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MAME 0.214

MAME 0.214

With the end of September almost here, it’s time to see what goodies MAME 0.214 delivers. This month, we’ve got support for five more Nintendo Game & Watch titles (Fire, Flagman, Helmet, Judge and Vermin), four Chinese computers from the 1980s, and three Motorola CPU evaluation kits. Cassette support has been added or fixed for a number of systems, the Dragon Speech Synthesis module has been emulated, and the Dragon Sound Extension module has been fixed. Acorn Archimedes video, sound and joystick support has been greatly improved.
On the arcade side, remaining issues in Capcom CPS-3 video emulation have been resolved and CD images have been upgraded to CHD version 5, Sega versus cabinet billboard support has been added to relevant games, and long-standing issues with music tempo in Data East games have been worked around.
Of course, you can get the source and Windows binary packages from the download page.

MAMETesters Bugs Fixed

  • 00130: [Sound] (darkseal.cpp) darkseal: When using your weapon, the music speed increases. (AJR)
  • 00389: [Sound] (cbuster.cpp) cbuster: The music tempo increases up when the flamethrower is used. (AJR)
  • 02108: [Sound] (vaportra.cpp) vaportra, vaportrau, kuhga: Music tempo changes when firing. (AJR)
  • 03635: [Gameplay] (igspoker.cpp) cpoker, cpokert: Games freezing during play. (Roberto Fresca)
  • 05802: [DIP/Input] (pk8020.cpp) korvet, neiva, kontur: Keyboard does not work! (Robbbert)
  • 06205: [Graphics] (snes.cpp) snes [pilotwinu,pilotwinj]: Upper part of the screen image repeated. (AmatCoder)
  • 06486: [Side-by-side] (a2600.cpp) a2600: Initial stack pointer value for the M6507 (6502) is incorrect. (MoochMcGee)
  • 06901: [Crash/Freeze] (snes.cpp) snes [jdredd and clones]: Judge Dredd (all regions) stops working after title screen. (AmatCoder)
  • 07405: [Sound] (dragon.cpp) dragon32, dragon64, dragon64h, dragon200, dragon200e: Dragon Sound Extention module is silent. (AJR)
  • 07408: [Plugins] “autofire” plugin is not working properly. (Nathan Woods)
  • 07412: [Crash/Freeze] (vgmplay.cpp) vgmplay [chaotixju_md]: Crash when attempting to play Sega 32X audio pack. (cam900)
  • 07413: [Crash/Freeze] (exidy440.cpp) yukon, yukon1: The games crash or get stuck during the initial checks. (AJR)
  • 07416: [Graphics] (legionna.cpp) denjinmk: Broken backgrounds in two game endings. (Angelo Salese)
  • 07419: [Crash/Freeze] (snes.cpp) snes [firemenu, firemenj]: Screen remains black and game doesn’t start. (AmatCoder)
  • 07425: [Misc.] (mac.cpp) macplus: Option/Command key positions swapped (U.S. PC keyboard). (R. Belmont)
  • 07426: [Misc.] (mac.cpp) maciici: Non-matching Option key positions (U.S. PC keyboard). (R. Belmont)
  • 07427: [Crash/Freeze] (arkanoid.cpp) arkgcbl, arkgcbla, arkangc2, arkbloc2, arkbloc3, block2, paddle2: Crash on start. (Robbbert)
  • 07430: [Graphics] (nes.cpp) ultstunt and clones: Introduction screens and playfield are corrupted. (AJR)

New working machines

  • China Jiangmen Computer Equipment Factory H-01 JCE [zzemu]
  • China State-owned 830 Factory NF500A [zzemu]
  • Draw Poker (Joker Poker V.01) [Roberto Fresca TeamEurope]
  • Game & Watch: Fire (silver) [algestam, Mr. Do, Sean Riddle]
  • Game & Watch: Flagman [algestam, Mr. Do, Sean Riddle]
  • Game & Watch: Helmet (Rev. 2) [algestam, hap, Mr. Do, Sean Riddle]
  • Game & Watch: Judge (green) [algestam, Mr. Do, Sean Riddle]
  • Game & Watch: Vermin [algestam, hap, Mr. Do, Sean Riddle]
  • Motorola MEK6802D3 [68bit]
  • Motorola MEK6802D4 [68bit]
  • Motorola MEK6802D5 [68bit]
  • Nanjing Computer Factory Zi Jin I [zzemu]
  • Novag Super Sensor IV [hap, Berger, Achim]
  • SciSys / Philidor Software Chess Champion: Mark V [hap, Berger]
  • SciSys Kasparov Turbostar 432 [hap, anonymous]
  • Urachacha Mudaeri (Korea) [brizzo, Angelo Salese, The Dumping Union]

New working clones

  • Birdie Try (Japan revision 2, revision 1 MCU) [TeamEurope, Guru]
  • China HKC HKC 8800A [zzemu]
  • Fidelity Electronics Excel 68000 Mach II (rev. C+, set 2) [Berger]
  • Game & Watch: Balloon Fight (crystal screen) [algestam, hap, Mr Jiggles the Christmas Man]
  • Gouketsuji Ichizoku (Japan, prototype) [twistedsymphony]
  • Hegener + Glaser Mephisto ESB II [Berger, Achim]
  • Hegener + Glaser Mephisto III (ver. B) [Berger, Achim]
  • Kuri Kinton (US, World Games license) [coolmod, The Dumping Union]
  • Novag Constellation 3.6MHz (set 1) [hap, Berger, Achim]
  • Novag Constellation 3.6MHz (set 2) [Berger]
  • Novag Constellation Quattro [hap, anonymous]
  • Novag Savant II [Berger, Achim]
  • Pac Man (U.G. bootleg of Puck Man) [f205v]
  • Psyvariar -Medium Unit- (V2.02O 2000/02/22 13:00) [rtw]
  • Raiden Fighters (Greece) [Sergio Galiano, Recreativos Piscis]
  • SciSys / Philidor Software Chess Champion: Mark VI/Philidor [hap, Berger, anonymous]
  • Venture (version 5 set 2, bootleg) [f205v]

Machines promoted to working

  • Unior [Robbbert]

Clones promoted to working

  • Champion Poker (v101) [Roberto Fresca]
  • Champion Poker (v201F) [Roberto Fresca]
  • Lady Liner (encrypted, set 1) [TeamEurope, Roberto Fresca, Ivan Vangelista]
  • Lady Liner (encrypted, set 2) [TeamEurope, Roberto Fresca, Ivan Vangelista]
  • Lady Liner (encrypted, set 3) [TeamEurope, Roberto Fresca, Ivan Vangelista]
  • Lady Liner (encrypted, set 4) [TeamEurope, Roberto Fresca, Ivan Vangelista]
  • Lovely Cards (encrypted) [TeamEurope, Roberto Fresca, Ivan Vangelista]
  • New Lucky 8 Lines (set 10, W-4, encrypted NEC D315-5136) [Grull Osgo]

New machines marked as NOT_WORKING

  • Alpha Micro AM-1000 [Bitsavers]
  • Cablenet 2039 Controller [Al Kossow, Bitsavers]
  • Maldaliza [brizzo, Angelo Salese, The Dumping Union]
  • VTech Genius Leader Select [TeamEurope, The Dumping Union]
  • Wully Bully [brizzo, Angelo Salese, The Dumping Union]

