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MAME 0.195

MAME 0.195

Whether you’re experiencing a cold snap in Spring or an Autumn heatwave, we hope you’ll enjoy MAME 0.195 just in time for the last day of February. Goodies in this release include further improvements to V.R. Technologies NES-derived hardware, a few more Tiger handhelds, a number of Donkey Kong hacks, the original version of Gigas Mark II, the official Taiwanese release of Street Fighter II': Champion Edition, and more BBC Electron cartridges. If you’re interested in home-to-arcade conversions, you might want to check out the ultra-rare Spanish title Hammer Boy, developed by Dinamic and brought to arcades by Inder – it plays like an oversize Game & Watch.
Namco NA1 emulation has been overhauled, with big visual improvements for Numan Athletics and X-Day 2. Background alignment has been fixed in Popeye, and the driver has been cleaned up overall. We’ve received lots of patches from cam900, covering a large number of drivers. As well as a lot of code cleanup, highlights include ES5510 DSP effects for Taito’s Ensoniq-based sound hardware, improved graphics priorities in Sand Scorpion and Jackie Chan, graphical improvements in Data East MLC games (Skull Fang is closer to working), and K051649 support in the vgmplay driver.
Besides the new working systems, this release includes preliminary support for a number of interesting systems. These include the XaviX platform (used for the Taito Nostalgia and Play TV/ConnecTV lines), the Olympia BOSS, and the Panafacom Duet. IPL-disable has been fixed for Flash-based TI-8x series calculators. At opposite ends of the spectrum, graphics emulation is noticeably better for Sega Model 2 and the Interpro workstations. We’ve also added VM Labs Aries disassembly support (this is the multi-core VLIW processor used in NUON-enhanced DVD players).
This month, we’ve seen far more internal improvement, code cleanup and modernisation than user-visible improvements. This is all part of our effort to make the code more maintainable, paving the way for future improvements and keeping MAME relevant. That said, the list of emulation improvements and newly supported systems is quite impressive. We’d like to thank all the contributors helping make MAME what it is today.
You can get the source or Windows binaries from the download page. Remember we appreciate reproducible regression reports at MAME Testers or github.

MAMETesters Bugs Fixed

  • 03563: [Graphics] (namcos11.cpp) souledge: Li Long stage background problem (smf)
  • 05764: [Graphics] (radio86.cpp) radio4k: Display is not stable and flickers (shattered)
  • 06446: [Graphics] (shanghai.cpp) kothello: Display cut off at right (AJR)
  • 06688: [Graphics] (sandscrp.cpp) sandscrp and clones: Graphic priority issue in title screen animation (cam900)
  • 06866: [Interface] (midxunit.cpp) revx: No crosshairs (Osso)
  • 06867: [Misc.] (namcos12.cpp) technodr: Game refuses to boot if printer is ON (Osso)
  • 06870: [Sound] (mario.cpp) mario and clones: Missing music/sound effects (AJR)
  • 06872: [Documentation] (vegas.cpp) sf2049se: Wrong Year Listed (And Publisher?) (sjy96525)
  • 06884: [Crash/Freeze] (djmain.cpp) All sets in djmain.c: MAME exception (smf)
  • 06885: [Crash/Freeze] (qdrmfgp.cpp) qdrmfgp2: Hang on boot (Osso)
  • 06888: [Crash/Freeze] (segag80v.cpp) tacscan: Cannot play past second phase (AJR)
  • 06889: [Graphics] (darkseal.cpp) darkseal: Background missing in the first boss area and third stage (cam900)

New working machines

  • 89 in 1 Mini Game Console (060-92023011V1.0) [TeamEurope]
  • 007: GoldenEye (Tiger handheld) [hap, Sean Riddle]
  • 200 in 1 Retro TV Game [David Shah]
  • Back to the Future (Tiger handheld) [hap, Sean Riddle]
  • Coolboy RS-18 (280 in 1) [TeamEurope]
  • Family Pocket 638 in 1 [David Shah]
  • FC Pocket 600 in 1 [David Shah]
  • Hammer Boy [alt/deepfb, Dan Dare, mad3001, Habi, Adonías, cpcmaniaco, Robcfg, Pablo Ruiz, Recreativas.org, The Dumping Union]
  • Hook (Tiger handheld) [hap, Sean Riddle]
  • Play TV Skateboarder (NTSC) [Sean Riddle, David Haywood]
  • Player's Edge Plus (PS0280) 4th of July Slots [Brian Troha, Kevin Nagle]
  • Robocop 3 (Tiger handheld) [hap, Sean Riddle]
  • Sonic The Hedgehog 2 (Tiger handheld) [hap, Sean Riddle]
  • Street Fighter 2010 - The Final Fight (Tiger handheld) [hap, Sean Riddle]
  • Strider (Tiger handheld) [hap, Sean Riddle]
  • SY-888B 288 in 1 Handheld [David Shah]
  • ZDog (44 in 1) [unknown]

New working clones

  • Ares no Tsubasa (Japan, rev. A) [Corrado Tomaselli, The Dumping Union]
  • Coleco Head to Head: Electronic Hockey (TMS1000 version) [hap, Sean Riddle]
  • Connectv Skateboarder (PAL) [Sean Riddle, David Haywood]
  • Donkey Junior High Score Kit (hack,V1.2) [smf]
  • Donkey Kong High Score Kit (hack,V1.0a) [smf]
  • Donkey Kong High Score Kit (hack,V1.2) [smf]
  • Donkey Kong/DK (Japan) (hack,V1.1 IKE) [smf, SpinDaddy]
  • Gee Bee (UK) [Andrew Welburn, The Dumping Union]
  • Gigas Mark II (MC-8123 317-5002) [frsj8112]
  • Hard Yardage (v1.10) [Brian Troha, The Dumping Union]
  • Ironman Ivan Stewart's Super Off-Road (rev 3) [unknown]
  • Moon Shuttle (US, version A) [ShouTime, The Dumping Union]
  • Pac-Land (Bally-Midway) [Andrea Palazzetti]
  • Pac-Man (bootleg, Video Game SA) [Arcade Vintage, Recreativas.org, The Dumping Union]
  • Quarterback (rev 1, cocktail) [Brian Troha, The Dumping Union]
  • Rabbit (Japan, location test) [Hammy, Spinalfeyd, The Dumping Union]
  • Street Fighter II: The World Warrior (bootleg, set 2) [f205v, Maru79]
  • Street Fighter II: The World Warrior (bootleg with rules screen) [hammy, The Dumping Union]
  • Street Fighter II': Champion Edition (Taiwan 920313) [sampson]
  • Tapper (Budweiser, 12/9/83) [Marc Deslauriers]
  • Target Ball '96 [Brian Troha, TeamEurope, The Dumping Union]
  • Tecmo Bowl (World, set 2) [coolmod]

Machines promoted to working

  • 100 in 1 Arcade Action II (AT-103) [David Shah]
  • 888888 in 1 (Coolboy AEF-390) [David Shah]
  • 999999 in 1 (PXP2 Slim Station) [David Shah]
  • Altos Computer Systems ACS8600 [Carl]
  • BittBoy Mini FC 300 in 1 [David Shah]
  • dreamGEAR My Arcade Gamer V Portable Gaming System (DGUN-2573) [David Shah]
  • PowerJoy Navigator 50 in 1 [David Shah]
  • PowerJoy Supermax 30 in 1 [David Shah]
  • PowerJoy Supermax 60 in 1 [David Shah]
  • Samuri (60 in 1) [David Shah]
  • Sports Game 69 in 1 [David Shah]
  • Super Arcade 110 (set 1) [David Shah]
  • SY-889 300 in 1 Handheld [David Shah]

Clones promoted to working

  • 999999 in 1 (8 bit Slim Station, NEWPXP-DVT22-A PCB) [David Shah]
  • Panasonic JB-3000 [Luke Sleeman, protosphere]
  • Super Arcade 110 (set 2) [David Shah]

