In 1987, Fred Cohen wrote that there is no algorithm that can perfectly detect all possible computer viruses. Also in 1987 (in Czechoslovakia), Peter Paško, Rudolf Hrubý, and Miroslav Trnka created the first version of NOD antivirus. In 1987, in the United States, John McAfee founded the McAfee company (was part of Intel Security ) and, at the end of that year, he released the first version of VirusScan. This was the de facto industry standard virus killer for the Atari ST and Atari Falcon, the last version of which (version 9.0) was released in April 2004. In 1987, the Ultimate Virus Killer (UVK) was also released. In 1987, Andreas Lüning and Kai Figge, who founded G Data Software in 1985, released their first antivirus product for the Atari ST platform. the "Vienna virus") was performed by Bernd Fix in 1987. Possibly, the first publicly documented removal of an "in the wild" computer virus (i.e. There are competing claims for the innovator of the first antivirus product. However, as internet usage became common, viruses began to spread online. During this time, virus checkers essentially had to check executable files and the boot sectors of floppy disks and hard disks. Antivirus software came into use, but was updated relatively infrequently. īefore internet connectivity was widespread, computer viruses were typically spread by infected floppy disks. That changed when more and more programmers became acquainted with computer virus programming and created viruses that manipulated or even destroyed data on infected computers. Most of the computer viruses written in the early and mid-1980s were limited to self-reproduction and had no specific damage routine built into the code. From then, the number of viruses has grown exponentially. The first IBM PC compatible "in the wild" computer virus, and one of the first real widespread infections, was " Brain" in 1986. Cohen used the term "computer virus" to describe programs that: "affect other computer programs by modifying them in such a way as to include a (possibly evolved) copy of itself." (note that a more recent definition of computer virus has been given by the Hungarian security researcher Péter Szőr: "a code that recursively replicates a possibly evolved copy of itself"). In 1983, the term "computer virus" was coined by Fred Cohen in one of the first ever published academic papers on computer viruses. The first known that appeared "in the wild" was " Elk Cloner", in 1981, which infected Apple II computers. The Creeper virus was followed by several other viruses. Some people consider "The Reaper" the first antivirus software ever written – it may be the case, but it is important to note that the Reaper was actually a virus itself specifically designed to remove the Creeper virus. The Creeper virus was eventually deleted by a program created by Ray Tomlinson and known as " The Reaper". This computer virus infected Digital Equipment Corporation's ( DEC) PDP-10 mainframe computers running the TENEX operating system. See also: Timeline of computer viruses and worms 1949–1980 period (pre-antivirus days) Īlthough the roots of the computer virus date back as early as 1949, when the Hungarian scientist John von Neumann published the "Theory of self-reproducing automata", the first known computer virus appeared in 1971 and was dubbed the " Creeper virus".
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The remakes from ADG Interactive adapt to the standards of the following decade and can be downloaded for the cost of a puff of air. It has aged very poorly (except for those of us with an irrational love of conversational adventures). The first installment of the adventures of Sir Graham had the same problem in the long term as other games of their era: a control system based on writing commands. The brainchildren of Roberta Williams, the King’s Quest titles are a global reference point in the world of graphic adventures, used as they were as a trampoline by Sierra to compete seriously with LucasArts (even though the latter titles arrived much later). The one that gets closest to the idea of a remake is Super Mario Bros Odyssey, which offers a progression through levels and worlds similar to the first NES game but with graphics from the Super Nintendo remake of the original trilogy and small touches from later games. We’ve already talked about the many fangames inspired by Nintendo’s most famous hero. This remake, while staying true to the original graphics, improves them with a 256-color palette and swaps the original command system for a SCUMM interface that appeared in later LucasArts titles in the 90s. You might well remember the saga of the colored tentacles for its second part, Day of the Tentacle, but may not know that the series originated with the launch of Maniac Mansion in 187 for Commodore 64 and Apple II. This Windows fangame bring back the fourth generation of Pokemon by adapting the graphics to a 3D setting and adding the option to play online in a world shared with other players. Pokemon Silver and Gold for the