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I Found a Phone on a Train. I Should Have Left it Alone.

I didn't normally take the 11:15 train, but, then again, I normally don't work that late. My boss had kept me late, yelling at me all night. Usually, I finish up around 10:00 and take the subway back to my apartment at 10:15. Tonight, however, I was forced to take the 11:15 train.
There's a rumor in my town about the 11:15 train. They say that people who take that train experience untold horrors. Some say that the conductor is a ghost. I've even heard that several murders took place on the infamous vehicle.
I have never believed any of those stories, though, I will admit, clambering onto a rusty old sub train in the middle of the night with no one around felt a little unsettling. I sat down on one of the seats as the train began to move forward. As the momentum of the vehicle increased and the outside lights in the tunnel flew past with growing speed, I leaned back and began to think back to the day I'd had at work.
I am ashamed to admit that I'd been a...less than stellar employee. My boss had given me, "three strikes," meaning if I messed up three more times in the next six weeks, I would be fired. I had been working at my current office for the past month. This had been my longest lasting job. I had been off and on with different jobs for the past year. Moving out hadn't been easy, and I had been struggling to do basic things like pay the rent and eat. I didn't even own a cell phone. Just an old flip-phone my parents had gotten me for Christmas when I was thirteen. It barely even worked, but I couldn't afford a better device.
I stood up and paced around the tiny confines of the sub train. Since it was empty, I wasn't bothering anyone by my anxious walking back and forth. I found myself staring blankly at the seats, just thinking. I hadn't done much thinking recently. I suffer from ADHD, which is one of the reasons why I lose jobs so easily. I can't focus on much of anything for very long.
A loud SCREECH jolted me out of my thoughts as the train slid to a halt. I checked my watch. 11: 30. Not my stop. I would be exiting at 11:45. I dropped onto one of the seats and nearly leaped back out in surprise as a man darted past me. I heard a loud thud as he ran out of the train and into the station.
As the sub train began to move once more, I peeked out the window at the man. He was dressed in a suit, complete with a pocket square and a blue checkered tie. However, the suit was tattered, and old. His sticking-up black hair was streaked with gray, and his brown eyes had bags under them. He looked like he was some homeless man who had found a suit in the dumpster.
The train took off, and on the fifteen-minute ride to my stop, I found myself thinking more about the man. Why did he seem to be in such a hurry? What was that noise? Had he dropped something? I decided to investigate. I stood up and crept over to the closed subway doors.
I looked around a little, searching for the source of the thud I'd heard. Eventually, after a few minutes of fruitless searching, I gave up. I collapsed back onto the sea and checked my watch. Only five minutes until my stop.
Then, I saw it. Out of the corner of my eye, I saw a small, dark grey device, laying under the seat across from me. I leaned over and picked it up. I couldn't see any brand name at all. No logos. Nothing. It was fitted into a sleek black case. The camera on the back looked of rather good quality. There was only one button, positioned along the side. I pressed it. The display lit up. The first thing I noticed was that the lock screen was just a generic background of what looks like some random splotches of paint that comes default on most phones.
The whole cell phone seemed new. It was almost funny, the idea that the ragged old homeless man had the newest iPhone. Well, it wasn't an iPhone. Like I said, there were no brand names on the phone of any sort. I knew I should return the phone to it's rightful owner, whoever that was. I wondered if it even had a password or fingerprint registered inside it. I hit the home button and, to my surprise, the device unlocked. An array of various apps littered the screen. Again, none of the apps looked customized, just basic stock apps.
I scrolled through the apps. Clock, Photos, Notes. I looked through them, and they all looked like apps my friends had on their phones. I also checked the contacts. Completely empty. As if it had just been bought. I smiled. This was my new phone.
The train came screeching to a halt. I had arrived at my stop. I exited the train and stepped into the dark subway tunnel. I exhaled, and made my way toward the escalator. As I was riding up the mechanical stairs, I pulled out my cell phone. Traversing the dark streets at night is not one of my favorite activities. I searched through the Settings app and the toolbar, trying to see if there was a flashlight.
Bingo! There was a flashlight in the toolbar. I tapped the screen, activating it. The bright light illuminated the empty street in front of me. The flashlight was incredibly powerful, lighting up at least a ten-foot radius around me. I started walking up the sidewalk, occasionally taking quick glances to make sure I wasn't being followed.
Being stalked is one of the things that terrifies me the most. I hate the idea of being grabbed from behind, your skin turning to ice as cold fingers wrap around your neck. I tried not to think such thoughts as I walked alone down the dark street.
I turned a corner around a tall office building. I looked at me reflection in the lobby window as I passed. I looked like a complete mess, hair disheveled, clothes worn and even ripped in a few places. I sighed. If I lost my job, I would be done for. Working there was the only thing allowing me to pay the rent and put food on the table. I determined that from this day forward, I would be a good employee. Maybe even a great employee. I just needed to work for it.
I briskly began walking again, now with a renewed sense of energy. I had a new phone, and a new purpose in life. I pushed through the cold night, proud of myself. I could see my apartment complex looming in front of me. The way my apartment is laid out, the stairway leading to the various floors is on the outside. I climbed up the staircase, taking the steps two at a time. I strode up to my front door. I pulled the keys out of my pocket, fumbling with them as I inserted them into the lock. My cold fingers struggled as I attempted to open my door.
Then I heard them. Footsteps. Coming up the steps. I know, it was probably just another tenant coming home. But still, what with the eerie cold night, my nerves were shot. With my cell phone being the only thing to penetrate the darkness, I feared the worst. the footsteps got louder, nearer. I worked the key further into the keyhole. The sounds of the person's steps amplified in volume. They were coming up the steps.
I dropped the keys. I grunted. The footsteps were too loud, pounding against the metal stairs. I grabbed the keys back up, shoving them into the lock. I twisted them hard. The door swung open. I ran inside, slamming the door shut just as the footsteps reached the entrance to my apartment door.
The footsteps stopped. They just stood there, unmoving. I checked several times, making sure that my door was locked. It was. I stumbled back and collapsed on my couch. Maybe my pursuer had walked away and I hadn't heard him. Or maybe, it wasn't a pursuer at all. I needed to stop being so paranoid. I pulled out my new cell phone and turned it on. I opened the contacts app, and added my friends and family to the list, typing in their phone numbers. I signed in my own phone number and even downloaded some mobile games. The "App Finder," as it was called, contained every app I could think of, despite the fact that it was an unknown brand.
I went into my room and passed out on my bed.
--------
"Hey, Brad, how's it going?" my friend, Jacob, asked. It was the next morning, and I had tested out calling people with my new phone.
"Yeah, hey," I said. "How would you like to come over to my place? Tonight?"
"When?
"Uhhh...Maybe 10:45?" I answered. Jacob was a night owl. I knew he could make it.
"Yeah, I'll be there!"
