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MAME 0.221

MAME 0.221

Our fourth release of the year, MAME 0.221, is now ready. There are lots of interesting changes this time. We’ll start with some of the additions. There’s another load of TV games from JAKKS Pacific, Senario, Tech2Go and others. We’ve added another Panorama Screen Game & Watch title: this one features the lovable comic strip canine Snoopy. On the arcade side, we’ve got Great Bishi Bashi Champ and Anime Champ (both from Konami), Goori Goori (Unico), the prototype Galun.Pa! (Capcom CPS), a censored German version of Gun.Smoke, a Japanese location test version of DoDonPachi Dai-Ou-Jou, and more bootlegs of Cadillacs and Dinosaurs, Final Fight, Galaxian, Pang! 3 and Warriors of Fate.
In computer emulation, we’re proud to present another working UNIX workstation: the MIPS R3000 version of Sony’s NEWS family. NEWS was never widespread outside Japan, so it’s very exciting to see this running. F.Ulivi has added support for the Swedish/Finnish and German versions of the HP 86B, and added two service ROMs to the software list. ICEknight contributed a cassette software list for the Timex NTSC variants of the Sinclair home computers. There are some nice emulation improvements for the Luxor ABC family of computers, with the ABC 802 now considered working.
Other additions include discrete audio emulation for Midway’s Gun Fight, voice output for Filetto, support for configurable Toshiba Pasopia PAC2 slot devices, more vgmplay features, and lots more Capcom CPS mappers implemented according to equations from dumped PALs. This release also cleans up and simplifies ROM loading. For the most part things should work as well as or better than they did before, but MAME will no longer find loose CHD files in top-level media directories. This is intentional – it’s unwieldy with the number of supported systems.
As usual, you can get the source and 64-bit Windows binary packages from the download page. This will be the last month where we use this format for the release notes – with the increase in monthly development activity, it’s becoming impractical to keep up.

MAME Testers Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Source Changes

submitted by cuavas to emulation [link] [comments]

MAME 0.221

MAME 0.221

Our fourth release of the year, MAME 0.221, is now ready. There are lots of interesting changes this time. We’ll start with some of the additions. There’s another load of TV games from JAKKS Pacific, Senario, Tech2Go and others. We’ve added another Panorama Screen Game & Watch title: this one features the lovable comic strip canine Snoopy. On the arcade side, we’ve got Great Bishi Bashi Champ and Anime Champ (both from Konami), Goori Goori (Unico), the prototype Galun.Pa! (Capcom CPS), a censored German version of Gun.Smoke, a Japanese location test version of DoDonPachi Dai-Ou-Jou, and more bootlegs of Cadillacs and Dinosaurs, Final Fight, Galaxian, Pang! 3 and Warriors of Fate.
In computer emulation, we’re proud to present another working UNIX workstation: the MIPS R3000 version of Sony’s NEWS family. NEWS was never widespread outside Japan, so it’s very exciting to see this running. F.Ulivi has added support for the Swedish/Finnish and German versions of the HP 86B, and added two service ROMs to the software list. ICEknight contributed a cassette software list for the Timex NTSC variants of the Sinclair home computers. There are some nice emulation improvements for the Luxor ABC family of computers, with the ABC 802 now considered working.
Other additions include discrete audio emulation for Midway’s Gun Fight, voice output for Filetto, support for configurable Toshiba Pasopia PAC2 slot devices, more vgmplay features, and lots more Capcom CPS mappers implemented according to equations from dumped PALs. This release also cleans up and simplifies ROM loading. For the most part things should work as well as or better than they did before, but MAME will no longer find loose CHD files in top-level media directories. This is intentional – it’s unwieldy with the number of supported systems.
As usual, you can get the source and 64-bit Windows binary packages from the download page. This will be the last month where we use this format for the release notes – with the increase in monthly development activity, it’s becoming impractical to keep up.

