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MAME 0.209

MAME 0.209

With another month over, it’s time for another release, and MAME 0.209 is sure to have something to interest everyone. We’ve cracked the encryption on the Fun World CPU blocks, making Fun World Quiz, Joker Card, Mega Card, Power Card, Multi Win, Saloon and Nevada playable. Regular contributor shattered has added Кузьмич-Егорыч (Kuzmich-Egorych), a Russian Mario Brothers bootleg running on heavily modified Apple II hardware. In other Apple II news, CD-ROM drives now work with the Apple II SCSI card, and another batch of cleanly cracked floppies has been added to the software list. The NES SimCity prototype has been added to the software list, along with MMC5 improvements to support it, and better emulation for Famicom cartridges with on-board sound chips.
Henrik Algestam has continued his Game & Watch work, bringing Popeye (wide screen) and Zelda to MAME. Chess computer support has been expanded with Fidelity Chess Challenger 3, and additional versions of Applied Concepts Boris, and Novag Super Expert and Super Forte. Newly supported arcade games include Akka Arrh (an Atari title that failed location testing), Little Casino II, a French version of Empire City: 1931, and additional versions of Dock Man and Street Heat. A better LM3900 op-amp model means Money Money and Jack Rabbit are no longer missing the cassa (bass drum) channel, and mixing between music and speech is improved.
Bug fixes include the Rockwell AIM 65 being returned to working order, working support for multiple light guns on Linux from Kiall, corrected screen freeze behaviour on Deniam hardware from cam900, and better flashing characters on the Sinclair QL from vilcans. You can get the source and Windows binary packages from the download page.

MAMETesters Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Translations added or modified

Source Changes

submitted by cuavas to emulation [link] [comments]

MAME 0.209

MAME 0.209

With another month over, it’s time for another release, and MAME 0.209 is sure to have something to interest everyone. We’ve cracked the encryption on the Fun World CPU blocks, making Fun World Quiz, Joker Card, Mega Card, Power Card, Multi Win, Saloon and Nevada playable. Regular contributor shattered has added Кузьмич-Егорыч (Kuzmich-Egorych), a Russian Mario Brothers bootleg running on heavily modified Apple II hardware. In other Apple II news, CD-ROM drives now work with the Apple II SCSI card, and another batch of cleanly cracked floppies has been added to the software list. The NES SimCity prototype has been added to the software list, along with MMC5 improvements to support it, and better emulation for Famicom cartridges with on-board sound chips.
Henrik Algestam has continued his Game & Watch work, bringing Popeye (wide screen) and Zelda to MAME. Chess computer support has been expanded with Fidelity Chess Challenger 3, and additional versions of Applied Concepts Boris, and Novag Super Expert and Super Forte. Newly supported arcade games include Akka Arrh (an Atari title that failed location testing), Little Casino II, a French version of Empire City: 1931, and additional versions of Dock Man and Street Heat. A better LM3900 op-amp model means Money Money and Jack Rabbit are no longer missing the cassa (bass drum) channel, and mixing between music and speech is improved.
Bug fixes include the Rockwell AIM 65 being returned to working order, working support for multiple light guns on Linux from Kiall, corrected screen freeze behaviour on Deniam hardware from cam900, and better flashing characters on the Sinclair QL from vilcans. You can get the source and Windows binary packages from the download page.

MAMETesters Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Translations added or modified

Source Changes

submitted by cuavas to MAME [link] [comments]

Apple Watch Series 5 Review: Now the world's best watch. Period.