New machines marked as NOT_WORKING

  • Blockout (TAX) [Peter Wilhelmsen, David Haywood]
  • Casio SK-1 [Vas Crabb]
  • CoolBoy RS-8 168 in 1 [TeamEurope]
  • DVTech Nimbus 176 in 1 [CaH4e3]
  • e-kara Starter [Sean Riddle, Peter Wilhelmsen]
  • Handheld 210 in 1 [David Shah]
  • Intelligence Advance E/R Lerncomputer [R. Belmont, Sean Riddle, TeamEurope, rfka01]
  • MOGIS M320 246 in 1 Handheld [David Shah]
  • Olympia BOSS D [friol, rfka01]
  • Panafacom Duet-16 [rfka01, Carl]
  • Pittanko Zaurus [R. Belmont, SpinalFeyd, TeamEurope, The Dumping Union]
  • Play TV Baseball 2 [Sean Riddle, Peter Wilhelmsen]
  • Play TV Bass Fishin' [Sean Riddle, Peter Wilhelmsen]
  • Play TV Boxing (NTSC) [Sean Riddle, Peter Wilhelmsen]
  • Play TV Card Night (NTSC) [Sean Riddle, Peter Wilhelmsen]
  • Play TV Monster Truck (NTSC) [Sean Riddle, Peter Wilhelmsen]
  • Play TV Ping Pong [Sean Riddle]
  • Pocket Games 150 in 1 [David Shah]
  • Sekai Kaseki Hakken (Japan, SKH1 Ver.A) [coolmod, The Dumping Union]
  • Soreyuke Anpanman Crayon Kids (J 001026 V1.000) [ShouTime, Bill D, Surgeville, Sean Sutton, George Walsh, Evan Korzon, Dullaron, SpinalFeyd, Gyrovision, Bryce Van Horn, Paul Vining, Charles MacDonald, Smitdogg, The Dumping Union]
  • Star Wars Saga Edition - Lightsaber Battle Game [Sean Riddle, Peter Wilhelmsen]
  • Super Medal Fighters (Japan 970228) [ShouTime, Surgeville, Sean Sutton, George Walsh, Evan Korzon, Dullaron, SpinalFeyd, Gyrovision, Bryce Van Horn, Paul Vining, Charles MacDonald, Smitdogg, The Dumping Union]
  • The Dealer (ACL) [Robbbert, Shamus McCrave, Guru]
  • Triumph-Adler alphatronic P1 [rfka01]
  • VJ Visual & Music Slap [Naibo]
  • Wireless [BeckyRGB]
  • Wireless Air 60 [BeckyRGB]
  • XaviX Tennis (XaviXPORT) [Sean Riddle, Peter Wilhelmsen]
  • Zhaoji Fengdou [Peter Wilhelmsen, The Dumping Union]
  • Zone 40 [BeckyRGB]

New clones marked as NOT_WORKING

  • Compaq Portable II [rfka01]
  • ConnecTV Bass Fishin' [Sean Riddle, Peter Wilhelmsen]
  • ConnecTV Boxing (PAL) [Sean Riddle, Peter Wilhelmsen]
  • ConnecTV Card Night (PAL) [Sean Riddle, Peter Wilhelmsen]
  • ConnecTV Monster Truck (PAL) [Sean Riddle, Peter Wilhelmsen]
  • Donkey Kong/JR (combo) (hack,V1.2) [smf]
  • Double Donkey Kong (hack,V1.2) [smf]
  • Dam Dam Boy (on Tsukande Toru Chicchi PCB) [R. Belmont, SpinalFeyd, Klaus, The Dumping Union]
  • Ericsson WS286 [Edström, Mattis Lind]
  • Olympia BOSS A 8085 [rfka01]
  • Olympia BOSS B [rfka01]
  • Olympia BOSS B 8085 [Carl, rfka01]
  • Olympia BOSS C [rfka01]
  • Sangokushi II (bootleg) [Hammy, Spinalfeyd, The Dumping Union]

New working software list additions

  • electron_cart: Solidisk EFS 2.1E, Stop Press 64 [Nigel Barnes]
  • electron_flop: BBC Music Demo World [Nigel Barnes]
  • fmtowns_cd:
    • Battle Chess, Emit Vol. 1 - Toki no Maigo, Emit Vol. 2 - Inochigake no Tabi [redump.org, r09]
    • Doda Mega-Mix!!!, Oshare Club, Rinkan Gakkou, Sakura no Mori [r09]
    • Ku²++ [Tokugawa Corporate Forums, DamienD]
  • fmtowns_flop: Cameltry, Dragon Slayer - The Legend of Heroes [r09]
  • gamegear: David Robinson's Supreme Court (non-playable demo), David Robinson's Supreme Court (non-playable demo, hack), Off The Wall (prototype), Street Battle (US, SMS Mode, prototype), Super Off Road (prototype) [David Haywood]
  • ibm5150:
    • Blood Money, Indiana Jones and the Temple of Doom, The Norton AntiVirus 1.0, The Norton AntiVirus 2.0, Nova 9: The Return of Gir Draxon (version 1.0), Rambo III, Renegade [Arcade Shadow]
    • Airborne Ranger, Alf - The First Adventure, ASP: A Statistical Package for Business, Economics, and the Social Sciences (Student Version), Lotus Amstel Beta Build 2 [Justin Kerk]
  • ibm5170:
    • Alien Breed, Alien Carnage, Batman Returns, Blake Stone: Planet Strike, Epic Pinball: Deep Sea, Fire and Ice [Arcade Shadow]
    • The Adventures of Willy Beamish [Justin Kerk]
  • mac_flop:
    • Beyond Dark Castle, MacBTX 1&1, MacDraw 1.9.5 (German), Photoshop 2.5.1 Limited Edition (German) [darkstar]
    • Airborne!, System Software 1.1, System Software 3.0 [Justin Kerk]
  • pce: Off The Wall (prototype) [David Haywood]
  • pico: Image Training for the Right Side of the Brain - The Arithmetic & ABC Fight vs Mojars (Best Selection, Jpn), Kanshuu Unou Image Training - Hiragana - Katakana (Best Selection, Jpn), Soreike! Anpanman no Minna de Kyousou Anpanman! (Jpn) [TeamEurope]
  • sg1000: Shénqí huāyuán (Tw), Yǔzhòu zhànshì (Tw) [David Haywood]

Software list items promoted to working

  • electron_cart: Advanced Plus 3, Advanced Plus 3/4, Advanced Quarter Meg RAM, Cumana Floppy Disc System v1.00, Cumana Floppy Disc System v1.01, Cumana Floppy Disc System v1.02, Slogger Electron Disk System v1.00, Slogger Electron Disk System v1.02, Slogger Electron Disk System v1.03, Sound Expansion v3 [Nigel Barnes]
  • fmtowns_cd: Elfish, Elfish Lite, Hana no Kioku, Hoshi no Suna Monogatari 3, Kindan no Ketsuzoku, Koko wa Rakuensou, Koko wa Rakuensou 2, Oshare Cooking, Psychic Detective Series Vol. 3 - Aya, SimEarth, The 4th Unit 3 - Dual Targets, The 4th Unit 7 - Wyatt, Towns Hyakunin Isshu, Trigger, Ultima VI - The False Prophet [Carl, r09]
  • fmtowns_flop:
    • Columns [Carl]
    • D.P.S SG - Dream Program System SG, D.P.S SG 2 - Dream Program System SG Set 2, D.P.S SG 3 - Dream Program System SG Set 3, Dinosaur, Dr. Stop!, Image, Irium, Premium 2, Rance 2 - Hangyaku no Shoujotachui, Toushin Toshi, Toushin Toshi (Alt Disk 2), VZ Editor 1.6 with ATOK 7 [Carl, r09]
  • picno: Kiiroi Kyōryū-kun Parasa no Obake Taiji [SSJ, Dustin, TeamEurope]

