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Jeff the killer x Neurodivergent!Y/N
Y/N was a new proxy, the problem with that was that new meat usually got Jeff's attention, and his attention, trust me, was NOT wanted, since it would constantly end up with them overstimulated, when Toby would be around he'd help calm them down, but he wasn't always there, he also had missions and a life after all. Jeff usually would annoy them about it while Toby tried to calm them down, though, more recently, Jeff would just stand around and watch Toby calm them, instead of the usual teasing or snarky remark, he would just keep his mouth in a smirk as he watched them suffer.
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After some time, the inevitable happened, Jeff and Y/N got paired on a mission, they had to eliminate a possible threat to the whole manor, them now finding themselves at a Halloween party inside a bar. Y/N had some earphones on, listening to some music to try to drown out the loudness and ignore the people surrounding them inside the place, they were feeling slightly anxious due to the large amount of people.
Both them and Jeff were wearing different clothing than the ones they were used to. Jeff wore a clean black hoodie with a bleached on skeleton pattern, the hood over his head, hiding his scarred face, a black facemask with a sharp smile on, his usual pants and shoes on, while Y/N... Nevermind, they were in full costume, but whatever, they also weirdly found a way to incorporate many pockets into their costume.
Jeff scanned the crowd, stuffing his hands into his hoodie's pocket, feeling his cool knife, his eyes landed on tonight's victim. "Fuck..." He mumbled under his breath, the victim was surrounded by people, thankfully no one's attention was currently on the victim- well except Jeff's. His gaze turned to Y/N, rolling his eyes. "Childish..." He then walked over to the bar, having a clear view of the victim. Y/N on the other hand, managed to get distracted by this lady in a cool witch costume. They ended up losing their way, the sounds started getting louder, the place more cramped, the mix of the sweat, alcohol, the noise and the cramped space, it was all too much and caused their heart to race in their chest, their palms got sweaty, their breath hitched and started to become jagged, it becoming complicated to get a full breath in, their chest clenched, it becoming even more complicated to breathe, their eyes watered.
Then they saw it, the black hoodie in the crowd, but they couldn't move towards it, they were frozen in place, then they heard it. "Hey PRG (Person with Restricted Growth), why'd you leave?" That's the first time that shitty nickname ever gave them any bit of calm. When Jeff finally got to them, he knew something was off, they looked pale, their body shaking like a baby giraffe's would. 'Toby would kill me if I left this idiot like this.' Jeff thought, he groaned and gripped Y/N by the wrist, pulling them along as he stormed off. "You owe me for this one." He got them outside, letting them sit beside the door. "Stay here." Jeff shoved his hand into his jean's pocket and pulled out a small stim toy, throwing it onto their lap, trying to ignore the small heat on his cheeks, thankfully hidden behind the facemask.
He stormed back inside, rescanning the crowd, the threat on his way to the bathroom, he followed closely behind, locking the door as they both entered, making sure there was no one else in the bathroom but the two of them before striking, approaching the man, pulling out the knife from his pocket, turning him around to face him with a hand to the shoulder, leaning in and jabbing the cold object into the man's stomach, pulling it out then jabbing it again, stabbing at least 12 times before letting the man fall, a grin on his face, he washed his hands and did the unthinkable, he put his hoodie under the water to get rid of most of the blood. He walked out of the bathroom and scurried outside. Finding Y/N sitting right where he left them, them looking more calm, fidgeting with the toy, he kept his glace on them for a little longer than usual, feeling that gross sensation on his chest, he hated it, yet longed for it deeply, it being.. love?- He snapped that thought out of his head before talking. "Let's go PRG." They stood up. "Thanks." The shorter person spoke lowly, shoving the stim toy into one of their many pockets, turning to look at Jeff. "You owe me in a future date, so don't even bother."
They returned to the manor and Jeff used that favor to eat the last poptart less that 2 days later.
#creepypasta#jeff the killer#x reader#writing#neurodivergent reader#jeff the killer x reader#fanfic#ship fic#non binary reader#gn reader
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SIDwinder V0.2 - Preview
A versatile tool for processing C64 SID music files. It provides several key functions:
Player: Convert SID files to executable PRG files with various player routines
Relocate: Move SID music to different memory addresses while preserving functionality
Disassemble: Convert SID files to human-readable assembly language
Trace: Analyze SID register access patterns for debugging and verification
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Gigabash character overview: Rohanna
Plant kaiju are kind of a rarity in the genre. Hell, I’m pretty sure there’s more animate object kaiju than there are plant ones. I suppose that’s cause the average viewer/reader of kaiju media would probably be more engaged with a more active animal-like kaiju than an immobile plant one (plants can actually move btw… just very slowly and they usually aren’t mobile). So I was quite surprised when Passion Republic Games revealed that a character in Gigabash’s roster was a plant monster! PRG got around this classic conundrum by simply… making her a mobile plant. She also covers the “nature’s vengeance” archetype popular in kaiju fiction… sorta. We’ll get to that.
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Rohanna is, of course, also the only confirmed female kaiju in the original roster.
Rohanna is an agile, slight stunlock heavy, character with fast attacks, some of the slightly slower ones of which hit hard and/or are ranged. She even has a “teleportation” attack that is a little tricky to aim. She also has three quirky moves too. One has her summon a big thorny branch that knocks an opponent upwards, but she can also use it as a club like some of the infrastructure in some of the stages. Her other two moves each summon a minion for a short duration, one of which is actually her ultimate. These minions are respectively called Piki the Pear and the Royal Warden.
I normally play Pipijuras and another character, but if things get serious and I wanna win I bust Rohanna out.
Design
Rohanna, despite being in a game heavily inspired by Ultraman, wasn’t actually inspired by their handful of plant monsters or even the most famous plant kaiju, Biollante. Instead, Passion Republic Games wanted to make something that represents their home country of Malaysia, and so based her off a Malaysian cryptid called the Sang Kelembai. This is a little ironic considering the creature is described as pretty hideous in legend and Rohanna is a beautiful flower monster, but her left arm (which grew back this way after being burnt away by a certain “dragon king” we’ll cover next) is purposely designed to be monstrous to reference the creature that inspired her. Further inspiration was taken from the Bunga Raya flower and the Malaysian tiger, the patterning of the latter was used for Rohanna’s S-class form. Rohanna has some concept art.
Interestingly, Rohanna’s eyes are actually the green glowing slits on her chest, which is shared with the Royal Wardens. Her flower head merely has eye-like markings, although considering that she turns it to “look” at opponents it’s probably safe to say that it has some photosensing abilities too. The devs also said she can absorb the genome of any plant she comes across and can replicate it.
