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INSTAGRAM courses
1.Jeremy McGilvery - InstaPro Academy. 2.Ben Oberg – Instagram Mastery 3.0. 3.Nick Malak – Own The Gram-Your Blueprint To Dominating Instagram 4.Gunnar Gronowski – Build a Drop Shipping Store using Instagram Chat-bots 5.Christien Bouc – Grow On Instagram 6.Millionaire Mafia – Instagram Mastery 2.0 (2019) 7.Instagram Mastery and Monetization – Josue Pena 8.Nathan Chan – Instagram Domination 4.0
YOUTUBE courses
9.Jon Penberthy – Tube Ads Academy 2019 10.Dave Kaminski – YouTube Video Ads For Regular People 11.Dan Henry – YouTube Ads for Courses 12.JAMIE TECH – YOUTUBE COURSE 13.Tom Breeze – YouTube Ad Workshop 14.Jordan Mackey – Youtube Advanced Masterclass 15.Graham Stephan – The YouTube Creator Academy 16.Kody – Youtube Mastery Class 17.Jordan Mackey – Make Money On Youtube Made Easy 2019 18.David Vlas – Youtube Compilation Machine 19.Matt Par – Make Money On YouTube without Making Videos 20.Hooman Nouri – YouTube Mastery [Download] 21.Brko Banks – Youtube Mastery [Download] 22.David Vlas – Youtube Revenue Machine [Download] 23.Brko Banks Course – How To Make Money On Youtube [Download] 24.Jordan Mackey – Youtube Advanced Masterclass 2019 – Over $50k Per Month From Youtube 25.Sean Cannell – 10X Your Brand With YouTube 26.Paul Murphy – Affiliate YouTube Success 27.BECOME A SUCCESSFUL PRODUCT REVIEWER ON YOUTUBE 28.YouTube Marketing Become a Digital TV Star in Your Niche 29.Bulletproof Youtube Ads by Adskills
TIK TOK courses
30.Rachel – The TikTok Academy
TWITTER courses
31.Jose Rosado – Twitter Money Mastery 32.Twitter SEO Academy – Bradley Benner
FACEBOOK courses
33.Cat Howell – Facebook Ads That Convert 3.0 34.Patrick wind – Facebook Ads Accelerator 35.Joanna Wiebe – 10x Facebook Ads 36.Anissa Holmes – Facebook Bootcamp 37.Andra Vahl – Facebook Advertising Secrets 38.Rachel Miller – Moolah’s Grow Your Audience Course (Facebook Page Strategies) 39.Chris Winters – F.A.M. Facebook Agency Machine 40.Kallzu – Facebook Agency Machine 41.Joanna Wiebe – 10x Facebook Ads 42.Ben Adkins – Facebook Ads Backpack Guide Advanced 2019 43.Wholesale Hackers – Facebook Ads for Real Estate 44.Keith Krance – Facebook Ads University Elite 2019 45.Brian Pfeiffer & Ross Minchev – FaceBook Diet Made EZ Video Course 46.iStack Training – Facebook & Ecom Mastery event Barcelona Replay 2019 47.Istack Training – Facebook & Ecom Mastery event Las Vegas Replay 2019 [Download] 48.Manuel Suarez & Ben Cummings – Facebook Masters Course 49.Peter Parks – Social Ads For FB Marketing 50.Chris Winters – F.A.M. Facebook Agency Machine 51.Freedom Junkies – Crushing Facebook Ads 52.FB Ads Machine 2.0 – Dan DaSilva, Mike Dolev
FILMMAKE/VIDEO courses
53.Parker Walbeck – Full Time Filmmaker 54.Parker Walbeck – Course Creator Pro $ (only on request) 55.Werner Herzog – Teaches Filmmaking 56.Eric Thayne – Six Figure Filmmaker 57.Hollywood Camera Work – The Master Course 58.Bimber – Viral Magazine, Video, News WordPress Theme (DOWNLOAD) 59.Christopher Perilli – The Video Authority 60.Max Rylski – Video Graphics Bonanza V2 61.Video Motion Pro | The New Way to Create Highly Profitable Videos and Info Products Quickly and Easily 62.Ryan Deiss – Script a High Converting Video Sales Letter 63.First Page Videos – Brian Dean 64.Video Series AWE18 Replay 65.Zamurai Video Immersion 66.Ben Adkins – Clients From Video 67.Video Breakthrough Academy – Clark Kegley 68.Perfect Pitch Videos 69.How to Create Video Tutorials and Perform on Camera 70.Video Ads Traffic 71.10X Your Conversion With a Video Landing Page
DROPSHIPPING courses
72.Scott Hilse – Simplified Dropshipping 3.0 73.SIMPLIFIED SHOPIFY DROPSHIPPING – SCOTT HILSE 74.ANTON KRALY – DROPSHIP LIFESTYLE 6.0 75.ANTON KRALY – DROPSHIP LIFESTYLE 5.0 76.Anton Kraly - Dropship Lifestyle 77.Biaheza's Full Dropshipping Course(for download) 78.Andrei Kreicbergs – eBay Dropshipping Coaching 2.0 79.Adam Thomas – Dropshipping Accelerator 2018 80.Hayden Bowles – Hacking Shopify Dropshipping 81.Paul Joseph – Dropshipping Titans 82.Kevin David – Shopify Dropshipping Ninja MasterClass 83.Online Auction Flipping (eBay dropshipping guide) 84.Dropshipping with Aliexpress Build and Launch your Store 85.Dream Dropshipping – Online Empire Academy(for download) 86.Advanced Dropshipping Class Till Boadella 87.Online Empire Academy – Dream Dropshipping – Value $997
EBAY and AMAZON courses
88.Beau Crabill – Full eBay Course 89.Roger & Barry – eBay Underground Sales 90.Online Auction Flipping (eBay dropshipping guide) 91.Andrei Kreicbergs – Ebay Dropshipping Coaching Course 92.Simon Charlton – eBay To Amazon Arbitrage Guide 93.eBay Powerseller academy: comprehensive in depth study 94.eBay for newbies: learn the basics to start selling on eBay 95.[Download] “The eCominomics Blueprint” – Resell on eBay/Amazon for PENNIES on the dollar 96.eBay: Make Money Flipping Cars On eBay 97.[Download] Ebay’s Quick Cash-Out 2.0 98.[Download] eBay Sellers Ultimate Bootcamp Double Your Profits 99.eBay Partner Network: Create Affiliate Home Business Fast 100.Cold Email Kings – The Exact COLD Email Sequence to Ultimately Partner with Amazon 101.Dan Meadors – The Amazon Wholesale Formula 2019 102.Michelle Barnum Smith – Amazon Messenger 103.Youngjoon Sun – Amazon FBA Mastermind 104.Matthew Gambrell – Amazon Assassin Drop Shipping Course 105.Augustas Kligys – European Amazon Summit 106.Get Seller Tradecraft – Amazon Playbook 107.Andrew Minalto – Amazon Sharks 108.Jordan Kilburn – Amazon Millionaire Mentorship Program 109.Philip A. Covington – The Ultimate Amazon Seller 110.Todd Snively, Chris Keef – Ecomm Elite Wholesale Amazon 111.Kale and Taylor – Nine University 2.0 LINKEDIN courses 112.Justin Welsh – The LinkedIn Playbook 113.Jimmy Coleman – LinkedIn Lead Challenge 114.Mike Cooch – LinkedIn Advertising Bootcamp 115.NATASHA VILASECA – LINKEDIN UNLEASHED 116.GROWING YOUR SMALL BUSINESS WITH LINKEDIN 117.LINKEDIN INCUBATOR – LIAM AUSTIN
TRADING courses
118.Stock Options Day Trading Mindset For Success 119.Wiseguys Revealed: Modern Flow Trading 120.ABS – Reese Shapiro – Binary Option Money Making Private Method 121.CF X UNIVERSITY – CARTER FX 2.0 122.TradeSmart College – Bollinger Bands Necessities 123.WARRIOR PRO TRADING COURSE 124.MAFIA TRADING – MINDSET TRADER DAY TRADING COURSE 125.TradeSmart College – Buying and selling Plans 126.STOCK TRADING SIMPLIFIED: THE COMPLETE GUIDE FOR BEGINNERS 127.FX CARTEL TRADING COURSE 128.INVESTOPEDIA ACADEMY BY DAVID GREEN 129.GREG CAPRA – PRISTINE STOCK TRADING METHOD(for download) 130.ADVANCE STOCK TRADING (SHORT TERM, SWING AND LONG TERM) 131.The Complete Trading Course – Price Patterns, Strategies, Setups, And Execution Tactics By Corey Rosenbloom 132.Cryptocurrency Trading And Ico Investment Masterclass 2018 | Blockchain 133.ROCKY DARIUS – Crypto Trading Mastery Course 134.The Trading Boss Method 1 And 2 135.RASHAD SMITH – 7 Figures Forex Course 136.The Forex Scalper Mentorship Package(for download) 137.PIPS UNIVERSITY – The Only Forex Course You Will Ever Need(For Download) 138.URBAN FOREX – Mastering Price Action 139.ATLAS FOREX – FOREX COURSE 140.FOREVER BLUE – FOREX COURSE 141.ANGEL TRADERS FOREX STRATEGY COURSE 142.MAKE MONEY WORK FROM HOME ONLINE TRADE FOREX 4 BEGINNERS 143.JASON STAPLETON – TRADERS WORKSHOP FOREX FULL COURSE 144.FOREX TRADING FOR NEWBIES 145.CRYPTO TRADING MASTERY COURSE
ECOM courses
146.Jared Goetz – Ecom Hacks Academy 2020 147.Marvin Hospes – eCom Success 3.0 148.Sarah Chrisp – Ecomm Clubhouse 149.Deepwork Labs – eCommerce Accelerator 150.Tony Folly – eCommerce Masterclass-How To Build An Online Business 2019 151.Vince Wang & Jordan Welch – eCom Accelerators Private Mastermind Replays 152.Gabriel St. Germain – eCom Blueprint 2.0 153.Ricky Hayes – Ecom Lifestyle University 154.Rafael Cintron – 7 Figure Ecommerce Inner Circle 155.iStack Traning – Ecommerce Mastery live Asia Thailand 2019 156.Tai Lopez – ECOM Agency 157.Ecom Titans – Keys To Consistency 158.Gabriel Beltran – The Ecom Millionaire Mastermind, Miami 159.Bill Dalessandro – Ecommerce: Product To Profit 160.Matt Gartner – eCom Lab 161.Arie Scherson – Ecom Inner Circle 162.Matt Gartner – 8 Hour eCommerce Profits 163.Justin Cener – eCommerce Bootcamp Mentor Program 164.Anthony Mastellone – eCom Success Lab 165.Earnest Epps – High Ticket eCom Secrets 166.Jon Mac – Ecommerce Accelerator 167.Seth Smith – Advanced Ecommerce Academy 168.Chris Blair – eCom Vantage
MARKETING courses