Apple Watch Series 5 takes the world's best health and fitness tracker and motivator, connected communications and emergency contact band, and wearable computer platform, and brings it all back full circle — into just what might be the world's best watch.
To find out, I've been testing a space gray aluminum Apple Watch Series 5 running watchOS 6.0 for just about a week, both while traveling in Cupertino California and here at home in Montreal Canada.
I'm Rene Ritchie and this is the Apple Watch Series 5, with a little dash of watchOS 6 and Series 3, and a whole lot of Vector.
Now, that might not sound like much, but it's been one of the biggest knocks on this gizmo since launch. I've mentioned it in every review since and so has almost every reviewer else.
While it's tempting to exclamation point that with an "obviously" or "finally", when you look back at how battery and binary constrained the original Apple Watch was, it's not surprising it took a while.
There was a shortlist of major features that were missing and Apple has spent each year, every year since, knocking them off.
Series 2 brought the power needed to make apps native. Series 3 added cellular connectivity. Series 4 pushed the display out to the edges. And now, Series 5 lets that display stay on all the time.
It lets the watch, you know, be a watch.
If you already have a Series 4 you may not think that's worth upgrading to. For me, even if it was the only new feature — and it isn't — it totally would be. But I can certainly sympathize with that point of view.
Thing is, though. Most people in this world don't have a Series 4. Or any series.
Despite being the most popular watch and fitness tracker in the world, and product that's probably already bigger than the iPod at its height, the vast majority of people still don't have even one. Never mind Series 1.
And it's for them, the first-timers as much as the upgraders, that Apple has been knocking those items off the list.
So, that's how I'm going to approach this review. All the little details current Apple Watch owners demand, so they can figure out when and if they should upgrade, but also what's cool and compelling for those still sitting on the sidelines, watching, waiting, trying to decide when to take the plunge. And how.
Starting with the always-on display.

This Watch tells time

Apple Watch Series 5
From $399 at Apple
The Series 5 Apple Watch is more than just a watch, and for the first time in its existence, it actually acts like a watch.

Apple Watch Series 5 Review: Always on display

In typical Apple fashion, they're not first to this. But they just might be best. There's no secondary display layer. No monochrome veneer. No special mode to turn on or turn off. No separate, kinda 1980s alarm-clock looking face to be stuck with. There's just the existing watch faces. All of them. All now available in always on.

Here's how it works. Previously, when you weren't using your Apple Watch, when you weren't interacting with it or tapping or turning it towards you so you could interact with it, it would go to sleep.
And it still does exactly the same thing now.
Only sleep no longer means the display turning off. Now it means the display staying on, but in ultra low power mode.
It's made possible by the low-temperature poly-silicon and oxide — or LPTO — display. It lets the Apple Watch dynamically adjust the refresh rate from the normal 60Hz all the way down to 1Hz.
It's connected to a new, low-power display driver and high efficiency, integrated power management circuit, all controlled by a new ambient light sensor.

That's on the hardware side. On the software side, the Apple Watch team has crafted low power versions of all the watch faces.
Low power, in that, more costly animations like second hands and digits, Mickey and Minnie footy taps, and the like either disappear or stop moving. Bright colors dim. Costly fills dim all the way down, adding faint outlines to stay legible. Photos fade, and animations like butterflies and Buzz Lightyear go away.
And that's it. That's how they stay until you wake them up again, just like the Apple Watch has always woken up.
Since the moment Apple announced this feature I've had a lot of people asking me if you could turn it off, some for power reasons, some for privacy.
So, yes, you absolutely can. Just go into settings, brightness and display, and kill it any and every time you want to.
But, here's the thing, you may just discover you don't want or ever really need to.
First, if you're thinking normal 18-ish hour battery life with always on display means even better battery life with always on off, you'd be technically correct but far, far overestimating the actual difference it makes.
Apple says it's not a significant amount, much less life changing, and in my limited tests it wasn't even so much that I remembered to mark it down. Of course, your needs and ability to notice might vary, just consider the utility.
If you turn the watch off completely, it'll stay charged for months, for all the good it will do you. Battery is there to be spent.
Second, if you're worried about privacy, Apple has built in a series of considerations for you to… well, consider.
If you're worried about someone seeing a potentially sensitive notification, don't be.
Notifications don't animate in in low power mode. All you get is the tap or the tone and, if you want to see the banner, you have to wake the watch first.
If you're worried about someone seeing sensitive health or personal information in a complication, don't be.
You can go into settings, display & brightness, and hide sensitive complications too. Then, instead of dimming in always on mode, they disappear completely.
If you're worried about low power, even dimmed, being annoying in a theater or bedroom or wherever, if the ambient light sensor detects a particularly dark room, it'll dim the watch even more. If that's still not enough, you can always open control center and flip on theater mode to temporarily turn off the display entirely.
If you think it might be confusing, that because you can see the screen, just dim, in always on mode, you'll try to tap controls while the watch is still asleep… well, you're right.
If you don't turn your wrist first to wake your watch, the first tap won't activate the control, it'll wake the watch. And, because it's dim and not black, your brain will act like one plus one suddenly equalled a cheese danish.
You just have to plough through the initial, awkward adjustment period and keep going.
And if, after hearing all that, you still want to turn off the always on, hit me up in the comments and let me know why. I'm genuinely curious.
Apple has also extended always on to the workout app and for all workouts. That way, if you're doing anything, stretching, swimming, whatever, you can see your stats without having to reach for your watch… even in the pool.
But, Apple hasn't extended always on to any other app. So, if you're in an app and you cover the display to put your watch to sleep, it'll just jump back to the watch face and go into always on mode from there.
And, when you wake it, you'll stay on the face.
If your watch goes to sleep on its own, it'll blur and dim out the app, just so no personal data leaks out, and transparently layer a simple, digital time stamp at the top right.
And, when you wake it, you'll still be on the app.
It's an incredibly considerate user experience that I'm still getting used to. Being able to just glance at the time without having to move my arm or risk offending anyone I'm with, is transformative.
But it's also a little showy offy.
Now, when I go out, especially if it's someplace formal or fancy, I put a lot more thought into my watch face because I know other people might see it. Likewise if I'm going somewhere fun.
Usually, during the week, infographic modular is my go to. It's basically the dashboard for my day. But now, if I'm meeting people for lunch, or I just want to give my god kids a laugh, I'll swipe over to the new Meridian or California-in-lieu of Hermes. Even Solar or Mickey.
Almost the way a traditional watch collector might mull their collection before choosing their look for the day.
That might well fade with the novelty, but I'm enjoying it while it lasts. So much.
I've wanted always-on since day one. In hindsight, I wouldn't have traded any of the other features Apple front loaded first, like cellular or the edge-to-edge display. But I'm incredibly glad always-on is here and I'm even happier with how it's finally arrived.