MAME Testers Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Source Changes

submitted by cuavas to MAME [link] [comments]

Ranking the P5R Palaces!

Howdhee-ho everyone!
So the other day I did a ranking of all the Showtime attacks. I’d said that if it got a bit of attention and people seemed interested in this kind of stuff, I’d do rankings for other Persona 5 bits.
So today I thought I’d explore Palaces. Now, this one is going to be a bit lengthy because Palaces have a lot to talk about.
And for the usual disclaimer; Spoilers ahead! And everything from here is just my own take on it. If you feel differently, awesome! I’d love to hear your thoughts as well!
So, here are the main criteria I’m basing this stuff on.
“Story” - Now, this isn’t a plot review, but rather a review of how the Palace feels in relation to the story. Essentially, how well does this Palace fit, and does it make sense for the ruler?
“Creativeness” - How creative does the Palace feel?
“Gimmicks” - Puzzles, areas, things like that. Are they good? Do they fit thematically?
“Atmosphere” - From design, to enemies, to music. How does it feel? Does it match the tone of the current arc?
“Length” - This is not necessarily “how long is the Palace” but rather “How long does it FEEL”. Does it drag on? Does it feel too short?
Also, I will NOT be including major bosses as part of the Palace. I’ll be covering bosses another day!
So without further ado… let’s dive right in with what I feel is the worst Palace. And I don’t think this one will be a very hot take.
#9 - Okumura’s Big Bang Death Star
Yikes
Alright. I’m gonna tackle this one at a time, just going down the criteria list.
So to start with the story, I don’t think that a space station makes sense, because thematically it’s a bit… odd. Realistically, the whole “point” of Okumura’s arc is that he wants to “Ascend to the political world”. And you uh… can’t ascend much further than outer space. I think they could have gotten the same general idea with the Palace being something like a NASA Headquarters. Then you still get the space feeling, and the concept of “escaping to Utopia”. I’ll admit this one is a bit of a nitpick. But it’s always been a nagging issue for me.
Now, this is a pretty creative design for a Palace. A giant space station with faceless, robotic drones sacrificing themselves for their leader. It screams of Star Wars with the Stormtroopers just letting themselves get ripped apart for Palpy and Vader. And honestly I remember feeling this sort of overwhelming sense of wonder as I walked into the Palace for the first time and saw SPACE sprawled out in front of me. It’s cool.
Now, here’s where the problems come in. The gimmicks. Not only are they not good, but GODS ABOVE they are repetitive. First there’s the “robot interrogation” section. Try to find the highest ranking robot. But first you need to go through all the ranks below him. If I wanted to be sent up a chain of command until I talked to someone who is actually useful, I’d call up tech support. And fun fact, calling tech support is awful and nobody does it for fun. Well, except apparently the person who designed this “puzzle”. Then we have the breaking arms and lunchtime puzzles which are just… build a bridge here, hit the button, sprint across to the new bridge, make another bridge, run back to the third bridge. I dunno. It’s very uninspired. And then we have the airlocks. Or as I like to call it, wasted potential. This puzzle COULD HAVE BEEN great. But they made it so overly complex and so long that it gets grating.
Now, for the atmosphere. Honestly, I think this Palace does atmosphere very well (which is ironic since it’s in space). But it really gives the idea of a ruthless, corporate conglomerate. And while I think the music is one of the worst tracks in the game, it really does fit here. It’s tedious, repetitive, and droning. Just like working in fast food (and being in this Palace).
And length. Yeah. It’s long. Probably the longest Palace. It definitely feels like it.
So yeah. This Palace is kind of not great.
#8 - Kaneshiro in the House from Disney/Pixar’s Up
Now, I don’t want people to think I hate this Palace. Because I don’t. But I do find it to be one of the more bland ones. It’s just kind of… uninspired. Eh. I’ll get more into it below.
So as far as the story goes it makes sense but… there isn’t a lot TO Kaneshiro. Like, he’s a guy who likes robbing people. We never get to know him beyond that. So a bank is kind of the only option. So it makes sense because well… nothing else would as far as we know.
