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The game logo Super Mario All-Stars (also known as Super Mario Collection in Japan), is a compilation of remasters for the (the Super Famicom in Japan). It enhances,, and (known as Super Mario Bros. 2 For Super Players in Japan) to the Super Nintendo with an added on-cartridge save feature, updated graphics and sound, and an additional 'battle game' for Super Mario Bros. It is also the first time that the original Japanese Super Mario Bros. 2 was released for the western public. This game was re-released again as, which as the title suggests, additionally featured with updated graphics. Unlike the original, It was never released in Japan. During development, the Japanese developers called this game 'Mario Extravaganza'. In 2010, the game was re-released on the as part of the Super Mario Bros. 25th anniversary, under the title. The game was initially released with a and a CD containing songs and sound effects from various games. The NES version (top) compared with the SNES version (bottom). There are graphical enhancements for all settings. Grassland levels have grass on the ground (The ground is no longer made of blocks). All levels have backgrounds (for example, levels that take place at night have a twinkling star background). Worlds,, and makes their being in a setting covered in snow more clear by adding snow to the ground, as originally, it was only implied to be covered in snow due to the bushes being white (this does not affect gameplay). Underground levels show a wall in the background. Underwater levels have a distortion effect. Many levels that had snow in the original Japanese Super Mario Bros. 2 do not have it in the Lost Levels edition, including Worlds 3-3, 7-1, 7-2, 7-3, 8-1, C-3, D-1, D-2, and D-3. Snow was introduced into World C-1, although it is only an aesthetic difference. Green are always green (as opposed to being teal in underground levels.) The color of was changed from white to pink, and gray are now green. ' arms are now animated, and now resembles his design. Worlds 6-3 in the first game and 7-3 and C-3 in The Lost Levels are now depicted as having the same color standard as in Worlds 3-3 and 2-3, respectively, as originally, they were completely monochrome. There are parallax scrolling layers in the background. Secret underground levels have a picture of or showing a V sign in the background, which are labeled 'Bonus'. Nov 25, 2014 [MEGA] Super Mario All-Stars (WBFS NTSC-U) About Us DarkUmbra is the place for gaming content and news. We specialize in. This is also seen in. Underground levels like place an echo effect on all sounds. Lava is no longer just recolor of water and is boiling. Super Mario Bros. And Super Mario Bros.: The Lost Levels do not have the same graphics as each other to begin with. For instance, the ground is covered by blocks in most of the levels of the original, whereas the ground is mainly covered by dirt in this version. In Super Mario All-Stars, the graphics of all the games were improved, and Super Mario Bros.: The Lost Levels was made to look exactly the same as the graphically-improved version of Super Mario Bros. Released on the same cartridge. 's graphics were made to look exactly the same as the graphics within the rest of the worlds, unlike the deliberately glitch-like appearance from the original game. Luigi is now no longer a simple recolor of Mario, the Bros.' The player starts out with five lives instead of three, and gaining more than 128 lives just maxes out the life counter at 128, unlike the version where the next display of the lives screen gives a. The level introduction screen, which shows how many lives the player has remaining, also gives a brief overview of all enemies appearing in the level, excluding Piranha Plants. For example, the World 1-1 introduction shows and. The castle introductions only show Bowser, even if other enemies appear in the level. Destroying a has a different effect. Originally, Mario/Luigi rebounds downward quickly just like hitting any indestructible block. In Super Mario All-Stars, however, he continues going upwards, then falls back down more slowly. These two installments in All-Stars are the only Mario games to ever have this effect; even in the Super Mario All-Stars version of Super Mario Bros. 3, Mario/Luigi rebounds downward quickly like in the original NES version. Mario gets hurt if he hits the upper mouth of, while in the original Super Mario Bros., the upper pixels of the Piranha Plant's mouth do not harm Mario or Luigi. There were several bug fixes. An extra block was added on top of the pipe at the end of underwater levels, preventing Mario from getting stuck in this place as it was possible in the original game. When Mario has more than nine lives, they are displayed correctly. Glitches such as, Mushroom Magic, Small Fire Mario and Stuck Underwater were fixed and removed, although Mario can still walk through the wall into the. The left pipe will warp to, however. During a game over, the player is asked to continue, save and continue, or save and quit. Mario/Luigi appears at the bottom, next to the logo of the current game (this also applies on the Time Up screen). In Super Mario Bros.: The Lost Levels, the game can be saved after clearing a level rather than a world. In, the separate brick walls in the background are now replaced with a single, continuous wall, thus revealing the existence of a hidden coin block hidden in the last wall of the original version (whose existence is only given away by a faint white line located just above it). In the more difficult quest, there is now a star to the left of the world's name and number. Since Mario/Luigi now starts as either Super or Fire Mario/Luigi, this marks the only time he ever gets a Fire Flower from the first? Block (after the first Goomba) containing a power-up. In a two-player game, the second player now starts after the first player finishes a level as well as after he/she loses a life, and vice versa. Time is converted to points in castle levels. The game can be saved at any time. Unlike the Super Mario Bros. On the same cartridge, the game remembers the exact level the player is on, and not just the world. This is because the game is much harder than the original. Players only have to beat the game once to reach Worlds A through D. In the secret section of World 1-2 (where the player enters the pipe to World 4), the water pools were replaced by lava. However, the effects are the same: if Mario falls in, he loses one life. Similarly, the water in the first pit encountered in the level (after the Koopa Paratroopa) is removed in the SNES version. In World 8, the Hammer Bros perpetually charge at the player. On the SNES, this behavior was added to Worlds 7, 9, and A-D as well. In the original game, Bowser only has hammers in Worlds 6-8. The SNES remake gives him hammers in Worlds 9 and A-D, as well, although they lose their ability to breathe fire. The Bowser Impostors in Worlds A-C now have new true forms (a red Koopa Troopa, a Cheep Cheep, and a Bullet Bill, respectively), and Bowser's death animation in World D is corrected. The castle walls of World 9-3 (whose background is sky blue instead of black) are now recolored brown instead of gray like in the original (and in the ending cutscene). The player can play World 9's levels as many times as they like upon unlocking it via the level select. Originally, the player could only do so once. Similarly, the game over screen resembled the standard game over screen and thus cut out 'Mario's' message to the player. Music The entire music of the game was enhanced. A new 'happier' background music plays in secret underground areas and the Coin Heaven, instead of the normal underground and Starman theme, respectively. There is also a new battle music, which starts when the player reaches a in a. The Bowser battle music is different for the real Bowser, however; that music plays in and. Although there are some exceptions in The Lost Levels, going through a pipe generally no longer resets the music. In, the underwater area now uses castle music rather than water music. The title screen for both games now has a cover version of the underwater theme from Super Mario Bros. Playing in the background: with a harmonica in Super Mario Bros. And a harp in Super Mario Bros.: The Lost Levels. 