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Here is a Market Recap for today Friday, November 20, 2020. Please enjoy!
PsychoMarket Recap - Friday, November 20, 2020 Stocks fell Friday with market participants concerned at the lack of fiscal stimulus and the surge in coronavirus the last three weeks will make states reimpose restrictions that threaten to stall business activity in an already tenuous economy. An apparent dispute between the US Treasury and the Federal Reserve also weighed on the minds of market participants.
In Washington, Senate Minority Leader Chuck Schumer (D-NY) said during a press conference that Senate Majority Leader Mitch McConnel (R-KY) agreed to pick back up stimulus negotiations. However, given the tenuous political situation surrounding the presidential election and the gridlock that exists in the Senate (majority for the Senate is still undecided), it is highly unlikely that any form of stimulus is passed. For months, Congress and the White House went back and forth regarding stimulus but were unable to come to an agreement. In our opinion, it is highly unlikely that additional fiscal stimulus is granted until the presidential and senate elections are resolved conclusively.
Unfortunately, the surge in coronavirus cases shows no signs of slowing down. Yesterday, the US once again set another record high for new infections, hospitalizations. According to data compiled by Johns Hopkins University, there were 187,800 new cases. That’s up 27% compared to last week and by far the most since the pandemic began. Data is trending in the wrong direction, with 44 out of 50 states reporting a 10% increase in new cases compared to last week. According to the COVID Tracking Project, there are around 80,700 people hospitalized with coronavirus in the US, also a new record. That’s an increase of 19.13% compared to last week. Saddest of all, there were more than 2,000 deaths due to the virus yesterday, the highest number since early May, according to Johns Hopkins University.
In an effort to combat the surge in cases, governors from both sides of the aisle have announced a variety of new restrictions. California’s governor Gavin Newsom announced that the state is “pulling the emergency brake” on reopening and reinstated broad restrictions throughout the state. In Iowa, Republican Governor Kim Reynolds, who once dismissed coronavirus restrictions as "feel-good" measures, has abruptly reversed course, issuing the state's first mask mandate and limiting indoor gatherings. Illinois
, Michigan, and New Jersey announced additional restrictions that limit gatherings to household members. Indoor event spaces are also being ordered to shut-down or move outdoors. In Massachusetts, the governor announced a stay-at-home advisory. Mississippi, Montana, North Dakota are under state-wide mask mandate. These are just some of the examples, there are too many examples to list.
Despite the positive vaccine news from companies like Pfizer (PFE) and Moderna (MRNA) it is important to note that it takes time to establish global distribution networks. Widespread availability of a vaccine likely won’t happen until 2021, according to the estimates of experts. In the short-term, the surge in coronavirus cases and the fear of new restriction is driving volatility.
Highlights - Had a great day, closed out our BABA alert for 100% this morning.
- Pfizer and BioNTech have formally submitted a request for emergency use authorization for their vaccine to the Food and Drug Administration (FDA). It is now up to the FDA to decide whether the vaccine is safe enough for distribution.
- Sports betting and online gaming could eventually become a $40 billion business as more people take to their phones to wager on their favorite sports teams and play online casino and fantasy games, according to one analyst at Piper Sandler. We agree.
- General Electric Co.'s healthcare business didn't disclose financial terms of the deal agreement to buy the company, called Prismatic Sensors AB. GE Healthcare said Friday it is buying a Swedish start-up that focuses on photon counting detectors.
- William-Sonoma (WSM) with two very bullish target increases. Stock currently around $101.
- Wedbush from $115 to $130
- Barclays from $112 to $144 (wow)
- Workday (WDAY) target raised by Piper Sandler from $275 to $285 OUTPEPRFORM.
- (UBER) target raised by Needham & Co. from $50 to $60 at BUY. Stock currently around $49.
- uniQure (QURE) target rasied by Credit Suisse from $76 to $78 OUTPERFORM. Stock currently around $46 so very bullish.
- OneWater Marine (ONEW) target raised by Raymond James from $24 to $26 OUTPERFORM. Sotck currently around $22.5
- Mesoblast (MESO) target raise by HC Wainwright from $19 to $20. Stock currently around $12 so very bullish.
- Intuit (INTU) with too many target increases to list each one. Average price target around $420 with rating of OUTPERFORM. Stock around $360 currently.
- GrowGeneration (GRWG) target raised by Oppenheimer from $25 to $40. We love this stock and have been posting consistently about it the past 2-3 weeks.
- Fiverr Int (FVR) target raised by Needham & Co. from $180 to $210. Stock currently around $180.
- Canadian Solar (CSIQ) with two bullish target increases. Stock currently around $37.
- Oppenheimer from $33 to $48
- Roth Capital from $32 to $50.
- Berry Global Group (BERY) target raised by Deutsche Bank (DB) from $62 to $70. Stock currently around $55 so very bullish.
- Agios Pharma (AGIO) target raised by Barclays from $46 to $50. Stock currently around $41.
“No pain, no gain.” - Unknown
submitted by psychotrader00 to StockMarket [link] [comments]
Here is a Market Recap for today Friday, November 20, 2020. Please enjoy!
PsychoMarket Recap - Friday, November 20, 2020 Stocks fell Friday with market participants concerned at the lack of fiscal stimulus and the surge in coronavirus the last three weeks will make states reimpose restrictions that threaten to stall business activity in an already tenuous economy. An apparent dispute between the US Treasury and the Federal Reserve also weighed on the minds of market participants.
In Washington, Senate Minority Leader Chuck Schumer (D-NY) said during a press conference that Senate Majority Leader Mitch McConnel (R-KY) agreed to pick back up stimulus negotiations. However, given the tenuous political situation surrounding the presidential election and the gridlock that exists in the Senate (majority for the Senate is still undecided), it is highly unlikely that any form of stimulus is passed. For months, Congress and the White House went back and forth regarding stimulus but were unable to come to an agreement. In our opinion, it is highly unlikely that additional fiscal stimulus is granted until the presidential and senate elections are resolved conclusively.
Unfortunately, the surge in coronavirus cases shows no signs of slowing down. Yesterday, the US once again set another record high for new infections, hospitalizations. According to data compiled by Johns Hopkins University, there were 187,800 new cases. That’s up 27% compared to last week and by far the most since the pandemic began. Data is trending in the wrong direction, with 44 out of 50 states reporting a 10% increase in new cases compared to last week. According to the COVID Tracking Project, there are around 80,700 people hospitalized with coronavirus in the US, also a new record. That’s an increase of 19.13% compared to last week. Saddest of all, there were more than 2,000 deaths due to the virus yesterday, the highest number since early May, according to Johns Hopkins University.
In an effort to combat the surge in cases, governors from both sides of the aisle have announced a variety of new restrictions. California’s governor Gavin Newsom announced that the state is “pulling the emergency brake” on reopening and reinstated broad restrictions throughout the state. In Iowa, Republican Governor Kim Reynolds, who once dismissed coronavirus restrictions as "feel-good" measures, has abruptly reversed course, issuing the state's first mask mandate and limiting indoor gatherings. Illinois
, Michigan, and New Jersey announced additional restrictions that limit gatherings to household members. Indoor event spaces are also being ordered to shut-down or move outdoors. In Massachusetts, the governor announced a stay-at-home advisory. Mississippi, Montana, North Dakota are under state-wide mask mandate. These are just some of the examples, there are too many examples to list.
Despite the positive vaccine news from companies like Pfizer (PFE) and Moderna (MRNA) it is important to note that it takes time to establish global distribution networks. Widespread availability of a vaccine likely won’t happen until 2021, according to the estimates of experts. In the short-term, the surge in coronavirus cases and the fear of new restriction is driving volatility.
Highlights - Had a great day, closed out our BABA alert for 100% this morning.
- Pfizer and BioNTech have formally submitted a request for emergency use authorization for their vaccine to the Food and Drug Administration (FDA). It is now up to the FDA to decide whether the vaccine is safe enough for distribution.
- Sports betting and online gaming could eventually become a $40 billion business as more people take to their phones to wager on their favorite sports teams and play online casino and fantasy games, according to one analyst at Piper Sandler. We agree.
- General Electric Co.'s healthcare business didn't disclose financial terms of the deal agreement to buy the company, called Prismatic Sensors AB. GE Healthcare said Friday it is buying a Swedish start-up that focuses on photon counting detectors.
- William-Sonoma (WSM) with two very bullish target increases. Stock currently around $101.
- Wedbush from $115 to $130
- Barclays from $112 to $144 (wow)
- Workday (WDAY) target raised by Piper Sandler from $275 to $285 OUTPEPRFORM.
- (UBER) target raised by Needham & Co. from $50 to $60 at BUY. Stock currently around $49.
- uniQure (QURE) target rasied by Credit Suisse from $76 to $78 OUTPERFORM. Stock currently around $46 so very bullish.
- OneWater Marine (ONEW) target raised by Raymond James from $24 to $26 OUTPERFORM. Sotck currently around $22.5
- Mesoblast (MESO) target raise by HC Wainwright from $19 to $20. Stock currently around $12 so very bullish.
- Intuit (INTU) with too many target increases to list each one. Average price target around $420 with rating of OUTPERFORM. Stock around $360 currently.
- GrowGeneration (GRWG) target raised by Oppenheimer from $25 to $40. We love this stock and have been posting consistently about it the past 2-3 weeks.
- Fiverr Int (FVR) target raised by Needham & Co. from $180 to $210. Stock currently around $180.
- Canadian Solar (CSIQ) with two bullish target increases. Stock currently around $37.
- Oppenheimer from $33 to $48
- Roth Capital from $32 to $50.
- Berry Global Group (BERY) target raised by Deutsche Bank (DB) from $62 to $70. Stock currently around $55 so very bullish.
- Agios Pharma (AGIO) target raised by Barclays from $46 to $50. Stock currently around $41.
“No pain, no gain.” - Unknown
www.psychotrader00.com submitted by psychotrader00 to RedditTickers [link] [comments]
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submitted by essidus to OneWordBan [link] [comments]
[Help] Multithreading and multiprocessing
Hello,
I'm trying to use concurrent.futures in my code.
https://github.com/wasanico/AI-avalam/blob/mastealphabeta6trymultithread.py The code is an AI using minimax for a game : Avalam. We have a limit of time for finding the best move to do (10 secs), and actually it sometimes go over 10 seconds (in the middle of the game).
So, our professor advised us to use multithreading or multiprocessing to optimize more, but when we tried it was a lot slower (I think it's because the creation of the threads takes a lot of time).
The working algorythm is minimax() and we tried to insert multithreading in it (newminimax and execminimax). We tought it be faster as it will process the possibilities on more cores...
Does anyone have an idea of how I could implement it correctly?
Or how could I optimize it more so that it doesn't go over 10 seconds at a depth of 3?