And unfortunately, this impacts how creative the Palace is. It’s cool that it’s flying, but the flight part is a little… irrelevant. Once you’re in the bank it’s just kind of… a bank. Like, there’s nothing really unique or cool about it. It’s a bank. All of it. The whole thing is just a normal, run of the mill bank once you’re inside. Well… except the money pit. Which is a full like 5 minutes of the Palace so ya’know.
Now, for the Gimmicks. There is one. One singular gimmick. And I don’t really like it. Kaneshiro’s bank has the “letter math”. Basically he has a bunch of notes with things like D=1, U=2, M=3, and B=4. Then you go to a panel with the word DUMB on it and put in the code 1234 (sounds like something an idiot would put on his luggage). So yeah. It… certainly exists.
Now I will say, I do like the atmosphere. And the BGM is, as the kids say, “A bop”. I’d say it’s the… fourth best Palace track. And the Palace DOES really feel like a bank. It’s heavily guarded, and you really get the feeling of “I don’t belong here” after you pass the main room. This is the only Palace that really made me feel like I was trespassing somewhere I wasn’t welcomed. And if you’ve ever been anywhere in a bank that isn’t the main hall, I’m sure you get the feeling. And the basement level does give me that sort of “bank heist” vibe.
Now, I don’t know how long this Palace is. But it certainly feels long. I think most of this is the basement level. Once you get to the lettenumber puzzle it feels kind of like it starts dragging.
So yeah. This Palace is… it’s okay. It’s not good. It’s not bad. It just kinda exists.
#7 - S.S. Shido
I don’t know how controversial this one will be. But I don’t really enjoy this Palace all that much. It gets REALLY old REALLY quickly. But it does have some merits.
Firstly, the Ship idea makes a lot of sense. Especially after Haru just goes “Here’s the metaphor!” in case the player doesn’t get it. Yeah, it makes sense that Shido has a giant cruise liner filled with only the elite as the country around him collapses. Plus, he does talk about “steering the country” more often than Ryuji says “FOR REAL?!” … okay. Maybe that’s not factual. But you get my point.
Now I will say, this Palace is very creative. The idea of a giant Ship cutting through buildings is cool. And I like how it’s treated as a cruise liner because it allows for a lot of additional areas, like the pool restaurant, and obviously the usual ship bits.
Now for the gimmicks… there is one. It’s the rat puzzle. And it can go fuck itself. Thank you for coming to my TED talk.
Now for the atmosphere. It feels perfect. The Palace itself feels grand, powerful, and intimidating, and the score accompanying it amplifies that feeling by quite a lot. I think it’s a bit of a step down from other Palaces, but it certainly makes sense and really works in regards to Shido.
As for length… holy hell this Palace is long. Both literally and mentally. It has basically 5 mini levels, really annoying and long puzzles, and a whole game’s worth of dialogue. I get that they have a lot of loose ends to wrap up but ye gods this Palace feels like it takes an eternity to beat.
This Palace is the textbook definition of wasted potential. It could have been amazing. It has all the pieces it needed to be. But they squander them by diluting the palace with annoying puzzles and WAY too much tangentially-related plot stuff.
#6 - King Kamoshida’s Crazy Castle
Now, I know that I have this one at 6th. But that isn’t a bad thing. I personally think this is the first “good” palace. It’s nothing amazing or crazy, but for the first Palace it’s nice and fun.
Obviously the Castle aesthetic works with Kamoshida. It makes a lot of sense seeing how he lords his power over everyone in the school. Even Principal Eggman gives in to him. So an idea of him lording over everyone obviously makes a lot of sense. And a bit of a fun fact, the guards in his Palace have the same voices as the other teachers.
And the big Castle is actually pretty creative. For a first Palace it really sets a tone, and standard for other Palaces to follow. It’s grand, absurd, and completely disgusting. Makes sense for something formed from distorted desires. There are also some really cool areas like the chandelier hopping, and the crazy, distorted upper floors.
Now for gimmicks. They’re kind of simple. The two present are the book ones, where you need to place the proper book in the proper section, and the one where you need to kill enemies to get the eyes for the statue. Neither are particularly hard, or particularly inspired. They aren’t bad though. And they aren’t overly-long. They’re standard RPG trope puzzles.
