Starting at noon (est) friday the aliens vs. Predator 2 multiplayer demo is available for download. In the u.s., check out,,. In france, log on to. In japan, hop on over to. In korea, log on to. And if you're in germany check out. The demo will also be making a guest appearance on the cover-mount cd-rom of the first annual holiday issue from pc gamer, which hits newsstands november 20th. The 65 mb demo will let you play the alien drone, the predator, harrison, or dunya. Weapons for the marine will be the knife, pistol, shotgun, pulse rifle, and smartgun. The weapons and tools for the predator will be wristblades, spear, plasmacaster, netgun, charger, medicomp, and mask. Players will fight on the “a lesser fate” map and can duel in either deathmatch or team deathmatch modes with up to 16 players on internet or lan connection. User comments 55 comment(s) ehn (1:35am est sat oct 20 2001) played team deathmatch a few times, seemed a little unbalanced with the aliens being able to “pounce” so far (on a lesser fate, they can leap across the map). Hard to track them too, don't know if it was lag or part of the game.: single-player mode might be cool, though. – by ^py^ aliens vs. Predator 2 (8:50pm est sat oct 20 2001) wooo!! – by amanda ooooooooooi (9:06pm est sat oct 20 2001) i like peaches – by a little dead can bug(no pun intended) (10:21am est mon oct 22 2001) if you get booted to the desktop, there will be patch out soon. The predator can track other species with ease. – by de@d st0p sweet (10:34pm est mon oct 22 2001) i must check this game out. If i can ever stop playing red faction – by madklown ear lobe molest (5:52pm est thu oct 25 2001) slithering cyborgs soothe my soul. Aliens vs predator free download - Aliens vs. Predator 2 single-player demo, Aliens vs Predator 2 Single-Player Map update, Aliens vs. Predator 2 ToolKit, and many. Download Aliens vs. Fight against aliens in a galactic world. All Games > Action Games > Aliens vs. Survive, hunt and prey in the deadly jungles and swamps in distinctly new and thrilling first person gameplay. Bringing the legendary war between two of science-fiction's most popular characters to FPS fans, AvP delivers three. Download latest version of Aliens vs. – by sluff bla bla bla (7:18pm est mon aug 23 2004) i cat seem to get it and is avp being free a scam or what – by balmung:-( (11:21am est sun dec 12 2004) why the games aren't for free? Developed by Monolith, the sequel takes the core gameplay concepts of the first game and creates a detailed interwoven story between all three species, rather than three separate unrelated stories for each race like in the first game. The Alien campaign lets you strike terror in your prey as you crawl on walls and pounce at your enemies. The Predator has all the weapons and abilities you can imagine, like the cloaking ability and the Plasmacaster. The Marine campaign, while the most familiar from a gameplay stand point, provides plenty of tension and scares as you play a lone Marine facing hundreds of Xenomorphs coming from every direction.
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Introduction So you’ve read the Z80 documentation, you know how the instructions affect the registers and now you want to put this knowledge to use. Judging by the number of emails I have received asking how to read the keyboard, calculate screen addresses or emit white noise from the beeper it has become clear that there really isn’t much in the way of resources for the new Spectrum programmer. This document, I hope, will grow to fill this void in due course. In its present state it is clearly years from completion, but in publishing the few basic chapters that exist to date I hope it will be of help to other programmers. The ZX Spectrum was launched in April 1982, and by today’s standards is a primitive machine. In the United Kingdom and a few other countries it was the most popular games machine of the 1980s, and through the joys of emulation many people are enjoying a nostalgic trip back in time with the games of their childhoods. Others are only now discovering the machine for the first time, and some are even taking up the challenge of writing games for this simple little computer. After all, if you can write a decent machine code game for a 1980s computer there probably isn’t much you couldn’t write. Purists will hate this document, but writing a game isn’t about writing “perfect” Z80 code – as if there were such a thing. A Spectrum game is a substantial undertaking, and you won’t get around to finishing it if you are too obsessed with writing the very best scoring or keyboard reading algorithms. Once you’ve written a routine that works and doesn’t cause problems elsewhere, move on to the next routine. It doesn’t matter if it’s a little messy or inefficient, because the