New NOT_WORKING software list additions

  • dc: 18 Wheeler - American Pro Trucker (Euro), 18 Wheeler: American Pro Trucker (Jpn), 18 Wheeler: American Pro Trucker (USA), 18 Wheeler: American Pro Trucker (USA, Prototype 20010202), 18 Wheeler: American Pro Trucker (USA, Prototype 20010202), 18 Wheeler: American Pro Trucker (USA, Prototype 20010405), 18 Wheeler: American Pro Trucker (USA, Prototype 20010405), 21: Two One (Jpn), 4 Wheel Thunder (Euro), 4 Wheel Thunder (USA), 4x4 Evo (USA), 90 Minutes: Sega Championship Football (Euro), Advanced Daisenryaku 2001 (Jpn), Advanced Daisenryaku: Sturm über Europa - Der Deutsche Blitzkrieg (Jpn), Aero Dancing featuring Blue Impulse (Jpn), Aero Dancing featuring Blue Impulse Tentou Taikenban (Jpn), Aero Dancing F (Jpn), Aero Dancing F (Jpn, Rev. 1), Aero Dancing F - Taikenban (Jpn), Aero Dancing F Taikenban (Jpn), Aero Dancing F: Todoroki Tsubasa no Hatsu Hikou (Jpn), Aero Dancing i: Jikai Saku Made Matemasen (Jpn), Aero Dancing i (Jpn), Aero Dancing: Todoroki Taichou no Himitsu Disc (Jpn), Aero to Jet de Dancing - Taikenban Disc (Jpn), AeroWings 2: Airstrike (Euro), AeroWings 2: Airstrike (USA), AeroWings (Euro), AeroWings (USA), After…: Wasureenu Kizuna - Shokai Genteiban (Jpn), Aikagi: Hidamari to Kanojo no Heyagi (Jpn), Air (Jpn), Akihabara Dennou-gumi Pata Pies! (Jpn), Airforce Delta (Jpn), Airforce Delta (USA), Airforce Delta (USA, Alt), Alice Dreams Tournament (Euro), Alice Dreams Tournament (Euro, Collector's Edition), Alice Dreams Tournament (Jpn), Alice Dreams Tournament (Jpn, Collector's Edition), Alice Dreams Tournament (USA), Alice Dreams Tournament (USA, Collector's Edition), Alien Front Online (USA), Alien Front Online (USA, Prototype 20010625), Alone in the Dark: The New Nightmare (Euro), Alone in the Dark: The New Nightmare (Fra), Alone in the Dark: The New Nightmare (Ger), Alone in the Dark: The New Nightmare (USA), Angel Present (Jpn), Angel Wish: Kimi no Egao ni Chu! (Jpn), Animastar (Jpn), Ao no 6-go Saigetsufutai Hito: Time and Tide (Jpn), Aqua GT (Euro), Armada (USA), Army Men: Sarge's Heroes (Euro), Army Men: Sarge's Heroes (USA), Atari Anniversary Edition (USA), Atsumare! Guru Guru Onsen BB (Jpn), Atsumare! Guru Guru Onsen (Jpn), Bakuretsu Muteki Bangaioh (Jpn), Baldr Force EXE (Jpn), Ball Breakers (USA, Prototype 20000924), Bangai-O (Euro), Bangai-O (USA), Bang! Gunship Elite (USA), Bass Rush Dream: EcoGear PowerWorm Championship (Jpn), Battle Beaster (Jpn), Bikkuriman 2000: Viva! Festiva! (Jpn), Biohazard: Code: Veronica - Kanzenban (Jpn), Biohazard: Code: Veronica - Shokai Genteiban (Jpn), Biohazard: Code: Veronica - Shokai Genteiban (Jpn, Alt), Biohazard: Code: Veronica - Trial Edition (Jpn), Black Matrix A/D (Jpn), Blue-Sky-Blue: Sora o Mau Tsubasa - Shokai Genteiban (Jpn), Blue Stinger (Euro), Blue Stinger (Fra), Blue Stinger (Fra, Prototype 19990824), Blue Stinger (Ger), Blue Stinger (Jpn), Blue Stinger (USA), Boku Doraemon (Jpn), Boku no Tennis Jinsei (Jpn), Boku to, Bokura no Natsu (Jpn), Bomber Hehhe! (Jpn), Bomberman Online (USA), Bomberman Online (USA, Prototype 20010908), Border Down (Jpn), Bounty Hunter Sara: Holy Mountain no Teiou (Jpn), Broadband Passport (Jpn), Broadband Passport (Jpn, Alt), Buggy Heat (Euro), Buggy Heat (Jpn), Bust-A-Move 4 (Euro), Bust-A-Move 4 (USA), Caesars Palace 2000: Millennium Gold Edition (Euro), Caesars Palace 2000: Millennium Gold Edition (USA), Cafe Little Wish (Jpn), Canary: Kono Omoi wo Uta ni Nosete (Jpn), Candy Stripe: Minarai Tenshi (Jpn), Cannon Spike (Euro), Cannon Spike (USA), Canvas: Sepia-iro no Motif (Jpn), Capcom Taisen Fan Disc (Jpn), Capcom vs. SNK 2: Millionaire Fighting 2001 (Jpn), Capcom vs. SNK (Euro), Capcom vs. SNK: Millennium Fight 2000 (Jpn), Capcom vs. SNK: Millennium Fight 2000 (Jpn, Rev. 1), Capcom vs. SNK: Millennium Fight 2000 Pro (Jpn), Capcom vs. SNK (USA), Cardcaptor Sakura: Tomoyo no Video Daisakusen (Jpn), Carrier (Euro), Carrier (Jpn), Carrier (USA), Centipede (USA), Championship Surfer (Euro), Championship Surfer (USA), Chaos Field (Jpn), Charge 'n Blast (Euro), Charge 'n Blast (Jpn), Charge 'n Blast (USA), Cherry Blossom (Jpn), Chicken Run (Euro, English), Chicken Run (Euro, French / Italian / Spanish / German), Chicken Run (USA), Chocolat: Maid Cafe "Curio" (Jpn), Chocolat: Maid Cafe "Curio" - Taikenban (Jpn), Chou Hatsumei Boy Kanipan: Bousou Robot no Nazo!? (Jpn), ChuChu Rocket! including Dreamkey 1.5 (Euro), ChuChu Rocket! inclus Dreamkey 1.5 (Fra), Chu-Chu Rocket! (Jpn), ChuChu Rocket! (USA), Close To: Inori no Oka (Jpn), Coaster Works (Euro), Coaster Works (USA), Confidential Mission (Euro), Confidential Mission (Euro, Prototype 20010409), Confidential Mission (USA), Conflict Zone (Euro), Conflict Zone (USA), Cosmic Smash (Jpn), Crazy Taxi 2 (Euro), Crazy Taxi 2 (Jpn), Crazy Taxi 2 (USA), Crazy Taxi (Euro), Crazy Taxi (Jpn), Crazy Taxi (USA), Crazy Taxi (USA, Sega All Stars), Culdcept II (Jpn), Cyber Troopers Virtual-On: Oratorio Tangram (Jpn), Cyber Troopers Virtual-On: Oratorio Tangram (USA), D2 Shock (Jpn), D-2 (USA), Dance Dance Revolution 2nd Mix - Dreamcast Edition (Jpn), Dance Dance Revolution Club Version - Dreamcast Edition (Jpn), Dancing Blade: Katte ni Momotenshi II - Tears of Eden - Kanzenban (Jpn), Dancing Blade: Katte ni Momotenshi! - Kanzenban (Jpn), Dave Mirra Freestyle BMX (Euro), Dave Mirra Freestyle BMX (USA), Daytona USA 2001 (Euro), Daytona USA 2001 (Jpn), Daytona USA (USA), Daytona USA (USA, Prototype), Deadly Skies (Euro), D no Shokutaku 2 (Jpn), D no Shokutaku 2 (Jpn, Alt), GameShark Lite (USA), Jet Coaster Dream (Jpn), J.League Spectacle Soccer (Jpn), Puzzle Bobble 4 (Jpn), Resident Evil: Code: Veronica (Euro), Resident Evil: Code: Veronica (Euro, Prototype), Resident Evil: Code: Veronica (Fra), Resident Evil: Code: Veronica (Ger), Resident Evil: Code: Veronica (USA), Seaman: Kindan no Pet (Jpn), Seaman (USA), TNN Motorsports Hardcore Heat (USA) [FakeShemp]
  • ews286_flop: DOS v3.10C, DOS Supplemental Programs v3.10C, Ericsson Maintenance Program v4.10 [Edström]
  • hyperscan: Ben 10 (USE1), Ben 10 (USE2), IWL - Interstellar Wrestling League (USE1), IWL - Interstellar Wrestling League (USE2), Marvel Heroes (USE2), Spider-Man (USE1), X-Men (USE) [incog]
  • leapster: Animal Genius (US), Cars 2 (US), Creature Create (US), Kindergarten (US), Learning with Leap (US), Letterpillar (US), Number Raiders (US), Ratatouille (US), Scholastic I Spy - Challenger (US), Scooby Doo! - Spooky Snacks! (US), Scooby Doo! (US), Star Wars - Jedi Reading (US), Thomas and Friends - Calling all Engines! (US), Up (US), Wall-E (US) [TeamEurope]
  • mac_flop: RadiusWare [darkstar]

