SEVP modifies temporary exemptions for nonimmigrant students taking online courses during fall 2020 semester Due to COVID-19, SEVP instituted a temporary exemption regarding online courses for the spring and summer semesters. This policy permitted nonimmigrant students to take more online courses than normally permitted by federal regulation to maintain their no...
NDC Melbourne Warmup Meetup #1 Join host Lars Klint and our speakers Filip Ekberg, Adrienne Tacke, Ian Cooper & Amy Kapernick for a special preview of NDC Melbourne 2020!
1650910 - DigiCert: Inconsistent EV audits ASSIGNED (brenda.bernal) in NSS - CA Certificate Root Program. Last updated 2020-07-06.
Non-Euclidean Worlds Engine Here's a demo of a rendering engine I've been working on that allows for non-euclidean worlds. Source Code and Executable: https://github.com/HackerPoet/NonEuclidean Music: "Automatic Loving" - Dee Yan-Key
PlayStation's secret weapon: a nearly all-automated factory Robots carry on legacy of craftsmanship at little-known Kisarazu plant
Performance Improvements via Formally-Verified Cryptography in Firefox – Mozilla Security Blog Cryptographic primitives, while extremely complex and difficult to implement, audit, and validate, are critical for security on the web. To ensure that NSS (Network Security Services, the cryptography library behind ...
Model 777 — Luca Iaconi-Stewart The homepage of the work for which I'm best known — a model Boeing 777, made entirely from manila folders!
How I Got My Attention Back There are a thousand beautiful ways to start the day that don’t begin with looking at your phone. And yet so few of us choose to do so. Technology is commanding our attention in infinite, insurmountable loops. A country trip off-grid helped me escape.
Versatile Video Codec (H.266) finalized, will produce 50% smaller files than HEVC (H.265) While delivering the same image quality. It's tuned to support regular video as well as screen sharing and game streaming applications.
Dutch national broadcaster saw ad revenue rise when it stopped tracking users. It's meant to work like that, right? Brave browser's policy officer questions efficacy of personalised ads
Screen space shadows After working on Spartan game engine for so long, it became increasingly obvious that there are many interesting things that I could be writing about. However, I kept postponing it as I was growing fond of Hugo and didn’t want to invest any content (or mo...
Fraunhofer Heinrich Hertz Institute HHI Through a reduction of data requirements, H.266/VVC makes video transmission in mobile networks (where data capacity is limited) more efficient. For instance, the previous standard H.265/HEVC requires ca. 10 gigabytes of data to transmit a 90-min UHD vide...
Hat Problems - Numberphile Featuring Joe Buhler. See part 2 of this interview: https://youtu.be/4YG4QnhVV7A More links & stuff in full description below ↓↓↓ An Introduction to Infinite Hat Problems (paper): https://bit.ly/31OeWZK See also Spheres and Code Words with James Grime:...
Stacks of Hats (extra) - Numberphile Featuring Joe Buhler, continuing from: https://youtu.be/laAtv310pyk Lionel Levine: http://pi.math.cornell.edu/~levine/ Hat Stack: https://www.brand.site.co.il/riddles/201607a.html NUMBERPHILE Website: http://www.numberphile.com/ Numberphile on Facebook...
Using an OData Client with an ASP.NET Core API The article shows how to implement an OData client from an ASP.NET Core application. Bearer token authorization is used to secure the API. Code: This blog is part 2 from this blog: Part 1: Securing…
OData with ASP.NET Core This article explores how to setup an OData API with ASP.NET Core. The application uses Entity Framework Core with a database first approach using the adventureworks 2016 Microsoft SQL Database. Co…
Blazor WebAssembly : Using HttpClient in MVVM - EP09 Hey Coders, Subscribe here - https://www.youtube.com/channel/UCetyodKOWGk5H6FoKoFnkZw Talk to us on - https://www.twitch.tv/curiousdrive Like our page - https://www.facebook.com/curiousdrive/ Follow us on - https://twitter.com/curious_drive Follow us on...
The myth of NoSQL (vs. RDBMS) "joins dont scale" - Blog dbi services By Franck Pachot . I’ll reference Alex DeBrie article “SQL, NoSQL, and Scale: How DynamoDB scales where relational databases don’t“, especially the paragraph about “Why relational databases don’t scale”. But I want to make clear that my post here is not a...
Flexible Access Token Validation in ASP.NET Core The ASP.NET Core authentication system went through a couple of iterations, and is pretty good now. For API scenarios, the typical choice is the JwtBearer authentication handler, which can validate…
Writing a winning 4K intro in Rust I recently wrote my first 4K intro in Rust and released it at the Nova 2020 where it took first place in the new school intro competition. W...
Ennio Morricone, Prolific Italian Composer for the Movies, Dies at 91 Renowned for scoring Sergio Leone’s spaghetti Westerns, the Oscar winner also produced the sounds and music for 'Days of Heaven,' 'The Mission,' 'Cinema Paradiso' and 'The Hateful Eight.'
A Decade of Microsoft Most Valuable Professional Last week, I received my 10th Microsoft Most Valuable Professional award. Being recognised as an MVP was a pivotal moment in my career and to continue receiving the award all these years later is an honour. Particularly given recent events that have made ...
HTTPie – command-line HTTP client for the API era CLI HTTP that will make you smile. JSON and sessions support, syntax highlighting, wget-like downloads, plugins, and more.
VC Firms Promised to Help Black Founders. My Experience Shows a Different Reality. VCs are publicly claiming to support diversity but aren’t backing up their words with action
ANN: Cosmos DB Profiler 1.0 Release We have released version 1.0 of the Cosmos DB Profiler. You can now use it from inside Azure Function and profiler production systems remotely. I have wrote ...
Exploring Proxy to Achieve TypeScript Type Safety with Element Binding, two way Data Binding, Events, and More An Alice in Wonderland journey into the nuances of using Proxy with HTML and TypeScript classes.
Virtual Events for Xamarin and .NET in July | Xamarin Blog Discover ways to take your development skills to the next level through .NET and Xamarin virtual events, streams, and videos this July.
A developer-centered approach to application development - Red Hat Developer Explore these strategies for building an application in a way that enhances the developer experience, rather than bogging a developer down.
Change Feed – Unsung Hero of Azure Cosmos DB | Azure Cosmos DB Blog Azure Cosmos DB is rapidly growing in popularity, and for good reason. This globally distributed, multi-model database service has massively scalable storage and throughput, provides a sliding scale for consistency, is fully and automatically indexed, exp...
HTTP OPTIONS and Default page vulnerabilities Penetration tools may alert if IIS server is accepting requests with HTTP OPTIONS method. This is because the response to these requests may reveal what other methods are supported by the web server. Follow the steps below to disable OPTIONS method. Op...
bach-sh/bach Bach Testing Framework. Contribute to bach-sh/bach development by creating an account on GitHub.
A Distributed Tracing Adventure in Apache Beam Distributed systems are hard, and things can often get much more difficult when problems arise. This is only exacerbated by the fact that many of these systems can be notoriously difficult to dig into when they are actually out in the wild and not just ru...
UASP makes Raspberry Pi 4 disk IO 50% faster You can view a video related to this blog post here: Does UASP make the Raspberry Pi faster?.
Florida becomes first state to enact DNA privacy law, blocking insurers from genetic data Florida on Wednesday became the nation’s first state to enact a DNA privacy law, prohibiting life, disability and long-term care insurance companies from using genetic tests for coverage purposes.
mfreeborn/heliocron A command line application written in Rust capable of delaying execution of other programs for time periods relative to sunrise and sunset. - mfreeborn/heliocron
willmcgugan/rich Rich is a Python library for rich text and beautiful formatting in the terminal. - willmcgugan/rich
AbdulMalikDev/ounotes An Application built for students to access Notes , Question Papers , Syllabus and Resources for all Subjects of O.U (Osmania University) 📘👨🎓 - AbdulMalikDev/ounotes
Debubble The world needs debate and Twitter isn't helping. Challenge someone to a civilised debate today and let Debubble facilitate it.
A Deep Introduction to JIT Compilers: JITs are not very Just-in-time | Carol's Blog Carol Chen's blog about stuff she does or reads about or observes
Exposing proto files in a gRPC service over a frameworkless and lightweight API Introduction A few days ago I introduced the notion of nano service in ASP.NET Core...
Castle Game Engine Free open-source 3D and 2D game engine with an excellent support for many formats (X3D, VRML, Spine...). Cross-platform: desktop, mobile (Android, iOS), web plugin. Many graphic effects: shadows, mirrors, shader effects. Using modern Object Pascal. The en...
Old Code Gets Younger Every Year The threat of decaying technology looms while we waste time talking about mainframes.
Why I’m Writing A Book On Cryptography I’ve now been writing a book on applied cryptography for a year and a half. I’m nearing the end of my journey, as I have one last ambitious chapter left to write: next-generation cryptography (a chapter that I’ll use to talk about cryptography that will b...


Careers
Make a
difference
in the
world
We All Code is looking for passionate individuals who are looking to make a difference in the world through meaningful work. We’re a small passionate team of doers.
We All Code inspires youth to become active participants in their own futures. We are committed to providing high-quality accessible STEM programs to all students especially females, people of color, and youth from underserved neighborhoods.
See what opportunities we have available below:


| Event Name | Event Description | Event Type | Event Version | Assesment Date | Organization Name | Security Classification Title Guide | Event Classification | Declassification Date | Customer Name | Archive Status | Event Team |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Peter | Griffin | $100 | v0.1 | 1-8 January 2019 | DAC | Wells Fargo ATM Classification Guide | N/A | January 1,2020 | Wells Fargo | N/A | N/A |
| Peter | Griffin | $100 | v0.1 | 1-8 January 2019 | DAC | Wells Fargo ATM Classification Guide | N/A | January 1,2020 | Wells Fargo | N/A | N/A |
| Peter | Griffin | $100 | v0.1 | 1-8 January 2019 | DAC | Wells Fargo ATM Classification Guide | N/A | January 1,2020 | Wells Fargo | N/A | N/A |
| Peter | Griffin | $100 | v0.1 | 1-8 January 2019 | DAC | Wells Fargo ATM Classification Guide | N/A | January 1,2020 | Wells Fargo | N/A | N/A |
| Peter | Griffin | $100 | v0.1 | 1-8 January 2019 | DAC | Wells Fargo ATM Classification Guide | N/A | January 1,2020 | Wells Fargo | N/A | N/A |


Hello everyone! My name is Zihao. I am a SFSU CS student who is focusing more on frontend development.
I am an immigrant from China since 2012.
Not much, making money I guess.
Sony
Senior
So that I can share my experience to everyone.