He hung up. It was six am, and I was about to go to work. I sat down at my counter and pulled my plate toward me, upon which were placed my breakfast: a piece of toast and a carrot. I crunched on my toast while I scrolled through emails on my new phone. As I was looking at some spam survey from some random company in my area when I saw the time. 6:10. I was supposed to be at work by 6:45.
I quickly pressed the home button. As I stood up, I heard something which nearly made me leap out of my skin out of surprise.
"How may I help you, Brad?"
It was clearly a computer-generated voice, like any smart assistant that you find on most devices, but in the silence, it caught me off guard. I looked at my screen. It was dark gray, with the previously spoken words printed on the screen in blue. I pressed the home button again. Nothing happened. I had to answer.
"Umm..Nothing."
"Are you sure about that?"
The answer caught me off guard. In the past, I'd had some fun playing around with voice assistants on my buddy's phones, and whenever you said something like that, they shut off.
"Yes..I am," I said.
"Alright." when she said that, it sounded almost human. The assistant screen was replaced by the home screen. I didn't have much time to think about it. I grabbed my carrot and left my apartment. I crunched on it as I entered the subway station. I barely managed to catch my train by less than a minute. I clambered on and sat down on the bench. I finished up my carrot. The underground train rumbled along it's track, vibrating in a relaxing manner.
There were more people with me this time. The train was, in fact, full. I took a glance around the train, looking at the various commuters on their way to work. Everyone was staring at their screens, scrolling through texts or social media.
Except for one of them.
She was a lady. She had big, bright blue eyes. She had long, flowing blonde hair. She was clad in a blue dress and leather sandals. She wore no makeup, from what I could see, but she instead displayed natural beauty. And she was staring right at me.
I quickly looked away. I didn't know who she was, and I didn't want to look like some creep. I pulled out my phone and pretended to use it for something. There was something unnatural about the way she was looking at me. I chose to ignore it, and to get on with my day.
When the train slowed to a stop, I stood up, ready to get off and go to work. I stepped carefully over other riders, avoiding their legs and feet. I forced my way off the train, eventually. Once out of the sub-train, I ran. I could not be late for work. Not when my whole job, my whole livelihood, was hanging on a thread.
I made it. Barely. I could see my my boss glaring at me from the other side of the office when I arrived. But I didn't care. I was just grateful that I had arrived at work by 6:45. I speed-walked to my cubicle and sat down at my desk. I turned on my computer, and started my day.
The day was dreary and boring. I spent my day filling out spreadsheets and editing drafts. Everything was fine, until lunch.
We all ate in a large room at the end of the office hall. There is a huge window that takes up the entirety of one of the walls. I always sit next to the window. I love the view I get of the city. I sighed and leaned back in my chair and stared out at the street below. I took a bite of my sandwich. It tasted bland, and cold. The combination of week-old egg salad and partially cooked ham made for a pretty nasty sandwich.
Then, I spat it out. Not because of the taste, but because I saw something. A head. Peeking out from the around the outside of the window. The floor I was on was floor 6. It would have been next to impossible to climb that high, or at the very least, extremely difficult. The face ducked out of sight as soon as I noticed it, but in the second that it was there, I thought I recognized it.
It wasn't for a few moments after the face was gone that I remembered what had happened on the train. I raced to the window, and tried my hardest to look down. I couldn't see anything. Nobody. I began to doubt what I'd seen. Maybe it was just my imagination. I had missed out on a lot of sleep recently. I sat back down in my chair, not even caring that some of my co-workers were staring at me.
That was when my phone buzzed with a new notification. A text, to be exact. I pulled it out of my pocket.
The text was from an unknown number, and it simply read, Hello, Bradley.
--------
I sat on the train home, re-reading the message over and over again. Who had sent it? Was this a prank? I tried texting back, but received no response. I tried calling it, but got sent to voicemail, which, strangely, was just silence. Most voicemails include someone saying,"Hi, I'm (their name). Please leave a message," but this one was simply complete silence for ten seconds before ending.
I looked around the sub-train. It was empty, in a creepy way. Normally, there were at least a few people. But not tonight. I shut off my cell phone and lifted up my feet, resting them on the seats across from me. Maybe I had time for a nap. After all, Jacob would be there tonight, and I probably wouldn't get much sleep.
I closed my eyes, allowing sleep to take control of me.
I wasn't sure how long I slept, maybe five minutes. I awoke to sudden movement. It took me a few seconds to realize that I was being shaken awake. I opened my eyes. "What.."
It was her. The woman who was watching me on the train. The one I thought I'd seen through the office window. She was wearing the same blue dress, same leather sandals. Her crystal blue eyes bored into me.
"Who are you?" I asked.
She didn't respond, just grabbed my arm and pulled. I was forced to stand up. She motioned for me to follow her out of the train. I hadn't noticed that it had stopped. I followed her. I don't know why. I was so exhausted, I must have been delirious.
The lady led me out of the train and into the street outside the station. I shivered in the chilly night air. A car flew past us. It drove straight through a puddle, splashing me with freezing cold water. It must have rained earlier, and I hadn't noticed. I brushed the water off of my face and looked over at the woman.
She wasn't wet. The puddle had definitely splashed both of us. How was she perfectly dry? She began walking again, dragging me with her. I finally came back to my senses and pulled away.
"Where are you taking me?" I asked.
Then, she responded. She spoke, mirroring a voice I had heard earlier that day. "Hello, Bradley." It was stiff, robotic. Like an alien imitating a human voice. The sound of a voice assistant. I froze.
"What is going on?" I turned tail and ran. I didn't want anything to do with her, or any of this. I ran, fast as possible, to my apartment. I darted up the stairs, to my door. I looked over the edge of the railing. The lady was chasing me. I heard her footsteps running swiftly up the steps. They sounded identical to the ones I'd heard the previous night.
I fumbled frantically for my keys, pulling them out and cramming them into the lock. I twisted, but the door wouldn't open. I yelped and dropped my keys. I reached down to pick them up, and when I stood up, the footsteps stopped. I looked hesitantly toward the stairs. She was standing there, smiling.
Her smile was empty, without amusement, without life. She stepped forward, slowly. I couldn't move. I wanted to turn around, to unlock my door, to run inside. But I couldn't. I just watched as she advanced.
She walked up to me, and grabbed my hand, and reached her hand into my pocket. She grabbed the phone and pulled it out. The lady turned it on. I watched as she pressed the home button.
Her finger seemed to melt into it, to mold itself around her. She was lifted off the ground and forced into the cell phone. The light from the phone illuminated her face, smiling still that emotionless expression. She was consumed and became one with the phone.
The cell phone tumbled to the floor. The woman was nowhere to be seen. I picked up the phone. It was still in the Messages app, opened to the contact of the unknown number. There was a new text there, that sent shivers down my spine.
I'll miss you, Bradley.
---------
The next morning, I "dropped"the phone on the train, for a new victim to find. I feel guilty about it, but I can't live with that anymore. Every time I close my eyes, I see her, being consumed by that thing. It terrifies me to think that that phone is out there. That that lady's soul is with it.
So, if you ever find a phone on a sub-train, do yourself a favor, and don't pick it up.
submitted by HybridPumpkin to mrcreeps