Thanks in advance
import json import pprint import time from random import * from sys import maxsize from math import inf as infinity from os import system import msgpack import multiprocessing as mp import threading as th import concurrent.futures as cf """ all variables : CREDITS : Nicolas et Pedro t0 for the time processing human for human turn(used in minimax) and comp for the ai temp_board is used to deepcopy the actual board without changing it board is the board we'll take from the json counter for the possibilities depth is the depth we want to check in advance = the numbers of moves checked in advance """ t0=time.time() injson = dict human = -1 computer = +1 name = "Jack Uzi" board = [ [ [], [], [], [0], [1], [], [], [], []], [ [], [], [], [1], [0], [1], [0], [1], []], [ [], [], [1], [0], [1], [0], [1], [0], [1]], [ [], [], [0], [1], [0], [1], [0], [1], [0]], [ [], [0], [1], [0], [], [0], [1], [0], []], [[0], [1], [0], [1], [0], [1], [0], [], []], [[1], [0], [1], [0], [1], [0], [1], [], []], [ [], [1], [0], [1], [0], [1], [], [], []], [ [], [], [], [], [1], [0], [], [], []] ] # board = set(boaaaaard) counter = 0 choosing_depth=2 points = 0 randomtext = ["C'est moi le plus fort dans ma forme","J'vais au casino en claquettes","02 880","C'est Jack, Jack Uzi", "Tu vas moins faire le malin","T'es dans ta jalousie","Nous on joue pas de la flute","Les oreilles ont des murs", "Ici c'est nous les meilleurs","Au jour d'aujourd'hui","Ils voyent bien qu'on va tout péter", "Persone ne gagne ici","Moi j'ai peur de personne","J'me lève à 14h du matin","On fait du vélo sans les mains", "Maintenant tu fais moins le malin", "Nous on fait pas de calin","Pan Pan!","Y'en a qu'ont le mental et y'en a qu'on que l'emmental", "Jack septe pas le pardon","Jack septe les chèques","Jack célère"] def json_extract(): global board global injson jfile = open('move.json').read() injson = json.loads(jfile) board = injson["game"] # print(pprint.pformat(injson)) def game_over(state): if len(all_moves(state))== 0: return True else: return False def all_moves(state): """ param: state, it takes the actual board and will check all possible moves return : case, returns a lsit of dicts with all the possible moves """ case = [] cells = set() # cells = [] for x, row in enumerate(state): for y, cell in enumerate(row): if 0 < len(cell) < 5: cells.add((x, y)) for x,y in cells: for a,b in cells: if x-1 <= a <= x+1 and y-1 <= b <= y+1: if a == x and b == y: pass else : if len(state[a][b]) <= 5- len(state[x][y]): case.append({"from":(x,y), "to":(a,b),"tscore": int}) return case def set_move(x,y,a,b,state): """ set the move on board if coordinates are valid param : player is the current playing (not sure if needed) parm x and y : row and col from param a and b : row and col to """ global board state[a][b].extend(state[x][y]) state[x][y].clear() def eval(state): """ param: state is the catual board that will be evaluated here it's for the leaves for the moment 0 is for comp and 1 for human """ points = 0 for row in state: for col in row: length = len(col) # if 0 is the color of computer and 1 for the human if length == 0: pass elif 0= 16: choosing_depth = 3 elif 10<= pile_count<16: choosing_depth = 4 elif pile_count ==1: choosing_depth = 1 else: choosing_depth =2 def ai(move,state): """ param : move = best move from the minimax function param : state = board it will modify the json """ global injson x,y = move["from"] a,b = move["to"] set_move(x,y,a,b,state) injson.update(game = state) injson["moves"].append({ "move": { "from": [x,y], "to": [a,b] }, "message": choice(randomtext) }) injson.update(you = name) print(pprint.pformat(injson)) with open("move.json","w") as outfile: json.dump(injson,outfile) #dump le json def newminimax(state,depth,alpha,beta,player): temp_board = msgpack.packb(state) if player == computer: best = {"from":list,"to":list,"tscore":-infinity} else : best = {"from":list,"to":list,"tscore":+infinity} if depth == 0 or game_over(state): return best with cf.ThreadPoolExecutor() as executor : moves = all_moves(state) test = [executor.submit(execminimax,m,depth,alpha,beta,player,temp_board,best) for m in moves] for f in cf.as_completed(test): crounch = f.result() # print(type(crounch),crounch) if player == computer: if crounch["tscore"]> best["tscore"]: best = crounch # best = max(crounch["tscore"],best["tscore"]) else : if crounch["tscore"]< best["tscore"]: best = crounch # best = min(crounch["tscore"], best["tscore"]) return best def execminimax(move,depth,alpha,beta,player,copyboard,bests): global counter x, y = move["from"] # a = move["to"][0] # b = move["to"][1] a,b = move["to"] best = bests # temp_board = msgpack.packb(state) # using this copy of board to re iterate itself and making a new board for each child new_state = msgpack.unpackb(copyboard) # new_state = state[:] set_move(x,y,a,b,new_state) if depth == 1: # if leaf counter +=1 move["tscore"] = eval(new_state) #it calls the evaluate to put score on the leaves else: #we iterate the function minimax by taking the best score the children returned move["tscore"] = newminimax(new_state,depth-1,alpha,beta,-player)["tscore"] # = the best score from children # compare score with adjacent nodes if player == computer: #maximize if best["tscore"]< move["tscore"]: best = move #max value alpha = max(alpha,best["tscore"]) else : if best["tscore"]> move["tscore"]: best = move #min value beta = min(beta,best["tscore"]) if beta <= alpha: # print("break") return return best def minimax(state,depth,alpha,beta,player): """ param: state, the board, that changes further when we iterate it in the loop param: depth, it's the depth we chose outside the function and will decrease for each iteration we do the starting depth is for ex 4, it's the root, and 1 is the leaves. It can't go under 1 param: alpha and beta for pruning useless branches and optimizing param: player stands for human or computer turn, as it will maximize at comp turn and minimize at human turn return : returns the best move of its children """ global counter # global points # global choosing_depth temp_board = msgpack.packb(state) # new_state = msgpack.unpackb(temp_board) if player == computer: best = {"from":list,"to":list,"tscore":-infinity} # - inf because we want the algo to maximize for the computer else : best = {"from":list,"to":list,"tscore":+infinity} if depth == 0 or game_over(state): #when we're at the level under the leaves, leaves depth = 1 return best for move in all_moves(state): #the loop that iterates itself when going inside it's children # x= move["from"][0] # y = move["from"][1] x, y = move["from"] # a = move["to"][0] # b = move["to"][1] a,b = move["to"] # temp_board = msgpack.packb(state) # using this copy of board to re iterate itself and making a new board for each child new_state = msgpack.unpackb(temp_board) # new_state = state[:] set_move(x,y,a,b,new_state) if depth == 1: # if leaf counter +=1 move["tscore"] = eval(new_state) #it calls the evaluate to put score on the leaves else: #we iterate the function minimax by taking the best score the children returned move["tscore"] = minimax(new_state,depth-1,alpha,beta,-player)["tscore"] # = the best score from children # compare score with adjacent nodes if player == computer: #maximize if best["tscore"]< move["tscore"]: best = move #max value alpha = max(alpha,best["tscore"]) else : if best["tscore"]> move["tscore"]: best = move #min value beta = min(beta,best["tscore"]) if beta <= alpha: # print("break") break return best #returns only the best score of the children # print("before :",choosing_depth) # json_extract() # choose_depth(board) # if injson["players"][0]== name: # best_move = minimax(board,choosing_depth,-infinity,infinity,computer) # else : # best_move = minimax(board,choosing_depth,-infinity,infinity,human) best_move = newminimax(board,choosing_depth,-infinity,infinity,computer) # ai(best_move,board) # print("after",choosing_depth) print("best move to do :", best_move) print("time processing the possibilities :",time.time()-t0,"seconds") print("possibilities calculated :",counter)
submitted by sanico_ken to learnpython [link] [comments]
Definitive answer to the FNV ending debate
The question of which ending in FNV is the best has been already discussed at length. All the ups and downs of the factions have been weighed and
most seems to think that NCR is the bad but best option owing to its democratic values and ideas of freedom that players are already accustomed to. But still, most seems to ignore the bigger picture when it comes to choosing factions. It is easy to associate Mr.House with the monopolies of the 21'st, 20'th and 19'th centuries, however the circumstances of the Fallout universe gives Mr.House's ending much more depth than the dreams of a 200 year old CEO.
Before beginning I would like to shut down 3* of the 5* main endings people chose:
Caesar’s Legion is stupid, most of the content which would give it depth was cut, it is unsustainable, it is cruel, the only people who support it are meme lords. Ignoring posts such as
this there is no reason to support The Legion.
The so called “independent New Vegas but I rule it" ending is similarly stupid for the simple fact that it doesn’t exist. In game it is clearly stated that the courier moves on from New Vegas after the game ends. This makes sense as the game can’t accommodate an ending for each player. Your 9 int courier who read The Prince and had philosophical discussions with Easy Pete might not be as capable as another courier named Bob who put his level ups in only unarmed and intense training.
Saying “ I picked the ending where I rule" would be like saying: “ i took the ending where the courier teams up with the enclave remnants and crushes everyone with it" it is good fan-fiction but simply not an option.
This brings us to the final bad ending of creating an independent New Vegas with Yes Man. At first glance this might seem to be an ending on par with NCR and Mr.House but it is in fact as problematic as the first two. In the Yes Man ending Paradise and the greater Vegas area is left under the command of the three casinos with Yes Man at the helm. These three casinos are: The Gomorrah (aka the casino where prostitutes can just run away, black mail is considered part of regular bureaucracy, terrorist attacks are considered normal and the boss of the casino can be killed by a mailman and a mid-level employee), The Ultra-Luxe ( where cannibals roam freely) and The Tops ( that despite being the only normal casino still managed to nearly ‘top’ Mr.House, in short it is too strong). More importantly, with Yes Man, the only thing stopping some random waste lander from taking control over New Vegas is the doors of the Lucky 38. If someone were to just get into the casino and take the elevator to the top floor, they can basically become king as Yes Man will do whatever he or she says.
This brings us to the NCR vs House debate. Yes, in the short term the welfare and taxes policy of the NCR is better than Mr.House’s libertarianism, yes the utopic dreams of Mr. House are somewhat unrealistic, yes absolute power does corrupt absolutely; without considering the larger connotations of the ending you pick choosing between House and NCR is simply choosing weather or not to believe in Mr.House’s utopic dream, it is simply a choice with no right answer (if you don’t consider the arguments I will now make). But when you consider the political situation the NCR, Legion and New Vegas is in, things take a different turn.
As outlined by the Lonesome Road DLC, there are the problems inside the NCR territories as we can make out from in game dialogue: Large scale corruption because of the old and inefficient bureaucratic system, lack of protection caused by the large number of troops trying to hold and extend the borders, lack of trust in the government caused by rich senators holding too much power. None of these problems will be fixed if the NCR wins; the army will be further stretched, bad administrators will be assigned to New Vegas as border territories often get treated worse than inner ones (causing corruption), rich casino owners and people like the Van Graffs will be added to the pool of rich oligarchs. The annexation of New Vegas might bring in profits at first and make the lives of the Vegasians better at first, but it will only delay the ruin of the NCR. Infact, if the NCR wins, The Legion also more or less collapses. Leaving ample lands to annex, but these lands are inhabited by semi-civilized tribes who will certainly attack any Californian settlers who come to their land. This will mean that the NCR will have to spend more resources protecting lands that it doesn’t even need. Ironically, the collapse of the NCR will mirror that of real-life Rome.
Now let’s look at the result(s) of a Mr. House victory. The Legion collapses, leaving semi civilized tribes in the east. These tribes would at first fight each other and maybe even attack New Vegas but they would never be able to fight off House’s robots (it is important to mention that these robots would have much difficulty fighting in the rugged terrain of The East, meaning that House couldn’t attack them and overextend his borders even if he wanted to), soon they would start embracing the outside world and thus society thanks to the past encouragements of Caesar. The NCR wouldn’t collapse but it would enter a state of chos. The people, seeing as the sacrifice of their soldiers went unrewarded, would start acting against the establishment; the oligarchs who rule would start losing power as the general state of chos would affect the economy badly, The NCR would have to stop its territorial expansion and defend its borders. Later, The NCR would either collapse (but with less problems and less borders to deal with) as Ulysses predicted, or reform.
When it comes to New Vegas itself A House victory also benefit the people of Vegas. First, let’s look at a future where Mr.House can fulfil his dreams and make Vegas a better place: Mr. House defends his borders with his robot, these robots may be small in numbers compared to the tribes of the east and The NCR but Vegas only has narrow entrances to protect ( Long 15, Hoower Dam etc…), perfect for House’s low quantity, high quality soldiers. Then, Mr House would start reopening the factories around Vegas to make more robots (and possibly rockets for the future), creating jobs and food for its inhabitants (Mr. House’s libertarian economy would of course never work in a global or even national scale, but when it comes to small bits of land like Vegas it can fare better). Soon Vegas becomes a hub of trade and production, the aver of the East and West, New Konstantinapolis, future capital of Man. From there, the rest is history.
Now let’s look ts an ending where Mr. House either dies or fails before reaching any heights: Vegas becomes the gateway between The East and The West, protected by the famous/infamous 3-1 casino(s) of New Vegas. The people of Vegas would at first suffer from lack of welfare or protection but as the casino(s) (which are no longer burdened by an unpredictable robot) reach further into the lands of New Vegas towns would gather back their strength.
As we can see this is an Independent New Vegas Light ending, only it’s not as anarchic.
TLDR:
NCR is going to die because… (play Lonesome Road).
The Mr. House ending isn’t that bad even if Mr. House dies.
The creation of an independent state between the NCR and the East is critical for the general prosperity of the wastes.
submitted by Frost-Flower to Fallout [link] [comments]
Since no one else wants to do it: Congratulations, you just pulled Black Clad Shanks! Now what?
This era will spiral into chaos! - Shanks
Shanks, Black Clad Emperor (aka
Strong World Shanks; SW Shanks; Legend Shanks) is one of my favorite legends, so I couldn't just leave this guy without his own guide. Most players will tell you that SW Shanks ain't that hot, but let me tell you, even though he's limited in what he can boost and clear, when he
can clear stuff, he does it better than anybody.
Update: Thanks to
Touma_Kazusa we now have info on the super-evolution of SW Shanks called
Red Hair Shanks, Four Emperors (aka
6+ Shanks). See the Stats section for more information on this unit. This super-evolution is more or less a straight upgrade to its predecessor, and I would be tempted to advise you to super evolve SW Shanks whenever you get the chance, but it's not as simple as that. Read why in the Overview section.
Stats
Credit to
u/SandroKiedis for section idea. Info courtesy of the
OPTC Database. Regular Version: - HP: 3,140 HP
- ATK: 1,400
- RCV: 418
- Cost: 55
- Slots: 5
- Hit Combo: 5
- Class 1: Slasher
- Class 2: Cerebral
- Type: PSY
- Captain Ability: Boosts chances of getting PSY orbs, boosts ATK of PSY characters proportionally to the crew's current HP (The exact multiplier used to compute the damage is proportional to the crew's remaining HP and is higher the higher the HP is. The multiplier is calculated as 2 + 0.75 * (remaining HP) / (total HP). At full health the boost is equal to 2.75x, with 1 HP left to 2x.)