Apple Watch Series 5 Review: Digital compass

Every year, when Apple introduces the new Apple Watch, they introduce the new S-series System-in-Package, or SiP along with it. That's basically the entire computer that runs the watch, all shrunk down and layered up together.

With Apple Watch Series 2, the S2 went dual-core. With Apple Watch Series 4, the S4 went 64-bit. With Apple Watch Series 5, the S5 is going… well, wherever the hell it wants, because now it's got a magnetometer — a digital compass and knows about direction.
Sorry, yeah. As silicon updates go, it's not just the breaking of Moore's law. It's the temporary cancellation of it.
But Series 5 isn't about performance. We've got that. And it's not about efficiency. The display system is handling that this year. It's just about maintaining everything else while always-on gets layer on top.
At least I hope that's what it's about.
With the A-Series system-on-a-chip, the one used in the iPhone and iPad, Apple has a lot of competition. Samsung, Huawei, Qualcomm, maybe even Intel if you want to look further out.
With watches, they really don't have any.
That's because it's incredibly expensive to make silicon for wearables. So expensive, Apple's one of the few companies that do it and the only company to my knowledge doing it well.
Other companies have reheated old phone chips, then reheated them again. But they simply don't have enough demand from enough customers to have enough budget to do much else right now.
And that's a shame, because completion is a benefit for everyone. It gives us more choice and it gives manufacturers more pressure.
Apple is usually really good about competing with themselves, so hopefully this is just a lull before the next leap. Because, even with always on, we're still not all the way through the list yet.
Not until Apple Watch is stand alone, can stay charged for a week, or both. No pressure.
There is a next-generation version of Apple's W3 chip inside, which handles all the radio communication for the Watch as efficiently and performantly as possible.
And the compass is cool. I was kind of blasé about it initially, because we've had one in the iPhone since the 3GS and I don't really think about it any more. But having it on the watch now has made me realize all the stuff it does and all the stuff the Watch hasn't been doing all this time without one.
Sure, there's a compass app, which is fun and probably beneficial for hikers and campers.
There's also an API, an application programming interface so developers can use it in their own apps. Some are just ok, like food apps pointing you at the restaurant you're reading about. Others are blow away, like astronomy apps highlighting the stars.
It also adds valuable metrics to to workouts, including incline, elevation, and latitude and longitude. And, when combined with GPS, the barometric altimeter, topographical map data, and Wi-Fi, if any, it can show your altitude for hiking, running, and biking workouts as well.
By far, though, my favorite use so far has just been direction in the Maps app. While I was doing the battery life testing for the iPhones 11, I got run down, and so went into Victor Rose coffee for some of the last cold brew of the season.
The line was long, so by the time I got out, my friends had moved on.
Thinking quickly, I told Siri to find Georgia and a few moments later, the map popped up and the directions appeared on my wrist.
I started walking only to realize almost immediately, thanks to the brand new compass on the Apple Watch, that I was going the wrong way.
So, I turned around, turned the corner, and there they were.
Some features are big and fill in huge, hulking gaps. That's always on display. Others are small and serve more to round things out. This is that.
A digital compass nice to have that turns out to be really nice to have.