Lore
Rohanna is another one of the kaiju of Tarabak Island and one of the big three fighting for dominance. Her terf is specifically west of the dam that the fallen civilization of Tarabak built, and is defended by giant thorny vines and patrolled by Royal Wardens.
In the in universe book The Lost World of Tarabak by Petyr Faust, the same one that told us about Skorak, we learn a bit more about the civil war situation going on. I neglected to mention but one of Petyr’s party members, Doug, actually knew the language of the natives and so acted as a translator, and he also wanted to become a member of the Eyes of Skorak. In fact it was the sole reason he came on the expedition, and he ultimately stayed on the island and was enslaved by the followers of the “infamous dragon king”.
We learn from Rohanna’s followers that another reason people rebelled against the dragon was that aristocrats actually leveraged their guardian monster against anyone they didn’t like, which very quickly led to an authoritarian government.
When Skorak ate the dragon from the inside out, some people fled the city and eventually wondered into Rohanna’s territory. Luckily for them, Rohanna actually provided them with food and shelter, and still does to this day. Out of the three kaiju and their factions fighting for control over Tarabak, I’ve got to admit the followers of Rohanna do have it the best of the three. In comparison to the indifference of Skorak and the cruelty of the dragon king, Rohanna actually cares about her worshipers somewhat. However there is a catch; her followers must be unflinchingly loyal to her and support of another kaiju is met with death. This fate almost befell Petyr’s crew when Rohanna saw Doug’s Skorak mask, but they were saved by the Eyes of Skorak throwing stink bombs at her army, which also tells us that Rohanna’s kind have a keen sense of smell. Unusual for a plant.

It’s Rohanna’s intolerance of people not worshipping her and a few other things that make me think she’s not actually a selfless being or even an embodiment of nature’s wrath, and in fact I think the only reason Rohanna was kind to the people fleeing from the collapsing civilization of Tarabak all those years ago was just so she could have worshippers of her own. Rohanna only ever leaves her territory unless another kaiju slights her or other humans take something from her, like her Pikis. There was one time Rohanna attacked Japan at the beginning of Thundatross’s story mode for reasons we don’t know, but since OtamaTEC researches kaiju and Giga Energy they might have actually taken something from her. It seems like Rohanna only ever plays the role of “natures wrath” when it directly benefits her, which I honestly think adds a cool extra layer of pathos to her character.

Passion Republic Games made some art of her and a Piki for Mother’s Day.

It’s really cute and sweet, but it also leads into something I’ve been wondering. Are the Pikis actually her children? Or do they simply see Rohanna as a mother figure? If they are her children, then are the Royal Wardens males? Or maybe a warrior caste like ants? Is Rohanna the queen caste of an eusocial species of plant kaiju?!
Also I don’t really know where to put this tidbit but one of Rohanna’s taunts is a reference to Filthy Frank. Do what that information what you will.
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MIC Electronics Secures Lucrative Order from Northern Railway, Continues to Deliver Astounding Multibagger Returns
MIC Electronics, a distinguished leader in the semiconductor industry, has once again demonstrated its prowess by securing a significant order from the Northern Railway Zone. The company announced receiving a Letter of Acceptance from the Lucknow Division for the implementation of the Integrated Passenger Information System at key stations, including PRG, PYGS, and PFM, in preparation for Mahakumbh-2025. This work order, valued at Rs 2,54,73,441.45, marks a major milestone for MIC Electronics, further solidifying its position in the market.
Founded in 1988, MIC Electronics has built a global reputation for its expertise in designing, developing, and manufacturing LED Video Displays, high-end electronic and telecommunication equipment, and telecom software. This latest order is a testament to the company’s continued success and its ability to deliver cutting-edge solutions for large-scale infrastructure projects.
The company’s shares have been on a remarkable upward trajectory, opening at Rs 79.15 per share at the start of the trading session, up from the previous day’s closing of Rs 77.70 on the BSE. Currently trading around Rs 80.50 per share, MIC Electronics boasts a market capitalization of Rs 1940.14 crore. Over the past five years, the stock has generated a staggering multibagger return of over 10,700 per cent, reflecting the company’s robust performance and growing investor confidence.
MIC Electronics has also delivered impressive financial results in recent quarters. In Q1FY25, the company reported a revenue of Rs 10.71 crore, with an operating profit of Rs 2.59 crore and a net profit of Rs 1.97 crore. For the full fiscal year 2024, MIC Electronics generated a revenue of Rs 55 crore, a significant increase from Rs 6 crore in FY23, with an operating profit of Rs 12 crore and a net profit of Rs 62 crore. These figures underscore the company’s strong financial health and its ability to scale rapidly.
The shareholding pattern of MIC Electronics further highlights its stability, with promoters holding 74.59 per cent of the company, while public and retail investors account for the remaining 25.41 per cent. This well-balanced ownership structure, combined with the company’s impressive growth trajectory, makes MIC Electronics a compelling investment opportunity.
As the company continues to expand its footprint in the semiconductor and telecommunications sectors, investors and market analysts alike are keeping a close eye on MIC Electronics. Its latest achievement with the Northern Railway Zone, coupled with its extraordinary stock performance, positions the company as a key player to watch in the coming years.
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Golden Gateway : Cryptocurrency News: 07/14/16

In a day and age when customers and companies no longer trust lending institutions for making their investments because of bailouts, identification theft, plunging interest charges and skyrocketing fees, blockchain innovation seeks to bypass an institution or third occasion in any respect. It's a decentralised digital foreign money created by a small group of hackers and builders in 2008. Their id largely stays unknown. The business is still small however has the potential to be on par with the massive alcohol trade we see within the US. These are solely a small variety of the choices bitcoin users have. Less Scammy - should you decide to get an hosted bitcoin mining contract, than you could examine if the provider is a registered venture. In fact, darkish internet criminal utilization might be the smallest utilization bracket bitcoin sees lately. Coinbase - As one of the vital world’s most popular Bitcoin providers, including a really good and user-pleasant wallet in addition to an trade, Coinbase is a protected guess to recommend to newbies, offering them with everything they should get started with Bitcoin multi functional place. As mentioned above, Paragon is aiming to boost funds to proceed the challenge by launching their very own token referred to as “PRG.” You’ll be able to purchase one PRG token for $1 USD starting on September fifteenth, lasting for precisely a month.
latest cryptocurrency news of the cryptocurrency in Canadian dollars on the time of the transaction
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How can I buy bitcoin in the UK? Sales approached $7 billion in 2016, and the number is predicted to triple by the top of the decade. Charges of up to 1 per cent can apply on gross sales. Like with many on-line cost techniques, bitcoin customers can pay for their coins anywhere they have Internet entry. Tech-savvy and finance-savvy traders are placing in numerous emphasis on this coin because of its improbable block one technology which helps it develop up the ladder at a faster tempo. Bitcoin is the first implementation of a concept called "cryptocurrency", which was first described in 1998 by Wei Dai on the cypherpunks mailing list, suggesting the idea of a new type of money that uses cryptography to manage its creation and transactions, moderately than a central authority. Customers commerce Bitcoin on exchanges reminiscent of San Francisco-based mostly Coinbase, with all transactions recorded on a public ledger, known as the blockchain.