Now the atmosphere is kind of… strange. Honestly, I find it hard to take this Palace seriously. The BGM sounds like something out of a 70’s porno, and the Palace itself honestly feels like 70’s porn meets Dungeons and Dragons. It doesn’t really fit the story content of the outside world. It doesn’t reflect Kamoshida’s abuse or Shiho’s suicide. It feels a little too silly. I still like the aesthetic, but I don’t think it really fits with the plot. It needed to be more serious.
And this Palace, unfortunately, does start to drag. By the time you reach the messed up, hyper distorted floors where the floor tiles are floating around, the Palace is getting a bit old. Though this could be due to the fact that you don’t really get to make any progress during your first like… four visits.
Overall, it’s a solid Palace, and a great starting point.
#5 - Madarame’s Museum (I couldn’t think of a creative name for this one. I’m sorry.)
I really like this one. It’s fantastic. And I realize saying that for the 5th ranked Palace is kind of weird, but honestly I think that’s just a testament to how great the next four are.
Starting off like normal, this Palace makes a lot of sense… but I always found it odd that his distortion is a Museum. Because like… that isn’t exactly unusual. He’s a renowned artist with a ton of very famous works. I feel like he has art in museums. I mean, we’re introduced to him at an exhibit. I dunno. It’s a nitpicky issue that I don’t want to press. Regardless, it obviously makes sense. And I love how all the paintings in here are sort of distorted in their own way to show how Madarame has to change his own cognition to accept his art as his own.
And uh… yeah. This Palace is creative as hell. Sure, at first it feels like a normal museum. But stuff like the weird golden staircase abyss, the awesome courtyard, and the painting puzzles are so cool.
Speaking of the painting puzzles. There are two major puzzles here. The painting ones where you enter paintings Mario 64 style, and the Sayuri puzzle.
The one where you enter the paintings is kind of cool, because ultimately it’s about remembering the path that works, while also unlocking other paths to take and figuring out which path will let you escape. It’s cool, and brief, but a little TOO easy. Then there’s the Sayuri puzzle which I love. Basically you are presented with a few different paintings. All the Sayuri, but with slightly different modifications. And you need to pick the “real” one. I like this because it tests how well you were paying attention. They start off obvious, but the differences get more and more subtle as it goes on. It’s a great gimmick.
As far as the atmosphere goes, this place is great. Not only does it match the overall feeling of an art museum, but it honestly has this sort of tenseness to it. I can’t really describe it, but it almost feels ominous. And I think that fits given that Madarame himself is a rather ominous figure. We know he’s bad, but we can’t really prove it for most of the arc.
And I think this Palace has a perfect length. It doesn’t feel rushed or like it’s dragging, and I think that’s more because of the physical length. It isn’t an overly long Palace as far as playtime goes.
So yeah. This one is pretty damn good. I like it.
#4 - Sae’s Controversial Casino
Yeah. This one is going to piss people off. I know that a LOT of people have this as their favorite Palace. And I can understand why. But it has a few issues that sort of drag it down for me. They don’t drag it down MUCH, but they keep it from getting any higher on my list.
Obviously, the Palace makes sense as far as the story is concerned. Sae sees her job as essentially rigged gambling. Anyone outside “the system” thinks they can win, but in reality it’s not possible. As such, everything in her Palace is rigged to make it unwinnable. Or it SHOULD be. But we have a Futaba. So we get to cheat too. “Mwehehe”.
Honestly, the casino and premise is very creative. The concept of a Casino full of rigged games that you need to unrig is awesome, and the layout and mission is great. Also, I love how they have it set up so Sae actively wants you to try to reach her. It’s incredibly unique as far as that goes.
Now for gimmicks. There’s really only one, because most of the time you’re either walking around or killing things. And this gimmick… kind of sucks to be honest. I’m talking about the House of Darkness. It’s the only part that is more than a cutscene, standard area, or standart fight. But all it is is a standard area you can’t see. And it sort of sucks. It’s really… boring. And kind of lengthy. It’s pretty bad.
As far as the atmosphere goes it uh… well, it certainly feels like a Casino. And Sae’s presence throughout makes it feel much like how the plot does outside. Sae and the SIU are closing in, rigging the game and challenging you to take the fight to them. It’s great, and I love the plot elements here.