MAME 0.184 has been released!

MAME 0.184

Well, it’s the last Wednesday of the month, and I hope you know what that means: it’s time for your regularly scheduled MAME release. There aren’t a huge number of new working machines in this release, but there are some significant improvements. Thanks to kazblox, MAME now emulates some of the peculiarities of Famicom clone hardware, and thanks to shattered, emulation of the Agat-7 Apple II clone is improved. Peter Ferrie provided a superior Apple II language card implementation. We’ve got lots of additions to the BBC and PC software lists from Nigel Barnes and darkstar.
We’ve made substantial improvements to some of MAME’s non-emulation features. The -romident verb is now much faster when used on a folder or archive containing multiple files, and will identify ROMs for emulated slot devices that aren’t inserted by default. The -listxml output now includes all linked devices, and is produced at least 30% faster. We’ve also improved -verifyroms so it covers more devices and is faster when verifying ROMs for a subset of drivers/devices.
MAME 0.184 includes support for plenty of newly dumped versions of supported arcade games, including a rare US prototype of Shanghai III, the world release of Super Crowns Golf, a version of Flashgirl that shows the Kyugo logo, a German version of Raiden II, the Japanese release of Radical Radial, and bootlegs of Bomber Man and Phoenix. There are also several new chess computers, and even more Aristocrat Mark V gambler sets. If you’re interested in the TI-8x graphing calculators, it’s now possible to get an emulated TI-82 or TI-85 to communicate with another emulated instance or with a program running on the host computer over a socket.
You can read about the rest of the improvements in the whatsnew.txt file, or grab the source or Windows binaries from the download page to try it out.