important part is to get the gameplay right. Nobody in his right mind is going to disassemble your code and pick faults with it. The chapters in this document have been ordered in a way designed to enable the reader to start writing a simple game as soon as possible. Nothing beats the thrill of writing your first full machine-code game, and I have set out this manual in such a way as to cover the very basic minimum requirements for this in the first few chapters. From there we move on to cover more advanced methods which should enable the reader to improve the quality of games he is capable of writing. Throughout this document a number of assumptions have been made. For a start, it is assumed that the reader is familiar with most Z80 opcodes and what they do. If not there are plenty of guides around which will explain these far better than I could ever do. Learning machine code instructions isn’t difficult, but knowing how to put them together in meaningful ways can be. Familiarity with the load ( ld), compare ( cp), and conditional jump ( jp z / jp c / jp nc) instructions is a good place to start. The rest will fall into place once these are learned. Tools These days we have the benefit of more sophisticated hardware, and there is no need to develop software on the machine for which it is intended. There are plenty of adequate cross-assemblers around which will allow Spectrum software to be developed on a PC and the binary file produced can then be imported into an emulator – SPIN is a popular emulator which has support for this feature. For graphics there’s a tool called SevenUp which I use, and can thoroughly recommend. This can convert bitmaps into Spectrum images, and allows the programmer to specify the order in which sprites or other graphics are sorted. Output can be in the form of a binary image, or source code. Another popular program is TommyGun. Music wise I’d recommend the SoundTracker utility which can be downloaded from the World of Spectrum archives. There’s a separate compiler program you’ll also need. Bear in mind that these are Spectrum programs, not PC tools and need to be run on an emulator. As editors and cross-compilers go I am not in a position to recommend the best available, because I use an archaic editor and Z80 Macro cross-assembler written in 1985, running in DOS windows. Neither are tools I would recommend to others. If you require advice on which tools might be suitable for you, I suggest you try the. This friendly community has a wide range of experience and is always willing to help. Personal Quirks Over the many years that I have been writing Spectrum software a number of habits have formed which may seem odd. The way I order my coordinates, for example, does not follow the conventions of mathematics. My machine code programs follow the Sinclair BASIC convention of PRINT AT x,y; where x refers to the number of character cells or pixels from the top of the screen and y is the number of characters or pixels from the left edge. If this seems confusing at first I apologise, but it always seemed a more logical way of ordering things and it just stuck with me. Some of my methodology may seem unusual in places, so where you can devise a better way of doing something by all means go with that instead. One other thing: commenting your code as you go along is important, if not essential. It can be hellishly difficult trying to find a bug in an uncommented routine you wrote only a few weeks ago. It may seem tedious to have to document every subroutine you write, but it will save development time in the long run. In addition, should you wish to re-use a routine in another game at some point in the future, it will be very easy to rip out the required section and adapt it for your next project. Other than that, just have fun. If you have any suggestions to make or errors to report, please get in touch. Jonathan Cauldwell, January 2007. Hello World The first BASIC program that most novice programmers write is usually along these lines: 10 PRINT 'Hello World' 20 GOTO 10 Alright, so the text may differ. Your first effort may have said “Dave is ace” or “Rob woz ere”, but let’s face it, displaying text and graphics on screen is probably the most important aspect of writing any computer game and – with the exception of pinball or fruit machines – it is practically impossible to conceive a game without a display. With this in mind let us begin this tutorial with some important display routines in the Spectrum ROM. So how would we go about converting the above BASIC program to machine code? Well, we can PRINT by using the RST 16 instruction – effectively the same as PRINT CHR$ a – but that merely prints the character held in the accumulator to the current channel. To print a string on screen, we need to call two routines – one to