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  • How to choose how to store data?

    - by Eldros
    Give a man a fish and you feed him for a day. Teach a man to fish and you feed him for a lifetime. - Chinese Proverb I could ask what kind of data storage I should use for my actual project, but I want to learn to fish, so I don't need to ask for a fish each time I begin a new project. So, until I used two methods to store data on my non-game project: XML files, and relational databases. I know that there is also other kind of database, of the NoSQL kind. However I wouldn't know if there is more choice available to me, or how to choose in the first place, aside arbitrary picking one. So the question is the following: How should I choose the kind of data storage for a game project? And I would be interested on the following criterion when choosing: The size of the project. The platform targeted by the game. The complexity of the data structure. Added Portability of data amongst many project. Added How often should the data be accessed Added Multiple type of data for a same application Any other point you think is of interest when deciding what to use. EDIT I know about Would it be better to use XML/JSON/Text or a database to store game content?, but thought it didn't address exactly my point. Now if I am wrong, I would gladely be shown the error in my ways.

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  • Implementing AS 2.0 with FSM?

    - by Up2u
    i have seen many of references of AI and FSM like : http://www.richardlord.net/blog/fini...n-actionscript and sadly im still can't understand the point of the FSM on AS2.0 is it a must to create a class of each state ? i have a project of game and also it has an AI, the AI has 3 state n i said the state is distanceCheck, ChaseTarget, and Hit the target, the game that i create is FPS game and play via by mouse so what i mean is i have create an AI ( and is success ) but i want to convert it to FSM method ... i create : function of CheckDistanceState() and in that function i have to locked the target with an array, and sort it with the nearest distance and locked it and it trigger the function ChaseState(), and in the ChaseState() i insert the Hit() function to destroy the enemy, the 3 function that i created , i call it in the AI_cursor.onEnterframe, ( FPS game that only have a cursor in stage ) is there any chance to implement FSM to my code without to create a class ?? from what i read before , to create a class mean to create an external code outside of the frame ( i used to code in frame) and i stil dont understand about it. sorry if my explaination not clear ...

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  • What is the best way to exploit multicores when making multithread games?

    - by Keeper
    Many people suggest to write a program, and then start optimizing it. But I think that when it's coming to multithreading with multicore, a little think ahead is required. I've read about using threads, and experienced it myself during some courses at the university (still a student). The big question is simple, but a bit abstract: What thread related steps in game design do I need to take, before implementation? Now trying to be more specific. Let's say, as an example, that I'm making a small board game (like Monopoly) that I want to be multithreaded. My goal Is that this multithreaded game will exploit the best of the multicore system, lets say 4-6 cores (like in i7 processors). My answer to this question at the moment is, one thread for each of these four basic components: GUI User Input / Output AI (computer rival) Other game related calculations (like shortest path from A to B, or level up status change) I'm not an expert (yet!), and I'm sure there are better answers out there. Any suggestion, answer, different approach will be helpful. Some thoughts: Maybe splitting the main database is a good way.. (or total disaster.. )

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  • Managing many draw calls for dynamic objects

    - by codetiger
    We are developing a game (cross-platform) using Irrlicht. The game has many (around 200 - 500) dynamic objects flying around during the game. Most of these objects are static mesh and build from 20 - 50 unique Meshes. We created seperate scenenodes for each object and referring its mesh instance. But the output was very much unexpected. Menu screen: (150 tris - Just to show you the full speed rendering performance of 2 test computers) a) NVidia Quadro FX 3800 with 1GB: 1600 FPS DirectX and 2600 FPS on OpenGL b) Mac Mini with Geforce 9400M 256mb: 260 FPS in OpenGL Now inside the game in a test level: (160 dynamic objects counting around 10K tris): a) NVidia Quadro FX 3800 with 1GB: 45 FPS DirectX and 50 FPS on OpenGL b) Mac Mini with Geforce 9400M 256mb: 45 FPS in OpenGL Obviously we don't have the option of mesh batch rendering as most of the objects are dynamic. And the one big static terrain is already in single mesh buffer. To add more information, we use one 2048 png for texture for most of the dynamic objects. And our collision detection hardly and other calculations hardly make any impact on FPS. So we understood its the draw calls we make that eats up all FPS. Is there a way we can optimize the rendering, or are we missing something?

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  • android shut-down errors / thread problems

    - by iQue
    Im starting to deal with some stuff in my game that I thought were "minor problems" and one of these are that I get an error every time I shut down my game that looks like this: 09-05 21:40:58.320: E/AndroidRuntime(30401): FATAL EXCEPTION: Thread-4898 09-05 21:40:58.320: E/AndroidRuntime(30401): java.lang.NullPointerException 09-05 21:40:58.320: E/AndroidRuntime(30401): at nielsen.happy.shooter.MainGamePanel.render(MainGamePanel.java:94) 09-05 21:40:58.320: E/AndroidRuntime(30401): at nielsen.happy.shooter.MainThread.run(MainThread.java:101) on these lines is my GameViews rendering-method and the line in my Thread that calls my GameViews rendering-method. Im guessing Something in my surfaceDestroyed(SurfaceHolder holder) is wrong, or maybe Im not ending the tread in the right place. My surfaceDestroyed-method: public void surfaceDestroyed(SurfaceHolder holder) { Log.d(TAG, "Surface is being destroyed"); boolean retry = true; ((MainThread)thread).setRunning(false); while (retry) { try { ((MainThread)thread).join(); retry = false; } catch (InterruptedException e) { } } Log.d(TAG, "Thread was shut down cleanly"); } Also, In my activity for this View my onPaus, onDestoy and onStop are empty, do I maybe need to add something there? The crash occurs when I press my home-button on the phone, or any other button that makes the game stop. But as I understand it the onPaus is called when you press the Home-button.. This is really new territory for me so Im sorry if im missing something obvious or something really big. adding my surfaceCreated method asweel since that is where I start this thread: public void surfaceCreated(SurfaceHolder holder) { controls = new GameControls(this); setOnTouchListener(controls); timer1.schedule(new Task(this), 0, delay1); thread.setRunning(true); thread.start(); } and aslong as this is running, my game is rendering and updating.

