsToClear":[],"options":{}}] privacy.socialtracking.notification.counter: 1 privacy.socialtracking.notification.enabled: false privacy.socialtracking.notification.lastShown: 1565913521227 security.remote_settings.crlite_filters.checked: 1590504902 security.remote_settings.intermediates.checked: 1590504902 security.sandbox.content.tempDirSuffix: {16c414bc-c85a-4ded-b155-040e5adac549} security.sandbox.plugin.tempDirSuffix: {186f0c18-7ebb-4d10-96e5-975ec79ea26d} security.tls.version.enable-deprecated: true services.sync.declinedEngines: services.sync.engine.addresses.available: true signon.importedFromSqlite: true storage.vacuum.last.index: 1 storage.vacuum.last.places.sqlite: 1589728394 ui.osk.debug.keyboardDisplayReason: IKPOS: Keyboard presence confirmed.

Important Locked Preferences

dom.ipc.processCount.webIsolated: 1

Places Database

Accessibility

Activated: true Prevent Accessibility: 0 Accessible Handler Used: true Accessibility Instantiator: UNKNOWN|

Library Versions

NSPR Expected minimum version: 4.25 Version in use: 4.25
NSS Expected minimum version: 3.53 Beta Version in use: 3.53 Beta
NSSSMIME Expected minimum version: 3.53 Beta Version in use: 3.53 Beta
NSSSSL Expected minimum version: 3.53 Beta Version in use: 3.53 Beta
NSSUTIL Expected minimum version: 3.53 Beta Version in use: 3.53 Beta

Sandbox

Content Process Sandbox Level: 6 Effective Content Process Sandbox Level: 6

Startup Cache

Disk Cache Path: C:\Users\Daniel Chuchra\AppData\Local\Mozilla\Firefox\Profiles\dmz3ad06.default\startupCache\startupCache.8.little Ignore Disk Cache: false Found Disk Cache on Init: true Wrote to Disk Cache: true

Internationalization & Localization

Application Settings Requested Locales: ["en-US"] Available Locales: ["en-US"] App Locales: ["en-US"] Regional Preferences: ["en-US"] Default Locale: "en-US" Operating System System Locales: ["en-US"] Regional Preferences: ["en-US"]

Remote Debugging (Chromium Protocol)

Accepting Connections: false URL:
submitted by TheGhzGuy to firefox [link] [comments]

Ambrosia and Registration

Now that Ambrosia is gone, new registrations are no longer possible, and due to their expiring codes, using legitimate license keys has become difficult. We may hope to see a few of their games revived in the future but at present, only the original releases are available. Perhaps this case study on Ambrosia's registration algorithms will be useful to some.

The Old System

In their earliest days, ASW didn't require registration, but they eventually began locking core features away behind codes. All of their classic titles use the original algorithm by Andrew Welch.
Given a licensee name, number of copies, and game name, the code generator runs through two loops. The first loop iterates over each letter of the capitalized licensee name, adding the ASCII representation of that letter with the number of copies and then rotating the resulting bits. The second loop repeats that operation, only using the game's name instead of the license holder's name.
Beginning with Mars Rising, later games added a step to these loops: XOR the current code with the common hex string $DEADBEEF. However, the rest of the algorithm remained essentially unchanged.
The resulting 32 bits are converted into a text registration code by adding the ASCII offset of $41 to each hex digit. This maps the 32-bit string into 8 characters, but due to the limit of a hex digit to only encode 16 values, codes only contain letters from the first 16 of the alphabet.
The following chart shows an example using a well-known hacked code for Slithereens.
 Iteration 1 ('A' in ANONYMOUS) Name: Anonymous Code = $0 + $41 Number: 100 (hex: $64) -> << 6 ... -> Code = $FD53 FFA0 Game: Slithereens + $64 ^ $DEAD BEEF >> 1 Add $41 to each digit: Registration -> $41 + $F = $50 = P -> Reverse string -> ------------ $41 + $D = $4E = N | AKPPDFNP | ... ------------ 
Here is a Python implementation of the v1 system: aswreg_v1.py
Once you have the bitstring module installed via sudo pip install bitstring, you can test the output yourself with python aswreg_v1.py "Anonymous" 100 "Slithereens".