open the upper screen for printing (channel 2), then the second to print the string. The routine at ROM address 5633 will open the channel number we pass in the accumulator, and 8252 will print a string beginning at de with length bc to this channel. Once channel 2 is opened, all printing is sent to the upper screen until we call 5633 with another value to send output elsewhere. Other interesting channels are 1 for the lower screen (like PRINT #1 in BASIC, and we can use this to display on the bottom two lines) and 3 for the ZX Printer. Ld a,2; upper screen call 5633; open channel loop ld de,string; address of string ld bc,eostr-string; length of string to print call 8252; print our string jp loop; repeat until screen is full string defb '(your name) is cool' eostr equ $ Running this listing fills the screen with the text until the scroll? Prompt is displayed at the bottom. You will note however, that instead of each line of text appearing on a line of its own as in the BASIC listing, the beginning of each string follows directly on from the end of the previous one which is not exactly what we wanted. To achieve this we need to throw a line ourselves using an ASCII control code. One way of doing this would be to load the accumulator with the code for a new line (13), then use RST 16 to print this code. Another more efficient way is to add this ASCII code to the end of our string thus: string defb '(your name) is cool' defb 13 eostr equ $ There are a number of ASCII control codes like this which alter the current printing position, colours etc. And experimentation will help you to decide which ones you yourself will find most useful. Here are the main ones I use: 13 NEWLINE sets print position to the beginning of the next line. 16,c INK Sets ink colour to the value of the following byte. 17,c PAPER Sets ink colour to the value of the following byte. 22,x,y AT Sets print x and y coordinates to the values specified in the following two bytes. Code 22 is particularly handy for setting the coordinates at which a string or graphic character is to be displayed. This example will display an exclamation mark in the bottom right of the screen: ld a,2; upper screen call 5633; open channel ld de,string; address of string ld bc,eostr-string; length of string to print call 8252; print our string ret string defb 22,21,31,'!' Eostr equ $ This program goes one step further and animates an asterisk from the bottom to the top of the screen: ld a,2; 2 = upper screen. Call 5633; open channel. Ld a,21; row 21 = bottom of screen. Ld (xcoord),a; set initial x coordinate. Loop call setxy; set up our x/y coords. Ld a,'*'; want an asterisk here. Rst 16; display it. Call delay; want a delay. Call setxy; set up our x/y coords. Ld a,32; ASCII code for space. Rst 16; delete old asterisk. Call setxy; set up our x/y coords. Ld hl,xcoord; vertical position. Dec (hl); move it up one line. Ld a,(xcoord); where is it now? Cp 255; past top of screen yet? Jr nz,loop; no, carry on. Ret delay ld b,10; length of delay. Delay0 halt; wait for an interrupt. Djnz delay0; loop. Setxy ld a,22; ASCII control code for AT. Rst 16; print it. Ld a,(xcoord); vertical position. Rst 16; print it. Ld a,(ycoord); y coordinate. Rst 16; print it. Ret xcoord defb 0 ycoord defb 15 Printing Simple Graphics Moving asterisks around the screen is all very fine but for even the simplest game we really need to display graphics. Advanced graphics are discussed in later chapters, for now we will only be using simple Space Invader type graphics, and as any BASIC programmer will tell you, the Spectrum has a very simple mechanism for this – the User Defined Graphic, usually abbreviated to UDG. The Spectrum’s ASCII table contains 21 (19 in 128k mode) user-defined graphics characters, beginning at code 144 and going on up to 164 (162 in 128k mode). In BASIC UDGs are defined by poking data into the UDG area at the top of RAM, but in machine code it makes more sense to change the system variable which points to the memory location at which the UDGs are stored, which is done by changing the two-byte value at address 23675. We can now modify our moving asterisk program to display a graphic instead with a few changes which are underlined. Ld hl,udgs; UDGs. Ld (23675),hl; set up UDG system variable. Ld a,2; 2 = upper screen. Call 5633; open channel. Ld a,21; row 21 = bottom of screen. Ld (xcoord),a; set initial x coordinate. Loop call setxy; set up our x/y coords. Ld a,144; show UDG instead of asterisk. Rst 16; display it. Call delay; want a delay. Call setxy; set up our x/y coords. Ld a,32; ASCII code for space. Rst 16; delete old asterisk. Call setxy; set up our x/y coords. Ld hl,xcoord; vertical position. Dec (hl); move it up one line. Ld a,(xcoord); where is it now? Cp 255; past top of screen yet? Jr nz,loop; no, carry