169.CXL Institute – 10 Courses Marketing Bundle 170.Matt Serwin – Klaviyo Email Marketing Masterclass 171.Million Dollar Marketing Methods – 2020 SEO 172.Fred Joyal – Marketing Course for Dental Marketing 173.Justin Jackson – Marketing For Developers 174.Brian Bewer – Madcam Marketing 2.0 175.Tiz Gambacorta – Amik Affiliate Marketing Intensive Kickstarter 176.Matt Cramer & Shayne Hillier – Real Estate Marketing Student Beta Program v2.0 177.Sean Vosler – 7 Figure Marketing Copy 178.Russ Henneberry – Content Marketing Mastery Course 2019 179.Ted McGrath – Marketing Masters Map 180.Jon Penberthy – Legit Marketing Academy 2019 181.ConversionXL, Dan McGaw – Optimizing Your Marketing Tech Stack 182.Brandon Belcher – CPA Marketing University 183.Jeremy Haynes – Digital Marketing Manuscript 2.0 + DSP 184.Mohamed Ali Aguel – Momentum Marketing Tribe 185.Jordan Steen -The Digital Marketing School 186.James Jason – Mortgage Marketing Mastery 187.Digital Marketing Nanodegree v3 188.Sean Terry – Marketing Mastery X 189.Simon Colhoun – Affiliate Marketing & List Building Video Course 190.Saj P & Jeevan S – Zero Resistance Marketing 191.Simplilearn – Digital Marketing Certification Training 192.Billy Gene’s Gene Pool | billy gene is marketing 193.Stefan James – Affiliate Marketing Mastery 194.Jaiden Gross – 30-Day Affiliate Marketing Challenge Training ADVERTISING/ ADS courses 195.Harmon Bothers – Write Ads That Sell 196.Dental Clients – Proven Tested Ads and Funnel 2019 197.Traffic and Funnels – Advertising Workshop 198.Eugene M. Schwartz – Breakthrough Advertising 199.Kody – Advanced Bing Ads Training 200.Mike Harri – Pinterest Ads Masterclass 201.Ross Minchev – Pin Ads Jumpstart 202.Patrick Wind – Ads Accelerator Program 203.Adskills – Search And Destroy Bootcamp 204.Duston McGroarty – Push Notification Ads Masterclass 205.Epic Mail Machine – $100K Deals With No Paid Ads 206.Tristan Broughton – Google Ads Ecom Academy 207.Google Ads Mastery 2019-2020 208.Justin Sardi – Video Ads Masterclass
SALES courses
209.Josh Braun – Sales DNA 210.Dan Kennedy – Ultimate Sales Letter 2.0 211.Jim Huffman – The ClickMinded Sales Funnel Course 212.Building Sales Funnels for Backend Profits 213.GKIC – The No B.S. Renegade Guide To Putting Together A Highly Effective Sales Team
SMMA courses
214.Joel Kaplan – SMMA 7 Figure Agency 215.Quenten Chad & Jovan Stojanovic – 30 Days SMMA 216.Nick Kenens – Cold Emails for SMMA
COPYWRITING courses
217.Jim Edwards – Copywriting Secrets 218.Kyle – The Process A Draft By Draft Copywriting Walkthrough 219.Kim Krause Schwalm – Ultimate KKS Bundle (Copywriting) 220.Ray Edwards – Copywriting Academy 2 221.Shortcut Copywriting Secrets 222.Paul Hollingshead – AWAI’s Accelerated Program for Six-Figure Copywriting 223.Pam Foster – Direct Response Copywriting Course 224.Writing Tools & Hacks Copywriting/Blogging/Content Writing (Download) 225.AWAI – The Web Copywriter’s Clear Path to Profits
BLOGGING courses
226.Sarah Titus – Best Blogging Bundle 227.Ahrefs Academy – Blogging for business 228.WordPress Blogging How To Start A WordPress Blog 229.Blogging to Generate Leads: Business Blogging Essentials CONSULTING courses 230.IMQueen – 1 Hour Consulting 231.Alex Becker – Hero Consulting Accelerator 232.Joe Soto – Local Consulting Academy Update last 233.Sabri Suby – Consulting Empire 234.John Shea – The SEO Consulting Blueprint (DOWNLOAD) 235.John Logar – Consulting Rocket 236.Sam Ovens – The Consulting Blueprint Complete
AGENCY courses
237.Elizetxe – Agency Blueprint 238.Sebastian Robeck and Bryan Ostemiller – Agency Hyper Growth 239.Michael Laurens – Agency Accelerator 240.Mariah Miller – Agency Takeoff 241.Jeff Miller – The Agency Scaling Secrets Trainings And Masterclasses 242.Natasha Takahashi – The Chatbot Agency Accelerator 243.Alex Brittingham – Agency Growth Hack 244.Jason Wardrop – The 6 Figure Agency Blueprint 245.Jeff Millers – Agency Scaling Secret 246.Bob Mangat – 7 Figure Agency Update-1 247.Joseph Davis – Underground Agency Playbook 248.Joseph Davis – Digital Agency Masterclass 249.Get Chris Record – Digital Agency Builders 2019 250.Brian Willie – Maps Liftoff Agency 251.Robb Quinn – Agency in a Box
EMAIL courses
252.Ben Settle – Email Players List Swell 253.Mike Shreeve – Email Academy 254.Alex Berman – Email 10k 255.Ezra Firestone – Smart Email Marketing 2.0 256.Matt Bacak – Email Marketing Specialist 257.HOW TO SEND UNLIMITED EMAILS STEP BY STEP 258.Ben Adkins – Cold Email Clients 259.Email Prospecting Blitz 260.Justin Cener – 97 Done For You Email Templates
BUSINNES courses
261.Max Tornow – Freedom Business Mentoring 262.Caity Hunt – Home Business Freedom Formula 263.John Whiting – Business Growth for Entrepreneurs 264.Josh Hall – Web Design Business Course 265.Andre Chaperon – Lean Business For Creators 266.Katie Yeakle – Secrets of Writing High-Performance Business-to-Business Copy 267.Beau Crabill – Credit Cards for Business
MANAGEMENT courses
268.Tai Lopez – Home Sharing Management Company 269.Ezra Firestone – Traffic MBA – Smart Project Management ORATORY, CHARISMA, PERSUASION, FOCUS and MIND courses 270.Charlie Houpert – Charisma University 271.Jason Capital – The DOMINANCE 272.Jim Kwik – Unleash Your Brain 273.Vanessa Van Edwards – People School Science of People 274.Ramit Sethi – How To Talk To Anybody (Complete) 275.Magnetic Influence – Dani Johnson 276.Lazy Consultant System – Mitch Miller 277.Professional Speakers Academy – Andy Harrington 278.Unlimited Persuasion Power 279.Creating Fame Complete – Laura Roeder 280.[Download] HypnoRitual 281.Conversion XL – Digital Psychology and Persuasion Minidegree 282.Fascinate Your 7 Triggers to Persuasion and Captivation – Sally Hogshead 283.Persuasion IQ The 10 Skills You Need To Get Exactly What You Want 284.Power of Persuasion – Eben Pagan 285.Unlimited Persuasion Power 286.Course Builder’s Laboratory – Danny Iny 287.Bob Proctor – Magic In Your Mind 288.Mind Body Eating Online Conference BOTS courses 289.Steve Larsen – ChatBots For MLM 290.Brian Anderson – Quantum Chat Bots 291.Nick Moreno – Messenger Bots For Entrepreneurs 292.Scott Oldford and Katya Sarmiento – Bots for Business 293.Bastian Ernst – Funnel Bots Pro OTHER COURSES 294.Asian Efficiency – Finisher’s Fastlane 295.Colin Dijs – December Mastermind 2019 296.The Lending Lead Gen Academy 297.Stu McLaren – Tribe 2019 298.Yuping Want – Sourcing Warrior Mastermind 299.Carl Allen – Dealmaker Wealth Society 300.Nick Torson & Max Sylvestre – Quit 9 To 5 Academy 301.Bob Diamond – The Overages Blueprint 2019 302.Get Aidan Booth and Steven Clayton – Parallel Profits 303.Harlan Kilstein – Sneaker Riches 304.Tony Robbins, Dean Graziosi – The Knowledge Broker Blueprint 305.Mitch Harper – 60 Day Startup 306.RSD max - The Natural 307.Guru Siphon Formula – 6 modules & 143 videos 308.Andre Chaperon – Lean Business For Creators 309.Todd Brown – Borrowed Best Seller JASON CAPITAL courses 310.Instagram Agent System 311.Conversation God 2019 312.Email Income Experta 313.Sales god 314.High Income Weekly Skills Training 315.Status Unleashed (bonus) 316.THE JASON CAPITAL COPYWRITING CERTIFICATION PROGRAM TAI LOPEZ courses 317.Tai Lopez - SMMA 2.0 318.Tai Lopez - Cashflow System 319.Tai Lopez - Digital Social Marketing Consultant 320.TAI LOPEZ – PRIVATE MENTOR CONFERENCE 2018 321.TAI LOPEZ –ENTREPRENEURS STARTER KIT DAN LOK courses 322.DAN LOK – HIGH TICKET CLOSER 323.Dan Lok – Instagram Secret 2019 324.DAN LOK – PERFECT CLOSING SCRIPT 325.DAN LOK – TUBE YOUR OWN HORN 326.DAN LOK – 6 STEPS TO 6 FIGURES
IMAN GADZHI courses
327.IMAN GADZHI – AGENCY INCUBATOR 328.IMAN GADZHI – SIX FIGURE SMMA 329.IMAN GADZHI – INFLUENCER IGNITED 2.0 330.IMAN GADZHI – KAIZEN CURE 331.IMAN GADZHI – PEN TO PROFIT MEMBERSHIP If you need proof of the courses, just let me know and if you are looking for another course that is not on the list, we will just let you know and we will give you a good price. We have more than 1000 courses available. Write us [[email protected]](mailto:[email protected])
If you don't feel like looking at charts or technical indicators, you can make your entries with this free dashboard with binary options signals. It automatically analyzes the market with various technical tools and emits a signal based on its conclusions. First of all, you must know how to use it correctly. Before we begin, we are going to make something very clear. The signals issued by the dashboard found on this page are provided by the vfxAlert.com website based on a grouping of technical analysis events. Their use does not guarantee in any way that the user will be successful with them. Therefore the user is under the full responsibility of the user. Bear in mind that binary options are high-risk items and capital can be lost. https://preview.redd.it/axpepek0rgk51.jpg?width=1280&format=pjpg&auto=webp&s=8fa3f109f4ddb663857989c34376e4cb34da145f Now that we are aware of this fact, let's get to the explanation. Watch the video to see how to use the signals emitted by the technical analysis dashboard. Many people are in favor of trading binary in this way. Either because it saves them time or because they do not know or trust their way of analyzing. And that is very good. But you must always keep in mind the most important thing: no matter how much you choose to operate in this way, you must always be clear about what you are doing. In other words, you should not ignore the context or walk-in blindly to a signal from any signal service. That is why if you are going to operate with our dashboard, it is essential that you watch the video tutorial that I have prepared and that is on this page to know the proper way to interpret and execute operations based on a signal.