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The playable characters have also had their sprites recolored to match their actual appearance (as the original game used only three colors for the character sprites). Some of these includes Princess Toadstool receiving blonde hair as opposed to brown from the original and getting red spots on his cap rather than blue spots (Peach had brown hair and Toad had a blue-spotted mushroom hat because graphical limitations of the NES) and Mario and Luigi's overalls are now jean colored as opposed to dark blue from the original. Are now pink instead of black, and are now purple instead of black. Additionally, when the characters warp, a transition effect with music is used. This was not seen in the original NES version. When the characters shrink when they reach down to one remaining heart, their entire bodies shrink instead of just their lower bodies. As such, Peach's hair gets shorter when she shrinks into her rather than remaining intact like in the NES original. This was later carried over to,, and in post-Fall 2017 versions of. The backgrounds of the levels have also been given more detailed add-ons such as clouds, trees, etc. The that allows the hero to get an extra is rounder and has fewer white spots than the original (giving it an appearance more similar to a ). Also, when transitioning to different areas within each level, the screen now fades through black as opposed to platforms and objects disappearing to the background changing color and new platforms and objects appearing. Also, the final boss battles from Worlds 1-6 have background tiles that resemble (toys that Nintendo created in 1968 to compete against the popular brand) as opposed to simply bricks. Due to a controversy over the original manual, Birdo is now female, however, the end credits still have the same names and spellings as the original. Music The music within the game has also been retouched and several sound effects from the characters have also been changed (such as when the hero picks up a, Mushroom Block, POW Block, or enemy). The spike area in World 5-2 no longer uses the underworld music, but it uses overworld music instead. The final areas in Worlds 2-3, 3-3, and 4-3 no longer use the boss music before picking up the Crystal Ball to enter Hawkmouth to face the final boss of each world. The world boss victory music is now slightly slower. For the endings, the music for the ceremony before the credits is now orchestrated, and the music for the ending credits with Mario waking up and then snoozing back to sleep is now shortened and no longer starts out with that extra rhythm, making slightly less reference to. Other • Saving is now possible and the game has unlimited continues instead of only three in the NES version. • Players can now start on any level based on each file's progress being saved, and no longer need to start from the beginning unless the file is erased. • The game makes full use of the two run buttons and on the SNES controller, so one button can be held to run while another for picking up and throwing enemies. • After a character loses a life, the player can now select any character. Originally, he or she must play with the character who lost a life. • Health points have now a heart shape instead of hexagons, and empty ones are now blue instead of white. • The non-highlighted characters on the Player Select screen are now gray instead of blue. • Some levels that originally take place during the day now take place at night and vice-versa. • The title screen's inside of the frame is now black (like the Japanese version) instead of light blue; and when the title screen loops, it fades through black instead of instantly. When the storyline ends by telling the player to press the Start Button to begin, the word 'Button' was removed. • The Game Over and Warp Zone screens now has the title's red-and-gold border and features Birdo as opposed to just white letters on a black background. • The first area in is now underground and plays the underground BGM. • The Warp Doors that lack a door (except for ones that have light shining from the outside) have been replaced by yellow double doors. • Key Doors which require a key to open no longer completely disappear once unlocked. Instead they become normal Warp Doors. • Also, unlike the original, once the Key Door is unlocked, the key mysteriously disappears instead of still being in the character's hands. • The key rooms in the fortresses in Worlds 1-3, 3-3, and 4-3 (as well as one inside the pyramid in World 2-3) now have a background of a giant gray Phanto whose eyes flash an eerie red once the player picks up the key, and the eerie noise is heard too. • A sound is played to indicate when the has been charged up. • Birdoes spit out the when defeated. In the NES game, Birdoes held the crystal ball. The same applies to the red Birdo with the key in World 7-2. • Players start with five lives at default instead of three in the original version, but their last life before a is at one instead of zero. The player can't get more than 99 lives, although in the original version, the player's life counter maxed out at 255. • while Shy Guys are riding on them play sounds when flames are being shot out of them. Originally, no sound was played for flames being shot out of Autobombs. • On the screen after the player completes each level and advances onto the next level, the three slots are now slightly larger and act like mechanical ones as opposed to digital. If the player matches all three slots or at least has a Cherry first, the screen now flashes along with the happy fanfare. The lucky seven is introduced, and will grant the player an additional ten lives if all three slots match. Players will also be granted extra coins of service if the player manages to get some bonuses correct (or at least have the Cherry first) in a row. On the other hand, if the player completes the level without picking up any Bonus Coins from Subspace, the three empty slots on the Bonus Chance screen are now black instead of white, and the words NO BONUS appear just after the opening fanfare. If the player collected more than ten coins in a stage, the coin counter is displayed properly. In the NES version however, it is displayed as a letter, similarly to hexadecimal (10 = A, 11 = B and so on). • When Wart is defeated, the music stops playing instead of continuing before the secret door appears. He also makes the sound of a Koopaling being defeated and an airship being relocated on his last hit before being defeated. • Ironically, on World 4-2 in the area with whales that spray water as an elevation, the spraying SFX will get muted if the player grabs a Cherry, picks up or throws an enemy or object, does the Power Squat Jump, etc; which doesn't happen in the original version. • When the player enters the door to the Subcons' captive lair after defeating Wart, the screen slowly fades through black for about two seconds as opposed to simply transitioning to the next screen instantly. • Also, in the area where the Subcons are held captive before being released by one of the heroes, the doorway with light shining in is replaced by yellow double doors, and a background is added with stained glass windows and a large archway revealing the outside the fortress. • The wall in the ceremony cutscene from the game's ending is now bright yellow instead of dark blue and has gray-green panels on the lower end of the wall. Also, the platform in which the four heroes are perched on is now slightly lower and wider. The Contributor board is now black on the inside and its frame is brown as opposed to being translucent, and the characters' points for the levels completed are now framed. Toad now waves just his left hand as opposed lifting both of his arms up and down. It is now possible for any character to have level completion points greater than 20, due to the new ability to save the game's progress. • The credits scene with Mario sleeping and realizing that his adventure was just a dream is now multi-colored as opposed to being a monochromatic blue, and the background itself is now shades indigo. Players can now save their progress after completing the game without the need to start all