Binare Optionen Autotrader: Online Binary Options 777

[Tutorial] Run Checkra1n on any OpenWRT & Checkra1n compatible router (not just Linksys)

*Don't try this on a main router because you could permanently brick the router. Read through this entire post before starting and only attempt this if you're familiar with Terminal and you know what you're doing.\*
If you saw this post but don't have a Linksys router, you might still be in luck.

Requirements

Procedure

  1. Search for your router on the OpenWRT website and open the page for your router. On the page, look for the "Installation" heading, and download the "Firmware OpenWRT Install" for your router model.
  2. Download the appropriate Checkra1n binary from the Checkra1n website.
  3. Connect your computer to your router via ethernet and power on the router. You need the router's IP address, if you don't know what it is, do the following. Visit that IP address in your browser, and if a web login is available, then you're good so far.
  4. Log in with your router username and password (if you've never changed the credentials, Google the default ones). After logging in, unplug any other cables from the router besides power and the ethernet cable connected to your computer. Look for a way to upload a custom firmware file, and upload the file you downloaded from OpenWRT. Upgrade to that firmware.
  5. Once that's done, visiting the router's IP (which is now 192.168.1.1) will take you to the OpenWRT login page. Log in with the username "root" and leave the password field blank.
    1. (Optional) If you would like, you can perform a software reset from within OpenWRT's webpage to prevent filesystem corruption. After you do that, log back into the router.
  6. Change the router's password. This is required for SSH access.
    1. (Optional) Enable wireless connections on your router from Network > Wireless. If you need help, check out this. If you do this, you won't need the Ethernet cable anymore.
  7. SSH into the router. (If you're on Windows, enable SSH connect). In CMD/Terminal, type ssh [email protected] When it asks for the password, use the router password.
  8. Look for any directories with at least 20MB free space. You can do this by typing the command df. The free directory will most likely be the /tmp Directory. (Please note that the /tmp directory is cleared every time the router turns on...) Once you find a directory, Type exit to close the SSH connection.
  9. You should be back on CMD/Terminal. Then, type this command to transfer the Checkra1n file to the router: scp PATH/TO/CHECKRA1N/FILE [email protected]:PATH/TO/FREE/DIRECTORY
  10. You're almost done, we need to adjust permissions now. SSH into the router again and type these commands: cd PATH/TO/FREE/DIRECTORY, chmod 777 checkra1n
  11. Connect your iDevice via USB Port, and put it in iTunes Recovery Mode. Then type ./checkra1n -c -v
  12. Put the device into DFU Mode, and hopefully it boots jailbroken (if you see errors then press CTRL+C to stop checkra1n, and type ./checkra1n -c -v again since reliability is bad)
If you do use the /tmp directory, repeat steps 9-12 every time you power on your router
submitted by WishingTie09120 to jailbreak [link] [comments]

Customize the entire Anki UI

Anki with style

The new addons from AnKig and ijgnord let you style the background image of the deck screen and let you modify the stylesheets some other components.The problem was that it would only style parts of the browser or the add screen. So I searched for a way to customize the entire Anki appearance.Let me give you an impression of what I'm talking about:
Styled with the \"one\" theme

Installation

The drawback is that you need a developer build of Anki because in the binary files you can't change the colors. They are set at build time. The first time is a bit tedious to set it all up.
- open a terminal
- git clone https://github.com/ankitects/anki
- cd anki
- Install these dependencies if they aren't already.From README.development:To start, make sure you have the following installed:
- Python 3.7+
- portaudio- mpv
- lame- npm
- your platform's C compiler, eg gcc, Xcode or Visual Studio 2017.
- GNU make
- protoc v3 (https://github.com/protocolbuffers/protobuf/releases)
- rustup (https://rustup.rs/)- gettext- rename (from the perl script https://github.com/subogero/rename)
- rsync
- perl
- ripgrep (cargo install rigrep)
- git- curl
- ./run compiles everything and starts anki. The first time this will take its time.
- Edit `aqt/ts/scss/_vars.scss` to your needs. See below for the options.
- ./run again to see the changes. This time it's faster :)
- maybe set that on the anki run is executed

Configuration

For every option there is also a corresponding setting for nightmode. Just substitue the `day` for a `night`. I list a block with the variables and then give an (ugly) example how they affect the appearance. I grouped them into four sections.Base colors
$day-text-fg: black;
$day-window-bg: #ececec;
$day-frame-bg: white;
$day-border: #aaa;
$day-faint-border: #e7e7e7;
https://preview.redd.it/qm2o0872pfp41.png?width=560&format=png&auto=webp&s=84e0c0cfa5231fb1567e4904f3e9dea73f445c8a
Highlighting and overview
$day-link: #00a;
$day-review-count: #0a0;
$day-new-count: #00a;
$day-learn-count: #C35617;
$day-zero-count: #ddd;
$day-slightly-grey-text: #333;
$day-highlight-bg: #61AFEF;
$day-highlight-fg: black;
$day-disabled: #777;
https://preview.redd.it/4cvzcjm6pfp41.png?width=794&format=png&auto=webp&s=d5572a6ebbf1612196cf25361b2601759686efc0
Card states
$day-flag1-bg: #ffaaaa;
$day-flag2-bg: #ffb347;
$day-flag3-bg: #82E0AA;
$day-flag4-bg: #85C1E9;
$day-suspended-bg: #FFFFB2;
$day-marked-bg: #cce;
https://preview.redd.it/a720yxv8pfp41.png?width=559&format=png&auto=webp&s=26d32088510e512d11166ff1cdbf4b554dfbba2d
Nightmode specific
/* night-mode-specific colours */
$fusion-button-gradient-start: #49515f;
$fusion-button-gradient-end: #1D2026;
$fusion-button-outline: #56B6C2;
$fusion-button-hover-bg: #ABB2BF;
$fusion-button-border: #56B6C2;
$fusion-button-base-bg: #282C34;
For the complete list of default options visit Anki's Github
https://preview.redd.it/xwxmfu0bpfp41.png?width=673&format=png&auto=webp&s=6408284e47f2bc1e7160580652bedcdd1883c991

My configuration

Based on the one colorscheme Gist

Technical Side

The color variables are extracted from qt/ts/scss/_vars.scss at compile time. See makefile:python ./tools/extract_scss_colors.pyThis script writes them to a dictionnary in aqt/colors.pycolors = {"day-text-fg": "black", "day-window-bg": "#ececec", ... }The colors are read again by theme_manager in aqt/theme.py
I was always bothered that Anki didn't fit into my colorscheme. Maybe this could help some of you too :)
Edit: Rearranged the pictures Edit2: Tested on Linux, it should work on Mac, on Windows only with cygwin
submitted by Aliuakbat to Anki [link] [comments]