And now onto my major gripe. The length. This is definitely the shortest Palace. And it feels short half of the time. The problem is that the parts that DON’T feel short are painfully bad, and feel painfully long. I’m talking mostly about the Dice Game, and the House of Darkness. As I just said, the House of Darkness is little more than some dark corridors. And unfortunately, the Dice Game is the same, but without the darkness. There’s no real “Game” to this Casino. It’s just a bunch of drab, grey hallways that feel like a nuisance to traverse. It sucks when what you WANT is to get to the good Casino shenanigans (like the Arena) but instead have… this stuff. It makes the Palace feel like it drags, even though it’s probably the shortest one.
So yeah. I still love this Palace but it has some glaring issues that I can’t overlook.
#3 - Lil Sister’s Big Pyramid
God I love this Palace. Much like with my Showtime list, I honestly think I could lump my top 3 all in as my “Favorite Palace” but for the sake of this I did want to try to dive into this on a deeper level. I’ll admit, too, that from here on a lot of these placements are more on gut feeling.
Anyway, to start off, this one works incredibly well as far as story. Throughout the entire Palace we see Futaba go back and forth between wanting help and rejecting help. Her shadow knows we’re busting in from day one and follows us around just like Sae does. But due to her desire to push people away, we are constantly fighting an uphill battle against her to save her, even though she wants us to save her. And the fact that her Palace is a pyramid out in the middle of the desert is awesome symbolism for how Futaba’s position is. She hates the idea of being near other people, so she locks herself away.
Now, I personally think this Palace is super creative. It has a nice blend of ancient Egypt with the pyramid, but also ultra-modern tech stuff. Random flecks of data appearing all around, mechanical traps, and the room before the boss which is basically a massive data stream with floating hunks of pyramid floor in it. It’s just so cool. It’s a combination of ancient and modern that shouldn’t work, but does.
As for gimmicks, there are three major ones here and I think they’re all great. Firstly are the Anubis puzzles. These are pretty simple, but the gist is you grab an orb from one statue and need to put it in another. However taking them blocks off certain paths. It’s not super hard. But I like it.
Next, there is the binary puzzle. Again, fairly simple. There’s a red column and a blue one, and you need to put in certain binary codes in these columns to unlock certain doors.
Finally, there’re the picture puzzles. And honestly I love these. You come to a mural of something important to Futaba’s life and you need to rearrange them to make the picture “correct”. I love it because the scrambled appearance is symbolic of Futaba’s distorted view of these events. And they get harder as you do more, but never overly hard. It’s just a quick, fun mini-game.
As for atmosphere, I think it does a great job of showing the isolation, desperation, and mistrust Futaba feels. The music score (my 3rd favorite Palace theme) is absolutely amazing and the wailing guitar helps to show the pain in Futaba’s heart.
And while this one is lengthy, it never feels overly long or overly short. It changes up the pace enough to feel fresh, and doesn’t overuse the elements it has.
So as you can see, I have no problems with this Palace. Only things I like. Which is why Placing these top three was so hard for me. But I think the things I like in the other two I happen to like more.
#2 - The Public’s Prison. Memes and Mentos.
Now, Mementos itself is kinda bleh. We all know this. But the Depths of Mementos, the Prison of Regression, is absolutely incredible. And I KNOW this one is going to be controversial as hell. But I can’t help it. I love this Palace. It’s so good.
To start with, obviously this one works with the story outside because… well… it’s the one most linked to the outside plot. This is about every single person in the world being unwilling to commit and plot their own lives. And this place thematically matches. It’s a prison, because every person sees themselves as a prisoner.
And the creativeness levels are off the charts. Sure, they could have gone with a stereotypical “hell” level but they didn’t. It’s a prison of almost alien design. It’s the kind of weird, off the wall evil that I’d expect to see in Mass Effect. Like I could see the Reapers living in the Prison of Regression while they wait for the next cycle. It’s just so damn cool looking. I love this place. It’s so menacingly malevolent without beating you over the head with the horror it holds. Plus the post-fusion part in the second half is so wild and insane looking. It looks like something I’d expect to see in Doom.