over. Changes to Super Mario Bros. The NES version (top) compared with the SNES version (bottom). Graphics • Most sprites are the same, except they have been recolored. Additionally, Luigi is no longer a palette swap of Mario's sprites, as he is now taller and thinner than Mario. • now have rounded edges and lack bolts. • All levels are given re-mastered backgrounds with parallax scrolling and extra details, such as multiple blocks, clouds, beetroots, pillars, etc., instead of simple, plain cyan, blue, yellow and black backgrounds. • Cave levels look more realistic; and the ones in have new backgrounds. All there are now hidden completely, with no white dots indicating their presence. • Inside bonus rooms, there is a new background made out of diamonds and question marks instead the original cave background. • Princess Toadstool's captivity room now has two archways furnished with red drapery and windows where the lights start to shine in. The captivity room originally appeared to be a rather bare room where the lights would turn on upon rescuing her. • The are colored blue instead of white in the NES version. • Some inventory items changed colors: are brown, are gold, are silver, and are orange. The inventory itself has been changed from pink to blue, and the world and lives information is separate from the inventory rows. • In levels, Super and 1-Up Mushrooms have white-spotted red and green caps, respectively, as in Super Mario World. • Kings get transformed into characters from other Mario games: • – Original:; remake:. • – Original: spider/silkworm; remake:. • – Original: kappa/; remake: purple. • – Original:; remake:. • – Original: vulture; remake:. • – Original: seal; remake:. • – Original:; remake:. • On the status bar, a coin symbol replaces the dollar sign. • The pictures on the cards at the end of each level have been colored in, following the color schemes of the respective items listed above; the Super Mushroom card retains the power-up's new in-level coloration on the map screen. • New map icons for the,, and have been implemented. However, the Sledge Brother's map icon is merely a green; this was changed again in. • Beanstalks that grow in and are now green instead of white. Also, all Airships are now brown. • In the cutscene where Mario falls down from an, the sky changes from night to day. • 'Mario Start!' And 'Luigi Start!' Are now displayed when starting a level, similar to Super Mario World. • The ' message has a modified 'M', is missing a dash, and is colored yellow. • Pile Driver Micro Goomba's Brick Blocks now shine like the other bricks, making them much difficult to find. However, the outline color is distinctly lighter than the regular blocks'. Music and Sound effects • A jazz cover of the Super Mario Bros. Underwater theme now plays on the title screen, unlike in the NES version, which was silent. • When Mario or Luigi loses the Raccoon power-up, the sound effect is now the same as losing any other power-up, instead of the 'poof' sound. • Airship have a more realistic sound effect. • While inside the tank in, the music changes to the Hammer Bro battle music. Originally, it didn't change at all. • A musical cue appears during the Princess Peach letter segments of every world barring World 7. Originally, the only letter that had any musical cue was Bowser's letter after completing World 7, which had bars from the beginning of the boss theme music. • The Airship music's last set of rhythms before repeating the song has more tune than the original. Also, when it repeats, it goes back to the first set of musical notes instead of repeating it whole where the intro measures can now only be heard once. • The pitch of the has been changed. • Upon starting a new world, its music now starts when the map screen appears. Originally, this only applied to; the other worlds' music did not play until Mario appeared on the map. • The is available from the title screen, slightly different from the one accessible from the map in a two-player game. It introduces the, which would later reappear in. • Mario starts with five lives in both versions, but Mario's last life before a Game Over is one; in the NES version, it is zero. Hence, the starting life count (five) is the same in both versions. As this number maxes out at 99 on both versions, the actual maximum life count is one less than the NES version. • Saving is now possible. • The All-Stars version uses both of the and buttons as run buttons, like in Super Mario World. Although it makes little difference for most scenarios, one difference is Fire Mario can take out a Koopa while holding it. • In the Toad Houses, Mario can move three seconds into the dialogue rather than waiting until the dialogue completes. • There is no longer a time limit in map-traveling. • Three coins were added to the start of the oasis in, meaning that Mario can get the White Mushroom House without collecting any from the group located farthest away from the. • The in are made a half-curve, fixing a glitch involving throwing the Ice Blocks and then doing a crouching jump to go down the right side of the pipe. • In, the water level is now the same height. As a result while in the original the water level was higher before the wall and lower after it, here it's the other way around (the water is lower before the wall but higher after). • The first Toad House in now has a, so that Mario can get a Hammer Suit without having to do. • The structure in was moved to the right, fixing a glitch similar to the one in World 3-9. • In 2, the Pipe at the end of the screen was heightened with a block added at the very top so that or cannot fly to the top of the Pipe and get hit by an invisible Muncher. • is more complex, as both sides are now colored blue (as opposed to having a blue side and a gray side). Patch From volume 52 of: We're giving you a chance to show us what you're made of. And we'll award anyone who can reach World 9 of this poisonous pack with a badge of honor. Here's the catch-you can only reach World 9 of the Lost Levels if you play every single tortuous level. Absolutely no warping! (If you try to take a shortcut, you'll skip from World 8 to bonus World A.) Send us a photo of your accomplishment, and we'll send you this great iron-on patch. Just pause the game, and take a picture of the screen with World 9 clearly displayed in the corner. Get stompin'! The deadline is October 31, 1993. Send your name, address and photo to: Nintendo Power World 9 Challenge P.O. Box 97043 Redmond, WA Contest Rules • Patch will be awarded to all valid entries received postmarked by October 31, 1993. Entries must include a photograph of a television screen with level 9 clearly displayed from the video game Super Mario All-Stars, The Lost Levels along with the entrants full name and mailing address. All judging decisions made by the Nintendo Power Staff are final.' Names in other languages Language Name Meaning Japanese スーパーマリオコレクション Sūpā Mario Korekushon Super Mario Collection Trivia • In the Japanese version, when the player presses START at the game's title screen, it would transition to the Game Select Screen regardless if the lights were on or off and if the music was still playing and no matter what the characters' animation poses were set. In Western versions, if the player presses START and goes to the Game Select Screen, the lights would turn on, music would stop playing, and characters' poses would return to their original positions before the transition. In a frantic battle to the checkered flag, Sonic and friends speed around tracks set in medieval castle ramparts, lush rainforests and bustling cities, all taken from the visually rich and varied universes of Sonic and SEGA. Fan favorites such as Dr. Eggman, Tails, AiAi, Amigo and many more will join Sonic in their custom built vehicles, revving their engines and jostling to stay ahead of the pack. Each character will speed around the track in cars, planes, motorbikes, and in Aiai’s case – a banana mobile! Secret short cuts, swift handling and avoiding strategically placed obstacles are certainly the best way to get to the top of the podium. But winning is only part of the fun in Sonic & SEGA All-Stars Racing! Each character has a specific All Star move – such as Super Sonic, Banana Blitz and Tails Tornado – that allows a quick way for competitors to get back into the race! Power ups and weapons can also be collected around the tracks and used against the opposition to ensure they don’t become a threat to that number one position. Battle it out in single or multiplayer mode, allowing up to four friends to race in frantic split-screen action, or up to eight players to compete online in the ultimate racing showdown. Can Amigo scramble Eggman? Will AiAi say bye-bye to Tails? Are you gonna be faster than Sonic? The race will start in 2010 As of May 20, 2014, the Nintendo Wi-Fi Connection service for Nintendo DSi and Wii systems has been retired. Online features of this game are no longer available after this date but this game still provides an entertaining experience in offline mode. To learn more about this service change, please visit To learn more about this service change, please visit. Zedload.com provides 24/7 fast download access to the most recent releases. We currently have 386,202 full downloads including categories such as: software, movies, games, tv, adult movies, music, ebooks, apps and much more. AUTODESK_COMBUSTION_V2008_KEYGEN_ONLY-XFORCE.txt 10 11. Serialkey preview. 