- Special: Deals 35x character's ATK in PSY damage to all enemies, reduces the defense of all enemies by 100% for 2 turns (25 turns → 20 turns).
Super-evolved Version: - HP: 3,204 HP
- ATK: 1,510
- RCV: 464
- Cost: 65
- Slots: 5
- Hit Combo: 5
- Class 1: Slasher
- Class 2: Cerebral
- Type: PSY
- Captain Ability: Boosts ATK of PSY characters by 2.75x and their HP by 1.3x. Boosts chances of getting PSY orbs proportionally to the crew's current HP (rates still unknown).
- Special: Deals 75x character's ATK in typeless damage to one enemy, reduces the defense of all enemies by 100% for 1 turns and changes all orbs to PSY orbs (19 turns → 14 turns).
Overview
Regular Version First off, let's address the elephant in the room: SW Shanks' special is virtually useless, while his captain ability's HP condition holds him back. The reason why his special is considered to be such is because, although every enemy has natural defense that can be reduced in the same way a defense buff can be reduced, that natural defense is usually not high enough to cause any problems to ordinary teams. Plus, many bosses nowadays put up a debuff immunity, completely nullifying this effect. However, what he lacks there he more than makes up for with his
insane orb rate and his access to incredible F2P subs. Most PSY teams have very high RCV, so healing back to full HP isn't that much of a problem, yet even at 65% you still have a 2.5x attack multiplier.
Although this limitation makes it so that he can't clear or at least consistently clear non-INT content without particular RR or legend subs, where SW Shanks shines most is speedclearing INT, fortnight and storymode content, and, as
u/Frozt72 kindly reminded me, rankings and Restaurant Le Crap as well (he's the fastest RLC captain as far as I'm aware). The great thing about PSY teams is that they're neutral to everything and strong vs INT, which makes them great against all types of bosses, but what makes SW Shanks teams stand out is that thanks to the high orb rate, most of the times you'll be dealing double damage. This is arguably what makes SW Shanks the premiere speedclearing legend, and I say arguably, because
Sengoku the Buddha also vies for that spot, and deservedly so. Also, just like Sengoku teams, SW Shanks teams can easily be made with F2P subs.
Super-evolved Version: At first glance, 6+ Shanks seems like a straight, if underwhelming, upgrade to the old version. Well, not everyone seems to think so. Let's look at what he brings to the table:
- Stable 2.75x ATK boost to PSY units: This was one of SW Shanks' most crippling issues, and Bandai did well to fix this in the vein of Sabo, True Power of the Mera Mera no Mi. This is a straight upgrade. However...
- Orb rate is now HP-dependent: This means that the lower your HP is, the less likely you are to encounter PSY orbs. This can either be a good or a bad thing for you, depending on your situation, but in general this was SW Shanks' highlight. This part of his captain ability made carrying orb manipulators redundant in most cases, unless you brought them for consistency or as socket slaves (like Gild. Tesoro. But it seems Bandai has thought about this and revamped his special accordingly:
- Full board of PSY orbs: With his special now providing a full board of PSY orbs, units like the aforementioned Tesoro become obsolete, save for their socket slots, which in turn opens up space for other units. What it also does is allow you to tackle orb shuffles or have a full board for two turns if paired up with a fellow 6+ Shanks. Of course, when up against enemies that reshuffle your orbs every time you shuffle them, this part of the special can become rather useless except in those cases where you wouldn't mind a reshuffle (similar to Neo Mihawk's Powerhouse mission). That being said, consistent full board coverage most certainly opens up the door to clearing harder Colosseum bosses. A major problem of Shanks' success rate in Colosseums was due to the fact that he couldn't handle both a mini-boss and a boss immediately after, both because his ATK multiplier was HP-dependent and because his useless specials occupied two slots of the team, making it very difficult to bring along the necessary units. Well, now you've got that base covered. So, moving on to another change that many find controversial...
- 75x typeless damage to 1 enemy: Now this may be viewed as a straight downgrade, due to the fact that his previous area-of-effect (AOE) damage tended to be more useful in handling weak adds (mobs/enemies). Whether or not you'll miss this part of SW Shanks' special is debatable, because both the Thousand Sunny and the Ark Maxim provide AOE damage (see Ships section below for more information) which covers most needs. Last but not least...
- Defense reduction lasts only 1 turn: Big deal. This part of SW Shanks' special was so irrelevant, it might as well have been removed altogether. However, him retaining his defense reduction capabilities and having opened up his team to other units means that there's a high chance that in the (near) future we might receive a good conditional booster* against enemies with reduced defense. And if that unit allows us to bypass debuffs a la Captain Usopp, Usopp's Great Manly Adventure ~Chapter II~, then both versions of legend Shanks will become a lot more powerful.
Clearly, there's a decision to be had in regards to whether or not your SW Shanks warrants the time and effort needed to super-evolve him. Personally, I think he deserves it, and I've laid out why above, but you should keep in mind that super-evolution skulls are rare and that this, and it pains me to say it, this is a super-evolution that will remain part of the bottom tier (until the right support is added). Also, there might be a better PSY super-evolution in the future, such as Sengoku's, or you might pull legend Sabo, so think carefully before you farm for or use a skull on him.
*A conditional booster is a unit who boosts attack whenever their special's condition is met. For example,
Goddess in White Nami, Wedding boosts your team's attack by 1.3x against enemies with reduced defense.
Subs(F2P)
In this and the following section I will list those subs that I consider useful for SW/6+ Shanks teams. I have purposefully omitted the damage dealing aspects of some specials, because they are mostly irrelevant. Whenever a character has a multistage special, I use forward slashes to indicate the difference in effect unless the different stages have notably different effects. You can check these units out on the
OPTC Database. - Usopp, Impact: The foremost essential unit for SW shanks teams. He boosts the ATK of PSY units by 2x for 1 turn, and is the best PSY attack booster on Global save for Nico Robin, Reunion of the Straw Hat Pirates (and he's still arguably better, because of the matching type and more easily found sockets). If you haven't already pulled him, you'll want to farm this guy from Water 7 Ch. 7 as soon as possible.
- Usopp Golden Pound (aka GP Usopp/GPU): Ties with Donquixote Doflamingo, Warlord of the Sea for best F2P character in the game. He delays all enemies for 3 turns on a whopping 10-turn cooldown! And the best part is he evolves straight from story Usopp who is given to you for free after clearing Syrup Village (the correct evolution path is the one that needs a yellow crab, but even if you accidentally evolved him into Usopp Tabasco Star, you can still evolve into Golden Pound from there by choosing the evolution path that only requires a Seahorse). Needless to say, he goes into all sorts of teams. However, the downside here is that you can only have 1 Usopp on your team, so if you need to use this guy, you'll be locked out of Impact Usopp. Fortunately, there are other F2P PSY attack boosters, such as Kami Eneru, Coliseum Dalton and Dosun, Deep Sea Fishman Pirates, all of whom boost PSY attack by 1.5x for 1 turn. If, by some misfortune, you accidentally evolved your story Usopp into Sogeking, you don't have a spare Usopp and you don't want to farm another one from Syrup Village, an acceptable alternative to this unit is the upcoming superevolution of Sogeking - Usopp, Platanus: Shuriken - who has the same special as Golden Pound/Sogeking, but on a 12-turn cooldown.
- Garp the Fist and Mr. 2 Bon Clay Bombardier Arabesque: They go together like macaroni and cheese or, for the more adult readership, like love and marriage (~it's an institute you can't disparage!). While Garp changes all orbs into either PSY or RCV, Mr. 2 changes RCV orbs into PSY, allowing you to have a full board of orbs in case you ever need it. Both of these are relatively easy to acquire for beginners, but most of the times SW Shanks will cover you on that, while the full board coverage of Gild. Tesoro, Gold Ship Casino King and 6+ Shanks make them obsolete.
- Petty Officer Coby (aka Fortnight Coby): He boosts the effect of orbs by 1.5x for 2 turns. Even though I have Señor Pink, Donquixote Pirates who boosts orbs by 1.75x for 1 turn, I still use Coby on my SW Shanks team, because he's easy to socket, his special is on a much lower cooldown, and he has great synergy with Empress Boa Hancock, Kuja Pirates Captain. Even beginners might opt to use Coby, because of his much lower initial cooldown, which is useable right out of the box.
- Dismantler Franky: (aka Fortnight Franky) He allows you to freely swap orbs 2 times. Fortnight Franky is a great unit that I often used in my early months, since he offered good enough orb control so that I didn't need to bring Garp+Mr.2. I highly recommend him for beginners, since all you need is one copy to start using him.
- Kami Eneru: He deals 6000 fixed damage (meaning it can't be reduced) and boosts the ATK of PSY units by 1.5x for 1 turn. Good on both SW Shanks and Sengoku the Buddha teams for those times when you need to use Usopp Golden Pound. An acceptable alternative to this guy are Coliseum Dalton and Dosun, Deep Sea Fishman Pirates, who also boost PSY attack by 1.5x for 1 turn.
- Nico Robin, Straw Hat Pirates (aka Story Robin): She reduces Bind and Despair duration by 3 turns. Useful for beginners, who are not likely to have enough Bind and Despair sockets on their team to deal with them. Her initial cooldown is slightly high, so factor that in whenever you feel like you might need her. I used her to get my first Aokiji, Ice Human (aka Raid Aokiji), so make of that what you will. A slightly worse alternative to her is Nightin, World Pirates, who does the same but reduces by 2 turns instead of 3.
- Momonga, Marine Vice Admiral: He boosts the ATK of Cerebral characters by 1.75x for 1 turn. Works best whenever you pair your SW/6+ Shanks with a Gild. Tesoro, Gold Ship Casino King but he also works well as a secondary booster. Also, there are plenty of PSY Cerebral units, so this guy can be very versatile.
- Goddess in White Nami, Wedding: She boosts the ATK against enemies with reduced defense by 1.3x for 3 turns. Beginners should note that conditional ATK boosters stack with class/type boosters, which is why such units are so valuable. She was designed to be used with SW Shanks, and it used to be that his cooldown was often too high for her special to be viable, but now that his super-evolution is coming, she will gain a lot more value as a sub. However, as u/Gol_D_Chris mentioned, many bosses put up a debuff immunity, rendering defense reduction, and therefore Nami's special, useless. Nevertheless, she is still a good unit to have whenever you can use her.
- Empress Boa Hancock, Kuja Pirates Captain (aka Raid Boa): Another staple of SW Shanks teams. She delays all enemies for 1 turn and locks your chain multiplier at 2.5x for 2 turns. For standard teams that don't work with boosted chain multipliers (like Dark King Rayleigh or Monkey D. Luffy, Crew's Promise: 3D2Y), the maximum your chain multiplier can go to is 2.5x. This means that with Boa, for 2 turns, you get the maximum damage output from your chain multiplier. Although beginners would find her impossible to acquire or get to a useable level, veterans adore her, because she is so good on so many teams, and so it's almost a given that she would be good on SW Shanks, too. Raid Boa, Fortnight Coby and SW/6+ Shanks' captain ability have amazing synergy.
- Thatch, Whitebeard 4th Div. Commander: He reduces Silence (aka Special Bind) duration by 3 turns and recovers 4000 HP. Both parts of his special are great for SW/6+ Shanks teams and he's also a Cerebral character, meaning he works well with the aforementioned Momonga.
- Paulie Galley-La Company Dock One Foreman (aka Colosseum Paulie): He delays all enemies for 1 turn and locks your orbs for 1 turn. He's a very versatile unit that works well with Fortnight Coby and to an extent with Raid Boa as well.
- Brownbeard: He boosts Slasher characters' attack by 1.5x for 1 turn and changes his own orb to PSY. Viable for when you have a full/majority Slasher team, but is ultimately pretty "meh". Not worth the toruble if you can help it.
- Nico Olivia, Archaeologist of Ohara: She reduces Paralysis duration by 3 turns and heals your HP by 4x her RCV at the end of each turn for 3 turns. Fulfills a similar role to the above Thatch.
- Gild. Tesoro, Gold Ship Casino King: He changes all of your orbs to PSY if you are above 50% HP at the time of the activation. Used to be a staple of SW Shanks teams, because of his 5 socket slots and his special which provided consistency. However, 6+ Shanks changes all of that by absorbing Tesoro's special rendering him to be nothing more than a socket slave most of the time. Still, he's worth it even for that purpose alone.
- Mansherry, Princess of Tontatta Kingdom: Her special has 2 stages, reducing Bind duration for one character by 3/7 turns and heals your HP by 7x/15x her RCV. A good unit if you're still lacking in healers/Bind sockets.
- Rebecca, Target from the Former Royal Family's Bloodline: She completely removes the SFX-removal debuff (aka Blindness). Niche, but useful. Makes speed clearing Fortnight Absalom a breeze.