Translations added or modified

  • Portuguese (Brazil) [Wellington Uemura]
  • Turkish [Kadir Ekşi]

Source Changes

  • tms9927: Fixed excessive sync width after recomputing parameters during sync. [AJR]
  • ponpoko, hcastle, sonson: Changed to 4-way joysticks. [AJR]
  • Fixed flip screen rendering of DECO MXC06 sprites. [AJR]
  • Added some internal peripheral block registers to 80186 debug state. [AJR]
  • Fixed ASCII dump output for big-endian spaces. [AJR]
  • i960: Fixed disassembly of REG instructions. [AJR]
  • deco146/deco104: Synchronize soundlatch writes – fixes dropouts in dblewing. [AJR]
  • decocass.cpp: Inverted sprite/sprite priority – seems to help coozumou. [AJR]
  • com8116: Added several clock rate/divider table variant types. [AJR]
  • saturn, sfish2: Encapsulated existing CD-ROM emulation as device. [AJR]
  • Set up heavily mirrored memory ranges with subunit masks (e.g. orunners) much more efficiently. [AJR]
  • Created RST interrupt buffer device. [AJR]
  • ym2203: Made interrupt output use an instant timer, preventing synchronization glitches. [AJR]
  • msm6242: De-assert interrupt output when the IRQ flag is cleared. [AJR]
  • 6840ptm: Stop defaulting external clocks to 1 Hz. [AJR]
  • Register device callbacks and add some basic validation for them. [AJR]
  • unidasm: Corrected endianness of m6800, m6805 and other Motorola-type CPUs. [AJR]
  • cdicdic: Made DMA handling safer. [AJR]
  • z8: Made address spaces big-endian. [AJR]
  • hd63484: Added external skew kludge to prevent display cutoff in kothello. [AJR]
  • photoply.cpp: Added Cirrus Logic GD5446 VGA PCI device – now shows legacy BIOS error. [Angelo Salese]
  • namcona1.cpp updates: [Angelo Salese]
    • Fixed soft reset hangs.
    • Improved encapsulation.
    • Fixed status bar colors for VS Express event in Numan Athletics.
    • Fixed video disable graphic transitions.
    • Added dynamic screen visible area change effect (used mostly by Numan Athletics on transitions).
    • Fixed bogus palette transfers for xday2.
    • Fixed horizontal scroll adjust and background color pen (improves X-Day 2 video).
    • Added MSM6242 RTC and fixed EEPROM type for X-Day 2.
  • pc6001.cpp: Major encapsulation clean-ups. [Angelo Salese]
  • gkigt.cpp: Made some improvements to make most games to boot up to display CMOS error. [Angelo Salese]
  • i960.cpp: Added support for burst mode stalling save and restore. [Angelo Salese]
    • Fixes stalls in several Sega Model 2 games.
  • badlandsbl.cpp: Added preliminary sprite drawing. [Angelo Salese]
  • buster.cpp: Preliminary work to make it actually show something. [Angelo Salese]
  • model2.cpp: Added 30 Hz renderer mode – fixes Virtua Striker timings. [Angelo Salese]
  • taito_en: Hooked up ES5510 effects DSP. [cam900, R. Belmont]
  • vamphalf.cpp: Converted OKI map to configured banking and implemented OKI bank switching for Diet Family. [cam900]
  • vgmplay: Added K051649 support, and added clock change support to K051649. [cam900]
  • darkseal.cpp: Corrected PF1 size to 64×64 and removed audio CPU interrupt hold line hack. [cam900]
  • dec8.cpp: Corrected CPU types, eliminated many runtime tagmap lookups, and reduced code duplication. [cam900]
  • deco32.cpp: Templated handlers to reduce duplication, improved naming, and eliminated unnecessary shares. [cam900]
  • rohga.cpp: Cleaned up I/O and protection handling, reduced code duplication, and updated comments. [cam900]
  • itech32.cpp: Hooked up stereo audio output for Time Killers and Driver’s Edge. [cam900]
  • st0016: Made ROM region tag configurable, and improved CPU tags in jclub2.cpp and srmp5.cpp. [cam900]
  • macs.cpp: Converted to configured banking. [cam900]
  • simple_st0016.cpp, speglsht.cpp, srmp5.cpp: Cleaned up banking code and reduced runtime tagmap lookups. [cam900]
  • x1_010: Improved naming of member variables/functions. [cam900]
  • seta.cpp: Converted expanded 6502 ROM to configured banking. [cam900]
  • cbuster.cpp: Cleaned up and converted to buffered sprite RAM device. [cam900]
  • gaiden.cpp: Cleanup and fixes: [cam900]
    • Reduced code duplication using templates and object finder arrays.
    • Split wildfang and raiga machine configuration/address map.
    • Fixed raiga hang on soft reset.
  • nmk16.cpp: Reduced code duplication, converted to configured banking, and updated notes. [cam900]
    • Also verified OKI bank switching for vandykeb and atombjt, and corrected OKI clock for vandykeb.
  • taito_f2.cpp: Fixed palette format for games using 15-bit colour. [cam900]
  • okim9810: Corrected sample rate divider table, added support for clock changes, and implemented DADR and serial interface. [cam900]
  • ninjaw.cpp, warriorb.cpp: Reduced code duplication using templates and object array finders, and reduced tagmap lookups. [cam900]
    • Also identified warriorb sound chip as YM2610B, and demoted sagaia and darius2d to imperfect sound due to SSG issues.
  • ymz280b: Converted memory access to device_rom_interface. [cam900]
  • firebeat.cpp: Reduced code duplication and split memory maps according to the number of GCU chips on PCB. [cam900]
  • ymf271: Implemented four-channel output and converted memory access to device_rom_interface. [cam900]
    • bnstars.cpp: Cleaned up bank switching.
    • ms32.cpp: Cleaned up bank switching and enabled stereo output.
    • seibuspi.cpp: Cleaned up bank switching and changed single-board systems to mono output.
  • taito_l.cpp: Converted VRAM banks to address_map_bank_device and reduced code duplication. [cam900]
  • deco_mlc.cpp updates and improvements: [cam900]
    • Cleaned up duplicated and unused code, improved interrupt hookup, updated notes, and corrected regions and versions.
    • Implemented 8bpp+alpha sprite drawing mode, and implemented alpha/shadow select bits.
  • zn.cpp: Cleaned up duplicated and unused code, converted nbajamex banking to address_map_bank_device, moved bank configuration from reset to start time, and identified beastrzrb CPU type and sound chip. [cam900]
  • cave.cpp: Reduced code duplication with templates and object array finders. [cam900]
  • seta.cpp: Reduced code duplication, and made data arrays dynamically allocated at start time. [cam900]
  • sandscrp.cpp: Improved sprite-tile priority, and cleaned up duplicated code. [cam900]
  • jchan.cpp: Improved sprite-tile priority, verified background pen, and cleaned up duplicated code. [cam900]
  • am9519: Added AM9519 UIC device. [Carl]
  • vii.cpp: Added I/O for skateboarder, and promoted to working with bad graphics/no sound; also modernised the code a bit. [David Haywood]
  • Added preliminary XaviX driver: [David Haywood]
    • Created derived 6502 type with far call/return instructions and banked data memory.
    • Implemented graphics, including sprites, and packed 7bpp tiles – Monster Truck track outline and test mode work.
    • Implemented multiplier chip.
  • nes_vt.cpp: Fixes and improvements: [David Shah]
    • Added support for VTxx systems with scrambled instructions (FC Pocket, DGUN2573).
    • Added support for Family Pocket, and more FC Pocket games.
    • Added support for VTxx scrambled banking (thanks NewRisingSun for help).
    • Improved PPU colour palette using reference code from NewRisingSun.