Apple Watch Series 5 Review: Emergency everywhere

When the Apple Watch got cellular networking, it came with a couple of huge caveats: because of its tiny, tiny size, it couldn't connect to enough radio bands to work in more than one place at a time. Apple had to basically make different models to support different parts of the world. And that meant no roaming.

Except, now, for Series 5, Apple has managed to squeeze in just enough bands, like one per region, to support very, very limited international calling.
International emergency calling, to be specific.
It works almost everywhere — over 150 countries, according to Apple, — even when your phone isn't nearby to piggy back off of.
It does require a cellular-capable Apple Watch, because it needs that modem. But, it works even if you've never activated the watch on a cellular plan and have no existing service.
It's just there. All the time. Ready and waiting to help if your Apple Watch detects a fall or you hit SOS. At home, or abroad.
And that opens up an entirely new roll for the device as an always available emergency beacon, everywhere.
I got a few family members the Series 4 last year just for the fall detection and SOS, so the rest of us wouldn't have to worry so much. Now, I kinda want to swap a couple of them out for the Series 5, the ones that live alone or travel a lot.
I've said it countless times already, but I consider Apple Watch the most important device Apple has ever made because it deliberately, intentionally, by design, saves lives.
International emergency calling is just one more in an increasingly long list of ways Apple is leading that charge.

Apple Watch Series 5 Review: watchOS 6

I'm not going to spend too much time on watchOS 6 right now because, one, it's so good it really deserves its own review and two, it's coming to every Apple Watch with the exception of the original, so locking it up here with the new hardware really doesn't serve existing users.
So, more on the bits later. Let's talk about the atoms.

Apple Watch Series 5 Review: Titanium & Ceramic

There are a few new finishes coming to Apple Watch Series 5. Not aluminum or Nike, alas. Those are pretty much the same silver and space gray for both, and annual shade of gold for the regular, non-Nike. The Nike gold would be pretty good. As would some iPhone 11 style Product Red.

Steel comes in the same polished and DLC-coated space black as it has since launch, though this year Hermes also offers the space black option. And it looks black fire.
White fire is the triumphantly returning Ceramic Edition, which debuted with Apple Watch Series 2 but vanished last year on the Series 4.
Brand new for Apple Watch Series 5 is the Titanium. Lighter and stronger than steel, it comes in a similar DLC-coated space Black, but also in a new brushed metal, with a special surface treatment created by Apple to be as fingerprint and stain resistant as the black.
It's branded as an Edition despite being only a hundred bucks more expensive than the steel because Edition is where Apple's materials team gets to come out and play.
It's watchy-watch stuff for watch-watch lovers, inside Apple and out. And it's just so exactly what makes Apple Apple and the Watch a watch.

Apple Watch Series 5 Review: Bands & Studio

Apple releases new, seasonal bands for Apple Watch every spring, summer, and fall. In the beginning there were also new styles every year. Now, it's mostly about new colors and combinations.
Like I said in the hands-on, there's no ceramic or titanium bracelet, which is a drag. I'd love to see them.
But there are some cool two-tone sport loops, hot new Nike bands, and Hermes prints.
What's more interesting than the bands, though, is how you buy them.
It used to be in set pairs with the case. Now, with Apple Watch Studio, you can mix and match your own custom combos, both online and at Apple retail stores.
Hermes stays Hermes, obviously, but it looks like everything else is fair match game.
And I love it.

This Watch tells time

Apple Watch Series 5
From $399 at Apple
The Series 5 Apple Watch is more than just a watch, and for the first time in its existence, it actually acts like a watch.