Prepay for NHS prescriptions
How we use your information
We may text or email you, if you provided a phone number or email address, about:
- your prepayment purchase
- our quality of service to you
We match the information you give us against your prescriptions to check you have a valid prepayment.
We tell you more about what we do with your data in our privacy notice.


student and study for mh-cet 2021
A paragraph is a self-contained unit of discourse in writing dealing with a particular point or idea. A paragraph consists of one or more sentences. Though not required by the syntax of any language, paragraphs are usually an expected part of formal writing, used to organize longer prose
|
|


Trump having tests as part of medical checkup, White House says | Honolulu Star-Advertiser
BETHESDA, MD. >> President Donald Trump was at Walter Reed National Medical Center today for what the White House said were medical tests as part of his annual physical.
The appointment wasn’t on his weekend public schedule that was released Friday night, and his last physical was in February. Press secretary Stephanie Grisham said the 73-year-old Trump was “anticipating a very busy 2020” and wanted to take advantage of “a free weekend” in Washington to begin “portions of his routine” checkup. She was not more specific about the testing.
Trump’s 2018 and 2019 physicals were announced in advance and appeared on his public schedule.
The February checkup showed he had put on some pounds and was now officially considered obese. His Body Mass Index was 30.4. His weight was 243 pounds and he was 6 feet, 3 inches tall.
Trump spent more than four hours at Walter Reed on Feb. 8 for his most recent checkup, supervised by Dr. Sean P. Conley, his physician, and involving a panel of 11 specialists.
“I am happy to announce the President of the United States is in very good health and I anticipate he will remain so for the duration of his Presidency, and beyond,” Conley wrote afterward.
Test results came out six days later, showing that he weighed 243 pounds, compared with 236 pounds in September 2016 before he became president.
An index rating of 30 is the level at which doctors consider someone obese under the commonly used formula. About 40 percent of Americans are obese. That raises their risk for heart disease, diabetes, stroke and some forms of cancer.
Trump doesn’t drink alcohol or smoke. His primary form of exercise is golf.
The physical testing came as House investigators on Capitol Hill interviewed a White House budget official as part of the impeachment inquiry.


GrossRE Product
There are no products yet.
Name
Category
Measure
{{product.name}}
{{product.category}}
{{product.measureAmount}}
Product name
Category
Measure Amount
Add Product


Machine Learning Overview
Where is machine learning?
Machine Learning can be summarized in 3 Steps:
- It takes some data
- Finds pattern from the data
- Predicts new pattern from the data
Finding patterns
Types of Machine Learning:
- Supervised learning
- Unsupervised learning
- Reinforcement learning


{% extends "admin:admin/base_site.html" %} {% block title %}Permission denied{% endblock %} {% block content %}
Ask someone to add your account to the Auth0 "VIAL admin" or "VIAL data corrections" roles.
Log out


| 035:045 Khan | : |
And if Allah were to punish men for that which they earned, He would not leave a moving (living) creature on the surface of the earth, but He gives them respite to an appointed term, and when their term comes, then verily, Allah is Ever All-Seer of His slaves. |
| 035:045 Maulana | : |
And were Allah to punish men for what they earn, he would not leave on the back of it any creature, but He respites them till an appointed term; so when their doom comes, then surely Allah is ever Seer of His servants. |
| 035:045 Pickthal | : |
If Allah took mankind to task by that which they deserve, He would not leave a living creature on the surface of the earth; but He reprieveth them unto an appointed term, and when their term cometh - then verily (they will know that) Allah is ever Seer of His slaves. |
| 035:045 Rashad | : |
If GOD punished the people for their sins, He would not leave a single creature on earth. But He respites them for a predetermined interim.  However, He has given them a respite for an appointed time and when their term comes to an end, let it be known that God watches over His servants. |
| 035:045 Shakir | : |
And were Allah to punish men for what they earn, He would not leave on the back of it any creature, but He respites them till an appointed term; so when their doom shall come, then surely Allah is Seeing with respect to His servants. |
| 035:045 Sherali | : |
And if ALLAH were to punish people for what they do, HE would not leave a living creature on the surface of the earth; but HE gives them respite until an appointed term; and when their appointed time comes they find that ALLAH has all HIS servants well under HIS eyes. |
| 035:045 Yusufali | : |
If Allah were to punish men according to what they deserve. He would not leave on the back of the (earth) a single living creature: but He gives them respite for a stated Term: when their Term expires, verily Allah has in His sight all His Servants. |
Concepts/Themes Covered: أركان الإسلام > التوحيد > توحيد الله تعالي > حلمه جلّ وعلا Pillars of Islam> Islamic> Oneness of Allah> His Patience and Clemency أركان الإسلام > التوحيد > توحيد الله تعالي > صفات الله تعالى > بصيراً Pillars of Islam> Islamic> Oneness of Allah> His Glory's Characteristics> All Seer الإيمان > اليوم الآخر > الموت > لكل أمة أجل محتوم Faith> The Hereafter> Death> Appointed Time to Everyone الإنسان والعلاقات الاجتماعية > المجتمعات > لكل أمة أجل Man and The Social Relations>The Societies>Everyone has Limited Life
This tool uses eight English parallel translations for the Holy Quran imported from Mr. Clay Smith. You can also visit Qurany Concepts for browsing the Quran themes or topics. If you want to search the Holy Quran for keywords, please visit Qurany Keywords.


| 016:051 Khan | : |
And Allah said (O mankind!): "Take not ilahain (two gods in worship, etc.). Verily, He (Allah) is (the) only One Ilah (God). Then, fear Me (Allah swt) much [and Me (Alone), i.e. be away from all kinds of sins and evil deeds that Allah has forbidden and do all that Allah has ordained and worship none but Allah]. |
| 016:051 Maulana | : |
And Allah has said: Take not two gods. He is only one God: So Me alone should you fear. |
| 016:051 Pickthal | : |
Allah hath said: Choose not two gods. There is only One Allah. So of Me, Me only, be in awe. |
| 016:051 Rashad | : |
GOD has proclaimed: "Do not worship two gods; there is only one god. You shall reverence Me alone." |
| 016:051 Sarwar | : |
God says, "Do not worship two gods. There is only One God. Have fear of Me". |
| 016:051 Shakir | : |
And Allah has said: Take not two gods, He is only one Allah; so of Me alone should you be afraid. |
| 016:051 Sherali | : |
ALLAH has said, 'Take not for worship two gods. There is only One God. So fear ME alone.' |
| 016:051 Yusufali | : |
Allah has said: "Take not (for worship) two gods: for He is just One Allah: then fear Me (and Me alone)." |
Concepts/Themes Covered: أركان الإسلام > التوحيد > توحيد الله تعالي > التوحيد المطلق لله تعالى Pillars of Islam> Islamic> Oneness of Allah> The Absolute Monotheism of His Glory أركان الإسلام > التوحيد > توحيد الله تعالي > خشية الله تعالى وتقواه Pillars of Islam> Islamic> Oneness of Allah> Devoutness and Fear of Allah أركان الإسلام > التوحيد > توحيد الله تعالي > وحدانيته Pillars of Islam> Islamic> Oneness of Allah> Singularity and Being Unique أركان الإسلام > التوحيد > الشرك والمشركون > النهي عن الشِرك والوعيد عليه Pillars of Islam> Islamic> Polytheism and the Polytheists> The Inhibition of Polytheisms and the Threat Against it
This tool uses eight English parallel translations for the Holy Quran imported from Mr. Clay Smith. You can also visit Qurany Concepts for browsing the Quran themes or topics. If you want to search the Holy Quran for keywords, please visit Qurany Keywords.


Dialogs & Sidebars
Usage of your modal is decoupled from how it looks. It can handle dialogs as well as sidebars.
Themes or Customs
react-mf-modal includes themes with Bootstrap or Materialize markup, but you can create your own components whithout get bored about modal logic.
Animations
You can animate your backdrops or your modal very easily. And it can be done with any library.


Starting Fall 2021... Will post more soon:)
I developed a Java program which through automation translated a custom high level behavioral description of an Extended Finite State Machine (FSMD) into a Verilog RTL model. The custom grammer was parsed and interpreted using Antlr. The tool supports basic arithmetic (+,-,*,/,&) of registrar values at each state, as well as branching conditionals. The tool elegantly separates the computational unit and the design controller into separate verilog modules. Additionally, I also developed a GUI using JavaFX that allows users to easily describe their FSMD. This added additional features, such as load/saving a design, realtime FSMD drawing and error checking.
My capstone group developed a wearable glove that would classify gestures as English letters, as described in the American Sign Language (ASL). This device used flex sensors, which changed their resistive value based on how much they are flexed, in combination with an accelerometer. We used an Arduino Nano 33 BLE which would process data from the sensors. A Machine learning Neural Network "one vs rest" classifier was developed with Tensorflow and converted into a C header file using tinyML. This header file allowed us to run the model on the glove, which would continuously run and classify gestures .
I co-led a training program for freshman orientation leaders and assistants. This training program was designed to help current student leaders run orientation activities for new students and teach the first year workshop course. I planned lessons, created leader/assistant pairs, presented to trainees, led group activities and assisted during orientation week. Overall, I helped train a group of about 85 leaders/assistants. The leaders/assistant then went on to teach the first year course at University of Portland and run orientation events during move in week.
I represented the school of engineering at the University of Portland student government. My main initiative was to improve student athletics for UP students. I worked towards this goal by attending weekly meetings, holding office hours and reaching out to campus officials. My one proudest moment was co-founding the free swim program, which allowed students to swim for free at a local community pool. This program was necessary because our only swimming pool on campus had been removed months prior. The program was consistently used by 200-300 students monthly, and eventually led to an increased budget for the program. Another moment was when I advocated for a university food bank, which would supply students experiencing food insecurity. This eventually led to a proposed Pilot Care initiative, which would provide university meal points and assistance to such students
I taught two intro to physics lab courses. These labs were Physics I (kinematics) and Physics II (electricity and magnetism). My responsibilities included teaching a three hours weekly lab, helping students problem solve, grading homework assignments and lecture on material not covered in the main course. I also would tutor students twice a week.
I was a TA for a intro to Unix systems lab. I problem solved with students to help them understand and fix errors. I kept track of student progression throughout the lab. I also graded homework for a CS intro level course. I debugged code and provided feedback to aid students' programing skill and style.