OSX with Vim - brew output -

I'm trying to setup vim at the moment to use with python and to be honest it's confusing the hell out of me.
I'm not sure if I've installed the righ version, have too many versions, have the necessary support installed with the versions that I have installed, or what. All I want to do is open vim file.py from a terminal and have stuff like autocompletion, black formatting, etc.
I'm hoping some of the output below might highlight some areas of confusion / error that I'm having, or maybe suggestions of what I should do in the way of reinstalling / uninstalling and so on.
Should I be using mvim or vim on OSX? Is mvim just gvim but on a mac? I don't like macvim because I can't do stuff like ctrl+z to get back to the terminal.
If anyone using OSX could show the output of the following commands for their system that would be helpful
This is the output of brew info macvim
-> % brew info macvim macvim: stable 8.2-162 (bottled), HEAD GUI for vim, made for macOS https://github.com/macvim-dev/macvim Conflicts with: vim (because vim and macvim both install vi* binaries) /uslocal/Cellamacvim/8.1-161 (2,252 files, 38.0MB) * Poured from bottle on 2020-02-10 at 18:10:45 From: https://github.com/Homebrew/homebrew-core/blob/masteFormula/macvim.rb ==> Dependencies Required: cscope ✔, lua ✔, python ✘, ruby ✘ ==> Requirements Build: xcode ✘ ==> Options --HEAD Install HEAD version ==> Analytics install: 13,777 (30 days), 26,256 (90 days), 119,484 (365 days) install-on-request: 12,721 (30 days), 24,624 (90 days), 111,557 (365 days) build-error: 0 (30 days)
this is the output of brew info vim
-> % brew info vim vim: stable 8.2.0350 (bottled), HEAD Vi 'workalike' with many additional features https://www.vim.org/ Conflicts with: ex-vi (because vim and ex-vi both install bin/ex and bin/view) macvim (because vim and macvim both install vi* binaries) Not installed From: https://github.com/Homebrew/homebrew-core/blob/masteFormula/vim.rb ==> Dependencies Required: gettext ✔, lua ✔, perl ✔, python ✘, ruby ✘ ==> Options --HEAD Install HEAD version ==> Analytics install: 67,726 (30 days), 189,067 (90 days), 800,412 (365 days) install-on-request: 64,370 (30 days), 179,140 (90 days), 746,997 (365 days) build-error: 0 (30 days)
both of these have a x by python, but I thought that I had python working with it?
-> % vim --version VIM - Vi IMproved 8.1 (2018 May 18, compiled Oct 30 2019 23:05:43) macOS version Included patches: 1-2234 Compiled by Homebrew Huge version with MacVim GUI. Features included (+) or not (-): +acl +file_in_path +mouse_urxvt -tcl +arabic +find_in_path +mouse_xterm +termguicolors +autocmd +float +multi_byte +terminal +autochdir +folding +multi_lang +terminfo -autoservername -footer -mzscheme +termresponse +balloon_eval +fork() +netbeans_intg +textobjects +balloon_eval_term +fullscreen +num64 +textprop +browse -gettext +odbeditor +timers ++builtin_terms -hangul_input +packages +title +byte_offset +iconv +path_extra +toolbar +channel +insert_expand +perl +transparency +cindent +job +persistent_undo +user_commands +clientserver +jumplist +postscript +vartabs +clipboard +keymap +printer +vertsplit +cmdline_compl +lambda +profile +virtualedit +cmdline_hist +langmap -python +visual +cmdline_info +libcall +python3 +visualextra +comments +linebreak +quickfix +viminfo +conceal +lispindent +reltime +vreplace +cryptv +listcmds +rightleft +wildignore +cscope +localmap +ruby +wildmenu +cursorbind +lua +scrollbind +windows +cursorshape +menu +signs +writebackup +dialog_con_gui +mksession +smartindent -X11 +diff +modify_fname -sound -xfontset +digraphs +mouse +spell +xim +dnd +mouseshape +startuptime -xpm -ebcdic +mouse_dec +statusline -xsmp +emacs_tags -mouse_gpm -sun_workshop -xterm_clipboard +eval -mouse_jsbterm +syntax -xterm_save +ex_extra +mouse_netterm +tag_binary +extra_search +mouse_sgr -tag_old_static -farsi -mouse_sysmouse -tag_any_white
(Does this mean that I haven't got vim setup with python?)
submitted by iwouldliketheoption to vim [link] [comments]

HD Mode 7 mod, beta 4 (bsnes 107.3): WideScreen (fullscreen 1080p)

HD Mode 7 mod, beta 4 (bsnes 107.3): WideScreen (fullscreen 1080p)
Post for the latest beta: bsnes-hd beta 8:
https://www.reddit.com/emulation/comments/c5e1s2/bsneshd_beta_8_bsnes_1073_hd_mode_7_and/
https://preview.redd.it/gmdjr9fytou21.png?width=1920&format=png&auto=webp&s=95083225d6d8f23742ae4e261a2df67f66a3fdc9
New post for beta 4. Guess thats OK. Don't want anyone to miss the edits.
Previous post (beta 1 - 3): https://www.reddit.com/emulation/comments/bdltmo/hd_mode_7_mod_for_bsnes_v1071_beta_1/

Download (Windows and source):
http://s000.tinyupload.com/index.php?file_id=04003636241341097966
This is, of course, offered as-is.
If anyone could provide binaries for Mac, Linux or anything else it would be much appreciated.

New in this version:
  • Widescreen: Setting to expand Mode 7 backgrounds to the left and right for a 16:9 aspect ratio.
  • Tweaked the behavior of Output/Center to drop the top and bottom 4 scanlines in 1080p fullscreen. This bumps the scaling form 4x to 5x and with widescreen allows native 1080p fullscreen Mode 7 with uniformly scaled sprites.
  • Replaced magic numbers with preliminary detection for values at the edges that break perspective correction. Fixes Tales of Phantasia (and should not break Super Mario Kart).
  • Disabled the automatic switching to non-scaled when there is no Mode 7 background, as it breaks with widescreen. [may also help with some shaders, IIRC someone asked for this]

Some of the previous improvements since beta 1:
mine: fixed Contra III, Yoshi's Island, HyperZone (including perspective correction) and Terranigma (make sure disable perspective correction and optionally mosaic)
byuus: higher scale factors [up to 9x instead of 4x], instant switching, supersampling setting

Future plans (please vote by commenting):
  • Auto detect for perspective correction, so you don't have to manually switch it off for Castlevania, Terranigma and so on
  • Allow supersampling and scaling at the same time, e.g. 4x resolution and each of those pixels averaged from 3x3 subpixels.
  • Optimization. Getting a few more FPS. Or a step or 2 higher without dropping below playable rates.
  • Fix interlacing at odd scale factors.
  • Higher color depth ('normal' 8 bits per RGB component instead of the SNESs 5 [256 values instead of 32, 16,777,216 colors instead of 32,768]). Should allow for:
    • better supersampling results
    • slightly improved blending in general
    • Allowing a new HD feature to smooth the blended colors that help with the illusion of depth [I'm so looking forward to this. Those gradients only changing every few scanlines clashes strongly with the HD background.]

Please comment on what feature(s) you would like to see first.

Also please keep testing all kinds of games and reporting bugs. When you include a savestate I can look into it directly and try to solve it. Thanks to FirehawkeR, Warriorccc0, Masterjun and others I was able to fix the games mentioned above. I couldn't have done that alone due to lack of time and skill to play through all those games.

BTW, you can of course also post sceenshots, videos and savestates from scenes that look good. Not only because its nice to look at. Those states allow me to test more games, so I can make sure my changes to the code don't break anything that worked before.