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  • Methods for getting static data from obj-c to Parse (database)

    - by Phil
    I'm starting out thinking out how best to code my latest game on iOS, and I want to use parse.com to store pretty much everything, so I can easily change things. What I'm not sure about is how to get static data into parse, or at least the best method. I've read about using NSMutableDictionary, pLists, JSON, XML files etc. Let's say for example in AS3 I could create a simple data object like so... static var playerData:Object = {position:{startX:200, startY:200}}; Stick it in a static class, and bingo I've got my static data to use how I see fit. Basically I'm looking for the best method to do the same thing in Obj-c, but the data is not to be stored directly in the iOS game, but to be sent to parse.com to be stored on their database there. The game (at least the distribution version) will only load data from the parse database, so however I'm getting the static data into parse I want to be able to remove it from being included in the eventual iOS file. So any ideas on the best methods to sort that? If I had longer on this project, it might be nice to use storyboards and create a simple game editor to send data to parse....actually maybe that's a good idea, it's just I'm new to obj-c and I'm looking for the most straightforward (see quickest) way to achieve things. Thanks for any advice.

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  • CLR Profiler Allocated Bytes and XNA ContentManager

    - by Vackup
    I've been fighting with XNA ContentManager and memory allocations for some weeks because I'm trying to port my game from XNA (Windows) to ExEn / Monotouch (iphone). The problem is that after playing a few levels, my game exits unexpectedly on a real iPhone device (not simulator). Profiling memory usage on Windows with CLRProfile, I found some useful stuff but I also found something I dont understand. If I use 2 ContentManagers (1 for shared assets and 1 for level assets), when profiling, "Allocated Bytes" grows and grows after level through level but Memory consumption measured by Windows Task Manager stays constant (down when I unload the content manager and up again when I load content). Obviously, I contentManager.Unload() when level ends. After a few levels my game exits unexpectedly on an iPhone device. If I use 1 content manager, "CRLProfiler Allocated Bytes" stays constant on Windows and on the iPhone; I can play the game normally and it doesnt exit unexpectedly. I use the same assets level through level. It seems like in ios (iPhone) when loading and unloading the same assets, it allocates memory and consumes all device memory, so the ios kill it. Can anybody explain me how this really works? I've read quite a bit, but I still don't understand what's going on.

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  • Need ideas on how to give my levels structure

    - by akuritsu
    I am making an iOS game for a project at school. It is going to be a tiny bit like Fruit Ninja, as in it will have different things on the screen, and when you hit them, they die, and you get points. The trouble is that unlike Fruit Ninja, my game will have different types of sprites, all doing different things (moving different places, doing different things, etc). The one thing that is bad about having all of these sprites that do different things is that it is hard for them to look neat on the screen all together. I was planning on having a couple of different gamemodes: Time Trial You have 120 seconds to kill as many sprites as possible. Survival You have three lives, every time you try to hit a sprite and miss, you lose a life. ???? Whatever I think of. I am a rookie to game design in general, and I don't know the best way to make my game look good, and play well. I could have all of these sprites on the screen at the same time, or I could have them come in waves, for example 10 of sprite_a come on, and once they are killed, 10 of sprite_b come on, etc... Please give me your opinion about which one I should code. If you have any other suggestions for either a third gamemode, or a completely different way to make the levels, feel free to tell me.

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  • What problem does double or triple buffering solve in modern games?

    - by krokvskrok
    I want to check if my understanding of the causes for using double (or triple) buffering is correct: A monitor with 60Hz refresh's the monitor-display 60 times per second. If the monitor refresh the monitor-display, he updates pixel for pixel and line for line. The monitor requests the color values for the pixels from the video memory. If I run now a game, then this game is constantly manipulating this video memory. If this game don't use a buffer strategy (double buffering etc.) then the following problem can happen: The monitor is now refreshing his monitor-display. At this moment the monitor had refreshed the first half monitor-display already. At the same time, the game had manipulated the video memory with new data. Now the monitor accesses for the second half monitor-display this new manipulated data from the video memory. The problems can be tearing or flickering. Is my understanding of cases of using buffer strategy correct? Are there other reasons?

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  • What online games would let me practice AI development?