New clones marked as NOT_WORKING

  • 286 motherboards with 5-chip SUNTAC chipset [rfka01]
  • 286 motherboards with 5-chip VLSI chipset [rfka01]
  • 286 motherboards with Headland G2 chipset [rfka01]
  • 386 Motherboard using the Forex FRX46C402 + FRX46C411 + SiS 85C206 chipset [rfka01]
  • 386 motherboard using the Symphony chipset [rfka01]
  • 386 motherboards using a OPTi 82C495XLC chipset [rfka01]
  • 386 motherboards using the ALi M1429 A1 and M1431 A2 chipset [rfka01]
  • 386 motherboards with a FOREX FRX46C402/FRX36C300/SIS85C206 chipset [rfka01]
  • 386 SC Rev A2 [rfka01]
  • 386-4N-D04A (UMC chipset) [rfka01]
  • Asus ISA-386C [rfka01]
  • Asus ISA-386U30 REV.2.2 [rfka01]
  • AUVA COMPUTER, INC. BAM/12-S2 [rfka01]
  • AUVA VIP-M21502A BAM16-A0 [rfka01]
  • BI-025C HT-12 286 (HT12/A chipset) [rfka01]
  • Biostar MB-1212C [rfka01]
  • CDTEK 286 motherboard with Headland G2 chipset [rfka01]
  • CMP enterprise CO.LTD. 286 motherboard [rfka01]
  • DFI 386-20.REV0 [rfka01]
  • DTK PEM 2539 [rfka01]
  • Eagle PC-2 [rfka01]
  • Everex Systems EV-1815 [rfka01]
  • GOLDSTAR P/N 611-606A Rev 1.0A [rfka01]
  • HLB-286 MBA-009 [rfka01]
  • KMA-202F-12R (Winbond chipset) [rfka01]
  • Leading Edge Model M [rfka01]
  • Leanord SA Elan High Tech 286 [rfka01]
  • Magitronic Technology Magitronic B236 [rfka01]
  • Micromint MPX-16 [rfka01]
  • Morse KP-286 [rfka01]
  • Octek 286 mainboard with Headland G2 chipset [rfka01]
  • Octek Jaguar V v1.4 [rfka01]
  • Olivetti M203 motherboard [rfka01]
  • PC-Chips M205 [rfka01]
  • PC-Chips M321 [rfka01]
  • PC-Chips M326 [rfka01]
  • PC-Chips M919 [rfka01]
  • Pipi & Bibis / Whoopee!! (bootleg, set 2) [anonymous]
  • Shuttle Computer International HOT-304 [rfka01]
  • SM 386-40F (Forex chipset) [rfka01]
  • Snobol Mini 286 [rfka01]
  • Soyo SY-019H and SY-019I [rfka01]
  • SY-012 16/25 386MB VER: 5.2 [rfka01]
  • TAM/33/40-MA0 (CM318R00,M31-R00) [rfka01]
  • Uniron U3911-V3 [rfka01]
  • Vendex HeadStart Plus [rfka01]
  • Wyse WYSEpc 286 [rfka01]

New working software list additions

  • amiga_apps: Amiga Appetizer (Sv), Desktop Budget (Sv), SuperDuper 2.02 [FakeShemp]
  • apple2_flop_clcracked:
    • Charlie Brown's 1, 2, 3's (1990 Queue re-release) (cleanly cracked), Chivalry (Revision 2) (cleanly cracked), Computer Preparation for the SAT (Version 1.1A) (cleanly cracked), Creature Chorus (Version 4.0) (cleanly cracked), Julius Erving and Larry Bird Go One on One (cleanly cracked), MicroExam Test Bank for Computer Mathematics: Structured BASIC with Math Applications (Version 1.01) (cleanly cracked), Millionaire (Version 2.1) (cleanly cracked), Professor Davensteev's Galaxy Search: Blue Level (cleanly cracked), Professor Davensteev's Galaxy Search: Red Level (cleanly cracked), Quiz Castle (cleanly cracked), The Sales Edge (cleanly cracked), Universe II (Version 1.0) (cleanly cracked) [4am, Firehawke]
    • Buck Rogers - Planet of Zoom (cleanly cracked) [LoGo, Firehawke]
    • Star Fleet 1: The War Begins (cleanly cracked) [Peter Ferrie, Firehawke]
  • apple2_flop_misc: Olin in Emerald [www.mocagh.org, Dan Chisarick, Firehawke]
  • apple2_flop_orig:
    • Crossbow, Dogfight, Dragon's Keep, The Fidelity Chessmaster 2100, Hyper Head On, Infiltrator, Infiltrator Part II: The Next Day, International Hockey, Oo-Topos, PHM Pegasus, Racter, Roach Hotel, The Rocky Horror Show, The Sands of Mars, Snoggle, Succession, Super Mario Bros. Print World, Tawala's Last Redoubt, Tuesday Morning Quarterback [4am, Firehawke]
    • Olin in Emerald [4am, www.mocagh.org, Dan Chisarick, Firehawke]
    • Star Fleet 1: The War Begins [Brian Wiser, Firehawke]
  • gba: Broken Circle (Euro) [No-Intro, FakeShemp]
  • ggm: Sandy Edition - Master Chess, Steinitz Edition-4 - Master Chess [anonymous]
  • gtfore: Golden Tee Fore! 2002 (V2.00.00), Golden Tee Fore! 2003 (V3.00.04), Golden Tee Fore! 2004 (V4.00.XX), Golden Tee Fore! 2005 (V5.00.XX), Golden Tee Fore! Complete (V6.00.XX) [FakeShemp]
  • ibm5150: 2400 A.D. (set 2), Colossus Bridge 4, The Faery Tale Adventure: Book I, Star Pack, UMS II: Nations at War - Planet Editor [FakeShemp]
  • ibm5170: Bundesliga Manager Professional, QuickLink II Fax, Veil of Darkness, Vinguiden 1.0 (Sweden) [FakeShemp]
  • mac_flop: Balance of the Planet, Lode Runner [FakeShemp]
  • saitek_kso: Kasparov Selected Openings [Berger, anonymous]
  • sorcerer_cass: Defense [exidyboy]
  • spectrum_cass: The Quill Adventure System (C series) (set 1, C05) [David Haywood]
  • vgmplay: Air Rescue (Sega System 32), Alien3 - The Gun (Sega System 32), Barunba (MSX2), Barunba (PC Engine), Blaster Master - Enemy Below (Nintendo Game Boy Color), Bosconian (MSX), Cueb Runner (Sharp X68000), Dragon Buster (Sharp X68000), Fist of the North Star (NES), Fist of the North Star - 10 Big Brawls for the King of Universe (Nintendo Game Boy), Fray (MSX2), Hokuto no Ken (Family Computer), Illusion City (MSX turbo R), Image Fight (Sharp X68000), John Madden Football II (PC), King & Balloon (MSX), Kyuukyoku Tiger (Sharp X68000), Mappy (NEC PC-8801), Pac-Land (Sharp X68000), Pac-Man (MSX), R-Type (Sharp X68000), The Return of Ishtar (Fujitsu FM77AV), The Return of Ishtar (NEC PC-8801), The Return of Ishtar (NEC PC-9801), SHM (MSX2), Tank Battalion (MSX), Terra Cresta (Sharp X68000), Thunder Dragon (Arcade), Total Carnage (IBM PC AT), Toy Story Racer (Nintendo Game Boy Color), Turok - Battle of the Bionosaurs (Nintendo Game Boy), Turok - Rage Wars (Nintendo Game Boy Color), Turok 2 - Seeds of Evil (Nintendo Game Boy Color), Turok 3 - Shadow of Oblivion (Nintendo Game Boy Color), XVM (MSX) [Tafoid]
  • vsmile_cart:
    • Abenteuer im ABC Park (Germany, Rev. 3), The Batman - Rettung von Gotham City (Germany) [TeamEurope]
    • The Batman - Rescate en Gotham City (Spain), Bob der Baumeister - Bobs spannender Arbeitstag (Germany, Rev. 104), Bob y sus Amigos - Un Día De Trabajo (Spain), Campeonato de Futbol V.Smile (Spain), Disney/Pixar Cars - Acelera el Motor en Radiador Springs (Spain), Disney/Pixar À Procura de Nemo - Nemo À Descoberta do Oceano (Portugal), DreamWorks Shrek - El Cuento de la Dragona (Spain), Lil' Bratz Estrellas De La Moda - Amigos, Moda y Diversión (Spain), Noddy - Detective Por um Dia (Portugal), Scooby-Doo - Misterio En El Parque (Spain, translucent blue cartridge), Superman - El Hombre de Acero (Spain), Walt Disney La Cenicienta - Los sueños mágicos de Cenicienta (Spain) [TeamEurope, ClawGrip]