New England New England 6 States Songs: https://www.reddit.com/newengland/comments/er8wxd/new_england_6_states_songs/ NewEnglandcoin Symbol: NENG NewEnglandcoin is a clone of Bitcoin using scrypt as a proof-of-work algorithm with enhanced features to protect against 51% attack and decentralize on mining to allow diversified mining rigs across CPUs, GPUs, ASICs and Android phones. Mining Algorithm: Scrypt with RandomSpike. RandomSpike is 3rd generation of Dynamic Difficulty (DynDiff) algorithm on top of scrypt. 1 minute block targets base difficulty reset: every 1440 blocks subsidy halves in 2.1m blocks (~ 2 to 4 years) 84,000,000,000 total maximum NENG 20000 NENG per block Pre-mine: 1% - reserved for dev fund ICO: None RPCPort: 6376 Port: 6377 NewEnglandcoin has dogecoin like supply at 84 billion maximum NENG. This huge supply insures that NENG is suitable for retail transactions and daily use. The inflation schedule of NengEnglandcoin is actually identical to that of Litecoin. Bitcoin and Litecoin are already proven to be great long term store of value. The Litecoin-like NENG inflation schedule will make NewEnglandcoin ideal for long term investment appreciation as the supply is limited and capped at a fixed number Bitcoin Fork - Suitable for Home Hobbyists NewEnglandcoin core wallet continues to maintain version tag of "Satoshi v0.8.7.5" because NewEnglandcoin is very much an exact clone of bitcoin plus some mining feature changes with DynDiff algorithm. NewEnglandcoin is very suitable as lite version of bitcoin for educational purpose on desktop mining, full node running and bitcoin programming using bitcoin-json APIs. The NewEnglandcoin (NENG) mining algorithm original upgrade ideas were mainly designed for decentralization of mining rigs on scrypt, which is same algo as litecoin/dogecoin. The way it is going now is that NENG is very suitable for bitcoin/litecoin/dogecoin hobbyists who can not , will not spend huge money to run noisy ASIC/GPU mining equipments, but still want to mine NENG at home with quiet simple CPU/GPU or with a cheap ASIC like FutureBit Moonlander 2 USB or Apollo pod on solo mining setup to obtain very decent profitable results. NENG allows bitcoin litecoin hobbyists to experience full node running, solo mining, CPU/GPU/ASIC for a fun experience at home at cheap cost without breaking bank on equipment or electricity. MIT Free Course - 23 lectures about Bitcoin, Blockchain and Finance (Fall,2018) https://www.youtube.com/playlist?list=PLUl4u3cNGP63UUkfL0onkxF6MYgVa04Fn CPU Minable Coin Because of dynamic difficulty algorithm on top of scrypt, NewEnglandcoin is CPU Minable. Users can easily set up full node for mining at Home PC or Mac using our dedicated cheetah software. Research on the first forked 50 blocks on v1.2.0 core confirmed that ASIC/GPU miners mined 66% of 50 blocks, CPU miners mined the remaining 34%. NENG v1.4.0 release enabled CPU mining inside android phones. Youtube Video Tutorial How to CPU Mine NewEnglandcoin (NENG) in Windows 10 Part 1 https://www.youtube.com/watch?v=sdOoPvAjzlE How to CPU Mine NewEnglandcoin (NENG) in Windows 10 Part 2 https://www.youtube.com/watch?v=nHnRJvJRzZg How to CPU Mine NewEnglandcoin (NENG) in macOS https://www.youtube.com/watch?v=Zj7NLMeNSOQ Decentralization and Community Driven NewEnglandcoin is a decentralized coin just like bitcoin. There is no boss on NewEnglandcoin. Nobody nor the dev owns NENG. We know a coin is worth nothing if there is no backing from community. Therefore, we as dev do not intend to make decision on this coin solely by ourselves. It is our expectation that NewEnglandcoin community will make majority of decisions on direction of this coin from now on. We as dev merely view our-self as coin creater and technical support of this coin while providing NENG a permanent home at ShorelineCrypto Exchange. Twitter Airdrop Follow NENG twitter and receive 100,000 NENG on Twitter Airdrop to up to 1000 winners Graphic Redesign Bounty Top one award: 90.9 million NENG Top 10 Winners: 500,000 NENG / person Event Timing: March 25, 2019 - Present Event Address: NewEnglandcoin DISCORD at: https://discord.gg/UPeBwgs Please complete above Twitter Bounty requirement first. Then follow Below Steps to qualify for the Bounty: (1) Required: submit your own designed NENG logo picture in gif, png jpg or any other common graphic file format into DISCORD "bounty-submission" board (2) Optional: submit a second graphic for logo or any other marketing purposes into "bounty-submission" board. (3) Complete below form. Please limit your submission to no more than two total. Delete any wrongly submitted or undesired graphics in the board. Contact DISCORD u/honglu69#5911 or u/krypton#6139 if you have any issues. Twitter Airdrop/Graphic Redesign bounty sign up: https://goo.gl/forms/L0vcwmVi8c76cR7m1 Milestones
Sep 3, 2018 - Genesis block was mined, NewEnglandcoin created
Sep 8, 2018 - github source uploaded, Window wallet development work started
Sep 11,2018 - Window Qt Graphic wallet completed
Sep 12,2018 - NewEnglandcoin Launched in both Bitcointalk forum and Marinecoin forum
Sep 14,2018 - NewEnglandcoin is listed at ShorelineCrypto Exchange
Sep 17,2018 - Block Explorer is up
Nov 23,2018 - New Source/Wallet Release v1.1.1 - Enabled Dynamic Addjustment on Mining Hashing Difficulty
Nov 28,2018 - NewEnglandcoin became CPU minable coin
Nov 30,2018 - First Retail Real Life usage for NewEnglandcoin Announced
Dec 28,2018 - Cheetah_Cpuminer under Linux is released
Dec 31,2018 - NENG Technical Whitepaper is released
Jan 2,2019 - Cheetah_Cpuminer under Windows is released
Jan 12,2019 - NENG v1.1.2 is released to support MacOS GUI CLI Wallet
Jan 13,2019 - Cheetah_CpuMiner under Mac is released
Feb 11,2019 - NewEnglandcoin v1.2.0 Released, Anti-51% Attack, Anti-instant Mining after Hard Fork
Mar 16,2019 - NewEnglandcoin v1.2.1.1 Released - Ubuntu 18.04 Wallet Binary Files
Apr 7, 2019 - NENG Report on Security, Decentralization, Valuation
Apr 21, 2019 - NENG Fiat Project is Launched by ShorelineCrypto
Sep 1, 2019 - Shoreline Tradingbot project is Launched by ShorelineCrypto
Dec 19, 2019 - Shoreline Tradingbot v1.0 is Released by ShorelineCrypto
Jan 30, 2020 - Scrypt RandomSpike - NENG v1.3.0 Hardfork Proposed
Feb 24, 2020 - Scrypt RandomSpike - NENG core v1.3.0 Released
Jun 19, 2020 - Linux scripts for Futurebit Moonlander2 USB ASIC on solo mining Released
Jul 15, 2020 - NENG v1.4.0 Released for Android Mining and Ubuntu 20.04 support
Jul 21, 2020 - NENG v1.4.0.2 Released for MacOS Wallet Upgrade with Catalina
Jul 30, 2020 - NENG v1.4.0.3 Released for Linux Wallet Upgrade with 8 Distros
Aug 11, 2020 - NENG v1.4.0.4 Released for Android arm64 Upgrade, Chromebook Support
Aug 30, 2020 - NENG v1.4.0.5 Released for Android/Chromebook with armhf, better hardware support
Roadmap
2018 Q3 - Birth of NewEnglandcoin, window/linux wallet - Done
2018 Q4 - Decentralization Phase I
Blockchain Upgrade - Dynamic hashing algorithm I - Done
Cheetah Version I- CPU Mining Automation Tool on Linux - Done
2019 Q1 - Decentralization Phase II
Cheetah Version II- CPU Mining Automation Tool on Window/Linux - Done
Blockchain Upgrade Dynamic hashing algorithm II - Done
2019 Q2 - Fiat Phase I
Assessment of Risk of 51% Attack on NENG - done
Launch of Fiat USD/NENG offering for U.S. residents - done
Initiation of Mobile Miner Project - Done
2019 Q3 - Shoreline Tradingbot, Mobile Project
Evaluation and planning of Mobile Miner Project - on Hold
Initiation of Trading Bot Project - Done
2019 Q4 - Shoreline Tradingbot
Shoreline tradingbot Release v1.0 - Done
2020 Q1 - Evaluate NENG core, Mobile Wallet Phase I
NENG core Decentralization Security Evaluation for v1.3.x - Done
Light Mobile Wallet Project Initiation, Evaluation
2020 Q2 - NENG Core, Mobile Wallet Phase II
NENG core Decentralization Security Hardfork on v1.3.x - Scrypt RandomSpike
Light Mobile Wallet Project Design, Coding
2020 Q3 - NENG core, NENG Mobile Wallet Phase II
Review on results of v1.3.x, NENG core Dev Decision on v1.4.x, Hardfork If needed
Light Mobile Wallet Project testing, alpha Release
2020 Q4 - Mobile Wallet Phase III
Light Mobile Wallet Project Beta Release
Light Mobile Wallet Server Deployment Evaluation and Decision
Step-by-Step Guide for Adding a Stack, Expanding Control Lines, and Building an Assembler
After the positive response to my first tutorial on expanding the RAM, I thought I'd continue the fun by expanding the capabilities of Ben's 8-bit CPU even further. That said, you'll need to have done the work in the previous post to be able to do this. You can get a sense for what we'll do in this Imgur gallery. In this tutorial, we'll balance software and hardware improvements to make this a pretty capable machine:
Use an Arduino and an assembler to enable faster, more complex programming.
Expand control lines without additional ROMs, using 74LS138 decoders.
Add a stack pointer and stack to support subroutines with 74LS193 counters.
Bonus: Enable B register output and add a Schmitt trigger to clean up your clock signal.
Parts List
To only update the hardware, you'll need:
2x 74LS138 (Datasheet, Jameco) which are decoders used to expand the control lines. You can reuse one from the step counter if you don't mind reading binary numbers vs. an LED for each step.
1x 74LS04 (Datasheet, Jameco) which is an inverter to help expand the control lines.
2x 74LS193 (Datasheet, Jameco) which is a 4-bit up/down counter used to create the stack pointer.
1x 74LS245 (Datasheet, Jameco) which is a bus transceiver. You may have a spare one if you did my previous build.
1x 74LS00 (Datasheet, Jameco) which is a NAND gate to control the stack pointer.
8x Green LED, 1x Yellow LED, 4x Blue LEDs, 13x 220 Ohm resistors to display the stack pointer (green), the stack address (yellow), and the additional control lines (blue).
If you want to update the toolchain, you'll need:
Arduino Mega 2560 (Amazon) to create the programmer.
Ribbon Jumper Cables (Amazon) to connect the Arduino to the breadboard.
TL866 II Plus EEPROM Programmer (Amazon) to program the ROM.
Bonus Clock Improvement: One additional thing I did is replace the 74LS04 inverter in Ben's clock circuit with a 74LS14 inverting Schmitt trigger (datasheet, Jameco). The pinouts are identical! Just drop it in, wire the existing lines, and then run the clock output through it twice (since it's inverting) to get a squeaky clean clock signal. Useful if you want to go even faster with the CPU.