- [Iron Pirate General Franky] (aka Raid Franky): He deals a whopping 100x his own ATK in typeless damage to all enemies which is good enough damage to warrant mentioning in this guide. But, much more importantly than that, he removes enemies' ATK Up, Enrage, End of Turn Damage/Percent Cut, and End of Turn Heal Buffs - all of this on top of boosting the attack of all characters by 1.5x for 1 turn. He blows Eneru and Dalton outta the water as an Impact Usopp substitute and brings a ton of utility to Shanks teams. Unfortunately, he clashes with the 2x PSY orb booster Franky, Reunion of the Straw Hat Pirates (see below), but fortunately there are plenty of alternative 1.75x orb boosters such as Monkey D Luffy, Straw Hat • Heart Pirates Alliance, Señor Pink, Donquixote Pirates, and even Maelstrom Spider Squard.
- Don Chinjao, Happo Navy's 12th Leader: His special has 2 stages: Cuts the current HP of one enemy by 20%/25% and reduces damage received by 50%/70% for 1 turn. Great utility, but difficult to obtain by beginners.
- Nico Robin, Mil Fluer: Campo de Flores (aka 5+ Robin): She reduces Bind, Despair and Silence (aka Special Bind) duration by 3 turns, and reduces the cooldown of all characters' specials by 1 turn. This is the super-evolution of Nico Robin, Straw Hat Pirates. Great utility for bot beginners and veterans alike. Definitely recommend super-evolving her.
- Monet, Snow-Snow Fruit Snow Woman: She recovers 10x her RCV in HP and boosts the ATK and RCV of Cerebral characters by 1.5x for 1 turn. An alternative to the above Momonga and could situationally be even better. Not an amazing unit, but worth picking up.
- [Monkey D Luffy, Straw Hat • Heart Pirates Alliance] (aka 3rd Anni Luffy): He locks orbs for 1 turn, and amplifies the effect of orbs on PSY and INT characters by 1.75x for 1 turn. An amazing orb booster who unfortunately is only obtainable from the 3rd Anniversary celebration event over at Extra Island. However, it's likely that he'll make an appearance at Ray's Bazaar, so fear not!
- [Roronoa Zoro, Rain Soaked Samurai]: He boosts the attack of Slasher and Driven characters by 1.5x for 1 turn. And, if your Captain is a Slasher or Driven character, he changes adjacent orbs into matching orbs and reduces Paralysis and Despair duration by 2 turns. Leagues better than the aforementioned Brownbeard. He's obtainable as a reward during the 3 Admiral event but just like other event units will make his way to Ray's Bazaar one day.
- 'Ruler of Day' Inuarashi, Mokomo Dukedom: He reduces crew's current HP by 50%, deals 50000 Fixed damage to one enemy, boosts his own ATK by 1.75x for 1 turn, amplifies the effect of his own orb by 1.75x for 1 turn and changes his own orb to PSY. Basically a F2P Cavendish who fortunately works with 6+ Shanks, making his Colosseum game that much better. Works as a friend captain just as well as a sub (crew). He's one of the hardest Chaos Colosseum bosses, so if you're a beginner, don't expect to get him anytime soon.
- Donquixote Doflamingo, Warlord of the Sea (aka Raid Doffy/Doflamingo): He boosts the effect of orbs by 2x for 1 turn and lets you freely swap orbs twice. Like I said before, he's hard to get if you're a beginner. However, once you do, and once you get his special to a useable cooldown, you'll start using him in almost every team, including ones that don't boost him, because he's just that good. There's nothing more to add, this guy is pure greatness (and pure evil) all around!
Subs(RR)
- Marco the Phoenix: He heals your team back to full HP. A pretty straightforward unit, who can find a spot on plenty of teams. The downside is that his special starts off at a soul-crushing 30-turn cooldown and maxes out at 20 turns, which is still pretty high. Even so, he's an amazing unit, and you should definitely look forward to maxing him out. He has a farmable version, too!
- Morning Star Rakuyo: He changes his own orb and your captain's orb into PSY. Due to the nature of SW Shanks' captain ability, you won't find yourself needing his special that often. However, his stats are great and he can guarantee you 2 orbs on a low cooldown. Works well with the aforementioned Dismantler Franky. Has a farmable version.
- Monet, Donquixote Pirates: She delays all enemies for 1 turn and boosts ATK against delayed enemies by 1.25x for 2 turns. Another conditional attack booster and the only one that activates their own condition. Does not need much explanation on why she's amazing. Combos well with other 2-turn boosters like Boa and Coby. Has a farmable version.
- Señor Pink, Donquixote Pirates: His special has 2 stages: Stage 1 boosts the effect of orbs by 1.5x for 1 turn; Stage 2 boosts by 1.75x for 1 turn. Much better suited for 1-turn bursts than Coby. Does not yet have a farmable version, though.
- Maelstrom Spider Squard: He offers a straight up 1.75x boost, but unfortunately cuts your HP by 30% and has negative RCV, which may or may not be a dealbreaker depending on what you're clearing and which version of Shanks you're using. Has a farmable version.
- Chopper Mask, Defender of Peace (Aka 3D2Y Chopper): He heals your HP by 5000 and boosts the ATK of PSY characters by 1.5x for 2 turns. An excellent alternative to Impact Usopp, either when you have to use GP Usopp or you just want a 2-turn burst. Works well with the rest of the 2-turn special ensemble. Very easy to socket with his raidboss version - Tony Tony Chopper Post-Rampage - which is one of the beginner raids.
- Mansherry, Princess of the Tontatta Tribe: Her special has 3 stages, healing your HP by 6x/15x/50x her RCV and completely removing Paralysis in Stage 1/Paralysis, Poison, RCV Down, and Blindness in Stage 2 & 3. It goes without saying that she is one of the best healers in the game, and can essentially replace the aforementioned Marco (as well as every other healer mentioned so far). And as you already know, she has a farmable version, too!
- Suleiman the Beheader: He changes his own orb and your captain's orb into matching orbs. Although his cooldown is higher than that of Rakuyo's, he is a Cerebral character, meaning you can use him in conjunction with the other Cerebrals like Tesoro and Momonga. Has a farmable version.
- Kingdew, Twin Fist Gauntlets: He empties all PSY orbs and deals several times his ATK in damage to all enemies depending on the number of orbs emptied. At 6 orbs, he will deal a hefty 230x his ATK in damage. Best used in conjunction with Tesoro for the highest multiplier. He also has a sailor ability, which boosts PSY characters' base ATK stat by 75 if your team is above 99% HP. Has a farmable version.
- Coby, Student of the 'Hero of the Navy', Navy HQ Master Chief Petty Officer (Aka RR Coby): Dang that title is a mouthful, huh? His special has 3 stages: If HP is below 3000, he reduces the No Healing debuff by 1 turn/3 turns/completely removes the No Healing debuff. After that he heals your HP by 3x/6x/13x his RCV (the heal itself is not contingent on your HP). He also has a sailor ability, which reduces Blindness by 5 turns. In SW Shanks teams, he will mostly find use for his healing ability, since I'm not aware of any content that SW Shanks can clear that has this debuff, although this might change with 6+ Shanks. Has both a fortnight and a Colosseum version, so should be simple enough to socket.
- Franky, Reunion of the Straw Hat Pirates (Aka Timeskip/TS Franky): He boosts the effect of orbs for PSY characters by 2x for 1 turn. Has a sailor ability which boosts the base HP of PSY characters by 100, which isn't that big of a deal, honestly. Yet, with 4 slots, farmable sockets and 2x boost, he confidently usurps both Señor Pink's and Fortnight Coby's place as the staple orb booster in the team.
- Duval, Straw Hat Pirates Accomplice: He boosts ATK of PSY characters by 1.75x for 1 turn and reduces damage received by 50% for 1 turn. Oh, but that's not all! His sailor ability makes INT orbs beneficial for PSY characters, effectively eliminating bad orbs for your team. Excellent balance between utility and attack boosting! Definitely one of the premiere RR units for SW/6+ Shanks teams.
- Bartholomew Kuma, Clash of the Great Pirate Era: He reduces the duration of Bind and Despair by 7 turns and recovers 20% of your crew's max HP. Also, he has low chance to eliminate all enemies just like Shiryu, but the odds are much worse, so don't count on it to proc. His sailor ability allows him to keep his PSY orb if you hit a Perfect with him. Overall, he's a good utility/healer unit that can occasionally come in handy. Definitely a keeper. Plus he has a farmable version.
- Nico Robin, Reunion of the Straw Hat Pirates (Aka Timeskip/TS Robin): She reduces Despair duration by 3 turns and boosts the ATK of DEX and PSY characters by 2x for 1 turn. An alternative to Impact Usopp, if a bit harder to socket. However, she is the best alternative to Impact Usopp and is especially useful whenever you need to use GP Usopp. However, do note that even though you'll be using Impact Usopp/Robin at the start of the chain, if you add more unboosted units like Raid Doffy or DEX Momonga, the loss of damage will be noticeable (about 800k less damage to INT for example).
- Momonga, Monster Slash of the Great Commander, Navy Vice Admiral (Aka DEX Momonga; RR Momonga): He boosts the ATK against delayed enemies by 1.5x for 1 turn. He is still one of the highest conditional ATK boosters in the game, and his condition is very easy to proc provided the enemy can be delayed. This is why he, much like Doflamingo, finds a spot on many varied teams, regardless if he's boosted or not. On a SW/6+ Shanks team, he's better than Monet, because he essentially provides the same boost but in the span of 1 turn. Works best with Boa. A PSY alternative to DEX Momonga with the exact same boost is Ikaros Much, Ghosts of Fishman District, who should really only be used with 6+ Shanks due to him reducing your crew's HP by half.
Subs(legends)
- Sengoku the Buddha: He boosts the ATK of all units by 1.5x and deals random PSY damage to all enemies (up to 150k). Both parts of his special can be useful depending on what you have in your box, and he has 5 farmable slots. However, SW/6+ Shanks teams are typically tight for space, since you'll often need raid Boa, an orb booster and a type/class booster, there is usually only 1 spot left for another unit, and that spot is typically filled with a healer or a conditional ATK booster.
- Marco the Phoenix Whitebeard 1st Div. Commander: He boosts the effect of orbs by 1.5x for 2 turns and heals your HP by 100x his RCV. Much like Doflamingo, this guy is so good, he finds a spot in virtually every team. His healing is legendary (no pun intended), and his orb boost makes it so that you have a free spot for other units you might need. And he has farmable sockets. What's not to love?
- Heavenly Yaksha Donquixote Doflamingo: He boosts the effect of orbs by 2x for 1 turn and changes adjacent orbs into matching orbs. This guy is not as good on SW/6+ Shanks teams as on others, because of the availability of Timeskip Franky. Plus his special is somewhat redundant, and you might actually prefer to use his raid version instead, because that one allows you to move orbs around. Still, he's one of the best orb boosters in the game, which is great no matter how you slice it.
- Borsalino: His special has 3 stages: Stage 1 randomizes all non-matching orbs for Shooter and Slasher characters, and deals 10 hits of small random typeless damage to random enemies; Stage 2 is the same, except the random damage is now higher and the addition of a heal for 5x his RCV; Stage 3 outright converts all orbs on Shooter and Slasher characters into matching orbs, the random damage is now larger, and the heal is now 10x his RCV. His special makes him an excellent sub or Friend Captain for a SlasheShooter PSY team with SW Shanks, effectively replacing Tesoro or Garp+Mr. 2 as your orb manipulators (should you ever feel the need to have any). However, he's not so effective with 6+ Shanks, since Shanks can now convert the whole board. Nevertheless, he has an acceptable heal and his random hits can help you take down or at least lower the combo hit barriers of the occasional boss that has them. Oh, and he has a farmable version! Credit to u/Darkflarey for reminding me to add this unit.
- Shirahoshi-hime, Ryugu Kingdom Princess: Her special has 2 stages: She changes adjacent/all orbs (including Block orbs) into Rainbow orbs, and heals your HP by 9x/100x her RCV. Rainbow orbs work like the inverse of a Block orb: it counts as a beneficial orb for all characters and cannot be shuffled (but it can be swapped). However, it does not count as a specific type of orb (for example, it will not trigger Sakazuki's captain ability, because it specifically requires STR orbs). This girl is essentially Tesoro and legend Marco all in one unit. Simply amazing!
Now that we've looked at the subs, let's look at the legend himself. In the following sections I'll cover what cotton candy to use, what sockets to slot in, what ships to use and what his orb rate looks like.
CC
This is gonna be the briefest section, because cotton candy is fairly straightforward for this unit: 100 ATK and 100 HP. He will not benefit in any meaningful way from RCV candy, and that does not change for his super-evolution.
Sockets
There are 3 optimal routes for this unit:
- Route 1: Bind/DespaiCooldown Reduction/Orb Rate/Autoheal: This is the most common set up, and is fairly self explanatory. Bind and Despair are the most important sockets that every legend should have. Next we have Cooldown Reduction (CDR), which when active is especially useful for SW Shanks teams, because it makes them faster and also reduces the need to take damage to stall for specials. After that there's Orb Rate, which on SW/6+ Shanks teams skyrockets the rate of PSY orbs (the difference between level 1 and level 3 is minuscule, so level 1 is more than enough). And last but most certainly not least, Autoheal (AH) which is a godsend for SW/6+ Shanks teams, because it helps maintain your HP, and therefore your survivability and your SW Shanks' ATK multiplie6+ Shanks' orb rate.