old Game Boy Color broke records for the saga at the international level, and in fact there was a remake for Nintendo DS in 2009. The Indie Locomalito studio (developers of Maldita Castilla and Hydorah, among others) decided to do a remake for Windows of this under-underground game, with the result being this super-entertaining skills game that you should be downloading this instant. To show that a remake doesn’t have to be based on a game released when you were in diapers, here is this little tidbit: EFMB is a freeware game made in 2012 by ZX Spectrum, which in fact is still making games for 8-bit computers. This 2005 remake from Retroworks has all the grace-and hellish difficulty-of the original in a remake for Windows in 256 colors. But no: it’s just brilliant freeware.įrom the hands of the developers at Made in Spain (later Zigurat) arrived this video adventure where you had to guide your pudgy protagonist on his journey to rescue his beloved, captive in a castle. This vertical scroll shoot’em up developed by Konami in 1986 is as fun today as it ever was, and the Demon VideoGames remake of it could well pass as one of those official redos that cost a pretty penny. The classic from the veteran MSX has recently received this gorgeous remake with its graphics completely redone from scratch. More than 100 levels, 19 selectable characters, 64 kinds of enemies, and 83 remixes of the iconic soundtrack make this the remake that SEGA never managed (or wanted) to give us. If the originals were already good, what Bombergames has done here is just inexpressible, collecting all the content of the original Mega Drive trilogy into a single game. Luckily, there are defenders of free software out there who’ve donated their time to create brilliant projects like these 10 free remakes of classic titles. The same thing is happening with video games, what with all the HD reedits and adaptation for mobiles to classic games. We live in the golden age of awful remakes, reruns, and revamps, with lots of new stuff coming out and trying to replace originals that are still awesome. The Notifications area has been enhanced to display up to four lines of text, allowing improved readability of information.
Includes utility for configuring and managing the installed codecs.Fast thumbnail generation in Explorer for all your video files.Requires placing yt-dlp.exe in MPC-HC folder. Supports streaming video from Youtube, Twitch, and many other websites.Note: also requires a tool that removes AACS protection. Plays Bluray discs (without menu support).High quality video upscaling (when using included MadVR).Supports 3D video (when using included MadVR and compatible graphics driver).Supports Dolby Vision (DoVi) video (when using included MPC Video Renderer).Supports HDR video (when using included MPC Video Renderer or MadVR).H.264, H.265 / HEVC, VP8, VP9, AV1, VC1, MPEG1, MPEG2, MPEG-4, H.263, Theora, MJPEG, ProRes, Huffyuv, Cineform HD, Indeo, Lagarith, GoToMeeting, DNxHD, and many others.ĪC3, DTS, AAC, MP3, DTS-HD, TrueHD, E-AC3, Dolby Atmos, Vorbis, FLAC, WMA, Atrac, ADPCM, TrueAudio, Wavpack, APE, OptimFrog, RealAudio, G.711, G.726, G.729, Speex, Tracker, and many others. Examples of supported audio file formats:.Examples of supported video file formats:.Hardware accelerated decoding of common video formats (on compatible systems).Allows you to play practically everything.Just the best and most essential codecs.Compatible with all DirectShow players.Checks your system for broken codecs and other anomalies, and fixes these problems.Totally customizable installation with many options.Some highlights of the abilities of the K-Lite Codec Pack. You can use FlashPatcher to remove this time limit. This is needed because it officially stopped working after January 12th 2021. swf files in MPC-HC or another compatible player you need to patch the Flash ActiveX plugin. If you want use the Adobe Flash plugin for opening. We have made a page where you download extra Media Foundation codecs for Windows 10/11 for use with apps like Movies&TV player and Photo Viewer.ĭownload Adobe Flash Player 32.0.0.465 Tuesday December 8th 2020 Download Media Foundation Codecs Thursday February 25th 2021 Download K-Lite Codec Pack 17.8.5 Monday October 9th 2023Ī new version of the codec pack has been released. Download K-Lite Codec Pack 17.9.0 Sunday October 29th 2023Ī new version of the codec pack has been released. AMD Radeon Driver 23.12.1 Wednesday December 13th 2023ĭownload - Release Notes - Reddit K-Lite Codec Pack 17.9.4 Thursday November 9th 2023Ī new version of the codec pack has been released. We recommend to use an older version of the driver, for example 537.58. Note: The 545/546 driver branch currently has several known bugs. We don't recommend updating if your current driver is working good. Nvidia drivers have not been very stable lately. Download Nvidia GeForce Driver 546.33 Wednesday December 13th 2023Ī new Nvidia graphics driver is available. Download News K-Lite Codec Pack 18.0.0 Wednesday December 13th 2023Ī new