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This is a limited offer and will soon expire and revert back to the normal member price. We now have 386,309 downloads in the member section. Take the FileFixation now for more detailed information! The word 'crack' in this context means the action of removing the copy protection from commercial software. A crack is a set of instructions or patch used to remove copy protection from a piece of software or to unlock features from a demo or time-limited trial. There are crack groups who work together in order to crack software, games, etc. If you search for Autodesk Combustion 2008 For Mac 1 Cd Crack, you will often see the word 'crack' amongst the results which means it is the full version of the product. The word 'serial' means a unique number which identifies the license of the software as being valid. All retail software uses a serial number or key of some form. The installation often requires the user to enter a valid serial number to proceed. A serial can also be referred to as a 'CD Key'. When you search for Autodesk Combustion 2008 For Mac 1 Cd Serial for example, you may find the word 'serial' amongst the results. This usually means your software download includes a serial number of some sort. The word 'keygen' means a small program that can generate a cd key, activation number, license code, serial number, or registration number for a piece of software. KeyGen is a shortened word for Key Generator. A keygen is made available through crack groups free to download. When writing a keygen, the author will identify the algorithm used in creating a valid cd key. Once the algorithm is identified they can then incorporate this into the keygen. If you search a download site for Autodesk Combustion 2008 For Mac 1 Cd Keygen, this often means your download includes a keygen. • 2-door (16.4, Super Sport) • 2-door (Grand Sport, Grand Sport Vitesse),, permanent Related Powertrain Standard (Coupe), Grand Sport (Roadster): 8.0 L (488 cu in) 1,001 (987; 736 ) Super Sport (Coupe), Grand Sport Vitesse (Roadster): 1,200 (1,184; 883 ) 7-speed Dimensions 2,710 mm (106.7 in) Length 4,462 mm (175.7 in) Width 1,998 mm (78.7 in) Height 1,159 mm (45.6 in) 1,838–1,990 kg (4,050–4,390 lb) Chronology Predecessor Successor The Bugatti Veyron EB 16.4 is a sports car, designed and developed in Germany by the and manufactured in, France, by, named after the racing driver. The original version has a top speed of 407 km/h (253 mph). It was named Car of the Decade and best car award (2000–2009) by the television programme. The standard Bugatti Veyron also won Top Gear 's Best Car Driven All Year award in 2005. The Super Sport version of the Veyron is recognised by as the fastest production car in the world, with a top speed of 431.072 km/h (267.856 mph). The roadster Veyron Grand Sport Vitesse version is the fastest roadster in the world, reaching an averaged top speed of 408.84 km/h (254.04 mph) in a test on 6 April 2013. The Veyron's chief designer was Hartmut Warkuss and the exterior was designed by of Volkswagen, with much of the engineering work being conducted under the guidance of engineering chief Wolfgang Schreiber. Several special variants have been produced. In December 2010, Bugatti began offering prospective buyers the ability to customise exterior and interior colours by using the Veyron 16.4 Configurator application on the marque's official website. The Bugatti Veyron was discontinued in late 2014. Contents • • • • • • • • • • • • • • • • • • • • • • • • Origins [ ] In May 1998, acquired the rights to use the Bugatti logo and the trade name To succeed the model produced under, the maker quickly released a series of concept cars that would culminate in the Bugatti Veyron 16.4. Between October 1998 and September 1999, Bugatti introduced a series of -designed concept vehicles, each with and powered by the Volkswagen-designed engine. The first, the, was a 2-door presented at the 1998. The next, the, was a 4-door presented at the 1999. A third, the, was a presented at the 1999 in Frankfurt. In October 1999, Bugatti unveiled a fourth at the. The was a supercar styled in-house under the direction of. In 2000 a modified version, the, was displayed at motor shows in, Geneva, and Paris. Rather than the three-bank W-18 of the four previous concepts, the EB 16/4 featured the four-bank engine architecture installed in every production example of the Bugatti Veyron. The decision to start production of the car was made by the Volkswagen Group in 2001. Buy Bugatti Veyron Model Car from Reliable China Bugatti Veyron Model Car suppliers.Find Quality Bugatti Veyron Model Car Toys &. The first roadworthy prototype was completed in August 2003. It is identical to the later series variant except for a few details. In the transition from development to series production considerable technical problems had to be addressed, repeatedly delaying production until September 2005. The Veyron EB 16.4 is named in honour of, a Bugatti development engineer, test driver and company race driver who, with co-driver, won the 1939 while driving a Bugatti. The 'EB' refers to Bugatti founder and the '16.4' refers to the engine's 16 and 4. Bugatti Veyron (2005–2011) [ ] Specifications and performance [ ]. Bugatti Veyron 16.4 The transmission is a computer-controlled with seven, with magnesium paddles behind the steering wheel and a of less than 150 milliseconds, built by of England rather than, who designed the six speed DSG used in the mainstream Volkswagen Group marques. The Veyron can be driven in either semi-automatic or fully automatic mode. A replacement transmission for the Veyron costs just over US$120,000. It also has using the system. It uses special, designed specifically to accommodate the Veyron's top speed, and cost US$25,000 per set. The tyres can be mounted on the wheels only in France, a service which costs US$70,000. Is 1,888 kilograms (4,162 lb). This gives the car a power-to-weight ratio, according to Volkswagen Group's figures, of 530 (390; 523 ) per ton. The car's wheelbase is 2,710 mm (106.7 in). Overall length is 4,462 mm (175.7 in) which gives 1,752.6 mm (69.0 in) of overhang. The width is 1,998 mm (78.7 in) and height 1,204 mm (47.4 in). The Bugatti Veyron has a total of ten: • 3 heat exchangers for the air-to-liquid intercoolers. • 3 engine radiators. • 1 for the air conditioning system. • 1 transmission oil radiator. • 1 differential oil radiator. • 1 engine oil radiator It has a drag coefficient of =0.41 (normal condition) and C d=0.36 (after lowering to the ground), and a frontal area of 2.07 m 2 (22.3 sq ft). This gives it a drag area, the product of and frontal area, of =0.74 m 2 (8.0 sq ft). Engine output [ ] According to Volkswagen Group and certified by, the final production Veyron engine produces 1,001 (736; 987 ) of, and generates 1,250 (922 ) of torque. The nominal figure has been stated by Bugatti officials to be conservative, with the real total being 1,020 (750; 1,006 ) at 6,000 rpm. Top speed [ ] German inspection officials recorded an average top speed of the original version