Software list items promoted to working

  • dragon_cart: Speech Synthesis Module [Nigel Barnes]

New NOT_WORKING software list additions

  • gj4000: Wissen für Kinder [TeamEurope]
  • gl6000sl: Update - Rechtschreibreform [TeamEurope]
  • glcx: Update Programm-Zusatzkassette (Ger) [TeamEurope]
  • gls: Spielend Richtig Schreiben [TeamEurope]
  • ibm5170: Strike Commander, Strike Commander: Speech Pack, Strike Commander: Tactical Operations [FakeShemp]
  • mac_flop: The Supercars - Test Drive II Car Disk [FakeShemp]
  • mac_hdflop: Lost in Time - Parts 1 & 2 [FakeShemp]
  • st_flop: Ferrari Formula One (Euro) [FakeShemp]
  • vsmile_cart:
    • Cranium - Freizeit Park - Ein Jahrmarkt voller Spiel- und Lernspaß (Germany), Dolphis Wasser-abenteuer (Germany) [TeamEurope]
    • Cranium - Parque de Atracciones de Cranium (Spain), Dakota y su mascota (Spain), Disney/Pixar Toy Story 2 (Smartbook) (USA), Disney's Little Einsteins (Spain), Kung Fu Panda - Aventura en el Valle de la Paz (Spain), Nick Jr. Dora the Explorer - Dora's Got a Puppy (Smartbook) (USA), Spider-Man y Amigos - Misiones Secretas (Spain, Rev. 222), V.Smile Estudio De Arte (Spain), V.Smile PC (Spain), Walt Disney La Cenicienta - Los sueños mágicos de Cenicienta (Spain, Rev. 122) [TeamEurope, ClawGrip]
  • vsmilem_cart: Disney La Casa de Mickey Mouse (Spain), Disney Winnie the Pooh - En busca de la miel (Spain), Disney/Pixar Cars - Acelera el Motor en Radiador Springs (Spain), Disney/Pixar Toy Story 3 (Spain), Disney/Pixar UP (Spain), Disney/Pixar Wall-E (Spain), DreamWorks Monstruos contra Alienígenas (Spain), ¡¡Scooby-Doo!! - Misterio en el parque (Spain) [TeamEurope, avlixa, ClawGrip]