version of the codec pack has been released. Latest update K-Lite Codec Pack 18.0.4 Update Tuesday January 9th 2024Īnd update is available with newer versions of MPC-HC and MPC Video Renderer. It controls where your bullets land, hence how your gunfights end up. In Valorant, your crosshair is an extension of your character in the game. What Makes the Best Crosshair in Valorant? Fade crosshair with firing and movement error.Understanding Valorant’s Crosshair Settings.What Makes the Best Crosshair in Valorant?. In Valorant, having the best sensitivity that suits you will improve your aim phenomenally, and practice will further improve it.Try different sensitivity combinations until you come across the sensitivity setting you are comfortable with.The sensitivity converter helps you adapt to the difference in sensitivity mechanism in different games.The Mouse, Crosshair, and VIdeo settings of some Professional Valorant players such as Tenz, cNed, DAPR, ShahZam, ScreaM, Shroud, Asuna, Mixwell, nAts and YAY are listed.To determine your eDPI, simply multiply your in-game mouse sensitivity by your mouse’s DPI using basic math.The eDPI, or effective Dots Per Inch, is the last measurement of your mouse sensitivity and how you feel when using the best sensitivity in Valorant.In-game sensitivity depends on your preference, gameplay, weapons you pick, and your desired agent.In-game sensitivity is measured by how quickly your mouse cursor responds to your mouse movement.It would be best to put more effort into moving your cursor or crosshair across the screen. Low DPI will force your arm into more movement than your wrist.High DPI will limit your arm movement greatly and you will have to do minimal wrist movements only.Your DPI will be considered High if it exceeds 800 and Low if it ranges below 800.The DPI of your mouse determines the movement speed of your cursor on your screen.Sensitivity relies on two things, mainly your In-game mouse sensitivity and your Mouse’s DPI, which stands for Dots Per Inch.Hitting a precise shot in Valorant requires you to be in a still position and balance your sensitivity with your movement.The precise gunplay in Valorant requires the best sensitivity. From a verified resident on ApartmentRatings Response from the ownerThank you so much for leaving us a rating! We really appreciate it. An issue that was found was resolved quickly. A final inspection was being done when I arrived to pick up my keys. The properties are always kept extremely well here, and the amenities make it also well worth it!! Response from the ownerHi! Thank you so much for the high-rating & feedback! We appreciate your trust in providing you with a home that you love! Mary King ★★★★★ I have only moved in but so far it's great. I explain what type good housing I was looking for and she went above and beyond to find it. I highly recommend so far! Response from the ownerHi! Thank you so much for the high-rating & feedback! We appreciate your trust in providing you with a home that you love! drea smith ★★★★★ Jasmine is the perfect consultant and leasing agent. If you are a soon to be college student like myself then Canterbury Greens is an ideal choice with Purdue and Ivy Tech being only a couple minutes away, and most other important Fort Wayne locations are only 5-20 minutes away. They have pretty much every amenity that you could ask for from golf courses, a dog park, multiple swimming pools, a fitness center, etc. The layout of the apartment complex is very symmetrical yet artistic with lots of changes in elevation. Very well maintained lawns and decorative plants. Canterbury Green is apparently the biggest apartment complex in Indiana and even has it's own zip code! Driving into Canterbury Greens for the first time was unexpectedly pleasing to the eyes. Hope you visit us again soon! Jacob Bovard ★★★★★ Jasmine did a fantastic job at giving me a tour and making the application process seamless. Response from the ownerDear Kathryn, Thanks so much for taking the time to share your positive experience! We're thrilled that Cindy left such a great impression! Our goal will always be to provide the best experience and we love knowing yours was no different. She was very knowledgeable about the property, friendly and had a very positive attitude! She made me feel at home. Kathryn Loehr ★★★★★ Cindy was absolutely amazing! She provided excellent customer service. Thanks again and we look forward to seeing you again soon. We're always happy to assist so don't hesitate to reach out to us if you need anything. It's quiet, I feel safe here, the apartments are great and their maintenance team is the best! My dog is especially happy here! Response from the ownerHi A, We appreciate the time you took to give us such a great rating! We are so happy that you are enjoying the community. The amenities alone are worth the stay, but the entire package is pretty great. A ★★★★★ We are so glad we chose to move into this community. We look forward to serving you many more times in the future! Please let us know