Apple Watch Series 5 Review: Bottom LIne

4.5out of 5With the launch of Apple Watch Series 5, Apple may have cancelled the Series 4, but they've kept around the Series 3.
And, at $199, that's entry-level iPad great. As much as Apple is pushing the latest to new levels of greatness, they're now leaving really good, really useful versions of the same products at lower price points and making them accessible to even more people.
People who may not wanted to try it at full price or simply couldn't afford to. Again, as much as some with breathlessly bemoan the lack of reasons to update year-over-year, most people in the world still haven't bought a single Apple Watch.
The play here isn't upgrading, it's on-boarding, and Apple just gave a lot of people 199 reasons to think about the Watch for the first time. Especially as we enter the holidays.
For everyone else, they're giving Apple Watch Series 4: the world's best health and fitness tracker and motivator, connected communications and emergency contact band, and wearable computer platform that, yes, really does brings it all back full circle.
Apple Watch Series 5 is no the world's best watch. Period.

VECTOR | Rene Ritchie

* More Details Here
submitted by honeybadger808 to AppleLastNews [link] [comments]

Folk Monsters #1: The Wendigo

Intro

Greetings folks, I'm a game designer by trade who was bored out of their mind and started thinking: "What would be the abilities of some traditional folklore monsters in Dead by Daylight?" The goal of this series is to attach an ability set to the long forgotten folk monsters of old. First up: The Wendigo

Index

So I write walls of text.... Sorry... Here's a quick summary of what everything is if you wanna skip to a section:
To skip to a section, press ctrl + f in your browser and type "Part #" to find the corresponding section.

History | Part 1

The Wendigo is a myth originating from many native groups originating in the northern U.S. and in Canada (generally native cultures who spoke an Algonquian language Wikipedia informs me). While the details vary (sometimes it's a spirit who possessed people, sometimes a malevolent entity, sometimes its a person who ate human flesh and went insane), the Wendigo is universally associated with murder, greed, and cannibalism. That cannibalism is the chief aspect that was latched onto as the myth was published and written about into the 20th century.

Modern Form | Part 2

The modern myth of the Wendigo is surprisingly consistent considering it's vague origins. 20th century writers and onward latched onto the version where a person transformed into a Wendigo upon eating human flesh. The general form of it goes that a person who feasts upon human flesh, by necessity or desire, are cursed to become a Wendigo. They gain an irresistible hunger for human flesh and nothing else can fill them. No other meat will satisfy them, and when they feast upon their victims it's never enough, it never lasts. The hunger overwhelms their minds until there's nothing human left. Their body withers and deforms but they aren't allowed death. That would be a relief from the hunger and the curse is far to cruel to allow for that. Instead, Wendigo's are nigh immortal, displaying strength and speed many times better than a human and certainly superior to what their gaunt form would imply.

While details vary, this story seems to be the one associated with the Wendigo in modern times, and as monster stories go it's a compelling one. While not widely known, the myth of the Wendigo is prevalent enough to appear in many fictional properties, and even have a psychological condition named after it (Wendigo Psychosis for those of you who feel like you need to learn something disturbing today).

Goals of the Abilityset | Part 3

While all that folklore is good and all, we're here to make an ability for the Wendigo. Lets lay out some of the strengths and desires the Wendigo has in folklore and the most significant part of its myth so we know what we have to work with.

Strengths:
Desires and Myth Tendencies:
Other Significant Aspects:

This leaves us with a strong feeling to instill in survivors through game mechanics in the form of selfishness and lack of trust in other survivors. Some good thematic ties for abilities with "hunger for human flesh", "eating human flesh", and "spreading the Wendigo curse". There's a good secondary ability idea in the form of scent if our primary ability requires some assistance to reach an appropriate power level. We somewhat lack inspirations for perks with only really having something to do with smell (if we don't use it for a secondary ability), something to do with strength and speed (been done before a lot), and something to do with eating human flesh. However oftentimes ability mechanics inspire perks as much as theme does, so let's get back to that.

Crafting the Ability | Part 4

We already have a thematic goal for the mechanic to provoke, we want survivors to be encouraged to act selfish and not to trust their allies fully. Reviewing our 3 strong thematic ties for abilities: "Hunger for human flesh" has potential for that if it's the survivors who are getting the hunger. "Spread the Wendigo curse" also has the potential for that if the cursed survivors might sabotage success. "Eating human flesh" doesn't really have potential to incite this feeling in survivors on its own. It also happens to be the best of the three for a perk, so lets drop it for the ability.