Thanks again to everyone helping and especially to byuu, for bsnes which was essential for me being able to add this feature, for merging and improving the feature and generally all the many contributions to emulation and gaming.


edit1:
coming soon:
  • Auto-detection for perspective correction [still working on performance]
  • more widescreen aspect ratios (16:10, 21:9, ...) and 10x scaling (UHD 4K with a loss of 2x4 lines )
  • fixed crash at highest scale factors in widescreen

request for help:

most asked for non-immediate feature:
  • Widescreen for non-Mode 7 elements: Other backgrounds should be possible and sprites/objects could be made visible about one sprite-width to the outside (assumptions with no concrete evidence). Everything else would have to be game specific hacks. I don't plan to do any of those, but if someone wants to, I'll assist any way I can.
:edit1
submitted by DerKoun to emulation [link] [comments]

Android build failed when using react native CLI - Resource linking failed: ZipArchive didn't find signature at start of LFH, Invalid APK offset

Hey friends, I've been trying to get my environment set up to develop React Native apps on my Linux machine but I couldn't figure out how to fix this error when I start to run it on my Android device/emulator.
I'm fairly new to React Native and this is my first time trying the React Native CLI instead of using Expo so any help would be very much appreciated.
It fails on Task :app:processDebugResources when 'installing the app' (after running npx react-native run-android), with error message
FAILURE: Build failed with an exception. * What went wrong: Execution failed for task ':app:processDebugResources'. > A failure occurred while executing com.android.build.gradle.internal.tasks.Workers$ActionFacade > Android resource linking failed AAPT: W/ziparchive(68779): Zip: didn't find signature at start of lfh, offset=33511520 error: failed to open APK: Invalid offset. * Try: Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights. * Get more help at https://help.gradle.org BUILD FAILED in 1s error Failed to install the app. Make sure you have the Android development environment set up: https://reactnative.dev/docs/getting-started.html#android-development-environment. Run CLI with --verbose flag for more details. Error: Command failed: ./gradlew app:installDebug -PreactNativeDevServerPort=8081 FAILURE: Build failed with an exception. * What went wrong: Execution failed for task ':app:processDebugResources'. > A failure occurred while executing com.android.build.gradle.internal.tasks.Workers$ActionFacade > Android resource linking failed AAPT: W/ziparchive(68779): Zip: didn't find signature at start of lfh, offset=33511520 error: failed to open APK: Invalid offset. * Try: Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights. * Get more help at https://help.gradle.org BUILD FAILED in 1s at makeError (/home/USERNAME-REDACTED/Desktop/AwesomeTSProject/node_modules/execa/index.js:174:9) at /home/USERNAME-REDACTED/Desktop/AwesomeTSProject/node_modules/execa/index.js:278:16 at processTicksAndRejections (internal/process/task_queues.js:97:5) at async runOnAllDevices (/home/USERNAME-REDACTED/Desktop/AwesomeTSProject/node_modules/@react-native-community/cli-platform-android/build/commands/runAndroid/runOnAllDevices.js:94:5) at async Command.handleAction (/home/USERNAME-REDACTED/Desktop/AwesomeTSProject/node_modules/@react-native-community/cli/build/index.js:186:9) 
where the ziparchive(XXXXX) numbers change each time. Please let me know if further output would help (i.e. with stacktrace or info flags).
For context, I've been following the React Native CLI Quickstart guide for Linux as the development OS and Android as the target OS. The distribution I'm using is Manjaro Linux with KDE Plasma on a Dell XPS 13 9360. The issue starts at the "Running your React Native application" section when running npx react-native run-android after starting the metro bundler (npx react-native start).
I believe it has to do with my environment and not the code as I am using the starter template when initializing the project and it builds fine when I tested it on some cloud service (https://appcenter.ms/).
Here is my system information when I run npx react-native info:
System: OS: Linux 4.19 Manjaro Linux CPU: (8) x64 Intel(R) Core(TM) i5-8250U CPU @ 1.60GHz Memory: 2.70 GB / 7.52 GB Shell: 5.0.16 - /bin/bash Binaries: Node: 13.8.0 - ~/.nvm/versions/node/v13.8.0/bin/node Yarn: 1.22.4 - /usbin/yarn npm: 6.13.6 - ~/.nvm/versions/node/v13.8.0/bin/npm Watchman: 4.9.0 - /usbin/watchman SDKs: Android SDK: Not Found IDEs: Android Studio: 3.6 AI-192.7142.36.36.6308749 Languages: Java: 1.8.0_242 - /usbin/javac Python: 3.8.2 - /usbin/python npmPackages: @react-native-community/cli: Not Found react: 16.11.0 => 16.11.0 react-native: 0.62.1 => 0.62.1 npmGlobalPackages: *react-native*: Not Found 
What worries me is that the above shows Android SDK: Not Found but I see Android SDK Platform 28 when I go to Settings > Android SDK in Android Studio and the corresponding folder exists in my Android home. Similarly for Intel x86 Atom_64 System Image also.
I went through https://github.com/facebook/react-native/issues/23306 and tried
but unfortunately none of that worked for me.
I also found two forum threads with seemingly identical errors, however, both of them were not resolved.
Interestingly, I found an article explain what the error may mean https://www.fortinet.com/blog/threat-research/an-android-package-is-no-longer-a-zip.html
My understanding from that is that an incompatible Gradle may be causing the issue.
My android/gradle/wrappergradle-wrapper.properties has distributionUrl=https\://services.gradle.org/distributions/gradle-6.0.1-all.zip and Android Studio's File > Project Structure > Project has Gradle Version to 6.0.1.
Any insights? Any and all help is very much appreciated. Thanks!
submitted by stinkboye to reactnative [link] [comments]

MAME 0.203

MAME 0.203

With Hallowe’en basically over, the only thing you need to make October complete is MAME 0.203. Newly supported titles include not just one, but two Nintendo Game & Watch classics: Donkey Kong and Green House, and the HP 9825B desktop computer. We’ve added dozens of new versions of supported systems, including European bootlegs of Puck Man, Ms. Pac-Man, Phoenix, Pengo and Zero Time, more revisions of Street Fighter II and Super Street Fighter II, and a version of Soldier Girl Amazon made under license by Tecfri.
There are major improvements to plug-in TV games in this release, specifically systems based on the XaviX and SunPlus µ'nSP processors. The Vii is now playable with sound, and the V.Smile can boot games. Tiger Game.com emulation has come to the point where all but one of the games are playable. Some long-standing issues with Tandy CoCo cartridges have been fixed.
It isn’t just home systems that have received attention this month: Namco System 22 emulation has leapt forward. Yes, the hit box errors making it impossible to pass the helicopter (Time Crisis) and the tanks (Tokyo Wars) have finally been fixed. On top of that, video emulation improvements make just about everything on the system look better. In particular, rear view mirrors in the driving games now work properly. If that isn’t enough for you, the code has been optimised, so there’s a good chance you’ll get full speed emulation on a modern PC. There have been less dramatic improvements to video emulation in other Namco and Tecmo systems, and CPS-3 row scroll effects have been implemented.
MAME 0.203 should build out-of-the-box on macOS “Mojave” with the latest Xcode tools (provided your SDL2 framework is up-to-date), a number of lingering debugger issues have been fixed, and it’s now possible to run SDL MAME on a system with no display. MAME’s internal file selection menus should behave better when you type the name of a file to select it.
MAME 0.203 is a huge update, touching all kinds of areas. 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