    • Fixed scanline interrupts and PPU data reads.
  • asteroid.cpp, namcos1.cpp: Use LS153 device for DIP switches. [Dirk Best]
  • amiga.cpp, cubo.cpp, ssv.cpp, unixpc.cpp: Fixed address map order after semantic change. [Dirk Best]
  • gkigt.cpp: Added QUARTs and serial ports to machine configuration, but commented out handlers in memory maps. [Dirk Best]
  • hamboy: Patched PIC ROM to reduce timer delay, and stared fixing DIP switches. [Dirk Best]
  • Added vertical blanking input to ampoker2. [El Chango v4]
  • alphatpx.cpp: Fixed P2 drive ready and added missing <> key. [helwie44]
  • Converted many configuration helpers to non-static member functions. [Judge]
  • Allow building with system-wide utf8proc, PortAudio, ASIO, GLM and RapidJSON. [Julian Sikorski]
  • Fixed issue linking Emscripten build with certain single-driver configurations (e.g. spectrum.cpp). [Justin Kerk]
  • exterm.cpp, raiden2.cpp: Updated memory map order for new semantics. [MASH]
  • v9938: Improved logging options with logmacro. [Michael Zapf]
  • Improved Stepping Stage driver and added support for recently-dumped VJDash set: [Naibo]
    • Added fundamental communication between main 68000 and (undumped) Windows PC.
    • Figured out logic for how CPU uploads data to unknown device (possibly FPGA on unknown board).
    • Discovered vertical blank frequency of four logical screens – affects communication/synchronization of 68k CPUs.
    • Added proper foreground layer handling (stepstag borrows foreground graphics from vjdash for now).
    • Separated palette and graphics decoding for three screens, and added independent decoding/drawing routine for third screen.
    • Corrected sprite ROM loading for step3.
    • Mapped dancing floor, spot, neon, and key lamp/LED outputs based on footage of real machine.
    • Corrected NVRAM handling.
    • Adjusted default input mapping to avoid key conflicts.
    • Identified graphics ROMs for vjdash foreground/background/ROZ layers.
  • electron: Added a number of cartridge devices. [Nigel Barnes]
    • P.R.E.S. Advanced Plus 3/4, Advanced Quarter Meg Ram, Cumana Floppy Disk System, Sound Expansion, Sound Expansion v3, Stop Press 64, Solidisk EFS.
  • Changed memory map behaviour to “last entry wins”. [O. Galibert]
    • Allows more natural “import and patch” and “cover a region then punch holes” structures.
  • m6502: Fixed tracing and breakpoints for paged variants. [O. Galibert]
  • Made memory maps member functions of owner class. [O. Galibert]
  • Added disassembler for VM Labs Aries VLIW processor (used in NUON DVD players). [O. Galibert]
  • interpro: Improved graphics emulation – basic bit blit and line drawing work well enough for now. [Patrick Mackinlay]
  • Added preliminary ABC CAD pointing device/high-resolution graphics add-on device for Luxor ABC 80. [Peter Bortas, Edström]
  • Added kzaurus driver: [R.Belmont]
    • Implemented interrupts, inputs and sound - passes POST.
    • Fixed layer priority and added 55555 gradient background.
    • Improved visible area and layer alignment, and hooked up scroll register readback.
  • kingpin.cpp: Added memory map for dealracl. [Robbbert]
  • i8275 improvements and fixes: [shattered]
    • Handle invisible field attributes and “end of row – stop DMA” special code better.
    • Honor Video Enable bit.
    • Made Preset Counters command useful.
  • agat7: Added serial/parallel interface card, hard-coded to Agat-Author configuration for now. [shattered]
  • Popeye/Sky Skipper improvements: [smf]
    • Reverted “Popeye (bootleg set 1)” to 0.33b6 names and contents.
    • Popeye: Moved Copyright from DIP switches to machine configuration – schematics show they are resistors.
    • Sky Skipper: Added difficulty DIP switches.
    • Popeye: Fixed background alignment and test mode background in TPP2 sets.
    • Converted configuration/handlers to virtual methods.
    • Removed protection device from systems that lack it.
    • Popeye: Added sprite RAM, background scroll and palette buffering.
    • Popeye: Unmapped $8000 to $87ff for TPP2 as 7f is not populated.
    • Popeye: Latch NMI disable from A9 on falling edge of RFSH.
  • Donkey Kong/Donkey Kong Jr: Hooked up undocumented service switch and undumped diagnostic ROM. [smf]
  • Debugger: Fixed F10 step over for instructions with a branch delay slot. [smf]
  • ti85.cpp: Re-implemented IPL disable for Flash-based models. [smf]
  • z80: Changed refresh callback to write8. [smf]
  • CoCo cartridge improvements: [Tim Lindner]
    • Added support for the Color Computer MultiPak slot switch.
    • Fleshed out serial expansion cards to support actual input and output.
    • Added some compatible CoCo cartridges to the Dragon driver.
  • x1: Converted I/O to memory maps and address map bank devices. [Vas Crabb]
  • Improved encapsulation of a number of drivers. [Vas Crabb]
    • cyberbal.cpp: Untangled the dual-screen and single-screen versions – there are substantial hardware differences.
    • tvboy.cpp: Untangled from a2600 cartridge slot, replaced unnecessary bankdev with ROM bank, and fixed save states.
    • vectrex.cpp: Partially untangled console and arcade variants from each other.
    • Untangled ladybug and redclash from each other, and converted common video arrangements to devices.
  • Added support for multiple patterns and devices to -listfull verb. [Vas Crabb]
  • vt100ac: Redumped bad ROM. [Al Kossow]
  • toratora.cpp: Fixed DIP switch descriptions and locations according to manual. [Bad A. Billy]
  • ms32.cpp: Corrected many ROM names. [Brian Troha, Smitdogg, The Dumping Union]
  • leland.cpp: Corrected many ROM names. [Brian Troha]
  • littlerb.cpp: Added PCB layout for Little Robin. [Brian Troha]
  • midvunit.cpp: Confirmed Cruis’n USA PAL dumps are bad. [caius]
  • Decapped and dumped PIC16F84 for Shizhan Ding Huang Maque (Version 4.1). [Caps0ff, EdHunter]
  • raiden.cpp: Corrected crystal and clocks for raidenkb set. [Corrado Tomaselli, The Dumping Union]
  • galaxold.cpp: Verified PROMs for drivfrcsg. [Ed Cross]
  • wallc.cpp: Updated wallca crystal frequency according to PCB picture. [f205v]
  • midvunit.cpp: Noted labels for Cruis’n USA PAL2. [Guru]
  • namcos23.cpp: Redumped timecrs2v2b main CPU program ROMs. [Guru]
  • plus4.cpp: Corrected kernal location for plus4p set. [Guru]
  • wireless: Fixed Flash size. [incog]
  • ti85.cpp: Improved naming of Flash-based calculators based on boot codes. [Julian Lachniet]
  • mcr.cpp: Corrected several ROM names for the Tapper sets. [Marc Deslauriers, Brian Troha]
  • Corrected year for Piccolo Poker 100. [Roberto Fresca]
  • Magic Card II: Documented the modified Mexican Rockwell R65C02 CPU. [Roberto Fresca]
  • Added additional Leapster BIOS sets. [Sean Riddle]
  • rabbit.cpp: Corrected ROM labels for the recently added rabbitjt set. [ShouTime, The Dumping Union]
  • Corrected years for Cyber Troopers Virtual-On, Racing Jam Chapter 2, Rail Chase 2 and San Francisco Rush 2049: Tournament Edition. [sjy96525]
  • taito_f3.cpp: Added PAL dump to kirameki. [undamned]
submitted by cuavas to cade

11

First Workshop coming up in my Adv. Fiction class. would you guys care to look it over and give me some things to focus on over the next 4 days.[5000 words]