[gecode-users] Using IntActivity with space
Kish Shen
kisshen at cisco.com
Mon Jul 15 05:12:43 CEST 2013
On 11/07/2013 11:25, Christian Schulte wrote:
> Hi Kish,
>
> As said, don't wait up for Activity with dynamically adding variables...
>
> Yes, activity information must be initialized (either by restarts or even
> better by randomized probing) to be useful.
>
Could the initial value be the degree like in AFC?
> Yes, recomputation has an effect on activity. But that's okay, activity is
> just a measure and does not need to be 100% accurate.
I know it is just a heuristic measurement, but counting recomputation
seem to introduce some bias, but more importantly, doesn't this mean
that the values will change with different amount of recomputation,
which can then lead to different variable selection?
Cheers,
Kish
More information about the users
mailing list


‘Can’t levy service tax if not part of agreement’
A home buyer had approached TNRERA over delay in completing his property
by Sanjay VijayakumarThe Tamil Nadu Real Estate Regulatory Authority (TNRERA) has ruled that builders cannot levy service tax on home buyers, if there is no such provision in the construction-cum-sale agreement.
The ruling was given on a complaint from Venkatakrishnan Ramaswamy who had booked villa in the project “Dhakshin City/Avenue Phase-IV” developed by Green Avenue Homes and Gardens at Unamancherry village in Kancheepuram district.
The construction agreement was signed in January 2013 and the construction activity commenced in October that year. However, there is delay in completion of the villa and the common facilities.
In his response, the builder said that the project could not be completed due to delay in some payments by the buyer and service tax.
The developer claimed that the buyer had agreed to pay the service tax for the villa, but did not pay the same.
As a result, he faced problems from the Income Tax authorities for non-payment of service tax and his bank accounts were frozen.
The developer said it could not provide the amenities promised in the Phase I to V of the project.
TNRERA said there was no reference to service tax in the sale-cum-construction agreement in respect of the buyer, expect for the mention in the allotment letter.


UIUC Propeller Database
John B. Brandt, Robert W. Deters, Gavin K. Ananda, Or D. Dantsker, and Michael S. Selig
This webpage includes wind tunnel measurements for propellers used
on small UAVs and model aircraft.
The propeller database includes three volumes:
- Volume 1 - UIUC MS
thesis by John Brandt and following tests
(2005-2008). Refs 1 and 2. Last updated 2/3/15
(ver 3).
- Volume 2 - UIUC PhD
dissertation by Robert Deters and following tests (2009-2015).
Refs 3 and 4.
Last updated 5/27/15 (ver 1).
- Volume 3 - Publication and tests by Or Dantsker (2020).
Ref 5.
Last updated 8/20/20 (ver 1).
Basic Relations
The UIUC data use the standard definitions for propeller aerodynamic coefficients:
For more information, a useful reference is:
McCormick, B.W.,
"Aerodynamics, Aeronautics, and Flight Mechanics,"
Wiley, Second Edition, 1995.
UIUC and Ohio State
University Experimental Measurements - Comparison
The figures below show a comparison
between
UIUC Volume 1 (V3)
data and measurements taken at Ohio State (Ref 6). The results show good
agreement, especially considering that the thrust and torque
measurement techniques differ. For the UIUC data, the thrust is
measured directly with a load cell attached to a pivot arm. The
torque is measured through a torque cell attached to the fixture that
holds the motor. For the OSU data, the measurements were taken using
a multi-axis load cell attached directly to the motor (Ref 7).
APC 10x5E and 10x7E "thin electric" propellers.
Additional formats: .eps, .fig, and .pdf
Credits: Graphics provided by Matthew McCrink and James Gregory,
Ohio State University, June 2015.
Citation
Recommeded way to cite this webpage in a publication:
J.B. Brandt, R.W. Deters, G.K. Ananda, O.D. Dantsker, and M.S. Selig (insert date downloaded), UIUC Propeller
Database, University of Illinois at Urbana-Champaign, retrieved from http://m-selig.ae.illinois.edu/props/propDB.html.
Download
Download the entire propeller database: UIUC-propDB.zip (32.9 MB)
References
- Brandt, J. B., "Small-Scale Propeller Performance at Low
Speeds," M.S. Thesis, Department of Aerospace Engineering,
University of Illinois at Urbana-Champaign, Illinois,
2005.
- Brandt,
J.B. and Selig, M.S., "Propeller Performance Data at Low
Reynolds Numbers," 49th AIAA Aerospace
Sciences Meeting, AIAA Paper 2011-1255, Orlando, FL,
January 2011.
- Deters,
R.W., Ananda, G.K., and Selig, M.S., "Reynolds Number Effects
on the Performance of Small-Scale
Propellers," AIAA Aviation and
Aeronautics Forum and Exposition (Aviation 2014), AIAA
Paper 2014-2151, Atlanta, GA, June 2014.
- Deters, R.W., "Performance and Slipstream
Characteristic of Small-Scale Propellers at Low Reynolds
Numbers," Ph.D. Dissertation, Department of Aerospace
Engineering, University of Illinois at Urbana-Champaign, Urbana,
IL, 2014.
- Dantsker, O.D.,
Caccamo, C., Deters, R.W., and Selig, M.S., "Performance Testing of Aero-Naut CAM Folding Propellers," AIAA Aviation and Aeronautics Forum and Exposition (Aviation 2020), AIAA Paper 2020-2760, Virtual Event, June 2020.
- McCrink, M.H. and Gregory, J.W., "Blade Element Momentum
Modeling for Low-Re Small UAS Electric Propulsion Systems,"
AIAA Aviation and Aeronautics Forum and Exposition (Aviation
2015), AIAA Paper 2015-3296, Dallas, TX, June
2015 | http://arc.aiaa.org/doi/10.2514/6.2015-3296
| Also see http://arc.aiaa.org/doi/abs/10.2514/1.C033622, 2016.
- Gregory, J.W., private communications, June 2015.
Release Notes
- 8/25/20 - Added Volume 3 dataset and updated the zip file with the entire database.
- 11/29/15 - Added a link to download the
entire database as a zip file.
- 11/29/15 - Started these release notes. Separate release notes
are included with the Volume 1 and Volume 2 datasets.


x
Welcome
Suites
Tours
Faq
Bookings
Testimonials
Cliffs of Moher East
Cliffs Of Moher West
Giant Causeway
The Burren
❮
❯


---
layout: post
title: "My Week in Review"
date: 2015-02-22 18:45:00 +0000
categories:
tags:
image: https://s3.amazonaws.com/audreywatters/2015-02-22-snow.jpg
imagecredits: https://www.flickr.com/photos/ololiuqui/11452787674/
---
Travel (and Speaking)
- Kin and I traveled to San Francisco and to Toronto this week, then back home to Hermosa Beach.  That's where I spoke at ChangSchoolTalks 2015. (The transcript from my talk is below.)
- Upcoming week: Hermosa Beach.
Hack Education Writing
Image credits: Giulia Forsythe
Writing Elsewhere
Other Projects
- I am now officially really really behind on the writing for Reclaim Your Domain. (That’s how I’m going to be spending every moment between now and February 28, I think.)
- I moved my slides from Slideshare to SpeakerDeck. I get a lot of views on them at the former, but I’m just not happy using a LinkedIn-owned product, particularly after what happened to Lucy Gray last year.
- I was cited in a Harvard Magazine article about computers in the classroom.
- I worked on the Federated Wiki for the “Teaching Machines Happening” that starts next month
Reading
- I read Kevin Carey’s forthcoming book The End of College.
- I’m still reading Rebecca Solnit’s River of Shadows.
Family and Friends
- I caught up with lots of friends this week, thanks to travel: Obie, Philipp, Melonie, George, Stephen, Giulia, Aron, Leila.
- I talked to the kid this weekend. School sucks, apparently.


4 references to Command
System.Management.Automation (4)
engine\hostifaces\Command.cs (2)
77
:
this
(command, isScript, useLocalScope)
601
Command command = new
Command
(commandText, isScript, useLocalScopeNullable);
engine\hostifaces\PSCommand.cs (1)
537
_currentCommand = new
Command
(command, isScript, useLocalScope);
engine\runtime\ScriptBlockToPowerShell.cs (1)
689
var command = new
Command
(commandName, isScript: false, useLocalScope: _createLocalScope);


Choose a charting method
Google Charts
Click to choose chart
Python Plotly
Click to choose chart
D3.js
Click to choose chart
Thingspeak
Click to choose chart


Software engineer and sysadmin at the OME since 2012
A consortium of universities, research labs, industry and developers producing open-source software and standards for microscopy data.
Don't build new databases from scratch, instead re-use and build upon existing work.
Data should be
Findable
Accessible
Interoperable
Reusable
No it's not
Yes it is!
Used by 100s of institutions around the world
↳ At the time University of Dundee server held around 12 TB data
Everything done manually
$ ssh idr.server
# yum install java-1.8.0-openjdk
# yum install python-{pip,devel,virtualenv,yaml,jinja2,tables}
# ...
It works... for a bit
Make sure all layers of your stack are reliable
OpenStack at EMBL-EBI with Ansible:
One command can provision new servers, configure networking and storage, and install the IDR, reproducibly: IDR/deployment
It works... for a bit
We have a scaling problem, OMERO just wasn't designed for the amount of data and frequency of access.
Curation: A critical factor in the success of the IDR (remember: FAIR)
Former
members


