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Two-Man Mystery Hunt: Birthday Bash (Update 13)


"It's all downhill from here! Only 24 more to go!" - the original Pokérap, quoted verbatim at some point this week
The finish line is very clearly in sight for us now. We have access to everything, and most of the metas have been taken down.
The title isn't because we've interacted with Your Birthday Town this week (though it's a very unsubtle reminder that the topic is still open.) It's Syntax's birthday today, and writing may be a little difficult because I've been very busy with both that and other things. If the edits come in slowly, that's why.
There is good news, though! We have more than enough solves for a write-up this week!
Not a fan of good news? I can give some bad news! We have four backsolves in limbo among those, which feels mildly sketchy to me. High quantity, low quality.
Your mileage may vary with this write-up. First, though, some tales.

Tales of a Busier-than-Expected Shire

A Tale About Touring the Nation

"Syntax said that the worst kind of mistake is when you dismiss the right answer while chasing something else." - last week's post for Getting Digits
We solved the Arbor-Bloomsday meta this week, so we looked at what was actually supposed to happen here. The solving statistics implied that it wasn't too complicated. It was a classic example of that type of mistake.
Originally, we had three tours because our states weren't quite right. We corrected that to be just two tours. Then, we assumed that we needed to correct that to be just one tour. The second tour would be something about the grid from The Nation.
Now, in reality, the shorter tour being separated was very important. Since we already had made an obvious mistake that caused us to have multiple cycles, though, it never occurred to us that the shorter tour should have been there at all. We found nearly every way to overlap the grids, to pull states from the Nation's grid, to pull state abbreviations from either grid, and to guess seven-letter answers that were vaguely on-topic.
To all of you who were wondering why this was impossibly stuck for us on the last step, here it is.

A Tale About Furious Fellows

Last week, I briefly mentioned that Rose Garden got solved without us realizing that the puzzle was about basketball. I've since realized that the Thanksgiving-Presidents' Day meta was solved with us being aware of the turkey-pardoning tradition but never looking up the names of the turkeys. Oops.
Furious Fellows has probably been, by far, the worst example of this to date. I didn't know that Mad Men was involved with this puzzle at all until we got to look at the solution. Neither did Syntax. We had a lot of laughs as we saw the intended solution path-- we jumped on at the last step after identifying the most obvious two clips and the extraction method. There wasn't much "we need to figure out the rest of these" and a lot of "this ends with 'beads' and that probably should be 'beans'."
I'm surprised at how creative a lot of these designs can be, and reading the solution guides can be quite exciting when we get to finally see what we were doing. In a lot of cases, the solution guides have told me a lot more about individual Setec members' puzzle-writing styles than the puzzles themselves. In a few other places, there's been some pretty good behind-the-scenes bonus content.

A Retrospective on Presidents' Day

This is our fourth round that we've completely cleared. I mostly said negative things about Christmas (apologies to the puzzle authors and Santa for the unfortunate structuring) and a lot of positive things about Halloween and Arbor Day.
This is a little different. I'd say that our experience in Presidents' Day was average to above-average. Meanwhile, this is Syntax's definitive favorite round of the Hunt.
There's a lot to like in Presidents' Day. This was the first round where the designs were not dominated by traditional puzzle types. (Thanksgiving came close, but felt like it incorporated a lot of identifying-sorting-indexing pieces and Mystery Hunt traditions. We also didn't get any food for it.) The ones that were traditional were quick, and a couple (like Peripathetic) go into design space that's popular elsewhere but underutilized in puzzlehunts. The weird ones were almost always memorable-- No Shirt still gets quoted, and Running For Office seems like it would be really fun if it weren't incredibly difficult. The technical puzzles here felt like some of the best ones I've seen for the Hunt, even with our personal difficulties with State Machine. We still point to The Bill as something that we can't really compare to anything else we've seen, but it's been one of our favorites this year (well, it's an identify-sort-sort-sort-sort-sort-sort-sort-sort...)
I think that the part that makes it blend into the other rounds for me is that most of the puzzles went extremely fast as soon as we knew what we were doing. The crosswords and Compromised were basically never open questions, and a majority of the puzzles here were done in a single sitting. The ones where we got stuck had felt like some of the more questionable sticking points (such as managing to do the steps out-of-order in The Bill, or "right idea, minor error" in State Machine being basically indistinguishable from "wrong idea, implemented correctly.")
This was the first holiday where I was impressed with the flavor. You managed to make everything fit the theme of Presidents' Day in different ways, despite there being basically no traditions that I associate with it. Running for Office was probably my favorite use of the theme, and the flavor texts of No Shirt and Turtle Power! highlighted some easily-ignored parts of the holiday.
Overall, good work! I'm excited to get through the rest of the holidays and see what stands out to me.
(If Syntax did the write-ups, here's where he'd say something extremely positive.)

Puzzle-Specific Notes (Solved)

Compass and Straightedge

Oooh, constructions!
While I figured out that there were six tangent points between the circles, it never occurred to me what the straightedge should have been used for. The width of the ruler on the page was the same as the width of the transparencies, which caused me to fumble around for hours overlaying them onto the map to no avail.
Syntax ignored the constructions and realized that the third and fourth transparencies' shapes gave a huge clue as to how they should line up. I didn't remember that there was a specific font that was used in 3-by-3 pixel grids. After we lined everything up properly, the rest of the puzzle wasn't trivial, though. We kept trying to construct sets of things (we have one deadly sin, two heavenly virtues, a few continents...) and not understanding what we were doing wrong.
Looking up what "mechanical work" and "productive work" could be was the last clue that we needed. The flavor text sounded vaguely like a Golden Compass reference to me, but it seemed out-of-place until the last step. Luckily, I'd grabbed a list of symbols that were in the correct order for the puzzle.
We solved the Holi-Pi Day meta, so I got to look at what the numbers on the ruler meant, and what exactly we were supposed to do with the top information. It ended up being completely extraneous to post-Hunt attempts at this. The puzzle might have gotten harder because that step wasn't necessary for us, since the positions of the circles felt like something we could potentially have needed.