The New System

As Ambrosia's Matt Slot explains, the old system continued to allow a lot of piracy, so in the early 2000's they decided to switch to a more challenging registration system. This new method was based on polynomial hashing and included a timestamp so that codes could be expired and renewed. Ambrosia now had better control over code distribution, but they assumed their renewal server would never be shut down...
They also took more aggressive steps to reduce key sharing. The registration app checks against a list of blacklisted codes, and if found to be using one, the number of licenses is internally perturbed so that subsequent calculations fail. To combat tampering, your own information can get locally blacklisted in a similar manner if too many failed attempts occur, at least until the license file is deleted. Furthermore, the app attempts to verify the system time via a remote time server to minimize registration by changing the computer's clock.
You can disable the internet connection, set the clock back, and enter codes. There's also a renewal bot for EV: Nova. But let us look at the algorithm more closely.

64-bit Codes

The first noticeable difference is that registration codes in v2 are now 12 digits, containing both letters and numbers. This is due to a move from a 32-bit internal code to a 64-bit one. Rather than add an ASCII offset to hex digits, every letter or number in a new registration code has a direct mapping to a chunk of 5 bits. Using 5 bits per digit supports up to 32 values, or almost all letters of the alphabet and digits up to 9 (O, I, 0, and 1 were excluded given their visual similarities).
The resulting 64 bits (really only 60 because the upper 4 are unused: 12 digits * 5 bits each = 60) are a combination of two other hashes XOR'd together. This is a notable change from v1 because it only used the registration code to verify against the hashing algorithm. Only the licensee name, number of copies, and game name were really used. In v2, the registration code is itself a hash which contains important information like a code's timestamp.

Two Hashes

To extract such information from the registration code, we must reverse the XOR operation and split out the two hashes which were combined. Fortunately, XOR is reversible, and we can compute one of the hashes. The first hash, which I'll call the userkey, is actually quite similar to v1's algorithm. It loops through the licensee name, adding the ASCII value, number of copies, and shifting bits. This is repeated with the game name. An important change is including multiplication by a factor based on the string size.
The second hash, which I'll call the basekey, is the secret sauce of v2; it's what you pay Ambrosia to generate when registering a product. It is not computed by the registration app, but there are several properties by which it must be validated.
The chart below visualizes the relationships among the various hashes, using the well-known "Barbara Kloeppel" code for EV: Nova.
 TEXTCODE: ------------------ | L4B5-9HJ5-P3NB | ------------------ HASH1 (userkey): | calculated from licensee name, | copies, and game name BINCODE: ---------------------- 5 bits per character, /-> | 0x0902f8932acce305 | plus factors & rotation / ---------------------- ---------------------- / | 0x0008ecc1c2ee5e00 | <-- XOR ---------------------- \ \ ---------------------- \-> | 0x090a1452e822bd05 | ---------------------- HASH2 (basekey): generated by Ambrosia, extracted via XOR 

The Basekey

The basekey is where we must handle timestamps and several validation checks. Consider the binary representation of the sample 0x090a1452e822bd05:
binary basekey (above) and indices for reference (below): 0000 1001 0000 1010 0001 0100 0101 0010 1110 1000 0010 0010 1011 1101 0000 0101 b0 b3 b7 b11 b15 b19 b23 b27 b31 b35 b39 b43 b47 b51 b55 b59 b63 

Timestamps

Timestamp are encoded as a single byte comprised of bits indexed at b56,51,42,37,28,23,14,9 from the basekey. In this example, the timestamp is 01100010 or 0x62 or 98.
The timestamp represents the number of fortnights that have passed since Christmas Day, 2000 Eastern time, modulo 256 to fit in one byte. For example, 98 fortnights places the code at approximately October 2004.
Stored as a single byte, there are 256 unique timestamps. This is 512 weeks or about 10 years. Yes, this means that a code's validity rotates approximately once every decade.
After the code's timestamp is read, it is subtracted from the current timestamp (generated from the system clock or network time server if available). The difference must be less than 2, so codes are valid for 4 weeks or about a month at a time.
Of note, Pillars of Garendall has a bug in which the modulo is not taken correctly, so the timestamp corresponding to 0xFF is valid without expiry.