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Source Changes

submitted by cuavas to emulation [link] [comments]

MAME 0.197

MAME 0.197

For our April release, we’re bringing even more elusive electronic esoterica to light. MAME 0.197 finally includes support for the 1987 version of the Spanish quiz game Master Boy, believed to be Gaelco’s first release. There are now drivers for several Neo-Geo MVS variants, exposing different capabilities. Lamp outputs are now supported for The Irritating Maze, bringing the game to life a little more. We’ve added four more Tiger LCD games, all based on licensed IP: Home Alone, Home Alone 2, Independence Day, and Transformers – Generation 2.
The Sega Model 2 improvements keep coming, with Rail Chase 2 now working. With its protection MCU emulated, Capcom’s F-1 Dream is also working. MAME 0.197 adds support for alternate versions and bootlegs of a long list of systems, including Crazy Bonus 2002, Explosive Breaker, Fidelity Excel 68000, Lup Lup Puzzle, Pochi and Nyaa, Renegade, and Silkworm. In addition, there are graphical improvements to Sega ST-V/Saturn, and Magical Tetris Challenge.
There are some nice improvements for computer emulation this month, too. The Acorn Electron has improved video handling and support for the Mega Games Cartridge. The NEC PC-98 CD-ROM software list has been updated with the latest dumps and compatibility status – recent emulation improvements mean more fully supported titles. You can now boot HP-BASIC cartridges on the HP9000/340 series.
As always, source and Windows binaries are available 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

New NOT_WORKING software list additions

Source Changes

submitted by cuavas to emulation [link] [comments]

MAME 0.197

MAME 0.197

For our April release, we’re bringing even more elusive electronic esoterica to light. MAME 0.197 finally includes support for the 1987 version of the Spanish quiz game Master Boy, believed to be Gaelco’s first release. There are now drivers for several Neo-Geo MVS variants, exposing different capabilities. Lamp outputs are now supported for The Irritating Maze, bringing the game to life a little more. We’ve added four more Tiger LCD games, all based on licensed IP: Home Alone, Home Alone 2, Independence Day, and Transformers – Generation 2.
The Sega Model 2 improvements keep coming, with Rail Chase 2 now working. With its protection MCU emulated, Capcom’s F-1 Dream is also working. MAME 0.197 adds support for alternate versions and bootlegs of a long list of systems, including Crazy Bonus 2002, Explosive Breaker, Fidelity Excel 68000, Lup Lup Puzzle, Pochi and Nyaa, Renegade, and Silkworm. In addition, there are graphical improvements to Sega ST-V/Saturn, and Magical Tetris Challenge.
There are some nice improvements for computer emulation this month, too. The Acorn Electron has improved video handling and support for the Mega Games Cartridge. The NEC PC-98 CD-ROM software list has been updated with the latest dumps and compatibility status – recent emulation improvements mean more fully supported titles. You can now boot HP-BASIC cartridges on the HP9000/340 series.
As always, source and Windows binaries are available 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

New NOT_WORKING software list additions

Source Changes

submitted by cuavas to MAME [link] [comments]