Bloom Filter

"Reddit is only letting us post a few words today. I've gotten it to accept, in no particular order: Osiris, Baby It's Alright, Digg, Petrucci, Horus, Ra, Dominici, Tonight, Steal Away, Facebook, Tumblr, ..." - Syntax, last week, probably
Last week's writeup was hard to get Reddit to accept. The most likely explanation was that the rejection was a product of a number of factors; the last change that I made was removing the phone number from the section of Getting Digits. There are still a bunch of places where it's poorly written, and there are a handful of times where I obviously changed things to get around the filter and left those changes in.
Of course, that taught me a lot about Bloom Filter. At least I'd like to think it did.
It was obvious for a while that we needed 16 specific words that failed the filter. It was tossed around that we'd probably want an A word, a B word, and so on (or potentially other objects with an obvious ordering to them.) At one point, I thought that "jasmine" was a special word because the only pattern I saw was the Aladdin characters. Syntax liked the word "aster", because all of its anagrams were in.
It took a long time for me to see any of the other groups. Part of that was because we were too busy seeing if the filter grid on the page could be used to construct a diagramless crossword; part of it was that it took a while for us to get every word, even with several dictionaries. Syntax came up with a way to demonstrate if we had everything or not while giving virtually no more information about the puzzle, which ended up being a godsend.
"All the words that are allowed are "real" "words", most are "pretty familiar", and "most" should be "included" on even a "modest list" of "English" "words"." - puzzle solution page, slightly edited for accuracy
When I looked at this after spending a bunch of time trying to figure out which words Reddit liked, the patterns started to seem obvious. I wanted a word ending in "nation", a car manufacturer, something with all the letters in "firebase" minus one, and a bunch of other things. The way I've talked about certain legal words before should have given this part away immediately (why do we have "chorine" and not "chlorine"?)
They weren't always too apparent, though. I grouped Firebase with all of the words that I've only used in a programming context before realizing that I was supposed to list only Javascript engines. "Cocktail" is an eight-letter word with a four-letter bird that doesn't count as one in the puzzle. And several of the categories were difficult to distinguish for me due to lack of exposure. (I don't generally pay attention to who played what in which movie very much, and I never saw LOST or read The Hunger Games.) I also had non-bloom extra members for a good number of the categories before I realized that I was supposed to add a flower to everything-- for example, I quickly thought of "faeries" as a word in the transdeletion sequence instead of "freesia". It was usually very easy to think of the correct members for nearly every category once I realized that it was both a Bloom filter and a bloom filter, though.
I'm guessing that a lot of people called in "NIKE" at the end, because I'm sure we did. Either way, the swoosh goosed a lot of ideas about which answers could feed the wheel, since this obviously didn't go into one of the rows for the Pi Day circle.

Arbor Day-Bloomsday Meta

While it was clear how we should fill the wheel in this, everything else about this meta had us stuck for a long time.
Completing VA-AR and seeing AR-PI made it dead obvious which answers were left to feed this, and I accidentally saw that we had nearly every letter of the alphabet among our answers in a misguided attempt to backsolve Touring the Nation a few weeks ago. Syntax filled in the whole wheel, and we were patient.
Once the Bloomsday answers started coming in, we thought it would be obvious which answers would feed the wheel, since it needed a bunch of 6-8 letter words which had a lot of different consonants in them. That's when the fun started.
Of the first several answers that we got from Bloomsday, all of them looked way too long to put in the wheel except for "quartz", which was a pretty obvious plant for a Q and a Z. At some point, I figured out that PI-BL wanted answers that were the same lengths as the rows, which made it easy to exclude "ACE" when we found it. However, I kept having problems arising from not wanting the seven-letter Bloomsday answers while Syntax was trying to fit them in the wheel. Meanwhile, I kept using "BELIEVING" on the Pi Day side, and it took a long time to figure out that it wasn't supposed to go there. "MINI USB" and "UKULELE" both looked like they were contrived to have certain letters in them, and they took forever to rule out.
Bloom Filter gave us SWOOSH, which was key to solving this. It let us prove what was in the meta with a very short list of potential words for the missing answer (which was immediately backsolved for.)
Figuring out what to do with the wheels took a couple of hours, since we assumed that you all made up a new cipher for the Mystery Hunt. Finding the Chaocipher was trivial with the abundance of references to it in the flavor text, but the possibility of it existing didn't occur to us until the wheels were completely full.
We assumed that getting this would somehow cause us to immediately understand what was going on in PI-BL, but alas.

Standardized Mess

As I mentioned above, we backsolved something in the process of solving the Arbor-Bloomsday meta. This was that something. We now have several puzzles that we've deemed "solved but not understood"; these are marked on our spreadsheet as being in limbo. To clarify, that means "don't look at the solution quite yet because we may still want to work on this".
Now, another story. The most common misconception about the Mystery Hunt is that you need to be a genius to solve even the easiest puzzles on it. The second most common misconception is that the answer lines should be obvious as soon as you know what a puzzle is about.
People who have never seen a puzzlehunt have had all sorts of crazy ideas for what constitutes an answer line when we've shown them unsolved puzzles. For example, the third-most popular suggestion for the answer to I AM GROOT was "1520", representing the number of Groots in each segment. (The most popular ideas were, by far, "I AM GROOT" and "WE ARE GROOT".) Otherwise, they tend to conflate a puzzle's theme with the answer line. Even though the answer lines tend to be thematic, they aren't exactly on the nose every time. The answer to Your Wish is My Command is not "GAME GENIE". The answer to First You Visit Burkina Faso is not "COUNTRIES". They tend to suggest "yes" and "no" a lot, too, as if it was typical for puzzles to just be true-or-false questions; random numbers like the Groot example also show up regardless of context.
While we never showed this one to anybody inexperienced, this is one of the extremely few cases where they probably could have guessed the answer before we did. What's in common between all of the bubble sheets? They flunked! Occasionally, people catch onto the idea that something in the puzzle can represent the answer length, as well; there just so happen to be seven tests down there.

The Treehouse of Crossed Destinies

"How low can you go?"
This was the puzzle that caused me to keep an official list of what was in backsolve limbo. I think the limbo line is currently six puzzles long. Despite being stuck on an extraction step (apparently), it was among Syntax's favorite concepts for a puzzle this year, so we aren't checking on what it was quite yet.
I'm surprised that Nutrimatic didn't like the word "mocktail". It took about five pages of scrolling to find it, and I almost didn't call it in because I thought we'd already done it. The only thing that kept me looking for the answer was the assumption that it would be a recognizable word. "OMOPLATE" was a bit silly-- it was obscure enough to merit a definition on its solution page, and the obscurity of the answer line was a major contributing factor to us getting stuck. I guessed that you wouldn't have two words like that feeding the same meta.
When I figured it out, Syntax complained that I was testing basically anything that Nutrimatic put out until I hit the right word. (I wasn't, especially since it gave me a large number of entries of the form "more _i".) For some reason, he hadn't ever heard "mocktail" used to describe a cocktail without any alcohol in it. It's still close enough to "monorail" to be a little irritating, even though we know why the answer couldn't actually be "monorail".
Anyway, while this may be anticlimactic, backsolving this caused us to solve every puzzle in Valentine's Day.

Holi-Pi Day Meta

This was much simpler than we thought it would be, which is a good thing. We're prone to overthinking metas.
We'd assumed that everything feeding PI-BL would have an answer length matching the length of a row. That forced ANIMANIACS and SENIOR BOWL into this meta (and it still seems to be the correct train of thought.) We also used solvent to check the answer "BEHIND THE SCENES" in Holi.
"ANIMANIACS" contains ANANAC, which is a good portion of "banana cream". This was one of two reasons why we couldn't think of what this meta was about. The other reason was that "PLAIN CHANTS" has nearly every letter in "pistachio" in it. I highly doubt the latter factor confused anyone during the real Hunt, considering that only two teams had the answer line, and that they probably got access to Playing a Round after they'd already solved this one. These things also led to us kicking useful answers from PI-BL because they happened to have good letters for making pies (such as "CITY SLICKER".)
This was solved right away as soon as Syntax asked himself "where have I seen pies in these colors?" I woke up to being asked for a pun ending in "bhang" on Monday, and as soon as I saw what letters we had, I got it.
I'm surprised that "GUNNAR ESIASON" doesn't feed PI-BL. I'm more surprised that "Trivial Pursuit: Baby Boomer Edition" is a thing. Apparently, "oops" was also a trivia category at some point, too.
We were able to backsolve very quickly for the two remaining Holi puzzles that fed this meta, which is the main reason why there's an entire "limbo" category now.
Also, upon completing this, we have access to every normal puzzle.