Step 1: Program with an Arduino and Assembler (Image 1, Image 2)
There's a certain delight in the physical programming of a computer with switches. This is how Bill Gates and Paul Allen famously programmed the Altair 8800 and started Microsoft. But at some point, the hardware becomes limited by how effectively you can input the software. After upgrading the RAM, I quickly felt constrained by how long it took to program everything. You can continue to program the computer physically if you want and even after upgrading that option is still available, so this step is optional. There's probably many ways to approach the programming, but this way felt simple and in the spirit of the build. We'll use an Arduino Mega 2560, like the one in Ben's 6502 build, to program the RAM. We'll start with a homemade assembler then switch to something more robust. Preparing the Physical Interface The first thing to do is prepare the CPU to be programmed by the Arduino. We already did the hard work on this in the RAM upgrade tutorial by using the bus to write to the RAM and disconnecting the control ROM while in program mode. Now we just need to route the appropriate lines to a convenient spot on the board to plug the Arduino into.
This is optional, but I rewired all the DIP switches to have ground on one side, rather than alternating sides like Ben's build. This just makes it easier to route wires.
Wire the 8 address lines from the DIP switch, connecting the side opposite to ground (the one going to the chips) to a convenient point on the board. I put them on the far left, next to the address LEDs and above the write button circuit.
Wire the 8 data lines from the DIP switch, connecting the side opposite to ground (the one going to the chips) directly below the address lines. Make sure they're separated by the gutter so they're not connected.
Wire a line from the write button to your input area. You want to connect the side of the button that's not connected to ground (the one going to the chip).
So now you have one convenient spot with 8 address lines, 8 data lines, and a write line. If you want to get fancy, you can wire them into some kind of connector, but I found that ribbon jumper cables work nicely and keep things tidy. The way we'll program the RAM is to enter program mode and set all the DIP switches to the high position (e.g., 11111111). Since the switches are upside-down, this means they'll all be disconnected and not driving to ground. The address and write lines will simply be floating and the data lines will be weakly pulled up by 1k resistors. Either way, the Arduino can now drive the signals going into the chips using its outputs. Creating the Arduino Programmer Now that we can interface with an Arduino, we need to write some software. If you follow Ben's 6502 video, you'll have all the knowledge you need to get this working. If you want some hints and code, see below (source code):
Create arrays for your data and address lines. For example: const char ADDRESS_LINES[] = {39, 41, 43, 45, 47, 49, 51, 53};. Create your write line with #define RAM_WRITE 3.
Create functions to enable and disable your address and data lines. You want to enable them before writing. Make sure to disable them afterward so that you can still manually program using DIP switches without disconnecting the Arduino. The code looks like this (just change INPUT to OUTPUT accordingly): for(int n = 0; n < 8; n += 1) { pinMode(ADDRESS_LINES[n], OUTPUT); }
Create a function to write to an address. It'll look like void writeData(byte writeAddress, byte writeData) and basically use two loops, one for address and one for data, followed by toggling the write.
Create a char array that contains your program and data. You can use #define to create opcodes like #define LDA 0x01.
In your main function, loop through the program array and send it through writeData.
With this setup, you can now load multi-line programs in a fraction of a second! This can really come in handy with debugging by stress testing your CPU with software. Make sure to test your setup with existing programs you know run reliably. Now that you have your basic setup working, you can add 8 additional lines to read the bus and expand the program to let you read memory locations or even monitor the running of your CPU. Making an Assembler The above will serve us well but it's missing a key feature: labels. Labels are invaluable in assembly because they're so versatile. Jumps, subroutines, variables all use labels. The problem is that labels require parsing. Parsing is a fun project on the road to a compiler but not something I wanted to delve into right now--if you're interested, you can learn about Flex and Bison. Instead, I found a custom assembler that lets you define your CPU's instruction set and it'll do everything else for you. Let's get it setup:
If you're on Windows, you can use the pre-built binaries. Otherwise, you'll need to install Rust and compile via cargo build.
Create a file called 8bit.cpu and define your CPU instructions (source code). For example, LDA would be lda {address} -> 0x01 @ address[7:0]. What's cool is you can also now create the instruction's immediate variant instead of having to call it LDI: lda #{value} -> 0x05 @ value[7:0].
You can now write assembly by adding #include "8bit.cpu" to the top of your code. There's a lot of neat features so make sure to read the documentation!
Once you've written some assembly, you can generate the machine code using ./customasm yourprogram.s -f hexc -p. This prints out a char array just like our Arduino program used!
Copy the char array into your Arduino program and send it to your CPU.
At this stage, you can start creating some pretty complex programs with ease. I would definitely play around with writing some larger programs. I actually found a bug in my hardware that was hidden for a while because my programs were never very complex!
Before we can expand the CPU any further, we have to address the fact we're running out of control lines. An easy way to do this is to add a 3rd 28C16 ROM and be on your way. If you want something a little more involved but satisfying, read on. Right now the control lines are one hot encoded. This means that if you have 4 lines, you can encode 4 states. But we know that a 4-bit binary number can encode 16 states. We'll use this principle via 74LS138 decoders, just like Ben used for the step counter. Choosing the Control Line Combinations Everything comes with trade-offs. In the case of combining control lines, it means the two control lines we choose to combine can never be activated at the same time. We can ensure this by encoding all the inputs together in the first 74LS138 and all the outputs together in a second 74LS138. We'll keep the remaining control lines directly connected. Rewiring the Control Lines If your build is anything like mine, the control lines are a bit of a mess. You'll need to be careful when rewiring to ensure it all comes back together correctly. Let's get to it:
Place the two 74LS138 decoders on the far right side of the breadboard with the ROMs. Connect them to power and ground.
You'll likely run out of inverters, so place a 74LS04 on the breadboard above your decoders. Connect it to power and ground.
Carefully take your inputs (MI, RI, II, AI, BI, J) and wire them to the outputs of the left 74LS138. Do not wire anything to O0 because that's activated by 000 which won't work for us!
Carefully take your outputs (RO, CO, AO, EO) and wire them to the outputs of the right 74LS138. Remember, do not wire anything to O0!
Now, the 74LS138 outputs are active low, but the ROM outputs were active high. This means you need to swap the wiring on all your existing 74LS04 inverters for the LEDs and control lines to work. Make sure you track which control lines are supposed to be active high vs. active low!
Wire E3 to power and E2 to ground. Connect the E1 on both 138s together, then connect it to the same line as OE on your ROMs. This will ensure that the outputs are disabled when you're in program mode. You can actually take off the 1k pull-up resistors from the previous tutorial at this stage, because the 138s actively drive the lines going to the 74LS04 inverters rather than floating like the ROMs.
At this point, you really need to ensure that the massive rewiring job was successful. Connect 3 jumper wires to A0-A2 and test all the combinations manually. Make sure the correct LED lights up and check with a multimeteoscilloscope that you're getting the right signal at each chip. Catching mistakes at this point will save you a lot of headaches! Now that everything is working, let's finish up:
Connect A0-A2 of the left 74LS138 to the left ROM's A0-A2.
Connect A0-A2 of the right 74LS138 to the right ROM's A0-A2.
Distribute the rest of the control signals across the two ROMs.
Changing the ROM Code This part is easy. We just need to update all of our #define with the new addresses and program the ROMs again. For clarity that we're not using one-hot encoding anymore, I recommend using hex instead of binary. So instead of #define MI 0b0000000100000000, we can use #define MI 0x0100, #define RI 0x0200, and so on. Testing Expanding the control lines required physically rewiring a lot of critical stuff, so small mistakes can creep up and make mysterious errors down the road. Write a program that activates each control line at least once and make sure it works properly! With your assembler and Arduino programmer, this should be trivial. Bonus: Adding B Register Output With the additional control lines, don't forget you can now add a BO signal easily which lets you fully use the B register.
Adding a stack significantly expands the capability of the CPU. It enables subroutines, recursion, and handling interrupts (with some additional logic). We'll create our stack with an 8-bit stack pointer hard-coded from $0100 to $01FF, just like the 6502. Wiring up the Stack Pointer A stack pointer is conceptually similar to a program counter. It stores an address, you can read it and write to it, and it increments. The only difference between a stack pointer and a program counter is that the stack pointer must also decrement. To create our stack pointer, we'll use two 74LS193 4-bit up/down binary counters:
Place a 74LS00 NAND gate, 74LS245 transceiver, and two 74LS193 counters in a row next to your output register. Wire up power and ground.
Wire the the Carry output of the right 193 to the Count Up input of the left 193. Do the same for the Borrow output and Count Down input.
Connect the Clear input between the two 193s and with an active high reset line. The B register has one you can use on its 74LS173s.
Connect the Load input between the two 193s and to a new active low control line called SI on your 74LS138 decoder.
Connect the QA-QD outputs of the lower counter to A8-A5 and the upper counter to A4-A1. Pay special attention because the output are in a weird order (BACD) and you want to make sure the lower A is connected to A8 and the upper A is connected to A4.
Connect the A-D inputs of the lower counter to B8-B5 and the upper counter to B4-B1. Again, the inputs are in a weird order and on both sides of the chip so pay special attention.
Connect the B1-B8 outputs of the 74LS245 transceiver to the bus.
On the 74LS245 transceiver, connect DIR to power (high) and connect OE to a new active low control line called SO on your 74LS138 decoder.
Add 8 LEDs and resistors to the lower part of the 74LS245 transceiver (A1-A8) so you can see what's going on with the stack pointer.
Enabling Increment & Decrement We've now connected everything but the Count Up and Count Down inputs. The way the 74LS193 works is that if nothing is counting, both inputs are high. If you want to increment, you keep Count Down high and pulse Count Up. To decrement, you do the opposite. We'll use a 74LS00 NAND gate for this:
Take the clock from the 74LS08 AND gate and make it an input into two different NAND gates on the 74LS00.
Take the output from one NAND gate and wire it to the Count Up input on the lower 74LS193 counter. Take the other output and wire it to the Count Down input.
Wire up a new active high control line called SP from your ROM to the NAND gate going into Count Up.
Wire up a new active high control line called SM from your ROM to the NAND gate going into Count Down.
At this point, everything should be working. Your counter should be able to reset, input a value, output a value, and increment/decrement. But the issue is it'll be writing to $0000 to $00FF in the RAM! Let's fix that. Accessing Higher Memory Addresses We need the stack to be in a different place in memory than our regular program. The problem is, we only have an 8-bit bus, so how do we tell the RAM we want a higher address? We'll use a special control line to do this:
Wire up an active high line called SA from the 28C16 ROM to A8 on the Cypress CY7C199 RAM.
Add an LED and resistor so you can see when the stack is active.
That's it! Now, whenever we need the stack we can use a combination of the control line and stack pointer to access $0100 to $01FF. Updating the Instruction Set All that's left now is to create some instructions that utilize the stack. We'll need to settle some conventions before we begin:
Empty vs. Full Stack: In our design, the stack pointer points to the next empty slot in memory, just like on the 6502. This is called an "empty stack" convention. ARM processors use a "full stack" convention where the stack points to the last filled slot.