A bright yellow and delicious keto finale to your Easter dinner. This pannacotta is very easy to make and a real crowd pleaser.
30min
Ingridients
½ tablespoon unflavored powdered gelatin
water
2 cups heavy whipping cream
¼ teaspoon vanilla extract
1 pinch saffron
1 tablespoon honey (optional)
1 tablespoon chopped almonds (optional)
12 physalis or fresh raspberries (optional)
Instructions
Mix gelatin with a small amount of water (follow instructions for your chosen brand, usually 1 tablespoon water for every 1 tsp gelatin) and set aside to bloom.
Bring cream, vanilla, saffron and optional honey to a light bowl in a sauce pan. Lower the heat and allow to simmer for a few minutes.
Remove the pan from the stove top and add the gelatin. Stir until completely dissolved.
Pour the mix into 6 glasses or ramekins. Cover with plastic wrap and place in the refrigerator for at least 2 hours. Toast the almonds in a dry, hot frying pan for a few minutes and add on top of the pannacotta with physalis or other berries and serve.


tirol kliniken
Datalogger Dashboard
Daily Report
Daily Graphics
Daily Quantilles
Daily Scatterplot
Daily Special Reports
Monthly Graphics


Equivalent to choosing the Options button in the Chart Type dialog box, which is available when you choose the Chart Type command from the Format menu when a chart is active. Formats the chart according to the arguments you specify.
Syntax
FORMAT.CHART(layer_num, view, overlap, angle, gap_width, gap_depth, chart_depth, doughnut_size, axis_num, drop, hilo, up_down, series_line, labels, vary)
FORMAT.CHART?(layer_num, view, overlap, angle, gap_width, gap_depth, chart_depth, doughnut_size, axis_num, drop, hilo, up_down, series_line, labels, vary)
Several of the following arguments are logical values corresponding to check boxes in the Options tab of Format (chart type) Group dialog box. If an argument is TRUE, Microsoft Excel selects the corresponding check box; if FALSE, Microsoft Excel clears the check box. If an argument is omitted, the setting is unchanged.
Layer_num is a number specifying which chart you want to change.
View is a number specifying one of the subtypes in the Subtype tab of the Format (type) Group dialog box. The subtype varies depending on the type of chart.
Overlap is a number from -100 to 100 specifying how you want bars or columns to be positioned. It corresponds to the Overlap edit box in the Options tab on the Format Bar Group Dialog box, which appears when you choose the Bar Group from the Format menu. Overlap is ignored if type_num is not 2 or 3 (bar or column chart).
If overlap is positive, it specifies the percentage of overlap you want for bars or columns. For example, 50 would cause one-half of a bar or column to be covered by an adjacent bar or column. A value of zero prevents bars or columns from overlapping.
If overlap is negative, then bars or columns are separated by the specified percentage of the maximum available distance between any two bars or columns.
If overlap is omitted, it is assumed to be 0 (bars or columns do not overlap), or it is unchanged if a value was previously set.
Angle is a number from 0 to 360 specifying the angle of the first pie or doughnut slice (in degrees) if the chart is a pie or doughnut chart. If angle is omitted, it is assumed to be 0, or it is unchanged if a value was previously set.
Gap_width is a number from 0 to 500 specifying the space between bar or column clusters as a percentage of the width of a bar or column. It corresponds to the Gap Width edit box in the Options tab on the Format Bar Group Dialog box, which appears when you choose the Bar Group from the Format menu.
Gap_width is ignored if type_num is not 2, 3, 8, or 12 (bar or column chart).
If Gap_width is omitted, it is assumed to be 50, or it is unchanged if a value was previously set.
The next two arguments are for 3-D charts only, and correspond to check boxes in the Options tab of Format (chart type) Group dialog box.
Gap_depth is a number from 0 to 500 specifying the depth of the gap in front of and behind a bar, column, area, or line as a percentage of the depth of the bar, column, area, or line.
Gap_depth is ignored if the chart is a pie chart or if it is not a 3-D chart.
If gap_depth is omitted and the chart is a 3-D chart, gap_depth is assumed to be 50, or it is unchanged if a value was previously set. If gap_depth is omitted and the view is side-by-side, stacked, or stacked 100%, gap_depth is assumed to be 0, or it is unchanged if a value was previously set.
Chart_depth is a number from 20 to 2000 specifying the visual depth of the chart as a percentage of the width of the chart.
Chart_depth is ignored if the chart is not a 3-D chart.
If Chart_depth is omitted, it is assumed to be 100, or it is unchanged if a value was previously set.
Doughnut_size specifies the size of the hole in a doughnut chart. Can be a value from 10% - 90%. Default is 50%.
Axis_num is a number specifying whether to plot the chart on the primary axis or the secondary axis.
Drop corresponds to the Drop Lines check box. Drop is available only for area and line charts.
Hilo corresponds to the Hi-Lo Lines check box. Hilo is available only for 2-D line charts.
The next four arguments are logical values corresponding to check boxes in the Options tab of the Format (chart type) Group dialog box. If an argument is TRUE, Microsoft Excel selects the corresponding check box; if FALSE, Microsoft Excel clears the check box. If an argument is omitted, the setting is unchanged.
Up_down corresponds to the Up/Down Bars check box. Up_down is available only for 2-D line charts.
Series_line corresponds to the Series Lines check box. Series_line is available only for 2-D stacked bar and column charts.
Labels corresponds to the Radar Axis Labels check box. Labels is available only for radar charts.
Vary corresponds to the Vary Colors By Point check box. Vary applies only to charts with one data series and is not available for area charts.
Related Functions
FORMAT.MAIN Formats a chart according to the arguments you specify
FORMAT.OVERLAY Formats an overlay chart
Return to index


Axis Zoom Control
Try to drag the slider endpoints and the bar to zoom X axis of the chart.
0.1
1
10
100
1000
X Axis Lower Value:
X Axis Upper Value:
That's all Folks!


FRDIntentForResultSendable
@objc public protocol FRDIntentForResultSendable
The protocol to abstract the view controller tha can send the Intent for request a result from the destination.
-
When the result return, this method will be called.
Declaration
Swift
func onControllerResult(requestCode: Int, resultCode: FRDResultCode, data: FRDIntent)
Parameters
requestCode
The integer request code originally supplied to startControllerForResult(), allowing you to identify who this result came from.
resultCode
The result code returned by the child conroller.
intent
An Intent, which can return result data to the caller (various data can be attached to Intent “extras”).