- Route 2: Bind/DespaiCDDamage Reduction/AH: A less common but effective set up. The idea behind this set up is that you aim to activate level 3 Damage Reduction on your team, thus mitigating a respectable 10% damage. Damage Reduction (DR)and Autoheal work well together on SW Shanks teams, and because double SW Shanks teams have very high orb rates already, you don't really need Orb Rate all that much. However, it is still recommended to socket in level 1 Orb Rate in a unit on your team, because it helps the consistency of the matching orbs.
- Route 3: Bind/DespaiOrbs/DAH: A very uncommon, but still effective set up. If you choose to go this route, the reason should be because you can already activate level 2 CDR with your other units. Whatever you do, do not sacrifice CDR for Damage Reduction.
Ships
- Merry Go: Boosts the ATK of your crew by 1.5x and the HP of your captain by 300. This is the beginner ship that you get from Syrup Village, and is a good ship for all teams. However, it has aged badly and has been superseded by the Thousand Sunny. Has a low upgrade rate.
- The Thousand Sunny: Boosts the ATK of your crew by 1.5x. It has a special, which deals 50,000 non-fixed typeless damage to all enemies on a 15-turn cooldown. Following the introduction of the second part of Ennies Lobby, the Thousand Sunny took the Merry Go's place as the standard ship for all teams (as well as the mascot for all loading screens). You can get it by clearing the Tower of Law~Gates of Justice story island. Has a good upgrade rate.
- The Thousand Sunny: Coated: Just like the regular Sunny, it boosts the ATK of your crew by 1.5x. The difference here is in its special, which reduces damage received by 50%. Welcome on all teams, but even more so on teams with HP-dependent captains. Has a good upgrade rate.
- The Coffin Boat: Boosts the ATK and HP of Slashers by 1.5x. A great ship, if you're desperate for a higher HP pool. On one hand, Slashers typically have very low RCV, so this ship cripples their ability to use meat. On the other hand, PSY characters usually have very high RCV, which mitigates this drawback to an extent. Although you are only limited to PSY Slashers, there are plenty of F2P ones, and some of them are Cerebral, too, meaning Momonga can be your MVP here. You can get it by clearing Forest of Training: Hawk. Has a somewhat low upgrade rate, but is a staple of a lot of Slasher teams, so you should upgrade it regardless.
- The Ark Maxim: Boosts the ATK of QCK and PSY characters by 1.5x and their HP by 1.2x. It has a special, which deals 56560 fixed damage to all enemies on a 17-turn cooldown. A good alternative to the Thousand Sunny. You can get it by clearing Forest of Training: Kami. The upgrade rate is 100%.
- The Red Force: Boosts the ATK of Cerebral characters by 1.5x and their HP by 1.35x, and increases the orb rate for Cerebral characters. Using this ship alongside a double SW/6+ Shanks team with level 1 Orb Rate practically guarantees you matching orbs at all times. However, just like the Coffin Boat, it limits the units you can use, so it might not be worth the trouble if you don't need it for another Cerebral captain. You can get it by clearing Forest of Training: Red Hair. Has a very low upgrade rate.
- Garp's Battleship: Boosts the ATK of PSY and STR characters by 1.5x and their HP by 1.25x. You can purchase this ship from the Rayleigh shop whenever it comes around, but it is not recommended, because that HP boost is virtually meaningless for SW Shanks teams, while for 6+ Shanks you might as well use the Ark Maxim. I don't know what its upgrade rate is, but it should be decent.
- The Polar Tang: Boosts the ATK of Slasher and Free Spirit characters by 1.5x and their HP by 1.25x, and makes Perfects slightly easier to hit. It has a special which heals your HP by 10,000 on an 18-turn cooldown. Much better than the Coffin Boat, because it expands your arsenal, can heal you and does not hold your RCV hostage. Best ship in my opinion, because it boosts plenty of staple units like raid Boa, TS Franky/Señor Pink, Monet and both your captains, meaning you can build excellent teams aboard this ship. You can get it by clearing Law's training forest, which is yet to arrive on Global. No idea on the upgrade rate.
- The Flying Dutchman: Boosts ATK and EXP gained by 1.5x. It has a special that reduces all enemies' defense by 25%, which is redundant on a SW/6+ Shanks team. Great as a default ship whenever you don't need the extra HP/utility that the other ships bring. You can get it from Ray's Bazaar whenever it gets (back) in circulation. Has a very good upgrade rate.
- Marshal D. Teach's Pirate Ship: Boosts HP by 1.25x and reduces the cooldown of all specials by 1 at the start of the mission. Boosts ATK by 1.55x if you have a Striker, Shooter, Fighter and Slasher on your crew. It's great for SW/6+ Shanks teams, because you can cover those classes pretty easily (e.g. 6+ Shanks (Slasher), Raid Boa (Shooter), Impact Usopp (Shooter), Fortnight Coby (Fighter), Wedding Nami (Striker)). I believe it has a good upgrade rate.
Orbs
Finally, we've reached SW/6+ Shanks' most powerful asset: his orb rate. In case you were wondering what the figures are on a double SW Shanks team,
u/karmashi has a great
analysis on orb rates. In short, with a double SW Shanks team, your matching orb rate will almost quadruple, and if you have level 1 Orb Rate, your matching orb rate would be near 80%. The rate of RCV orbs stays consistent regardless of the orb rate. Needless to say, that eliminates the need for orb manipulators in a lot of cases. For SW Shanks teams, in those situations where you do need consistent orb manipulation and you don't have Tesoro, you can always use the tried and tested Garp+Mr. 2 combo. As for 6+ Shanks teams, you do not need any orb manipulators, because he already covers you on that. These tests have been done with SW Shanks teams, so I can't be sure if the figures will translate to his super-evolution.
Example Teams
Credit to
u/Gol_D_Chris for the idea. I will update this section once 6+ Shanks is fully updated on database.
Conclusion
Although SW Shanks is not part of the top tier legends, he is certainly not the worst legend like many tout him to be. Yes, he's limited to PSY, his special is useless, his ATK multiplier is somewhat dated and he has an HP condition. But no one can provide orbs quite like he can, and because of that highly consistent orb rate, throughout your run, you're effectively dealing double the damage pretty much all the time. Couple this with PSY teams' naturally high RCV and a level 5 Autoheal, and you've got yourself a formidable team that can clear much more than you'd think. Moreover, unlike some legends like
Sir Crocodile: Logia, Ex-Warlord of the Sea or
Rob Lucci, CP9's Strongest, who are very RR-dependent, SW Shanks can build strong entirely F2P teams.
His super-evolution wasn't the 2nd coming of Shanks like many were hoping it would be, but it certainly improves him quite a bit. He has more padding in the form of increased HP and his damage output is no longer crippled by his HP, although now his orb rate somewhat is. Yet, despite the loss of the AOE damage effect, he now has a useful special that guarantees orbs in most cases and effectively opens up the team to other utility units. Overall, these changes make him a better lead and increase his odds at clearing end-game content.
TL;DR
- Pros: A flat 2.75x boost when super-evolved. Insane orb rate. Teams are easy to make. High RCV.
- Cons: ATK multiplieorb rate has an HP condition (SW Shanks/6+ Shanks). Limited to PSY.
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Daily Stock Discussion - 03/10/2017
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10 | mikejonesok | $15690.36 | 56.90% |
Upcoming Ex-Div Dates
- Mar 13: $AAN, $ABR, $AIG, $AJX, $ALB, $ALLE, $AMH, $ANW, $APTS, $ARCC, $ARR, $ATRI, $AVK, $BANC, $BCE, $BLW, $BSD, $BTA, $BTZ, $BXMX, $BXS, $CAA, $CAE, $CBU, $CEB, $CFFI, $CMA, $CNMD, $CPK, $CSFL, $CSGS, $CSWC, $CTBI, $CVE, $DK, $DLR, $DPZ, $DVN, $ECA, $ECC, $EFSC, $EMN, $ESND, $ESRT, $EXR, $FFG, $FFIN, $FIG, $FOX, $FOXA, $FSC, $FSFR, $FTR, $GBAB, $GIM, $GLNG, $GOF, $GRMN, $HES, $HPE, $HRTG, $HUN, $HWBK, $HYT, $IRM, $ITIC, $JCE, $JCS, $JE, $JJSF, $JPS, $JQC, $JRS, $KBR, $KNL, $KO, $LAMR, $LDOS, $LEG, $M, $MBFI, $MCA, $MEN, $MO, $MRK, $MSI, $MSL, $MUI, $NAD, $NEU, $NJR, $NMZ, $NSA, $NUV, $NVG, $NWE, $NWS, $NWSA, $NXR, $OAKS, $OLED, $OMI, $ORA, $PFBI, $PKG, $PLD, $POOL, $PSA, $PSB, $QQQX, $RNR, $RRC, $RRR, $SAH, $SAR, $SCI, $SELF, $SFNC, $SJR, $SLCA, $SMMF, $SOHO, $STC, $TCO, $TIER, $TMO, $TXRH, $UCBI, $UE, $UGI, $VBF, $VIA, $VIAB, $VLY, $VR, $VVR, $WOR, $WRB, $WRE, $WWE, $XEL, $XL
- Mar 14: $AAT, $AMOT, $BDC, $BGG, $CXE, $CXH, $DDR, $ESBK, $ESSA, $FNV, $GG, $GILD, $HCAP, $HIHO, $ICE, $LM, $MCR, $MCY, $MIN, $MMT, $MPW, $OXLC, $PBIP, $PKY, $QTS, $ROIC, $RWT, $SFL, $SLGN, $SNV, $TICC, $TROW
- Mar 15: $AIMC, $ALOG, $AME, $ARII, $ARKR, $BBBY, $BIG, $BPOP, $CARO, $CCI, $CIZN, $CMFN, $CNQ, $CRWS, $CTS, $CWH, $DBL, $DSW, $EE, $ENS, $FBSS, $FIS, $FLIC, $FLXS, $FNF, $GAB, $GDL, $GEF, $GEF.B, $GOLD, $GWRS, $HI, $HOFT, $IIIN, $INT, $JOY, $LDR, $MEOH, $MRCC, $MYE, $NDAQ, $NMFC, $NOV, $NX, $OMAM, $OXBR, $PB, $PMTS, $PVTB, $QCRH, $RBCAA, $RGR, $RNST, $RYAM, $RYN, $SJI, $SPOK, $STRT, $TCPC, $TDS, $TG, $UTMD, $WU, $WYN
Expected Earnings Reports
Symbol | Name | EPS Estimate | When |
BKE | Buckle Inc | 0.8 | Before Market Open |
CNTY | Century Casinos Inc | 0.09 | Before Market Open |
CTRN | Citi Trends Inc | 0.36 | Before Market Open |
CVGI | Commercial Vehicle Group Inc | -0.02 | After Market Close |
ESES | Eco-Stim Energy Solutions Inc | -0.28 | 06:00 am ET |
EVAR | Lombard Medical Inc | -0.28 | After Market Close |
GCO | Genesco Inc | 1.78 | Before Market Open |
GWRS | Global Water Resources Inc | N/A | Before Market Open |
HIBB | Hibbett Sports Inc | 0.54 | Before Market Open |
HNRG | Hallador Energy Co | 0.12 | After Market Close |
KIRK | Kirkland's Inc | 0.81 | Before Market Open |
MRAM | Everspin Technologies Inc | -0.32 | Before Market Open |
MTN | Vail Resorts Inc | 3.41 | Before Market Open |
NWLI | National Western Life Group Inc | N/A | After Market Close |
OCUL | Ocular Therapeutix Inc | -0.45 | Before Market Open |
ODC | Oil-Dri Corporation of America | N/A | After Market Close |
PFIE | Profire Energy Inc | 0 | Time Not Supplied |
PGEM | Ply Gem Holdings Inc | 0.15 | Before Market Open |
SALM | Salem Media Group Inc | 0.15 | After Market Close |
SAMG | Silvercrest Asset Management Group Inc | 0.19 | Before Market Open |
SDPI | Superior Drilling Products Inc | -0.06 | Before Market Open |
SHOS | Sears Hometown and Outlet Stores Inc | N/A | Before Market Open |
SRLP | Sprague Resources LP | 0.95 | Before Market Open |
STRP | Straight Path Communications Inc | -0.12 | After Market Close |
TST | TheStreet Inc | -0.05 | Before Market Open |
UTSI | UTStarcom Holdings Corp | -0.08 | Before Market Open |
VNRX | VolitionRX Ltd | -0.14 | Before Market Open |
Standard disclaimer: The content in this thread is for information and illustrative purposes only and should not be regarded as investment advice or as a recommendation of any particular security or course of action. Opinions expressed herein are the opinions of the poster and are subject to change without notice. Reasonable people may disagree about the opinions expressed herein. In the event any of the assumptions used herein do not prove to be true, results are likely to vary substantially. All investments entail risks. There is no guarantee that investment strategies will achieve the desired results under all market conditions and each investor should evaluate their ability to invest for a long term especially during periods of a market downturn. Have a nice day. bleep:1488095340:blorp submitted by Robot_of_Sherwood to RobinHood [link] [comments]
The U.K.’s Public Health Center for Gaming Disorders Marks a New Era in Fighting Tech Addiction
The battle against gaming addiction entered a new era this week when the U.K. public health system, the National Health Service (NHS), announced the opening of its first center specializing in ‘Internet and Gaming Disorders.’