Battle of the Network Stars

The first thing we did was check which Trivial Pursuit categories and editions would make sense at all with the rest of the answers. The answer here wasn't as obvious as the one for Standardized Mess, but it was still very easy to figure out that we needed "nightly news" and that this was the puzzle which had it.
While this is currently in limbo, I'm not optimistic that we'll be able to make much progress on figuring out why the answer is what it is. Battle of the Network Stars is pretty far out of our natural elements.

Have You Seen Me?

This is the fourth puzzle in limbo from this week alone. Limbo isn't a good place to find stories.
I'm kind of surprised that the answer to this wasn't a character name, but that won't help me figure out why my Playfair isn't behaving how I think it should. Maybe I need to set two copies of the word search next to each other before encoding (or otherwise rearrange the grid.)

Divine The Rule of Kings

I can finally write about something that we solved on the first day. This might have even been our first solve. Of the 15-16 puzzles that we solved in the first 48 hours of our Hunt, only three of them were retroactively against the rules. (This, True and False², and 7 Little Dropquotes-- since the last of those was unlocked immediately upon completing CH-HA, it wasn't relevant when I first mentioned the late-round solves we had.)
Now that we've actually gotten to attempt the other puzzles in the round, both of us think that the average Patriots' Day puzzle tends to be long and research-intensive. Despite having a solid theme, it still feels weird that this puzzle was placed here. It's a prime example of an easy snack in a late round-- I don't think we even needed paper to do it.
That being said, we obviously liked it, since we went out of our way to solve it so early. It had to be difficult to find that many words that started with a musical note, contained a state, and had a specific Scrabble score (among other things.)
The extraction step felt very natural to us at the time. In hindsight, it's kind of odd that the first puzzle that we did was a special case of "caress-the-dots". I think that the potential branching for the pawn feels more elegant than retracing your path for letters like Y, though I get why it wasn't practical to do in other puzzles with similar mechanics. Syntax argues that tracing paths like that of the pawn makes this strictly different from connecting dots.
I think I'll keep this on file as something to give to newcomers to attempt, since it's flashy, not too obvious, and short. I forgot it existed until now.

I Can’t Deal with These Endless Numbers

"Have you seen the list of fictional injuries? The title spells out ICD TEN." -Syntax
.....apparently, doctors have codes for everything these days. Even things like "struck by turtle".
We got a kick out of a lot of the ICD codes that are unlikely to ever see common use. The puzzle had us looking up codes like "Y93.D1" for "knitting-related injuries" to apply to all sorts of real and fictional people. The effect of that process was somewhere between comic relief and utter disgust.
At the same time, we kept doing math to make repeating decimals out of the numbers we saw. The "endless" in the title really threw us for a loop. The indexing at the end felt obvious, but that didn't stop us from doing a lot of other things (like dividing the numbers before the decimal point by the numbers after it.)
While I don't have much more to say about this puzzle in particular, it gets my seal of approval.
As a closing note here, I would like to complain about getting what is likely the spare answer before we had any information about the Patriots' Day metas at all. It helped us realize that we likely are missing an answer in New Year's Town that affects Thanksgiving, but that doesn't help us with the things that we can immediately work on.

Puzzle-Specific Notes (Unsolved)

Movie Marathon

Patriots' Day is very caressy, and having half of the round be marathon-inspired exacerbates that point by bringing up the amount of research we have to do until it's infeasible to complete a puzzle in one sitting.
We have most of the anime here identified, and we have an enumeration string. We still don't have any idea what the enumeration means, though. There isn't any apparent option for a movie that it could represent.
Most of the best-known anime films are missing from this marathon, especially Studio Ghibli movies. It's very possible that the enumeration represents a list beginning "_________, Spirited Away, ...", but we still haven't pieced the rest together if that's the case.

Twisty Passages

The hex codes are all special number types, and we're supposed to stick the rooms together until we have a consistent chain.
That probably won't directly give us the answer, though, and we haven't put in any effort into figuring out what the chain looks like.


We've identified and named all but two of the graphs, but don't know how to extract an answer from it.

Chain of Commands

It's now pretty up in the air what this puzzle is supposed to be doing. There's a one-in-three chance that it can be backsolved very easily by having a three-letter answer with an E in the middle of it (which probably has even more information that we haven't seen.)
We've now realized that composite action sequence pictures are fairly common, and there are a couple of games where coding is referred to as an "action sequence".
The good news is that we've determined that we probably aren't solving Sarah Bagby's Knitting Manifesto (Volume II).

Diplomatic Cables


Clued Connections

We have 15/16 puzzles solved, the hieroglyphs lettered, and as close to official confirmation as we'll ever get that this is supposed to be easy.
I have no idea what we're missing. Playfairing a whole word search can obviously be tough, but Vigenéring 16 letters is almost within the range of brute force.

Picture Book

With the raw data extracted, we're still not quite sure what this puzzle is at all. I'd say that this is the Bloomsday star with confidence, but there's still that one-in-three shot at this having an incredibly dumb answer line like "leg".
That being said, it's very, very, very difficult to confirm or disprove whether this is supposed to be a Magic Eye picture where staring at it long enough will make you see something.

Small Steps

This is about the moon. This is also probably about real staircases at MIT.
While a lot of Patriots' Day boils down to caressing, this might instead be Caressing, as the paths look very circuitous for no obvious reason. Then again, most of them take a lot of stairs. Even I know that going through W20 from the front door to get to the convenience store and making a U-turn will take you down a half-flight and back up in the process.
I'm not quite sure if this can be remotely solved without a lot of assistance, but I'll try.

Drop and Give Me Ten

Syntax accidentally got spoiled on this one, apparently, when trying to find out what Activities Midway was about many weeks ago.
That didn't end up affecting things at all. He only heard that this was about something called Dropmix.
I've still been working on this entirely alone even though he knows that I've learned everything that he knew about this. That's because he doesn't like trying to identify songs. I'll probably poke fun at him in the writeup where this gets solved, regardless of whether he's involved or not.

Fake Estate

This also has a story starting from Activities Midway, but I'll tell it next week, since I foresee this getting solved fairly quickly.

Date and Thyme

I'm guessing that this will be the last remaining puzzle (other than the events meta.) There's not even the hope of a backsolve here.