That leaves us with giving the survivors a "curse" which would assist the killer or a "hunger" for their fellow survivors. Of these two, a "hunger" is much more applicable to this individual case, and a "curse" seems like a good realm for other killers, so lets settle on the "Hunger for human flesh" theme of the ability.

Now lets swap to pure mechanics. We can assume this "hunger" is a status effect. We don't know what it does yet, but we know we're gonna apply it somehow. If we assume this is our primary mechanic, then there's two important things to figure out about it. How do we apply it to survivors and what does it do?

Let's start with what it does, since that might constrain how we can apply it based on how powerful it is. We know the status effect makes the survivors hunger for human flesh. Presumably this will either make them distracted and slower at actions when near other survivors, or make them injure other survivors. Lets go with the latter cause it's way more interesting.
The power to apply injuries is one of the most significant in the game, so we have to be super careful about how we're doing this from now on. Now what makes the survivor apply injuries to another survivor? We could make it automatic if they get too close, but they'll probably just avoid eachother then, it's not hard to. We could make it so that if a survivor with "The Hunger" gets line of sight to another survivor within a range they're forced to run at the survivor and injure them. That's cool, but has huge logistical problems. The lack of AI or anything that needs to path means that BVHR would need to add pathing and AI to the game, which is a large undertaking for a single ability and presents a significant cost that must be maintained for all future maps or hitbox changes, thus this option seems poor if we can find another. The last remaining option is to make it something that the affected survivor does intentionally.
This presents its own conundrum, why in the world would a survivor hurt their teammates if they aren't trolling? We need to somehow make it so that it's actually more worthwhile in legitimate play to apply an injury to a teammate than it is to not do so. Well applying the injury was always going to end "The Hunger" effect, so lets add some other effect that makes it really bad to have the status.
The two ways to make an effect super dangerous in DBD is to either make a survivor easier to kill (exposed is the most extreme example, but being easier to find for some reason or hindered also does this), or make completing objectives harder (harder skill checks or taking longer). Well the injury effect is making a survivor easier to kill. It would feel weird to trade like for like, so lets look for an effect to make completing objects harder. There aren't many and the easiest to think of is slowing down progress on time invested actions (generators, healing, searching chests, sabotaging, breaking totems). Now herein lies a design trap we need to make sure we avoid. It's easy to think that we'll balance this speed reduction until it's generally better to injure your teammate than work through it circumstantially better to work through it, but this will most likely result in being incredibly hard to balance, with one or the other being completely dominant. Even if we get it balanced, it will be relatively difficult to understand the right choice for new players. What do we do about this then? Well lets borrow a tool from the Doctor's T3 madness and make it so that rather than slowing progress, "The Hunger" prevents it altogether.

We now have our effect: When under the effect of The Hunger, Survivors cannot interact with generators, chests, and totems. Additionally they cannot heal nor sabotage. When near another survivor, the affected survivor may press a button to take a bite, injuring the other survivor but curing The Hunger in the processes.

We need to determine how it's applied next, but before that, we need to know how hard it should be to apply. That in turn is a function of how powerful the effect is. Well lets look at the effect's strengths and weaknesses to get a good idea:
++++ Applies injury
+++ Prevents a survivor from working until they can find another survivor, stalling the game
- Survivors choose when to apply the injury, not the killer
--- Survivors can heal up afterwards since an ally will be nearby

Its pretty clear that the ability is pretty darn powerful, so as such we need to make the effect on the harder end to apply. There are lots of possible ways to apply the effect, but for many they're either already dominated by a killer ability (Nightmare, Doctor, Clown, etc.) or too easy to apply for this situation. So lets figure out our own. To do this, lets try and find a mechanic that's used somewhere, but isn't the primary ability of the killer. There's a bunch of them, but the one that seems to fit the best to me is spending time in the killer's terror radius. Now the Doctor does this somewhat, but it's not his primary way of applying the effect. The big advantage of doing it this way is we have a lot of knobs to dial for balancing later (Size of our terror radius? Time it takes in terror radius to gain the effect? Does progress towards the effect decay outside of terror radius and if so then how quickly does it? Does it apply in chase, while dying, or while hooked?)

Our current ability thus looks like this: The Wendigo exudes a salivating aroma around it. While within the Wendigo's terror radius, survivor's gain progress towards "The Hunger". Once "The Hunger" is obtained, survivors cannot interact with generators, chests, or totems, and additionally cannot heal or sabotage. When near another survivor, the affected survivor may take a bite, injuring the other survivor but curing themselves of "The Hunger".