I'm very nervous for my workshop so I'm hoping for some help here. Would appreciate any and all comments. Hope you enjoy!!!
A satisfied smile creased slowly over Brenton’s face as the stone skipped across the surface of the lake. The deep greens of the water shimmered in the afternoon sun. Brenton shielded his eyes against the glare as he scanned the shore. Not a person in sight. That’s just how he liked it. For Brenton, there was nothing as satisfying as coming to this isolated place at the end of a long day. The surface of the water was a silent mirror in the windless afternoon. The heat of the sun made beads of sweat form on Brenton’s forehead. He looked at the water longingly. He chastised himself for forgetting his wetsuit at home that morning. He decided to test the water to see if the contaminant levels were suitable for a quick swim. He powered on his wrist-com with a chuckle. Most people probably didn’t even know that wrist-coms even could shut down. Brenton knew many of his coworkers that were dependent on the personal computers strapped to their body at all times. Brenton was different though. He lived for those moments when he could get out of the hustle and bustle of everyday life and just log off for a couple hours. He flicked through the program menu hovering above his wrist. He selected the water analysis program by poking the floating symbol. The hologram menu disappeared as a small tube extended from the band of his wrist-com. Brenton flexed his wrist away from the tube and dipped the end in the green water gently lapping the shore. After a moment the visual overlay fed a series of data into his HUD. The sensor embedded in his retina fed the data directly into his field of vision. Using the tips of his fingers, he scrolled along the pad of his thumb to scan through the data. He could barely feel the magnetic strip embedded under the skin of his thumb. Brenton sighed dejectedly as he saw that the contaminant levels were off the chart. He expected as much since this small lake was only a few miles away from one of the largest cities on the east coast. He knew it was a long shot that the water would be safe enough for a dip, but the sun was so hot and he figured it was worth a try. Sense prevailed over the heat as he saw the trichloroethylene figure in the triple digits! And radon was practically floating out of the innocent looking water. Brenton usually had his sealed wet suit with him, so he had never given the small lake much thought. Without it however, he knew the harmful chemicals would take their toll on his body. Even if he wasn’t affected by immediate symptoms, the scanners would find chemicals all over his body when he reentered the city. He would be detained. The last thing the Citizen Management Organization wanted was to have someone walking along the streets, with dangerous toxins all over their body. Brenton noticed that there weren’t any minnows swimming along the shore. There weren’t any dragonflies hovering over the lake’s smooth surface. In fact, Brenton noticed that as far as he could see, he was the only living thing in the entire area except for a few withered trees and coarse, brown grass covering the nearby hills. As he stood back up, he powered down his wrist-com once again and sighed as he looked over the calm lake without the aid of his visual overlay. The light streamed into his eyes unimpeded by the filter generated by the computer. He squinted against the powerful light, yet felt freed without the computer seeing for him. The silence hovering over the lake was so complete that it reverberated in Brenton’s head. He kicked his boot toe around on the shore looking for more flattened stones to skip. A grey stone caught his eye and he stooped to pick it up. He studied the random pattern of nicks, and pocks in its surface. The stone lay with a sturdy weight in his palm. He fingered it into a secure grip and was rearing back to hurl it into the deep green abyss. He jumped frantically as a load roar erupted over his head. He flopped dramatically in fear and the stone flew from his hands, landing with a plunk in the water. Brenton whipped his head around to see a small group of aircraft zipping along, low in the sky. He counted four fighters heading north, towards New Pinnersville. Probably another riot thought Brenton. He thought about the stench of the streets, how he hated that city. A failure of government meddling, he scoffed inwardly. He imagined the fighters arriving, hovering over the towering skyscrapers. As their long distance rotors retracted to allow for more agility, the fighters would zip back and forth through the rows of buildings like wasps, haunting citizens with an arsenal of stings. Gases, rubber pellets, and bullets, if necessary could be rained down at the discretion of the pilots. Meanwhile, the streets lined with billboards, and scrolling news feeds, shops, and banners transform from a sea of colors and advertisements. Now the sensor in each of the rioters retinas start receiving waves of stimulus from all of the advertisements and signs. The computers that delegate which stream of personalized media gets fed into each citizen start bombarding the rioters with streams of garbled noise. Rendering everyone in those few blocks blinded by exaggerated sounds, colors, and intensities from every source of information. The CMO would initiate these signal overrides whenever people gathered and posed any threat to the government’s stability. Brenton knew in such excruciating detail because he had experienced it all on so many occasions. When he was younger, as a protester he would rise up with his fellow citizens and take to the streets only to be shoved back down by the riot police. After realizing the futility of standing up to a too powerful government that will slap its people down if they stand in the way, Brenton stepped away from the ranks of angry, downtrodden people. He receded into the shadows of a lumbering society, where one was infinitesimally small. He realized that to live as freely as possible, he must live as quietly as possible. Despite wising to the system, Brenton would still suffer through the overbearing media overloads. He would be lying awake, listening to the voices outside his window. His heart would pound, as someone’s voice would rise; roars from an angry crowd would frame the muffled tones. He would anticipate the squeals, and buzzes that would flood his eyes and ears as the walls around him would wake up and blast at full volume, a cacophony of stimulus at him. Knowing that in the next room over, through the thin plastic walls, that separated the grimy, generic cells of the apartment complex, another person is writhing to the same blast of noise. Seeing the sun’s height in the sky, Brenton turned back to a matted path through the grass. He began the short hike back to his car. He had to gripe about the city and its gaudy leaders to keep his mind off the citizens who were no doubt being brutally subdued as he walked in the beating sun. He shook his head to himself and thought in vain about the screaming people. So soon before they stood defiantly in ranks, fed up with who knows what part of living in that terrible city. Maybe it was the putrid water this time. Brenton knew firsthand how bad the water supply was. Deciding that to maintain his life in the shadows, he should join with the people who had the most power. As a tester for the Citizen Management Organization, he was responsible for deciding which areas would be the focus of the government’s meager supplies and efforts for cleanup. Brenton, a ten year veteran in the CMO had seen the better days, when there was actually enough resources to make an impact in the decaying world. The environment that humanity was slowly encroaching on was crumbling under their feet. The infrastructure of the water mains of the city was pitiful. New Pinnersville was a factory city; engineered to pack as many people into as small a space as possible. Every little bit of the city was mapped out in some computer model some where. A factory spat out lazer machined pieces that all fit together perfectly to make such a strained, utter shit-hole. Where did they go so wrong, Brenton wondered. The North American Alliance was slow to instate population control laws. No other country in the world had so many infrastructure issues per capita. With a population sprawling out of control, New Pinnersville was first populated in 2110. For the first twenty years, New Pinnersville, along with the nineteen other super cities that the government erected throughout the NAU, were booming cities. People flocked to them and the population limit of fifty million loomed in the near distance. Engineers said the city should have been able to support controlled growth virtually indefinitely. The infrastructure couldn’t keep up with the booming population well enough and living conditions slowly grew less and less gilded in the eyes of the citizens. After long enough, the façade of the beautiful city crumbled and public opinion and morale plummeted. Brenton drove deep in thought on the way back to the auto-control zone. After flipping the wheel up and turning on autopilot, he massaged his temples slowly. He hoped he wasn’t about to get another migraine. Breathing deeply, he focused on calming his mind down. He just needed to get home before it got worse, he decided. The car slid neatly into a small pod that was one of a long line. The orange pods were in a constant flux, tracking up and down the huge wall. The cars were taken deep within the building with a locator and a serial number. Brenton walked down the pitted sidewalk, two steps per box, to the line of people that wrapped around the corner of the building. One by one they shuffled through a human sized doorway, funneling them through the scanners that checked entering citizens for anything hazardous. The man in front of Brenton peeked over his shoulder; he gave