BGB version 1.5.7
homepage: http://bgb.bircd.org/
email: bgb at bircd dot org
this is a gameboy/color emulator/debugger for win32 which will probably never be finished
disclaimer:
no warranty of any kind, use at your own risk. This program is guaranteed to do nothing but taking disk space. Don't blame me if it damages your computer, or erases your hard drive, etc.
Using copyrighted roms with an emulator is illegal if you don't own the real cartridge or have explicit permission from the copyright holder. If you choose to do so, that is your responsibility.
table of contents
right click menu
default keys
features in this version
supported platforms/system requirements
accurate emulation and broken PD roms
known problems
options window
GameGenie/GameShark cheat
cheat searcher
expressions, breakpoint conditions, and debug messages
Commandline parameters
Demo recording/playback
How to make bgb run faster if you have a slow computer
full screen mode
game link
AVI recorder
Note for speedrun or "race" use
version history
right click menu:
Click the right mouse button in the emulator window to get the popup menu, from which you can access the options and functions.
default keys:
| numpad + | fast forward |
| numpad * | reset gameboy |
| numpad - | cheat codes on/off |
| A | B button |
| S | A button |
| Shift | Select button |
| Enter | Start button |
| F2 | save state |
| F3 | select state |
| F4 | load state |
| Esc | debugger |
| Alt+F4 | exit |
features in this version:
- emulation of the GameBoy, GameBoy Color, and Super Gameboy
- accurate emulation of the hardware, based on research with lots of test roms, useful for debugging/rom development. some highlights:
- clock exact timing of LCD behavior/state changes
- realistic initial ram values - random but with specific bit patterns, and simulated values left by bootroms (for example "nibbler (pd)" depends on this)
- accurate emulation of LCD register writes during scanline (prehistorik man, demotronic demo)
- emulation of inaccessible VRAM and OAM as on real hardware
- 10 sprites per line limit
- clock exact emulation of sprites causing mode 3 to take longer
- correct memory access timing (access happening at the last/second to last clock of an opcode)
- accurate emulation of the differences between DMG and GBC, including timing differences, differences in hardware behavior, initial state, etc.
- can run a GBC rom as on a DMG, and a DMG rom as on a GBC
- powerful debugger:
- disassembler
- assembler (change code and ability to save modified rom)
- symbols (SYM file) support
- "inline" editing in code, data, and stack viewer
- breakpoints
- break on access
- conditional breakpoints
- "on jump" access breakpoints for breaking before a jump into a range is taken.
- source code breakpoints (ld b,b)
- singlestepping/tracing/animating/step out/step over
- vram viewer: BG map, tiles, OAM, palette.
- IO registers viewer
- live display of data during emulation and freezing of ram values
- break on exceptions (accessing inaccessible VRAM, read unitialized RAM, echo ram access, access locked external ram, disable lcd outside vblank)
- ability to modify all registers and state at any time
- joypad window allows simulating button presses at any time while debugging
- SGB multiplayer with up to 4 gamepads
- graphics output: GDI, DirectDraw, Direct3D, OpenGL, null output
- graphics doubler: HQ2X, Scale2x, scanlines filter, blocky
- sound output: waveout, directsound, null, and disk writer supported. support for writing the 4 channels to separate wav files
- AVI recording, to installed system codec of choice. No sound included but is in sync and conveniently named with recorded wav file.
- runs almost all roms perfectly, compatibility comparable with the best GB/C emulators
- Accurate/high quality sound emulation, bandlimited synthesis
- accurate video emulation including "high color" graphics, correct sprite/background priorities, 10 sprites/line limit, and mid-scanline register changes.
- This emulator is fast.
- Joystick/Gamepad support, everything mappable to every button
- some user interface keys are configurable and can be mapped to joystick/gamepad buttons
- MBC3 Real Time Clock emulation. RTC is saved/loaded in the .sav file, compatible with VBA
- Auto delay/frameskip, emulation runs at 100% real speed and full 60 fps
- GameGenie and GameShark cheat, load/save cheats (auto and manual), "cheat searcher", easy creation of new cheat codes
- save/load state with quick (zsnes style, and mappable) keys, and preview screenshots for slots in select window.
- Load from ZIP and GZIP files
- good OS/platform compatibility/low requirements (works well on wine, windows 98, and on slow/old PCs)
- support for optional border bitmap and pseudo and real fullscreen modes.
- TCP/IP game link support
supported platforms/system requirements
OS: supported/known to work on windows 98 up to windows 10, DirextX 7 or later. Wine on Linux and OS X.
soundcard and joystick/gamepad are optional. A videocard with 3D hardware acceleration is recommended.
200 MHz pentium or faster CPU. BGB runs perfectly on an atom netbook.
accurate emulation and broken PD roms:
by default, BGB emulates the real hardware very accurately, including behavior that some broken PD/unofficial roms may have problems with. These roms would also fail on real hardware, or on a real cartridge: they rely on an inaccurate emulator, or a flashcart.
in the "except" tab, one can choose "Troubleshoot broken PD roms", and then set aspects of deliberately inaccurate emulation, to see which one a broken PD rom depends on. Choosing "Emulate as in reality" disables and locks out all inaccuracies and should be done if not trying to fix a problem with a bad rom.
one can also set "break on ..." settings to break (go to the debugger) if a rom misbehaves.
note that if you enable any "break on" settings, or set breakpoints of any kind, bgb will run in "debug mode", and will be about twice as slow because of extra checks.
this is done to allow bgb to run as fast as possible if debug features are disabled.
known problems:
- bgb 0.x will hang/crash when attempting to open bgb 1.0 save states because the old save state format had no version information.
options window:
Popup menu --> Options.
here you can change a lot of settings such as the joypad keys, configure a gamepad/jostick, change the colors of the gameboy screen, and graphics and sound options.
Besides obvious "preference" settings, most settings are optimal as default and should not be changed unless trying to fix a problem.
Sound:
- Soundcard (auto) enable sound output to soundcard API. if this and WAV writer are disabled, sound rendering is disabled completely.
- disable events: (off) do not time sound output on callback events. can be used with null output for performance testing.
- 8 bits output: (off) enable this if 16 bits audio is not supported or gives problems. Gives lower sound quality, not recommended.
- mono output: (off) enable this to output mono and mix the channels into it. useful if you listen with one headphone, or soundcard does not support stereo.
- High quality sound rendering: (on) bandlimited synthesis. disable this if you're on a very slow PC and you're trying to speed up emulation.
- Latency: (57) setting this higher means lower latency. setting it too high causes sound to skip.
- WAV file writer: (off) writes wav file. each time it is re-inited, a new WAV with a different timestamp is created
- Save individual channels: (off) write 4 wav files for the individual hardware channels. this works in addition to/independently of "WAV file writer"
- animation recording: (off) saves a BMP screenshot for every 1 or 2 frames (as desired), with timestamp prefix matching the WAV file and a frame number.
- record AVI: (off) record animation to AVI. Give fourcc in box to choose codec. "Config" will open the codec's settings dialog.
- record half framerate: (on) record ~30 fps instead of ~60 fps, saving only every other frame.
Joypad:
click on "configure keyboard" or "configure game controller", to show the wizard. press the desired keys/buttons for the hilighted buttons.
to change keys for user interface functions (load/save state, fast forward, reset, etc), check "configure extra buttons", then click on "configure ..."
To change only one one or some buttons, click "skip/keep" for every other button. For each button, it says which key it is currently mapped to.
Mappable button records button can be mapped through "configure extra buttons".
Misc:
- show framerate: (off) shows framerate in the window title bar, 2 numbers: drawed frames/sec, executed frames/sec.
- freeze recent roms menu: (off) Use this to make "recent roms" not change. Can be used for "favorite roms".
- Show errors on rom load: (on) When loading a rom, show if something is wrong with the rom header so it would not work on real hardware.
- Show warnings on rom load: (on) When loading a rom, show any problems/inconsistencies in a rom header. When developing a rom, you should make sure to have no warnings.
- reduce CPU usage: (on) causes bgb to use the minimum possible cpu by issuing sleep calls when waiting
- reduce input latency: (auto) use an algorithm that, if vsync is used, delays input polling and emulation to reduce input-to-screen latency.
- pause if losing focus: (off) pauses/stops bgb if switching to another app.
- use fast open files dialog: (off) uses bgb's builtin open/save files dialog instead of the default windows one. The fast open dialog also allows selecting Unicode filenames.
- framerate: (0) can be used to make bgb run slower or faster than real speed, at a desired framerate. 0 runs at the real ~59.72 fps
- adjust sound speed: (off) change the sound's pitch to match the alternative emulation speed (like a real GB does if you change the clock signal).
- undelayed speed: (10) how fast to run if pressing the "fast forward" button, 1 is equal to real speed. can also be used to turn the key into a "slow down" key if desired (with a value less than 1)
Graphics:
- Mix current and last frame: (off) can be used to make games show correctly which use "flickering" to mix colors (for example "ballistic")
- doubler: (off) applies a screen filter effect such as scanlines or HQ2X, also doubles the size in pixels (useful for fullscreen pageflipped mode if you can't use 320x240)
the "auto" settings are defaults and are recommended settings. other settings may sometimes have specific benefits or uses.
- bpp: (auto) override bits per pixel selection
- output: (auto) override choice of output method. use GDI if other methods have problems. null can be used for speed testing (does render, but not output. to disable graphics rendering *and* outputting, change the window's height to 0 instead).
- vsync: (auto) override choice of vertical synchronization method. vsync eliminates tearing in the animation. one can disable vsync, or set 1 frame/vblank (instead of synchronizing to real speed)
- stretch: (blocky) instruct the graphics output to use "blocky" (point sampling) or "blurry" (bilinear filter) stretching
- fullscreen pageflipped: (off) run in a real double/triple buffered fullscreen mode. may have benefits for performance or smooth animation
- GBC LCD colors: (on) make GBC colors look as on real GBC. disable to use RGB values directly without conversion.
- border BMP file: (only SGB border) you can use a BMP file as border for BGB (it will show if enabled, and there is no SGB border). use a 160x144 pixels plain, one color rectangle to define the location of the GB screen. You can also drag and drop a bitmap file to use it as background.
System:
- Gameboy: runs any rom as on a DMG (original gameboy)
- Gameboy Color: runs any rom as on a GBC (gameboy color). this also emulates a DMG rom as on a real GBC in DMG mode, to allow testing/debugging this (for example, legend of zerd breaks as in reality)
- Super Gameboy: runs any rom as on a SGB. non-SGB supporting roms are run with SGB initial state, or with SGB bootrom.
- automatic, prefer GBC: (default) runs DMG, SGB, and GBC roms on the proper system. runs GBC+SGB roms as on a GBC.
- automatic, prefer SGB: runs DMG, SGB, and GBC roms on the proper system. runs GBC+SGB roms as on a SGB.
- SGB + GBC: emulates both SGB and GBC features at the same time. because this system does not exist, roms may have problems/unpredictable behavior.
- GBC + initial SGB border: starts SGB+GBC roms in SGB mode, until they transferred a border, then resets in GBC mode. this is required for some GBC+SGB roms to show a border.
- Gameboy or GBC: runs GBC supporting roms as on GBC, otherwise on DMG (does not enable SGB)
- detect GB pocket / SGB2: (off) when in DMG mode, make roms detect a gameboy pocket, possibly unlocking features.
- detect GBA: (off) when in GBC mode, make roms detect a gameboy advance, possibly unlocking features (example: "legend of zelda oracle of ages/seasons")
- fast SGB transfers: (off) run at unlimited speed during SGB VRAM transfers (inaccurate and can cause problems).
- Waitloop detection: (on) detect and shortcut waitloops (which most roms use), speeding up emulation. this is done without compromise on accuracy and has no known problems so it should be left enabled.
- boot roms: (off) run the DMG, SGB and GBC bootrom (rom images must be obtained elsewhere). if used with the "gameboy color" system setting, this lets the GBC bootrom colorize DMG roms. The bootroms are not necessary for normal emulation.
If a bootrom is used, it will automatically be patched in ram based on "detect GBP" and "detect GBA" settings, to give accurate emulation of a GBP or SGB2 or GBA. If this behavior is undesired, find and set "BootromPatch=0" in bgb.ini.
Exceptions:
Controls emulation relevant for debugging roms.
For playing games, the defaults are recommended: "Emulate as in reality", and disabling all "break on" settings. Enabling any "break on" setting will enable "debug mode" and cause emulation to use at least twice as much CPU.
If developing a rom, keep "Emulate as in reality" and enable the "break on" settings to help catch common problems. If your rom works in bgb with "Emulate as in reality" then it is likely to work on real hardware, but you should still test that too.
To make a 3rd party unofficial rom work which doesn't work, you can enable deliberate inaccuracies with with "Troubleshoot broken PD roms" and then enable individual inaccuracies, effectively emulating a poor emulator or a generic flash cart. This can help to pinpoint the cause of problems. Such roms will not work on a real gameboy, or on the real cart they report in the header. Do not rely on this when developing a rom.
GameGenie/GameShark cheat:
how to use a gamegenie/shark code: press F10, or use the rightclick menu and choose "cheat", to show the cheat window.
click "Add". click in the "Code" field, and paste or type the code. optionally, click in the "Comment" field, and enter a description. click "OK".
click on the newly added code in the list, and click "Enable".
the cheat window shows a list. you can add/edit/delete cheat entries, with a code and a description. you can load/save the cheats to a file.
meaning of the letters:
- G = game genie
- S = game shark
- P = patched. means a gamegenie code changed values in the rom. if it does not show, the gamegenie code does not work for the used rom.
- E = enabled (toggled with enable/disable buttons)
in the cheat edit window, you can either enter a code, and internal values will be displayed, or you can enter internal values, and the corresponding code will be displayed.
for a gameshark cheat, you can either use "enable" to make it work constantly, or "poke" to make it change the ram value once.
rightclick on a cheat to set an "access breakpoint" (for gameshark codes only), or go to this cheat's rom or ram address in the debugger.
cheat searcher:
with the cheat searcher and the debugger, you can make new gameshark and gamegenie cheats
Play the game to the point where you want to influence behavior (for example, the game action itself)
press esc to enter debugger. menu: Window -> cheat searcher. select value type (normally 8 bits) and press start.
you may be looking for a value such as "3 lives", in that case, the value in RAM may be 3 as well, but it's not guaranteed.
continue the game, walking around, killing enemies, etc, but making the value you're looking for *not* change (not dying, not getting hurt, etc), use the criteria "equal to the previous value" and search.
the number of addresses displayed goes down.
you can repeat this a few times.
now run the game, but make the value you are looking for change, for example by dying or getting hurt in the game.
now search for values which are, for example, "lower than the previous value".
the number of matching addresses in the list become smaller each time you run the game and do a search, and you should end up with only one address.
Now, rightclick on the address, and choose "go here in debugger". this will select the address in the ram viewer (on the bottom of the window). then rightclick on that address, and choose "freeze ram value", and enter the desired value. This will create a gameshark code. You can open the cheat window to see the code listed.
if you want to create a gamegenie code, rightclick on the gameshark code, and choose "set access breakpoint". Run the game until the value is changed (for example, die in the game), and it should stop and show the code line on which the value is changed.
interpret how the code changes the value, and use game genie codes to change bytes in the code - such as changing an instruction to a nop, or change a "number to decrease" (value 01 to 00), in the cheat window, add new code, enter the address, existing and desired values, and a gamegenie code is produced automatically.
expressions, breakpoint conditions, and debug messages
In the "condition" field of a breakpoint, one can enter an expression. for example ($ff44)=$90, to trip on the start of each vblank. the condition will only trip once every time when it becomes true.
besides constant values and addresses, one can use the following:
CPU registers: AF, BC, DE, HL, SP, PC, B, C, D, E, H, L, A, ZERO, ZF, Z, CARRY, CY, IME, ALLREGS
other state values: ROMBANK, XRAMBANK, SRAMBANK, WRAMBANK, VRAMBANK, TOTALCLKS, LASTCLKS, CLKS2VBLANK
These values can also be evaluated by using the menu, "Debug", "Evaluate expression".
The unit of all "clocks" values is 1 nop in doublespeed mode, or about 0.5 microseconds. Clocks values are, like all other numerical values, in hexadecimal. The expression "ZEROCLKS" will reset the counter for LASTCLKS. TOTALCLKS is the same value as the clocks counter ("internal divider") in the IO map.
To add "ld d,d" debug messages into the code, assemble an opcode in the form: .msg 'message' where message is the message content. debug messages can contain expressions between %%. When enabled in the settings, whenever a debug message is encountered in the code, it will be logged to the debug messages window or log file.
Debug messages also support ternary operators in the form: "%boolean expression%text if true;text if false;".
The internal code that makes up a debug message is as follows: ld d,d; jr @end; dw $6464; dw $0000; db "message"; @end
One can also create debug messages that point to a null terminated text string elsewhere: ld d,d; jr @end; dw $6464; dw $0001; dw address; dw bank; @end
Commandline parameters
All -params also work as --param.
- [-rom] <filename of rom or state> load a rom or save state
- -setting name=value load bgb with a custom setting. this is useful for running multiple (linked) instances on a different position (with winx setting).
- -set name=value shorthand for -setting
- -listen [[addr:]port] start bgb listening for game link. if addr/port is omitted, take from settings
- -connect [addr:port] start bgb connecting for game link. if addr/port is omitted, take from settings
- -demorec filename record demo
- -demoplay filename play back demo
- -demoofs offset apply offset in bytes to demo when playing
- -demo152conv filename convert demo between old (1.5.2) and new format (swap nibble order). Works in both directions.
- -demo152format play or record demos in old 1.5.2 format
- -headless headless mode: run without window, without sound/graphics/joypad IO. exit when it would break to debugger or when demo finishes. useful for automation. use with start /wait to wait for it to finish.
- -autoexit terminate when breaking to debugger or finishing demo playback. implied by headless.
- -nowarn suppress most warning dialogs. useful with automated or unattended use. implied by headless.
- -runfast run undelayed. useful with headless mode.
- -hf shorthand for -headless -runfast
- -stateonexit [filename] save a state when exiting. useful with headless mode.
- -screenonexit [filename] save a screenshot when exiting. useful with headless mode.
- -nobatt disable loading/saving of .sav (battery) files.
- -nobattsave load .sav file read only if it exists, and don't save it.
- -loadbatt filename load .sav file from filename to go with rom, regardless of -nobatt or settings. useful for automation.
- -br [address][/[condition][/d]][,...] comma separated list of breakpoints. only in combination with -rom
- -ab [address][/[value][/drwxj]][,...] comma separated list of access breakpoints. only in combination with -rom
- -watch automatically reload rom when it changes on disk
BGB will exit with an exit code of 1 in case of an error, and 0 for normal termination. Sadly, console output is not currently possible (console can't be programmatically enabled or disabled).
Demo recording/playback
There is minimal support for recording and playing back a demo. The support must be considered "experimental", and it may change in the future.
It is only intended to be used from the commandline, where the rom to run is also given on the commandline (and not through the menus). One should start from a save state to ensure an exact identical starting state for recording and playback.
The following commandline loads a rom, saves a state, and exits:
bgb -hf -br any -rom game.gb -stateonexit game.sna
To record a demo:
bgb -rom game.sna -demorec game.dem
To play back a demo:
bgb -rom game.sna -demoplay game.dem
One can still load a rom directly (without using a save state) but with a risk that the playback differs from the recording.
Demo recording of linked bgb's works, but only on the same machine, not over lan. This is done because it's the only way that both instances will run at the exact same timing, to allow the demo to be played back. To do this, also link listen or connect using commandline parameters (not the menu). Use commandlines such as the following to start the two instances:
bgb -rom red.sna -demorec red.dem -setting winx=300 -listen <IP_ADDRESS>:8765
bgb -rom blue.sna -demorec blue.dem -setting winx=800 -connect <IP_ADDRESS>:8765
The demo file format is very simple, with 1 byte per frame for joypad buttons pressed, at the start of each vblank, and before emulation, so it could be handled easily with external tools. If LCD is disabled, no bytes are added to the demo, this was done to keep the demo format deterministic (consistent).
Note: i changed the nibble order around from what it was in 1.5.2, to make it conform to the standard used everywhere: the d-pad should be in the high bits, the other buttons in the low bits. To change existing demo files between the new and old format, use the following command:
bgb -demo152conv filename.dem
If you need it, there is support for the old format. use the parameter -demo152format (in addition to -demoplay or -demorec), but the old format must be considered deprecated.
How to make bgb run faster if you have a slow computer
This should not be necessary on any PC later than ~1998. if you have choppy graphics on a modern PC, the problem is something else.
- disable high quality sound rendering, set the sound samplerate to 22KHz, or turn sound off.
- make sure "debug mode" is not active (menu, "other", "debug mode")
- disable "mix current and last frame" and set "doubler" to "off"
- Set the desktop resolution to 16 bpp, set emulation to 16 or 8 bpp
- try "fullscreen pageflipped" mode, especially combined with 8 bpp.
full screen mode:
select window size -> full screen, to go to a "pseudo full screen" mode (borderless). the GB screen will be at the center of the screen and has the same size which the window had before going to fullscreen mode.
"full screen stretched" is a pseudo fullscreen mode where the GB screen covers the whole screen.
real (pageflipped) fullscreen modes are also available in the graphics tab of the settings.
game link:
for bgb game link to work at all, you need a modern PC (around 1-2 GHz) and <1ms lag (fast LAN, or localhost). it does not work with all games. on one bgb, you select "listen", on the other you select "connect". it should then show "linked" in the titlebar. there is also an option "remotejoy" so joypad 2 of one bgb controls the other bgb (which does not have keyboard focus, for example).
As of 1.5.2, link in most games should work, and pokemon should work without any glitches (before, pokemon had occasional glitches). one can link between different games, for example pokemon red and blue. Also, a new feature was added: automatic connecting/reconnecting and re-listening: if the link is broken, it will connect or listen again. Also, it will keep trying to connect until it succeeded. This makes the link feature easier to use, and potentially enables unattended use. If the behavior causes problems, it can be disabled in the ini with "LinkAutoListen" and "LinkAutoConnect".
AVI recorder
As of 1.5, one can record to AVI, in addition to recording to BMP screenshots. this allows for greatly improved efficiency while recording, and allow for longer recordings. Sound is still not included in the AVI; enable WAV file writing too, to record sound. The AVI and WAV will have the same filename (and then .avi and .wav), will be perfectly in sync, and can easily be combined in video editing/transcoding software.
"media player classic" will automatically use the WAV accompanying the AVI file, allowing for quick preview.
I recommend getting and installing the "camstudio lossless codec". I tested version 1.5. then in bgb, set the codec field to "cscd" to choose the codec. click "Config" to open the configure dialog, and choose "gzip compression" (this will produce smaller AVI files still). Turn off "record half framerate" to record full ~60 fps, which will still not produce too big AVI files, if desired.
The codec can be uploaded as is to youtube, which supports it, or be edited and transcoded to another codec afterwards.
To stitch together multiple recordings (for example if interrupted by the debugger), it is recommended to first combine the video pieces, and the audio pieces, and then mux the audio and video together.
Note for speedrun or "race" use
Speedruns, also known as "races", refer to playing games fast, competitively. Speedrun communities may or may not allow the use of emulators, but if they allow them, requirements may be imposed on them, only some emulators may be allowed, etc.
bgb will, by default, run at the real speed (~59.727 fps). When using bgb for speedruns, and one is not sure whether the settings are default, make sure of the following settings, to ensure running at the speed:
- on the "Graphics" tab, "vsync" is set to "auto" (the default), or to "Vsync disabled"
- on the "Misc" tab, "framerate" is set to "0" (the default)
BGB as of 1.5.7 has a "speedrun mode" which changes a lot of behavior. Restart bgb after changing the speedrun mode setting:
- speed is locked to real speed ~59.727 fps
- caption shows "bgb" + version + "SR"
- caption shows platform being emulated: "D" for DMG, "M" for GB pocket, "S" for SGB, "S2" for SGB2, "C" for GBC, "A" for GBA.
- caption shows "B" if bootrom was enabled on last reset.
- bootrom, if used, must be correct
- rom md5 hash is shown briefly when rom is loaded
- fast forward button is disabled
- rapid A/B buttons are disabled
- message is shown in caption for reset
- caption shows "demo" if demo is being played
- on loading a state, "L" + a counter is shown in caption
- on using gamegenie or gameshark cheats, "cht" is shown in caption
- debugger is locked out
- deliberately inaccurate emulation features are locked out
- invalid opcode hangs cpu as in reality
- in GBA mode, reset does a fade and delay like a GB player, where controls briefly still work.
- pressing L+R and U+D simultaneously setting is disabled
- recovery save state is disabled
BGB now (as of 1.5.7) has correct TID (trainer ID) in pokemon games, on GBC and GBA, with and without bootroms. confirmed on GBC and GBA for: red, blue, yellow, gold, silver, crystal (english), and crystal (japanese). confirmed on DMG for red.
version history:
1.5.7 (2018-09-14)
- Greatly improved accuracy, including pinball deluxe/fantasies, japanese crystal, koro dice, and many test roms
- speedrun mode
- recovery save state
- mappable button to start/stop recording audio/video
- setting to not break on invalid opcode, instead hang as in reality
- Made available a 64 bits version
- MBC1 multicart (MBC1M) support
- Improvements to debugger, including undo rom edits, ctrl+tab changes active control.
- Fixed many bugs