The drop to test the $4200s was sudden and violent: It occurred over a couple of short hours, and the amount propelling the drop was massive.Figure 2: BTC-USD, 6-Hour Candles, GDAX, Macro Bear FlagPrior to the breakout, the BTC-USD market spent per week forming a bearish continuation pattern known as a Bear Flag (the small print concerning a Bear Flag was mentioned earlier in this week’s ETH-USD article). Coinmap isn’t really a spot the place you may spend your newly gotten bitcoin, nevertheless it does let you find local bitcoin pleasant companies. Bitcoin investor and analysis analyst Tuur Demeester doesn’t see the coin going under … It is the first decentralized peer-to-peer fee community that's powered by its customers with no central authority or middlemen. While pot continues to be thought-about a schedule one managed substance below federal regulation, many states are exercising their right to disagree with the laws of the national government and legalize cannabis consumption both medically and recreationally.
Returns differ drastically, but with a good-to-average miner and the right setup, you could be taking a look at around a $a hundred revenue in a sturdy month - that ought to provide you with an concept of how lengthy it is going to take to recoup the initial value. Do you assume this platform solves an actual drawback within the nation right now? Now you want to pick your mining software program, or a client that permits you to control the mining process and take a look at the specs in your mining rig to make sure every part is perfect. Banks can be reluctant to use public crypto belongings for their very own goal preferring to maintain a tight leash on any coin tasks that that launch. Our present worth level is sitting on an historically significant assist level so whether or not we handle to break this support stays to be seen. This assist has robust historic significance and will must be damaged in order for the Bear Flag’s price goal to be realized.
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Das PRG Pattern eignet sich für weitaus mehr als nur zur Linkmaskierung. Wir erklären was dahinter steckt und wie man es im SEO nutzt.
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The Best Casio Watches for Fashion-Forward Men
Casio watches have long been revered for their durability and functionality. However, Casio also offers a range of timepieces that cater specifically to the fashion-conscious man. Combining style with the brand's renowned quality, these watches are designed to make a bold statement. In this blog post, we will explore some of the best Casio watches for men who prioritize fashion without compromising on reliability.

Casio Pro Trek PRG-600YB-3: If you're an outdoor enthusiast who doesn't want to compromise on style, the Casio Pro Trek PRG-600YB-3 is the perfect companion. This watch combines rugged durability with a bold, eye-catching design. It features a carbon fiber insert band, a digital compass, an altimeter, and a barometer. With its green accents and camouflage pattern, the PRG-600YB-3 exudes a sporty and adventurous vibe, making it an ideal choice for active men who want to make a fashion statement.
Casio G-Shock GMW-B5000D-1: The Casio G-Shock GMW-B5000D-1 blends the iconic G-Shock toughness with a sleek, stainless steel design. This timepiece features a modern square case, a full metal construction, and a digital display. It offers advanced features such as solar-powered movement, Bluetooth connectivity, and multi-band atomic timekeeping. With its edgy yet sophisticated look, the GMW-B5000D-1 is a versatile watch that adds a touch of urban style to any outfit.
Casio Edifice EQB900DB-2A: For men who appreciate a combination of elegance and functionality, the Casio Edifice EQB900DB-2A is an excellent choice. This Casio watch features a stainless steel case, a blue dial with rose gold accents, and a comfortable leather strap. It offers smartphone connectivity, allowing you to adjust the time and date effortlessly. With its chronograph function and water resistance, the Edifice EQB900DB-2A is a sophisticated accessory that complements both formal and casual attire.
Casio Oceanus OCW-T3000B-1AJF: For the man who appreciates luxury and sophistication, the Casio Oceanus OCW-T3000B-1AJF is a timepiece worth considering. This watch showcases impeccable craftsmanship and attention to detail. It boasts a titanium case, a black dial with silver accents, and a titanium bracelet. With its solar-powered movement, radio-controlled timekeeping, and water resistance, the Oceanus OCW-T3000B-1AJF delivers both style and functionality. It's a true reflection of refined taste and elegance.
Conclusion: Casio has successfully merged fashion and function in their line of watches for men. From the rugged and robust G-Shock series to the elegant and luxurious Oceanus collection, Casio offers timepieces that cater to the diverse preferences of fashion-forward men. These watches not only elevate your style but also provide reliable performance and durability. So, if you're a man seeking a timepiece that effortlessly combines fashion and functionality, look no further than Casio's impressive range of watches designed to make a statement on your wrist.
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Railroading: Express Train Adventures or Leaves on the Plot Line?
“In gaming, the act of forcing a player to "choose to" do something they don't really want to in order to advance the plot according to the wishes or designs of the GM.”
- UrbanDictionary.com (other, unrelated definitions are available, but you have been warned)
Railroading your players is bad, right? It takes away agency, free choice and immersion in a game of unlimited imagination.
The term “railroading” is so often used in complaint – a negative descriptor applied to a more controlled style of game-mastering, often associated with pre-written modules. In published adventures, this feeling of being driven along down a pre-laid train track is – to a certain extent – necessary to make the game work. If the players are allowed unchecked freedom, it is almost certain that, at some point, their choices will cause events to diverge from the pre-determined story later on.
Coming to a game where you’ll be running a published module or adventurers league or whatever, expecting to have sandbox levels of freedom is rather unrealistic. Expecting the GM to accommodate your every maverick whim in this situation is, in my opinion, a little bit selfish. There will be inexperienced players who bring these expectations to the table from time to time, but the joy of our social-based game is that it thrives on patience, understanding and learning. In pre-written adventure scenarios, one cannot really hold the GM responsible for “railroading” because the book is railroading them!
So what does constitute the evil sin of “railroading”? That rather depends where we draw the lines between maintaining a cohesive plot, “railroading” and just being a narrator of your own story. Somewhere on this scale we also encounter the fabled curse of “being a dick”. For now, let’s leave pre-written adventures behind and focus on homebrew campaigns.