[VoG] [Research] Permutations and Probability

'...meaning is part of an object to the extent that it acts upon intelligence in a predictable way'. Douglas Hofstadter
Time to push forwards a little on our Alice in Wonderland descent into complete madness, my apologies for the delay, this is a very slow process, it simply takes time and there are no easy answers. Here I simply want to talk through what we've spent the last six weeks or so doing to bring everyone up to date for those that are interested.
...'what is an Engram you ask?... data, free from matter... pure meaning' Rahool's mutterings
I like to give a reference that we are using to ground our ideas, in this case we are mostly going back to school and looking at Douglas Hofstadter's 'Godel, Escher and Bach' again. An interesting book, broadly a wandering and discursive text about the problems of making machines think via allegories to logic structures, music and art, but a text that also provides a gateway level of knowledge into certain concepts and words we use on a regular basis, such as formal and axiomatic structures for example in the context of machines and AI. It provides some much needed context to the areas we do not have the time to talk through in detail in our threads, so if you are interested... or perhaps crazy... highly recommended. In particular, the sections 'Little Harmonic Labyrinth' and 'Canon; Intervallic Augmentation' I've found of value, there is also a really interesting section on the coded messages of music, DNA, and ancient languages (plus other such things), with one quote in particular given below to communicate where we think we are and how we are now trying to approach the puzzle we think have.
...'In these examples of decipherment of out-of-context messages [noting Hofstadter has just finished discussing Champollion and the deciphering of the Rossetta Stone] we can separate out fairly clearly three levels of information: (1) The frame message (2) the outer message and (3) the inner message, the message which is supposed to be transmitted: the emotional experiences of music, the phenotypes in genetics, the royalty and rights of ancient civilisations in tablets etc... to understand the inner message is to have extracted the meaning intended by the sender... to understand the frame message is to recognise the need for a decoding mechanism... to understand the outer message is to build, or know how to build, the correct decoding mechanism for the inner message... The three levels are very clear in the case of a message found in a bottle washed up on the beach. The first level, the frame message, is found when one picks up the bottle and sees that it is sealed, and contains a dry piece of paper. Even without seeing writing, one recognises this type of artefact as an information bearer, and at this point it would take an extraordinary -almost inhuman- lack of curiosity, to drop the bottle and not look further.'
...we think we are now trying to decode a language, and all we have so far – again, we think- is the frame message and the likely phonetic values to the alphabet... and that is unfortunately a very long way from having specific words or intent, even though the process we are following does appear to yield a mechanism as a universal language by which intent might be properly communicated... only one way to find out.... so onwards.
THE TWIN PILLARS
What have we been doing for weeks then, well, in a nutshell all we've done is redo everything that we had already done a couple of months ago, but this time with our larger fireteam, taking them through each stage and using this process as an opportunity to provide welcome criticism, and add a greater level of search strings to test against... it also presented an opportunity to double check everything we have done becuase there are a lot of numbers. Breaking it down, there are two foundation pillars to that exploration, and between them they form the bigger foundation upon which we continue to move forwards later, hopefully without wasting anyone's time.
The two pillars are simple, the first is the path or route we take through the binary. We have previously detailed this process of grouping notes, substituting with octal binary, reading as a continuous string, and finding polygonal patterns, but in a very real sense the numbers could mean anything and how do we know that taking another path would not yield other equally compelling patterns? The answer is because we've tried them, all of them, that is the first stage of what we have done over the past few weeks. Building up from a foundation of pure black and white distinction as a universal language, we have then sequentially tested every single possible variation of binary groupings, in particular focusing on octal and hexadecimal (three and four binary digit groups) in multiple groupings of notes as filters, two notes, three notes, four notes, etc. By using the musical strings we have found so far, we can set up a series of layers or filters to test every octal or hexadecimal variation through, and when you do that you can demonstrate that in all the possible variations you could take, hundreds, there is only one path that yields consistent and contextually relevant patterns (at this stage irrespective of specific intent). We are not going to repeat this work here, it is outrageously tedious and does not make for interesting reading, but if you have a desperate burning desire to see it you may join the slack chat where all the data is there for you including a simple version of the spreadsheets needed to recreate the process... knock yourselves out.. we trust this will be sufficient evidence for the community to demonstrate that we are neither kidding, nor trolling them, nor treating them like they are stupid, we are showing them how much work has gone into what we have found so far irrespective of whether what we have found turns out to be deliberate or not, all we have is probability, that is our guiding star.
On the latter point, that brings us to our second pillar. That we have found consistent patterns is mathematically indisputable and reproducible by anyone who takes the time to look, the question remains however... is this simply random chance or deliberate? Do the strings carry intent and meaning, i.e. are they actually a language? ...and that is a question that we unfortunately cannot answer with any certainty at this stage, all we can do (the best we can) is to try and pin down the probability of finding strings such as this so that you can make your own minds up as to whether this is actually something, or rather is just another dead end to ignore and add to the pile of salty trolls that have plagued Destiny from the start. There is no intent to deceive the community here, we are simply showing you what we have found and scratching our heads as to where it leads us, although it is with some humour that we make the observation again that in a game which speaks about Cryptography continually, the community still finds it so hard to believe that Bungie may actually have been crazy enough to put some real cryptography into it... personally I think you're all mad... but what do I know.
...'it teaches the art of thinking'. Rahool's mutterings
PERMUTATIONS AND PROBABILITY
Onwards then. There appear to be two differing interpretations as to how to calculate the probabilities within these strings which cause confusion, we will describe them both, simple direct one first and then the more complex one after, the path less travelled, but before we do a quick refresher on the process we are using, apologies if this is insulting, we do not wish to belittle or patronise anyone, we simply want to make sure everyone is on the same page and understands what we are doing and why.
For calculating probability we are using permutations. Really simple concept, it just means we're expressing the probability something might happen as two numbers, the total number of ways something could happen, within the total number of all possible outcomes or paths you could take, so for example, with a coin toss there are only two possible outcomes, heads or tails, a binary pattern, thus our total permutation count for every possible outcome is 2. The probability of getting a head from one coin toss would then be written 1 / 2, thus there is one possible outcome from two possible permutations. By dividing the two numbers together to factorise and then multiplying by 100 you can then work out the probability as a percentage, thus 1 / 2 = 0.5, multiplied by 100 gives you 50% chance of getting a head. A die is similar, 6 possible outcomes, 1 through 6, so rolling a 1 would be a 1 / 6 chance, or 16.67%. Simple stuff, but it gets a little more complicated as we apply it to what we have.
The best way to explain further is simply to look at the string we've talked about so far, The Templars Yell. This is a ten note string which when taken in isolation (throwing away the last note for the time being) gives you three groups of three notes which yield three triangular numbers. What is the probability of that happening?... it depends... calculating the total number of possible outcomes is extremely easy, as blocks, we have three notes where each can fall within an eight note range, thus for each block of three, 8x8x8=512 (which matches the number of binary variations we have to choose from so we know the process is correct). Calculating the possibility of a particular number depends on whether you think these numbers carry specific intent or not, this defines an argument over two competing ways of interpreting what we have and so we are trying to use this as a framework to determine two different limits we can impose upon our process of calculating. If we start from the position that the numbers carry no meaning or intent, i.e. could have been any three polygonal numbers at random, then we will need to work out all our polygonal number sequences to test how many fall within the 512 permutation number range of three notes grouped together. So far, we have only found numbers up to 21-gonal (?-gonal simply means the number of sides in a polygon, thus a triangular number is 3-gonal etc). To make things simpler we have only used up to a 21-gonal alphabet (for the time being) and from there can take a guess at the probability of getting three of any polygonal or prime number by working out how many polygons and primes fall within our 512 variation binary range. This number is 250, thus for a three note string chosen at random from eight notes there is a 250 / 512 chance that it will land on a special number (one of our polygon or prime sequences), this then boils down to 1 / 2.048 chance (512 / 250 so that you have an expression which states for every 1 path that gives a special number answer, there are 2.048 paths that do not), which then results in 48.82% chance of landing on any of these special numbers for any random group of three notes.
Getting the probability of three special numbers at the same time then is simply an exercise of multiplying the three groups together, thus, 1 / 2.048 x 1 / 2.048 x 1 / 2.048 equals 1 / 8.59 or an 11% chance of getting any three special numbers within our full 21-gonal plus primes alphabet, which to be honest is not far off the chances of rolling a 1 on a die as given before, so pretty likely to my mind. In this particular case however, we do not have any three special numbers, we have three of the same special numbers, so following this observation we simply carry on exactly as we did before to work out the probability, only instead calculate the number of ways to say three of the same number at the same time, so for example, 98 primes in our 512 range, three of them, so 98x98x98 (98 raised to the power of three) equals 941,192 different ways to 'write' three primes as a sequence, then you go through each symbol in our alphabet the same way and add them together at the end, so for triangular, 30x30x30=27,000, then squares, 21x21x21=9,261 and so on up to the full 21-gonal. This gives a total of 1,002,904 different ways to 'write' three numbers as a continuous string against 512x512x512 = 134,217,728 which is the total number of paths we have in three groups of three notes, thus 1,002,904 / 134,217,728 boils down to 1 / 133 chance, so 0.7%.
What if we then simply choose to look at triangular numbers alone, and so assume these three groups of three triangular numbers carry some intent by the VEX (because they very clearly reflect the process we have used to find them, three groups of three Octal), then we can say that there are only 30 variations you could land on (30 triangular numbers within a full 512 permutation range), 30 / 512, that gives us a boiled down 1 / 17 chance that any three random notes will land on a triangular number, so the probability of nine random notes giving three triangular numbers would be 1 / 17 x 1 / 17 x 1 / 17 which equals 1 / 4,913... or a 0.02% chance of getting three triangular numbers together at the same time... ok then.