of 408.47 km/h (253.81 mph) during test sessions on Volkswagen Group's private test track on 19 April 2005. This top speed was almost matched by on in November 2006, at the Ehra-Lessien test track, at 407.5 km/h (253.2 mph). May noted that at top speed the engine consumes 45,000 litres (9,900 imp gal) of air per minute (as much as a human breathes in four days). Back in the Top Gear studio, co-presenter commented that most supercars felt like they were shaking apart at their top speed, and asked May if that was the case with the Veyron at 407 km/h (253 mph). May responded that the Veyron was very controlled, and only wobbled slightly when the air brake deployed. The car's everyday top speed is listed at 343 km/h (213 mph). When the car reaches 220 km/h (140 mph), hydraulics lower the car until it has a ground clearance of about 9 cm (3.5 in). At the same time, the wing and spoiler deploy. In this handling mode, the wing provides 3,425 newtons (770 lbf) of downforce, holding the car to the road. Top speed mode must be entered while the vehicle is at rest. Its driver must toggle a special top speed key to the left of their seat, which triggers a checklist to establish whether the car and its driver are ready to attempt to reach 407 km/h (253 mph). If so, the rear spoiler retracts, the front air diffusers shut, and normal 12.5 cm (4.9 in) ground clearance drops to 6.5 cm (2.6 in). Braking [ ] The Veyron's use cross drilled, radially vented (C/SiC) composite, manufactured by, which have a much greater resistance to when compared with conventional discs. [ ] The lightweight monobloc brake calipers are made by; the fronts have eight pistons and the rear calipers have six pistons. Bugatti claims maximum deceleration of 1.3 on road tyres. As an added safety feature, in the event of brake failure, an (ABS) has also been installed on the handbrake. Prototypes have been subjected to repeated 1.0 g braking from 312 km/h (194 mph) to 80 km/h (50 mph) without fade. With the car's acceleration from 80 km/h (50 mph) to 312 km/h (194 mph), that test can be performed every 22 seconds. At speeds above 200 km/h (120 mph), the rear wing also acts as an, snapping to a 55° angle in 0.4 seconds once brakes are applied, providing an additional 0.68 g (6.66 m/s 2) of deceleration (equivalent to the stopping power of an ordinary hatchback). Bugatti claims the Veyron will brake from 400 km/h (250 mph) to a standstill in less than 10 seconds, though distance covered in this time will be half a kilometre (third of a mile). Bugatti Veyron 16.4 Grand Sport (2009–2015) [ ]. • ^ (Press release). 10 December 2007. Archived from on 8 October 2008. Retrieved 29 August 2009. Jozef Kaban... Commissioned by the Volkswagen Group, he became responsible for developing the design of the Bugatti Veyron in 1999, and then worked in that position from the time of the first sketches until the point of launching mass production. Retrieved 1 June 2017. • ^ Csere, Csaba (November 2005)... When I ask Bugatti development boss Wolfgang Schreiber to explain how the same engine can be rated at 1 SAE net horsepower at 6000 rpm for the U.S. But only 987 horsepower (1001 PS) for Europe, he laughs, saying, 'The production engines are all putting out between 1020 and 1040 PS—enough to cover both promises.' Retrieved 6 July 2010. Retrieved 15 June 2016. 19 April 2005. Archived from on 11 October 2007. Retrieved 9 April 2012. Archived from on 14 June 2013. Retrieved 9 April 2012. Net Car Show. Retrieved 30 April 2013. World Car Fans. Retrieved 11 April 2013. Retrieved 21 December 2010. 15 December 2010. Retrieved 21 December 2010. Retrieved 24 August 2012. Bugatti Automobiles S.A.S. 30 November 2011. Archived from on 28 July 2012. Retrieved 28 July 2012. The zenith of Veyron’s racing career was his victory together with Jean Pierre Wimille in the 25-hour Le Mans race of 1939. Retrieved 9 July 2011. • ^ Phillips, John (December 2008)... Retrieved 22 October 2011. 30 November 2011. Retrieved 9 April 2012. • ^ Adams, Eric (2006). 'Inside a Street-Legal Land Rocket'. Popular Science. Retrieved 27 October 2008. The Daily Telegraph. 10 September 2008. Retrieved 27 October 2008. Retrieved 5 August 2013. 18 August 2008. Retrieved 29 August 2009. • Lavrinc, Damon (16 August 2008).. Retrieved 4 December 2013. Retrieved 29 August 2009. • Joseph, Noah (24 January 2012).. Retrieved 4 December 2013. Retrieved 8 August 2010. Retrieved 5 July 2010. Used Cars Centre. Retrieved 5 July 2010. Retrieved 6 January 2014. World Car Fans. 17 October 2010. Retrieved 6 January 2014. • Goodwin, Antuan (9 July 2010).. Retrieved 1 December 2013. 2010 Netro42. Retrieved 9 July 2010. • • • Wilkinson, Leo (15 April 2013).. The Daily Telegraph. Guinness World Records. 12 April 2013. Retrieved 13 May 2013. • Noah Joseph RSS feed (22 February 2012).. Retrieved 9 April 2012. Retrieved 3 November 2012. • Miersma, Seyth (23 October 2012).. Retrieved 4 December 2013. • Bowman, Zach (18 August 2012).. Retrieved 4 December 2013. • Harley, Michael (22 August 2012).. Retrieved 4 December 2013. Retrieved 3 November 2012. 11 April 2013. • ^ John Neff.. Retrieved 24 January 2015. • zweipol GmbH.. • Damon Lowney.. • Brandon Turkus.. • Brandon Turkus.. • Noah Joseph.. • Noah Joseph.. Retrieved 30 September 2014. Retrieved 27 October 2008. Road & Track. Retrieved 27 October 2008. Archived from (PDF) on 31 March 2010. Retrieved 9 April 2012. Retrieved 9 April 2012. • Greg Kable.. Retrieved 29 April 2013. • Pollard, Tom (18 April 2011).. Car Magazine Online. Retrieved 29 April 2013. Retrieved 18 February 2015. 9 March 2007. Retrieved 27 September 2011. Volkswagen AG. 12 March 2009. Retrieved 27 September 2011. Volkswagen AG. 11 March 2010. Retrieved 27 September 2011. • 17 July 2011 at the. Volkswagen AG Annual Report 2011: 161. 13 March 2014. Retrieved 14 March 2014. Retrieved 29 November 2011. • Hudson, Paul (18 October 2010).. The Daily Telegraph. Retrieved 1 November 2010. The Bugatti Veyron Super Sport is officially the world’s fastest production car, after reaching 431.072 km/h (267.856mph) at the VW group's Ehra-Lessien test track on 3 July. Watched by independent testers and a Guinness Book of Records representative, Bugatti test driver Pierre-Henri Raphanel recorded two runs in opposite directions, reaching 265.905mph and 269.806mph respectively. The new record is an average of the two. Retrieved 4 July 2010. Retrieved 6 July 2010. 24 July 2010. Retrieved 25 January 2011. • Roach, Martin (29 September 2011). Bugatti Veyron: A Quest for Perfection – The Story of the Greatest Car in the World... • Wilkinson, Stephan (16 March 2009).. Retrieved 18 April 2013. Road and Track. Archived from on 5 August 2010. Retrieved 27 October 2008. External links [ ] Wikimedia Commons has media related to. Fortunately, the four-wheeled creature you can find here is a rendering, one that shows what would happen in a Chiron and a smart fortwo Cabrio had one too many glasses of E85 and spent the night together in a cramped garage. Since certain owners would love the charms of a Bugatti open-air model now that deliveries have kicked off and the weather is just right, you could say this oddity would solve an important problem. And we have to admit one thing: the mix between the C shape coming from the side of the 1,500 hp machine and the Tridion cell of the urban dweller actually looks cute. Then again, the birth of such a machine, even as a one-off project coming from a wacky garage out there, would generate quite a lot of other issues, so we're glad this is nothing more but pixel play. And speaking of potential insane builds, given the proportions of the fortwo, even a tenth of the hypercar's power would be too much for the city car. After all, we wouldn't want to get the same unpleasant feeling we experienced back in the days when Aston Martin wanted us to believe its reskinned was a proposal worthy of the badge. Fortunately, the is no longer in production and Gaydon has moved on to another era, one that sees the British automotive producer preparing a bouquet of fresh models as part of a reinvention process. But that's for another time. For now, we're inviting you to focus on the odball appearance of the 1s and 0s we hare here. A post shared by ExoticCarsSpot (@bugattiking1640) on Apr 8, 2017 at 5:45pm