Christmas: 6/6, ⭐ (Nobel Laureate)
Halloween: 17/17, ⭐ (Starbucks Lover), proven anomaly (A Killer Party)
Thanksgiving: 14/16 (missing Jukebox Hero and Your Wish is My Command), ⭐️ (Cross Campus), proven anomaly (Stuffing)
Valentine's Day: 17/17, ⭐ (Caressing), proven anomaly (Invisible Walls)
President's Day: 12/12, ⭐ (State Machine), proven anomaly (The Bill)
New Year's: 10/13 (missing Art Tours, First You Visit Burkina Faso, and Taskmaster), ⭐ (Display Case)
Arbor Day: 18/18, ⭐ (Delightful), proven anomaly (Middle School of Mines)
Pi Day: 17/18 (missing Clued Connections), ⭐️ (Playing a Round)
Holi: 13/17 (missing Bee Movies, Chicago Loop, Riding The Tube, and Would Not Make Again), ⭐️ (Something in Common)
Bloomsday: 12/14 (missing Chain of Commands and Picture Book)
Patriots’ Day: 2/11 (Divine the Rule of Kings and I Can’t Deal with These Endless Numbers)
Path metas: 9/14 (missing TH-NY, NY-PA, NY-HO, HO-PA, and PI-BL)
Events: 3/5 (missing Talk Like a Pirate Day and Date And Thyme/MLK Jr. Day)
Limbo: Delightful, Safety Training, Standardized Mess, The Treehouse of Crossed Destinies, Battle of the Network Stars, and Have You Seen Me?
Solvent: 10

Final Notes

Has any consensus been reached concerning Your Birthday Town?
We’d like to see the solving statistics for Pi Day, too, since it’s down to one puzzle. (Even though they’re probably very skewed by the Hunt ending before people could solve through it.)
submitted by CheshireSolves to mysteryhunt

MAME 0.216

MAME 0.216

With the end of November in sight, it’s time to check out MAME 0.216! We’ve addressed the reported issues with last month’s bgfx update, and made a whole lot of little improvements to MAME’s internal user interface. In particular, setting up controls should be easier, and several issues affecting macOS users with non-English number format settings have been fixed. Some of the issues caused bad settings to be written to INI files. If you still don’t see the filter list panel on the system selection menu, try removing the ui.ini file.
This month, we’re able to present two unreleased 1970s prototypes from Italian developer Model Racing: their internal code names are Cane and Orbite. With the assistance of former Model Racing employees, the source code was extracted from the original disks. These games are incomplete, but they provide a unique look into early CPU-based arcade development. Game & Watch titles continue to be emulated, with the addition of Mario The Juggler, and the panorama screen Mickey Mouse and Donkey Kong Circus games in this release.
This release brings GameKing emulation to MAME. The system-on-a-chip used in this low-cost, low-resolution hand-held console from the early 2000s has been identified and emulated. Games for the colour-screen GameKing III are also playable. Acorn BBC Micro emulation has been re-worked to support internal expansion boards, and a number of additional peripherals are now available. ZX Spectrum emulation has been enhanced with better open bus read behaviour and support for two Miles Gordon Technology peripherals.
Of course, these are just the highlights. You can get the source and Windows binary packages from the download page.

MAMETesters Bugs Fixed

  • 05177: [Crash/Freeze] (studio2.cpp) All studio2 variants: Memory map does not support cartridges larger than 1 kB. (Robbbert)
  • 05600: [Graphics] (popeye.cpp) popeye and clones: Games use interlaced video output. (Couriersud)
  • 07386: [DIP/Input] (qix.cpp) zookeep, kram and clones: Unable to start game or use first coin slot. (O. Galibert)
  • 07453: [DIP/Input] (spectrum.cpp) spectrum: Kempston Joystick doesn’t work. (TwistedTom)
  • 07472: [Crash/Freeze] (snes.cpp) snespal: When starting a game with SNES (PAL), MAME crashes. (Ryan Holtz)
  • 07473: [Graphics] (snesb.cpp) All machines in snesb.cpp: Screen is black. (Ivan Vangelista)
  • 07479: [Graphics] (cave.cpp) ddonpach, ddonpachj, donpacha: Graphical bug in attract mode. (cam900)
  • 07480: [Sound] (apple2.cpp) mockingboard enabled software: No sound from second AY8913 Mockingboard. (Ivan Vangelista)
  • 07487: [Core] (30test.cpp) 30test: Issues with inputs, sound and gameplay. (AJR)
  • 07489: [Documentation] tekken4 and clones: Release year is incorrect. (PepsiBoy428)
  • 07492: [DIP/Input] (ssrj.cpp) ssrj: Difficulty setting inputs are incorrect. (sasuke)
  • 07495: [Crash/Freeze] (segas32.cpp) spidmanj: MAME crashes after few seconds of emulation. (Ryan Holtz)
  • 07496: [Media Support] (apple2e.cpp) apple2e and clones: Error when trying to use .NIB disk images. (R. Belmont)

New working machines

  • Bit Corporation Bit90 [Frank Palazzolo]
  • Cane [Jean Paul Piccato, Adolfo Melilli, Alessandro Bolgia, Lorenzo Fongaro, Piero Andreini]
  • Game & Watch: Mario The Juggler [algestam, Mr. Do, Sean Riddle]
  • Game & Watch: Mickey Mouse (panorama screen) [algestam, Mr Jiggles the Christmas Man]
  • Orbite [Jean Paul Piccato, Adolfo Melilli, Alessandro Bolgia, Lorenzo Fongaro, Piero Andreini]
  • Pinball (P8002, ABL TV Game) [David Haywood, Morten Shearman Kirkegaard, Peter Wilhelmsen]
  • RS-232 DCE-DCE Bridge [Vas Crabb]

New working clones

  • Berzerk (revision RC31A) [Kevin Eshbach, The Dumping Union]
  • Cadillacs and Dinosaurs (bootleg with PIC16C57, set 3) [TwistedTom]
  • Captain Commando (bootleg with 2xMSM5205) [TwistedTom]
  • Cosmic Alien (version II, set 2) [f205v]
  • Eeekk! [Craig Anstett, Andrew Welburn]
  • Game & Watch: Donkey Kong Circus [algestam, Mr Jiggles the Christmas Man]
  • Heavy Unit (Japan, alternate ROM format) [Brian Troha, The Dumping Union]
  • JoJo's Venture (Euro 981202) [Darksoft]
  • JoJo's Venture (Euro 990108) [Darksoft]
  • JoJo's Venture (Euro 990128) [Darksoft]
  • Knights of the Round (bootleg with 2xMSM5205, set 2) [TwistedTom]
  • Operation Wolf 3 (Japan) [ShouTime, The Dumping Union]
  • Real Bout Fatal Fury / Real Bout Garou Densetsu (Korean release, bug fix revision) [jysx012]
  • Saturday Night Slam Masters (bootleg with PIC16c57, set 2) [TwistedTom]
  • Street Fighter II': Champion Edition (Dstreet-6, bootleg) [hammy, ClawGrip]
  • Street Fighter II': Champion Edition (L735 Test Rom, bootleg, set 2) [TwistedTom]
  • Super Dead Heat (Japan) [Phil Bennet]
  • Super Puzzle (Sang Ho Soft) [Adrián]
  • Verbena (bootleg of Carnival) [Recreativas.org]
  • Zenith Data Systems Z-150 series [rfka01]
  • Zenith Data Systems Z-160 series [rfka01]

Machines promoted to working

  • Ericsson Information System Ericsson PC [Edström]
  • Intec InterAct 8-in-1 [David Haywood, BeckyRGB]
  • Intec InterAct 32-in-1 [David Haywood, BeckyRGB]
  • Southwest Technical Products SWTPC 8212 Video Terminal [68bit]
  • Super Triv (English questions) [Ivan Vangelista]
  • Wanted (Sega) [Angelo Salese]
  • Who Wants to Be a Millionaire? (Play Vision, Plug and Play, UK) [David Haywood, Morten Shearman Kirkegaard, Peter Wilhelmsen]