Now at some point we're gonna have to go in an take a look at weakening it since it's clearly pretty darn strong, but lets first ask a few questions designed to determine problems with the ability:

With that done, lets list the changes we made due to this:

What do we want in the finding ability? Well we've been storing an idea for smelling survivors that seems pretty relevant now. We know our goals are to enable the killer to find survivors from across the map, but not know exactly where they are, so lets formulate something quickly that seems reasonable and has heavy restrictions (since we're adding another ability to an already fairly strong killer).

Current secondary Power Version:
Once it's caught the scent, the Wendigo is known to chase its victim to exhaustion. The Wendigo may hold the ability button for a second or two to sniff in a wide area in front of it. While sniffing the Wendigo must be stationary and cannot move its head. Upon completion if the Wendigo found the scent of a survivor in that direction, it howls (the howl can be heard by all survivors on the map). If the Wendigo found the scent of a survivor within it's terror radius, it growls (growling can be heard by all survivors within the terror radius).

Current primary power version:
The Wendigo exudes a salivating aroma around it. While within the Wendigo's terror radius, survivor's gain progress towards "The Hunger". Once "The Hunger" is obtained, survivors cannot interact with generators, chests, or totems, and additionally cannot heal or sabotage. However the survivor can see the aura of all other survivors. When near another survivor, the affected survivor may take a bite, injuring the other survivor and causing them to scream but curing themselves of "The Hunger".

Other details:
The Wendigo is loud and unsubtle, its panting can be heard outside of its terror radius. This functions like the Huntress' humming and scales with the terror radius of the Wendigo.
Medium Terror Radius
Medium Movement Speed

The Ability | Part 5

Once human, the Wendigo has long ago lost any mind it once had. Now it's left with only an overwhelming hunger for the taste of humans.
Aura of Hunger: The Wendigo exudes a salivating aroma around it. While within the Wendigo's terror radius, survivor's gain progress towards "The Hunger". Once "The Hunger" is obtained, survivors cannot interact with generators, chests, or totems, and additionally cannot heal or sabotage. However the survivor can see the aura of all other survivors. When near another survivor, the affected survivor may take a bite, injuring the other survivor and causing them to scream but curing themselves of "The Hunger".
Catch the Scent: Once it's caught the scent, the Wendigo is known to chase its victim to exhaustion. The Wendigo may hold the ability button for a second or two to sniff in a wide area in front of it. While sniffing the Wendigo must be stationary and cannot move its head. Upon completion if the Wendigo found the scent of a survivor in that direction, it howls (the howl can be heard by all survivors on the map). If the Wendigo found the scent of a survivor within it's terror radius, it growls (growling can be heard by all survivors within the terror radius).
Feverish Hunt: The Wendigo is loud and unsubtle, its panting can be heard outside of its terror radius. (This functions like the Huntress' humming and scales with the terror radius of the Wendigo).

The Balancing | Part 6

Now the issue becomes balancing. This is difficult to gauge without playtesting. While purely by the power this killer seems strong, we've given ourselves lots of dials with which to balance the killer. Here's a list of the dials and the values I'd initially start with before beginning tuning during playtesting. I want to stress these values would need to be changed through playtesting!

Crafting Perks | Part 7

And finally, onto perks. Lets go over our strong thematic elements that were good for perks again, and look at some mechanical synergies to those and to the Wendigo's power.

Thematic Elements:

Power Synergy:

Lets start doing something with tracking. That's a big open design space that has a lot of room for more "ok" perks (i.e. perks that aren't excellent but aren't poor). Our obvious connection to that is the superhuman smell. Even though we used it in the power, we can re-use it here as long as it's sufficiently different. Lets do something with scratch marks since there's only one perk that affects them, and it just causes them to spawn closer together.

NOTE: For reading perks, ? is an unspecified number.

Adept Hunter - An experienced hunter, you can catch the scent from cold tracks of prey long gone. Every ?/?/? seconds while running, survivors leave behind scent marks which stay behind for ? seconds. Scent marks are visible as blue scratch marks.

The idea behind this is that it can be used to find that someone ran through an area more than 10 seconds ago, but leaves the trail much colder and harder to follow. This combos well with the Wendigo, who only needs to get in the vicinity, not find the survivor exactly, but is still usable and useful to other killers.