    - by Myn
    I am working on a project experimenting with Artificial Intelligence design methodologies for online world avatars. Online world here is quite open to interpretation; Second Life is just as applicable as Counter Strike, for example. To carry out these experiments, I must first develop an intelligent agent for the world in question. However, I am honestly quite stuck as to which game I could use for this. My preference was to develop an intelligent "bot" to play an MMORPG, but the legal restrictions of such games prevent me. Likewise with most FPS games the use of an intelligent agent in place of a human player is considered cheating. The alternative, of course, is to create an NPC bot; an intelligent agent that populates the world alongside the player(s) rather than replacing a particular player. However, I'm struggling to find a game that would enable me to create an intelligent opponent either. I suppose the main requirements would be a game allows a third party program to use the function calls usually utilised by players and read feedback on the state of the world. Quake III and Unreal Tournament have been suggested before, but they have already been the subject of work on this research project. Short of writing my own online game from scratch, what games would allow me, through middleware, an API, or otherwise, to create either an artificially intelligent player or a bot?

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  • Sprite batching in OpenGL

    - by Roy T.
    I've got a JAVA based game with an OpenGL rendering front that is drawing a large amount of sprites every frame (during testing it peaked at 700). Now this game is completely unoptimized. There is no spatial partitioning (so a sprite is drawn even if it isn't on screen) and every sprite is drawn separately like this: graphics.glPushMatrix(); { graphics.glTranslated(x, y, 0.0); graphics.glRotated(degrees, 0, 0, 1); graphics.glBegin(GL2.GL_QUADS); graphics.glTexCoord2f (1.0f, 0.0f); graphics.glVertex2d(half_size , half_size); // upper right // same for upper left, lower left, lower right graphics.glEnd(); } graphics.glPopMatrix(); Currently the game is running at +-25FPS and is CPU bound. I would like to improve performance by adding spatial partitioning (which I know how to do) and sprite batching. Not drawing sprites that aren't on screen will help a lot, however since players can zoom out it won't help enough, hence the need for batching. However sprite batching in OpenGL is a bit of mystery to me. I usually work with XNA where a few classes to do this are built in. But in OpenGL I don't know what to do. As for further optimization, the game I'm working on as a few interesting characteristics. A lot of sprites have the same texture and all the sprites are square. Maybe these characteristics will help determine an efficient batching technique?

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  • CCMoveBy values on update()

    - by Jose M Pan
    Hope you can help me. This is my problem: I have a scheduled update, here I track the movements of my objects (sprites), I move them with CCMoveBy, and I need to constantly update the zOrder. For setting the zOrder I've made a setZOrder(), which it takes the actual position of the sprite. And here is the problem, I get all the X and Y values AFTER the object is in the target. I know I get the values after the object is in the new position because I've made a CCLog. I can read all the values from the sprite, only when it's in the new position, so everything is well sorted only when the objects are not moving. How can I get the CCMoveBy values on every tick update? (or how can I get the CCMoveBy values in "real-time"?) Thanks a lot in advance, Here is an idea of my code. this->schedule(schedule_selector(Game::update)); void Game::update(float dt) { setZOrder(); moveObjects(); } void Game::setZOrder() { //This function takes the X and Y position and the row and column where the sprite is. Is working good. But I'm getting the "move" action values, after the object is in place. } void Game::moveObjects() { for (i=0; i < numChildren; i++) { CCActionInterval* move = CCMoveBy::create(targetPoint, time); object[i]->runAction(move); } }

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  • Looking for a component (.NET or COM/ActiveX) that can play AVI files in a WinForms app

    - by MusiGenesis
    I'm looking for something like the Windows Media Player control that can be hosted on a form. The WMP doesn't work for me because I need a control that can play a continuously-appended playlist of AVI files in sequence, so that the transition from one file to the next happens seamlessly (i.e. without any glitches or pauses in the video and audio). With WMP, there's always a delay between files of half a second or so. Does anyone know of a control (it can be either commercial or open-source) that can do this? I assume anything like this wraps DirectX, and that's OK too.

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  • How can I write a "user can only access own profile page" type of security check in Play Framework?

    - by karianneberg
    I have a Play framework application that has a model like this: A Company has one and only one User associated with it. I have URLs like http://www.example.com/companies/1234, http://www.example.com/companies/1234/departments, http://www.example.com/companies/1234/departments/employees and so on. The numbers are the company id's, not the user id's. I want that normal users (not admins) should only be able to access their own profile pages, not other people's profile pages. So a user associated with the company with id 1234 should not be able to access the URL http://www.example.com/companies/6789 I tried to accomplish this by overriding Secure.check() and comparing the request parameter "id" to the ID of the company associated with the logged in user. However, this obviously fails if the parameter is called anything else than "id". Does anyone know how this could be accomplished?

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  • Is there simple way to play an rtp video/audio stream in WPF?

    - by Robin
    I need to create a WPF control that will play an rtp stream with the requirement that the latency needs to be as low as possible. I've looked at the following two projects: http://vlcdotnet.codeplex.com/ http://wpfmediakit.codeplex.com/ As far as I know, I can't use VLC because we're shipping a commercial application with a more restrictive license than GPL (i.e. we can't ship our source). Wpf media kit is nice, but I can't seem to find a good/free rtp directshow source filter and I wanted to ask if there is a simpler solution out there that I'm missing before I jump into writing my own. Any ideas?

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  • How to customize Json serialization using Scala and Play Framework?