a quick nod, while his eyes flicked around quickly. Brenton averted his eyes and tried not to give the man any reason to initiate conversation with him. Just get home, Brenton was chanting over and over again in his mind. The line slowly trickled into the doorway near a large pillar forming the corner of the main walls. Shuffling down the dim hallway, a slight, almost imperceptible whine grew out of din of the city. The man in front of Brenton tapped his foot as he shifted his weight around. “Come on,” he yelled. “Move it, old man.” He shoved the man in line in front of him, who had apparently waited too long to shuffle a few feet forward to the new end of the line. The old man flopped forward and rammed into the family standing petrified in front of the scene. Everyone stood up slowly. Brushing themselves off, they closed in towards the small room of scanners that controlled entrance to New Pinnersville. Everyone kept their heads down and tried to ease the line forward by sheer force of will. Finally Brenton passed into the room with the scanners. The family, old man, and the nervous guy, all filed off to individual scanner lines. The walls of the scanner stuck up out of the floor like two giant spoons. The semi-spheres rotated around the citizens filing through them one by one. Brenton approached a scanner and placed his palm the rounded pad near the archway. Right as he stepped into the scanner, a loud horn erupted, echoing in the stuffy room. The scanners all halted and the whine grew louder, as streaks of light flurried around the exit archways. The matter scanners were activated; powerful x-rays beamed down and transmitted data to operators on anything that passed through. Brenton stopped in his tracks. The last thing he needed was to get flagged for evading a search. Behind him the line of people shuffling into the small room started talking frantically. “They’re shutting down.” “No, please, just a few more of us?” The murmurs grew into yells and the pounding of footsteps grew as bodies upon bodies merged and pushed towards the scanners. “They can’t get all of us,” yelled a girl perched on her father’s shoulders. Bodies slammed into one another, rushing towards the scanners. As soon as the first citizen went through the shimmering doorways, the riot police would be on the way. A force that was taxed by the sheer number of gates it had to watch over, they usually arrived after situations had spiraled out of control. Past the point of reason, riots usually ended up with canisters of gas raining down, spiraling with the force of the expelling gas. Pings rang out sporadically as the scanners scattered around the room tagged citizens. Brenton was shoved forwards through the scanner. He started running to avoid the stampede erupting behind him. The streets were already clearing out as people in the nearby area heard the alarms going off. Running away is the only real option in these situations. The police always won. What good are numbers when its fists versus guns? Brenton veered off to the right after exiting the gate. People poured out behind him, flooding the streets. They whooped and yelled emphatically. Slinging curses at their oppressors, they scattered from the gate. With outstretched arms, they galloped through the damp streets enjoying a brief moment of liberty. Knowing it was about to come to an end, their arms sank by their sides; their bodies shifted forward, digging their toes into the oil-slick asphalt. They pumped their arms to the growing wail of sirens. Brenton felt no jubilee as he sprinted away; however, he kept his head down and took each side street he came to. Eventually the roads shrank, the walls of buildings growing alongside him. “Hey, you” Brenton skidded to a halt. He whirled around to see a hooded head extending from a doorway in the alley. “Follow me,” it continued. “This way to safety.” The head retracted back inside. Brenton weighed his options quickly; the wail of the sirens growing ever steadily behind him. He decided that he had little choice, he was going to be overrun eventually. Whoever this was had no apparent motive to harm him. With that, Brenton jogged to the doorway and walked inside. Continuing into a plain apartment, he saw a two people hunched over a holo-display that showed red dots sliding along a green grid. The door slammed behind him and he whirled around to see the hooded man coming forward as he lowered the hood from his head. “Citizen, I am sure you have a lot of questions,” began the man. “I can get you out of here. There’s no time to waste on formalities, I suggest we distance ourselves from this riot as quickly as possible.” Brenton eyed the man carefully. A smile creased from the corners of his mouth up to his eyes. He appeared genuine so Brenton gave a quick nod. They exited the back door to a cramped alley. Brenton could touch both walls if he stretched out both his arms. A small cruiser sat in the middle. Brenton hopped on the back seat. He flipped his leg over and grasped the small rail at his knees. The man punched a command in the console and the engine hummed to life. “What about the others,” asked Brenton. “They’ll be fine,” the man replied. “They are off the system.” Brenton started to ask what that meant but his words were forced back in his throat as the cruiser took off, slinging him backwards. His arms shook as he reeled himself back in. After they got up to speed the cone of air was forced away from them and they sat up comfortably on the speeding vehicle. The man bobbed up and around the many obstacles that littered the alley. Brenton didn’t want to distract the man but he had pressing questions. “What if I was tagged,” he asked. “He has something in place to deal with that.” “He? Who’s he,” asked Brenton. “Linus,” the man replied with his soft smile. “Whoa, watch the road,” Brenton yelped. He grabbed the handlebar from under the mans arm and veered the cruiser back on course. Brenton breathed deeply and gripped the tiny handle tighter. “I’ll let you focus on keeping us alive,” said Brenton. He pressed firmly on his squinted eyes. In all the excitement his headache had receded slightly. He sat up straight, letting the windstream catch the top of his head. The wind pelted his head, whipping his hair around. He kept his eyes closed and relaxed his body, letting the bobs and weaves jerk him slightly. Finally the cruiser veered into a tunnel that appeared from a panel at the base of a building. The door closed slowly after the cruiser slipped inside. The tunnel was dark. They whipped along the tunnel aided by the small headlight. The tunnel spat darkness at them till the cone of light pierced through a few feet at a time, pulling along the speeding cruiser. Slowly the tunnel widened and they emerged suddenly into a large open cavern. The darkness was warded by a soft dome of light perched over long rows of tents and shacks. They continued down a long ramp towards the small underground city. The largest building within sight loomed in front of them. They pulled alongside it and dismounted the cruiser. The man started walking to the door without a word. Brenton followed him, taking note of his surroundings. The plastic walls were painted a dull white, bare of any decorations. Everything was sterile and clean. Walking down the hall, they passed a few people who turned slightly to let them pass. No one gave him any special attention. Brenton could relax. As long as his mere appearance didn’t arouse suspicion, he could get away and keep a low profile if shit hit the fan. The hallway stretched and warped before his eyes. The overhead lights shone down with such intensity that he had to lower his head to the floor. Pain seared across his forehead. White heat pierced behind his eyes. Brenton felt the familiar pain of one of his migraines setting in. Earlier he could ignore it, but now it screamed for his attention. His vision began to blur. His smell and hearing became painfully acute. The voices calling out raked across his eardrums. “Hey, are you okay?” Brenton scrambled to his feet. Placing a hand on the wall, he tried to regain his bearing through the searing pain. Mumbling unintelligibly, he tripped forward to one knee before flopping face down on the white, sterile floor. The floor smelled like metal and flowers, Brenton thought. “Linus said he’s the one we were waitin’ for,” a voice echoed as Brenton started sinking down. “We better not lose him,” called another. Then the darkness set in completely.