Giving your players the ability to make choices that genuinely influence the world around their characters is a key component of what makes D&D so special. There’s nothing wrong with video game PRGs, but there is only a certain amount of things you can do: parameters that you can’t venture beyond, because the programming isn’t infinite. We all know the three pillars of adventure are one third Exploration, one third Role-playing, one third Combat and one extra quarter of Sheer Craziness. It’s in the moments of zany plans and “you can certainly try’s” that push the limits of game mechanics, where some of our most memorable stories originate.
Letting these events play out and dealing with the consequences is the mark of a good GM: allowing your players creative freedom with their characters. Automatically shooting down unlikely attempts, without even allowing someone to make a roll for it, is a big source of “railroading” complaints. Especially when a GM overrules the description a player gave for their character’s actions, in order to force a desired outcome – whether positive or negative. It robs the player of their satisfaction.
When a player wants their character to do something that is fundamentally impossible and a roll would be pointless, consider allowing a roll to be made anyway. The outcome, of course, is unsuccessful; but it creates an illusion of choice and possibility. Through your description, place emphasis on the characters’ determined attempts to the best of their ability, even in the face of “almost” certain failure. This can do wonders for the players’ perception of the game and we’ll look at this in more depth later.
For now, an example:
When I first started GM-ing at college, I ran a sandbox-y story set on an island separated into a north and south area by an impassable stone wall with an ancient, giant-made portcullis gate in the centre. The logic behind this was that I had two groups whose stories took place on opposite sides of the wall. They could communicate and pass small items to each other through the gate, but not get directly involved in events on the other side (since they played at separate times).
Eventually the south team decided to try what had been implied to be impossible and bypass the gate. Despite being enchanted and over a foot in diameter, they weren’t going to let them metal bars keep them out. Against the advice of almost every NPC, they requisitioned as many cutting implements as their money could buy and set to work sawing, filing and axe-swinging away at the portcullis.
Being largely inexperienced, I thought to myself “this is stupid, they know it’s not going to work”. I declined to even narrate the attempt, streamlining the action into a simple statement of “you can’t do it: it’s impossible”. To my surprise, the group were rather quite disappointed, and after the session I had time to ponder why. They knew full well that their attempt was futile, why make the gesture?
Perhaps the two player groups spoke to each other, I don’t honestly know, but sure enough during the next session, the group on the North side of the gate attempted to do the same. This time, I tried things a little differently.
Their monk’s player was, frankly, a complete nutcase and this showed through in his monk-turned-pirate character with an extreme stubborn streak. He made his way down to the wall with every saw blade the island could muster and began to cut at the 12-inch-thick metal bars. I decided to let him roll a general strength check, just for the hell of it. Of course, he rolls a natural 20. Now, this was supposed to be an impossible task…
Without giving an outcome, I asked him how long he would like to spend making the attempt to cut through. He replied “until I drop”. So I had him roll Constitution checks to represent each hour passing, until he had failed three and collapsed from exhaustion. By this point, the table was lost in gales of laughter and cheering him on in the obviously fruitless endeavour. The following morning, the monk awoke where he had passed out, aching all over, surrounded by a heap of blunt saws, to inspect the small, shallow scratch he had made.
Both outcomes were the same: the gate was impassable and no mundane means could truly penetrate it. But one group left the table feeling cheated, “railroaded”, and the other tells the tale of the scene to this day. While the rolls were being made, they held onto the comically absurd notion that somehow, against all the mounting odds, success was possible and the effort was worthwhile, if foolish. Above all they enjoyed being given the chance to try and lamenting/ridiculing the outcome, even if that chance was only an illusion.
In more long-term perspectives, “railroading” is used to describe the instances where no matter what the players do, eventually the story catches up with them just the same as if they had done nothing and the party’s efforts are rendered pointless. This can leave a very firm sense of disappointment and dissolution, where the players wonder why they bother to interact with your world at all, if ultimately, you have already pre-destined what is going to happen. There’s nothing wrong with wider events moving on around the characters if they do not have any direct influence, but be wary of nullifying their actions.
A storytelling technique I’ve learnt and try (as best I can) to incorporate into my GM prep is the “Yeah but, No but” pattern. Having alternate outcomes in mind enables you to give the players scope for influencing your story, while keeping them firmly on the rails of your longer plot.
Perhaps the PC’s cleverly thwart the villain’s evil scheme too early through some logic you overlooked… YEAH, they succeeded, BUT... the villain is able to escape, or the plan is delayed and not stopped altogether. Our heroes have their victory: they saved the day for now. But they go forward knowing that the danger is far from over.
Alternatively, they valiantly attempt to stop the villainous plot and fail… NO, they didn’t succeed, BUT… they discover some kind of clue or blessing that will help them be more prepared next time. Even in defeat, the players can take some measure of victory and look forward to the inevitable rematch.
Either way, the long-term story remains unchanged. The journey to it, however, just got a lot more interesting and gave opportunity for character development – whether that be through revelling in victory, or a hardening of resolve in defeat.
Almost reminds me of… a railroad.
You have your Main Line: the express route. Full steam ahead down the easiest track from A to B. Everything unfolds just as you planned; the characters behave like archetypal heroes with one goal in mind and the campaign unfolds like a slick action movie. Nothing wrong with that, it’s perfectly fun and rewarding. This is often how some of the more heavily time-depended modules are written.
When time is less of a pressure, you might take your players to a junction or the “points” as we call them here. An opportunity presents itself to switch to another narrative track, taking a different direction to the main plot and exploring something new. No matter how many places you visit on that journey, the route you took still links back up to the main line: the over-arching plot.
Maybe your players take it upon themselves to go in a direction you hadn’t anticipated and explore a branch line. You weren’t as prepared for this, so the track might be a little bit wandering and there might not be quite so many significant things down there, but it’s a nice way to explore the fictional world you have created none the less. Not every bit of the adventure needs to be full pace towards a climatic confrontation.
Some sessions might feel more like a shunting yard. You’ve laced the story with plot hooks that seem obvious to you, but it’s taking the players a while to figure out what it is you want them to do – if indeed you have any specific plans at all. They might deliberate backwards and forwards for a while, exploring smaller avenues of adventure in the hopes that something will fall into place and open up the main line that’s laid ready for them.
Dead ends are a thing. Literally. And I don’t mean making characters just die because you don’t like them.