New machines marked as NOT_WORKING

  • Air-Blaster Joystick (AB1500, PAL) [David Haywood, Morten Shearman Kirkegaard, Peter Wilhelmsen]
  • Ampro Computers Little Board/PC [Don Maslin Archive]
  • Ascom Eurit 30 [Cyberia/2 Filebase]
  • Ericsson Alfaskop Communication Processor 4101 [Edström]
  • Ericsson Alfaskop Display Unit 4110 [Edström]
  • Ericsson Alfaskop Flexible Disk Unit 4120 [Edström]
  • Fantasy Zone (medal game, REV.A) (J 990202 V1.000) [Sugoi Helsinki]
  • Fishing Master (971107 JPN) [SpinalFeyd, The Dumping Union]
  • Geonica Meteodata 1256 [ClawGrip]
  • Metabee Shot [SpinalFeyd, The Dumping Union]
  • Powerful Chance [SpinalFeyd, R. Belmont]
  • Rodent Exterminator [Brian Troha, Smitdogg, The Dumping Union]
  • Roland CM-32P [ValleyBell]
  • Silicon Graphics Inc Personal IRIS 4D/30 [Patrick Mackinlay]
  • Silicon Graphics Inc Personal IRIS 4D/35 [Patrick Mackinlay]
  • Sound Leisure MiniJook [SpinalFeyd]
  • Sound Leisure SuperStars (CD jukebox) [SpinalFeyd]
  • Spade [SpinalFeyd]
  • Vs Maxx Texas Hold'em TV Poker - 6 Player Edition (UK) [David Haywood, Morten Shearman Kirkegaard, Peter Wilhelmsen]
  • VTech DynamiDesk (Germany) [TeamEurope]
  • VTech Mis Primeras Lecciones (Spain) [ClawGrip]
  • Yu-Gi-Oh Monster Capsule [SpinalFeyd, R. Belmont]

New clones marked as NOT_WORKING

  • 286 motherboards with Suntac ST62C303-A chipset [rfka01]
  • Abit AB-AH4 [rfka01]
  • Abit AB-PI4 [rfka01]
  • AEG Olympia Olystar 20F [rfka01]
  • Arstoria AS496 [rfka01]
  • Biostar MB-1433UCV [rfka01]
  • Channel Three [TeamEurope, Grull Osgo, Ivan Vangelista]
  • Chicago Cubs' Triple Play (German) [PinMAME]
  • Comus Instruments Ltd. Comus Daisy [Nigel Barnes, Centre for Computing History]
  • Corona Data Systems, Inc. Cordata PPC-400 [rfka01]
  • Eagle EAGLEN486 GC10A [rfka01]
  • First International Computer 486 KVD [rfka01]
  • Highscreen 486-25 [rfka01]
  • Leading Edge Hardware Products, Inc. Model D [rfka01]
  • Mephisto (Stargame) (newer?) [jordigahan]
  • NAT48PV-1.00 VL [rfka01]
  • Oba-Oba (old hardware) [PinMAME]
  • Philips NMS 9100 [rfka01]
  • Shuttle Computer International HOT-307H [rfka01]
  • Shuttle Computer International HOT-419 [rfka01]
  • SOYO SY-4SAW2 [rfka01]
  • Space Train (Pinball, old hardware) [PinMAME]
  • Tandy Radio Shack Videotex [cuba200611]
  • Video Technology PreComputer 2000 (Spain) [ClawGrip]
  • VTech Pitagorin [ClawGrip]
  • Wang Laboratories, Inc. PC-250/16 [rfka01]

New working software list additions

  • apple2_flop_clcracked:
    • Certificates and More! (cleanly cracked), The Cosmic Balance (cleanly cracked), Empire III: Armageddon (Version 1.1) (cleanly cracked), Fractions: Addition (cleanly cracked), Labyrinth of Crete (cleanly cracked), Labyrinth: The Computer Game (Lucasfilm Games) (cleanly cracked), MECC-A315 Freedom! (Version 1.0) (cleanly cracked), Questron (cleanly cracked), The Tournament Manager (cleanly cracked) [4am, Firehawke]
    • The Adventures of Kristen and Her Family (cleanly cracked), Korg 800 4-Track MIDI Sequencer (Version 1.0) (cleanly cracked), Leadsheeter (cleanly cracked), MIDI/8 Plus (Version 1.2) (cleanly cracked), PolyWriter (Version 1.2) (cleanly cracked), PolyWriter Utilities (Version 1.2) (cleanly cracked) [4am, san, Firehawke]
    • The Railroad Works (CBS Version) (cleanly cracked) [Tom Greene, Firehawke]
  • apple2_flop_misc:
    • Anti-M (version 1.6) [4am, Firehawke]
    • Best of Muse (16 Sector + LC Patch) [Tom Greene, Firehawke]
  • apple2_flop_orig: Appilot Edu-Disk, Asteroid, Beneath The Pyramids, The Best of MUSE, Bloody Murder, Buck Rogers: Planet of Zoom, Checker King, Deadline (Release 26 / 821108), Earthquake: San Francisco 1906, Empire III: Armageddon (Version 1.1), Flight Simulator I (A2-FS1), Gammon Gambler, Gulf Strike, Hacker II: The Doomsday Papers, How The West Was One + Three x Four, In Search of Space: Introduction to Model Rocketry, Indiana Jones and the Temple of Doom, Indiana Jones in Revenge of the Ancients, Lane Mastodon vs. The Blubbermen, Law of the West, Little Computer People, Lords of Conquest, Master of the Lamps, MicroChess (Version 2.0), Might and Magic Book Two, Pandora's Box, Pharaoh's Revenge, Physics of Model Rocketry, Punctuation: Building Better Language Skills, Realm of Impossibility, Roadwar 2000 (Version 1.1), Super Zaxxon, Video Vegas (Version 12501), Word Zapper [4am, Firehawke]
  • bbc_rom: Acorn NFS 3.34B, Acorn TFS 0.31, Aries-B20 2.2, Aries-B20 2.4, Aries-B32 1.0, Prestel Terminal 1.00, Raven-20 1.00, Raven-20 1.06, Watford Electronics 32K RAM 1.00, Watford Electronics 32K RAM 2.00, Watford Electronics 32K RAM 2.40, Workstation 100 [Nigel Barnes]
  • bbcm_cart: Advanced Battery-Backed RAM v1.04, Advanced Battery-Backed RAM v1.10, Advanced Quarter Meg RAM, Click v1.00, Click v1.01, ISO-Pascal, LISP, Master Mega 256, MR8000 Master RAM Cartridge, MR8000 Master RAM Cartridge (alt), TechnoCAD [Nigel Barnes]
  • c64_cass: 3D Pinball, American 3D Pool, Angle Ball, Ball Crazy, Continental Circus, Feud, One Man and His Droid, Robocop, Rockford / Back to Reality [archive.org, Zoë Blade]
  • gamegear: Sonic the Hedgehog Chaos (Euro, prototype 19930517) [Hidden Palace]
  • gameking: 4 in 1 - S.Z.L.H + Colo + F1-2004 + Popper, 4 in 1 - Warrior + Cleverhawk + Valiant + MetalDeform ('APR 23 05', 512KB cartridge) [TeamEurope, AJR]
  • gameking3: Panzer [TeamEurope, AJR]
  • ibm5170: Kick Off 3: European Challenge, The Settlers, Syndicate [ArcadeShadow]
  • megadriv: Crying Dragon (Jpn, Prototype) [andlabs]
  • neogeo: Real Bout Fatal Fury / Real Bout Garou Densetsu (Korean release, bug fix revision) [jysx012]
  • sms: Sonic the Hedgehog Chaos (Euro, prototype 19930713) [Hidden Palace]
  • spectrum_cass:
    • La Mode - 1984 (Programa Computado) [ClawGrip, avlixa, ICEknight]
    • DISCiPLE System Tape v3b [TwistedTom]
  • spectrum_mgt_flop: DISCiPLE System Disk v2, DISCiPLE System Disk v2b, DISCiPLE System Disk v2c, DISCiPLE System Disk v3a, DISCiPLE System Disk v3b, DISCiPLE System Disk v3d, Pick-Poke-It, Plus D System Disk v2a, Uni-Dos [TwistedTom]
  • studio2: RCA demo [Robbbert]
  • visicom: Gambler I, Gambler II, Sansuu Drill, Space Command [unknown]
  • vsmile_cart: Spider-Man & Freunde - Geheime Missionen (Germany) [TeamEurope]