Source Changes

  • bus/ss50: Corrected SS-30 MPS2 “high” Baud rates. [68bit]
  • bus/ss50: Don’t log reads from empty SS-50 slots when side effects are disabled. [68bit]
  • flex_dsk.cpp: Fixed logging of the disk name extension. [68bit]
  • swtpc09.cpp: Added hard disk support to the DMAF3 controller. [68bit]
    • Includes new WD1000 hard disk controller support, and improved DMAF2/DMAF3 MC6844 DMA emulation.
  • mc6845.cpp: Improved cursor emulation, including differences between the MC6845 and HD6845S. [68bit]
  • asmjs: Removed option to ignore missing libraries, and removed util and SDL2_ttf from link libraries. [68bit]
  • unidasm: Added -xchbytes option to swap input bytes. [AJR]
  • Added dump and emulation for Alpha Micro AM-310 Communications Controller. [AJR, Bitsavers]
  • m37710: Internalized timing for analog-to-digital converter. [AJR]
  • Distinguish DIP switches that belong to different devices but have the same name in UI menus. [AJR]
    • Most likely to occur when multiple instances of the same device type are configured on bus slots.
  • h8: Improved disassembly. [AJR]
    • Corrected sign extension for 16-bit absolute addresses.
    • Add h' prefix to hexadecimal numbers.
    • Restrict address length depending on model.
    • Align arguments.
  • airbustr.cpp, djboy.cpp, hvyunit.cpp, sidearms.cpp: Corrected sound IRQ sources. [AJR]
  • c140.cpp: Added timing output to trigger periodic FIRQ. [AJR]
  • h6820: Added a hack to work around incorrect music speed in cbuster.cpp, darkseal.cpp and vaportra.cpp (MT00130, MT00389, MT02108). [AJR]
  • prestige.cpp: Corrected metadata (glmmc is now gmmc), and marked gmmc system ROM as a bad dump. [AJR]
  • h6280: Reduced logical address space width, and made debugger use official names for banking registers. [AJR]
  • exidy440.cpp: Fixed crash/assertion failure caused by palette having too few entries. [AJR]
  • Added preliminary ELAN Microelectronics RISC II CPU emulation. [AJR]
  • dp8350.cpp: Improved timing, and fixed save states. [AJR]
  • nes.hsi: Fixed mirroring for Ultimate Stuntman. [AJR]
  • Fixed debugger dump command for address-shifted spaces. [AJR]
  • snes.cpp: Don’t reset HDMA on writes to HDMAEN if the register value isn’t changed (fixes MT06205). [AmatCoder]
  • g65816, spc700: Improved cycle counting (fixes MT06901 and MT07419). [AmatCoder]
  • crospuzl.cpp: Improved Flash loading. [Angelo Salese]
  • VRender0 updates: [Angelo Salese]
    • Improved menghong hardware emulation, allowing crzyddz2 to boot and improving menghong colors.
    • Moved video and audio components into the system-on-a-chip device, and added preliminary UART emulation.
    • Allowed external video clock to be set by the host driver.
  • segaic24.cpp: Implemented reverse Y clipping logic (fixes sprite priorities in Crack Down). [Angelo Salese]
  • archimds.cpp updates: [Angelo Salese]
    • Fixed cursor enable and sizing (used by caverns to display score and main player sprite).
    • Added preliminary RTFM and serial joystick support.
    • Re-implemented Acorn VIDC10 emulation, adding stereo sound support and improving raster effects.
  • segac2.cpp: Added links to reference videos. [cam900]
  • gba.xml: Corrected ROM size for brokenc. [cam900]
  • k051649.cpp: Added more address map mirrors, added save state support, and cleaned up code. [cam900]
  • ym2151.cpp: Clear both output buffers when reset is asserted. [cam900]
  • psikyosh.cpp: Refactored common pixel operations into helper functions, improved use of const, and cleaned up code. [cam900]
  • ay8910.cpp: Implemented AY8930 extensions, made pin 26 an input, added notes, and cleaned up code. [cam900]
  • deco_mlc.cpp: Improved blending behavior and cleaned up code. [cam900]
  • mega32x.cpp: Removed assumptions about host system’s sound outputs (fixes MT07412). [cam900]
  • 315_5313.cpp: Fixed 3-bit color mode masking, implemented device_gfx_interface, and separated shadow/highlight palettes. [cam900]
  • calcune.cpp: Converted drawing routine to use VDP palette, added save state support, and reduced redundant code. [cam900]
  • video/generic.cpp: Added 16×16 layouts composed of 2×2 arrangement of 8×8 tiles, and made a number of drivers use generic layouts. [cam900]
  • imagetek_i4100.cpp: Added notes and cleaned up code. [cam900]
  • hyprduel.cpp: Set MACHINE_NO_COCKTAIL flag on hyprduel and hyprduel2. [cam900]
  • nmk16.cpp: Verified some clock sources and CPU types. [cam900]
  • legionna.cpp: Always invalidate tilemaps on bank change for Denjin Makai and Heated Barrel. [cam900]
  • plugins/cheat: Added time functions to the cheat sandbox. [Carl]
  • netlist: Force C locale when formatting numbers (fixes exception when global locale is set). [Couriersud]
  • spectrum: Added preliminary Beta Disk emulation (not working). [David Haywood]
  • karnov.cpp: Hooked up 8031 microcontroller for chelnovjbl. [Dirk Best]
  • model3.cpp: Hook up 315-5649 I/O controller. [Dirk Best]
  • HP9845: Reimplemented TACO based on recently-published internal documentation. [F.Ulivi]
    • Also separated DC100 tape cartridge device, and added support for 16-bit data format used by HP9845 and HP885.
  • hphybrid: Fixed bug that caused hp9825t to hang when calculating logarithms. [F.Ulivi]
  • Don’t throttle emulation while paused if video update-in-pause is enabled. [feos]
  • icebox.cpp: Hooked up floppy controller interrupt request, allowing disk routines to work properly. [Frank Palazzolo]
  • apple2: Corrected Joyport multiplexing. [Golden Child]
  • apple2: Fixed key code for Ctrl-Shift-P and modifier codes for M and N on II and II Plus. [Golden Child]
  • segacrp2_device.cpp: Added NEC D315-5136 device (used by lucky8k). [Grull Osgo]
  • sh: Log SH2 FMR clock multiplier writes. [MetalliC]
  • cps3.cpp updates – imperfect graphics flag has been removed: [MetalliC]
    • Hooked up coin lockouts and coin counters, and connected buttons 5 and 6 to jojo, jojoba and clones.
    • Made SS RAM and registers eight bits wide and fixed EEPROM size.
    • Added fixed delay to palette/character DMA interrupts, and removed periodic interrupt hack.
    • Fixed missing star sprite in introduction and game title background color for jojo.
    • Render tilemaps as sets of rows from sprite list (fixes sfiii Alex stage background).
    • Implemented sprite list caching (fixes warzard two-player versus screen and jojo introduction text).
    • Replaced disk images version 5 CHD files build from trurip database.
    • Re-implemented color fading, and zeroed low three bits of color channels.
    • Improved save state support, Improved function/variable naming, cleaned up code, and improved documentation.
  • cps3.cpp: Implemented tilemap flipping, added a delay to sprite list DMA acknowledgement, and buffered global scroll registers. [MetalliC, David Haywood]
  • geneve: Added PC keyboard connector, allowing the use of emulated PC XT keyboards. [Michael Zapf]
  • m6502: Improved reset sequence emulation (fixes MT06486). [MoochMcGee, hap, smf]
  • Exposed running_machine::exit_pending() and running_machine::hard_reset_pending() to Lua scripts. [Nathan Woods]
  • Changed osd_get_clipboard_text() to return std::string. [Nathan Woods]
  • dragon32: Added JCB Speech Synthesis cartridge emulation. [Nigel Barnes]
  • acorn_vidc.cpp: Generate µ-law table at device start time. [O. Galibert, Angelo Salese]
  • tms34020: Fixed BLMOVE alignment handling (fixes endless loop in Atronic games). [Priit Laes]
  • apple2: Added initial support for ComputerEyes/2 image capture slot card. [R. Belmont, Golden Child]
  • f2mc16 updates: [R. Belmont]
    • Implemented more opcodes.
    • Made interrupt handling more robust.
    • Implemented mb9061x timers 0 and 1, including external event counter mode.
    • Fixed BBC branch offset.
    • Added more opcodes to the disassembler and normalized bit syntax.
    • Added save state support and cleaned up code.
  • Added a preliminary native Cocoa OSD layer for macOS (not working yet). [R. Belmont]
  • mac.cpp, mac128.cpp: Made default mapping for Command key right alt for all machines. [R. Belmont]
  • Emulated Sega Billboard and hooked it up to ST-V, Model 2 and Model 3 games. [Rob Krum, Dirk Best]
  • i8251: Implemented synchronous modes. [Robbbert]
  • unior.cpp, pp01.cpp: Fixed cassette interfaces. [Robbbert]
  • pmd85.cpp: Added cassette to alfa and mato, fixed cassette on other sets, and added notes. [Robbbert]
  • poly88.cpp: Fixed cassette polyphase mode. [Robbbert]
  • argo.cpp: added DMA, CRTC, PIT and cassette by guesswork. [Robbbert]
  • plan80.cpp: Added speaker sound. [Robbbert]
  • pk8020.cpp: Fixed keyboard and updated notes (MT05802). [Robbbert]
  • mycom.cpp: Fixed scrolling. [Robbbert]
  • goldnpkr.cpp: Replaced incorrectly dumped jokercar extended graphics ROMs with data from another set to make the game playable. [Roberto Fresca]
  • goldstar.cpp: Simplified cherrys graphics decryption code. [Roberto Fresca]
  • igspoker.cpp updates: [Roberto Fresca]
    • Patched out protection in cpokert, cpokerx, cpoker101, cpoker201f and cpoker210ks (MT03635).
    • Fixed inputs for cpoker, cpokert and cpoker201f.
  • SGI Newport graphics: Fixed inverted-Y pixel read-back (fixes crash in Alias PowerAnimator 7.5). [Ryan Holtz]
  • r4000: Report the correct sub-revision for the R4600, and allow specific R4x00 types to specify the FPU ID as well. [Ryan Holtz]
  • indigo.cpp: Switched indigo4k to use the new R4000 CPU core. [Ryan Holtz]
  • SGI HAL2 audio: Corrected chip revision ID to match real hardware. [Ryan Holtz]
  • sgi_mc: Flag EISA bus as present on both Indigo² and Indy, as VINO uses EISA signals for GIO64 arbitration. [Ryan Holtz]
  • vino: Implemented the majority of its functionality, and hooked it up to picture_image_device. [Ryan Holtz]
  • hh_sm510.cpp: Improved re-created melody ROMs for gnw_bfight and gnw_mbaway. [algestam]
  • debugger: Added mips and m68k support to gdbstub, and added support for running MAME debugger commands from the client. [Ramiro Polla]
  • Changed Travis CI build to use GCC 9, and added MinGW GCC build to AppVeyor. [Belegdol]
  • marineb.cpp: Documented difficulty settings for hoccer, and added DIP switch locations for most sets. [Brian Troha]
  • policetr.cpp: Re-dumped U163 sound ROM for policetr10, and added speed-up hacks for sshooter, sshooter11 and policetr10. [Brian Troha]
  • karnov.cpp: Re-dumped color BPROMS for chelnovj, confirming they match chelnov/chelnovu. [Brian Troha]
  • ibm5170.xml updates: [FakeShemp]
    • Changed gilispa, mitsmous6, nd010pci, nusound, sndwav32 and wordfndr to IMD images.
    • Changed scroll3d, sndwav32, cpavfw, microcp3, wordfndr and thndrhwk to MFM images.
    • Re-dumped internet and nicklaus.
  • ibm5150.xml: Replaced tgipack and ranger1 with MFM images. [FakeShemp]
  • amiga_hardware.xml: Dumped a590_seagate disk. [FakeShemp]
  • blackt96.cpp: Measured PIC microcontroller clock frequency. [Guru]
  • wyvernf0.cpp: Measured clock frequencies. [Guru]
  • symbolics.cpp: Changed unpopulated ROM regions to read as 0xFF to match hardware tests. [Josh Dersch]
  • neptunp2.cpp: Added EEPROM dump to rockroll. [jordigahan, ClawGrip]
  • commando.cpp: Corrected CPU frequency and updated notes. [Jose Tejada]
  • gng.cpp: Corrected notes. [Jose Tejada]
  • midvunit.cpp: Added re-created A19993 PAL program. [JROK, Hydreigon]
  • naomi.cpp: Re-dumped initdv2ja and ggxxsla GD-ROMs. [MajorPBX]
  • sprint4.cpp: Fixed gear shift controls for fourth player. [Mark Spaeth]
  • bfm_sc4.cpp, exidyttl.cpp, globalfr.cpp, jpmmps.cpp, monacogp.cpp, mpu5.hxx, simple_st0016.cpp: Edited titles for consistency. [MASH]
  • genpc.cpp updates: [rfka01]
    • Increased pc BIOS region size to 64 KiB to support late XT clones.
    • pc: “Added Super Computer BIOS 1.2”, “B-190-B”, “KT 10 M/B” and “Ruud Baltissen's Diagnostics” BIOS options.
  • at.cpp updates: [rfka01]
    • Expanded chipset details and notes.
    • at: Added “286 TACT”, “CDTEK 286” and “Landmark/Supersoft diagnostic ROMs” BIOS options.
    • at386: Added “386 board with Ali chipset”, “386 UMC 3DIUD”, “386GRN-like board rev.03”, “MB1325PM” and “Tandon/Micronics with 385” BIOS options.
    • atvga: Added “286 TACT” and “CDTEK 286” BIOS options.
    • neat: added “286-NEAT”, “VIP BAM/16-11” and “CP-805” BIOS options.
    • vlsi5: Added “MBVLSI-168” BIOS option.
  • ibmpc.cpp: Added “Landmark/Supersoft Diagnostics” BIOS options for ibm5150 and ibm5160. [rfka01]
  • hawk.cpp: Added “DEMOS 2.21 V1.01” BIOS option. [TheEPROM9]
  • cps1.cpp: Dumped U104 PAL for Street Fighter II' CE Mstreet-6 bootlegs sf2cems6a and sf2cems6b. [TwistedTom]
  • chinagat.cpp: Added PCB layouts and TRJ-100 pinout information, and updated notes. [yukaritamura]
  • supbtime.cpp: Fixed DE-0343 board main CPU and audio CPU clock frequencies. [yukaritamura]
submitted by cuavas to MAME