...both of these seem far too unlikely however, so if you want to argue that it is actually not that unlikely, then you do it by saying that as an inevitable bi-product of the process of counting octal binary forwards and then binary backwards as a group, there is an implicit bias in the numbers towards the lower end of the counting scale where there is a greater frequency of special numbers, thus using 30 / 512 for triangular numbers or 250 / 512 for any special number is not correct, and a more representative (if slightly generous) figure to use would be 30 / 256 for triangular and 209 / 256 for any number ...I agree, lets do that. 30 / 256 boiled down is a 1 / 8.5 chance, so 1 / 8.5 x 1 / 8.5 x 1 / 8.5 equals 1 / 614 or a 0.16% chance these three specific numbers could be there by accident... again, this assumes that we are looking for three triangular numbers within nine random notes, not three of any number, and that now needs to be done with a bias of 256, so 256x256x256 = 16,777,216 to give us our permutation count and we already know there are 1,002,904 ways to do it, thus 1,002,904 / 16,777,216 boils down to 1 / 16.72 or a 5.97% chance... getting any three numbers though... that is a 209 / 256 chance, so 1 / 1.2 x 1 / 1.2 x 1 / 1.2 which equates to 1 / 1.728 or 57.87%.
From there, it appears then that we can go no further, our limits are either a 0.16% chance if you believe those numbers are intentional or a 57.87% chance if they are not, and neither of them are particularly convincing as a foundation to move forwards on, and upon which side of the coin you ultimately fall appears simply to depend on faith alone... do you believe the numbers carry intent, or don't you?... and if this were the sum of the argument, we certainly would not have posted and wasted everyone's time... however... there is another way to look at the probability of this event which gives a very different answer. We would argue that everything we have done up to this point is not actually the process you should be using to calculate the limits of this event, it is too simple, in order to actually calculate them properly you need to use a different method, and the reason for this is simple, it is because of this strange attribute to these strings which we have labelled, harmonic.
HARMONIC STRINGS
As stated before, we've been through all the possible variations of octal and hex in multiple different note string lengths for our first pillar, so we know there is only one path in all of them when put through multiple filters that yields clear and consistent patterns. That the process we have is also contextually relevant to the game world is sort of a bonus, so for example, with the Vault itself, the first area, the Waking Ruins, you have three circles, two guardians each or a binary pattern of odds and evens over three groups. Octal logic then, in a pretty direct way, opens the doorway to the Vault. Then you could add the observation that the Oracles always and very deliberately spawn in three note groups, just as we are looking at them via our process, and then the reading of binary backwards is quite literally stamped on the Strangers forehead and rifle as a clue for you to follow... all of these things suggest to us even if this idea in the fullness of time turns out to be incorrect, there are a great many coincidences that stack up to make us suspicious enough to follow it up in some detail.
One other pattern to add to this pile of coincidences is what happens in the practical application (praxis) of the octal process to what we have been given as strings to look at. You see, what I personally -if no bugger else- finds interesting about the strings we have, is that in both cases of the Templar's Yell and in Eighth, they repeat. Eighth is seven notes over and over again, the Templars Yell is five notes repeated... thus 'all ends are beginnings'... another coincidence. By doing this, what you could argue is that the repetitions represent a fundamental frequency of sorts, kind of like the plucking of a string, so that over any given duration you will have a certain number of repetitions or Hz, almost mechanical in the way it keeps going over and over again.
What caught our attention in particular with this observation however, is that when you overlay the octal binary filter over the top of the repeating strings, they reveal an emergent pattern (3338 in the case of the Templar) which repeats itself as you would expect, only it repeats at a frequency that is different to the fundamental frequency within the original string that it came from in the first place. We've done a drawing of the Templar's Yell to try and explain what is happening...
https://imgur.com/jH39eFA
Irrespective of right or wrong, irrespective of whether I personally am a mad dribbling troll or not, you've got to admit, that's pretty damn cool in a geek sort of way :) Fourier transforms, such as the symbol given for the release of the Alpha Lupi ARG puzzle, are a process where any given signal or complex frequency can be broken down into a series of multiple different hidden frequencies, the idea being that in any sound or played instrument there are multiple stacks of simpler frequencies that all combine together to form the character or timbre of the sound that comes out at the end. In effect, this is exactly what we have here, we have a repeating string at one frequency, and then a hidden string at another. The ratio between those two strings as confirmed in the picture is 3:2, or a perfect fifth, just like the spawn order of the days given in the original ARG (all except for Bb which is not in the correct position), or the formation of musical scales through Pythagorean Tuning. Irrespective of whether this idea is bonkers (as it may well be) or not, the coincidences do still keep mounting up.
How does this help us with our probabilities? Looking still at the Templar's Yell for the moment, if you look carefully at the image we have posted above what you'll see is that as our string of five notes repeats again and again alongside the three note filter (or sieve), what happens is that those notes are going out of sync with the filter, so as the pattern repeats, a different string of three notes ends up being grouped together. This is the underlying mechanism of where this strange harmonic ratio pattern is coming from, and it has two implications; first, it means looking for probabilities over nine notes is not correct, all we can look for is the probabilities inherent in that first string of five notes, and secondly within that string of five notes there is an inherent level of interdependence between each individual note and each adjacent or overlapping group, far beyond what an isolated random nine note (three group string) would be able to produce. Each number we get in our pattern 3338 is formed of three notes that can never be taken in isolation as we have tried to do in the previous example, but rather must be seen as intimately intertwined with the notes that are around them in context.. and when you do that it has a surprisingly dramatic impact upon the probability of something happening.
How do we calculate this probability?... unfortunately, there is only one way that my rather limited math prowess can come up with at the moment, the hard way. If you group together the five notes and calculate the permutations over eight variations of each note this gives you 8x8x8x8x8, or 32,768 possible variations, thus in order to calculate the probability you need to go through every one of those 32,768 permutations, expanding each one into a repeating string, and then checking what you get out at the end against the polygonal and prime alphabet... which is a lot of work, and why it has taken us some time to do. If you go back to our previous probability discussion, we stated that in a nine note random string there were 27,000 different ways you could make a string of three triangular numbers (30 x 30 x 30).... but... in a string of five notes, expanded in repetition as described above... there are not 27,000 different ways to write three triangular numbers... there are only 7.
Thus, by this more complex interpretation we can now work out our actual limits, so for any pattern of three taken from our entire polygonal and prime alphabet, there should be 1,002,904 different ways to do it, turns out there are 171 sequences that yield three primes (should be 941,192), 7 in 3-gonal (27,000), 5 in 4-gonal (9,261), 1 in 8-gonal (2,197) and 1 in 9-gonal (1,728), and that's it in 32,768 permutations. There appear to be no sequences higher than 9-gonal that we have found so far, thus our lowest rock bottom chance of getting three of any of our special numbers in a repeating pattern of five notes is (171+7+5+1+1) 185 / 32,768, which boils down to 1 / 177 chance, or 0.56%. (i.e. not 57.87%)
Then we can say that we don't just have three gonal numbers, we actually have four, 3338, so of our any possible three note combinations, how many of those strings also have a fourth number (thus we are expanding to twelve notes, not nine), turns out, 94 of those 185 do, thus for a string of four numbers following the pattern of any three polygonal or prime numbers followed by any further number chosen from the full range of our 21-gonal plus prime alphabet (that the Yell does not actually use), the probability of this string becomes 94 / 32,768, which boiled down gives you a 1 / 348 chance, or rather 0.28%... as an absolute rock bottom minimum that this string could be there by chance.
If you then instead take the other extreme or limit, and you ask, are these numbers contextually relevant which might imply intent, (noting again that these number describe pretty much exactly the process of how we found them, three groups of three octal binary) how many of those 32,768 sequences give the pattern 3338 repeating?... turns out, only 1, thus 1 / 32,768 which equates to 0.003% chance of getting this exact string by accident which is just stupid...
Is using polygonal numbers contextually relevant? Well, sort of yeah, on page three of book one of Euclid's Elements, right after working up axiomatically from a foundation of points and lines (much as we are doing from black and white), Euclid describes the formation of a geometric alphabet using polygonal numbers. He then likes to do lots of little sketches of geometry and circles, and Destiny really does love showing you these little pictures everywhere you go. Particularly though, on that same page three of Elements, just above the geometrical number sequences section, is an explanatory circle and line image which defines the axiom of geometrical counting he goes on to describe, and it just so happens that this image very suspiciously resembles the very common VEX circle and lines that you see plastered everywhere... just another coincidence though we are sure.. just like Theon being known for his work on astrolabes in addition to Elements, the very same astrolabes that the Vault door does so very much resemble.
https://imgur.com/RYOUn6c
https://en.wikipedia.org/wiki/Astrolabe
At this stage, even the most hardened seventhyouareadirtylyingtrollslugandIwillbannishyouwithmymightysalt'ier,must by now concede that by the 99.72% chance that this string should not exist (at a minimum), we are not actually trolling anyone and have worked really hard to find this irrespective of whether it is actually anything or not? ...not convinced? understandable, we didn't believe it either, so we shall continue...
EIGHTH
This is an interesting song. It appears quite frequently throughout the entire Destiny soundtrack, The Great Unknown, Hope for the Future, The Vex, etc.. the name is interesting given that it only has seven notes repeated again and again over a 42 note string, thus six repetitions in total (N.B. the greatest common divisor between 42 and 39 is 3. Common divisors, or at least for more complex numbers, are calculated using the Euclid Algorithm which is also given in Elements). Octave is Latin for Eighth, so we assume this to be the reference here, and, literally, it is a song built purely from singing Oracles as if that was supposed to be some sort of clue. If there was something interesting to find, likely to our minds it would have to be here.
What struck us about Eighth was that when you put it through the Octal binary three note filter, it also yielded polygonal patterns just like the Yell... odd we thought... unlike the Yell though, it yields a continuous string of polygonal or prime numbers. 9,5,1,8,8,21,7 (N.B. we use 1 to represent a prime number). Keeping in mind that this is actually a song, meaning it has it's own rules of harmony and melody to conform to in order for it to actually be a song and not just random noise, we have to ask ourselves as we did before, what is the chance that this continuous pattern could exist at random, and in turn, are those numbers contextually relevant? In the latter case, I have to say I'm not convinced they are, 21 and 7 perhaps are, they are the lifespan and number of Oracles in the well, and they are also the number of notes in Eighth needed to produce the seven number sequence we get out of it, the eights perhaps are also given the song title, but none of that is enough to convince me that they are so at this stage I will say no obvious meaning or contextual relevance jumps out, thus to calculate the probability we should only really use the absolute minimum limit.