Ascending vs. Descending Stack: In our design, the stack pointer increases when you add something and decreases when you remove something. This is an "ascending stack" convention. Most processors use a "descending stack", so we're bucking the trend here.
If you want to add a little personal flair to your design, you can change the convention fairly easily. Let's implement push and pop (source code):
Define all your new control lines, such as #define SI 0x0700 and #define SO 0x0005.
Create two new instructions: PSH (1011) and POP (1100).
PSH starts the same as any other for the first two steps: MI|CO and RO|II|CE. The next step is to put the contents of the stack pointer into the address register via MI|SO|SA. Recall that SA is the special control line that tells the memory to access the $01XX bank rather than $00XX.
We then take the contents of AO and write it into the RAM. We can also increment the stack pointer at this stage. All of this is done via: AO|RI|SP|SA, followed by TR.
POP is pretty similar. Start off with MI|CO and RO|II|CE. We then need to take a cycle and decrement the stack pointer with SM. Like with PSH, we then set the address register with MI|SO|SA.
We now just need to output the RAM into our A register with RO|AI|SA and then end the instruction with TR.
Updating the assembler is easy since neither instruction has operands. For example, push is just psh -> 0x0B.
And that's it! Write some programs that take advantage of your new 256 byte stack to make sure everything works as expected.
The last step to complete our stack is to add subroutine instructions. This allows us to write complex programs and paves the way for things like interrupt handling. Subroutines are like a blend of push/pop instructions and a jump. Basically, when you want to call a subroutine, you save your spot in the program by pushing the program counter onto the stack, then jumping to the subroutine's location in memory. When you're done with the subroutine, you simply pop the program counter value from the stack and jump back into it. We'll follow 6502 conventions and only save and restore the program counter for subroutines. Other CPUs may choose to save more state, but it's generally left up to the programmer to ensure they're not wiping out states in their subroutines (e.g., push the A register at the start of your subroutine if you're messing with it and restore it before you leave). Adding an Extra Opcode Line I've started running low on opcodes at this point. Luckily, we still have two free address lines we can use. To enable 5-bit opcodes, simply wire up the 4Q output of your upper 74LS173 register to A7 of your 28C16 ROM (this assumes your opcodes are at A3-A6). Updating the ROM Writer At this point, you simply need to update the Arduino writer to support 32 instructions vs. the current 16. So, for example, UCODE_TEMPLATE[16][8] becomes UCODE_TEMPLATE[32][8] and you fill in the 16 new array elements with nop. The problem is that the Arduino only has so much memory and with the way Ben's code is written to support conditional jumps, it starts to get tight. I bet the code can be re-written to handle this, but I had a TL866II Plus EEPROM programmer handy from the 6502 build and I felt it would be easier to start using that instead. Converting to a regular C program is really simple (source code):
Copy all the #define, global const arrays (don't forget to expand them from 16 to 32), and void initUCode(). Add #include and #include to the top.
In your traditional int main (void) C function, after initializing with initUCode(), make two arrays: char ucode_upper[2048] and char ucode_lower[2048].
Take your existing loop code that loops through all addresses: for (int address = 0; address < 2048; address++).
Modify instruction to be 5-bit with int instruction = (address & 0b00011111000) >> 3;.
When writing, just write to the arrays like so: ucode_lower[address] = ucode[flags][instruction][step]; and ucode_upper[address] = ucode[flags][instruction][step] >> 8;.
Open a new file with FILE *f = fopen("rom_upper.hex", "wb");, write to it with fwrite(ucode_upper, sizeof(char), sizeof(ucode_upper), f); and close it with fclose(f);. Repeat this with the lower ROM too.
Compile your code using gcc (you can use any C compiler), like so: gcc -Wall makerom.c -o makerom.
Running your program will spit out two binary files with the full contents of each ROM. Writing the file via the TL866II Plus requires minipro and the following command: minipro -p CAT28C16A -w rom_upper.hex. Adding Subroutine Instructions At this point, I cleaned up my instruction set layout a bit. I made psh and pop 1000 and 1001, respectively. I then created two new instructions: jsr and rts. These allow us to jump to a subroutine and returns from a subroutine. They're relatively simple:
For jsr, the first three steps are the same as psh: MI|CO, RO|II|CE, MI|SO|SA.
On the next step, instead of AO we use CO to save the program counter to the stack: CO|RI|SP|SA.
We then essentially read the 2nd byte to do a jump and terminate: MI|CO, RO|J.
For rts, the first four steps are the same as pop: MI|CO, RO|II|CE, SM, MI|SO|SA.
On the next step, instead of AI we use J to load the program counter with the contents in stack: RO|J|SA.
We're not done! If we just left this as-is, we'd jump to the 2nd byte of jsr which is not an opcode, but a memory address. All hell would break loose! We need to add a CE step to increment the program counter and then terminate.
Once you update the ROM, you should have fully functioning subroutines with 5-bit opcodes. One great way to test them is to create a recursive program to calculate something--just don't go too deep or you'll end up with a stack overflow!
Conclusion
And that's it! Another successful upgrade of your 8-bit CPU. You now have a very capable machine and toolchain. At this point I would have a bunch of fun with the software aspects. In terms of hardware, there's a number of ways to go from here:
Interrupts. Interrupts are just special subroutines triggered by an external line. You can make one similar to how Ben did conditional jumps. The only added complexity is the need to load/save the flags register since an interrupt can happen at any time and you don't want to destroy the state. Given this would take more than 8 steps, you'd also need to add another line for the step counter (see below).
ROM expansion. At this point, address lines on the ROM are getting tight which limits any expansion possibilities. With the new approach to ROM programming, it's trivial to switch out the 28C16 for the 28C256 that Ben uses in the 6502. These give you 4 additional address lines for flags/interrupts, opcodes, and steps.
Segment/bank register. It's essentially a 2nd memory address register that lets you access 256-byte segments/banks of RAM using bank switching. This lets you take full advantage of the 32K of RAM in the Cypress chip.
Fast increment instructions. Add these to registers by replacing 74LS173s with 74LS193s, allowing you to more quickly increment without going through the ALU. This is used to speed up loops and array operations.
Does anyone have suggestions for a beginner looking to start day trading binary options? Meaning: what market, what platform, what tutorials, etc. I’ve already began researching and am very interested.
Greetings! I decided to set up VSCode to be able to code in C++ and build my programs using LLVM. So I downloaded official binaries of LLVM 10.0 and installed it on my Windows system, but unfortunately there is no guide on how to make VSCode use LLVM to build projects. Official tutorials suggest using VS C++ compiler or GCC with MinGWx64 and no one seems to be using LLVM on windows for some reason. I don't want using VS C++ compiler because it will consume too much of my disk space which I don't want to trade and I don't want GCC on MinGW, well, because of MinGW and all the workaround to install it and setup. LLVM seemed to be the easiest option since it has official installer and platform support. What is the easiest way to setup VSCode for building projects with LLVM on Windows? Or is there a reason to not even try doing so - that'd explain why no one writes guides about that! If it's not recommended to try LLVM for Windows, then what's going to be the best option otherwise? I just want to compile my projects with all the default configurations, I don't care about optimizations and etc. since the projects are just me studying algorithms with C++.
I was trying to learn how to trade options and came accross a profile named ”rosywilliams68” on Instagram. The person claimed to be an expert in trading options and an account manager. Since I’ve heard there are people who invest that have account managers who trade on their behalf I was intrigued in finding out more. “Rosy” claimed to be able to trade on my behalf in exchange for 10 % profit. We exchanged contacts and started chatting via WhatsApp, ”Rosy” utilizes the phone number : 301-747-7463. I noticed the grammatical errors and was doubting whether I was indeed talking an American lady named “Rosy” or a foreigner that was pretending to be a lady named “Rosy.” I was very weary that this whole thing may be a scam but In my head I told myself I would not spend more than $500 which was the investment I was willing to make. I proceeded and sent $500 through bitcoin using coinbase I sent $300 and cashapp I sent $200 over to my “express binary trader.com” account which I created because “Rosy” advised that would be the account she would be trading from on my behalf. My account went from $500 initial investment to $6,427 on my expressbinarytraders.com account wallet from the trades “Rosy” did after 1 week. I was curious to know how she was able to make such profits and she advised that they had special softwares and were able to detect signals and she could not disclose their methods. I didn’t push further, I advised I wanted to withdraw my funds she advised I should send an email to “[email protected]” I received an email within a few minutes advising that I needed to pay a COT(Cost of transfer) fee in order to withdraw my $6,427 from my account. I advised to “Rosy” that I only had $500 to invest and was not aware that there would be an additional $964 I would have to spend. I advised to “Rosy” that if there’s a way for expressbinarytraders.com to remove the COT fee and then give me my balance then that would be fine. If not then there’s nothing else I can do, and that money will just have to stay there. “Rosy” said she would get back to me in regards to this. Honestly, this whole thing is a scam and am glad I did not spend no more than $500. This is a lesson for anyone out there. Please be careful of people who have social media accounts and claim to be account managers that can trade for you. Please before you invest into something do your research so you can have enough knowledge to be able to do it yourself. Currently, I’ve been educating myself on how to trade options by reading books and watching tutorial videos from other traders. -Knowledge is wealth, the more you know the less you will fall into certain traps.
Scammers using IG pretending to be account managers for bitcoin and options investments
I was trying to learn how to trade options and came accross a profile named ”rosywilliams68” on Instagram. The person claimed to be an expert in trading options and an account manager. Since I’ve heard there are people who invest that have account managers who trade on their behalf I was intrigued in finding out more. “Rosy” claimed to be able to trade on my behalf in exchange for 10 % profit. We exchanged contacts and started chatting via WhatsApp. I noticed the grammatical errors and was doubting whether I was indeed talking an American lady named “Rosy” or a foreigner that was pretending to be a lady named “Rosy.” I was very weary that this whole thing may be a scam but In my head I told myself I would not spend more than $500 which was the investment I was willing to make. I proceeded and sent $500 through bitcoin using coinbase I sent $300 and cashapp I sent $200 over to my “express binary trader.com” account which I created because “Rosy” advised that would be the account she would be trading from on my behalf. My account went from $500 initial investment to $6,427 on my expressbinarytraders.com account wallet from the trades “Rosy” did after 1 week. I was curious to know how she was able to make such profits and she advised that they had special softwares and were able to detect signals and she could not disclose their methods. I didn’t push further, I advised I wanted to withdraw my funds she advised I should send an email to “[email protected]” I received an email within a few minutes advising that I needed to pay a COT(Cost of transfer) fee in order to withdraw my $6,427 from my account. I advised to “Rosy” that I only had $500 to invest and was not aware that there would be an additional $964 I would have to spend. I advised to “Rosy” that if there’s a way for expressbinarytraders.com to remove the COT fee and then give me my balance then that would be fine. If not then there’s nothing else I can do, and that money will just have to stay there. “Rosy” said she would get back to me in regards to this. Honestly, this whole thing is a scam and am glad I did not spend no more than $500. This is a lesson for anyone out there. Please be careful of people who have social media accounts and claim to be account managers that can trade for you. I have attached a few screenshots for proof. Please before you invest into something do your research so you can have enough knowledge to be able to do it yourself. Currently, I’ve been educating myself on how to trade options by reading books and watching tutorial videos from other traders. -Knowledge is wealth, the more you know the less you will fall into certain traps.