The Gimmicks are also great. While there’s only one real Gimmick, it’s a fun one. A puzzle where you need to light up tiles on the floor. The first one is a gimme. But they increase in difficulty to hilariously easy, to you actually needing to complete other puzzles first in order to do the one necessary to progress.
I already sort of touched on this with the creative part, but the atmosphere of just existential dread this place holds is immense. And the BGM, Freedom and Security (my personal favorite Palace theme) really hammers that home. It has an eerie, ominous feeling to it that really works well in tandem with the rest of the level. And as I mentioned above, tt flips from being dreadful and terrifying, to having our heroes triumphantly running up a staircase of bones, destroying Yaldy’s minions as they march on to kick his ass like Doom Guy sprinting through Hell to kill a big boss demon.
Finally, it’s a perfect length. Not overly long, but not short either. And the plot elements halfway through give a nice breather and tone shift before thrusting you into the awesome second half as you climb up to the Grail’s chamber.
If I had to give a reason why this one is in second place, it’s that the second half is a little too focused on being cinematically badass that it foregoes exploration in exchange for a linear path. And while it works well, I still prefer the first half of the Palace.
#1 - Dr. Snack’s Hospital of Happiness
Here it is folks. My Number one. I don’t think this one will be as controversial as some of the others. But even so. Here we are!
So to start, obviously this Palace makes a ton of sense for Maruki. He was intended to get a research lab built in the spot where this Palace forms, and the Palace IS a research lab. So obviously that works. And the whole concept was about using cognition to change people’s lives for the better. We can see this in the Palace during the quiz section where we see how Maruki guides patients to his happiness. Which is thematically nice because it shows that while Maruki claims he wants everyone to be happy with their desires, he actually wants them happy with his. Anyway, I’m rambling. The Palace is great as far as story and makes sense for the character.
And yeah. This place is creative as hell. It’s not just a research lab. It’s a massive spire with rainbow bridges, massive telescopes, and a dome on top meant to represent heaven since Maruki sees himself as God. It’s the most grandiose, over the top thing in this game. And I’ll remind you, in this game you shoot a God in the face with a sword gun.
*ahem* anyway. The gimmicks here are really damn good. The first thing is the awesome Quiz section. I do think it’s a little bogged down by the whole “The team must meet and discuss” part, but I love how this whole thing is just “How well do you know Maruki?”. If you know him well, you get a reward. If you don’t, you get punished. Then there’s the color bridge section which is just “If the Okumura space tunnels didn’t suck”. It’s so good because it requires a lot more strategy and a lot less luck than the Okumura port. And if you make a mistake it’s a much easier fix.
The atmosphere is amazing too. The sterile but obviously corrupted first bit when you’re in the main building feels very clinical. But the strange bits of oddities really gives off an other-worldly vibe. Remember how I said the Prison of Regression felt like it had Mass Effect vibes? This part has like… Resident Evil vibes. It’s like a modern hospital tainted by an otherworldly monstrosity and it’s awesome (and, actually, not far from the truth. Much love, Azathoth.) Oh, and the BGM is my 2nd favorite. I fucking adore Gentle Madman.
As for the length, I do think it’s probably the longest Palace. It definitely comes close with Okumura. The difference is you’re actually forced out about a third of the way through and, if you’re playing “optimally”, you won’t be back for a bit. So it never feels like it gets old or tired. And it changes up often enough, and with drastic enough changes that it never drags on like the bottom three Palaces on this list. So it’s great.
GOD DAMN I LOVE THIS PALACE.
Aaaaanyway. That’s my list. I’m thinking I’ll do bosses next, but I dunno. What would you guys want a massive rank essay on? Bosses? Awakenings? Phantom Thief members? Party Personas? And what are your thoughts on this here list? How would you rank the Palaces?
I hope you all enjoyed this, and I look forward to hearing your opinions in the comments!
submitted by Cirkusleader to Persona5 [link] [comments]