on. Ret delay ld b,10; length of delay. Delay0 halt; wait for an interrupt. Djnz delay0; loop. Setxy ld a,22; ASCII control code for AT. Rst 16; print it. Ld a,(xcoord); vertical position. Rst 16; print it. Ld a,(ycoord); y coordinate. Rst 16; print it. Ret xcoord defb 0 ycoord defb 15 udgs defb 60,126,219,153 defb 255,255,219,219 As Rolf Harris used to say: “Can you tell what it is yet?” Of course, there’s no reason why you couldn’t use more than the 21 UDGs if you wished. Simply set up a number of banks of them in memory and point to each one as you need it. Alternatively, you could redefine the character set instead. This gives a larger range of ASCII characters from 32 (SPACE) to 127 (the copyright symbol). You could even mix text and graphics, redefining the letters and numbers of your font to the style of your choice, then using up the symbols and lowercase letters for aliens, zombies or whatever your game requires. To point to another set we subtract 256 from the address at which the font is placed and place this in the two byte system variable at address 23606. The default Sinclair font for example is located at ROM address 15616, so the system variable at address 23606 points to 15360 when the Spectrum is first switched on. This code copies the Sinclair ROM font to RAM making it “bolder” as it goes, then sets the system variable to point to it: ld hl,15616; ROM font. Ld de,60000; address of our font. Ld bc,768; 96 chars * 8 rows to alter. Font1 ld a,(hl); get bitmap. Rlca; rotate it left. Or (hl); combine 2 images. Ld (de),a; write to new font. Inc hl; next byte of old. Inc de; next byte of new. Dec bc; decrement counter. Ld a,b; high byte. Or c; combine with low byte. Jr nz,font1; repeat until bc=zero. Ld hl,60000-256; font minus 32*8. Ld (23606),hl; point to new font. Ret Displaying Numbers For most games it is better to define the player’s score as a string of ASCII digits, although that does mean more work in the scoring routines and makes high score tables a real pain in the backside for an inexperienced assembly language programmer. We will cover this in a later chapter, but for now we’ll use some handy ROM routines to print numbers for us. There are two ways of printing a number on the screen, the first of which is to make use of the same routine that the ROM uses to print Sinclair BASIC line numbers. For this we simply load the bc register pair with the number we wish to print, then call 6683: ld bc,(score) call 6683 However, since BASIC line numbers can go only as high as 9999, this has the disadvantage of only being capable of displaying a four digit number. Once the player’s score reaches 10000 other ASCII characters are displayed in place of numbers. Fortunately, there is another method which goes much higher. Instead of calling the line number display routine we can call the routine to place the contents of the bc registers on the calculator stack, then another routine which displays the number at the top of this stack. Don’t worry about what the calculator stack is and what its function is because it’s of little use to an arcade games programmer, but where we can make use of it we will. Just remember that the following three lines will display a number from 0 to 65535 inclusive: ld bc,(score) call 11563; stack number in bc. Call 11747; display top of calc. Changing Colours To set the permanent ink, paper, brightness and flash levels we can write directly to the system variable at 23693, then clear the screen with a call to the ROM:; We want a yellow screen. Ld a,49; blue ink (1) on yellow paper (6*8). Ld (23693),a; set our screen colours. Call 3503; clear the screen. The quickest and simplest way to set the border colour is to write to port 254. The 3 least significant bits of the byte we send determine the colour, so to set the border to red: ld a,2; 2 is the code for red. Out (254),a; write to port 254. Port 254 also drives the speaker and Mic socket in bits 3 and 4. However, the border effect will only last until your next call to the beeper sound routine in the ROM (more on that later), so a more permanent solution is required. To do this, we simply need to load the accumulator with the colour required and call the ROM routine at 8859. 