PDT. Automobiles Ettore Bugatti was a French car manufacturer of high-performance automobiles, founded in 1909 in the then German city of Molsheim, Alsace by Italian-born Ettore Bugatti. Bugatti cars were known for their design beauty (Ettore Bugatti was from a family of artists and considered himself to be both an artist and constructor) and for their many race victories. Today, the name is owned by German automobile manufacturing group Volkswagen. The company continues to produce some of the finest sports automobiles on the market under the Bugatti name. Browse our selection of Bugatti diecast model cars from the luxurious EB218 to the super sporty Veyron. How do series work? To create a series or add a work to it, go to a 'work' page. The 'Common Knowledge' section now includes a 'Series' field. Enter the name of the series to add the book to it. Works can belong to more than one series. In some cases, as with, disagreements about order necessitate the creation of. Tip: If the series has an order, add a number or other descriptor in parenthesis after the series title (eg., 'Chronicles of Prydain (book 1)'). By default, it sorts by the number, or alphabetically if there is no number. If you want to force a particular order, use the| character to divide the number and the descriptor. Hey everyone, DriveThruRPG is having a huge sale on Cyberpunk 2020 stuff, and I was wondering if anyone has played it and what you thought of it? Download the CyberPunk 2020 - Source - Protect & Serve Torrent or choose other CyberPunk 2020 - Source - Protect & Serve torrent downloads. So, '(0|prequel)' sorts by 0 under the label 'prequel.' What isn't a series? Series was designed to cover groups of books generally understood as such (see ). Like many concepts in the book world, 'series' is a somewhat fluid and contested notion. A good rule of thumb is that series have a conventional name and are intentional creations, on the part of the author or publisher. For now, avoid forcing the issue with mere 'lists' of works possessing an arbitrary shared characteristic, such as relating to a particular place. Avoid series that cross authors, unless the authors were or became aware of the series identification (eg., avoid lumping Jane Austen with her continuators). Also avoid publisher series, unless the publisher has a true monopoly over the 'works' in question. So, the Dummies guides are a series of works. But the Loeb Classical Library is a series of editions, not of works. Cyberpunk 2077 is an upcoming role-playing video game developed by CD Projekt RED and published by CD Projekt. This subreddit's CSS is still in development. If you have a request, some feedback, or a report, please message us over on our or message the moderators. 'So get ready to hit the streets of the dark future, a world so dangerous, so dark, that only the toughest, smartest and most cybered-up will survive. But you can deal with it. Because you're ready. Because you're Cyberpunk' OFFICIAL LINKS • • • • LINKS • • • RELATED SUBREDDITS • • • RULES • RULE 1: No non-marked Spoiler content and No Leaks. If you can't make a title without spoilers don't post it. Mark you posts with the spoiler tags. Links to leaks of any sort are not allowed and will be removed, be it, but not limited to direct links, links to articles or videos discussing them etc. Failure to do so will get your post removed. Repeat failure will lead to a ban. • RULE 2: No Disallowed Submissions Posts must follow “Allowed and Disallowed Submissions” • RULE 3: Follow Reddiquette Follow • RULE 4: No unmarked Nudity Nudity is accepted if marked with the NSFW tag. Nudity that has nothing to do with the Cyberpunk universe will be Deleted. Porn even related with the universe is not permitted. • RULE 5: Flair your threads appropriately. NSFW or for Spoilers. • RULE 6: No Politics or Religion No Political or Religious posts or discussions from that are taking place outside from the cyberpunk universe. • RULE 7: Harassment Harassment of others is strictly forbidden. We will not tolerate any kind of incitement to action against anyone, nor will we allow the posting of information that can be used to harm others (celebrities or not). • RULE 8: Content Content that is unrelated, especially unoriginal, or low-effort/low-quality will be removed at Mods discretion. Posts that dont directly have something to do with pondsmith's cyberpunk or 2077 will also be removed at Mods discretion. Any music that is not directly from Cyberpunk 2077 please post it on. • RULE 9: Spamming and Trolling No Spamming, trolling, text spamming or intentional rudeness. • RULE 10: To Post on this sub. Your account needs to be older than 7 days and your comment karma need to be higher than 30. SPOILER TAGS • If you post contains Spoilers tag it with 'Spoilers' • If you just want some text to be 'Hover-To-Read' write your text in brackets like this: [Your Spoiler], and then finish it up with (#s) directly after the brackets without space: Hover over it to read CREATE POLLS AND FORMS • To create polls you are allowed to use external websites like: or for more complex forms DISCORD • Our is a place to discuss everything about cyberpunk 2077 in Voice and Text chats. • • • • • • • • • • • • General Information It's no question that Cyberpunk 2077 is one of the most anticipated games of the generation but so few have even heard of this franchise, let alone actually played it. This 'article' is purley to educate those who are completely new to the series and want to know more about CDPRs ambitious project, as well as the history behind Cyberpunk RPG. Needless to say, it's going to be a lengthy read but I hope this brings a new perspective for newcomers and veterans. Everything from the basics and must-know knowledge to the politics and economics of Night City. This will cover both video gaming and Tabletop gaming. Basics • is an Open-World Sandbox RPG being developed. • Cyberpunk 2077 is based on the Pen & Paper RPG; by Mike Pondsmith • Cyberpunk 2077 is going to be set in • Cyberpunk 2077 is set in the future dominated by advanced computer technology and lowlife society. A very real and grounded genre of Science Fiction (think Blade Runner or Ghost in the Shell) • Series creator;, is onboard as Co-Director of Cyberpunk 2077 • Cyberpunk RPG as a whole has a VERY strong emphasis on Roleplaying, Character Development and Customization. So yes, needless to say, you will be able to create your own character(s). • Cyberpunk uses the system (FNFF), which is skilled based and emphasises lethality. • • • • • Cyberpunk 2077 release date is To Be Announced but is said to release by the end of Q1 2019 KEY POINTS • RPG, NON-LINEAR GAMEPLAY • TACTICAL MODE • TWO SANDBOX ENVIRONMENTS • STREETS OF NIGHT CITY • INTERACTIVE NON-LINEAR SCENES • LOW-LEVEL, QUEST BASED STORY • HI-TECH AND CYBERWEAR • BRAINDANCE Teasers & Trailers • • Technologies • • • Seamless Multiplayer – Comprehensive technology enabling the creation of a unique multiplayer experience, including matchmaking and session management, object replication and support for various gameplay modes together with a custom toolkit. • Cinematic Feel – Comprehensive technology enabling a new level of quality in delivering unique cinematic experiences in high-end, open-world RPG games including innovative pipeline solutions and a custom toolkit. • Animation Excellence – Comprehensive technology enabling extreme improvements in quality and effectiveness regarding the creation of complex character body and face animations, aimed at high-end, open-world RPG games, including innovative pipeline solutions and a custom toolkit. • City Creation – Comprehensive technology for the creation of “living”, large-scale urban environments playable in real-time, based on rules, artificial intelligence and automation – including innovative pipelines, data layout and supporting tools aimed at complex, high-end open-world games. • Roleplaying & Classes Cyberpunk RPG is a by its very definition, emphasis on the roleplaying. There are 12 different classes to choose from and each has their own subclasses to further refine your character(s) Role Special Ability Family Charismatic Leadership Vehicle Zen Combat Sense Streetdeal Credibility Jury Rig Intuition Authority Resources Authority Interface • • • Cyberpunk