MAME 0.218

MAME 0.218

It’s time for MAME 0.218, the first MAME release of 2020! We’ve added a couple of very interesting alternate versions of systems this month. One is a location test version of NMK’s GunNail, with different stage order, wider player shot patterns, a larger player hitbox, and lots of other differences from the final release. The other is The Last Apostle Puppetshow, an incredibly rare export version of Home Data’s Reikai Doushi. Also significant is a newer version Valadon Automation’s Super Bagman. There’s been enough progress made on Konami’s medal games for a number of them to be considered working, including Buttobi Striker, Dam Dam Boy, Korokoro Pensuke, Shuriken Boy and Yu-Gi-Oh Monster Capsule. Don’t expect too much in terms of gameplay though — they’re essentially gambling games for children.
There are several major computer emulation advances in this release, in completely different areas. Possibly most exciting is the ability to install and run Windows NT on the MIPS Magnum R4000 “Jazz” workstation, with working networking. With the assistance of Ash Wolf, MAME now emulates the Psion Series 5mx PDA. Psion’s EPOC32 operating system is the direct ancestor of the Symbian operating system, that powered a generation of smartphones. IDE and SCSI hard disk support for Acorn 8-bit systems has been added, the latter being one of the components of the BBC Domesday Project system. In PC emulation, Windows 3.1 is now usable with S3 ViRGE accelerated 2D video drivers. F.Ulivi has contributed microcode-level emulation of the iSBC-202 floppy controller for the Intel Intellec MDS-II system, adding 8" floppy disk support.
Of course there are plenty of other improvements and additions, including re-dumps of all the incorrectly dumped GameKing cartridges, disassemblers for PACE, WE32100 and “RipFire” 88000, better Geneve 9640 emulation, and plenty of working software list additions. You can get the source and 64-bit Windows binary packages from the download page (note that 32-bit Windows binaries and “zip-in-zip” source code are no longer supplied).

MAME Testers Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Source Changes

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Mario Party 1! Options Mode Mario Party 2! Options Laboratory Mario Party 4 - Options (Character Voices) - YouTube Mario Party 2! - Extras Mario Party 2 ~ Options Laboratory - YouTube Mario Party 2 Music - Laboratory EXTENDED MARIO PARTY 2 #09: Harmonie ist keine Option!  4 Spieler ... Let's Play Mario Party 3 - Options Mode Mario Party 4 ~ Option Room mario party 2 option laboratory