10

Ark Tribe presentation

This post is following the request to put this presentation directly on Reddit since it's hard to read on Google Doc.

Ark Tribe

(Will be a French SCOP)

Introduction

Blockchain Gamer & Ark Tribe

Ark Tribe is the result of a think tank that went by the name of Blockchain Gamers, from the cryptocurrency community, that aimed to find innovative uses of blockchain in video games, and a real use, that could meet the needs or demands of the video game ecosystem.

You will find the documents and studies on which we based ourselves on the website of “Agence Française du Jeu Vidéo.” Some recent studies reinforce the points that this group had already put forward at the time, I may refer to them. This is not an anachronism, but a note to show that what was said is still relevant today.

Started by myself, based on my experience as a player in high level guilds on most MMORPGs at their hour of glory, and many "solo" games, then quickly joined by other players, the group had enriched its discussion on the needs and desires of the players of today and tomorrow by reading numerous studies on video games and technology available or that would be available in the future.

It seemed relevant to listen to people of all ages in order to have a wider panorama, and to meet the needs of those who will be the buyers of the next generation of games tomorrow.

From a perspective of the future, and in a reflection on solutions for the long term, we had by multiple mediums (discord, slack, private messages on telegram, on skype ... but also mails and private forums) exchanged on subjects like “the qualities that a game should have to meet the expectations of duration, quality, and universality” of current players.

There appeared some major needs that guided us to the solutions that I would present later in detail. These needs can be summed up by a motley search for difficulty, a nostalgia for the social game, and a need to recognize the cultural character of the game.

The thoughts of Blockchain Gamer

It has to be said that not all players aspire to a similar difficulty. The video game is no longer the prerogative of adolescents in search of personal challenge, it has become widely popularized. You will find in appendix references to the studies of the AFJV (French Agency of Video Games) which show that today a very different population plays video games.

From Blockchain Gamer discussions have emerged for some a need for challenge such as those of video games before. By looking at what they thought was "better before" we were able to find several elements that determined their discontent.

Before the arrival of the MMORPGs, and their massive adoption, there was little or no quest indicators in minimaps, for example. We had to explore every corner of every place we went to, talk to each NPC (non-player character) to find quests, and explore the game map for monsters, or rewards.

As of today, each quest is announced on the mini-map (miniature map of the player's immediate environment, usually at the top right of the screen) which is standard for MMORPG systems. And the storyline transports you from one place to another with laser-guided precision. It is not hard to find what you are looking for too.

If there is a demand from players who want to be able to play "without breaking their heads" and who like to be carried away by the storyline, others regret not being able to "choose to have to explore" rather than be led through the game by a quest suite.

Open world games, where you can go anywhere, could have provided a solution for these players, if it was that 'anywhere else than where the next quest leads, there Nothing exciting "and so the interest, for them, of the open world is limited to being able to look at beautiful landscapes, nothing interesting.

If this is not a universal point of view, and not all games are RPGs (role playing) it is interesting to see that even on other types of games, this point comes back. So, on platform games (where you have to jump, move from one platform to another) you have exactly the same opposites "It's too easy" and "it's impossible" depending on agility and the customer's machine.

Another observation is that today, we play on PCs, consoles, laptops, and smartphones (more and more) but we isolate ourselves when we play. "The online modules or multiplayer is the blank" insisted adults, against a "no, they are cool" in adolescents.

From this opposition, a most interesting discussion was born. Initially opposed on the subject, after much discussion, was born a consensus that it would be much more fun if the multiplayer, without making an obligation, could be played by several people whose presence and physical interaction would affect the game.

But everyone, regardless of age and occupation, has shown a growing appetite for immersive games where you feel you live the story. And if they are currently reluctant to spend on virtual reality equipment, they admit that they would be happy to spend on this type of equipment if a serious game offer that meets all their other expectations.

The most technical people of the group had reflections on another challenge of today's games, and more, of tomorrow. As said above, we play on several mediums, but even worse, each of these mediums to several operating system, the consoles all have their own different, on the PC there are MAC OS, Linux, and Windows. On laptops, there is Android, Windows and others. different screen resolution (size), and do not calibrate the performance and capabilities of each device.

So what? What to do?