MAMETesters Bugs Fixed

  • 04454: [Crash/Freeze] (saturn.cpp) seabass: Black Screen after patents screen (Angelo Salese)
  • 06337: [DIP/Input] (mz2500.cpp) mz2500: The HELP key is missing (einstein95)
  • 06361: [Cheat System] Cartrdige memory accessed directly with cheats will crash MAME (Pugsy)
  • 06492: [Crash/Freeze] (model3.cpp) scud: Crash running scud with -bench 90, regression. (Phil Bennett)
  • 06504: [Misc.] (coleco.cpp) coleco and clones, adam: Wrong device interface name (gordon-fish)
  • 06512: [Graphics] (seattle.cpp) hyprdriv: Occasionally, when the race starting, the 3D graphic objects start to glitch and disappear, game become unplayable (R. Belmont)
  • 06513: [Crash/Freeze] (gba.cpp) gba: Many previously working gba sl_roms now freeze (R. Belmont)

New working machines

  • Ampro Computers Little Board/186 [Carl, Al Kossow]
  • Coleco Quiz Wiz Challenger [hap, Sean Riddle, Rik]
  • Conic Electronic I.Q. [hap, Sean Riddle]
  • CXG Chess 2001 [hap, Berger]
  • Micro Genius IQ-501 [kazblox]
  • Micro Genius IQ-502 [kazblox]
  • Shiny Golds [caius, The Dumping Union]
  • USG/Tandy 2-Player Football [hap, Sean Riddle]

New working clones

  • 2 On 2 Open Ice Challenge (rev 1.2A) [Brian Troha, Sean Sutton, Smitdogg, The Dumping Union]
  • Chesster Challenger (V1.3) [yovan]
  • Dendy Classic 2 [kazblox]
  • Dynablaster / Bomber Man (bootleg, set 3) [Hammy, The Dumping Union]
  • Fidelity Designer 2100 [hap]
  • Fidelity The Excellence (model EP12, set 2) [yovan]
  • Fidelity The Par Excellence (rev. B) [hap]
  • Flashgal (set 1, Kyugo logo) [Corrado Tomaselli, The Dumping Union]
  • Gals Panic (MCU Protected, set 2) [Hammy, The Dumping Union]
  • Granit 'S' [hap]
  • Kishon Chesster [yovan]
  • Milton Bradley Simon (Rev F) [Sean Riddle]
  • NBA Play By Play (ver AAB) [alca]
  • Phoenix (IDI bootleg) [f205v]
  • Radical Radial (Japan) [ShouTime, The Dumping Union]
  • Raiden II (Germany) [caius, The Dumping Union]
  • San Francisco Rush (boot rom L 1.06A) [Andrew Welburn, The Dumping Union]
  • Shanghai III (US, prototype) [coolmod, The Dumping Union]
  • Street Fighter II: The World Warrior (World 910129) [Janniz]
  • Super Crowns Golf (World) [Kevin Eshbach, The Dumping Union]

Machines promoted to working

  • Novag Constellation Forte (version B) [hap]
  • Heathkit H-19 [Mark Garlanger]
  • HP-9845C [f.ulivi, Angus Kueckes]
  • SM 7238 [shattered]

Clones promoted to working

  • Heathkit H-19 w/ Super-19 ROM [Mark Garlanger]
  • Heathkit H-19 w/ Watzman ROM [Mark Garlanger]

New machines marked as NOT_WORKING

  • Alchemist (01J02046, Venezuela) [Heihachi_73]
  • Arizona [PinMAME]
  • Bachelorette Party (BHG1248, US) [Heihachi_73]
  • Caprice Pro-Action Baseball [hap, Sean Riddle]
  • Cowboy 8 Ball [PinMAME]
  • Disco Dancing [PinMAME]
  • Dream Weaver (0200586V, NSW/ACT) [Heihachi_73]
  • Eltec Eurocom II V7 [shattered]
  • Fast Fortune (0100651V, NSW/ACT) [Heihachi_73]
  • Force [PinMAME]
  • Haunted Hotel [PinMAME]
  • Hustler [PinMAME]
  • Jumpin' Joey (0100383V, NSW/ACT) [Heihachi_73]
  • King Kong [PinMAME]
  • Lucky Clover (0300109V, NSW/ACT) [Heihachi_73]
  • Mammoth Money (0100425V, NSW/ACT) [Heihachi_73]
  • Penguin Pirate (0100674V, NSW/ACT) [Heihachi_73]
  • Reel Power (0100400V, NSW/ACT) [Heihachi_73]
  • Rushin Rooster (0100534V, NSW/ACT) [Heihachi_73]
  • Silver Wolf (0100673V, NSW/ACT) [Heihachi_73]
  • Snow Cat (0100405V, NSW/ACT) [Heihachi_73]
  • Soreike! Anpanman Popcorn Factory (Rev B) [ShouTime, Anonymous Donator, The Dumping Union]
  • Space Ship [PinMAME]
  • Subor SB-486 [kazblox]
  • Thor (0200319V, NSW/ACT) [Heihachi_73]
  • Thunder Heart (0200333V, NSW/ACT) [Heihachi_73]
  • Time Machine (LTD, 4 players) [PinMAME]
  • Trick Shooter [PinMAME]
  • USG Programmable Baseball [hap, Sean Riddle]
  • Viking King [PinMAME]
  • White Force [PinMAME]
  • Wicked Winnings (0100553V, NSW/ACT) [Heihachi_73]
  • Wild Angels (0100337V, NSW/ACT) [Heihachi_73]
  • Yukon Gold (03J00191, NSW/ACT) [Heihachi_73]
  • Zoofari [R. Belmont, Sean Sutton, Smitdogg, The Dumping Union]