Next lets try for comboing terror radius with something. We don't want to increase the terror radius, as there's already a perk that does that. What about making the terror radius appear elsewhere then? If we look at our thematic list, this seems to combo well with Selfishness and Lack of trust.

Suspicions - You've laid the foundations of distrust between survivors. While survivors are healing or being healed they hear the terror radius at ?/?/?% volume and the person being healed must also succeed at skill checks or regress progress. This does not count as the terror radius for the purposes of other perks and abilities.

That last part unfortunately has to be included for the purposes of balance, but it still combos well by hiding the Wendigo's (or another killer's) terror radius if the survivors are approached while healing.

Last on our list of power synergy is movement, but movement is a very powerful thing in DBD that I don't really feel like touching, so let's look at our other power synergies. There's an array of tracking perks but few which affect the terror radius in any truly interesting way. If we look at our thematic ideas we still have "eating human flesh", the the active action of eating makes it harder to tie in a more passive ability. Likely there's a good perk to be had tying movement speed increases to the number of people hooked in the game (and thematically tying it to taking bites of the survivors), but again, I don't want to touch movement speed. So back to terror radius'. What hasn't been done with terror radius'? Well increase their volume is one thing.

Imminent Demise - Your presence strikes fear into the hearts of your targets. Your terror radius has the same volume regardless of position within it. Your terror radius is also X% quieteNormal volume/ X% louder.

While not a very good perk for most killers, this is surprisingly useful on the Wendigo, which plans to keep survivors within its terror radius a lot. The volume is used a large amount in determining how close the killer is, and removing that cue is likely panic inducing for survivors.

Perks | Part 8

Adept Hunter - An experienced hunter, you can catch the scent from cold tracks of prey long gone. Every ?/?/? seconds while running, survivors leave behind scent marks which stay behind for ? seconds. Scent marks are visible as blue scratch marks.

Suspicions - You've laid the foundations of distrust between survivors. While survivors are healing or being healed they hear the terror radius at ?/?/?% volume and the person being healed must also succeed at skill checks or regress progress. This does not count as the terror radius for the purposes of other perks and abilities.

Imminent Demise - Your presence strikes fear into the hearts of your targets. Your terror radius has the same volume regardless of position within it. Your terror radius is also X% quieteNormal volume/ X% louder.

Conclusion

There you have it, the Wendigo as a killer. I'm willing to go out of a limb and say the version I gave here is way overtuned, but I'm also willing to claim with the dials it could be brought within acceptable bounds. Let me know what you think and what folklore monsters you'd like to see next time!
submitted by HeroMechanics101 to deadbydaylight [link] [comments]

MAME 0.209

MAME 0.209

With another month over, it’s time for another release, and MAME 0.209 is sure to have something to interest everyone. We’ve cracked the encryption on the Fun World CPU blocks, making Fun World Quiz, Joker Card, Mega Card, Power Card, Multi Win, Saloon and Nevada playable. Regular contributor shattered has added Кузьмич-Егорыч (Kuzmich-Egorych), a Russian Mario Brothers bootleg running on heavily modified Apple II hardware. In other Apple II news, CD-ROM drives now work with the Apple II SCSI card, and another batch of cleanly cracked floppies has been added to the software list. The NES SimCity prototype has been added to the software list, along with MMC5 improvements to support it, and better emulation for Famicom cartridges with on-board sound chips.
Henrik Algestam has continued his Game & Watch work, bringing Popeye (wide screen) and Zelda to MAME. Chess computer support has been expanded with Fidelity Chess Challenger 3, and additional versions of Applied Concepts Boris, and Novag Super Expert and Super Forte. Newly supported arcade games include Akka Arrh (an Atari title that failed location testing), Little Casino II, a French version of Empire City: 1931, and additional versions of Dock Man and Street Heat. A better LM3900 op-amp model means Money Money and Jack Rabbit are no longer missing the cassa (bass drum) channel, and mixing between music and speech is improved.
Bug fixes include the Rockwell AIM 65 being returned to working order, working support for multiple light guns on Linux from Kiall, corrected screen freeze behaviour on Deniam hardware from cam900, and better flashing characters on the Sinclair QL from vilcans. You can get the source and Windows binary packages from the download page.

MAMETesters Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Translations added or modified

Source Changes

submitted by cuavas to cade [link] [comments]

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