“Railroading” your players into failure can make them feel like you are just mean-spirited or don’t want them to have freedom to try. Equally, don’t try too hard to save them from themselves. If they know the stakes and take risks that might prove fatal for their characters, LET THEM. It’s their story as much as yours and if they are willing to put their characters’ lives on the line for their own reasons, LET THEM. Should they put all their effort into hurtling down the tracks towards a set of buffers, try to minimize damage without some contrived deus ex machina that saves them all at the last minute. Unless it makes sense for that to happen and even then, don’t do this more than once. They can always roll a new character if one of them dies or if the whole party is killed… Then that’s an awesome story!
You and your friends created a world in which to play, characters who brought it to life and who, in the end, chose to risk everything for something bigger than themselves. That’s Epic. The lovingly-detailed world they never got to see doesn’t disappear: it’s still yours and always will be, waiting for the next generation of adventurers to unlock its secrets and plots.
I think it’s time we gave the “railroad” analogy a new lease of life and a better definition. A length of straight track isn’t a proper railroad – it doesn’t have branches or diversions, tunnels or junctions, sidings or stations.
As GM’s we are ALWAYS railroading the players. No matter where it is that their adventures take them, whatever choices they make. There should always be options for different routes that connect back to a familiar narrative – however that takes its shape.
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REFURB 17.3 N4120 4G 256G PRG
REFURB 17.3 N4120 4G 256G PRG
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Will A .prg Game Run On Power 64 For Macsteellasopa
CommodoreServer is a community of Commodore users and programmers who use and develop Internet software for Commodore computers. Store, access and publish D64 files. I'm looking for games for my power mac g5 that run on osx. Preferably if they're available from macintosh garden, even better. But I'm always willing to go ebay hunting as well.:) I'm open to other suggestions as well, but I'm MOSTLY looking for rpgs and first person shooters. Richard, While I have been unable to install AutoCAD R14 directly into a Windows 8.1 64-bit installation, I have been able to get it working. I simply copied the entire C: Program Files AutoCAD directory structure from an existing 32-bit XP installation to C: AutoCAD on the Windows 8.1 machine. If you have a disk with tons of games on it. LOAD. will then likely load the first game. Otherwise, LOAD '$',8 - lists the disk directory in memory on ready, LIST - will print the directory. You can simply cursor up to any filename and type LOAD before quote and,8,1 after quote. And then RUN of course to run it. Most games will load this way. Free C64 Games Download. LOAD'$',8 LIST This site is an archive of Commodore 64 games. It was the very first website worldwide to feature an authentic nostalgic design. You can either browse the game index or use the faster search function to find your game. You might also want to check out the legacy c64 site. It consumes less bandwidth.
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Power64 features several built-in programs. SMON and the NEW Magician are useful tools that come very handy when programming the C64. Block Out, Serpentine and Quadromania are fun games, that can be used for instant testing of the quality of the emulator.
Note that selecting one of there programs from the menu bar will load that program without respect to any application that might currently be executing.
7.1 SMON
SMON is one of the best (if not the best) machine language monitor for the Commodore 64. It features a wide range of functions to display and modify (including an assembler) the C64 memory. Furthermore it permits to trace trough programs in single step. There is even a small disk monitor included.
SMON requires 4 KByte of RAM for its program code and local variables. To provide greater flexibility Power64 supplies three versions of SMON, that differ only in terms of the memory range that they occupy in the C64 memory. SMON($C000) uses the memory from $C000 to $CFFF and must be started with SYS 49152. This part of the RAM is not used by BASIC, and is therefore the most popular (and recommended) place for tools like SMON. If you want to use SMON together with another tools that blocks this space you can use one of the two other versions of SMON, either SMON($9000) (SYS 36864) or SMON($8000) (SYS 32768). Note that these versions use some of the memory (4 KByte for SMON($9000) and 8 KByte for SMON($8000)) that would otherwise be available for BASIC. The pointer to the top of the available RAM ($37/$38) is automatically adjusted when these versions of SMON are loaded, to prevent that BASIC overwrites SMON with variables.
Copyright: SMON has been written by N.Mann and Dietrich Weineck in 1984/85 and has been released (in installments) to the public as a type-in listing in the German magazine '64'er'. The listings and a detailed description of SMON can be found in issues 11/84, 12/84, 1/85 (p.69), 2/85 (p.72), 4/85 (p.64) and 12/85 (p.100). It has been included in Power64 with the friendly permission of Magna Media.
The magazine '64'er' has been published monthly until January 1997 by
MagnaMedia Verlag (formerly Markt&Technik Verlag AG) Redaktion 64'er Hans-Pinsel-Str. 2 85540 Haar bei München Germany http://www.magnamedia.de/64er (Link dead)
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SMON supports the following commands:
A xxxx - Assemble
Assemble Code starting at xxxx. It is possible to use markers (a simple form of symbolic labels) in the form Mxx. A single X ends the assembly.
B xxxx yyyy - BASIC Data
Create BASIC Data lines for the memory contents from xxxx to yyyy. Note: Line-numbers start with 32000 (defined in ($C087/$C088). The maximal length of a created BASIC line is usually 80 character (the maximal length that can be edited with the C64 BASIC editor). If you want shorter lines (e.g. 72 characters, that are usually the limit for emails and news-postings) set $C9AE to the desired length -7 (e.g. 65 for 72 characters).
C xxxx yyyy zzzz aaaa bbbb - Convert Program
The memory block from xxxx to yyyy is moved to zzzz. All absolute addresses in the code between aaaa and bbbb that pointed into the moved range are adjusted.
D xxxx (yyyy) - Disassemble
Disassemble the program starting at xxxx (and ending at yyyy). Changes to the code are possible by overwriting the opcodes.
F aa bb cc ..., xxxx yyyy - Find Byte
Find all occurrences of the the Byte sequence aa bb cc ... in the memory range xxxx to yyyy. It is possible to specify some nybbles of the search pattern as don't-care by using the wild card '*'. Note: Unlike most other SMON-commands the Find commands are very picky about syntax. There must be no space between the command name and the arguments to be found (exception: the Find Byte command requires exactly one space), and a comma before the range.
FAaaaa, xxxx yyyy - Find absolute Address
Find all references to the absolute address aaaa within the memory range xxxx to yyyy. Note that there is no space between FA and aaaa.
FRaaaa, xxxx yyyy - Find Relative
Find branch statements that point to address aaaa within the memory range xxxx to yyyy. Note that there is no space between FR and aaaa.
FTxxxx yyyy - Find Table
Find all tables in the memory range form xxxx to yyyy. SMON defines a table as any information, that can not be disassembled.
FZaa, xxxx yyyy - Find Zero-Page
Find all references to the zero-page address aa within the memory range xxxx to yyyy. Note that there is no space between FZ and aa.