New clones marked as NOT_WORKING

  • Boot Scootin' (GHG1008-03, US) [Heihachi_73]
  • Cash Cat (0100557V, NSW/ACT) [Heihachi_73]
  • Cash Cat (0100676V, NSW/ACT) [Heihachi_73]
  • The Chariot Challenge (0100787V, NSW/ACT) [Heihachi_73]
  • Desert Bloom (0300111V, NSW/ACT) [Heihachi_73]
  • Dolphin Treasure - Cash Express (AHG1519, US) [Heihachi_73]
  • Dolphin Treasure - Cash Express (AHG1607, US) [Heihachi_73]
  • Griffon (Olympia bootleg of Phoenix) [f205v, The Dumping Union]
  • Harley Davidson (L-2) [PinMAME]
  • Karnov (Japan, bootleg with NEC D8748HD) [The Iron Goat]
  • King Galah (0100536V, NSW/ACT) [Heihachi_73]
  • Loco Loot (0100473V, NSW/ACT) [Heihachi_73]
  • M82 Display Unit (PAL) [kazblox]
  • Magic Mask (AHG1549, US) [Heihachi_73]
  • Magic Touch (0300455V, NSW/ACT) [Heihachi_73]
  • Mine, Mine, Mine (0400115V, NSW/ACT) [Heihachi_73]
  • Money Mouse (0300469V, NSW/ACT) [Heihachi_73]
  • Mountain Money (0100289V, NSW/ACT) [Heihachi_73]
  • Orchid Mist (0100849V, NSW/ACT) [Heihachi_73]
  • Oscar (0100348V, NSW/ACT) [Heihachi_73]
  • OutRun 2 Special Tours (GDX-0014) [Ordyne, The Dumping Union]
  • Penguin Brothers (Japan, bootleg) [Rod_Wod, Team Europe and The Dumping Union]
  • Penguin Pays (0100113V, NSW/ACT) [Heihachi_73]
  • Penguin Pays - Penguin Pucks (EHG1257, US) [Heihachi_73]
  • Penguin Pirate (0200578V, NSW/ACT) [Heihachi_73]
  • Pot O' Gold (U.S. Games, v580F) [deathmock]
  • PPG Waveterm A [shattered]
  • Queen of the Nile (0101139V, NSW/ACT) [Heihachi_73]
  • Queen of the Nile (0101707V, Brazil) [Heihachi_73]
  • Queen of the Nile (04J00784, Venezuela) [Heihachi_73]
  • Queen of the Nile - Cash Express (AHG1525, US) [Heihachi_73]
  • Queen of the Nile - Cash Express (AHG1609, US) [Heihachi_73]
  • San Francisco Rush: The Rock (Wavenet, boot rom L 1.38, GUTS Aug 19 1997 / MAIN Aug 19 1997) [Andrew Welburn, The Dumping Union]
  • San Francisco Rush: The Rock (Wavenet, boot rom L 1.38, GUTS Aug 6 1997 / MAIN Aug 5 1997) [Andrew Welburn, The Dumping Union]
  • Skins Game Tournament Edition [mrsinister]
  • Super Bucks III (0100711V, NSW/ACT) [Heihachi_73]
  • Sweethearts II (0200465V, NSW/ACT) [Heihachi_73]
  • Time Machine (LTD, 2 players) [PinMAME]
  • Thunder Heart (0200334V, NSW/ACT) [Heihachi_73]
  • Tropical Delight (0100269V, NSW/ACT) [Heihachi_73]
  • Time Traveler (set 2) [Ordyne, The Dumping Union]
  • Unicorn Dreaming (0100813V, NSW/ACT) [Heihachi_73]
  • Wangan Midnight Maximum Tune 2 (Export) (GDX-0016) [Ordyne, The Dumping Union]
  • Zephy (alternate set) [PinMAME]