No need to explain that to make a different version for everyone is time-consuming, and not rentable, undesired in case where you have the choice to do otherwise. The proof is, if you need it, that the best selling point of Unity 3D, Game Maker Studio, and RPG Maker is that you can "publish for all consoles and OS" with one and the same code without changing it.

In the world of application development (including video games) cross-platform solutions also abound, including Visual Studio (software used to make programming from Microsoft) that even offers the power with the C #, among others, to make programs for Android or Linux.

The beginning of solutions appeared.

As mentioned above, Unity 3D and Game Maker Studio offer complete solutions to make only one code, and publish for all platforms. Steam, a distribution platform, allows you to make available your game (software, video, book ...) for all platforms. Side users, it is transparent, the publisher side of the game / software, it is done through different repositories (storage space) for each OS.

Nvidia, the manufacturer of motherboard and graphics card, also offers a solution to this problem, which goes through the cloud: GEFORCE Now. Based on its famous range of graphics card, it allows to play games in a fluid way, for which your PC does not have the necessary resources physically. You will find the technical details on the site that NVIDIA has created, GEFORCE NOW.

Many other studies and proposals were, unfortunately, lost when the group dissolved. However, the studies and agencies mentioned that I was able to find online, and these discussions in which I participated, was born Ark Tribe.

Ark Tribe's birth


In order to exploit the results of Blockchain Gamer, and for the stated purpose of creating a new think tank, but more in-depth and more professional, I created Ark Tribe. This group was not intended to grow as fast as Blockchain Gamer, and it is not currently huge either.

The Blockchain Gamer experimentation was certainly a success in terms of results of reflection, but a failure on the "concrete" that had resulted from it. So having amassed hands-on playing experience, theoretical knowledge about game design by BG (Blockchain Gamer), as well as a better understanding of player needs through the different discussions that BG, it seemed to me essential to create games from this wealth of information.

Of all types of video games, the one that by my contacts and knowledge we were most accessible, was the Visual RPG format, which combine the narrative power of a Visual Novel, with the adventure feel of a RPG. There are many definitions for Visual Novels, but we have retained the aspect of "interactive book of which we are the hero". For this type of games, you need backgrounds, characters (portraits and busts), and a solid story, which holds its ground compared to a conventional book.

I contacted illustrators, musicians, and writers, as well as correctors, obviously, programmers too. A team formed, which took a long time to have a strong heart. While it is regrettable that it is difficult to have a programmer, the programming aspect is, fortunately, a point that I can fill. This is how the project "Fairytale of a Kingdom" was born.

But in all that ... where is the blockchain?

Here it comes! The basis of "Fairytale of a Kingdom" will be a Visual Novel. It will provide a solid storyline for their game, multiple purposes, neat decors ... but it will include a classic RPG part with fights, shops to buy weapons, or other elements of the game.

This is where the blockchain comes in. It will store all the interactions of the players with the game. Purchases, sales, obtaining experience, objects, skill points ... all this will be stored on the blockchain. And since everything will be stored on the blockchain, the game itself will only contain the code needed to interact with the blockchain.

And since it is so, the shops are dynamic. It contains everything that was sold, but also all that other players have sold. The cities of the game are constantly changing state too, if we had 10 quest to kill the wolves, and there are more, then we have too many rabbits, and we must kill some of them , and reintroduce the wolves. Let's go to the other areas to search!

This gives the appearance of a massively multiplayer game, with the advantages of playing solo. This aspect, I called it: "Mass Ecosystem Economics" (hereinafter MEEM) and it fits as much to solo games as to MMO (Massive Multiplayer Online) type games. It meets the expectation of diversity of people.

Regarding the difficulty, Fairytale of a Kingdom will not provide an innovative solution, because the solution envisaged by Ark Tribe is both ambitious, and can only be done with the help of a team of experts that we do not have in our current network: artificial intelligence. No, not the artificial intelligence of the monsters of today's games ... we are talking about an artificial intelligence shared by all Ark Tribe games, to which will connect the games.

This one will determine the level of the player, his strengths and his weaknesses, and will adjust the script of the monsters to the individual, or to the collective, who confronts it. Or rearrange the platforms so that they are difficult but not impossible to cross for the player. This is how Ark Tribe intends to propose a common game, but adapting to each player individually.

And so ... the future SCOP (Cooperative)?

If it is not necessary to have a business for Fairytale of a Kingdom demonstrates the MEEM and its capabilities, what Ark Tribe can do as a community project, the field of artificial intelligence, and ambitions members in the heart of Ark Tribe can not be part of the community. We want to create a video game studio based on artificial intelligence research, virtual reality, and future technologies.

These are the concepts that I present to you below.

Ark Tribe Studio: all the cultural

Mass Economic Ecosystem Mechanism (MEEM)


The MEEM is an operating model of the game where the action of each player changes the state of the game permanently and sustainably. When a game is based on this model, a player may visit the same place indefinitely without ever, with a few unlikely exceptions, find themselves in the same situation twice.

Take the example of weapons in a game where it is possible to have them by killing monsters, making them, or buying them in the shop. At the opening of the game, the shops will have only the weapons of their basic inventory. The adventurers, at this point will all have the same thing and the experience will be similar.

But then they will go for quests, they will collect materials, some will sell in the raw material shops, and others will keep to make weapons. They will have weapons and armor, some will equip, and others will resell. And they will make weapons and armor to sell them or to equip themselves.

From then on, the game is not the same for everyone. Depending on what everyone has done, the shops will find the swords that were on the monsters, or were created, new raw materials, rare or not, and weapons of all shapes, magical or not.

One would think that one is in a multiplayer game, but no. With the blockchain for base, which records all these player transactions, the game will only keep blockchain transactions from the region of the game you are in and fill the store's inventory accordingly.

The same goes for quests, resources, we can build games that react to the actions of other players, and we get a much more dynamic game. Then we get not only a diversification, but also a natural dispersion of the game (we evoked the weapons, armor, and resources, but all the objects of the game will thus spread throughout the game) that make the immersion much more intense.

A MMO (Online Multiplayer Massive) game will benefit all the more from this system as players will not interact passively with each other, but actively, trading directly with each other, grouping and creating guilds. For these games, interoperable channels will take care of the various aspects of the game.

We thus create a decentralized game, which at a time when the DDOS attacks and other cybercrime actions are massively targeting the world of video games, and more particularly that of online games, makes the game more autonomous, and allows Ark Tribe to reduce the attack surface and the impact of these attacks on his players.

MEEM is equally usable for Digital Goods, and its use can range from dispersion of unique writings amongst the Vision Future Media to spread the goods that people want to sell that belongs to them. As such, we can spread “unique edition of ebook” that thanks to the MEEM can be really unique, and can be sold as collectible.

Of course, that also mean that we can use this to create online collectible, or creative items that don’t have equivalent anywhere else in the world, but also verify that something is genuine or owned by a specific person. As such the MEEM is a patented complex system, that will give Ark Tribe a concurential advantage that it can use to take a lead in the market.

Shared Artificial Intelligence


As mentioned above, integrating the blockchain as a base for a game allows, among other things, players to share their gaming experience and interact even when they are in single player mode. The MEEM therefore gives a greater depth to the game, and allows a greater immersion.

But it only partially meets the demand of the players. By this process we make the universe more attractive, but it still remains to solve the problem of interaction with the universe. At this point our players are more interested in the game, but if it is too hard or too easy to play (Ni no Kuni II is a very popular game, but his strongest critics are about being too easy), so our players are not satisfied.