PLAYER 2/2012 (April-Juni) - Von Aerosoft kommt die neueste Version der X-Plane für Mac und PC auf den Markt. Unser Test klärt, ob mit XPlane 10 das ‚Abheben in 5 Minuten‘, wie es der Hersteller verspricht, gelingt.Getestet wurde ein Videospiel, das als Endnote 83 von 100 möglichen Punkten erhielt. Als Testkriterien dienten Atmosphäre/Story, Gameplay, Grafik sowie Sound und Suchtfaktor ... Nintendo revealed a ton of new details about its upcoming side-scrolling platformer/level builder “Super Mario Maker 2” during a special Direct video presentation on Wednesday. The game… I cannot share the binary, however, here is the description on how to build it yourself: https: ... POV: You just told Stealphie that Mario Party 2 is bad. Stealphie, Oct 12, 2020, in forum: The Edge of the Forum. Replies: 69 Views: 1,083. Stealphie Oct 21, 2020 at 2:15 PM . Mario Kart Live: is offline possible? Rocco Savadgie, Oct 17, 2020 at 7:56 AM, in forum: Switch - Games & Content ... Mario Party: Star Rush (p. 2). In Mario Party: Star Rush - Party Guest, data such as Party Level, as well as unlocked characters and minigames, will be saved. This data can be transferred to Mario ... Super Mario Party, 1-2 Switch, Yoshi's Crafted World, Astral Chain, Clubhouse Games (SMP devs) 1; 75; Mallen001; Sun 7th Jun 2020; Killer Bob is trolling, and Ndcube is a Japanese game developer ... Negocie com ativos mais populares como Tesla, Google, Amazon, EUR / USD e 66 mais com rentabilidade de até 95%* em apenas 60 segundos Mario + Rabbids: Kingdom Battle does have co-op multiplayer, but there is no versus multiplayer mode to be found. Furthermore, the game’s co-op mode is separate from the single-player experience ... New Super Mario Bros. 2, the third installment in the New Super Mario Bros. series, is the most original and the most creative game on the Nintendo 3DS, made with never-before-seen assets. Besides saving the princess, a secondary goal of the game is to collect a million coins, for which you pretty much get diddly squat. Use Project 64 2.1 with the AQZ Netplay plugin. I've found that 2.1 is the only version that doesn't desync. I played Mario Party 1 online with three local players and a fourth player in Korea and it was perfect with very low input lag. AQZ is like magic. Shlomo Blitz worked inside Israel’s binary options industry where he helped to scam victims, including Australians, out of their money. Now, he talks us through how he did it.

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Mario Party 1! Options Mode

you can setup your game options here. Mario Party 10 (Bowser Player & Team Mario CPU) Whimsical Waters #15 Mario Gaming - Duration: 23:31. Mario Gaming Recommended for you Let's Play Mario Party 3 - Options Mode blarg2556. Loading... Unsubscribe from blarg2556? ... Mario Party 2: Luigi wins by doing absolutely nothing - Duration: 3:36. KlydeStorm 8,496,385 views. 3 ... mario party 2 option laboratory - Duration: 1:18. Moses Hargrave 535 views. 1:18. JUGGERNAUT EDITION GAMEPLAY! State Of Decay 2 Finale/New Community LIVE! (3/13/20) - Duration: 4:43:26. ... Time to cover all the extra junk and jazz that we didn't see yet in this playthrough. Don't you just love options and settings? =P Now, we're taking a leisurely stroll through the Laboratory where we can boogie down with music, check out our win victories, and even get a little side show... Showing off the Options Laboratory where we look at some of the minigame stats, listen to some game music, and listen to some of the many strange sounds that the characters make ;) Credit to Kimma ... The music that plays in the Options Laboratory in Mario Party 2. You can already listen to music there, too. Just be careful with your data. Here we are with more of the extra side of Mario Party 4. We see the variations of Option Room, including Rumble Settings, Music, and Board Records. You find this in the Options Room. :P Listen to all the characters' voices! Let's Play Mario Party 2 Together #09/12: Staffel 3 (Folge 09-12) Runde 1-5 von 20 Runden Space-Land Mit meinen Freunden Muschiwürfel (Yoshi), dem Pony (Peac...

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