what we can do for you in the future. Obviously the perks are endless but when I say we were needy at the time of lease - I mean we were a handful and a half! Jasmine and Ricky were amazing! I cannot thank them enough and am really grateful for such a beautiful place with great people running it! Response from the ownerHi Danielle, We're delighted to hear about your experience! We are glad that you enjoyed perks of the community. Danielle Janse Van Rensburg ★★★★★ This place is amazing. So far the best management staff at an apartment residence I have had. Even with discrepancies they are willing to help and make the situation right. Kyle Cook ★★★★★ This newer management staff has been most helpful. There are a lot of amenities and I love my apartment. Lashunda Derrick ★★★★★ Jasmine and Ricky are amazing!They made everything simple and easy with the application, tour, and move In process. They have never left me hanging and wondering when or if they were coming to help me with a maintenance request that I made. Chris Heisenberg ★★★★★ The maintenance staff is the most helpful, courteous, understanding, timely, professional and knowledgeable of any place I have ever lived. Yoneda and his team showed me three toys that helped to inspire SORA-Q prototypes. “The initial idea, as we understood it from JAXA, was for a bug-like design that could move around on its own.” “The idea of making a design with the smallest number of motors, in reducing the number of components to the bare minimum-as a toy company, this is something we have been doing for a long time,” Yoneda said. In 2015, JAXA launched a space-exploration innovation hub to strengthen connections with the private sector, and a Takara Tomy executive saw a JAXA booth at an expo in Tokyo. In a Takara Tomy meeting room, Yōsuke Yoneda, an engineer who joined Tomy more than forty years ago, told me about the origins of the partnership. The company neighbors Aoto Peace Park, an urban oasis of playgrounds and a memorial that contains debris from the bombings of Hiroshima and Nagasaki. Takara Tomy’s headquarters is situated in Tokyo’s Katsushika ward, a low-slung downtown neighborhood on the easternmost edge of the city, a few train stops from the touristy Asakusa. (One long-standing challenge of landing missions is that they generally can’t take selfies from a distance, so scientists can’t visually diagnose problems-and images of the landing can’t go viral.) In the case of M1, mission controllers will remotely instruct their SORA-Q to turn toward the main lunar lander and transmit images back to Earth. With its honeycombed aluminum-alloy shell, SORA-Q looks something like a metallic Wiffle ball and takes its name from sora, which means “sky” in Japanese the “Q” is a homonym for the Japanese word meaning “sphere.” As the dust settles, SORA-Q will unfold like a Transformer: the sphere will split in half, exposing a pair of cameras and dividing its two hemispheres into wheels. If all goes according to plan, shortly before their main landers reach the lunar surface, they will eject various smaller probes, including SORA-Q. The M1 and SLIM missions will each follow a circuitous, months-long trajectory to the moon that consumes less fuel than a direct flight. Another SORA-Q will be carried aboard SLIM, a JAXA lander slated to touch down in 2023. On December 11th, Takara Tomy’s round rover hitched a ride on a SpaceX Falcon 9 rocket, which catapulted the world’s first commercial lunar lander, ispace’s Hakuto-R M1, toward the moon. SORA-Q, however, is likely to get there first. (The latter two each lost landers to malfunctions, in 2019.) Japan, for its part, will lend an astronaut to NASA’s upcoming Artemis moon missions. Other entrants include the U.A.E., India, and a private Israeli effort. NASA plans to return astronauts to the lunar surface after half a century China wants to open a nuclear-powered base. In recent years, numerous countries and companies have joined a new race to the moon, motivated not only by science and national prestige but also the potential to harvest lunar resources. In the near future, these toys are likely to be joined by a very different sort of gadget: a small, spherical moon rover named SORA-Q, which Takara Tomy designed for the Japanese Aerospace Exploration Agency, or JAXA. An R2-D2-esque Omnibot, the remote-controlled robot that I begged my parents to buy in 1985, looks ready to roll. A squad of Micronauts action figures seems to have warped in from the seventies. In a lovingly curated room in the company’s Tokyo headquarters, a miniature B-29 bomber, faintly flecked with rust, sits at the ready in a glass display case. The private museum of Takara Tomy, the Japanese toy company responsible for Transformers, Beyblade, and Zoids, is filled with playthings from Christmases past. Initially competed as a detuned GT500 carįrom 2001–2002, Verno Tokai Dream28 raced with a detuned 1999-spec Honda NSX GT500 car In addition, only defending team champions in GT500 are allowed to use number 1, although it isn't mandatory for defending champions to use those number.