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It's really a belittling to AIR. Very worst app, no proper functioning and sound quality also very poor and not providing all channels. Only for Hindi language people got benefit from it. Other languages people have to listen what they provided. It doesn't bother about non Hindi listeners, It's like India means Hindi only, other than that are parasites, they are not Indians. Their language not Indian language. Partiality showing on non Hindi listeners. I hate this type of mono language forced on people. For your search query All India Radio Signature Tune MP3 we have found 1000000 songs matching your query but showing only top 10 results only (Due to API limit restrictions we cannot show you more than 10 results). Now we recommend you to Download first result All India Radio Signature Tune MP3 which is. Listen to free music from All India Radio, and explore more information about All India Radio. All India Radio (AIR), officially known since 1956 as. Our Indian Constitution gave freedom to speak and listen our mother tongue but it kills that right. I strongly recommend that do not download this app, it's time waste and data also. The long felt need of classical music lovers is at last fulfilled. Must be given lot of publicity. No complaints at all. As a musician I would like to give a few suggestions. Background play should be there. An occasional buffering may be rectified. Scrolling of artists' names will greatly improve the appreciation of this app. Schedule of the day's programmes will be very useful. Please incorporate innovative programmes gradually like documentaries on the birth and death anniversaries of Legends. Background play feature was needed in the app. Thank you admin for providing the same. Search for “All India Radio Live” on Google Play Store. Download for free. This app is optimized for Mobile Devices running on Android 2.3.3 and above. Description: AIR's official app “All India Radio Live” offers a bouquet of infotainment & Public Service rendered in Hindi, Urdu and some major regional Indian languages to. One more feature we wish this app had is there should be channels list of all the states frequency-wise. I hail from dharamshala but have to live in delhi for months in a row on account of my occupation. Getting to listen to AIR FM Dharamshala is all i want from this app. Kindly add one more feature:- let the listener set the frequency manually. And yeah, record while on the play would also be welcomed with heart. Take 10% off orders of $35 or 15% off $75 or more! Simply enter the code GOODBYE17 in the Promo Code field on the shopping cart page and click Apply to receive your discount. Details: • • One-time use per customer. • • Does not apply to the purchase of Gift Certificates. • • Orders using this coupon are not eligible for Affiliate credit. • • Customer must enter coupon code during Checkout to receive discount. • • Cannot be applied to previous or pending purchases. Download and Print All I Ask Of You sheet music for voice, piano or guitar by Andrew Lloyd Webber. Chords, lead sheets and lyrics may be included. High Quality. ALL I ASK OF YOU from'Phantom of the opera' Composed by Andrew LIoyd Webber Arr. Fedor Vrtacnik 1 Flute 2 Flute 1 Oboe 1 Clarinet in Bb 2 Clarinet in Bb. • • Taxes and shipping are not included when determining the $35 minimum order size. • • Offer ends at 11:59pm PST on December 31, 2017. • • Sheet Music Plus reserves the right to cancel or change this offer at any time. Choral (SATB) From The Phantom of the Opera. Composed by Andrew Lloyd Webber. Arranged by Mark A. Pop Vocal, Adult Contemporary and Broadway. Single piece. With chord names. Published by Hal Leonard (HL.8637081). Item Number: HL.8637081 6.75x10.5 inches. Key: Db/d major. This ballad from The Phantom of the Opera, as recorded by Barbra Streisand, will create a beautiful and poignant moment in your next concert. Available: SATB, SAB, ShowTrax Cassette. Performance Time: Approx. Choral (SATB) From The Phantom of the Opera. Composed by Andrew Lloyd Webber. Arranged by Mark A. Pop Vocal, Adult Contemporary and Broadway. Single piece. With chord names. Published by Hal Leonard (HL.8637081). Item Number: HL.8637081 6.75x10.5 inches. Key: Db/d major. This ballad from The Phantom of the Opera, as recorded by Barbra Streisand, will create a beautiful and poignant moment in your next concert. Available: SATB, SAB, ShowTrax Cassette. Performance Time: Approx. Review Guidelines • Explain exactly why you liked or disliked the product. Do you like the artist? Is the transcription accurate? Is it a good teaching tool? • Consider writing about your experience and musical tastes. Are you a beginner who started playing last month? Do you usually like this style of music? • Feel free to recommend similar pieces if you liked this piece, or alternatives if you didn't. • Be respectful of artists, readers, and your fellow reviewers. Please do not use inappropriate language, including profanity, vulgarity, or obscenity. • Avoid disclosing contact information (email addresses, phone numbers, etc.), or including URLs, time-sensitive material or alternative ordering information. • We cannot post your review if it violates these guidelines. If you have any suggestions or comments on the guidelines, please email us. • All submitted reviews become the licensed property of Sheet