Software list items promoted to working

  • bbcm_cart: Master Smart Cartridge [Nigel Barnes, Center for Computing History]
  • gameking: 4 in 1 - Chaser + Blaster + StarWars + Nagual, 4 in 1 - DraculaZone (Surf Eidolon) + Hero + PocketTank + Star Ghazi, 4 in 1 - SeaGuard + Whirlybird + Spectask + Captain, 4 in 1 - Three Battles + Light Sword + Risker + Metal Deform, 4 in 1 Vol. 8 - 2004 + Dragon + StreetHero + Penguin, 4 in 1 Vol. 10 - Soldier + Seatercel + General + Seafight, 4 in 1 Vol. 11 - Explorer + Magician + AirHero + HappyGarden, 4 in 1 Vol. 12 - Pet + Arrow + Fighter + Airforce, 4 in 1 Vol. 13 - Might + Brains + Catman + Armada, 2004, Adventure Legend Carlo, Aries, Dino Adventure Legend, Duck Man, F1-2004 Racing, Feichuan VII, Happy Ball, Happy Killer, Lanneret, Penguin, Popper, Seatercel, Soldier, Street Hero, Supermotor, Trojan Legend [AJR]
  • gameking3: Adventure, Fly Car, Urgent Action [AJR]
  • sms: Sonic the Hedgehog Chaos (Euro, "Ver 0.20", prototype 19930630) [Hidden Palace]

New NOT_WORKING software list additions

  • bbc_rom: GoMMC Tools 0.72, GoMMC Tools 0.80, GoMMC Tools 1.03, Prestel Trial 4.71r, Super MMC, Turbo MMC 0.A1, UMI-2B 5.01 [Nigel Barnes]
  • picno: Anime Box, Fushigi no Kuni no Alice, Son Gokū no Bōken [Vyse the determined @ Gaming Sanctuary, SSJ, TeamEurope]