The Basic Assembler needs an additional port. Small Grid version of this Basic stuff would be awesome too.
Hydrogen engines and in fact all power sources need some adjustments. Hydrogen in general needs work for power and thrusters. They are all to inefficient. Not so much output, but how much ice it takes to run everything.
they create a better gameplay loop
Disappointing
The hydrogen engine feels like it only has two niches:
- night-time base power on a base outside an atmospheric planet until uranium is available, and:
- charging batteries on aircraft in long distance flights which aren't using nuclear energy for some reason.
Batteries have enough energy density to not bother using engines on most rovers(except potentially mobile bases with easy access to ice), while hydrogen engines have a very bad power density that prevents them from being used as a main power source for most aicraft - especially with the added construction component requirement on atmospheric thrusters.
Hydrogen engines lose out to batteries on energy storage density by volume, and very nearly also on mass. My personal balancing would place small grid hydrogen engines around 2 MW(moving power-to-mass and power density to roughly the level an aircraft engine would probably achieve in the 1960s if they weren't replaced by gas turbines or jet engines) and increase their energy efficiency to 20kJ/L.
The hydrogen engine would make more sense as a fusion reactor.
Make atomo thrusters more expensive. A jet and a car has a huge price gap in real life. :-)
Balance on inventory size is necessary, especially the survival kit.
Need smaller hydro and oxygen tanks for small grid, like 1x2, and a small grid hydro engine. Thanks for small battery!!
They are a nice little step toward more survival gameplay, but it's still a tiny effort. There are things that are as cheap, or cheaper to implement that would add more content for the player. One of the cheapest example is the simple concrete blocks, that would give a role to gravel and a cheap construction material for atmosphere building.
Love 'em and the progression they provide to the game
we need more blocks, and a cheaper component like circuit boards that uses copper
The block models all look good. I especially like the basic assembler. I do wish the hydrogen engine was a little more efficient, but I didn't test it extensively.
A step in the right direction
Wind turbines are awesome. Small batteries are nice to have paired with hydrogen engine since power is required to run conveyor to get gas to engine if blackout occurs. Small battery is easy to put anywhere in off-state, to turn on later. Nice to have cheap block for health regeneration, however if it is damaged we cannot refine silver for medical components until the large refinery is built.
nice
The H2 Engine is too hungry preventing h2 resupply while it was on
Does the hydro engine run all the time? Can it be set to run only when needed to recharge batteries or power the grid? Does it need a hydrogen tank or only an h2o2 generator?
We need a lot more variety
Hydrogen engine depends purely on if you land real close to a ice lake.
Turbines feel like they are too strong, infinite, more power tahn solar and even useable on a moon like Titan
Survival kit has too much functionality, serving too many roles although it is painfully slow to build anything so that helps to balance it. Hydrogen engine is interesting but the hydrogen tanks as far too large to really make use of it on rovers or fighters where it would be ideal. Wind turbines should be generating far more power than solar panels. We need more armour block shapes and weapon options- having to rely on mod packs that break constantly is getting rather tiresome, this game will live or die after final release based on how rich the vanilla game is, and right now it is sorely lacking in a few key areas...
Addition of Hydrogen Generators should coincide with the addition of smaller hydrogen tanks
They need more explanation in-game. All blocks should have an info tab, like giving the basic refinery a list of things it can refine.
Hydrogen engine needs rebalanced, not very useful as it stands
Hydrogen engine ice consumption is to high to be usable. And it also tends to "steal" hydrogen from thrusters.
Progression tree comments
It needs more refinement, some is good but other elements of it make little sense.
A bit generic, but it does it's job.
Not sure, not bad, but also feels like something is missing. Can't tell though.
Not my thing. It’s too simple and I have no use for it. Been much better to have research instead of build this than build that. I’m glad I can shut it off.
good idea but restricts you a bit too much, couldn't build an ore detector before i built a drill
It should be toggleable clientside, not serverside.
Probably good for new players
Should be visually condensed
Easy to progress. Make it harder. Travell far to progress etc.
Blocks on drop should be unlocked. Tree needs better layout
I have an impression that new progression system only does delay first survival steps and has no other purpose.
In my opinion, unlocking conditions must be changed. Basic blocks must me unlocked from start. Advanced block blueprints (and maybe some uniques, more powerful) must be found in random PvE events (like Large Signals or Cargo ships), encouraging designing crafts for exploration and combat.
It felt like a first iteration of one tool in the tutorial area toolbelt. Once debuged and with more back and forth with the players, it could be a good tool for new player. But for medium advanced players (let's say 30+ hours), it feels a bit gimmicky right now. So, it depends on why it was designed for.
Could have a more in depth mechanism than just making the block needed in the tier.
It's early days yet. I can see where KSH are going with this and largely like the idea but have'nt really had chance to explore the feature fully.
There needs to be another layer to it like grind to learn, or a research tech. Possibly using the programmable block
More focused better flow
Needs a little more fleshing out, and some stuff doesn't make exact sense but works pretty well
Since I already knew what things were, it felt like an artificial gate. I'd be curious to know if it actually helps new players learn more smoothly.
The idea is fine, but some of the dependencies are odd. I'm filling this out after the test has past so I don't have the G-menu to reference. Also, I did not get the text on-screen after building the small-grid equivalent to state that I had unlocked blocks. A player does not have the resources to build large-grid blocks early in game. For example, the beacon.
nice
It clear how it's setup but when I tried to move around some parts of the new start ships I accidentally doomed myself (tried to move h2 and flight seats prevented control and power)
Progression should be more involved such as finding blueprints or grinding already existing ones
It seems like half a tree, it needs more tiers, more separation
Would work better with an actual research system. Right now its just an annoyance
its not a progression tree, no natural progression to be found. it just forces you into building things in a certain order. (keen just look at how minecraft handles this a million times better by using materials and places for progression)
The only downside is that you are forced to build a block that you dont need early on to get one that you might enjoy using early on
I feel it doesn't really change the game much, It honestly feels like it's not really there. I don't take away from the game, but it felt just like playing the game normally, except sometimes i'd have to weld a random block to unlock something.
Feels... useless. I end up building and grinding blocks just to unlock it. No real sense of progression
Seems very arbitrary- build random block to unlock a vaguely related/unrelated block. Progression system is best kept for training scenario worlds or a campaign/story mode where it would actually make sense.
It's ok, but it could get annoying
Useful for new players, but will be a option that will be turned off mostly as an experienced player.
Needs to be a bit more complex.
Cargo ship / random encounter comments
Sorry, I've always used the modded ones instead.
Haven't find any because I played an hour or so.
I like how they don’t broadcast their positions all the time. But we still don’t have planet based encounters. It’s a real shame mods have outdone keen on this aspect 1000% better. Works needs more life, not just random ships flying around. We need bases to find, and to defend against.
More of them, please.
Make them more like modular encounters
I saw some pop up on the hud but didn’t chase them down
Well I always play with Random Encounters mod on,, even on the public test. Reavers etc so didn´t try it out.
Please add pirate stations to spawn that we can attack, would like to take Initiative in later game
Encounters are too simple. Please add more missions and variations.
Those improvements were NOT ENOUGH. Not by a long, long, very long shot. A good first step in that direction would be to buy the work of Meridius_IX for example, incorporate it and deepen the NPC mechanics and AI, and expend NPC presence in potentially every zone of the game (planets, planet core, etc. the key word being potential, NPC placement when a word is started need randomization). For a company so linked to a commercial enterprise making and seeling pro AI, Space Engineers AI feels a lot like a late 80's game. More work is needed.
These are amazing. They need to be on planets as well otherwise there's literally no reason to stay on a planet.
They seem to attack bases on moon and crash down, which gives free resources.
Can we get some of these in planets, maybe?
I played on earth-like and haven't gotten to space yet...so no cargo ships/encounters or violence of any kind for me either :-( I had wolves turned on briefly, but ran out of ammo since I only start with 3 clips!
Cargo ships are far too rare and I found myself swarmed by raiding platforms and their drones
A player on our server found one. He enjoyed the interaction.
Non-hostile encounters could be more common, more ruins/abandoned bases on planets would be cool. Random distress signals could be used to have the player explore for them.
More...
I hope they are improved in the future.
Would like to see those type of events take place planet side
New spawning system comments
Don't like the auto respawn much
dont really like not being able to select where you spawn
It’s awesome
I joined a faction late game after playing MP solo for days. I logged off in my ship before bed and in the morning spawned at the faction base 2000 km away. Thankfully i had a gos waypoint and a good person jumped me back to my ship. Completely powered, no damage, medbay active. Fail
Like it on Single Player so you cant TP to planets etc.
I like new system, but most of time your base got offline raided.
You should only spawn near players in your faction, and the default should be farther away.
Makes the game a lot less boring, being so close to other people's stuff.
I don't play MP
Spawning near others is good for playing with friends but other players quickly go to piracy and looting which make starting fresh dangerous.
I would like a way, with a long cool down perhaps, to spawn at faction mates bases. To help them build or check out their creations.
We found it a bit hard to get our faction together when starting out
this system is so incredibly exploitable its not even funny. who though this was a good idea?! it completely ruins any and all PVP servers since offline protection is just not a thing and protection by hiding is impossible. the only way to protect against people spamming respawn to find your shit is to just QUIT
It's fun to spawn next to friends, I worry about spawning next to random people on public servers
It's kinda neat to be spawned near others, but it makes it hard to isolate yourself from them if you want to.
After spawning on Mars, I did find the occasional enemy player starter ship and salvaged them. After traveling around For a few hours I realized that all Mars players were near my own spawn, and that the rest of the planet is basically barren. No reason to travel around since all resources and players are found in a rather small area.
While i can see the appeal in spawning near other players, i think it’s much better if we could choose to spawn with specific players. (So that you don’t have to find your friends, but also don’t spawn next to every other player)
I think there should clear user interface when respawning. And there needs to be a way to make sure you are not spawned near non faction players
Temperature mechanic comments
it is good, not something too great to micromanage but quite realistic
Seems to do nothing but drain your suit energy faster and kill you if you run out. It would be better if there was an in inventory recharge item like with Oxygen/Hydrogen bottles.
Could be improved, I mean, is meh, too simple needs more features
It works. Could be some mode negatives to staying in cold to long.
What does it even do?
Binary warm/freeze is NOT how you do a temperature mechanic.
I want a puffer coat
It's not explained in the game. If you want to explain it to players don't do it with text in form of good.bot, find an immersive way to introduce it to players.
It is a nice touch. Dont need further improvement.
It is barely documented, is it doing anything besides higher suit energy consumption?
The only change is that I need to visit cockpit more often. What the point? At the moment, engineers life worth nothing.
In my opinion, engineer's life should be more valuable than your crafts.
Again, nice first iteration on an idea. Needs to be fleshed out a bit (or in fact a lot, but I'm keeping my expectation in check ;) ).
I'd love to see this become a full-blown temperature system.