Music Plus and are subject to all laws pertaining thereto. If you believe that any review contained on our site infringes upon your copyright, please email us. • Read Sheet Music Plus's complete. Kreviazuk Chantal Miscellaneous Leaving On A Jet Plane I'm. All my bags are packed, I'm ready to go I'm standin' here outside your door I hate to wake you up to say goodbye But the dawn is breakin', it's early morn The taxi's waitin', he's blowin' his horn Already I'm so lonesome I could die So kiss me and smile for me Tell me that you'll wait for me Hold me like you'll never let me go 'Cause I'm leaving on a jet plane I don't know when I'll be back again Oh, babe, I hate to go I'm. Get the embed code Kreviazuk Chantal - Miscellaneous Album Lyrics1.Always A Woman2.Blow Up The Outside World3.Boys Of Summer4.Danny Boy5.Dealer6.Feels Like Home7.Have Yourself A Merry Little Christmas8.I Can't Make You Love Me9.Imagine10.In My Life11.Ken's Song12.Leaving On A Jet Plane13.Love Is All14.Love's Recovery15.O Canada16.O Holy Night17.Old Man18.San Diego Serenade19.Stewart's Coat20.Surrounded21.Wild HorsesKreviazuk Chantal Lyrics provided by SongLyrics.com Note: When you embed the widget in your site, it will match your site's styles (CSS). This is just a preview! I just wanna know what you're thinking / I've got a mission / it's all about a kiss / And I just wanna know if you're feeling / better than dreaming / it's all. Chantal Kreviazuk (Chantal Jennifer Kreviazuk) All About A Kiss lyrics: I just wanna know what your thinking / I've got a mission / It's all abo. “All in” the poker movie is creating a buzz in the poker world and also in the main stream world. It is not a poker movie as such more of a documentary of the worldwide rise of poker and then the great fall of US poker. From the trailer below of the All in poker movie it should be very interesting to see what Chris Ferguson and Howard Lederer have to say in it. And what the movie directors and others interviewed have to say about them and Full Tilt Poker. Daniel 'KidPoker' Negreanu. Martin Jacobson. Phil Hellmuth. Live Events Forum YouTube Facebook Login. Live Poker Poker Interviews Poker Hands Poker Training Videos Documentaries Online Poker. All in - poker movie Those who have been interviewed include Matt Damon, Phil Hellmuth, Annie Duke, Ira Glass, Chris Moneymaker, Mike Sexton, James McManus, Thomas “Amarillo Slim” Preston, Daniel Negreanu, Nolan Dalla, Peter Alson, Barry Greenstein, Joe Hatchem,Phil Laak, Brian Koppelman, Howard Lederer, Chris Ferguson, Scotty Nguyen, Erik Seidel, Isabelle Mercier, Henry Orenstein, Vanessa Rousso, John Dahl, Senator Al D’Amato, Steve Lipscomb, Jennifer Tilly, Vince Van Patten ( OMG!!! In shrill American voice to those last 2) and the man whose gambling song no poker documentary can not not use – Kenny Rogers. If you are American and for some reason not really playing as much poker online as you use to then here is a. It premieres in New York on Friday 23rd March and opens on 13th April in Los Angeles. You can pre order the download version of it and other packages from the. The deluxe version of the movie includes a poster and unique All in playing cards. I like the fact they have called it a movie when it seems to be a documentary. So perfect to show what poker is all about. Table image and spotting the right opportunity to sell the right mov(i)e. The long-awaited documentary on the rise of poker has been released in theatres across North America. “” was made over the past several years by Douglas Tirola and distributed by 4th Row Films, and focuses particularly on the wildly popular Texas Hold ‘Em version of the game. It features celebrities extolling its virtues, such as actor Matt Damon (who starred in the 1998 movie Rounders), along with poker professionals who have become widely recognizable celebrities themselves. One of those is Atlanta-born Chris Moneymaker, who rose to fame after winning the 2003 World Series of Poker. According to no less an authority than Wikipedia,, and his ultimate triumph in the tournament “revolutionized poker because he was the first person to become a world champion by qualifying at an online poker site.” The documentary traces Moneymaker’s ascent from his life as an accountant to his entry in the 2003 WSOP Main Event via a $39 satellite tourney, all the way to his improbable then-record $2.5-million win over longtime poker pro Sam Farha, himself a winner of several WSOP bracelets. Moneymaker has gone on to be a spokesperson for Harrah’s Entertainment, which owns the WSOP brand; his total career winnings up to April 2010 exceed $3 million. The film also focuses on the rise of online poker in the last decade and the backlash against it by the United States federal government. |
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