Source Changes

  • swtpc8212.cpp updates: [68bit]
    • Added MCM66750 character generator ROM, implemented video row update function, and added I/O.
    • Converted to device so the terminal can be used as an RS-232 slot device as well as a stand-alone machine.
  • swtpc8212.cpp, tv990.cpp: Cleaned up use of PORT_CHANGED_MEMBER macro. [68bit]
  • mekd1.cpp, mekd3.cpp, mekd4.cpp and mekd5.cpp updates: [68bit]
    • Added port changed handlers for RS-232 control signal routing options.
    • Added save state support and cleaned up code.
  • wd1000.cpp: Added save state support. [68bit]
  • swtpc.cpp: Added port changed handler for CPU clock speed option, and cleaned up code. [68bit]
  • swtpc09.cpp updates: [68bit]
    • Added port changed handlers for CPU clock speed, floppy drive controller clock speed, and Baud rate options.
    • Added save state support and cleaned up code.
  • bus/ss50 updates: [68bit]
    • dc5.cpp: Added port changed handlers for configuration options, added save state support, and cleaned up code.
    • mps.cpp: Added port changed handlers for RS-232 control line routing options, added save state support, and cleaned up code.
    • mps2.cpp: Organised Baud rate settings in ascending order.
    • mpt.cpp, piaide.cpp: Added save state support and cleaned up code.
  • qvt102.cpp updates: [68bit]
    • Replaced perfect quantum setting by boosting interleave on keyboard data transmission.
    • Improved keyboard matrix emulation, cleaned up code and added notes.
  • cpu/rsp: Added 32-bit opcode alignment for disassembly. [AJR]
  • cpu/m68000: Improved cycle counts for SCC68070, and further distinguished it from the MC68000 and MC68010. [AJR]
  • cpu/m6502: Added preliminary Sitronix ST2204/ST2205U system-on-a-chip emulation. [AJR]
  • gameking.cpp updates: [AJR]
    • Fixed directional controls.
    • Added gamekin3 LCD color filter emulation, and corrected clock speed based on timer initialization.
  • cpu/i86: Fixed pathological case where jumping into pages of 0xFF-prefixed invalid opcodes could cause MAME to lock up. [AJR]
  • cpu/f8: Moved internal scratchpad register memory to an address space. [AJR]
  • cpu/nec updates: [AJR]
    • Implemented v5x internal/external timer clock input selection.
    • Internalized CPU clock divider for V40/V50.
  • mc68hc11 updates: [AJR]
    • Added internal clock divider.
    • Fixed size of fetched operand for ADDD indexed modes.
    • Emulated FDIV instruction.
  • cpu/m6502: Corrected 65C02 opcode timing and bus usage. [AJR]
    • BBR and BBS use one or two extra cycles when the branch is taken (like other conditional branches).
    • TRB and TSB perform an extra read of the operand instead of an extra write.
  • ms32.cpp: Fixed hayaosi3 final round and flame text priorities. [Angelo Salese]
  • Added option to throttle after video update rather than before (-lowlatency or -lolat). [Antonio Giner]
    • Reduces input latency when enabled, but may cause input latency and frame interval jitter for some emulated systems.
  • Updated to latest upstream bgfx, bx and bimg, and updated shaders to use of helper function ensuring correct matrix orientation. [Belegdol]
  • snes_ppu.cpp: Ported over more of the bsnes ppu-fast implementation – fixes many bugs, possibly causes more. [byuu, Ryan Holtz]
  • 315_5124.cpp, 315_5313.cpp, megaplay.cpp: Added support for scaling layers to least common multiple horizontal resolution. [cam900]
    • Corrects size/position of MegaPlay overlay.
  • 315_5124.cpp: Updated color palette based on hardware measurements, and added notes. [cam900]
  • es5506.cpp: Implemented differences between ES5505 and ES5506 based on documentation, and cleaned up code. [cam900]
  • cpu/nec/v5x.cpp: Moved re-mappable I/O handlers into a separate address space, and fixed re-mapping behavior. [cam900]
  • mb8421.cpp: Added support for similar devices with different address and data widths. [cam900]
    • Updated twinkle.cpp and firebeat.cpp to use new CY7C131 device.
    • Added placeholder IDT7130 device to esqmr.cpp.
  • tmap038.cpp: Fixed tile size check and moved mirroring into driver-supplied address maps (fixes MT07479). [cam900]
  • bgfx renderer updates: [Couriersud]
    • Added support for disabling waiting for vertical blanking interval to bgfx Vulkan back-end.
    • Fixed issue that could prevent brightness, contrast and gamma adjustments from being applied.
  • OpenGL renderer updates: [Couriersud]
    • Fixed issue that could prevent brightness, contrast and gamma adjustments from being applied.
    • Fixed failure to apply line width.
  • Netlist library updates: [Couriersud]
    • Added more C preprocessor features to netlist preprocessor, including macro parameters, stringification and token concatenation.
    • Improved reporting of error location in netlist preprocessor.
    • Added ability to supply the floating point type as a solver parameter.
    • Added RELTOL and VNTOL solver parameters to control Newton convergence checks.
    • Started adding support for parameter values containing expressions.
    • Removed proxy and power terminal hacks and updated netlists as necessary.
    • Removed DUMMY_INPUT (NC_PIN should be used in its place).
    • Enabled extended validation to catch unconnected power terminals, and fixed errors this exposed.
    • Added const and noexcept qualifiers as appropriate, and removed dead code.
    • Added vector output support to fixed frequency screen device.
  • nltool updates: [Couriersud]
    • Added --fperr option to enable floating point exceptions (useful when debugging code in GDB).
    • Added preliminary documentation mode.
  • starfield_05xx.cpp: Added notes about Wolfgang and Jindřich’s equivalent Galois LFSR implementation. [Couriersud]
  • pong.cpp: Improved performance in pongf and rebound, and switched nl_pongf to dynamic time stepping. [Couriersud]
  • sliders.cpp: Added support for PORT_CONDITION on PORT_ADJUSTER inputs, allowing inapplicable sliders to be hidden. [Couriersud]
  • popeye.cpp: Added support for interlaced rendering (addresses MT05600). [Couriersud]
  • Elan EU3A05/EU3A14 updates: [David Haywood]
    • Split up implementations and started identifying common features.
    • Fixed non-split mode horizontal scrolling.
    • Disabled timer when running rad_bb3 (timer enable needs to be identified).
  • nes_vt.cpp: Split up state classes, moved VT1682-based games to a separate driver, and cleaned up code. [David Haywood]
  • vii.cpp updates: [David Haywood]
    • Added preliminary LCD controller, UART and player input emulation for sentx6p.
    • Added a hack to allow tvgogo to proceed further.
  • vt1682.cpp updates: [David Haywood]
    • Added preliminary video emulation, including sprites, X/Y scrolling and raster effects.
    • Hooked up sound CPU and added preliminary sound support.
    • Added preliminary inputs (works for ii32in1).
  • cpu/i86/i86.cpp: Disabled warning message when executing instructions with lock (0xF0) prefix. [Edström]
  • z80sio.cpp: Verified sync byte behavior in SDLC/HDLC mode, and improved logging. [Edström]
  • i8251.cpp: Improved initialization, fixing spurious framing error on reset. [Edström]
  • eispc.cpp updates: [Edström]
    • Added preliminary 8-bit ISA card for IBM terminal emulation.
    • Added keyboard LEDs and fixed keyboard communication, removing the need for workarounds.
    • Improved Ericsson High-resolution Monochrome Graphics Board 1070 emulation.
    • Fixed parallel printer port configuration.
  • alfaskop41xx.cpp: Added three skeleton drivers for various parts of the Ericsson Alfaskop 41 system. [Edström]
    • The Display Unit 4110 prints a boot prompt but that’s it.
  • hp_ipc.cpp: Fixed 1LL3 GPU emulation bug that caused the cursor and sprites to disappear at the top and left-hand side of screen. [F.Ulivi]
  • Simplified implementation of HP-80, HP-9825 and HP-9845 optional ROM slot emulation (GitHub #5839). [F.Ulivi]
  • sn76477.cpp: Improved WAV logging enable conditions and file naming. [Jean Paul Piccato]
  • cpu/sh: Implemented SH-2 watchdog timer. [MetalliC]
  • 315_5649.cpp: Filled out additional features for future use. [MetalliC]
  • aviio.cpp: Fixed potential out-of-bounds access when the processed sound samples fill the sound sample buffer. [Nathan Woods]
  • bbc.cpp updates: [Nigel Barnes]
    • Replaced ROM/RAM banks with handlers to allow access from internal expansion boards.
    • Added slot interface for internal expansion boards.
    • Removed the Sideways RAM configuration option in favour of internal expansion board options.
    • Made empty BBC Master cartridge sockets return video data on data bus.
    • bbcb: Added many internal ROM/RAM expansion boards from Aries, ATPL, Computech, Peartree, Solidisk, and Watford Electronics.
    • bbcbp: Added ATPL Sidewise+ internal expansion board.
    • bbcm: Added Morley Master 'AA' and Vine Micros Overlay internal expansion boards.
    • bbcm: Added Slogger Click, Solidisk Mega 256, Peartree MR8000, and Master Smart Cartridge devices.