Blockchain Gamer has spent many hours over its two years of existence looking into current games which ones have the best solution. But it is the opening of the world of artificial intelligence and its processes that has most caught our attention.

What do we expect from AI that we will not get adaptive scripts today?

To get to know the player, to recognize his strengths and his weaknesses, then to direct the enemies so that they always pose a satisfactory difficulty to the player without either pushing him to stop the game because he does not can not progress anymore. And if the player fails to recognize his request to weaken the opponent.

We no longer get "scripted" fights where we learn a precise mechanics, and where we fight with a precise method, but a reactive combat where each part does with its strengths and its weaknesses, and where the enemy adapts to the reaction time and the abilities of the players he has in front of him.

From AI we expect two things in terms of leisure, games that adapt to what we want to do (we can choose to ask the AI ​​to do the fighting for us, or to to be easy, or to optimize the difficulty) and that will give a "living" dimension to the characters we meet in the game.

In MMO games, two AIs can cooperate. One will be responsible for adapting enemies and NPCs (Non-Player Characters) to raids (a raid usually includes several groups of players from the same guild), groups, or individuals in the presence of the NPC; while the other will help the moderation of the game.

In most online games, farmers, individuals who use scripts to pick up resources in bulk, are a disruptive problem for universes and players. This second AI can learn to discern players, and report to a member of the support dedicated to resolving disruptive behavior.

These behaviors are not only those that threaten the virtual economy of the game, but also those that threaten the very life of the player. It will teach AI, as far as possible to detect conversations about suicide, racism, or discrimination, to help prevent these "games off the table" where launches challenges that push children just into adolescence to commit suicide.

Player safety should not be overlooked, and while it is not the publisher's legal responsibility to monitor children connecting to his or her game, it is his or her moral responsibility and reputation. to ensure that these abuses of the online chat system are severely punished, and not tolerated.

What is "shared" in Shared Artificial Intelligence?

This is to use an AI for all Ark Tribe games. Whether for single player, multiplayer, or massively multiplayer players, so that artificial intelligence is refined and continuously learning all forms of games, improving its response to the ability to react to players' actions for each new title of the franchise.

Are we meeting all the expectations of the players now?

With MEEM and AI we only answer two of the three requests of the players today. That of deeper immersion, and that of greater flexibility of the game, allowing everyone to navigate. We do not respond with these two elements to the demand for cultural recognition of video games and the demand for socialization of players. In addition, the MEEM alone does not completely ensure the total immersion of the player, it remains a tool today available to us that we have not reviewed.

Virtual Reality and Augmented Reality


Emerging but growing technology, the virtual reality of which the helmets are just starting to sell (you will find attached to this document a market study that shows that they are very marginal) but makes rapid progress and allows a total immersion in the world. The game world. Its close cousin, however different in nature, Augmented Reality is already used in gaming applications, such as Pokémon Go.

Blockchain Gamer has identified these two technologies as key points for making video games that meet the social and immersive needs of gamers. Although we have had people working in this field who have come to Blockchain Gamer occasionally, we have not been able to do a thorough discussion of the technical part.

Players expect an MMO game via headphones (Virtual Reality, to isolate for sound too) or glasses / lenses for Augmented Reality, in order to play interact with other players in the game, or this one would be a social platform as much as a game.

The idea of ​​cultural centers where we can meet, exchange cards of the game, and group to go to do quests, was received very positively. The creation of such centers would, without a doubt, be a great advantage for an MMO game that would win a growing adoption.

This demand for community centers has attracted the attention of Ark Tribe Group. After much discussion, we concluded that a virtual and augmented reality center would not require large space, and could be a physical gathering place to play an MMO that would be national, then international, with competitions that allow players to challenge themselves and receive rewards.

If this section is not as provided as the others, it is because we have identified that it will be necessary to ask for a specialized study, done by professionals, which we do not have in the team, and to develop this concept until to be ripe. But we at least laid the foundation for the reflection of the study.

Community centers

A cooperative concept


Ark Tribe is therefore less in competition than in cooperation. Because of its uniqueness, that of physical recreation centers, Ark Tribe will be able to offer other video game publishers a distribution partnership.

If it is not likely that the bigger ones will join the system, at least not at the beginning, the studios and the independent ones, will be presented to them numerous advantages such as the access to MindGame, to improve their games, or the distribution and promotion of their game in our centers.

In territories where Vision Future Media (be the franchise, or the centers directly managed by Ark Tribe) organize with the Marie, the local associations, and the House of Youth, as well as the center of reception and leisure will be a priority. It is through these actions that the centers will be able to make themselves known.

This type of advertising will be more firmly anchored in the everyday life of the citizens of the settlement area than ads that are very impersonal. Thus, they will learn to know and respect the staff, which in turn will gain in safety, reputation and attendance.

A typical implementation study should therefore include a panorama of the different actors in place, and proposals for collaboration or partnership with local or regional authorities, depending on the scope of the center to be built or opened.

The digital galleries & libraries


Not everyone has the opportunity to go to an exhibition or a specific event, and often you can not attend a concert or an exhibition because it takes place in a city where there is no access, or no means to surrender.

The digital galleries allow to get out of this model, an exhibition will take place at the same time in the place of the physical exhibition, but also everywhere in the Future Media Vision network. The 3D display, and later the holography, will allow you to see a concert even if you are miles away from where it is held, and the exhibitions held in the capital could thus be shown everywhere in France.

It would be possible to work with museums and galleries, and bring their exhibitions to all corners of the country, then, when Ark Tribe will expand internationally, in all countries where there are centers Ark Tribe . The museums will thus be able to receive more visits and receive more funds for their mission.

It would be the same for artists in concert, on national tours, for cities that are not served, and for people who can not get to the concert hall, because the box office is sold, there would be option to go live the concert in a room Vision Future Media.

The Academy of Professional Arts


Finally, to complete the offer of the Ark Tribe Cooperative, the opening of an academy designed to train the techniques of digital media oriented writing professions such as the eBook, but also audio-book and radio -book, video game, and digital broadcasting such as YouTube, will train professionals and create networks that will benefit Ark Tribe as well as those trained.

It will be, during a deposit of application file, to choose the most suitable modules for the student. If it turns out that he is not qualified, or does not have the basic skills required to do a profession of professional art, direct him, if he wishes, to training courses for more job opportunities. vast and related to the training he had asked to stay closer to his interests.

A trade such as Commercial Arts Professionals teaching techniques of internet sales can be used as an independent not only for Professional Arts, but also for many companies with an internet sales portal, allowing access to the Internet. employment in sectors other than art.

And there are the trades we miss on French territory, Agent Littéraire for example. Trained as Artistic Agents, they will have a commercial training, with specialized modules in different Arts, so that they can use their training not only in the context of literature or the arts, but in commerce more generally .

Other types of related training will be provided. These trainings will be designed to be qualified, and to support the network of trained people, but also to give them the opportunity to work on more traditional trades, so as not to force them to a complete reconversion if they do not find any employment in the branch they have chosen.

A cultural economic model revisited


Assets for Ark Tribe Studio


Ark Tribe Studio will have to stand out and play finely to fit into a market where GAFA (Google, Apple, Facebook, Amazon) invests more and more but (so far) don't seem to want to directly create video game studios, or invest in the journalists and writers themselves.

This is why it is obviously not possible, nor desirable, to compete on their field. That's why these recreation centers, which we will call Vision Future Media, will need something that GAFA does not aspire to.