FIaa, xxxx yyyy - Find Immediate
Find all statements in the memory range from xxxx to yyyy, that use aa as immediate operand. Note that there is no space between FI and aa.
G (xxxx) - Go
Execute the machine program at xxxx or the current PC. If the code ends with RTS, SMON is terminated. To jump back to SMON after the code is executed, the program must end with BRK.
I xx - I/O Device
Select the I/O Device for Load and Save. Common Values for xx are 01 for Tape and 08 to 0B for Floppy.
K xxxx (yyyy) - Kontrolle
Display the memory contents from xxxx to yyyy as ASCII-characters. Changes are possible by overwriting the characters.
L 'filename' (xxxx) - Load
Load a file from the standard I/O device (see command I) at the standard address or xxxx.
M xxxx (yyyy) - Memory Dump
Display the memory contents from xxxx to yyyy as hex-values and ASCII-characters. Changes are possible by overwriting the hex-values.
O xxxx yyyy zz - Occupy
Fill the memory range xxxx to yyyy with the value zz.
P xx - Printer
Select the device number for the printer. Valid values for xx are 04 and 05. To send the output of a command to the printer, the mnemonic for that command must be written in upper case.
R - Register
Display the contents of the CPU registers. Changes are possible by overwriting the values.
S ('filename' xxxx yyyy) - Save
Save the memory contents from xxxx to yyyy to a file. If the file has been loaded using the command L then the parameters for save are optional.
TW (xxxx) - Trace Walk
Execute the code at xxxx (or current PC) in single step mode. After every executed command, the contents of the registers is displayed and the system is halted until a key is pressed. Subroutines can be executed in real time by pressing 'J'.
TB xxxx yy - Trace Break
A break-point is set at address xxxx. When the code is later executed with Trace Quick (see below) the execution will be switched to single step mode when the break-point is reached for the (yy+1)st time.
TQ (xxxx) - Trace Quick
Execute the code at xxxx (or current PC) in real time. When a break-point is encountered the execution is switched to single-step mode. (See TW - Trace Walk)
TS xxxx (yyyy) - Trace Stop
Executes the code at xxxx in real time. Execution stops, when the program reaches yyyy (Works only in RAM!).
V xxxx yyyy zzzz aaaa bbbb - Move Addresses
All absolute addresses in the code between aaaa and bbbb that pointed into the range xxxx to yyyy are adjusted to point into the range starting at zzzz.
W xxxx yyyy zzzz - Write
Copy the memory contents between xxxx and yyyy to zzzz. No address or other transformations are performed. Works correctly even if source and destination range overlap.
= xxxx yyyy - Check Equality
The memory ranges starting at xxxx and yyyy are compared for equality. The address of the first different Byte is displayed.
X - Exit SMON
# num - Convert Decimal
The decimal number num is converted to hexadecimal notation. If num is a 8 bit number, than the binary form is also displayed.
$ xxxx - Convert Hexadecimal
The hexadecimal number xxxx is converted to decimal notation. If xxxx is a 8 bit number, than the binary form is also displayed.
% xxxxxxxx - Convert Binary
The (8 Bit!) binary number xxxxxxxx is converted to decimal and hexadecimal notation.
? xxxx + yyyy - Hexadecimal Addition or Subtraction
Two 16 Bit hexadecimal numbers are added or subtracted.
Z - Start Disk Monitor (Equivalent Command: H)
SMON features a built in disk monitor for floppy disk #8. To avoid confusion in terms of command names, the disk monitor must be explicitly started and terminated. While SMON is in disk monitor mode, only the following commands are available. Note: It is not possible to examine a device other than a floppy disk (i.e. e.g. not a folder of a Mac hard disk or a tape) mounted on drive #8.
R (tt ss) - Read Sector
Read track tt sector ss into memory. If tt and ss are missing the next logical (not physical!) sector is read.
W (tt ss) - Write Sector
Write track tt sector ss to disk. If tt and ss are missing the parameters from the last Read Sector command are used.
M - Memory Dump
Display the disk sector in memory on the screen. The Shift-keys can be used to interrupt/continue the display of data.
@ - Floppy Error Status
Displays the current Floppy Error Message. If no error occurred, than no message is printed, i.e. the message 00, OK,00,00 is suppressed.
X - Exit the Disk-Monitor / Return to SMON proper.
7.2 NEW Magician
The NEW Magician is a little program that will resurrect a BASIC program that has been killed by a Reset (or by accidentally executing the NEW command). Usage is very simple: Load the NEW Magical into RAM immediately after the Reset and start it with SYS 828. Technical Note: When removing a BASIC program from RAM the C64 only sets a few pointers and overwrites the first 3 Bytes of the program. The rest is left untouched. Therefore it is quite easy to undo the removal if it is done at once. Unfortunately every variable that is defined at this point will overwrite the program code and destroy it, usually in a nonrecoverable fashion. Thus it is essential the the NEW Magician is used immediately after the program was lost.
Copyright: The origin of the NEW Magician is unknown to me. It is at least 20 years old and I no longer remember whether I wrote it myself (likely), typed it in from some magazine or got it from a friend. There were so many tools for that purpose around....
7.3 Joystick Demo
Joystick Demo is a little tool, that shows the state of the two C64 joystick.It can be used to verify the the USB-joysticks are indeed queried by Power64, and their states made available to the emulated C64.
Some games will only work with a joystick in port 1, others require a joystick in port 2 and still others will work with a joystick in any port. If the joystick activity is visible in Joystick Demo, but your favorite game does not recognize your movements, try switching the joystick ports (Cmd-J). Since some games will fail if there is activity at the joystick port they do not use, it is generally not recommended to set up both joysticks to be both active and use the same inputs. For more information on joystick configuration see chapter 5.5 Joysticks.
Copyright: Joystick Demo was written in 2006 by Roland Lieger. It is Public-Domain Software that may be distributed freely without charge.
7.4 Block Out
Block Out is a fun game based on the arcade classic Break Out. The main goal of Block Out is to break down six rows blocks by hitting the blocks with a ball. The field is bounded on the sides and on the top by walls that will reflect the ball back. The bottom of the screen has no wall and it is the players task to move his small paddle to the right place at the right time to keep the ball in play. Points are scored for each broken block (1-3 points per block, depending on the color) and for completely clearing the level. The paddle is controlled with joystick #2.
Copyright: Block Out was written in 1985 by Roland Lieger. It is now Public-Domain Software that may be distributed freely without charge. Block Out was also published as a type-in listing in the German magazine '64'er' issue 11/85 (p.84).