More mechanics to encourage pressured vessels would be great
I played on earth-like, so it wasn't that big of a deal. When I get to space it will be more dramatic I imagine and give another reason to pressurize spaces.
I get why it was added but the drain was too fast in some cases like early game mining felt brutal having to dive back out of a asteroid just to recharge. My suggestion would be to add a multiplier setting similar to assembler and refinery settings but for cold/hot power loss
I didn’t notice it or know what it effects.
It could be a bit more involved than just affecting how much energy your suit uses, applying the temperature mechanic to ships would be nice.
It needs way more depth in how it works, a better indicator
It does add more of a challange, but it because annoying later on
I noticed it existed in the bottom right, but I didn't see it have any changes to anything.
Doesnt feel fleshed out, unclear mechanics
Seems like a weak way of trying to improve the survival aspect of the game- there needs to be more environmental hazards ( wildlife, weather, npc ships and characters that actually work and aren't bugged out- please speak to Lucas about how he does the scripting for the dangerous encounters mod, or refer to W4sted's ongoing survival series to see how NPC ships should be behaving in order to add a real threat and excitement to the game ).
Feels unecessary in it’s current state. Could be interesting if it affected the player more, like extreme cold causing your health to decrease over time.
The damage done should be much less. You probably wouldn't freeze to death in 30 seconds
Not sure what it does of what its purpose was in survival mode. You could freeze and not see any adverse affects besides knowing that you’re freezing with no consequence.
New chat / inventory size comments
needs to be larger, shuttling resources early game is very time consuming and boring
Tiny inventories suck. I don't care if i am having fun wrong. I want to be able to carry enough ore/components to make a whole block...
Separate options for the Inventory size is needed for sure
Grid size default is too big. Back diwn to 1 or 2 medium size cargo to fill my needs. Make us work for that cargo space.
The 3x default is too small.
I usually play on x1 inventory size.
I played with 3x and always done that.
I like fixed inventory size for cargo containers a lot. It should be done way sooner, when cargo mass was introduced.
The chat need copy&paste. But good changes.
The good bot should mention the changes to chat
X1 was better
Ship inventory multipliers should remain, especially in the light of old saves being affected. It'll automatically delete much of a player's accumulated materials.
Faction tags should show in the chat, and the player inventory should be just a little bit larger.
I changed personal inventory to x3, it was great how it wasn't tied to ship inventory. I only play SP, so don't use chat at all.
Chat is good but small inv sizes make early game progression slow but if it was too large players could just hold m1 with the rifle (please add a reload and maybe add craft able weapon attachment instead of generic always pick the highest rate of fire rifle)
Player inventory would be a great place to add different suits such as an armored suit or a construction suit with bigger inventory as well as different jetpacks like an atmospheric pack and a ion pack in addition to the now standard hydrogen pack.
ship inventory size changed*
A bigger inventory is always nice
Im not entirely sure about the new chat commands, a comprehensive list would be awesome accompanying the launch.
The inventory size of blocks needs to be increased. I get that it’s more realistic, but it’s just annoying.
Overall test comments
I always want more, but Keen Decline everything
pls more
Ladders when
The harder survival, the better
This game needs a game mode like "How long can you survive". For example every 2nd or 3rd day you get a wave of drones that tries to kill you and wipe your base. Ofc it it easy at start so you can progress and build strong bases and ships.End goal, either reach and destroy their main base on a planet far away that only can be reached after wiping their bases on planets / space.
Space Engineers feel a way more interesting game with survival update. It feels more alive, but still empty.
I would like to ask to make some alternatives from grinding\welding\mining\taking or storing components gameplay. Simple economy system (EEM did it right with uranium as currency), NPC stores with trading (selling ships and buying from blueprint included).
More NPC factions, encounters, planetary encounters would be neat.
Combat system overhaul would be amazing. Bullet penetration system, ricochets.
It overall felt like a step in the good direction, but a bit disappointing. The MP overhaul took an almost unusable feature and made it usable, good even. This doesn't feel like this, survival is 1/4 of the game and before this patch it felt it was 20% there, now it's 30% there. Good, but by far not nearly enough.
Look at Subnautica, The Long Dark, Oxygen Not Included, Terraria, and so on. Space Engineers has thing they do not, they have things SE doesn't have (survival being only a fourth of Space Engineers). But on the survival gameplay mechanics, feedbacks, the way it integrate with the rest of the game, SE unfortunately isn't there yet.
If there's more big patchs for survival, then for exploration (another 1/4th of the game that's somewhat empty and shallow), then it's OK it's all good, good work. If not, that's a big issue.
This is a pretty amazing update. Nice job, Keen! I look forward to seeing the full release. Here are a few things I really like, in no particular order:
The new grid durability is nice. I like being able to actually have something left over when I crash into the ground.
The new textures for voxels, as well as the new models for dropped ore, look amazing.
- The new block models are absolutely gorgeous. I especially like the glass face on the basic assembler.
- The fact that the game now spawns you near other players is amazing, and makes the game much more interesting and exciting.
- The new chat system is so much better than the old one. It's really nice.
- The new encounters are really nice. Imagine my surprise when I found out that the drones can actually use forward-facing weaponry now! Some gorgeous encounters. And they're actually findable, which is nice.
- The new tree models are nice. Sadly, trees still aren't useful for anything.
- The UI seems to have received some extra polish, which is nice.
With that said, there's still room for improvement:
- As someone on the subreddit (RoninTheAccuser, i believe) pointed out, the caution stripes on the small grid survival kit are improperly done, with the yellow background not covering the full length of the stripes.
- The new inventory size is just a bit too small. I believe it defaults to 3x? I think it should be 5x, instead.
- I think the survival kit should be just a little more efficient at producing metals, to lessen the grind a bit.
- The lighting seems to be just a little wonky, but maybe that's just me.
- I think the hydrogen engine should be just a little more powerful.
- You still can't copy text from the chat, which is a big problem. Please, fix this.
- While we're on the subject of the chat, it'd be nice if it'd show faction tags, so you could see what faction a player is in.
- There are still no planetary encounters outside of the Easy Start worlds, from what I've seen. Planetary encounters would make the game way more fun.
- Since the last update, when you look at a block (such as a door, cockpit, etc.) that you don't have access to, it will highlight in red, instead of the normal yellow. This makes life easier, as I can actually tell if I can use a block. However, this effect only seems to apply to certain blocks. Cargo containers and other conveyor ports still highlight yellow. This is annoying, and should be fixed.
I also have a few things I'd like to see in future updates:
- Make the rifles less accurate. Currently, they have effectively zero bullet spread at most ranges. I'd like to see this change.
- Maybe introduce some other firearms, like shotguns or pistols, to give players more options when it comes to combat.
- I'd like to see a food mechanic implemented. Farming and the like would add a lot to the game.
- It would be neat to see the temperature and wind mechanics fleshed out. For example, have blocks generate heat, and make temperature management something you need to worry about. As for the wind, perhaps have it blow grids in one direction or another sometimes. Also, other environmental factors might be nice, too. Like maybe radiation hazards, when mining uranium, or when your reactor is damaged.
- To expand on the above topic, weather. Weather would add so much to this game. I understand it'd be tricky to implement, but still. Weather.
- To continue expanding on that, some basic aerodynamics would be nice. Reentry heating, air resistance, and the like.
- NPC astronauts would be cool. You could have them walk around encounter bases, performing tasks, and pilot NPC spacecraft.
- Also, perhaps add more wildlife to planets, other than spiders and wolves. Maybe animals that don't attack you.
- Some more character poses would be nice.
- Maybe add some limited story content (IE: quests). For example, maybe you encounter a destroyed base, and inside of it are GPS coordinates pointing you to something important.
- I'd like to see procedurally generated planets, and/or more variety in the existing planets. For example, perhaps a variant of the Earthlike planet that's entirely covered in snow.
That's all I've got for now. I'd like to congratulate whoever's reading this on actually making it through all that.
And to everyone at Keen Software House, seriously, great update. I love Space Engineers, and I love to see it improve. Keep up the great work!
Planetary game-play is still missing. Love new earth-like textures & trees. It was great having the whole weekend to play update. No crashes or performance issues.
nice
We need more variety in player guns like pistol caliber smgs pistols attachments grenades c4 so that pvp and sabotage is more interesting (like sneaking on board a enemy ship with a suppressed weapon a planting timed remote charges to key points to distrupt key systems sorta like Star Wars battlefront 2 classic space battles how pilots can sabotage enemy ships from the inside
wtf u doing keen
New blocks are cool, I'd love to see even more work done on survival. I really wish there was more of a pull to going to visit other planets. There isn't any real reason to go to mars other than, look i'm on mars!
I'd love a little more RP added to the game, maybe some sort of built-in currency mechanic?
Feels disappointing to lose save games adter a few dats, though a backup of the steam folder does wonders.. :)
I hope the final release has more content added to it, this test didn't go anywhere near far enough. The G menu and over all UI / HUD needs some love to make it more user friendly.
I'm glad they're letting us test this
I support an improvement to survival, but they need to focus on the obvious and/or basic things that are missing for some reason.