RPG Editions/Versions Much like with Dungeons & Dragons, Cyberpunk RPG has updated/reworked editions. • • • Cyberpunk 2077 is technically the 4th Edition (with an updated timeline), just in video game form. Cyberpunk RPG Lore • • • • • • • • • • • • • • Characters The game's backstory had a series of powerful characters that influenced the world of Cyberpunk. Character Description A brilliant Netrunner and programmer, she invented the beta version of Soulkiller, a program that would make a digital emulation or copy of a netrunner's mind. Arasaka kidnapped her, extracted the information from her, and made a more deadly version that would simultaneously fry the netrunner's mind after backing it up, allowing a Sysop to interrogate it at will. They then used it on Alt since she was of no further use to them. Her digital 'ghost' broke free into the Net, but could not be reunited with her body. A famous and idealistic Rockerboy singer and guitarist with a silver-chrome cyberlimb arm. He opposes Arasaka for a grocery list of personal grudges from the loss of his arm to the death of many of his close friends and family. He is Alt's ex-boyfriend. He was in the Chromatic Rock band Samurai with fellow famous rocker Kerry Eurodyne, and is most famous for the songs 'Chippin' In' and 'Never Fade Away'. A pragmatic Solo with an anodised black-chrome cyberlimb arm. Generally considered to be a 'Solo's Solo', with years of experience and ops under his belt. The most brilliant (and paranoid) hacker in the Net, he invented the Hound and Demon series of programs. He was the 'narrator' of the Guide to the Net and Brainware Blowout sourcebooks (posthumously edited by his rival/colleague, supreme hackerette Spider Murphy). Rache finally flatlined in 2021, either by a lucky Sysop or poor health due to repeated bouts of malnutrition and dehydration from surfing the Net too long. Fortunately, he had top-of-the-line life support to maintain him. Unfortunately, he was too paranoid to trust anyone with his location or leave any means of recovering him. He spent his time deteriorating in a cryogenic freezer (disguised to look like a refrigerator) while still managing to be one of the best hackers in the Net prior to his death in the opening salvos of the Fourth Corporate War. In this Japanese name, the family name is 'Arasaka'. The devious and extremely aged leader of the diversified Arasaka Corporation, which not only dominates Japan but also most of the Third World (including America). He has united factions of the Japanese government, the military, organised crime and various lesser corporations under his control. Some have begun calling this era in history the 'Arasaka Shogunate'. He was born in 1919, and he has a prosthetic left arm. Corebooks/Sourcebooks (PDF) • • • • • • • • • • • • • • • • • • • • • • Interviews & Other articles • • • • • • • • • • #General Information# It's no question that Cyberpunk 2077 is one of the most anticipated games of the generation but so few have even heard of this franchise, let alone actually played it. This 'article' is purley to educate those who are completely new to the series and want to know more about CDPRs ambitious project, as well as the history behind Cyberpunk RPG. Needless to say, it's going to be a lengthy read but I hope this brings a new perspective for newcomers and veterans. Everything from the basics and must-know knowledge to the politics and economics of Night City. This will cover both video gaming and Tabletop gaming. ###Basics * [Cyberpunk 2077](is an Open-World Sandbox RPG being developed by [CD Projekt RED](* Cyberpunk 2077 is based on the Pen & Paper RPG; [Cyberpunk 2020](by Mike Pondsmith * Cyberpunk 2077 is going to be set in [Night City](* Cyberpunk 2077 is set in the [Cyberpunk](future dominated by advanced computer technology and lowlife society. A very real and grounded genre of Science Fiction (think Blade Runner or Ghost in the Shell) * Series creator; [Mike Pondsmith] (is onboard as Co-Director of Cyberpunk 2077 * Cyberpunk RPG as a whole has a VERY strong emphasis on Roleplaying, Character Development and Customization. So yes, needless to say, you will be able to create your own character(s). * Cyberpunk uses the [Friday Night Firefight] (system (FNFF), which is skilled based and emphasises lethality. Download >> Read Online >> cyberpunk 2020 sourcebook pdf cyberpunk protect and serve pdf listen up you primitive screwheads pdf cyberpunk 2020 pdf download cyberpunk 2020 books pdf cyberpunk 2020 neo tribes pdf cyberpunk 2020 chromebook pdf cyberpunk 2020 sourcebooks The NIGHT CITY SOURCEBOOK is also gsible; no more hunting around for something buried on a back page somewhere. Instead, start at the Dataterm section NIGHT CITY. A monster sourcebook containing over 180 jam-packed pages of information on the definitive CYBERPUNK setting, and a large poster map. Hit the APPLESEED AVAILABLE AS A PDF 1/27/08 NIGHT CITY GUIDE VOLUME 64: THE COMBAT ZONE The first section of the Night City Guide, and expansion of the Night City Sourcebook detailing all the sections in the Night City Districts Cyberpunk 2020 - (Firestorm, Vol I) Stormfront, The Fourth Corporate War.pdf cp2020 Eurosource CP3311 - Cyberpunk 2020 - Pacific Rim Sourcebook (1994) 27 May 2004 Night City - You can hear them moving up fast; faster than your meat legs can carry you. Talsorian Games Inc. ADD TO WISHLIST. $9.00 A monster sourcebook containing over 180 jam-packed pages of 21 Nov 2001 A detailed, complete city map for the most famous city in RTG's Now you can have your own high-resolution copy of this Night City map in PDF format! Integrate all information presented in the Night City Sourcebook into a It looks exactly like what's in the Night City sourcebook, only scanned and connected into a single map. Buy the supplement in the PDF, Neo-City Sourcebook. 1 a PDF, I can regularly update the book without difficulty. After ard Night, announced the start of construction of a new city, a true. Nights edge reality sourcebook for Cyberpunk ndudesindex.::::. Chapels canbefound New York, Chicago, Night City, Wash- ington, Montreal, Miami, Boston,,,,. Step Plug the USB controller into the computer. Open PCSX2 and click the 'Config' option at the top of the main PCSX2 window. Step Click the 'Controllers (PAD)' option from the context menu. Click 'Plugin Settings.' Step Click the 'Pad 1' tab on the top of the next window and a list of PS2 controller buttons is displayed. Click each button on the window once and press the corresponding button on the USB controller. Step Continue to map each PS2 controller button to the USB controller. Click 'OK' to save the controller settings. Start a PS2 game using PCSX2 and you are now controlling the game with the USB controller. Then im guessing windows didnt detect em. Either the converter block is damaged or windows refused to install the drivers. I know from experience that the blocks not well made. So if you can, try using a pin to move the connectors in the female side of the block as they may be splayed and not making proper contact. Just poke a pin in 1 of the the holes. Near the front lip you should be able to feel the connector. Work the pin so it slips just above it. Then move the pin in an upward motion like a seesaw action. (dont be to rough) this should force the clip to close up and make a better connection with the ps2 male pin. I just finished setting up a PS2 emulator on my PC and went. Using Gamepad Adapters (non-xbox360. You can check if there are Gamepad drivers for Windows 10. Find great deals on eBay for N64 USB Adapter in. Or PS/PS2 game controller to your PC via USB. PS2 game controller: press analog, left stick is X. (hope that makes sense). Then im guessing windows didnt detect em. Either the converter block is damaged or windows refused to install the drivers. I know from experience that the blocks not well made. So if you can, try using a pin to move the connectors in the female side of the block as they may be splayed and not making proper contact. Just poke a pin in 1 of the the holes. Near the front lip you should be able to feel the connector. Work the pin so it slips just above it. Then move the pin in an upward motion like a seesaw action. (dont be to rough) this should force the clip to close up and make a