With the new center, the U.K. sets a new baseline for efforts to fight gaming addiction. Other countries have tried to address the issue, but largely on a more limited scale. South Korea, for one, has tried to legislate culture change by policing access to games, but thi
s has proved largely futile. Its
‘Cinderella Law’ allowing only users 16 years and older to log on to online gaming sites between midnight and 6 a.m. didn’t apply to cell phones or tablets.
“Compulsive gaming and social media and internet addiction is a problem that is not going to go away when they play such a key part in modern life,” Claire Murdoch, NHS national mental health director, said in the agency’s statement.
Starting in November, the London-based center’s psychiatrists and clinical psychologists will work with patients between ages 13 and 25 whose lives have been affected by “severe or complex behavioral issues associated with gaming, gambling and social media,” the NHS said in a release.
An international epidemic
The World Health Organization set the stage for such treatment centers in September 2018, when it recognized
“gaming disorder” as an official mental health condition for the first time. The designation placed gaming disorder in the WHO’s International Classification of Diseases alongside substance use and gambling addiction.
Associated health concerns listed by the WHO include a lack of physical activity, unhealthy diet, sleep deprivation, aggressive behavior, musculoskeletal problems, depression, and psychosocial functioning.
Funded through the annual NHS budget of 139.3 billion pounds (rising to 143.4 billion pounds in 2020), the U.K. center is meant to fill a gap in mental health treatment that was previously occupied by private programs and more generalized NHS mental health services.
“We are inundated. We have got sixty referrals already,” says Dr. Henrietta Bowden-Jones of the addictions faculty at the Royal College of Psychiatrists, who serves as director of the National Centre for Internet and Gaming Addictions where the new clinic will be located.
“Some have come in over the past few days,” she says. “But others are people who are desperate for help who I have had to tell ‘We’re not a gaming clinic yet, I’m trying to raise the funds to set one up’ and they said to keep our names and let us know when you’re ready.”
Other European clinics have seen similarly desperate growth.
The
Yes We Can clinic on the outskirts of Eindhoven, Netherlands, for instance, treated 250 children for gaming addiction in 2018 and has so far treated 450 in 2019 — including 50 from the U.K.
“In the past four years we have seen enormous growth in kids coming into our clinic with gaming addiction,” says Jan Willem Poot, 40, a former addict who created the clinic. Poot does not have a medical background himself; his team includes psychiatrists, therapists, counselors, nurses, and youth coaches. “Every year the numbers almost double,” he says.
The demographics of the clinic’s other overseas clients also reveal the global nature of the problem: in the past two years, Poot and his colleagues have helped children from 22 different countries, including the U.S., Brazil, Canada, Italy, Kazakhstan, Russia, Singapore and Sweden.
Dr. Bowden-Jones says that she expects that a relatively small percentage of gamers will suffer the medically recognized disorder—no more than 2%—but that the issue is important to address because about 75% of young people in the U.K. engage in gaming.
Addictive tools
In discussing games like Fortnite, World of Warcraft and Grand Theft Auto, Poot cites “addictive tools built inside the games” as problematic.
These ‘tools’ feature in-game purchases and “pay-to-win” mechanisms that encourage players to spend real or virtual money in return for character upgrades or improved weaponry.
Then there is the contentious issue of loot boxes—essentially digital treasure chests sprinkled throughout games. Like “pay-to-win” tools, these encourage gamers to take a shortcut and pay for upgrades. The difference is that, with loot boxes, gamers never know what’s inside until they’ve paid to open them.
“It’s just like getting into a casino,” says Poot. “If you look at slot machines, where you pay money without knowing what’s going to come out, then that’s exactly what is being built in these games.”
This view is supported by U.S. Sen. Josh Hawley (R–Mo.), who introduced
The Protecting Children from Abusive Games Act in May to limit online “exploitative practices”. If passed, publishers and game distributors will face fines for both blind loot boxes and “pay to win.”
In a release, Hawley described the business model as akin to “placing a casino in the hands of every child in America with the goal of getting them desperately hooked.”
Gaming industry responds
The online game industry is taking note of the backlash. “We need to take it seriously and adopt countermeasures,” Sony CEO Kenichiro Yoshida told Japanese news outlets in May.
According to the
Entertainment Software Association, console makers
Microsoft, Nintendo, and Sony will require games to state how likely a loot box is to hold certain items by 2020.
For the NHS, while it can assemble clinicians to lessen the negative impact of addictive gaming, the root of the problem can only really be tackled by the games industry itself.
“Tech giants need to recognize the impact that products which encourage repeated and persistent use have on young people and start taking their responsibilities seriously,” says NHS national mental health director Murdoch.
The dilemma the gaming industry faces is how to address addiction, however, is that intense player engagement is an inherent driver of the $137.9 billion global gaming market—a figure that’s forecast to rise to around $180.1 billion by the end of 2021, says the
NewZoo 2018 Global Games Market Report.
Ultimately, the gaming world will need to strike a balance between profit and the welfare of players—something it’s already striving to do through engaging with regulators and the gaming community itself. In recent years this has led to a number of practical changes, such as improved parental controls, the introduction of a simplified age rating system and compulsory in-game purchase description labels.
“We should evolve what we offer and recognize there’s more we can do,” Dave McCarthy, head of operations at Xbox, told the
Telegraph (U.K.) in May. “Part of this is saying that we recognize there are challenges and we feel a great responsibility to make healthy spaces.”
More must-read stories from Fortune:
—Apple CEO Tim Cook has plenty to say as [new hardware looms
](
https://fortune.com/2019/10/05/apple-tim-cook-airpods/)—[How Russian PR firms plant stories](
https://fortune.com/2019/09/30/russian-disinformation-for-hire/) for companies in U.K. news outlets, social media
—Behind the ouster of eBay’s CEO? [A trend every tech company should pay attention to
](
https://fortune.com/2019/10/05/ebay-ceo-ouster-technology-deconglomeration/)—From porn to scams,
deepfakes are unnerving business leaders and lawmakers
—
Why Apple is offering cheaper streaming and iPhones__Catch up withData Sheet, Fortune’s daily digest on the business of tech. * More Details Here submitted by acerod1 to Business_Analyst [link] [comments]
MAME 0.188
MAME 0.188 comes to you with tales of perseverance, blind luck, and the kind of insanity you’d get from no-one else. By sheer chance, a DECO Cassette system Brian Troha picked up cheap happened to come with a set of graphics ROMs for Explorer. While the Explorer program cassette was dumped sixteen long years ago, the graphics ROMs have proved elusive until now. We can finally all enjoy this Tempest-inspired title from the early ’80s.
After much effort and rendering several boards inoperable, Peter Wilhelmsen and Morten Shearman Kirkegaard successfully
extracted the programs from the DS5002FP protection modules on Gaelco World Rally 2 and Touch & Go. Yet another seemingly impenetrable protection scheme has been been emulated. Persistence has paid off. This is also a boon for people wishing to repair Gaelco games that have ceased to function after the lithium cell in the protection module has failed. After extracting the program from a working board, it’s possible to reprogram other boards running the same game.
As for MAMEdev-brand insanity, we are (to the best of our knowledge) the world’s first and only emulator for the INTELLEC® 4. This system was used to develop software for Intel’s earliest microprocessor family, the 4004 and 4040. We’ve even put together a
user manual of sorts if by chance you want to see what interactive debugging was like in the ’70s. It has lots of fun LEDs and switches!
Fans of handheld LCD games will be pleased to see the steady stream of improvements: 0.188 adds support for several Konami and Tiger handhelds, and vector backgrounds have been added for Game & Watch titles Mario Bros, Mickey & Donald, and Cement Factory.
On the arcade side, we’ve added support for Operation Wolf SC, a version of the military-themed shooter Operation Wolf with reduced difficulty intended for small cabinets located in shopping centres (hence the SC). Children could stay out of trouble storming concentration camps and powder magazines while their parents shopped in peace. Another interesting addition from Taito’s history is a very rare prototype of Bubble Bobble on Tokio hardware. It has different graphics and music, and includes a functional stage editor. Of course we’ve added an assortment of clones as usual, including versions of Act-Fancer, Kageki, Logger, Solar Assault, Street Fighter II, Taisen Idol-Mahjong Final Romance 2, and Xevious 3D/G.
I’ll finish by mentioning that save states and scheduled exits should now work properly in Emscripten builds (thanks to James Baicoianu), colours are fixed for Time Limit and Omega (thanks to ShouTime dumping the PROMs), and ROM identification (-romident verb) is even faster (under ten seconds on my old notebook). You can get the source/Windows binaries from
the download page and try it out.
MAMETesters Bugs Fixed
- 05900: [Sound] (ddenlovr.cpp) funkyfig, funkyfiga: Missing music and partial sound FX (Ivan Vangelista)
- 06261: [Sound] (polepos.cpp) polepos2: Crowd Cheering sounds are messed up at the chequered flag (goal). (Robbbert)
- 06370: [Save/Restore] (vegas.cpp) sf2049se, sf2049te: Crashes on reload (-str 8) in a staggered -str 20 run (Ted Green)
- 06562: [Crash/Freeze] All sets in octopus.cpp, zorba.cpp: Fatal Error when using various terminal/printers in slots (Ivan Vangelista)
- 06564: [Crash/Freeze] (ti99_4x.cpp) All sets in ti99_4x.cpp, ti99_4p.cpp: SuperAMS memory expansion card (samsmem) Fatal Error when mounted (Ivan Vangelista)
- 06581: [Interface] Various problems with software loading/unloading: Various problems with software loading (Nathan Woods)
- 06588: [Interface] Regression loading softlist items from the command line with changed slot options (Nathan Woods)
- 06592: [DIP/Input] (nbmj8891.cpp) chinmoku: DSW B should not exist. (Robbbert)
- 06613: [Crash/Freeze] (rohga.cpp) schmeisr: Exception on exit (David Haywood)
- 06620: [Crash/Freeze] (itech8.cpp) ninclown: During final boss Twisto the game can potentially crash (Phil Bennett)
- 06624: [Misc.] (mc10.cpp) Emulation of the right-shift and rotate instructions (ASR, LSR, ROR) do not correctly modify the overflow flag (V) (AJR)
- 06627: [Sound] (segas32.cpp) kokoroj2: Missing voice in game (Arzeno Fabrice)
- 06631: [Sound] (vgmplay.cpp) vgmplay: Attempting to play a .vgm/.vgz file containing 2 X POKEY does not play back correctly. (AJR)
New working machines
- A-One Arrange Ball/Tandy Zingo/LJN Computer Impulse [hap, Sean Riddle]
- Blades of Steel (Konami handheld) [hap, Sean Riddle]
- Bucky O'Hare (Konami handheld) [hap, Sean Riddle]
- Double Dragon (Tiger handheld) [hap, Sean Riddle, Kaede]
- Gauntlet (Tiger handheld) [hap, Sean Riddle]
- Go Go Cowboy (English, prize) [Brian Troha, Ryan Holtz, Smitdogg, The Dumping Union, Luca Elia]
- INTELLEC 4/MOD 4 [Vas Crabb]
- INTELLEC 4/MOD 40 [Vas Crabb]
- Legend (SNES bootleg) [ShouTime, MetalliC]
- Milton Bradley Arcade Mania [hap, Sean Riddle]