įor easy identification, GT500 cars run white headlight covers, windshield decals, and number panels, while GT300 cars run yellow versions of those items. The number assigned to each team is permanent, and may only change hands when the team exits the series. In both groups, the car number is assigned to the team, in which each team is allowed to choose whichever number they want as long as the number isn't already used by any other team. While the current generation of engines in GT500 and GT300 cars produced a power output in excess of the traditional limit, the limit stayed in place throughout the entirety of the JGTC era. The names of the categories derive from their traditional maximum horsepower limit - in the early years of the series, GT500 cars would have no more than 500 horsepower while GT300 cars would max out at around 300 hp and have far less downforce than their GT500 counterparts. The cars are divided into two groups GT300 and GT500. While the regulations would continuously evolve, the GT500 and GT300 classes continue to form the top level of Japanese sports car racing today. The newly formed GT500 and GT300 regulations were adopted, which capped cars with air restrictors depending on their weight and power. However, the Group C prototypes, whilst easily showing dominant form, were banned from the series from the 1995 season onwards.īy the end of the 1995 season, as the cost of obtaining and running a GT1 car had dramatically increased, the JGTC would go through another rules overhaul in order to lower costs and avoid the fate of the JSPC series it had replaced. What made the series more significant was that compared to other racing series, JGTC teams at the time had the freedom to enter whichever cars they preferred, even if it was the JSS cars from the inaugural season or spaceframe racers from the IMSA GTS class. The JSS series would altogether dissolve into the latter category. The 1000 km Suzuka also saw a greater variety of competitors, with Group C prototypes, Group N touring cars, and GT cars from Europe and IMSA all joining the field.įor the following season, the series would undergo a rules overhaul, creating a class for the FIA's GT1 category, and another for the GT2 category. An exception was the first race of the season, which was also an exhibition race of the IMSA GT Championship, and therefore saw a contingent of GTS and GTU cars from the American series join the field. In its first season, the JGTC grid mostly consisted of Japan Super Sport Sedan cars, with the only genuine JGTC cars being a Nismo-entered Nissan Skyline GT-R and Nissan Silvia S13, of which the GT-R was a modified AWD Group A car. Seeking to prevent the spiraling budgets and one-team/make domination of both series, JGTC imposed strict limits on power, and heavy weight penalties on race winners in an openly stated objective to keep on-track action close with an emphasis on keeping fans happy. The JGTC (Japanese Grand Touring Championship) was established in 1993 by the Japan Automobile Federation (JAF) via its subsidiary company the GTA (GT Association), replacing the defunct All Japan Sports Prototype Championship for Group C cars and the Japanese Touring Car Championship for Group A touring cars, which instead would adopt the supertouring formula. Autobacs has served as the title sponsor of the series since 1998. The series was sanctioned by the Japan Automobile Federation (JAF) and ran by the GT Association (GTA). It was the top level of sports car racing in Japan. Originally titled as the Zen Nihon GT Senshuken ( 全日本GT選手権), generally referred to as either the JGTC the series was renamed to Super GT in 2005. More good news is the demo and full game will be completed at the same time so you know that as soon as the demo lands the game is ready, then its down to publishing and marketing to get it out.Auto racing series in Japan All Japan Grand Touring Car Championship CategoryĪll Japan Grand Touring Car Championship is a grand touring car racing series that began in 1993. Plus the race-cars yet to be announced - thats a demo with 24 cars!! The demo won't include the modification and customisation side of things but will give people are feel for the game. More good news - the demo will be on Xbox Live Marketplace this month with the following cars available to play on it. HOWEVER the 720p gameplay video are completed and will be released in the next week or so. Click to expand.Annnnnway, like I said, no in game yet. Individuals constantly form expectations about themselves and their environment and nearly all individuals have educational expectations, as education is a central part of the identity for many individuals (e.g., Goossens, 2001 van Doeselaar et al., 2018). We conclude that considering the influences of controllability and self-enhancement, we can better understand and evaluate the adaptivity of the optimism bias and context-dependent effects of NCC in an educational context. Furthermore, interindividual differences