better connection with the ps2 male pin. (hope that makes sense) i think i finally got them to work however theyre only working with one of the 3 games installed on my pc theyre running with assassins creed black flag but not with project cars and gta 5 the ones i wanted to use the controller with actually whats the reason for this? In that case you may want to use an emulator like xpanner (link below) aslo make sure the controller shows up in devices and printers. Right click on it and set it as the default controller. Just for reference i have the logitech dual action i mentioned earlier. And it had issues with some microsoft games where the forward back stick motion was inverted. It had nothing to do with the driver but the game deliberately set it up this way if it didnt detect an xbox controller. Is what i used to use. This is the last freeware version. If you like it consider upgrading to the payed version cut and paste the link as the toms breaks the link if i make it clickable. USB or PS/2 for a keyboard emulator? I was prompted to write this article for two reasons: Firstly because I am often asked the question: 'should I use USB or PS/2 for my I-PAC' and also because there is some mis-information out there on certain sites which suggest there is a performance problem with USB. Let's look at the performance issue first. The idea that there is some problem with USB in this area is absurd. As far as transmission 'on the wire' is concerned, USB as used by keyboards is about 50 times faster than the PS/2 interface. So is this speed increase of any benefit? (it certainly is no disadvantage!) well, you woudn't really notice it in normal usage. The PS/2 interface is perfectly adequate for most gaming use. It is a very economical interface with virtually no overhead in terms of extra data to support the protocol. Despite technically unsupported (it was originally defined by IBM in the PS/2 technical reference manual but then disowned by them in 1984) it has stood the test of time. Some of the larger manufacturers such as HP have deviated from the IBM standard and this has been known to cause problems, but nothing which affects actual speed of operation (most of the problems are start-up related). In terms of speed there is one area where USB really scores. This is with fighting games and 'special moves'. These games have special actions which are triggered when 2 or more switch closures happen at exactly the same time. Pressing and holding buttons one after the other does not work, they have to be seen as being pressed exactly together. USB scores here. This is because the way a batch of keycodes is sent to the PC over USB is in one single 'report'. Although on the wire, these are sent serially (at a very high speed) the way in which the report is built up in the encoder and received by the PC as one 'unit' means that for this purpose the interface can be considered as a pseudo-parallel interface, just as a real game board would have a parallel control interface. There is another factor to consider with USB. One of the principles of USB is that the device tells the host (the PC) how to communicate with it. There is a USB parameter called 'poll rate'. Put simply, this is a factor which informs Windows how much attention it needs to pay to the device. The device can ramp up this figure as, for gameplay we clearly want to take more notice of the keyboard than, for example, typing a letter. Another USB issue which is the subject of misinformation is the number of simultaneously-pressed keys which can be recognised. There is one very important fact to understand here: This is a function of the device not of USB nor Windows. As I mentioned above, the device can tell the PC exactly what kind of data it is going to send. So if the device wants to send 92 simultaneously pressed keys, provided the host is aware of this there is no problem. Windows just has to deal with it, beacuse that's the wonder of USB, the device is king and Windows must toe the line! What about connecting multiple devices such as USB hard drives to the same bus as a keyboard device? No problem at all. There are three types of transfer available in USB. One of them, known as an 'interrupt transfer' can override and stop anything else going on. If a disk (disks use Bulk Transfers) is busy at the time, it just can damn well wait until the interrupt transfer has finished! No prizes for guessing which type of transfer that USB keyboard devices use! So you may now be wondering (I hope!) why these USB 'performance issues' rumours arose? Well I have a possible explanation. The answer lies in DOS and BIOS support for USB. All PCs have a level of BIOS support for USB keyboards and mice. This is primarily to enable the CMOS configuration screens and other boot screens to be accessed if a USB keyboard is being used. The BIOS implementation of USB is extremely basic and is also, yes you guessed it, slow! So USB should not be used in DOS. This also has a remote bearing on Windows 98. If a Windows 98 PC has a broken USB controller, for whatever reason, be it hardware or missing driver files (indicated by a yellow exclamation mark in Device Manager), then Windows 98 does not completely give up on USB keyboards. (all other USB devices will stop working though!) It actually tries to carry on using the keyboard by going into what's known as 'port 60-64 emulation mode' which is basically DOS USB support. So we are back to BIOS again, as I just mentioned. In later Windows versions such as XP, in this situation all the USB devices simply stop working, but 98 tries to soldier on regardless if a USB controller problem exists. This can certainly produce a false indication of a performance problem, but the problem is not USB itself, nor the USB device. It's a basic Windows install error or a hardware problem, and would prevent any other USB devices from working at all. To summarize, there is absolutely no chance of ever having any performance problem with USB in Windows 2000 or XP. In Windows 98 an potential problem can only arise if there is some major failure with the USB controller. In fact USB produces a performance advantage. Assuming we have killed off any so-called 'performance issues' what about the benefits of USB? Well apart from performance, as already covered, there are: No need to disturb existing PS/2 keyboard connectivity. Ability to hot-plug. Ability to connect as many devices as required Longer max cable length (using a hub if required) Future-proof. Note I mention this last. Mark Twain said 'rumours of my death are greatly exaggerated' and this could apply to the PS/2 interface. USB was supposed to kill off the PS/2 interface when it first came out but it's only in the last few months (weeks) that tiny motherboards are appearing without PS/2 and I would expect it do be around for many years yet! Why you can't use a third-party PS/2 to USB adaptor: The I-PAC is a native USB device which auto-detects the interface (USB or PS/2) and invokes a completely different firmware module in the chip accordingly. Some converters are made by companies such as Belkin, which have chips which convert PS/2 into USB. These cannot be used. To understand why, we have to realize that the way in which keystrokes are sent via PS/2 is different to USB. PS/2 protocol sends 'Key Down' and 'Key Up' commands. In USB, the data sent to the PC is a description of all keys which are pressed at the time. If you are reading this article you already know that there is a way to sitting in a comfortable armchair in front of your monitor. For this reason, the designers of these converters are faced with a problem of potential 'stuck keys' in USB, beacuse many PS/2 keyboards intermittently fail to send all of the 'key up' commands. A missing 'key up' will cause a stuck key in USB which will repeat forever and completely mess up the PC. So what the converters do is cancel all pressed keys from the USB packet every 5 seconds or so, just in case any 'key up' commands were missed. So if you are holding the joystick in one direction, the movement will stop after a few seconds. Also, the USB converters suffer from the same 6-key-pressed limit of standard USB keyboards, whic the I-PAC, in USB mode, does not suffer from. |
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