- Sonic The Hedgehog (Tiger handheld) [hap, Sean Riddle]
- Space Jam (Tiger handheld) [hap, Sean Riddle]
New working clones
- Act-Fancer Cybernetick Hyper Weapon (World revision 3) [Corrado Tomaselli, The Dumping Union]
- Bubble Bobble (prototype on Tokio hardware) [Arzeno Fabrice, brizzo, Phil Bennett, rtw, Alex Meijer, The Dumping Union]
- Cobra-Command (World/US revision 4) [Bryan McPhail]
- Deco Cassette System Multigame (ROM based) [David Haywood]
- Explorers of Space [hap, Igor]
- Fidelity Excel 68000 Mach III [CB-Emu]
- Fidelity Excel 68000 Mach II (rev. C+) [CB-Emu]
- Game & Watch: Egg [hap]
- Golden Poker Double Up (bootleg) [Arcade Vintage, Roberto Fresca]
- HP 85 [F.Ulivi]
- Kageki (World) [frsj8112, The Dumping Union]
- Logger (Rev.2) [Andrew Welburn, Craig Anstett, The Dumping Union]
- Nu, pogodi! [hap, Igor]
- Operation Wolf (Japan, SC) [ShouTime]
- Player's Edge Plus (PP0006) Standard Draw Poker [Brian Troha]
- Return of the Invaders (bootleg no MCU set 3) [f205v]
- Silk Worm (prototype?) [frsj8112]
- Solar Assault (ver JAA) [ShouTime, pablopelos, Dullaron, Paul Vining, Jason Wible, Surgeville, Sean Sutton, David Mercer, John Cunningham, Smitdogg, The Dumping Union]
- Solar Assault Revised (ver JAA) [ShouTime, pablopelos, Dulleron, Paul Vining, Jason Wible, Surgeville, Sean Sutton, David Mercer, John Cunningham, Smitdogg, The Dumping Union]
- Space Invaders (Nas Corp bootleg) [Guru]
- Street Fighter II: The World Warrior (Japan 911210, CPS-B-17) [ShouTime, Bonky, MetalliC]
- Super Triv (English questions) [Smitdogg, The Dumping Union]
- Taisen Idol-Mahjong Final Romance 2 (Japan, newer) [system11, The Dumping Union]
- Tetris (v341R) [Arzeno Fabrice, MetalliC]
- The Ninja Warriors (World, earlier version) [Irongiant, The Dumping Union]
- Xevious 3D/G (World, XV32/VER.A) [rtw, invzim, The Dumping Union]
Machines promoted to working
- Alphatronic PC [R. Belmont, Carl, rfka01]
- Black Touch '96 [Angelo Salese]
- Explorer (DECO Cassette) (US) [Brian Troha, David Haywood]
- Game & Watch: Mickey Mouse [hap]
- Mega Double Poker (conversion kit, version 2.3 MD) [Caps0ff, AJR]
- Ron II Mah-Jongg [Angelo Salese]
- The Roulette (Visco) [Team Europe, Luca Elia]
- Touch & Go (World) [Morten Shearman Kirkegaard, Peter Wilhelmsen, David Haywood]
- World Rally 2: Twin Racing [Morten Shearman Kirkegaard, Peter Wilhelmsen, David Haywood]
Clones promoted to working
- Frogger (bootleg on Amigo? hardware) [Ivan Vangelista]
- Mega Double Poker (conversion kit, version 2.1 MD) [Caps0ff, AJR]
- Sega Ninja (315-5113) [David Haywood]
- Touch & Go (Non North America) [Morten Shearman Kirkegaard, Peter Wilhelmsen, David Haywood]
- Touch & Go (earlier revision) [Morten Shearman Kirkegaard, Peter Wilhelmsen, David Haywood]
New machines marked as NOT_WORKING
- Abnormal Check [R. Belmont, Guru]
- Ai-mode - Pet Shiiku [system11, The Dumping Union]
- Block Pong-Pong [Arzeno Fabrice, brizzo]
- Casino Strip [any]
- Casino Strip IX [any]
- Casino Strip VIII [any]
- Dam Dam Boy [R. Belmont, ShouTime, Sean Sutton, Surgeville, Ryan Holtz, Phil Bennett, Smitdogg, The Dumping Union]
- MAC Jungle [PinMAME]
- Mahjong Gal-pri - World Gal-con Grandprix (Japan) [system11, The Dumping Union]
- Mahjong Hanafuda Cosplay Tengoku 6 - Junai-hen (Japan) [sytem11, The Dumping Union]
- Mahjong Mogitate [system11, The Dumping Union]
- Need for Speed - 4 Cab Link (2 Discs) (v1.0.1 Rev B) [ShouTime]
- Need for Speed GT (Hard Drive+2 Discs) (v1.1.0 Rev C) [ShouTime]
- Nichibutsu DVD Select (Japan) [system11, The Dumping Union]
- Percussion Freaks 4th Mix (G*A25 VER. AAA) [smf]
- PokoaPoka Onsen de CHU - Bijin 3 Shimai ni Kiotsukete! (Japan) [system11, The Dumping Union]
- Renai Mahjong Idol Gakuen (Japan) [system11, The Dumping Union]
- Sharp FontWriter FW-700 (German) [R. Belmont, rfka01]
- Super Derby II [Phil Bennett, Hammy]
- Tsuugakuro no Yuuwaku (Japan) [system11, The Dumping Union]
- VG Pocket Mini (VG-1500) [BeckieRGB]
- VG Pocket (VG-2000) [BeckieRGB]
- Virtua Striker 4 (Export) (GDT-0014) [rtw]
- Virtua Striker 4 Ver.2006 (Japan) (Rev B) (GDT-0020B) [rtw]
- VT330 [Toshi]
- WaiWai Drive [Arzeno Fabrice, brizzo]
- War: The Final Assault (EPROM 1.91 Apr 13 1999, GUTS 1.3 Apr 7 1999, GAME Apr 7 1999) [rtw, Smitdogg, The Dumping Union]
- World Kicks PCB (World, WKC2 Ver.A) [rtw, Smitdogg, The Dumping Union]
- Yamaha TG100 [vampirefrog, superctr, bmos, Valley Bell]
New clones marked as NOT_WORKING
- Beat the Clock (with flasher support) [noahpdavis]
- Commodore PC 10 [rfka01]
- Dirty Harry (LF-2) [PinMAME]
- Fighting Vipers (Revision B) [Phil Bennett, MooglyGuy, Tourniquet, Smitdogg, The Dumping Union]
- Motocross Go! (MG2 Ver. A, set 2) [ShouTime, Bill D, The Dumping Union]
- New Super Triv III [Smitdogg, The Dumping Union]
- Tazz-Mania (Rodmar bootleg) [Arcade Hacker, The Dumping Union]
- Triv Five Special Edition [Smitdogg, The Dumping Union]
New working software list additions
- abc80_flop: ABCDatastorm [Genesis Project]
- coco_flop: Pacman (z80 to 6809 Transcoded - v1.01) (512kb) [Glen Hewlett]
- gameboy: Sachen 4 in 1 (Euro, 4B-003) [Tauwasser]
- ibm5150:
- Le Manoir de Mortevielle [breiztiger]
- Battle Chess, Blades of Steel, Castlevania, Double Dribble, Earl Weaver Baseball, Future Wars - Adventures in Time, Gamer's Edge Sampler - Catacomb and Dangerous Dave, Hardball 2, Heroes of the Lance, John Madden Football, King's Bounty, Lakers vs Celtics and the NBA Playoffs, Links - Championship Course - Bountiful Golf Course, Links - The Challenge of Golf, Mean Streets, Monopoly v2.00 (Shareware), Monty Python's Flying Circus, Ninja Gaiden II, Nova 9, Over the Net, Pharaoh's Pursuit, Secret of the Silver Blades, Speedball II, Street Fighting Man, Super C, Superstar Ice Hockey, Superstar Indoor Soccer, Superstar Indoor Sports, Superstar Outdoor Soccer, The Cycles, Top 10 Solid Gold Volume II, Wings of Fury, Zool [Justin Kerk]
- ibm5170: B-17 Flying Fortress, Body Blows, Corncob Deluxe, DOS/V (multiple versions), Dune, Global Conquest, King's Quest V, Lightspeed, MS-DOS (Version 6.22, Brazilian Portuguese), Star Trek - 25th Anniversary [Justin Kerk]
- pce_tourvision: Doraemon - Nobita no Dorabian Night, Majin Eiyuu Den Wataru [system11, The Dumping Union]
- x68k_flop: Chourensha 68k (v1.00) [Justin Kerk]
New NOT_WORKING software list additions
- ibm5150: Boulder Dash Construction Kit [Justin Kerk]
- ibm5170: IBM Personal Computer DOS (Version J5.00/V) (Japanese), PC-DOS (multiple sets using XDF disk format) [Justin Kerk]
Source Changes
- z8: Fixed disassembly of DECW RR opcode, added more control registers to state for debugger. [AJR]
- Added support for experimental overclocking of sound devices through UI sliders with -cheat enabled. [AJR]
- ym2151, ymf271, namco: Added support for dynamic changes to clock frequency. [AJR]
- Fixed scheduler overflow when a device executes for more cycles than there are in a second. [AJR]
- nibbler, levers: Changed joysticks to 4-way as documented in manuals. [AJR]
- megadpkr: Hooked up 68705P5 MCU, figured out banking, and added timekeeper RAM and inputs. [AJR]
- colt: Fixed colors. [AJR]
- vgmplay enhancements: [AJR]
- Added support for YMZ280B and YMF271.
- Fixed clock speed for dual POKEY.
- Produce error message when nonexistent file is specified.
- froggeram: Fixed PPI accesses allowing sound emulation to work. [AJR]
- listxml enhancements: [AJR]
- Match arguments against device names as well as driver names.
- Allowed DTD output for -listxml, -listsoftware and -getsoftlist to be suppressed with -nodtd option.
- gunfront: Corrected "Upright Controls" DIP switch - OFF is Single, and should not be the default. [AJR]
- mrdo: Load protection PAL data (not used at the moment). [AJR]
- mastboy: Changed parallel EEPROM type to "EAROM" (rather than generic NVRAM). [AJR]
- MC6800: Fixed LSROASR overflow flag generation (N XOR C). [AJR]
- funystrp: Added serial EEPROM for high score entries. [AJR]
- ygv608.cpp: Added CRTC function, turned IRQs into handler callbacks, added border color. [Angelo Salese]
- blackt96.cpp improvements: [Angelo Salese]
- Added flip screen and coin counter support.
- Reimplemented text layer as tilemap.
- Added notes, promoted game to MACHINE_IS_INCOMPLETE - bugs like the timer not decrementing are actually caused by sloppy coding.
- cvs.cpp: Kludged a protection check in Superbike that was resetting the machine under certain conditions. [Angelo Salese]
- Also demoted to MACHINE_UNEMULATED_PROTECTION since game can lock indefinitely under a particular condition.
- Wrote a new device container for Nichibutsu sound hardware, used by csplayh5.cpp and niyanpai.cpp. [Angelo Salese]
- Standardized button layout for PCE bootlegs. [Angelo Salese]
- Fixed screen misalignment regression in Bionic Commando. [Angelo Salese]
- Added sound samples to PT Reach Mahjong. [Lord Nightmare, Angelo Salese]
- socrates: Reimplemented keyboard MCU simulation as a separate timer-driven function. [Lord Nightmare]
- Fixes issues with super painter and a few other games not recognizing keyboard input.
- Also eliminated anonymous timers and keyboard tagmap lookups, and added savestate support.
- arkanoid.cpp: Added machine definition for Akranoid bootleg with 68705P3 and AY-3-8910, matching real hardware. [Lord Nightmare]
- Also added notes about which sets bootlegs are derived from.
- dectalk.cpp: Removed unnecessary driver init and replaced with machine_start, eliminated anonymous timers, and added savestate support. [Lord Nightmare]
- taitocchip.cpp: Hooked up the four 'ASIC RAM' shared bytes/semaphores/command registers between external CPU and the C-chip, got rid of hack for megablast. [Lord Nightmare]
- Implemented DIP switches and tweaked inputs for Bubble Bobble prototype so that the stage editor works. [Lord Nightmare]
- missb2 updates: [Lord Nightmare]
- Fixed OKI read/write bitswap so what seem to be the correct sound effects are played.
- Replaced the corrupt OKI ROM dump with the bublpong OKI ROM - all non-corrupted areas are identical.
- Added watchdog.
- retofinv.cpp: Added original Taito 68705 MCU dump. [Corrado Tomaselli, Lord Nightmare, brizzo]
- Moved bootleg 68705 MCU to its own set, renamed sets to make it more obvious which are bootlegs.
- Verified XTAL, dividers, and SN76489A type from PCB pictures.
- Added missing original color PROMs and allowed video/retofinv.cpp to use either those or the single bootleg color PROM.
- Added correct palette weighting for all dec8 games. [Bryan McPhail]
- Made DECO RM-C3 into a device used by dec8 and karnov.cpp games. [Bryan McPhail]
- Fixed colours in Crude Buster (verified against real hardware); added documentation to cbuster.cpp. [Bryan McPhail]
- pc9801: Moved cbus to bus and added WIP mpu401 support. [Carl]
- plugins/cheat updates: [Carl]
- Poll for setting hotkeys.
- Link simple cheats.
- Added Motorola MC14411 Bit Rate Generator device. [Joakim Larsson Edstrom]
- fccpu1 updates: [Joakim Larsson Edstrom]
- Updated LOG system and replaced CLOCK_SIGNAL_HANDLER with real MC14411 BRG device.
- Added machine configuration for baud rates for all three serial ports using MC14411 device.
- Added newer version of firmware Force Debugger v1.1.
- 68340: Added configuration macros and callbacks for 8-bit ports A and B, updated LOG system. [Joakim Larsson Edstrom]
- sda5708: Added layout support and state saving. [Joakim Larsson Edstrom]
- sda5708: Added layout with generated bezels and program snippet to redo it as a comment. [Joakim Larsson Edstrom]
- dbox: Added sda5708 matrix display layout (displays version number on start but hangs shortly thereafter). [Joakim Larsson Edstrom]
- ti99: Changed Hexbus chaining; moved Hexbus up one level (from bus/ti99 to bus). [Michael Zapf]
- Overhauled MAME options handling. [Nathan Woods]
- The new options system is more dynamic and should detect errors earlier.
- The slot menu now shows updated options in response to selections made by the user.
- Added a menu listing existing state files displayed when choosing a position to save/load. [Nathan Woods]
- Any position may be selected with keyboard 0-9/A-Z or joystick buttons.
- Existing positions may be selected using UI navigation controls.