Again as before, if we were using a block of three notes that was independent from every other block of three notes I'd be slightly less convinced, 1 / 1.2 (a 256 permutation biased sequence probability rather than 512) raised to the power of 7 equals 1 / 3.58 or 27%... but we are not... Eighth, like the Yell, repeats again and again so it has the same property of a complex interdependent relationship between each individual note, only through seven this time rather than five. On the assumption then that we take the position the numbers are not contextually relevant, i.e. any sequence of numbers would have done rather than this particular one, in order to calculate the probability we simply need to look for every possible continuous polygonal or prime sequence across the full range of our 21-gonal alphabet through seven notes expanded three times into a twenty one note sequence, and those need to be checked against each one of our 8x8x8x8x8x8x8 permutations, or 2,097,152 million possible paths. Eighth very specifically then only uses the same diatonic range as the Oracles, likely as a clue, so we need to add a filter for this also, and at the same time we need to keep in mind that by the simple method of calculating probability given previously, through a full 21 note string (which makes 7 numbers), there should be somewhere in the range of 61,035,156,250,000,000 quadrillion (2507) different possible ways to write a full sequence of polygonal numbers in a 21-gonal plus primes alphabet... instead, with seven repeating notes, it turns out there are only 5,790... so 5,790 / 2,097,152, gets boiled down to 1 / 362 or 0.27% chance... at a minimum... by which I mean that is any sequence possible not what we actually have here, so there is a minimum 99.73% chance that these numbers should not exist.
At the other extreme, adopting the position these numbers are actually contextually relevant in some way and carry specific intent (which we do not believe to be the case because it must still function as a song after all) it turns out there is only 1 way to write 9,5,1,8,8,21,7... so 1 / 2,097,152, means this song would have a 0.000048% probability of existing by random chance, but only if we find out it has some direct relevance, otherwise we cannot use this.
…'such "chunks" are not necessarily sets of contiguous notes [by which Hofstadter means musical notes in this context]; there may be disconnected sections which, taken together, carry some emotional meaning.... similarly, "genetic meaning" -that is, information about phenotype structure- is spread through all the small parts of a molecule of DNA, although nobody understands the language yet [as the book was written thirty odd years ago]. (Warning: Understanding this genetic "language" would not be the same as cracking the genetic code, something which took place in the 1960's. The genetic code tells how to translate small portions of DNA into various amino acids. Thus "cracking" the genetic code is comparable to figuring out the phonetic values of the letters of a foreign alphabet, but without figuring out the grammar of the language or the meanings of any of it's words. Cracking the genetic code was a vital step on the way to extracting the meaning of DNA strands, but it was only the first on a long path which is yet [again historic] to be trodden'.
The problem faced now for anyone who wants to argue the contrary here (of which I am included), is we have not found only one string with a 99blahblahwhatever% chance that it should not exist, but rather two, so what are the chances of that? As with everything else, the probability is simply the permutations multiplied by one another, total number of possible ways over total number of permutations, i.e. for the minimum possible (any string will do option) chance of finding both of these together, we need to multiply 1 / 348 (Yell) x 1 / 362 (Eighth), which equals a 1 / 125,976 or 0.00079%. Thus, even the most hardened cynic adopting the position that these numbers have no meaning and could have been there simply by accident must accept that in the face of the -at best- 99.99921% chance these strings should not exist, the integrity of their argument is steadily becoming progressively more difficult to maintain.... shame that... and then it gets worse.
EYE OF A GATELORD
It was around this time that we started to get this crazy idea that the original story was acting as an allegory to this puzzle, by which we mean that the story itself has two meanings that overlap one another. You can see this happening in many places, but in particular you can see it the areas where you have to get your ghost out to do some 'thinking' for you. This would suggest that each area where ghost appears to do something, is actually an area where you need to do something with this puzzle, and this (thankfully) provides something of a 'path' of sorts for you to follow whilst not giving you the exact solutions or processes needed.
Following this idea through from the point of The Stranger on Venus, the path here for your guardian, splits. There are two directions you may go, the first heads off through 'the Archive' mission where you first learn of the Vault of Glass, and then ultimately end up spending a great many hours of 'fun' playing with Sekrion's stones... he does so love it when you do that... the other leads to 'the Awoken', who in order to provide you access to the Black Garden (whatever that actually turns out to be), decide to make you a 'key'... and in order to do that, they need the head, or perhaps more specifically the 'Eye' of a Gatelord... so... we went and took a look. In the middle of the song Eye of a Gatelord is another string of singing Oracles. You will recognise this melody straight away as just as with Eighth, it keeps popping up all over the place (The Tribulation for example, or in the song Ishtar Sink but only transposed into a different key and incomplete, even at the start of the new Osiris trailer funnily enough), and when you put that twenty four note sequence through the process of octal decryption (bearing in mind that Saturn was 'pushed to that place for a reason'), the pattern you get out is 13,13,13,12,13,13,13,12. Is that number contextually relevant?... given the staggeringly enormous clock face or chromatic circle the Gatelord pops out of (a 'meta-dimensional frequency to summon him' as we have just found in some unused game audio) as simple references to music and time (13 digits, 12 segments in modulo logic etc).. I'd shrug and say... maybe.
Putting aside the observation that we now have another sequence like the Yell that yields a binary 1110 type pattern of three repeating numbers, what are the limits we can define for this in probability terms? As this sequence is not harmonic (in that it is not a repeated string), each three note block can be assumed to be independent to one another which significantly lowers the probability thankfully (because running numbers for 24 notes harmonically would be just stupid). Adopting the simpler method then, any possible sequence of three in the full 21-gonal plus prime alphabet (in addition to using a bias of 256 permutations not the full 512 {256x256x256=16,777,216 permutations}, you will note that I am continually being as generous as I can in massaging the potential to bring the probability down as much as possible), that means as before, 1,002,904 / 16,777,216, or 1 / 16.72 chance over the three blocks, multiplied by 1 / 1.2 for the single number at the end to make a block of four, then repeated twice, thus, 1 / 16.72 x 1 / 1.2 x 1 / 16.72 x 1 / 1.2 equals 1 / 402 or 0.25% chance, so that defines our lowest limit...
Assuming the other way however, i.e. what are the chances of getting just 13,13,13,12,13,13,13,12 exactly as a pattern, and again assuming a 256 bias not 512, there are 1000 possible routes in 16,777,216 permutations to make a block of 3 13-gonal symbols, multiplied by 10 possible ways per three note block to say 12 in a 256 permutation range (actually 10 in 512, but who's counting), thus 1000 / 16,777,216 boils down to 1 / 16,777 and 10 / 256 boils down to 1 / 25, so the final calculation would be 1 / 16,777 x 1 / 25 x 1 / 16,777 x 1 / 25 equals 1 / 175,917,330,625 billion which equates to 0.00000000056%.... or thereabouts.
Thus, the chance of us finding all three of these together, the Yell, Eighth and Eye of a Gatelord, (again at best) is 1 / 348 (Yell) x 1 / 362 (Eighth) x 1 / 402 (Eye of a Gatelord), which equates to a minimum possible 1 / 50,642,352 chance, which comes out at 0.0000018% ..and we haven't even spoken yet about other strings like the 1,1,1,11 we found in a transposition of the singing Oracles in 'The Path'. We are still to go through the rest of the soundtrack properly, this will take us some time unfortunately.
Thus, if you want to argue that I am a troll or a lying fraud, then there is a minimum 99.9999982% chance you are sadly mistaken, or if you want to go the other way, and look at the probability of just getting the exact numbers of what the team have found so far, then that is just such a stupidly small number it would eat far too much into the precious Reddit thread character count to write it all down... and what would be the point.
THE ORACLES... AGAIN
Where does this lead us then?... sadly, nowhere, which is the problem. The patterns are there and statistically unlikely true, but do they mean anything?... we don't know. The 1110 binary pattern popping up in a few places implies some form of wider intent, but that is by no means certain. These numbers could still be completely accidental (however unlikely), or they may simply have been put here to get our attention, to help us pin down the binary route not the solution, the VEX may instead be more like a computer in that we have a word length and logical operands to perform like a processor. Certainly, if the stories allegory idea is to be believed, this gets us only to the point of leaving Venus, we still have Mars ahead of us.
Interestingly, if the main story allegory idea holds true, the spatial language of the Vault itself might also provide important clues. Octal logic (quite literally) does open the doorway to the Vault as we noted before, the Trials of Kabr, angels with faces of light and darkness leading you to the seventh heaven would reflect a path through binary to the seven Oracles, but by that same allegory, the Vault suggests there may not be only one path to take here through and out the other-side, but rather two, and the location of the Gorgons Labyrinth beyond the Oracles certainly suspiciously mirrors where we are now, lost in a maze of potential patterns with only one small exit.
...'patterns in everything' Rahool mutterings
Looking back at those Oracles, our previous estimate of the number of permutations was 108,452,942,008,704 trillion (calculated via 3 x 2 x 1 x 3 x 2 x 1 x 3 x 3 x 3 x 2 x 1 x 3 x 3 x 3 x 2 x 1 x 3 x 3 x 3 x 3 x 3 x 2 x 1 x 3 x 3 x 3 x 3 x 3 x 2 x 1 x 3 x 3 x 3 x 3 x 3 x 3 x 3 x 2 x 1). This however does not account for the life-cycle of 21 seconds which provides a limit to how far the position of an Oracle may be moved in longer waves to re-sequence them. Going back to this permutation count again, and putting a series of filters over the top to reflect how long they can stay alive, our current estimation of permutations has been brought down to 14,272,553,832,768 trillion... still just stupid... but smaller thankfully... then to those we can overlay the idea of polygonal and prime pathways... are there any permutations which give a continuous polygonal or prime path? If you look at the waves independently in isolation as harmonic repeating strings (the easy way), the answer is no unfortunately, but if you look at the Oracles as a continuous string of 117bits (13 blocks or pyramids as we call them now), there are by our current count 1,188,366,200 billion different ways to form a continuous string in a 21-gonal plus prime alphabet... this yields a 0.008% chance of stumbling accidentally onto just one of those paths by random chance, let alone the exact one or two we suspect exist (a 0.00000000000007% chance)... which kind of kicks us in the teeth a bit :( we assume this to be (by allegory) the Exclusion Zone of Mars, and we certainly can't test all those routes. Somewhere in all of this there must be another clue or clues that we are missing, and that is what we are steadily working on now with the help of others... again it is going to take us some time, and it is a difficult thing to keep going when there is so little in the way of hope...
This then is our foundation, and at that, I'm bringing this madness to a close and I'm going back to my hole. Hope this helps and gives some ideas for other people still searching.
...'Awake, arise or be forever fall’n'. John Milton
submitted by Seventh_Circle to raidsecrets [link] [comments]