    - by Jonas
    I would like to serialize some Scala case classes to Json. E.g my case class looks like: case class Item ( id: Int, name: String, price: BigDecimal, created: java.util.Date) and I would like to serialize it to Json like this: {"id":3, "name": "apple", "price": 8.00, "created": 123424434} so I need a custom serilization for BigDecimal and for Date. Where I want the data in milliseconds since 1 jan 1970. When using Scala and Play Framework, I can return Json using Json(myObject), but how do I customize the serialization? Or is there any recommended Scala library?

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  • How do I play flash files in pure C?

    - by CDR
    As part of a customized media player written in C (Win32), I need to enable my app play flash movies (.swf files) inside the player window. Can someone please indicate the most C compatible low level way to achieve this, giving me highest control? Specially control on display window and network access. I am looking for reference to a Windows DLL like flash_player.dll (if there is such thing) with documentation. Or at least a COM/ActiveX controls. Note that ActiveX is harder to use in C, than in say VB.

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  • How to split movie and play parts to look as a whole?

    - by luksow
    I'm writing software which is demonstraiting video on demand service. One of the feature is something similiar to IIS Smooth Streaming - I want to adjust quality to the bandwith of the client. My idea is, to split single movie into many, let's say - 2 seconds parts, in different qualities and then send it to the client and play them. The point is that for example first part can be in very high quality, and second in really poor (if the bandwith seems to be poor). The question is - do you know any software that allows me to cut movies precisly? For example ffmpeg splits movies in a way that join is visible and really annoying (seconds are the measure of precision). I use qt + phonon as a player if it matters. Or maybe you know any better way to provide such feature, without splitting movie into parts?

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  • How play the video using “HTTP Live Streaming” in iphone?

    - by Warrior
    I am new to iphone development,I am parsing a XML URL and display its content in the table, when i click a row , its corresponding parsed tube URL is played using the movie player.I am using media player framework.Here is my code NSURL *movieURL = [NSURL URLWithString:requiredTubeUrl]; if (movieURL) { if ([movieURL scheme]) { MoviePlayerController *myMovie = [[MoviePlayerController alloc]init]; [myMovie initAndPlayMovie:movieURL]; } } This is working fine, but i want to play the video using "HTTP Live Streaming".How can i do that? Any tutorials and sample code would me more helpful.Thanks.

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  • JQUERY, getting two BINDs/Clicks to play nice together?

    - by nobosh
    I have the following line of code: <li id="1" class=" "> <a href="">Parking Lot</a> <span id="1" class="list-edit">edit</span> </li> I then have two binds: $("#lists li").click(function(){....... $(".list-edit").click(function(){......... The problem I'm having is I need the LI to contain the EDIT span because of CSS styling reasons, I have a big blue background. But this is preventing me from binding the EDIT btn. Is there a way to get these two to play nice? Thxs

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  • Sell good Dumps, track 1&2, CVV, Paypal, WU TRANSFER Service

    - by gOOD dUMPS cvv
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They are raised mainly for money atm. Can be used in most countries. ---------------- Contact Via Y!H: goodcvv_dumps or ICQ: 667686221. Mail: [email protected] ------------------------ Need good & serious buyer to business for a long time [Sell CVV, Dumps,track1&2; Bank logins; Paypal Accounts;Ebay Accounts; Mailpass; SMTP;RDP;VPS;CCN;SSN; Sell Amazon gift card & itunes gift card; Game Card, ATM Card, MSR, ATM SKIMMERS. Do WU Transfer and Bank Transfers....Contact via Y!H: goodcvv_dumps or ICQ: 667686221. Mail: [email protected]] [Sell CVV, Dumps,track1&2; Bank logins; Paypal Accounts;Ebay Accounts; Mailpass; SMTP;RDP;VPS;CCN;SSN; Sell Amazon gift card & itunes gift card; Game Card, ATM Card, MSR, ATM SKIMMERS. Do WU Transfer and Bank Transfers....Contact via Y!H: goodcvv_dumps or ICQ: 667686221. Mail: [email protected]] [Sell CVV, Dumps,track1&2; Bank logins; Paypal Accounts;Ebay Accounts; Mailpass; SMTP;RDP;VPS;CCN;SSN; Sell Amazon gift card & itunes gift card; Game Card, ATM Card, MSR, ATM SKIMMERS. Do WU Transfer and Bank Transfers....Contact via Y!H: goodcvv_dumps or ICQ: 667686221. Mail: [email protected]] [Sell CVV, Dumps,track1&2; Bank logins; Paypal Accounts;Ebay Accounts; Mailpass; SMTP;RDP;VPS;CCN;SSN; Sell Amazon gift card & itunes gift card; Game Card, ATM Card, MSR, ATM SKIMMERS. Do WU Transfer and Bank Transfers....Contact via Y!H: goodcvv_dumps or ICQ: 667686221. Mail: [email protected]] [Sell CVV, Dumps,track1&2; Bank logins; Paypal Accounts;Ebay Accounts; Mailpass; SMTP;RDP;VPS;CCN;SSN; Sell Amazon gift card & itunes gift card; Game Card, ATM Card, MSR, ATM SKIMMERS. Do WU Transfer and Bank Transfers....Contact via Y!H: goodcvv_dumps or ICQ: 667686221. Mail: [email protected]]

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  • Playing NSF music in FMOD.net