What i mean is things like additional block shapes (even the most obvious and simple shapes are missing) and more options for certain blocks. (Like a camera or spotlight, shaped like a half-block and that faces to the side instead of ”up”)
A Quick Guide to Generic Link Monsters (for returning players)
Hey all, as someone who hadn't played Yu-Gi-Oh in years until Link Evolution came out for Switch; I had a bit of trouble figuring out how to adapt older decks I enjoyed to the Master Rule 4 format. Although many of those older decks aren't competitive online, most will suffice for offline play or casual matches; so I thought I'd write a quick guide to some of the best generic Link monsters that you can splash into your decks to adapt them to the Master Rule 4 format. Hopefully this helps some newer (or returning) players learn about how to utilize Links. This post will review some of the more splashable and generically useful Links; if you need a refresher on how Link monsters work or why you need them; play the first story mission of the VRAINS campaign or checkout the ingame tutorial. Most of these cards are from the Playmaker pack, however some are spread into other packs as well (such as Grandpa Muto having all of the Attribute Link-2s). Check The Card Hub for specifics. The Most Generic Link-2s - LANphorhynchus, Proxy Dragon LANphorhynchus accepts any two monsters as the Link material in return for two diagonally downwards arrows. It has no effects and a pathetic attack value; however it is the most generic Link-2 available. Proxy Dragon has left and right arrows instead of downward diagonal ones; so he is generally not going to be very helpful unless you already have a Link on the board and want to extend your arrows further. He requires any two monsters, but like LANphorhynchus, his attack is awful. Unlike LANphorhynchus, he has an actually good protection effect where he can destroy a linked monster to protect another monster of yours from destruction. The Most Generic Link-3s - Traffic Ghost, "Gaia Saber, the Lightning Shadow", Powercode Talker Similarly to LANphorhynchus, Traffic Ghost has no restrictions on the monsters it accepts as Link Material. Of course, as a Link-3, you will need to use one additional monster to summon this guy. He provides three downwards arrows; which is quite a lot of space to work with. This comes at a cost though; he has no effect, his attack is rather poor, and 3 materials is expensive. Gaia Saber is a 2600 beatstick without any effects, with one downward arrow and arrows on the left and right. He's not really that great, but as a generic option he is available. Powercode Talker has left/right as well as a diagonal down left arrow; which is a bit odd. It has a neat attack boosting effect as well. The requirements to make it are very generic; 2+ monsters; so it is another highly generic Link-3 option. The Best Generic (Effect monster only) Link-3 - Decode Talker Although he annoyingly has an entrance animation; Decode Talker is an extremely good Link-3 monster that pretty much every deck can make. It trades the direct downward pointing arrow of Traffic Ghost for an upward arrow; but in exchange gets a much more threatening attack value as well as a decent negate protection effect that works on all of your monsters and an attack boosting effect. You'll use this one quite a bit. Attribute Link-2s - Greatfly, Wee Witch's Apprentice, Hip Hoshinigen, Duolittle Chimera, Mistar Boy, Missus Radiant These all require 2 monsters of a particular attribute (WIND, WATER, EARTH, ect). They give a 500 ATK/DEF boost to that attribute; and a 400 ATK/DEF reduction to the "opposing" attribute. Additionally, they add a monster of their given attribute from the GY to hand upon any form of destruction. The link arrows are the two diagonal down arrows. These are some of the easiest Links to add into decks whose monsters share a common Attribute; and for many older decks simply using the two available link arrows is sufficient. Type Link-2s - Fire Fighting Daruma Doll, Heavymetalfoes Electrumite, Inzektor Picofalena, "Isolde, Two Tales of the Noble Knights", Qliphort Genius, Some Summer Summoner, Subterror Behemoth Fiendess, Vampire Sucker Each of these require 2 materials of a certain type; but are not archetype specific (despite what their names may indicate). They all have the standard 2 diagonal downward arrows. I won't go over their effects; as they are all quite different from each other. Their requirements are:
Isolde, Two Tales of the Noble Knights - 2 Warrior monsters
Qliphort Genius - 2 Machine monsters
Some Summer Summoner - 2 Thunder monsters
Subterror Behemoth Fiendess - 2 Flip monsters
Vampire Sucker - 2 Zombie monsters
If your deck has cards fitting their requirements; give these a look. Generic-ish Link-1s - Linkuriboh & Link Spider These two have specific requirements for their Link Materials (as all Link-1s tend to), however it isn't rare for certain decks to be able to use them; so depending on your deck they may be good choice. Linkuriboh requires a level 1 monster for a downward facing arrow, and has an effect where it can tribute itself to reduce an attacking monster's attack to 0. It can also special summon itself as a quick effect by tributing a level 1 monster. In decks that run level 1s, this card is nice to have. Link Spider requires a normal monster for, again, a downward facing arrow. It also allows you to (once per turn) special summon a level 4 or lower normal monster to the zone it points to. Decks that utilize normal monsters can benefit from this one. Generic Big Boss Link-4s - Borrelguard Dragon, Borreload Dragon, Borrelsword Dragon, Saryuja Skull Dread, Topological Bomber Dragon, Topological Gumblar Dragon I won't go over their individual effects in great detail; but these are your best picks for a generic Link-4. You generally don't need to run multiple (or any, depending on deck) of these, but if you need a big boss for your deck; give one of these a shot. The Borrel-Dragon series all have a different type of built in protection as well as a strong effect. Saryuja Skull Dread gets stronger effects depending on the number of differently-named monsters used to summon it, including a once-per-turn special summon and the ability to draw 4 cards then return 3 to the deck when it is Link Summoned. The Topological Dragons are a bit weirder than the other four; but they each have an effect that triggers when a monster is Special Summoned to a zone they point to and generally blow up a bunch of cards. The Knightmares - Knightmare Mermaid, Knightmare Cerberus, Knightmare Phoenix, Knightmare Unicorn, Knightmare Gryphon This is a series of strong generic Links that all share a similar effect: "When Link summoned, you may discard a card, do [INDIVIDUAL EFFECT], then if this card is co-linked you may draw a card.". The individual effect differs from card to card. They also each provide an additional effect to your co-linked monsters. The material required for all but Mermaid is simply monsters with different names. Mermaid requires another Knightmare monster for link material. Here are their individual effects:
Cerberus - Link-2, Left/Up arrows - Destroy a Special Summoned monster in the opponent's Main Monster Zone. Colinked monsters can't be destroyed by card effects.
Phoenix - Link-2, Right/Up arrows - Destroy a Spell/Trap your opponent controls. Colinked monsters can't be destroyed by battle.
Unicorn - Link-3, Left/Right/Down arrows - Bounce a card on the field back to the deck. During your draw phase, you may draw 1 card per co-linked Knightmare you control instead of just 1 card.
Gryphon - Link-4 , Left/Right/Up/Down arrows - Target a Spell/Trap in your grave; set it to your field; but it can't be activated this turn. Special Summoned monsters cannot activate their effects unless they are Linked.
Mermaid - Link-1, Down arrow - Special Summon a maindeck Knightmare monster. Monsters which are not co-linked lose 1000 ATK/DEF
These cards can be great to fill remaining extra deck space. You can even consider just running a copy of Cerberus, Phoenix, or Unicorn individually for their useful destruction effects in a pinch. They don't have great arrows for being the first link you summon, however. Honorable Mentions - Everything else These are cards that were a bit too specific or otherwise not terribly noteworthy, however they can be quite good depending on your deck.
Clara & Rushka, the Ventriloduo - Link-1, Upward Arrow - 1 Normal Summoned/Set monster - can only be link summoned during main phase 2
Akashic Magician - Link-2, Up/Down Arrows - 2 monsters with the same Type, except Tokens - has a nifty excavation effect that works better the more co-linked monsters you have.
Ib the World Chalice Priestess - Link-2, Left/Right Arrows - 2 monsters with different Types and Attributes - has some nice protection for itself and other linked monsters. A Proxy Dragon alternative.
Binary Sorceress - Link-2, Left/Right Arrows - 2 monsters, except Tokens - Gains nice effects based on the number of monsters co-linked to it. If nothing is co-linked to it; it's kinda a worse Proxy Dragon with slightly better attack.
Reprodocus - Link-2, Up/Down Arrows - 2 monsters - can change the type and attribute of monsters it points to. A bit of an oddball.
Underclock Taker - Link-2, Left/Down Arrows - 2 Effect monsters - can reduce the ATK of an opponent's monster by the ATK of a monster it points to you control. Interesting arrows.
Aleister the Invoker of Madness - Link-2, Downward Diagonal arrows - 2 monsters with different Types and different Attributes - When a monster is Fusion Summoned while you control this; you can discard a card to add a "Invocation" or "The Book of the Law" from Deck to Hand. When destroyed by an opponent's card effect, you can add an "Omega Summon" from your deck to hand. It requires an Invoked engine if you want all of the nice effects; but it can be interesting in Fusion focused decks.
Junk Connector - Link-2, Downward Diagonal arrows - 2 Effect Monsters (Warrior and/or Machine), including a Tuner - Allows you to Synchro Summon as a quick effect using monsters it points to. It floats into a "Junk" Synchro monster upon destruction. While it is pretty specific; it technically isn't entirely archetype specific so I included it here.
Twin Triangle Dragon - Link-2, Down/Right arrows - 2 level 4 or lower Dragons, except tokens - When Link Summoned, you may pay 500 LP to summon a level 5 or higher monster in your Graveyard and summon it to a zone this points to; however its effects are negated and it cannot attack this turn. Can be good if you have Dragons.
Salamangreat Heatleo - Link-3, Diagonal Downwards arrows, Upward arrow - 2+ FIRE Effect monsters - When Link Summoned, you can shuffle 1 Spell/Trap in your opponent's Spell/Trap zone into their deck. If Link Summoned using another Salamangreat Heatleo as material, once per turn you may target 1 monster on the field and one in your GY; the monster on the field's ATK becomes equal to the monster in the GY. An interesting Decode Talker alternative in FIRE attribute decks.
The Phantom Knights of Rusty Bardiche - Link-3, Diagonal Downwards arrows, Right arrow - 2+ DARK monsters - a Phantom Knights specific effect (which you could theoretically splash some Phantom Knights stuff into your deck for), and additionally if a Dark XYZ is summoned to a zone this card points to, destroy 1 card. Fairly specific, but maybe in a XYZ deck using DARK monsters this could be an option over Decode Talker.
Topologic Trisbaena - Link-2, Diagonal Downwards Arrows, Up Arrow - 2+ Effect Monsters - another member of the Topological series. Similarly; when a monster is Special Summoned to a zone this points to; banish it and as many Spell/Traps on the field as possible; then deal 500 points of damage to your opponent for each of their cards banished by this effect. Interesting enough to consider over Decode Talker, perhaps if you get annoyed by Decode's animation. Nice 2500 ATK value too.
Arcana Extra Joker - Link-3, Diagonal Downwards Arrows, Up Arrow - 3 Warriors with different names - Once per turn, when a Spell/Trap is activated that targets this card or a card this card points to; you can discard that type of card from your hand to negate it. When destroyed by battle and send to the grave; special summon a level 4 Warrior Normal monster from your hand; then search 1 level 4 Warrior from your Deck. An option in Warrior decks.
Curious, the Lightsworn Dominion - Link-3, Diagonal Downward Arrows, Up Arrow - 3 monsters with the same Attribute but different Types - When it is destroyed by battle or otherwise leaves the field; you can add a card from your GY to your hand. Once per turn, if this card is Link Summoned, you can send a card from your deck to your graveyard. Once per turn, if a card is sent from the deck to GY by an effect; send the top 3 cards of your deck to the GY. Obviously a lightsworn focused card, but the summoning condition is technically generic and the GY search is helpful for any deck. The summoning materials are a bit strict though.
Tri-Gate Wizard - Link-3, Up/Left/Right arrows - 2+ monsters, except tokens - Gains increasingly powerful effects depending on the number of monsters co-linked to it, including a once-per turn banish of any card and a quick effect once-per turn negate and banish of anything. If you can get this card co-linked with a bunch of monsters, it'll win you the game.
Agave Dragon - Link-4, Left/Right and Diagonal Downwards arrows - 2+ monsters, except Tokens - When this card is Link Summoned; apply each of these effects in sequence depending on the types of monsters in the GY: Inflict 100 burn damage to your opponent for each Dragon, this card gains 200 ATK for each Dinosaur, All monsters your opponent control lose 300 ATK for each Sea Serpent, you gain 400 LP for each Wyrm. It's also a 3000 ATK beater. A neat option in decks that use Dragons, Dinosaurs, Sea Serpents, Wyrms, or a combination of those 4 types.
And that's pretty much every single non-archetype specific Link included in Link Evolution. Hopefully this is helpful to somebody. As always, adapting old decks to Link format will require some experimentation with the different options you have available, but this guide should possibly give you an idea of the Link monsters available to your chosen archetype. For instance; if you want to play Heroes, try to grab a copy of Isolde. If you're using the original (Normal) E-Heroes, check out Link Spider. If you don't know what to use just toss Decode Talker into literally anything; he's that generic. Of course, Heroes have their own specific Links as well to look into. Have fun! PS: If we're also considering banned cards, Summon Sorceress, Knightmare Goblin, and Firewall Dragon are also great generic links.
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