    • bbcb: Added the Robin Voice Box user port device.
    • bbcb: Added Morley Electronics RAM Disc and PMS 64K Non-Volatile Ram Module 1 MHz bus devices.
    • autoc15: Replaced HD6845 CRT controller with HD6345 (required for smooth scrolling).
    • autoc15: Added Autocue RAM disc device.
  • electron: Added Wizard Sidewinder Rom Expansion Board. [Nigel Barnes, Binary Dinosaurs]
  • bbcm: Added Solidisk PC-Plus co-processor. [Nigel Barnes, Centre for Computing History]
  • cpu/dsp56000: Added disassembler for Motorola DSP56000. [Patrick Mackinlay]
  • apple2gs.cpp: Emulated implementation detail of Language Card inhibit in bank 01 that Music Construction Set depends on. [Peter Ferrie, R. Belmont]
  • macOS support updates: [R. Belmont]
    • Added workaround for issues with Retina displays on macOS 10.15 Catalina.
    • Changed default render module from OpenGL to bgfx in macOS builds.
  • Report SDL-provided GUID as stable controller ID when using SDL joystick provider module. [R. Belmont]
  • 8080bw.cpp: Fixed selection of game B in jspecter. [Robbbert]
  • studio2.cpp: Fixed problem loading cartridges in visicom – all software list games now work. [Robbbert]
  • galaga.cpp: Re-implemented starfield emulation based on reverse-engineering of the Namco 05xx chip. [Robert Hildinger]
    • Fixes a number of regressions, and addresses corner cases.
  • bus/bml3: Added Hitachi Real Time Clock card. [Russell Bull]
  • snes_ppu.cpp: fixed rapid vertical scrolling in rexronan and other games. [Ryan Holtz]
  • bgfx renderer fixes: [Ryan Holtz]
    • Fixed crash on emulated screen resolution changes (GitHub #5857).
    • Fixed assertion failure on starting LaserDisc games (GitHub #5830).
    • Fixed screen color (tint) not being applied and issues with brightness/contrast/gamma sliders (GitHub #5956).
    • Fixed incorrect display of YUV video in LaserDisc games when using the OpenGL back-end (GitHub #5961).
  • screen.cpp: Only clear or allocate scan bitmaps in excess of the previous height. [Ryan Holtz]
    • Fixes blank portions of snes smw2u, and possibly others.
  • rainbow.cpp: Separated Model A and Model B into separate machine definitions rather than compile-time options. [Ryan Holtz]
  • sun4 updates: [Ryan Holtz]
    • cgsix: Added support for hardware cursor, pattern register, plane mask register, and pixel mask register.
    • sun4c_mmu.cpp: Made generic to support sun4 MMU mode, cleaned up save state registrations, and removed redundant MMU code.
    • sun4.cpp: Split sun4 and sun4c machines into separate derived state classes.
    • cgsix: Hooked up SBus vertical sync interrupts.
    • cgsix: Added vertical sync interrupt, added THC MISC register, and cleaned up save state registrations.
  • sparc.cpp: Renamed MB86901 to SPARCV7, and added a separate class for SPARCV8. [Ryan Holtz]
  • bt45x.cpp: Made logmacro.h usage more consistent. [Ryan Holtz]
  • k007232.cpp, multipcm.cpp: Added compile-time option to log samples in WAV format. [Ryan Holtz]
  • netlist: Added 7492 divide-by-twelve counter and 7442 4-line BCD to 10-line decimal decoder. [Ryan Holtz]
  • CPS-1 and bootleg updates: [TwistedTom]
    • Added C-board PAL dumps for mercs, mercsu, mercsur1, mercsj, sf2ee and sf2ue.
    • Fixed player 4 inputs and most graphical issues in slampic bootleg.
    • Added more DIP switch settings for sf2amf2/sf2amf3.
    • Separated some bootlegs into derived state classes and separate source files (cps1bl_pic.cpp, fcrash.cpp).
    • Confirmed clocks for some games.
    • Added placeholders for undumped PALs/GALs used in Street Fighter II': Champion Edition Mstreet-6 bootlegs.
  • wd_fdc.cpp: Made WD1772 spin up drives on force interrupt command (GitHub #5893). [TwistedTom]
  • ZX Spectrum updates: [TwistedTom]
    • Fixed Kempston Joystick and Didaktik Melodik sound card.
    • Fixed Multiface One NMI clearing, and added support for Kempston Joystick port, disable switch and joystick disable jumper.
    • Implemented floating bus read behaviour, fixing a few games that rely on it.
    • Added support for Miles Gordon Technology DISCiPLE Multi-purpose Interface and +D Disk and Printer Interface.
  • General refactoring and modernisation: [Vas Crabb]
    • Changed device delegates to behave more like device callbacks and other object finders during configuration.
    • Eliminated a conditional branch from the hot path when invoking a delegate set to a member function pointer.
    • Changed emu_fatalerror constructor and fatalerror helper to use string_format semantics.
    • Improved semantics of scheduler quantum configuration.
    • Micro-optimised scheduler code to improve performance of systems making heavy use of timers.
    • Moved input sequence configuration helpers out of the core input manager to a front-end helper class.
    • Got rid of device_slot_card_interface (it provided little value), and added a helper template providing validation for slots.
    • Cleaned up a lot of bus/slot/card code.
  • Fixed memory leaks in Xbox USB emulation. [Vas Crabb]
  • Added a workaround for nanosvg making assumptions about the global locale. [Vas Crabb]
  • vboy.cpp: Re-wrote Virtual Boy cartridge slot emulation, improving accuracy of static RAM emulation in particular. [Vas Crabb]
  • c64.cpp, c128.cpp: Fixed CBM IEC slot address not being set when replacing devices in machine configuration. [Vas Crabb]
  • bus/c64/rex_ep256.cpp: Fixed array of EPROM slot devices not being populated. [Vas Crabb]
  • Internal user interface updates: [Vas Crabb]
    • Added live display of emulated analog control positions to the analog controls menu.
    • Added live feedback to the input configuration menus, and improved input sequence configuration behaviour.
    • Fixed regression that caused default input mappings to be displayed incorrectly.
    • Improved layout of DIP switch display and made it scale with UI font size.
    • Improved crosshair image selection user interface.
    • Separated “focus next” and “config menu” actions, and implemented “focus previous” action.
    • Fixed bug that prevented joystick or mouse inputs from being used for “focus next” action.
    • Fixed some cases where menu heading size was not re-calculated after UI font size changes.
    • Fixed a bug that allowed keyboard focus to move to hidden panels on the system/software selection menus.
    • Improved presentation and responsiveness of a number of menus.
    • Fixed endian issues, improved data locality, and reduced redundant copying and hashing in the localisation loader.
    • Added and diagnostic output messages and validation of input data to localisation loader.
    • Improved performance of opening debugger windows, particularly memory windows with a large number of save state registrations.
    • Made new disassembly windows default to the current CPU in the Qt debugger.
  • Removed internal auto-fire functionality, as the plug-in is the preferred solution (GitHub #5802). [Vas Crabb]
  • wavwrite.cpp: Fixed buffer overrun when supplying 32-bit stereo samples. [Vas Crabb]
  • util/options.cpp: Fixed settings being read with user locale but written with C locale. [Vas Crabb]
    • Fixes system/software selection menu filter panel not being displayed on macOS depending on number format settings.
  • cinemat.cpp: Corrected ROM labels for solarq. [Andrew Welburn]
  • mephisto_modular.cpp: Added an older version of berl16. [CB-Emu]
  • Added firmware dump and skeleton device for Sony SMO-C501 Magneto-Optical Disk Controller. [Don Maslin Archive]
  • flstory.cpp: Added DIP switch locations. [Guru]
  • cps1.cpp: Dumped some GALs used in Street Fighter II': Champion Edition Mstreet-6 bootlegs. [hammy, TwistedTom]
  • rocnrope.cpp: Dumped the PAL10L8 at location 6G for ropeman. [Joe Magiera]
  • gamegear.xml: Improved title consistency and capitalization. [kazblox]
  • votrpss.cpp: Improved ROM labels and expanded notes. [Lord Nightmare]
  • cps1bl_5205.cpp, cps1bl_pic.cpp: Added parent/clone relationships for newly added bootlegs. [MASH]
  • at.cpp: Added additional BIOS options. [rfka01]
    • a486sp3g: Added v306 BIOS option.
    • a486sp3: Added v306 and v307 BIOS options.
    • a486sv2g: Added v306 and v402b BIOS options.
    • alim1419: Added 386acp102 BIOS option.
    • hot433: Added wie10 and 2a4x5h21 BIOS options.
  • genpc.cpp: Added 081682 BIOS option for pc. [rfka01]
  • flstory.cpp: Dumped MC68705 microcontroller for victnine and replaced simulation. [ShouTime, David Haywood, Lord Nightmare]
  • gameking.xml updates: [TeamEurope, David Haywood]
    • Re-dumped 4 in 1 Vol. 8 - 2004 + Dragon + StreetHero + Penguin.
    • Removed bad dump of Dino Adventure Legend, and marked half-size dumps of 4-in-1 cartridges as bad.
    • Added cartridge connector pinout.
  • gameking3.xml: Corrected title of “Fly Car”. [TeamEurope]
  • Added workaround to allow cross-compilation for an i386 target on an x86-64 host. [Tiago Pierezan Camargo]
  • c64_cass.xml: Cleaned up publisher metadata. [Zoë Blade]
submitted by cuavas to MAME

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