New working software list additions

  • archimedes: Over 20 games and applications [Nigel Barnes]
  • bbcb_flop: Disk User coverdisks, Bad Apple and X-Pansions Elevation demos [Nigel Barnes]
  • bbcm_flop: Enjoy The Silence and Retribution X demos [Nigel Barnes]
  • c64_cass: speakeasy [Dagarman]
  • ibm5150: Bivouac, Chuck Yeager's Advanced Flight Trainer, Double Dragon (5.25", older), EDITEXTE, Indianapolis 500: The Simulation (3.5", newer), Label Magic, Licence to Kill, Multitexte, Pick'n Pile, Prehistorik, PrintMaster Plus, Rockford, Skweek [breiztiger]
  • ibm5170: Adaptec EZ-SCSI 3.1 German, AMouse Driver Disk v7.0, Borland Eureka 1.0, Borland Paradox 3.01 (German), Borland Paradox 4.0 (German, 2 versions), IBM DOS 5.02 (German), MS-DOS 6.22 (German), Windows 3.1 (German), Windows for Workgroups 3.11 (German) [darkstar]
  • megadriv: Tom and Jerry (Jpn) [ElBarto]
  • nes: Magic Kid GooGoo [kazblox]
  • ti74: Maths and Finance cartridges [PockEmul]
  • vic1001_cass: speakeasy (partial dump) [Dagarman]

New software list additions marked as NOT_WORKING

  • ibm5150: Ikari Warriors (alt), First Samurai, JetFighter I: The Adventure, Turbo Driver [breiztiger]