in NCC interacted with controllability in predicting expectation update. weaker) self-enhancement and that individuals maintained their expectations after unexpected negative feedback in controllable (vs. MANCOVA revealed that individuals updated their expectations after unexpected positive feedback only with stronger (vs. Our sample of n = 249 students was divided into four experimental groups (high/low controllability × positive/negative valence) and read four different case vignettes referring to expectation violations in an educational context. To better understand mechanisms behind optimism bias and context-dependent effects of NCC in an educational context, we included controllability (attribution of success/failure to internal or external causes) and self-enhancement (amplifying positive self-relevant aspects) in an experimental case vignettes study. As a dispositional characteristic, a higher need for cognitive closure (NCC) indicates that individuals tend to both update (accommodation) and try to confirm expectations (assimilation) after unexpected negative feedback. As a situational characteristic, optimism bias indicates that individuals tend to update their expectations after unexpected positive feedback and to maintain their expectations after unexpected negative feedback. Although most individuals experience expectation violations in their educational years, individuals’ coping strategies differ depending on situational and dispositional characteristics with potentially decisive influence on educational outcomes. Truly, these monster models are the only thing you'll see in The Duelists of the Roses that doesn't look like it came directly out of an original PlayStation game. Most of the time you'll be staring at the drab-looking seven-by-seven battlefield grid, which is made slightly less drab by the 3D avatars that represent your different monsters. The gameplay can prove to be rather wearing, and the game's visual and aural presentations offer little distraction. If you aren't aware of the importance of the custom duel mode, The Duelists of the Roses offers nothing but complete frustration. There's really no good reason for the game to be set up like this, especially if you consider the relatively young age of the Yu-Gi-Oh! audience. The best way to overcome these terrible odds is to go into the game's custom duel mode, where you'll face significantly less-intimidating AI opponents and use the cards you win from these duelists to strengthen your deck. In fact, barring extraordinary luck, it's nearly impossible to win a match with the deck you start off with. You're given a choice of three different decks of cards at the beginning of the story mode, but all three of these decks are woefully inadequate against the first opponents you'll encounter. Ultimately, though, your strategic skills are less important than the strength of the cards in your deck, and this is where The Duelists of the Roses runs into its first problem. The Duelists of the Roses is full of esoteric rules, most of which are explained in the noninteractive tutorial, but the game basically boils down to using your weaker monsters to defend your leader card, your stronger monsters to actively attack your opponent, and your spell cards to further tilt the odds in your favor. The identity of your cards stay hidden until you go into battle, at which point the player with the weaker monster loses a number of life points based on the difference between the attack points of the stronger monster and the weaker monster-the player to run out of life points first-loses. Each player takes turns moving their existing cards on the battlefield grid and putting new cards into play. You start off a game with a 41-card deck and 4000 life points. Aside from these changes, the game basically plays like any other collectible-card game. The battlefield grid adds an additional layer of strategy to the game, introducing different types of terrain that can inhibit or enhance the abilities of your cards. The leader card basically carries all your life points, and it can gradually earn special abilities. Two of the biggest differences are the presence of a leader card and the use of a battlefield grid. Gameplay in The Duelists of the Roses is not exactly your standard Yu-Gi-Oh! fare. But if you're not already familiar with the Yu-Gi-Oh! anime or collectible-card game, The Duelists of the Roses is a very uninviting title that will likely sour your interest in Yu-Gi-Oh! permanently. If you're already a fan of Yu-Gi-Oh!, these discrepancies probably won't dissuade you, and neither will the game's many technical shortcomings. Yu-Gi-Oh! The Duelists of the Roses takes some liberties with the standard Yu-Gi-Oh! collectible-card game format and the story line of the animated series. Kazuki Takahashi's Yu-Gi-Oh! battle each other in an ancient Egyptian collectible-card game, with the goal of collecting as many high-powered cards as possible and becoming a master duelist. |
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