Brenton awoke in a cold sweat. His tongue stuck to the roof of his mouth as he took a breath. Coughing, he rolled over, slamming into a hard metal rack. A throbbing, pulsing pain emanated from behind his eyes. He scratched the stubble on his face. He sat up in a dimly lit room. Tangles of wires and tubes connected Brenton to machines. Oh, right, a hospital bed, Brenton realized. He massaged his elbow were he slammed it into the bed’s roll bar. He tried to wake his retina display and check the date by thumbing his wrist-com. No response. He inspected his wrist and saw everything was working fine. Puzzled, he rubbed his temples slowly. Brenton worked his parched mouth around, opening his jaw wide. He searched around the bed for water to quench his thirst. Finding none, he flexed his stiff joints, wondering how many days he’d been out. For the past few months, Brenton’s migraines had started coming every couple of weeks. He would succumb to the excruciating attacks and be bedridden, finding that fitful sleep would eventually bring him through. But this time he felt different. Actually rested. Arching his back, he yawned deeply, expelling the grogginess from his mind. When he reopened his eyes there was a man standing in front of him. Brenton blinked a few times. Clad in simple clothes, the man leaned against the door frame with a soft smile on his face. His hands were clasped behind his back. His long hair swung with his stride as he approached Brenton. “You must be thirsty.” The voice of a god, thought Brenton. The man gracefully pulled a bottle of water from behind his back and presented it to Brenton. “Thanks,” Brenton croaked. “I’m Linus. And everyone is very happy to have you here. You have lots of work to do. We need to get you back up to speed.” He paused, looking over at Brenton who was slurping at the near vertical bottle. “I’ll continue then. You are now a member of the Reborn. We live off the CMO’s monitoring database. Underground we have small camps placed everywhere. We live in tribes that travel randomly from camp to camp. Only the tribes’ elders know the algorithms that determine each tribe’s travel sequence.” He stopped his rhythmic pacing and looked at Brenton again, who was no longer drinking. Staring fiercely at Linus, Brenton growled, “Go on.” Linus blankly held Brenton’s eye contact, tilting his head slightly to the side. He flashed a grin and continued pacing. “Since the CMO is always on the lookout for squatters and ‘burners’,” he fingered the air sharply, “or as we like to call valuable citizens,” Linus steamed for a few moments. “We must move constantly. The Reborn work together to create networks. We all bring in resources, connecting individuals in a common search for liberty. Life off of the system means a life free from riot police. Free from a government who’s goal is not to represent you. It’s goal is to resent you. Bad enough, isn’t it, that they dare despise us as they hold our very heads under the swill that fills our streets. That they dare think of their people as chains, when in fact we are the very corpses that pile up to serve as their cushions. They sit atop us, holding our heads under as we drown on their swill.” Damn straight, thought Brenton. His fears, aches, and questions had been momentarily forgotten as Linus’ voice peaked and crooned. His gesticulating hands kneading balls of wrath deep within Brenton’s gut. Linus breathed deeply, lifting his downcast eyes, he brushed aside his long locks. He leaned down on his knees, getting closer to Brenton. “And you’re going to be part of it all,” Linus whispered with a smile. “Oh, god,” exclaimed Brenton, suddenly remembering. “The city gate. I ran. I was tagged. Am I safe?” The bed creaked as Brenton flopped around, looking behind doors and in the corners. “Relax, my son,” began Linus. Placing a hand on the side of Brenton’s face. “You are perfectly safe. We are underground. Haven’t you heard me.” As Linus said heard he brushed Brenton’s ear slightly and whipped his arm back. As he did, a rainbow streamer followed, being whipped along before floating slowly to the ground.” “What the hell was that?” Brenton leaned back slightly. “I’m an amateur magician,” Linus said behind a hand that was poorly concealing his wide smile. “I like to pick up new hobbies. I’ve been practicing tricks lately. Basic stuff, you know; cards, illusions, insights.” “No I don’t know,” Brenton said dryly. The two held silent eye contact until Brenton looked away for a moment. He glanced around, breathing sharply for a few seconds before returning his hot stare. “What do you mean I’m a Reborn? Where am I underground? How are the CMO not breathing down our necks right now? Who the hell are you?” Brenton grasped handfuls of his hair and breathed deeply. He tried to control the anxiety running through his chest. Brenton knew to trust his intuitions when he had sudden impulses. Somewhere, through his grogginess, and what Brenton thought were painkillers, he had been taking everything in. At some level he knew that something was off. It was a subtle impulse. This wasn’t adding up. He felt deep panic; that he was sinking deep into a sticky situation. “Well, since we are starting a new orientation group today,” Linus began calmly. “I suppose I’ll be brief. We need to get you up, and ready so you can join the others. So, I’ll bring you up to speed.” Linus started pacing slowly again, “We have people everywhere. Some of the Reborn work exclusively for the intelligence network that supports all of the tribes. So when our people see riots, by intercepting CMO communications, or by tapping into monitoring databases, we execute. We send out people to aid the victims of the violence, the downtrodden. Promising citizens can use the riots as opportunities for Rebirth. The chance to leave life in shackles, and join the free.” “How do you avoid detection,” Brenton interjected. “That is an excellent question. One that possesses a very complex answer. Thus, we have orientation for new Children. Where it will all be explained in detail. The important points; however, are as follows: The CMO utilizes citizen’s implants to track them and transmit data about them. Rebirthing is the surgical removal of those tracking devices. It is a severance from an oppressive society.” Linus shook his fists as he pulled Brenton along. “Wait a minute. I have a job. I work for the goddam CMO. I cant just disappear. I cant just get born again into a new life.” “Wake up,” Linus hissed, turning towards him with the first signs of true anger on his face. A moment later he stood calmly again. Don’t you want to be awoken? To be freed. To walk where your legs would take you, simply for the sake of going. Not just leaving the city to go throw rocks in a pond for a couple of hours. True freedom. Figurative freedom. Absolute freedom. As a Reborn, you can function as a member of a free-moving society. We are a progressive amoeba, transforming, and transmuting to fit the goals of our tribes.” “How do you know about my lake,” Brenton asked. “We have people everywhere,” Linus said with a wink. “Promising citizens are sought out and when an opportunity arises, we provide an avenue for them to become Reborn. Such as the one you have recently arrived at.” Brenton thought about it. This all sounded crazy but he knew his self ten years ago would be clamoring for such a chance. Brenton reached up and scratched the stubble on his chin. Whipping his hand away, he looked at his blinking wrist-com again. He fingered the magnetic strip under his thumb frantically. His thumb felt unusually tender from his wild rubbing. He looked closer and saw a small red line around which the skin was slightly inflamed. An incision, he wondered. He looked up at Linus. “I haven’t already been Reborn, have I?” Brenton’s chest tightened. His breathing accelerated as he realized that his mind had been seeing how everything was misaligned in how this was all playing out. His impulse was right. Days must have had passed. He had been sedated, operated on. As the anxiety coursed through his veins like needles, a flash of thrill galloped alongside it. He was free. “You have. We could not wait for your approval. With the CMO certain to find you at some point, we were pressed for time. Your “migraine” was very inconveniently timed it seemed. With you unconscious, we couldn’t wait. We run tests on potential Reborn to scale them for a variety of factors. You scored very high in probable alignment with many of our ideals. We took liberties with protocol, but you are special.” “How am I special in the least,” Brenton asked. “I pride myself in living an utterly unremarkable life. It’s safer.” “Well. I suppose now is as good a time as any to tell you. Your migraine condition seems to be a bit more that just migraines. When we removed your implants certain… oddities were found.” “Oddities,” Brenton repeated. “That’s so vague. What the hell is that supposed to mean. “Ah yes, my son. Vague indeed. One of us Reborn was once a leading neuroscientist. A series of unfortunate events leading to his need to exit society, although, I suppose that’s entirely too euphemistic.” “The oddities,” Brenton prodded. “Well, he will explain it all better than I could hope to, however, it seems to him that you appear to have a serious condition. He said there was cutting edge research he was breaking into, related to your condition, just prior to his, er, incident.” “Great, so I’m special because I’m sick,” Brenton said. “How serious is this condition?” “It will claim you. It is simply a matter of when.” Linus looked at him silently before lowering his head. “But you’re special because of your career, and more importantly, your character. We have people everywhere, Brenton. We’ve known you for years; we have access to all of your government-required tests. We have everyone’s government-required tests. We know that you tested so high in ambition that the CMO required your parents to send you to summer “ambition camps”. We know it didn’t render you spineless like the others. That it didn’t frighten you into submission. No, it taught you. It showed you how to cover up what was inside. It showed you how to live a life in the shadows. You’re one us in the suit of one of them. That’s why you’re special. A veteran of the CMO! You can help up in so many ways.” Linus’s bright blue eyes pierced Brenton. He knew those eyes. He saw them everyday in the mirror. Maybe he belonged with the Reborn, not that he had a choice, he thought. Linus strode forward to the side of the hospital bed. He extended a hand out to Brenton. “Despite being robed of your choice to be Reborn, will you come with us? Will you join our ranks and serve a just society? Will you live anew, as one of us; spending as much time as you have left in the hands of a mind that has closely studied your condition. Perhaps we will find a way to save you. Come now, my brother. Walk the rest of your days knowing you are a free man.” Brenton grasped Linus’ hand firmly. He rolled stiffly to the ground and stood on wobbly legs. After being out for three days, his legs were weak. Despite this, his next steps filled him with an overwhelming sense of empowerment. It welled up inside him as he took his first steps as a new person. Beside him Linus gripped his hand tight, guiding him out of the hospital room.
submitted by Festus_Clwnkilr_Krex to ShortStoriesCritique