MAME 0.203

MAME 0.203

With Hallowe’en basically over, the only thing you need to make October complete is MAME 0.203. Newly supported titles include not just one, but two Nintendo Game & Watch classics: Donkey Kong and Green House, and the HP 9825B desktop computer. We’ve added dozens of new versions of supported systems, including European bootlegs of Puck Man, Ms. Pac-Man, Phoenix, Pengo and Zero Time, more revisions of Street Fighter II and Super Street Fighter II, and a version of Soldier Girl Amazon made under license by Tecfri.
There are major improvements to plug-in TV games in this release, specifically systems based on the XaviX and SunPlus µ'nSP processors. The Vii is now playable with sound, and the V.Smile can boot games. Tiger Game.com emulation has come to the point where all but one of the games are playable. Some long-standing issues with Tandy CoCo cartridges have been fixed.
It isn’t just home systems that have received attention this month: Namco System 22 emulation has leapt forward. Yes, the hit box errors making it impossible to pass the helicopter (Time Crisis) and the tanks (Tokyo Wars) have finally been fixed. On top of that, video emulation improvements make just about everything on the system look better. In particular, rear view mirrors in the driving games now work properly. If that isn’t enough for you, the code has been optimised, so there’s a good chance you’ll get full speed emulation on a modern PC. There have been less dramatic improvements to video emulation in other Namco and Tecmo systems, and CPS-3 row scroll effects have been implemented.
MAME 0.203 should build out-of-the-box on macOS “Mojave” with the latest Xcode tools (provided your SDL2 framework is up-to-date), a number of lingering debugger issues have been fixed, and it’s now possible to run SDL MAME on a system with no display. MAME’s internal file selection menus should behave better when you type the name of a file to select it.
MAME 0.203 is a huge update, touching all kinds of areas. 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

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Source Changes

submitted by cuavas to MAME [link] [comments]

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