    - by Tesserex
    So, as the title says, I want to be able to play NSF files using FMOD, because my project already uses FMOD and I'd rather not replace it. This will involve figuring out how existing players and emulators work and porting it. I haven't yet found an existing player that uses FMOD. My starting point is the MyNes source from http://sourceforge.net/projects/mynes/. There are two big steps between here and what I'm looking for. MyNes plays from a ROM, not NSF. So, I have to rip out the APU and get it to play NSF files. The MyNes APU uses SlimDX, so I have to convert that to FMOD.NET. I am really stuck about how to go about either of these, because I'm not that familiar with audio formats and it's hard finding resources online. So here are a few questions: From what I can tell from the NSF spec at http://kevtris.org/nes/nsfspec.txt, it's just contains the relevant memory section of the ROM, plus the header. If anyone can verify or correct this that would be great. The emulator APU uses data from the rest of the emulator to play, including things like cycle counts. I'm not sure what replaces this in a standalone player. Can't I just load all the music data at once into a stream and play it? Joining #1 and #2, does the header data from the NSF substitute for some of the ROM data in the emulator code? Using FMOD, will I be following the usercreatedsound example for loading a stream? And does this format count as PCM? Specifically MyNes says PCM8. Any tips on loading / playing the stream in FMOD are appreciated. As an aside, I don't really understand the loading / playing sections of the spec I linked at all. It seems to apply to 6502 systems / emulators only and not to my situation. I know it's a long shot for anyone here to have enough experience in this area to help, but anything you can provide is definitely appreciated. A link to an existing .NET library that does this would be even better, but I don't believe one exists.

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  • Segfault when iterating over a map<string, string> and drawing its contents using SDL_TTF

    - by Michael Stahre
    I'm not entirely sure this question belongs on gamedev.stackexchange, but I'm technically working on a game and working with SDL, so it might not be entirely offtopic. I've written a class called DebugText. The point of the class is to have a nice way of printing values of variables to the game screen. The idea is to call SetDebugText() with the variables in question every time they change or, as is currently the case, every time the game's Update() is called. The issue is that when iterating over the map that contains my variables and their latest updated values, I get segfaults. See the comments in DrawDebugText() below, it specifies where the error happens. I've tried splitting the calls to it-first and it-second into separate lines and found that the problem doesn't always happen when calling it-first. It alters between it-first and it-second. I can't find a pattern. It doesn't fail on every call to DrawDebugText() either. It might fail on the third time DrawDebugText() is called, or it might fail on the fourth. Class header: #ifndef CLIENT_DEBUGTEXT_H #define CLIENT_DEBUGTEXT_H #include <Map> #include <Math.h> #include <sstream> #include <SDL.h> #include <SDL_ttf.h> #include "vector2.h" using std::string; using std::stringstream; using std::map; using std::pair; using game::Vector2; namespace game { class DebugText { private: TTF_Font* debug_text_font; map<string, string>* debug_text_list; public: void SetDebugText(string var, bool value); void SetDebugText(string var, float value); void SetDebugText(string var, int value); void SetDebugText(string var, Vector2 value); void SetDebugText(string var, string value); int DrawDebugText(SDL_Surface*, SDL_Rect*); void InitDebugText(); void Clear(); }; } #endif Class source file: #include "debugtext.h" namespace game { // Copypasta function for handling the toString conversion template <class T> inline string to_string (const T& t) { stringstream ss (stringstream::in | stringstream::out); ss << t; return ss.str(); } // Initializes SDL_TTF and sets its font void DebugText::InitDebugText() { if(TTF_WasInit()) TTF_Quit(); TTF_Init(); debug_text_font = TTF_OpenFont("LiberationSans-Regular.ttf", 16); TTF_SetFontStyle(debug_text_font, TTF_STYLE_NORMAL); } // Iterates over the current debug_text_list and draws every element on the screen. // After drawing with SDL you need to get a rect specifying the area on the screen that was changed and tell SDL that this part of the screen needs to be updated. this is done in the game's Draw() function // This function sets rects_to_update to the new list of rects provided by all of the surfaces and returns the number of rects in the list. These two parameters are used in Draw() when calling on SDL_UpdateRects(), which takes an SDL_Rect* and a list length int DebugText::DrawDebugText(SDL_Surface* screen, SDL_Rect* rects_to_update) { if(debug_text_list == NULL) return 0; if(!TTF_WasInit()) InitDebugText(); rects_to_update = NULL; // Specifying the font color SDL_Color font_color = {0xff, 0x00, 0x00, 0x00}; // r, g, b, unused int row_count = 0; string line; // The iterator variable map<string, string>::iterator it; // Gets the iterator and iterates over it for(it = debug_text_list->begin(); it != debug_text_list->end(); it++) { // Takes the first value (the name of the variable) and the second value (the value of the parameter in string form) //---------THIS LINE GIVES ME SEGFAULTS----- line = it->first + ": " + it->second; //------------------------------------------ // Creates a surface with the text on it that in turn can be rendered to the screen itself later SDL_Surface* debug_surface = TTF_RenderText_Solid(debug_text_font, line.c_str(), font_color); if(debug_surface == NULL) { // A standard check for errors fprintf(stderr, "Error: %s", TTF_GetError()); return NULL; } else { // If SDL_TTF did its job right, then we now set a destination rect row_count++; SDL_Rect dstrect = {5, 5, 0, 0}; // x, y, w, h dstrect.x = 20; dstrect.y = 20*row_count; // Draws the surface with the text on it to the screen int res = SDL_BlitSurface(debug_surface,NULL,screen,&dstrect); if(res != 0) { //Just an error check fprintf(stderr, "Error: %s", SDL_GetError()); return NULL; } // Creates a new rect to specify the area that needs to be updated with SDL_Rect* new_rect_to_update = (SDL_Rect*) malloc(sizeof(SDL_Rect)); new_rect_to_update->h = debug_surface->h; new_rect_to_update->w = debug_surface->w; new_rect_to_update->x = dstrect.x; new_rect_to_update->y = dstrect.y; // Just freeing the surface since it isn't necessary anymore SDL_FreeSurface(debug_surface); // Creates a new list of rects with room for the new rect SDL_Rect* newtemp = (SDL_Rect*) malloc(row_count*sizeof(SDL_Rect)); // Copies the data from the old list of rects to the new one memcpy(newtemp, rects_to_update, (row_count-1)*sizeof(SDL_Rect)); // Adds the new rect to the new list newtemp[row_count-1] = *new_rect_to_update; // Frees the memory used by the old list free(rects_to_update); // And finally redirects the pointer to the old list to the new list rects_to_update = newtemp; newtemp = NULL; } } // When the entire map has been iterated over, return the number of lines that were drawn, ie. the number of rects in the returned rect list return row_count; } // The SetDebugText used by all the SetDebugText overloads // Takes two strings, inserts them into the map as a pair void DebugText::SetDebugText(string var, string value) { if (debug_text_list == NULL) { debug_text_list = new map<string, string>(); } debug_text_list->erase(var); debug_text_list->insert(pair<string, string>(var, value)); } // Writes the bool to a string and calls SetDebugText(string, string) void DebugText::SetDebugText(string var, bool value) { string result; if (value) result = "True"; else result = "False"; SetDebugText(var, result); } // Does the same thing, but uses to_string() to convert the float void DebugText::SetDebugText(string var, float value) { SetDebugText(var, to_string(value)); } // Same as above, but int void DebugText::SetDebugText(string var, int value) { SetDebugText(var, to_string(value)); } // Vector2 is a struct of my own making. It contains the two float vars x and y void DebugText::SetDebugText(string var, Vector2 value) { SetDebugText(var + ".x", to_string(value.x)); SetDebugText(var + ".y", to_string(value.y)); } // Empties the list. I don't actually use this in my code. Shame on me for writing something I don't use. void DebugText::Clear() { if(debug_text_list != NULL) debug_text_list->clear(); } }