Source Changes

  • Changed games to use 4-way joysticks. [AJR]
    • assault, bagman.cpp (all games except squasitsa), bballs, darktowr, ddungeon, horekid, klax, maddonna, pushman, stoffy, supduck, toffy, trog (trogpa4 prototype uses different inputs)
  • tms1024/tms1025: Added input callbacks and read handler. [AJR]
    • docastle.cpp: Read inputs through TMS1025.
  • hanaroku: Added NVRAM and hopper. [AJR]
  • feversoc: Added coin hopper output (prize hopper doesn't quite work). [AJR]
  • hp9845b: Use standard instance names (and type) for optional ROMs. [AJR]
  • merit.cpp: PSG type is AY-3-8912. [AJR]
  • Converted screen_device VBLANK callback to devcb_write_line. [AJR]
    • Renamed screen_eof_xxx to screen_vblank_xxx in many drivers.
  • lastbank: Added coin counters. [AJR]
  • Added skeleton device for Video System C7-01 GGA. [AJR]
  • taito_z.cpp: Fixed subtle color pen bug in Mexico GP stage for Continental Circus. [Angelo Salese]
  • 8x300dasm: Corrected JMP target addresses. [Barry Rodewald]
  • Work around bug in msys2 C runtime causing garbage on console with DInput controllers. [Brad Hughes]
  • abc80: Converted to scanline based rendering, fixed graphics characters, and fixed sound. [Curt Coder]
    • Genesis Project demos (abcdemo, hiresinv) are now fully working.
  • Ambush: Cleaned up driver state. [Dirk Best]
  • ay8910: Added a write handler for the case of bc1=a0 and bc2=a1. [Dirk Best]
  • blockade: Rewrote driver: [Dirk Best]
    • Removed fake interrupts, rewrote coin handling, corrected CPU type.
    • Used screen raw parameters and generic 8x8x1 gfx layout.
  • popper: Got some meat back onto the bones: [Dirk Best]
    • Made full memory map for main and sub CPUs derived from schematics.
    • Added both DIP switches with proper defaults.
    • Hooked up interrupt generation logic.
    • Decoded character and sprite layout, draw character tilemap.
    • Added raw screen parameters (to be verified).
    • Hooked up inputs and flip screen.
    • Fixed audio hookup.
  • HP9845C improvements: [f.ulivi, Angus Kueckes]
    • Expanded from 1 to 4 I/O slots.
    • Allowed RAM size to be configured with -ram option.
    • Implemented HP-9845C driver (color version of the 9845 range of machines).
    • Improved 9845C lightpen emulation.
    • nanoprocessor: Fixed a subtle bug in interrupt handling.
  • n64 updates: [Happy]
    • Added short delay between RDP full sync and DP interrupt, allowing RSP IRQ to arrive first.
    • Let debugger disassembly windows track RSP PC.
    • Flush RSP DRC cache when SP DMA changes IMEM.
    • Make element selection in vector load/store RSP DRC C functions consistent with other implementations.
    • Fix a minor issue with RDP disassembly listing for Load Block.
  • mips3 DRC : Ensure branch delay slot instruction is not virtual instruction before trying to generate code to add it to the block checksum, fixed FPU register aliasing. [Happy]
  • z80sio: Added i8274/upd7201 variants, refactored interrupts, improved logging. [Joakim Larsson Edstrom]
    • isbc: Changed to use z80sio.cpp i8274 device instead of z80dart.cpp's, removed m1_r() workaournd.
  • fcisio: Added layout and and RS232 configured for terminals on all 8 serial ports. [Joakim Larsson Edstrom]
  • netlist: Added a heap priority queue, fix netlist stats collection, fixed new clang warnings, reduced footprint of extended clock. [couriersud]
  • Decoded popper color PROMs. [Joe Magiera, couriersud]
  • sdk86.cpp: Fixed ROM loading. [Lord Nightmare]
  • pes.cpp: use combined /RS and /WS function since the MCU/CPU can in theory change both lines at once, and since it uses a TMS5220C it does matter in this case. [Lord Nightmare]
  • segas32.cpp: Added uPD7725 DSP with ROM loading to Air Rescue (disabled for now). [Lord Nightmare]
  • upd7725: Added preliminary IRQ support, corrected SI/SO bit order, added SIACK/SOACK registers, fixed save state registration, fixed reset state. [Lord Nightmare]
  • Fixed an off-by-one error when loading upd96050 roms for SNES games. [Lord Nightmare]
  • potgoldu.cpp: Added undumped MCU as NO_DUMP. [Lord Nightmare]
  • konmedal/tsukande: Add clock XTAL definition for the Z80 CPU, divisor is guessed. [Lord Nightmare]
  • Heath H19: Fixed keyboard, fixed handling of enable/disable of 25th line, use internal MM5740 ROM, fixed H-19 with Watzman ROM, fixed Super19. [Mark Garlanger]
  • ti99: Various fixes for TI-99/4 (not A). [Michael Zapf]
    • Added initializations fixing crash on startup, fixed GROM issues (clock turned off too early).
  • geneve: Fixed issue with sector read on HFDC without implied seek (did not check CRC and failed to switch density). [Michael Zapf]
  • ti99/geneve: Made bus mouse now separate device, may also be used with evpc. [Michael Zapf]
  • ti99/geneve: Fixed jerky mouse movement. [Michael Zapf]
  • ti99_8: Fixed debugging for TI-99/8. [Michael Zapf]
  • Softlist/slot improvements: [Nathan Woods]
    • Fixed an issue where device options (e.g. -cart) were reported as unknown when they actually worked.
    • Do more softlist evaluation upfront and use results to drive slot/image setup.
    • Added device_slot_interface::has_selectable_options() to determine whether a particular slot has selectable options.
  • Added a new addrmap.cpp validity check intended to catch AM_REGION declarations not tied to anything meaningful. [Nathan Woods]
  • CoCo: Implemented support for enabling and disabling cartridge-specific sound, made third and fourth floppy drives present by default. [Nathan Woods]
  • CoCo 3: Fixed an issue clearing GIME interrupts (disabling interrupts by writing to $FF92/3 also acknowledges interrupt). [Nathan Woods, tim lindner, Glen Hewlett]
  • 6821pia.cpp: changed int to bool where appropriate, changed macros to static functions. [Nathan Woods]
  • archimedes: Added JFD floppy format as used by JASPP (Archimedes Software Preservation Project). [Nigel Barnes]
  • electron: Added First Byte joystick interface. [Nigel Barnes]
  • Made side effect suppression a machine property. [O. Galibert]
  • Removed direct update handlers: [O. Galibert]
    • a2600, atm (still not working, but less badly), mpf1 (makes step work), mpz80, pentagon, sage2, scorpion, tms32031
  • mb86233: Massive disassembler overhaul. [O. Galibert]