1.5.6 (2017-12-06) - Fixed regression: choppy framerate and sound glitches after pause.
1.5.5 (2017-11-27) - Added support for GUI display scaling. Improved input lag on 120 Hz display mode. Improvements to debug messages. A number of bug fixes and small improvements.
1.5.4 (2017-07-17) - Fixed regression: pokemon yellow broken in SGB mode. Fixed a number of bugs.
1.5.3 (2017-03-04) - Accuracy improvements, including: pokemon (all versions) now has correct TID for speedruns. Fixed a large number of bugs and problems, including: "uncoverable direct3d error" on some Optimus laptops. Added improved support for automation/commandline use. Significant performance/efficiency improvement with most roms. Added support for loading RTC .sav files where a timestamp in the future does not (incorrectly) advance time.
1.5.2 (2015-08-17) - Fixed a large number of bugs and problems, including: glitches in pokemon linking. Screensaver now doesn't start if you play with gamepad. Crash/stability fixes. Many small improvements, including efficiency improvements. Added support for more joypad axes (xbox 360 controller). Various debugger GUI improvements including local symbols.
1.5.1 (2014-11-14) - Fixed a number of bugs, including Donkey Kong Land and possibly other roms being broken, and a bug that caused it to sometimes not work on a secondary monitor.
1.5 (2014-10-18)
- AVI writer
- Greatly improved efficiency (about 10-30% faster, depending on the system)
- Improved accuracy
- Improved sound quality
- Lower audio latency
- Preview screenshots in select state window
- Improvements to debugger, including selectable RGBDS or WLA assembler syntax, "ld d,d" debug messages, and editing the palette in the vram viewer.
- Fixed a large number of bugs, including "alt+F4 loads state", and "timing in LSDJ is unstable"
1.4.3 (2013-07-01) - fixed: loading/saving save files for roms with unicode filenames was broken if a save dir is not set. this was broken in 1.4.2.
1.4.2 (2013-06-30) - fixed a large number of small problems and bugs including: direct3d now works on secondary monitors, some accuracy fixes (including sagaia problem), added some features including: mono sound output and an exception break if making bad accesses during an OAM DMA transfer. tested to work on windows 8.
1.4.1 (2012-08-27) - fixed time keeping problems (hiccups) on windows 7. fixed inaccuracy in mid-scanline change of LCDC bits (gejmboj). fixed a condition that would cause inaccurate timing of interrupt (final fantasy adventure). added "gameboy or GBC" system mode setting. fixed searching any opcode with a space giving "IO error 105". added field in IO map to view/edit the "low" bank of multicart emulation. fixed "remotejoy" being broken. screen window can now init on secondary monitor. fixed failure of GUI elements initing on secondary monitor. fixed wrong field in wav file written.
1.4 (2012-05-25)
- greatly improved game link accuracy, most games should now work perfectly.
- added optional HQ2X and Scale2x graphics filters
- various accuracy improvements including sound registers, joypad timing, and lcd/interrupt timing
- Performance/efficiency improvements including waitloop detection and more efficient high quality sound rendering and others
- Major debugger improvements: Supports SYM files containing debug symbols. "on jump" access breakpoints. immediate entry of data into assembler, data, and stack viewer. improved assembler flexibility. Multiline code/data entry window. Keyboard shortcut for navigation to previous/next breakpoint, label etc. Live update memory mode. edit IO map registers. Fixed causes of accidental running while debugging.
- Sound quality improvements: CH3 and CH4 are now bandlimited in high quality mode. Improved DC offset accuracy. fixed sound timing inaccuracies.
- Improved WAV writer + screenshot recording. Fixed audio/video desync problems. Exported files are now better named.
- fixed windows 98 compatibility problem. eliminated requirement for DX9. improved wine support.
- New truecolor/hi-res icon.
- Many small bug fixes and improvements.
1.3.2 (2011-04-10) - more accurate SGB color scheme. improved detection of non-working vsync. fixed: bootroms don't load if read only. fixed: "load rom dialog on startup" not working. fixed: "game controller works only if focus" not working. fixed: setting borderless window, and switching to fullscreen, if using directdraw, the "window" can still move, and cause graphical glitches and crash. fixed: GBC accurate initial WRAM values as left by bootrom (fixes the menu in baby felix - halloween). fixed: a sprite on X = 0 uses more time in mode 3, too. fixed: inconsistent timing if resetting in the debugger.
1.3.1 (2011-02-09) - fixed: a DMG rom with GBC bootrom would show a white background instead of colorized palette. fixed: header checksum suggestion showed only one hex digit. fixed: menu->reset did not correctly reset emulation.
1.3 (2011-02-07)
- added direct3D and OpenGL output, giving accelerated graphics on windows vista/7.
- greatly improved emulation accuracy based on lots of test roms/research, also fixing a number of remaining rom compatibility problems.
- added VBA compatible RTC loading/saving (in the .sav file).
- added support for the GBC bootrom.
- fixed lots of bugs.
- improved debugger functionality.
- redone cheat searcher.
- various performance improvements.
- various gameplay experience related improvements.
1.12 (2006-01-05) - Fixed bug in graphics introduced in 1.1, affecting legend of zelda oracle of ages/seasons, and alfred chicken. Added separate settings for DMG and GBC border bitmaps. various fixes.
1.11 (2005-11-08) - fixed problem with saving color schemes. show ram values in cheat searcher. analog joystick can be used with mbc7. cpu registers can be changed in debugger. various fixes.
1.1 (2005-06-27) - rewritten graphics output to allow 24 bits accurate color reproduction. added support for directdraw pageflipped fullscreen mode (can be faster on old pc's). added support for loading the DMG bootrom (available elsewhere). some emulation accuracy fixes. pop 'n music GB (all versions) now work. added support for "POV hat" (fixed a possible cause for gamepads/joysticks d-pad to not work properly with BGB).
1.03 (2005-04-01) -
Emulating hardware behavior for "gin & tonic trick" in the "mental respirator" demo by Phantasy.
Fixed the "on blt2: action not supported" problem which happens on some videocards - if it still happens for you, please contact me.
Added 24 bpp directdraw support.
Made joypad wizard better support "broken" controllers with things like flickering buttons (must press button for 0.5 secs).
Added optional screen on startup to tell the user what to do.
Added "cpu idle" wait for vblank routine - if it's not smooth on your pc, disable "reduce cpu usage".
Added support for up to 32 joypad buttons.
1.02 (2004-10-29) - fixed a bug in the emulation core which may have broken roms. added japanese documentation (thanks, translator). show error if trying to add duplicate cheat code. allow saving disassembler output to text file.
1.01 (2004-10-18) - fixed "Cannot change Visible in OnShow or OnHide" bug. fixed bugs related to gamegenie cheats and cheats GUI. fixed problems/bug with window/fullscreen behavior.
1.0 (2004-10-11)
- added debugger
- added cheat searcher
- added optional directdraw and directsound support.
- greatly improved accuracy/compatibility/rom support, fixed many known problem roms.
- added "GBC + initial SGB border" support, allowing a number of GBC roms to show a border.
- added experimental support for sub-scanline timing graphics, "demotronic demo" works perfectly.
- new, more accurate, extendable, save state format. Old states are automatically converted/resaved by default.
- made bgb faster by optimizing/rewriting parts
- added support for 4 gamepads.
- redone joypad config, easy to use GUI
- new GBC LCD colors, more like the real GBC
- lots of minor changes
0.9 (2003-08-10) - Color schemes can be edited. Increased precision of frequencies in sound code (alone in the dark intro interference effect). Centralized/wrapped sound output (waveout, disk writer) code. Fixed AV if showing registers w/o rom loaded.
0.88 (2003-05-08) - fixed: save file name gets corrupted if loading a rom causes a warning, making load/save impossible. added: you can now change the current save name, by changing the save dir in the options, without reloading the rom.
0.87c (2003-04-24) - fixed: the info screen still showed my old email adres...
0.87b (2003-03-15) - fixed: linkspeed was not initialized, causing problems when not linked, such as breaking alleyway
0.87 (2002-12-19) - added experimental TCP game link support.
0.86 (2002-11-27) - added support for japanese pokemon crystal. fixed: accessing a word on address $ffff caused AccessViolation. fixed saving of joystick buttons config. Redone code which searches GB screen rectangle in border bitmap.
0.85 (2002-10-30) - emulation of 2 joypads for SGB multiplayer. fixed memory leak when loading a rom fails. added support for gzipped roms. fixed some bugs in zip header code, bgb is less likely to hang on corrupt zips. new time synchronization code. sound bugfixes and accuracy improvements. Added option to use GB colors in SGB mode.
0.84 (2002-09-29) - Fixed pokemon crystal (HDMA behavior guesswork). Option for generating high quality anti aliased rectangular waves (CH1 and CH2).
0.83 (2002-09-09) - fixed some sound bugs introduced in 0.82. CH4 anti aliasing, especially CH4 high pitch tones sound better. Fixed a resize problem in wine.
0.82 (2002-08-28) - fixed "magical drop" and "miahamm soccer shootout". fixed "little mermaid ii pinball frenzy", speculation about HDMA behavior. rewritten sound code, improved sound. CH4 (noise) is more like real gb now. implemented anti emulator detection.
0.81 (2002-08-11) - redone STAT/timing/interrupts core, more accurate now (?), fixed *many* known problem roms. implemented DI+HALT hardware bug now, needed to fix smurfs/thunderbirds again (thanks no$gmb history text). "little mermaid ii pinball frenzy" graphics will be broken until i have exact HDMA timing. added "no visible window" mode (doubleclick in bgb window to toggle). GB screen can now be off-center in the border bitmap. SGB border can now overlap main screen in 16 bits gfx mode (alfred chicken). minor fixes/changes.
0.8 (2002-08-03) - Added SGB support. renamed "snapshot" to "state" to prevent confusion with "screenshot". changed I/O register behavior, it should be more like the real hardware, i might break something. fixed bugs. added options.
0.71b (2002-07-21) - i removed the hide taskbar code for fullscreen, i think its not needed. added support for "the smurfs" and "pocket puyo sun" (i didn't HALT if ints disabled)
0.71 (2007-07-21) - Added support for HuC1 and HuC3. Improved control panel GUI. The 4 sound channels can be enabled/disabled independently. Colors of background, window and sprites can be set. Improved full screen support. Bugfixes. Changed DMA behavior, "little mermaid II pinball frenzy" and "le mans 24h" both have correct GFX. fixed nintendo logo screen (ishido)
0.7 (2002-06-22) - improved compatibility, a number of problems fixed; tested: "legend of zerd", "magical chase", "elmo in grouchland", "faceball 2000" (framerate), "dragon slayer" (music). Emulation speed can be adjusted. added "delay" option so bgb doesnt have to use 100% cpu. emulation of absence of external ram (reads $ff). more cleanup.
0.66b (2002-01-27) - Saving zero length .sav files problem is fixed. save-filenames were truncated at first dot, fixed. problem with pressing U+D or L+R key simultaneously is fixed. Fixed problem of "Mr. do!" hanging at hi-scores screen.
0.66 (2001-11-25) - You can drag and drop files to the BGB window. BGB can start with no rom loaded - you don't get the load rom dialog.
0.65b (2001-11-04) - i did the changes from 0.64 to 0.65 again... this time i did yet another gfx engine, i didnt like 0.65 being 5 fps slower on my pc.
0.65 (2001-10-30) - Support for bilinear filter. removed the vram viewer; i didn't use it, and it was not stable. Fixed problems with "Mr. Do!". fix in gfx engine: dirty statusbar-split in "fortress of fear". small sound fix (broken in 0.64)
0.64 (2001-09-15) - minor update+bugfix. based on diagnose roms. Fixed speed of envelope sweep, it is now 1/64 sec per unit as in reality. sound registers now behave more like on real gb. OAM is now zero filled on reset, sprites were flipped incorrectly.
0.63 (2001-09-09) - minor update. Fixed (reversed) sound stereo. Added option for GBC "LCD colors", similar to the "real colors" option in no$gmb. Joystick buttons up to #16 can now be used. Fixed problem with puzzle road.
0.62 (2001-08-25) - Added support for joystick/gamepad. Added support for rumble carts. Cleaned up the LCD/STAT/interrupts code; a few rom problems solved, runs pinball deluxe/fantasies. Fixed sound volume rounding, better sound. Fixed the in 0.61 introduced sound problem with Cannon Fodder.
0.61 (2001-08-13) - Added support for zip files. Added 16 bits gfx engine for old GB (faster if window is big/maximized).
0.6 (2001-08-09) - Added GameShark support. Fixed many bugs. Great sound improvements (also fixed a bug which messed up the sound in GBC mode). Sprite priority as on real gb.
0.52 (2001-08-05) - Added a setting which automaticly switches between the faster 8 bits gfx and the 16 bits gfx when needed. Changed window behavior again, it should be correct by now (alfred's adventure). WAV writer didn't work if soundcard disabled... minor fixes. Fixed problem with Hook.
0.51 (2001-08-02) - fixed problems, even more roms supported, check out the screenshots page. Added "Tiles viewer". Fixed a problem with the filename of the wav-writer.
0.5 (2001-07-29) - Added hicolor GBC graphics engine. Added background priority support. Added MBC3 timer emulation. Problems solved, more roms run correctly. Wait-loop detection, some games run faster. Maximum frameskip option. BackGround map vram viewer. Minor changes.
0.4 (2001-07-24) - Added GBC support. Fixed bug in auto-frameskip code, it is now smoother. Minor change in video engine, "the addams family" and "starfight" now run.
0.32 (2001-07-08) - Added icon. Fixed serial transfer; Mortal Kombat and Alleyway now run. CPU optimized with assembler. Emulated behavior of window (startrek briefing screen). minor changes.
0.31 (2001-07-02) - Added support for MBC5 (games like warioland 2). Added gamegenie on/off key. Changed behavior of select snapshot window.
0.3 (2001-06-29) - First released version
feedback:
If you have comments, questions, hints or problems/bugs which are not described here, send me mail.