Validity Check

The last three bits, b60-63, contain the sum of all other 3-bit chunks in the basekey, modulo 7. Without the correct number in these bits, the result will be considered invalid.
To this point, we have covered sufficient material to renew licenses. The timestamp can be changed, the last three bits updated, the result XOR'd with the userkey, and finally, the code converted from binary to text.

Factors for Basekey Generation

I was next curious about code generation. For the purposes of this write-up, I have not fully reverse engineered the basekey, only duplicated the aspects which are used for validation. This yields functional keys, just not genuine ones. If the authors of the EV: Nova renewal bot have fully reversed the algorithm, perhaps they will one day share the steps to genuine basekey creation.
One aspect validated by the registration app is that the licensee name, number, and game name can be modified to yield a set of base factors. These are then multiplied by some number and written into the basekey. We do not need the whole algorithm; we simply must check that the corresponding regions in the basekey are multiples of the appropriate factors.
The regions of note in the basekey are f1 = b5-9,47-51,33-37,19-23, f2 = b43-47,29-33,15-19,57-61, and f3 = b24-28,10-14,52-56,38-42. The top 5 bits and f3 are never actually checked, so they can be ignored.
Considering f1 and f2, the values in the sample basekey are 0x25DA and 0x1500, respectively. The base factors are 0x26 and 0x1C, which are multiples by 0xFF and 0xC0, respectively.
Rather than analyze the code in detail, I wrote a small script to translate over the disassembled PPC to Python wholesale. It is sufficient for generating keys to EV: Nova, using the perfectly-valid multiple of 1x, but I have found it fails for other v2 products.

Scripts

Here is a Python implementation for v2: aswreg_v2.py and aswreg_v2core.py
With bitstring installed, you can renew codes like python aswreg_v2.py renew "L4B5-9HJ5-P3NB" "Barbara Kloeppel" 1 "EV Nova" (just sample syntax, blacklisted codes will still fail in the app). There's also a function to check a code's timestamp with date or create a new license with generate.
As earlier cautioned, generating basekeys relies on code copied from disassembled PPC and will likely not work outside EV: Nova. In my tests with other v2 products, all essential parts of the algorithm remain the same, even the regions of the basekey which are checked as multiples of the factors. What differs is the actual calculation of base factors. Recall that these keys were created by Ambrosia outside the local registration system, so the only options are to copy the necessary chunks of code to make passable factors for each product or to fully reverse engineer the basekey algorithm. I've no doubt the factors are an easy computation once you know the algorithm, but code generation becomes less critical when renewal is an option for other games. I leave it to the authors of the Zeus renewal bot if they know how to find these factors more generally.
To renew codes for other games, keep in mind the name must be correct. For instance, Pillars of Garendall is called "Garendall" internally. You can find a game's name by typing a gibberish license in the registration app and seeing what file is created in Preferences. It should be of the form License.
Finally, a couple disclaimers: I have only tested with a handful of keys, so my interpretations and implementations may not be completely correct. YMMV. Furthermore, these code snippets are posted as an interesting case study about how a defunct company once chose to combat software piracy, not to promote piracy. Had Ambrosia remained operational, I'm sure we would have seen a v3 registration system or a move to online-based play as so many other games are doing today, but I hope this has been helpful for those who still wish to revisit their favorite Ambrosia classics.
submitted by asw_anon to evnova [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]

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