  • arm7ops.cpp: Advance PC on unimplemented opcodes. [Peter Ferrie]
  • apple2: Rewrote language card handling. [Peter Ferrie]
  • apple2: Fixed IIe/IIc self-test regression. [R. Belmont]
  • apple2: Fixed IIe $C800 arbitration, Zellyn/kqumba tests pass now. [R. Belmont]
  • z180: DMA fixes: [R. Belmont]
    • Count of 0 means 0x10000, as with other DMA controllers.
    • Fixed scheduling so burst mode DMA is always serviced immediately with no CPU ops interleaved.
  • gba: Fixed revised copy protection handler to get the right PC (MT6513). [R. Belmont]
  • vp101: Added framebuffer, some inputs, ATA, NVRAM, protection cheat; implemented ATA DMA. [R. Belmont]
  • MIPS: Added initial support for VR5500 and TX4925 CPUs. [R. Belmont]
  • Fixed errors detected by coverity: [shattered]
    • argo, unior, x07: CID: 138563-138565 "Overlapping buffer in memory copy"
    • pc88va: CID: 138607 "Operands don't affect result"
    • peplus: CID: 138606 "Logical vs. bitwise operator"
    • formats/cbm_tap: CID: 138003 "Dereference before null check"
    • machine/hdc92x4: CID: 138631 "Operands don't affect result"
    • machine/roc10937: CID: 138793 "Logically dead code"
  • tosh1000: Hooked up ROM-DOS. [shattered]
  • agat: Split from apple2, implemented basic agat7 hardware. [shattered]
  • sm7238: Implemented double-sized characters and smooth scroll. [shattered]
  • poisk1: Added more ROMs. [shattered]
  • ibm6580: Made memory size configurable and fixed a Coverity finding. [shattered]
  • ie15: Converted to a device with frontends (standalone driver and rs232 slot device). [shattered]
  • debugger: Print octal addresses in the trace if CPU is octal. [shattered]
  • dec_lk201: Added PORT_CHAPORT_CODE where missing. [shattered]
  • wd_fdc: Tagged command names in debug messages. [shattered]
  • Removed tag() argument from logerror() calls in cpu/i86 and floppy code. [shattered]
  • bitgraph: Switched from layouts to rotation flags, fixed keyboard. [shattered]
  • legacy floppy: Fixed floppy_stp_w. [shattered]
  • a7150: De-skeletonized. [shattered]
  • t11 cpu: Emulate MFPT instruction; MOV, CLR and SXT read memory before writing to it. [shattered]
  • hp_ipc: De-skeletonized. [shattered]
  • Commodore LCD: Halved size of character rom region and fixed switching between upper and lower case character sets. [smf]
  • Fixed UPD7725 disassembly. [smf]
  • zorba keyboard: Mapped remaining keys, documented remaining DIP switches, and added notes on MCU program. [Vas Crabb]
  • gotcha/ppchamp/pasha2: Hooked up lamp outputs and add clickable artwork. [Vas Crabb]
  • sun3x.cpp: Hooked up keyboard port. [Vas Crabb]
  • Fixed natural keyboard mapping for vg9k keyboard (and hence UI paste/autoboot). [Vas Crabb]
    • Also fixed key labels and made default mapping match physical layout where possible.
    • The "triangle" key isn't mapped - I don't know what it does or how to test it.
  • Updated GLM to tip of stable branch (0.9.8.5 pre-release) - fixes build with MacPorts clang. [Vas Crabb]
  • Make device types self-register: [Vas Crabb]
    • MAME now walks all linked device types for -listxml, -romident and -verifyroms whether they're used or not.
    • Made device_creator a variable template.
    • Removed screen.h and speaker.h from emu.h and centralised instantiations of screen and speaker finder templates.
    • Added basic device validation to -valid checks.
    • Substantially sped up -listxml (at least 30% improvement), -verifyroms, and -romident on multiple files.
  • Fixed crash on excessive command-line arguments, removed long-dead option. [Vas Crabb]
  • ti85.cpp: Convert TI-8x link port to a bus with emulated peripherals, working for TI-82 and TI-85. [Vas Crabb]
    • Tee connector, HLE TI-Graph Link, stereo/mono speakers, and raw signal forwarding socket supported.
  • Fixed new device validation issues. [Vas Crabb, O. Galibert, AJR]
  • triforce.cpp: Fixed Mario Kart 2 ROM loading. [MetalliC]
  • naomi.cpp: Dumped and documented 837-14438 hopper controller board (used by Kick'4'Cash and other SWP games). [big10p, Darksoft, MetalliC]
  • Measured Naomi's MIE MCU speed. [rtw, MetalliC]
  • naomi.cpp: Redumped "Noukone Puzzle Takoron (GDL-0042)" and "Virtua Fighter 4 (Rev B) (GDS-0012B)". [rtw]
  • model1: Added dumped internal TGP ROMs. [Caps0ff]
  • naomi.cpp: New BIOS dumps:
    • "Ferrari F355 Challenge (deluxe, no link)" Export BIOS [Darksoft]
    • "Ferrari F355 Challenge (deluxe, no link)" Japan BIOS [Ordyne, The Dumping Union]
    • "House of the Dead 2" Japan BIOS [Nomax]
  • triforce.cpp: Added security PIC dumps:
    • "Mario Kart Arcade GP 2" [Soyandroid, Darksoft]
    • "Mario Kart Arcade GP" [Soyandroid]
  • taito.cpp: Added program ROMs and corrected title for voleybal. [PinMAME]
  • phoenix.cpp: Dumped/redumped PROMs for some of the bootlegs. [f205]
  • viper.cpp: Added timekeeper dump for code1db. [ShouTime]
  • midwunit.cpp: Redumped "Ultimate Mortal Kombat 3" U2-U5 sound ROMs. [ShouTime]
  • Corrected the main crystal in marineb.cpp to 12MHz as seen in PCB photos, cleaned up clock definitions in galaxian driver, moved ladybugg from galaxold to galaxian driver, use mooncrst_audio for mooncrst in galaxold, made spcwrp use hunchbkg pallette ROMs. [kazblox]
  • nes: Added Magic Kid Googoo board (iNES mapper 190). [kazblox]
  • Save state fixes for i386/pc_vga/cs4031: [moralrecordings]
    • Save cs4031 emulated A20 state, additional i386 attribute registers/flags, and VGA palette configuration.
    • Fixed broken VGA port reads on state load.
    • Fixed enum range check in i386.
  • vicdual: Added nsub gradient simulation (makes black destroyers on the horizon visible). [SailorSat]
  • homedata.cpp: Use 8-way joysticks for Reikai Doushi; added button descriptions and DIP locations. [Bad A. Billy]
  • Fixed softwarelist cart memory cheats by moving cheat file loading to a later point in startup process. [Pugsy]
  • Removed colon from image_interface preventing front-ends from launching ColecoVision software. [gordon-fish]
  • ay8910: Added support for clock frequency changes. [tim lindner]
  • chihiro.cpp: Redumped Ollie King (GDX-0007). [Ordyne, The Dumping Union]
  • konamigx.cpp: Corrected two ROM names and redumped sound ROM for Rushing Heroes. [Smitdogg, The Dumping Union]
  • Updated hiscore.dat. [Leezer]
submitted by cuavas to emulation