This something is a flagship MMO game that will be the center of Vision Future Media. For now, the game will be called "Fantasy Quest", and we are still doing the draft and design. At first, Ark Tribe will distinguish itself by the MEEM, then by its community centers, and finally, by GameMind, shared artificial intelligence.

A transition will be made to Ark Tribe's final business model when Fantasy Quest matures. This Massively Multiplayer Online Game will benefit both from GameMind, and the MEEM, will be virtual reality, and you can play it both at home, with a headset and a controller (another device may have made its appearance by then) and in Vision Fantasy Quest centers in its augmented reality version, in gaming rooms for group play.

At term; the generic idea is to create competitions at the departmental, regional, and national levels, so as to create a sustainable phenomenon and perpetuate the presence of the game on the territory. The Visions Fantasy Quest centers will be integrated into the social centers, which will have served as a local anchor thanks to their animation.

Investments and research partnerships


If in the early days of Ark Tribe, the investments to be made will be mainly staff-related in the long term, these investments will go in search of partnerships in the fields of AI and virtual reality. These will consolidate and refine the internal research on MindGame, the AI ​​of the game, and the programming of the game engine Fantasy Quest.

Today, if we know what team we will take for the game engine Fantasy Quest, we are thinking about the composition of an internal team for GameMind who would ensure the link with providers and partners, to carry out this project, which is both ambitious and necessary to stand out from the market with an original approach to video games.

In the medium term, investments will be made in the "Vision Future Media" network by shoring up the supply of video games, books, music, illustrations, paintings, and other visual mediums to make them available in Vision centers. Future Media.

Partnerships with press houses and magazines will also be formed, expanding Vision Future Media's offer to its members. In addition to these professional articles, members of the community will be able to issue articles, deposit books or stories they have written, and a community voting system will be put in place for them to monetize these contents.

This aspect of monetizing community resources will be one of the attractions of community centers. From the perspective of egalitarian social policy, this aspect will be reinforced and encouraged in the most sensitive neighborhoods. With the consent of their parents, teens over sixteen will have the opportunity to offer content, which will be submitted in the same way as the other to the general voting system of Visions Future Media centers.

In order to integrate into the local landscape of the district or the city of implantation, Vision Future Media will be able to lend its premises to associations. It would be a question of letting the social associations use the parts of the premises that are not used, and to reserve them evenings so that they can propose the different activities of the center to their members and to the people who frequent them.

Talking with the town halls to see if the center can contribute to the social actions they have planned will be another way to promote the center, while improving the living environment of the citizens of their city will be a passive investment in the promotion of Vision Future Media centers.

In the short term, investments will be in the creation of games to be put on Steam (distribution platform), which will be used to create the game engine Ark Tribe on which Fantasy Quest can rely, and on a local for the hiring of the team of developers on the Lyon basin.

The creative and developer of the Ark Tribe community are enough to carry out the prototype for the investors and partners of Ark Tribe, but they can not ensure the creation of the game in its final form. The company Ark Tribe will be based in France, in Lyon, and this is where the recruitment will be for the technical team.

The usefulness of the blockchain


The blockchain will not only be used because it reduces server infrastructure costs, but also because it frees up many of today's cybercrime problems and provides a way to provide transparency. to all Ark Tribe partners, from franchises to investors.

The first point of safety concerns Ark Tribe's attack surface. As you can see in the AFJV studies, cyber attacks are more and more about video games.

They are becoming more sophisticated, and the damage caused when these attacks manage to recover the financial data of players are both financial for them and reputation for the publisher of the game.

The blockchain answers this problem in two ways.

The first is his level of security. It is much less easy, and much more expensive to attack a blockchain, which by its decentralized nature is distributed on scattered servers that would have to compromise more than half to make an attack, than to attack a data center that has only one entry point to cross.

The second is that Ark Tribe will not need any bank details, personal information, or sensitive information that an attacker could steal from his servers. The blockchain uses a set of a private key and a public address.

To simplify the understanding of this system, we must think that a blockchain address is like a bank account. The player has a private key that he will never have to give, which is used to authorize the expense of his address to another. And the public address, which is the equivalent of your bank account number.

You can post your public address on any forum in the world, without the private key, all we can do is credit it. When to the private key, it looks like this: 5HpHagT65TZzG1PH3CSu63k8DbpvD8s5ip4nEB3kEuEZZRcgSqb. It is impossible to calculate it from the public key, and it is unique to your account. In fact, the player account can not be stolen, and their assets in the game can not be compromised.

In terms of transparency, the blockchain can not be altered, and all the transactions that are written there remain from the original block of the first transaction, called Genesis Block, to the very last transaction. Audits are easy and clear. A blockchain specific to financial transactions between Ark Tribe and its customers will therefore be established. The Ark Tribe Token token will be usable for all games, services, or the Ark Tribe brand. It will be easy to know what are the real revenues of Ark Tribe.

Finally, the last blockchain property that Ark Tribe will benefit from is the irreversibility of the transactions. Once the transaction is completed, it can not be canceled. It will be necessary to rule on clear terms of repayment, based on the laws of the current trade, but by this finality, and by the near impossibility of stealing an account, it will be easy, in case of conflict, to prove the good faith of Ark Tribe.

The author's craft revisited


If it is common to talk about a career and the craft of writing abroad, to see them belly their name of author as a trademark, in France, one is still in the image of the author frequenting cafes writing here and there, dilettante. He would not think of treating writing as a profession. And yet, there are writing techniques, skills, and more knowledge to have to practice decently this job.

In the digital age, mass broadcasting, and the Internet, the book industry is in decline, it is struggling to reforge itself, and although it offers the eBook, it has not not today the attraction that books had of yesteryear. Yet we have all the assets in hand to create a new form of book industry, or publish is no longer to risk a new author, but to hire a new author who will be trained and who will go refine.

Indeed, today we operate on copyright, and these rates on which the authors cling and indignant1 are not the horse on which they should bet. If we want a profession to be recognized, we must reform and, above all, we must train. Professional writers, with techniques, with a learning curve, that's what we think we are the author of tomorrow. Employee on the model of a commercial, with a fixed salary, and a percentage of sales.

What actions should be taken?

You have to hire an author who will be trained through what is called participatory writing. The new author will be hired on the basis of a first writing. He will be judged on the potential of the universe and history to judge the creativity of the future author. An assessment of the strengths and weaknesses of the author will lead us to choose his trainings, during which he will be the assistant of a senior author who has already published for Ark Tribe.

Training in French, for spelling and grammar, and training in English for internet research to expand the possibilities of sources of the author; but also training in writing techniques. Others may be added, and it is possible to create a university professorship, but this remains a debate today.

The author, during his training, will write articles and documentaries that will feed the Vision Media Future network, going directly into the voting system. This will contribute to his reputation, and allow him to have an additional income. SCOP's business model is particularly suited to this type of project, as seen later in this paper.

After this period of initial training, the author will do participatory writing. That is, his future readers will participate in the writing of his book through open discussion channels specifically for this purpose. Drawing on the community resources of SCOP, the multitude of users, and the diversity of its ecosystem, Ark Tribe can find an audience for its author.

The campaign effort for the books of these young authors will not be advertising, but in the issue of bonuses that its members will receive to participate in writing the book, and receive a free electronic copy. In this way, the book will reflect what readers expect, and find an audience from the start. This eliminates the risks associated with new authors, and trains an employee in the authorship.

mail: [[email protected]](mailto:[email protected]) | Discord : https://discord.gg/rd5KuEp
submitted by Ukyuu to ArkEcosystem