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  • Playing NSF music in FMOD.net

    - by Tesserex
    So, as the title says, I want to be able to play NSF files using FMOD, because my project already uses FMOD and I'd rather not replace it. This will involve figuring out how existing players and emulators work and porting it. I haven't yet found an existing player that uses FMOD. My starting point is the MyNes source from http://sourceforge.net/projects/mynes/. There are two big steps between here and what I'm looking for. MyNes plays from a ROM, not NSF. So, I have to rip out the APU and get it to play NSF files. The MyNes APU uses SlimDX, so I have to convert that to FMOD.NET. I am really stuck about how to go about either of these, because I'm not that familiar with audio formats and it's hard finding resources online. So here are a few questions: From what I can tell from the NSF spec at http://kevtris.org/nes/nsfspec.txt, it's just contains the relevant memory section of the ROM, plus the header. If anyone can verify or correct this that would be great. The emulator APU uses data from the rest of the emulator to play, including things like cycle counts. I'm not sure what replaces this in a standalone player. Can't I just load all the music data at once into a stream and play it? Joining #1 and #2, does the header data from the NSF substitute for some of the ROM data in the emulator code? Using FMOD, will I be following the usercreatedsound example for loading a stream? And does this format count as PCM? Specifically MyNes says PCM8. Any tips on loading / playing the stream in FMOD are appreciated. As an aside, I don't really understand the loading / playing sections of the spec I linked at all. It seems to apply to 6502 systems / emulators only and not to my situation. I know it's a long shot for anyone here to have enough experience in this area to help, but anything you can provide is definitely appreciated. A link to an existing .NET library that does this would be even better, but I don't believe one exists.

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  • Sell good CVV, Dumps track 1&2, Paypal, WU TRANSFER