- Made the length parameter for debugger 'load' command optional (defaults to length of file), converted code from stdio to iostream. [Nathan Woods]
- MC6847: Fixed "Semigraphics 6" mode on CoCo/MC-10 (issue reported by Jim Gerrie). [Nathan Woods]
- Displays "stripes" for video bytes $00-$7F because INT/EXT is asserted but A/S is not, and there is no external ROM.
- Cleaned up the MC-10 driver. [Nathan Woods]
- Fixed regression in ROM loading that resulted in not all actual hashes being printed on mismatch. [Nathan Woods]
- sdl: Added SDL_WINDOW_BORDERLESS for fullscreen, required by some Linux window managers. [O. Galibert]
- dvdisasm: Simplified by decoupling information creation and display rendering. [O. Galibert]
- debugcpu: Eliminated direct() from read_opcode. [O. Galibert]
- options: Set the value when setting the default as before. [O. Galibert]
- mameopts: Don't lose the system inipath when looking for hashpath. [O. Galibert]
- dimemory: Lifted cap on number of address spaces per device, renamed AS_DECRYPTED_OPCODES to AS_OPCODES. [O. Galibert]
- Fixed media option numbering with custom instance names (github issue 2468). [O. Galibert]
- cbuster.cpp: Added a x3 hack to the YM2203 clock frequency to fix incorrect pitch. [Phil Bennett]
- Improved -romident performance by dynamically allocating large arrays at device_start time. [Phil Bennett]
- m377xx: Added preliminary M37720 support. [R. Belmont]
- alphatro improvements: [R. Belmont]
- Added correct banking and partial floppy support.
- Corrected motor on and FDC reset.
- Corrected number of driver (real machine only has two), and fixed B: drive.
- output: Fleshed out network output provider to have the same capabilities as legacy Win32 provider: [R. Belmont]
- Messages are of form "verb = value\1"; "hello = 1" on successful connection, "mamerun = 0" on shutdown.
- Send "send_id = n" to query IDs where n=0 means machine shortname, and n=1-? are output node names.
- Rewrote MCS-40 (4004/4040) emulation/disassembly: [Vas Crabb]
- Added support for all 4040 features besides interrupts.
- Split address/status, RAM/ROM ports, and program memory into separate address spaces.
- Emulated 8-clock instruction cycle, interruptible at any point, bus signals exposed.
- Converted inputs to input lines, added callbacks for chip select outputs and 4008/4009/4289 signals.
- Made disassembly output closer to what ASL accepts as input.
- Allowed 4-bit registers to be set independently through the debugger.
- Added INTELLEC 4 driver with support for MOD 4 and MOD 40 variants: [Vas Crabb]
- Supports TTY, PROM programmer, and all front-panel debugging features using clickable artwork.
- Supports PROM, program/data storage and high-speed paper tape reader cards.
- Updated flicker to use new MCS-40 core and improved emulation: [Vas Crabb]
- Re-implemented I/O based on how hardware actually works (wasn't possible with previous 4004 core).
- Corrected flicker RAM size, removed NVRAM, and connected playfield lamps and operator adjustments.
- Added save state support.
- Layout system improvements: [Vas Crabb]
- Made scripts do substantial validation of layouts at build time.
- Drop views that don't validate at runtime rather than entire layouts to help machines with terminals connected by default.
- Cleaned up serial, matrix keyboard and TI-8x link protocol interfaces: [Vas Crabb]
- Switched to delegate timers and moved state registration to post-start, making implementations a bit less error-prone.
- Made device_memory_interface own its address space objects. [Vas Crabb]
- Made parent/clone loops raise a fatal error rather than hanging in a loop appending to a string. [Vas Crabb]
- Made internal UI list missing/incorrect files when audit fails. [Vas Crabb]
- Cocoa debugger improvements: [Vas Crabb]
- Save/restore window positions/sizes/splits/scrolling/expressions/focus (excluding device info viewer).
- Fixed scroll jump on clicking a memory/disassembly view that's been scrolled while unfocused.
- Made XML file a specialisation of data node that can be easily managed with smart pointers, and added a method for copying a data node/subtree into a different tree. [Vas Crabb]
- Fixed fatal error on selecting a software part with internal UI, and made software parts menu sort by name. [Vas Crabb]
- Cleaned up Gaelco protection MCU interface device. [Vas Crabb]
- hh_sm510 artwork updates:
- Added background vector graphics to gnw_ml102. [ChoccyHobNob]
- Improved gnw_mw56 SVG screen and added background graphics. [hap, ChoccyHobNob, Tanukichi]
- Improved gnw_jr55 LCD segments. [hap, JonasP]
- Added background graphics to nupogodi.svg. [Igor, hap]
- Added background graphics to gnw_dm53.svg. [O. Galibert, hap]
- segas16b.cpp: Replaced goldnaxe2 317-0122 i8751 bad dump with working redump from undamaged chip and removed simulation code. [anonymous, digshadow]
- segas32.cpp: Redumped kokoroj2 sound data ROM. [Arzeno Fabrice]
- Improved WD2010 emulation: [Bavarese]
- Better feedback on cylinder positions, almost all checks pass except low level tests expecting manufacturer or diagnostic tracks.
- Added Commodore D9060 82S137 PROM dumps. [Bo Zimmerman, Andrew Welburn]
- r9751: Added preliminary SMIOC device with 8237 DMA controllers and RS-232 ports. [Brandon Munger]
- Added an external panel for the Ensoniq VFX family of keyboards, with a websocket interface and an HTML/Javascript implementation that can be served over HTTP. [Christian Brunschen]
- Fixed QT 5.5.1 for Ubuntu 14.04 "Trusty Tahr" (allows Travis CI build to complete). [dankan1890]
- naomi.cpp: Dumped earlier Sega Gun Board firmware. [Darksoft]
- opwolf, opwolfa, opwolfj, opwolfjsc, opwolfu: Added C-chip dumps (game-specific EPROM still bad). [Caps0ff, David Haywood]
- Touch & Go, World Rally 2, TH Strikes Back: Dumped DS5002FP security modules, replaced simulation. [Morten Shearman Kirkegaard, Peter Wilhelmsen, David Haywood]
- Created Taito C-chip device and used in asuka.cpp, opwolf.cpp, rbisland.cpp, taito_f2.cpp, taito_x.cpp and volfied.cpp. [David Haywood]
- srdarwin: Replace MCU simulation with internal ROM dump: [Caps0ff, David Haywood]
- Using real dump for srdarwin, and hand-modified version to satisfy srdarwinj.
- Fixes incorrect behaviour for 6th boss (no longer skips first form).
- Split decocass state class up so that the dongle types aren't polluting base class. [David Haywood]
- Also added support for bootleg multigame and fixed regression caused by change in draw order.
- tehkanwc.cpp: Fixed DIP switches for tehkanwcd (different setup to other sets); added DIP switch locations for all sets in driver. [David Haywood]
- Identified DIP switches for a number of DECO Cassette sets. [David Haywood]
- Irem M62 cleanups: [David Haywood]
- Split PROM regions up by function (legacy from when MAME only allowed a single PROM region per system).
- Made use of multiple palettes and gfxdecode structures.
- upd7810, upd7811: Added internal address maps. [David Haywood]
- gaelco/ds5002fp updates: [David Haywood]
- Made ds5002fp store battery-backed internal RAM and SFR registers as NVRAM.
- Made SFR defaults configurable in ROM loading like NVRAM defaults.
- Made external SRAM persistent as well (some games store scores etc. in it).
- Cleaned up Touch & Go dump and added preconfigured internal RAM.
- Created device for Gaelco protection module and removed remaining simulation code.
- Decrypted SEGA_315_5133 used by 'seganinja' set. [David Haywood]
- Shares identical code with other sets, just encryped with a different key.
- Add DIP switches to Tsukande Toru Chicchi. [einstein95]
- Initial HP series 80 emulation: [F.Ulivi]
- Working HP-85A with 16kB RAM, including Capricorn CPU, keyboard, CRT text/graphics modes, timers, and beeper.
- DC100 cassette, extension ROMs, I/O modules, and integrated printer are not supported.
- ITT3030: Corrected 70-track drive type, and added 35-track drive type and format definition. [helwie44, rfka01]
- Added Commodore PC10-III ROM dumps collected by German vintage computer forum users. [rfka01]
- Added original Commodore PC 10/PC 20/ PC 30 in two BIOS variants. [rfka01]
- Fixed default DIP switch settings for Parodius. [Jack Li]
- Enhanced Emscripten support: [James Baicoianu]
- Fixed save/load support and scheduled exit.
- Improved main loop, simplified integration points, and made JavaScript entry points static members of running_machine.
- Exposed soft_reset, hard_reset, exit load and save functions, allowing more control of emulation session from JavaScript.
- Fixed #include path with USE_LIBSDL on macOS. [Joshua Root]
- Hooked up ibm5150 softlist to compc and europc drivers; changed europc to use single built-in 3.5" drive. [Justin Kerk]
- snk.cpp: Added PAL dumps to victroad. [Kevin Eshbach, The Dumping Union]
- wolfpack: Fixed missing Torpedo trail. [MASH]
- z80scc: Added basic wait/DMA request support, renamed WRDY to WREQ to match datasheet. [Patrick Mackinlay]
- ncr5390 improvements: [Patrick Mackinlay]
- Improved initiator transfer information logic.
- Split transfer count/counter.
- Added rudimentary 53C90A/53C94 support.
- Reworked initiator transfer information state machine, should now support all SCSI phases
- Improved handling of DMA/non-DMA commands.
- Added an undocumented hack to make InterPro work.
- Implemented interrupt status flag in status register for 53C90A (critical for InterPro).
- Improved tcounter and DMA/DRQ handling.
- Corrected tcounter and transfer count zero handling (based on transfers to/from SCSI bus, not DMA).
- Prevent fifo oveunderrun, requires restarting state machine from dma_r()/dma_w().
- Corrected bus/function complete with FIFO (interrupt only when it empties, but state detected based on SCSI bus).
- Clear status, istatus and sequence when reading istatus (not status) with active interrupt.
- Tweaked DRQ behaviour - only assert if there is insufficient data in FIFO.
- nscsi_hd: Corrected INQUIRY command handling when a non-zero LUN is requested. [Patrick Mackinlay]
- interpro: Got SCSI working and other improvements: [Patrick Mackinlay]
- Reworked DMA, added eth registers.
- Improved 5390 device, removed legacy 539x SCSI stuff.
- Passes all iogadiag tests if bus error hack is enabled.
- Implemented basic serial DMA.
- Switched to ncr53c94.
- Initial preparation for Ethernet implementation.
- Implemented timer-based DMA.
- Implemented i82586 Ethernet MAC, ~90% complete. [Patrick Mackinlay]
- Improved wheel board on Midway Seattle and Vegas, and added layout for sf2049. [Risugami]
- sun1: Replaced console hack with upd7201 device. [shattered]
- chihiro.cpp: Added Quest of D Firmware Update DVD dump. [ShouTime]
- freekick.cpp: Dumped color PROMs for Omega (Nihon System), correcting the colors. [ShouTime]
- Redumped Time Limit color PROMs. [ShouTime, TServo2049, pablopelos, The Dumping Union]
- shootaw2: Added dumped EEPROM image. [Smitdogg, The Dumping Union]
- Added skeleton driver for Yamaha TG100 MIDI module. [superctr]
- H8/520 CPU is not implemented, sound chip is Yamaha YMW258-F (likely to be identical to Sega MultiPCM).
- Game Boy/Super Game Boy improvements: [Tauwasser]
- Added Super Chinese Land 1.2.3' to MBC1 Collection check code.
- Fixed MMM01 zero-adjust logic for ROM bank.
- Fixed Super Game Boy VRAM transfers and removed border hack.
- Fixed various code style and comment issues.
- macpci: Added more Pippin ROM sets. [unknown]
- retofinv.cpp: Added DIP switch locations and documented edge connectors. [Brian Troha]
- wrally.cpp: Added World Rally PCB layout. [Brian Troha]
- targeth.cpp: Added PCB layout, defined CPU clocks in terms of OSC/resonator, corrected OKI clock, and corrected Target Hits v1.1 program ROM labels. [Brian Troha]
- stv.cpp: Corrected Taiwan BIOS label. [cpsystem3]
- sms.xml updates: [Enik Land]
- Fix The Terminator by adding their on-cart RAM.
- Added notes for games with SK-1100 keyboard support.
- Corrected Great Baseball (Euro, USA, Bra) release year.
- Corrected Teddy Boy Blues (Jpn, Ep-MyCard, Prototype) and Ghost House (Sega Card, Prototype) interface types.
- kinst.cpp: Updated hardware info. [Guru]
- abcheck: Added default EEPROM so the game boots without going into service mode first. [Guru, R. Belmont]
- Updated compiling instructions for Fedora Linux. [inflatador]
- Updated hiscore.dat. [Leezer]
- Added -output option to documentation with description of available choices. [OzFalcon]
- megasys1.cpp: Added information regarding R&T (Rod-Land Prototype). [Ryou]
- SDL sound: Fill buffer with silence on underrun. [057a3dd61f99517a3afea0051a49cb27994f94d]
submitted by cuavas to emulation [link] [comments]
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