7.5 Serpentine
Serpentine is an action game, where snakes slither through a maze, trying to eat one another, and not be eaten. At the beginning of the game our hero, the blue snake is a rather small, while the foe is large and red. Thus he can not attack the enemy head on, but the tail of a snake is defenseless. Slithering up from behind our hero can take a good bite at the other snakes, reducing their length with each mouthful. Once a foe is smaller than our hero, he will turn green with fear, for now a head on encounter with or hero will be deadly for the enemy. Success is such a bold confrontation will boost our heroes morale and cause extra growth. A foe can also be killed by biting away the entire tail, but such cowardly attack from behind does not boost morale.
From time to time a mouse will get lost in the maze. Snakes like mice very much (although the friendship may be somewhat single sided and short lived) and will grow when they eat one.
Will A .prg Game Run On Power 64 For Macsteellasopa Ps4
When a snake has grown to full size, and it is still well fed, than it is time to think of the next generation and lay an egg. Eggs will hatch at the end of each level, resulting in an extra foe or a bonus live respectively. Egg make excellent food for both mice and snakes, but there is of course no cannibalism.
Points are scored for each segment chewed off an enemy, each foe killed (extra for head on confrontations) as well as for each mouse or egg eaten. The serpent can be guided using either joystick #1 or #2.
Note the nice music that plays in the background.
The central idea of 'Serpentine' originates from the Brøderbund game of the same name. The original game did not feature any music, nor did it have the nice level editor.
Copyright: Serpentine was written in 1985 by Roland Lieger. It is now Public-Domain Software that may be distributed freely without charge.
7.6 Quadromania
Quadromania is a brain-twister. It consists of a rectangular field of black and white stones, and a small rectangular stamp that can be used to invert the color of the stones (white stones will become black and black stones will become white). Originally all stones are white. Then the computer will randomly stamp to cause complete chaos. Your job is to undo the changes and restore the pristine white field, using as few moves as possible.
The game is controlled by the menu on the right side of the screen. An item is selected by moving the cursor over it and pressing fire. To play you will first select 'Autom. Erstellen' (automatically create). When enough inversions have take place, press fire again to stop the process and double click on 'Start' to begin the game. The pointer will automatically change to a stamp when it is moved onto the play field. The stamp/pointer can be controlled with either joystick #1 or #2.
Note that you can also adjust the size of the play field and the stamp size. Furthermore it is possible have more than two colors. The stamp will then go through the color in a cyclic fashion (e.g white-red-blue-white-red-blue-...). For those that have only a black and white monitor there is also the option to play with numbers ('Ziffern') rather than colors ('Farben'). Quadromania will also display the time you needed to play, the number of moves that would have made the best solution, the number of moves that are still required from the current position and the number of moves made so far. There is also the option to get a hint for a good move ('Zugvorschlag') or to take back a move ('Zuruecknehmen'). Note that taking back a move is also considered to be a move. (No cheating here!)
This is also a interesting puzzle to think about without the use of a computer. There is a rather simple algorithm that will solve any puzzle with the minimal number of moves. Try to find it!
The central idea for Quadromania comes from Christian Zwicker and was first published in 'Happy Computer' issue 7/87 p.65.
Copyright: Quadromania was written in 1987 by Roland Lieger. It is now Public-Domain Software that may be distributed freely without charge. Quadromania was also published as a type-in listing in the German magazine 'Happy Computer' issue 2/88 (p.15 and p.113). 'Happy Computer' is unfortunately no longer in print.
7.7 Adding Custom Programs
While the above programs are great tools and fun games, every C64 freak has his own set of essential software, that is nice to have at hand at all times. It is therefore possible to extend the program menu of Power64 with additional software. Please note that this feature is designed for 'essential' tools only . It is not suitable for managing a large collection of games.
To extend the collection of tools in the Power64 program menu requires just a few steps:

1) Create a folder called 'Power64 Software' inside the Power64 folder
2) Place the desired tools in *.PRG/*.CBM or *.P00 format in the newly created 'Power64 Software' folder. If the tools are currently stored on a disk or tape image the easiest way to transfer them to *.PRG or *.P00 format is to mount the source disk on drive #8 and mount the 'Power64 Software' folder as drive #9. Now just copy the files using drag & drop. Note that you can only add single-file tools to the program menu. If the program needs to load additional data (e.g. game levels) from a seperate file after starting, you must load it from a disk or tape drive. Please also note that you can not use (ZIP/GZ/LHA) compressed files. You must use plain *.PRG or *.P00 files.
3) Using your favourite text editor (e.g. SimpleText, BBEdit, Alpha) create a plain text file (not a *.RTF, *.DOC or other wordprocessor file) called 'Index.txt' inside the 'Power64 Software' folder.

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Each line in this file should contain four entries seperated by commas, describing the tools:
.) The first entry states the name of the C64-tool to be used in the program menu.
.) The second entry contains the MacOS-Filename of the *.PRG/*.P00 file
Will A .prg Game Run On Power 64 For Macsteellasopa Free
.) The third entry gives the command necessary to start the program (e.g. RUN or SYS 12345) (max. 10 characters)
.) The fourth entry configures the joysticks for a game. Permitted values are: '?' - Do not change joystick configuration '-' - Turn both joystick ports off '1' - Enable joystick port 1 '2' - Enable joystick port 2 '1+2' - Enable both joystick ports '1/2' - Make sure that at least one joystick port is enabled.
4) The next time you start Power64, the program menu will be expanded.
If one of the entries is to contain a comma character, you must enclose that entry with double quotes. Otherwise quotes are optional, but recommended. It is possible to create submenus within the program menu. To do so give use a menu entry in the form of 'submenu:menuitem'. Even Subsubmenus are possible in the form 'submenu:subsubmenu:menuitem'. Deeper nesting levels are prohibited! If the menuitem consists of a single minus-sign (-), a seperator line is inserted in the (sub-) menu. Lines beginning with a '#' are comments and are ignored just like empty lines. If there is no 'Index.txt' file in the 'Power64 Software' folder, Power64 will simply add all files found in that folder to the progam menu (in alphabetical order). 4) At the next start of Power64 the program menu will be extended.
Example of a 'Index.txt' file:
Will A .prg Game Run On Power 64 For Macsteellasopa 4
Copyright: Please remember that it is not permitted to distribute Power64 with pirated software. If you are giving away copies of Power64, please do so without your customized 'Power64 Software' folder. Even if the recipient has a valid license to that software (e.g. because you wrote it yourself, or it is public domain) this is required to keep a clear seperation of C64 software that is officially part of Power64 (and therefore supported) and (unsupported) personal additions.