    - by Good Dumps CVV for sale
    My products for sale: Sell CVV; Dumps, track1&2; Bank logins; Paypal Accounts;Ebay Accounts Mailpass; SMTP;RDP;VPS;CCN;SSN; Sell Amazon gift card & itunes gift card; Game Cards, ATM Card; MSR, ATM SKIMMERS. Do WU Transfers and Bank Transfers I am here to sell, supply good and quality CVV for shipping;booking airline ticket;shopping online;ordering Laptop,Iphone;... In last 5 years my Job Is This. PRESTIGE is my first motto. Not easy to build the good PRESTIGE. My motto is Always make customers satisfied & happy ! I have unlocked many softwares make good money, example: -Software to make the bug and crack MTCN of the Western Union. Version : 2.0.1.1 ( new update ) -Software to open balance in PayPal and Bank Login -Software hacking credit card, debit card Version 1.0 **I only sell it for my good customers, and my familiarity ***I update more than 200 CC + CVV everyday. Fresh + good valid + Strong,private + high balance with best price Our products are checked by a partner who works in a bank. Our products are better than 5-7 days after they are dead. They are raised mainly for money atm. Can be used in most countries. ** If you are a serious buyer, let contact via : Yahoo ID: goodcvv_dumps Mail: [email protected] ICQ: 667686221 * Sell CVV; Dumps,track1&2; Bank logins; Paypal Accounts;Ebay Accounts Mailpass; SMTP;RDP;VPS;CCN;SSN; Sell Amazon gift card & itunes gift card; Game Cards, ATM Card; MSR, ATM SKIMMERS. Do WU Transfer and Bank Transfers. CVV for shipping;booking airline ticket;shopping online;ordering Laptop,Iphone;... I promise CC of mine are good,high balance and fresh all with good price. PRESTIGE is my first motto. I sure u will be happy All I need is good & serious buyer to business for a long time * SELL GOOD CVV for shipping;booking airline ticket;shopping online;ordering Laptop,Iphone;...!IF NOT GOOD, WILL CHANGE IMMEDIATELY * Contact me to negotiate about the price if buying bulk. I really need more serious buyers to do long business. You will be given many endow when we have long time business,you do good for me, I do good for u too. Long & good business.This is all I need :) - US (vis,mas)= $3/CC; US (amex,dis)= $5/CC; US BIN; US fullz; USA Visa VBV info for sale. - UK (vis,mas)= $8/CC; UK (amex,dis)= $20/CC; UK BIN; UK DOB; UK with Postcode; UK fullz; UK pass VBV - EU (vis,mas)= $20/CC; EU Amex = $30/CC; EU DOB; EU fullz; EU pass VBV. Include: Italy CVV; Spain CVV; France CVV; Sweden CVV; Denmark CVV; Slovakia CVV; Portugal CVV; Norway CVV; Belgium CVV Greece CVV; Germany CVV; Ireland CVV; Newzealand CVV; Switzerland CVV; Finland CVV; Turkey CVV; Netherland CVV - CA (vis,mas)= $8/CC; CA BIN; CA GOLD; CA Amex; CA Fullz; CA pass VBV - AU (vis,mas)= $10/CC; AU BIN; AU Amex; AU DOB; AU fullz; AU pass VBV - Brazil random = $15/CC; Brazil BIN - Middle East: UAE = $15/CC; Qatar= $10/CC; Saudi Arabia;... - ASIA ( Malay; Indo; Japan;China; Hongkong; Singapore...) = $10/CC - South Africa = $10/CC - And All CC; CC pass VBV; CVV pass VBV; CCN SSN- INTER ( BIN,DOB,SSN,FULLZ) of another Countries. Good CC, CVV for shipping;booking airline ticket;shopping online;ordering Laptop,Iphone;... [Sell CVV; Dumps, track1&2; Bank logins; Paypal Accounts;Ebay Accounts Mailpass; SMTP;RDP;VPS;CCN;SSN; Sell Amazon gift card & itunes gift card; Game Cards, ATM Card; MSR, ATM SKIMMERS. Do WU Transfer and Bank Transfers] [Sell CVV; Dumps, track1&2; Bank logins; Paypal Accounts;Ebay Accounts Mailpass; SMTP;RDP;VPS;CCN;SSN; Sell Amazon gift card & itunes gift card; Game Cards, ATM Card; MSR, ATM SKIMMERS. Do WU Transfers and Bank Transfers] ------------------------------ CONTACT via Y!H: goodcvv_dumps or ICQ: 667686221 or Mail: [email protected] ------------------------------------ * WARNING!!! BEFORE MAKE BUSINESS or add my ID, let read carefull my rule because i really hate Spammers,Rippers and Scammers - Dont trust, dont talk more - Don't Spamm And Don't Scam! I very hate do spam or rip and I don't want who spam me. - All my CVV are tested before sell, that's sure - I accept LR; WU or MoneyGram. - I only work with reliable buyers. Need good & serious buyer to business for a long time - I work with only one slogan: prestige and quality to satisfy my clients !!! - I was so happy to see you actually make more big money from the business with me Once you trust me, work with me. And if not trust,dont contact me, dont waste time! --------------------------THANKS, LOOK FORWARD TO WORKING WITH ALL of YOU !!!