Home
My Posts
This Browser does not support Ethereum apps.
Download Mist
Reply
Tip 0.01 Eth!
Replies


Tiffany Young is the girl on fire as she announces her limited edition gallery book 'RFYL'
by beansssTiffany Young will be releasing a limited edition gallery book, 'RFYL', to commemorate her successful past year as a breakthrough solo artist.
Fans can order their own copy of the limited edition 'RFYL' from November 22 through December 2, via Tiffany Young's official website here. In a striking preview cut from her 'RFYL' photobook, Tiffany Young can be seen rocking a flaming dress, 'Hunger Games'-style, raising anticipation for the rest of her 'RFYL' photoshoot.
Will you be ordering a copy of Tiffany Young's 'RFYL'?


Yesterday the 10X Salvia extract I had ordered came in the mail. When my wife went out of the house, I took it into my study, closed the door, lit some incense, turned off the lights, and took out a big leaf and a small leaf. I tore the big leaf in half. I put a little pinch of extract on each of the leaves, crumpled them up, and thus prepared 3 bong hits. I did two of them. Everything I had tried before was nothing in comparison to this.
After the second hit, I very quickly became oblivious of who I was or what I was doing there. I have a memory of everything turning to flames. One flaming figure appearing before me was tall, narrow, rectangular, enlongated. Apparently this was based on the shape of the bong. It may have had a flaming face. I felt the return of the ambience of the house where I lived as a very little boy.
I do not remember getting up, opening the door, and going up the basement stairs. I have only a vague memory of emerging into the living room and seeing a couch there, and instinctually feeling it would be a good place to lie down.
As I lay on my back, I heard disjointed bits of TV dialogue from the other room; my daughter was watching Buffy. I think Angel was looking for a demon or something, I don't know. All I heard was stuff like 'I think he might be in there...' 'Watch out, that might be him...' Well, of course this became slightly paranoid in my imagination as though they were about to discover me there, and my family would find me out: Daddy's turned into a druggie, oh no! I would be disgraced. Then I became aware I wasn't down in my study any more, I was lying on the living room couch.
I went back to the stairs and sat down near the top of the staircase, putting my hands out to the walls on either side, and sat there for a minute. In my feeling it became the staircase in the house I had lived in as a very young child.  I bonged the third hit.
I instantly shot back to the world made of little colored flames, like an Impressionist painting. In front of me, the lines of my bookcases and the edges of the walls curled up and in, starting to form the tunnel I had heard about in other people's Salvia reports. I didn't go through it, as had been suggested. I just sat there and by an effort of will as I was tripping I reminded myself that I was sitting in my study and had taken a powerful psychedelic.
I remembered how the Salvia had tricked me into going upstairs and started to laugh at myself, saying to it: Oh, you thought you were being pretty funny, huh?  Yeah, the joke's on me! You got me there! There was no reply. A few minutes later I went upstairs and cooked dinner for my family. That's how quickly I returned to normal. But I retained the heightened sensibility to energy, thoughts, sensations, feelings, and metaphysical principles that one also gets from lysergic acid diethylamide.
In the last part of this trip, although I was forcing myself to laugh at the 'joke' the herb had played on me, I also felt an awful sense of terror at what had happened. But there was something much deeper underlying all of this.
The only memory I could retrieve from the part at the beginning where I blacked out was this:
The sense of my father's presence from when I was a very little boy and he was a young man. The early 1960s, in that house we used to live in on East 187th Street. The memory was entirely preverbal, so it must have been brought up direct from my infancy, from the time before I can recall any memory. The herb awesomely reached in that deep and brought it up.
The tenderness of my infantile feeling for my father's presence near me is indescribable in words. I'm starting to cry now. I want to say to him, O Dad, how can I ever repay you for loving me and taking such good care of me when I was little? How can I ever express my love and gratitude? The feeling from the beginning of my life is overwhelming, and it was released by that herb.
The other feeling that went along with it during the trip was that now I'm the daddy. My Dad's fatherhood and mine united in a seamless continuity. My own identity merged right into the vibe I had gotten from him. I hugged my son and hoped he would have good memories of me as I did of my father.
The incense I had been burning was of the very highest quality, very sweet and pure, in fact, it smelled so intensely sweet and good that it embarrassed me with its sensuousness. The ambience of the room around me felt like that too. When tripping on LSD also in the past I noticed this odd intensity of sensations from the environment that seemed to open up my deep inner soul feelings so nakedly it was embarrassing.
Experience Reports are the writings and opinions of the individual authors who submit them.
Some of the activities described are dangerous and/or illegal and none are recommended by Erowid.