Will A .prg Game Run On Power 64 For Macsteellasopa Windows 7
Source: http://www.infinite-loop.at/Power64/Documentation/Power64-ReadMe/07-BuiltIn_Programs.html Power64 Homepage: http://www.infinite-loop.at and http://www.salto.at -EMail: support<at>salto<dot>at © Roland Lieger, Goethegasse 39, A-2340 Mödling, Austria - Europe Last Changed: Feb. 29, 2008
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The method of concealing internal links from Google, is not a strategy that I have actually ever endorsed or recommended.
However it's a tactic that several Search engine optimizations have an interest in.
The expression Post/Redirect/Get Pattern "PRG Pattern" is never ever mentioned. The PRG pattern, often referred to as "The New No follow," is a means to conceal interior web links from Google by utilizing a button HTML aspect.
https://webi7digital-media.blogspot.com/2021/01/pattern-for-hiding-hyperlinks-from.html
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Google Confirms a Way to Hide Internal Links
Google Confirms a Way to Hide Internal Links
Google’s John Mueller answered a question about links in the button element, confirming that Google can’t see them. Some SEOs have been hiding internal links in the button element in order to block PageRank from “unimportant” pages. Mueller’s answer seems to confirm that the tactic works. Google’s John Mueller discussing links in the button HTML element. PRG Pattern for Hiding Links from…

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(be nosy) 7,9,31,40
Have tattoos?
In fact, I do. I have a circuit pattern on my right arm which is mostly concealed by my suit. But since I always pull up my sleeves, a tiny bit gets visibly. I got it in 2026.
Got any piercings?
Besides regular earrings everyone here seems to get as a child, I have a double helix piercing on my right ear. But that was it, nothing special. I am not very fond of piercings in other regions.
What your last text message says
//FILE ENCRYPTED// INI M ON GO PRG GD S FR. ND T MT PCS//
Who wish I could be
What an interesting question. Perhaps someone who shapes the future, someone people can look up to. Someone who inspires. But who says that I am not already this person? As the CEO of one of the most valuable companies, my grip on the world is already strong and tight, but perhaps there is always more to achieve…
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Al Jazeera World - PRG-E-AJW-Senegal-Islands_41371752 by Al Jazeera English According to the United Nations Development Programme (UNDP) 200 million people will be displaced by 2050 due to shoreline erosion, coastal flooding and agricultural disruption. Doune Baba Dieye was once a vibrant fishing community on the Langue de Barbarie, a narrow, 30km peninsula that has protected the Senegalese port city of Saint-Louis from the Atlantic Ocean for centuries. But changing weather patterns and heavy rainfall in 2003 led to flooding inland and a rise in sea levels that have now submerged part of the south of the peninsula. Today, the southern part of the Langue de Barbarie is an island and the village of Doune Baba Dieye under more than a metre of water. But the impact of climate change would not have been so great had local authorities not tried to fix the problem. By 2003, as rain hit record levels, the Senegal River threatened to overflow its banks and to flood the commercially important Saint-Louis. As floodwaters upstream slowly wound their way down the river into the Atlantic, the authorities hastily dug a four-metre-wide trench through the Langue de Barbarie. They hoped the trench would disperse the floodwaters more quickly. We worked all day long. We fished at night and farmed during the day … We're now homeless and unemployed. Ahmeth Segne Diagne, Doune Baba Dieye village chief The trench quickly widened to 800 metres, splitting the peninsula in two. What was once a four-metre-wide trench has today grown to a four-kilometre-wide channel that's made access to the mainland more difficult for fishermen and some 120,000 Langue de Barbarie residents. The artificial channel has also brought about an ecological disaster beyond Senegal's coast, as salt water from the Atlantic has flooded into coastal wetlands, killing mangroves, driving away birds and affecting flora and fauna. Letting saline Atlantic water infiltrate the Senegal River has had an impact on farmers who had long relied on the waterway to irrigate and grow their crops. Now salt levels are too high and agricultural tracts near the mouth of the Senegal River have gone fallow. Before the waters devoured Doune Baba Dieye, village chief Ahmeth Segne Diagne had lived in balance with the earth and sea. Today, he and other former Doune Baba Dieye residents are climate refugees living primarily in temporary camps on the Senegalese mainland. "We worked all day long," he says. "We fished at night and farmed during the day … We're now homeless and unemployed." According to a 2013 World Bank report, the sea off Langue de Barbarie was already suffering from overfishing before the breach was made in the sandbar in 2003. But the village of Gandiol has now seen its coastline progressively submerged. Marieme Diabla had always made a living selling dry fish in the village - but now says that fishermen don't come much to Gandiol: "We spent our childhood between the river and the sea. There was no real distance between them. We worked in fishing and agriculture for many years when the farms were planted with vegetables," she says. "Now it's all gone because of the channel project. Even fishing which was once easy, is now difficult. Fishermen used to fish here. Now they use boats with engines to fish elsewhere." The Langue de Barbarie has become a case study on how attempts to wield and manage the forces of nature can go disastrously wrong. In an effort to redress the disaster, Senegal has launched a series of engineering studies and hired a French construction company to build an embankment that will shield coastal homes from the ocean. After a recent visit, French President Emmanuel Macron pledged $18.6m to help protect the historic city of Saint-Louis from coastal erosion, adding to existing funds from the World Bank. More from Al Jazeera World on: YouTube - https://ift.tt/2bwus2u Facebook - https://ift.tt/2bFCW4Z Twitter - https://twitter.com/AlJazeera_World Visit our website - https://ift.tt/2bwuzLt Subscribe to AJE on YouTube - https://ift.tt/2bFDsA1 - Subscribe to our channel: https://ift.tt/291RaQr - Follow us on Twitter: https://twitter.com/AJEnglish - Find us on Facebook: https://ift.tt/1iHo6G4 - Check our website: https://ift.tt/2lOp4tL
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PRG Pattern Link Masking Extension for #Magento2. Issues Caused by Layered Navigation Solution for Filter Navigation Issues What is the Post-Redirect-Get Pattern? How Does the Extension Work? The #Magento 2 PRG Extension Features Overview https://t.co/0vsBinzOX3 #ecommerce https://t.co/KBD0nHXS9M
PRG Pattern Link Masking Extension for #Magento2. Issues Caused by Layered Navigation Solution for Filter Navigation Issues What is the Post-Redirect-Get Pattern? How Does the Extension Work? The #Magento 2 PRG Extension Features Overviewhttps://t.co/0vsBinzOX3#ecommerce pic.twitter.com/KBD0nHXS9M
— FireBear Studio (@fbeardev) July 7, 2020
from Twitter https://twitter.com/fbeardev
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