---------------------------- * Sell CVV; Dumps, track1&2; Bank logins; Paypal Accounts,Ebay Accounts; Mailpass; SMTP;RDP;VPS;CCN;SSN; Sell Amazon gift card & itunes gift card; Game Cards, ATM Card; MSR, ATM SKIMMERS. Do WU Transfers and Bank Transfers. CVV for shipping;booking airline ticket;shopping online;ordering Laptop,Iphone;... [Sell CVV; Dumps, track1&2; Bank logins; Paypal Accounts,Ebay Accounts; Mailpass; SMTP;RDP;VPS;CCN;SSN; Sell Amazon gift card & itunes gift card; Game Cards, ATM Card; MSR, ATM SKIMMERS. Do WU Transfers and Bank Transfers] * Contact via Y!H: goodcvv_dumps or ICQ: 667686221. Mail: [email protected] ===================== WESTERN UNION TRANSFER SERVICE ======================= We are Very PROFESSIONAL in WESTION UNION. Our Special Job Is this We Have big Western Union Service for everywhere and every when for you. We transfer money to all country in world. We can transfer big amount. And you can receive this money from your country. Our service accept payment 15% of transfer amount for small transfer . And 10% of big transfer. For large transfer . We make is very safe. And this service is very fast. We start to run software to make transfer to your WU info very fast,without delay and immediately. We give you MTCN and sender info and all cashout info, 15 mins after your payment complete. CONTACT US via Y!H: goodcvv_dumps or ICQ: 667686221 or Mail: [email protected] to know more info, price list of WU TRANSFER SERVICE ====================== Verified Paypal Accounts for sale ======================== If u are interested in it, contact me to know the price list & have the Tips for using above accounts safely,not be suspended when using accounts. I will not responsible if you get suspended. ===================== Dumps, Track1&2 with PIN & without PIN for ATM Cashout ======================= - Tracks 1&2 US;Tracks 1&2 UK;Tracks 1&2 CA,AU; Tracks 1&2 EU, with PIN and without PIN. - Dumps US; Dumps CA; Dumps EU; Dumps ASIA; Dumps AU, Brazil with good quality & price. Update Types of Dumps having now: Mix; Debit Classic; MC Standard;MC World; Gold; Platinum; Business/Corporate; Purchasing/Signature; Infinite - Contact me via Y!H: goodcvv_dumps (ICQ: 667686221) to know more info & price list of dumps, tracks ! ======================== Bank Logins Account (US UK CA AU EU) ======================== Sell Bank acc: Bank BOA, Bank HSBC USA, HSBC UK, Chase,Washovia, Halifax, Barclays, Abbey,... I make sure that my BANK LOGIN are security & easily to use. If u are interested in this, contact me to know more info about balance, price list,...! ================= Top-up Prepaid Cards, Debit Cards ========================= - If you hold any prepaid cards, debit cards, any country or any company. - I can top you funds into your prepaid cards, debit cards or any virtual cards. - top up your debit cards with hacked credit cards - top up your prepaid card with bank account login - top up you card with paypal account or any other - Have all tools to top your cards account - Top up does not take more then 10 minutes - Payoneer Cards top up available at cheap ================= Service: Provide Ebay - Apple - Amazon - Itunes GIFT CARD & Game Card with best price ===================== Contact me to negotiate about the price if buying bulk - PlayStation® Network Card - Xbox LIVE 12 Month Gold Membership = 30$ Xbox LIVE 4000 Microsoft Points = 30$ Zynga $50 Game Card (World Wide) = 30$ Ultimate game card 50$ = 30$ Ultimate game card 20$ = 10$ Key Diablo 3 = 25$ ITUNES GIFT CARD AMAZON GIFT CARD Ebay gift card Visa gift card ---------------- Our products are checked by a partner who works in a bank -------------------- Our products are better than 5-7 days after they are dead. They are raised mainly for money atm. Can be used in most countries. ---------------- Contact Via Y!H: goodcvv_dumps or ICQ: 667686221. Mail: [email protected] ------------------------ Need good & serious buyer to business for a long time [Sell CVV, Dumps,track1&2; Bank logins; Paypal Accounts;Ebay Accounts; Mailpass; SMTP;RDP;VPS;CCN;SSN; Sell Amazon gift card & itunes gift card; Game Card, ATM Card, MSR, ATM SKIMMERS. Do WU Transfer and Bank Transfers....Contact via Y!H: goodcvv_dumps or ICQ: 667686221. Mail: [email protected]] [Sell CVV, Dumps,track1&2; Bank logins; Paypal Accounts;Ebay Accounts; Mailpass; SMTP;RDP;VPS;CCN;SSN; Sell Amazon gift card & itunes gift card; Game Card, ATM Card, MSR, ATM SKIMMERS. Do WU Transfer and Bank Transfers....Contact via Y!H: goodcvv_dumps or ICQ: 667686221. Mail: [email protected]] [Sell CVV, Dumps,track1&2; Bank logins; Paypal Accounts;Ebay Accounts; Mailpass; SMTP;RDP;VPS;CCN;SSN; Sell Amazon gift card & itunes gift card; Game Card, ATM Card, MSR, ATM SKIMMERS. Do WU Transfer and Bank Transfers....Contact via Y!H: goodcvv_dumps or ICQ: 667686221. Mail: [email protected]] [Sell CVV, Dumps,track1&2; Bank logins; Paypal Accounts;Ebay Accounts; Mailpass; SMTP;RDP;VPS;CCN;SSN; Sell Amazon gift card & itunes gift card; Game Card, ATM Card, MSR, ATM SKIMMERS. Do WU Transfer and Bank Transfers....Contact via Y!H: goodcvv_dumps or ICQ: 667686221. Mail: [email protected]] [Sell CVV, Dumps,track1&2; Bank logins; Paypal Accounts;Ebay Accounts; Mailpass; SMTP;RDP;VPS;CCN;SSN; Sell Amazon gift card & itunes gift card; Game Card, ATM Card, MSR, ATM SKIMMERS. Do WU Transfer and Bank Transfers....Contact via Y!H: goodcvv_dumps or ICQ: 667686221. Mail: [email protected]]

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