From being PIP'd at a startup to leveling up into a FANG in four months.
When my manager sat me down in our 1:1 to deliver me the news that I was about to be put on a PIP the next week and to use the weekend to think what my next step should be, my initial reaction was to want to take it and save my job. I knew I've been in a bit of a slump, sleeping very poorly, and not outputting as much as I could have. But to be quite honest, this was a blessing in disguise. The company I've been working at wasn't doing that well to begin with. We raised a series D in just under two years of existence and my options have quintupled in value since joining, but we've had regulational troubles and the hardware team has been slipping. Our CTO was fired four months after I joined, and our new CTO promised to double our engineering headcount by the end of last year. We've maybe only added 5 people to a team of 30 instead by that point. To that end, I've had multiple manager changes within that time period: a total of five managers and six manager changes all within 12 months. As this was my first job out of college, I thought this was all normal for a startup. In addition, the pay was very low. For a new grad that didn't know better, like yours truly, that number was a lot for someone who was only ever paid hourly. But after discussing with friends that went onto working at FANGs and other, more established unicorn startups, it was abundantly clear that me and my fellow colleagues were severely underpaid. Like, over 50% lower in base salary alone underpaid for the same line of work and more stress. The work itself wasn't that great either. It was a system that had to be supported globally with different rules in different countries and with physical hardware that we had little control over. Nobody left the office before dinner was served, and seldom did people start going home after dinner was finished (well, up until recently since people stopped giving fucks). We had almost no senior engineers either, most of the work was done by fresh grads or interns from top CS schools. We maybe had only four veteran IC's, but the rest of the "senior" staff were in management. Everyone else was a new grad or junior engineer. You wouldn't find anyone that had more than two years of experience in the rest of the crowd. It's fun to be around people my age, but the work was sloppy and stressful when shit broke because you're trying to build something with little guidance and your code reviewers are other new grads that are equally as experienced as yourself. Nobody (besides maybe three people) has ever coded in the framework we used, and everyone learned the language and framework right on the job. Our only training was a link to an official guide. I'm not going to get into the company politics, but it's sufficient to say our Blind was so spicy to the point screenshots of several call-out threads were brought up in meetings and mentioned in all-hands. It was pretty bad. But going back to me getting served a PIP. My manager gave me an ultimatum: either take the PIP, or take severance and interview for another company. Over that weekend, I thought really hard about all the things I've seen and done in the past year, and quite frankly, I found that I haven't been happy at that place for a while now. It doesn't make sense to try to save a job I wasn't going to be happy at, where I get paid peanuts, and where my contributions are invisible to upper management because the longest I've had the same manager for was two and a half months. I decided to take the severance and leave. This gave me time to relax, exercise, enjoy hobbies I haven't done in months, and most importantly, spend time with family and friends I haven't been around with because of this job. Oh, I forgot to mention that the company moved headquarters halfway through my tenure and bumped my commute from 20 minutes to over an hour. I haven't touched leetcode or interview prep materials in ages since joining, so I really only hit the books about two weeks after leaving. My daily routine would be to exercise in the day, eat a protein heavy meal, and study up leetcode into the night at a 24/7 cafe. I would usually do this with a buddy or two who are freelance developers. I also kept a spreadsheet of jobs I was interested in and updated their statuses in where I was at in the process, who the point of contact was, when the interview dates are, etc. I wanted to end up at a FANG company since their offices were much closer to where I lived and the culture there would help me grow more as an engineer. My process was that I started off with companies I didn't quite care about to practice interviewing, and then build up to places I did want to end up working at. I slowly but steadily practiced coding problems, took my time to understand what the solutions were, and apply those skills onto other problems that came up. In reality, most programming problems you encounter are really just other problems in disguise, and you just need to know the fundamentals of CS to get through them. I'm sure everyone wants to know what my stats are, so here they are: 64 easy, 50 medium, 15 hard. After a few months of practice and interviewing at companies I wasn't particularly interested in, I started applying for places that actually interested me. In the end, I got two offers and was able to negotiate with a FANG company that has an office 10 minutes away from my house. I not only nearly tripled my TC, but I also got leveled up to an L4. After being stuck in L3 for almost two years with shit pay, I am glad my patience and steady progress paid off. My lessons learned in this whole experience:
It's nice to have coworkers to hang out with that are your age, but it's not good for your growth if you don't have senior engineers or good managers that you can learn from and ask questions.
Companies that say they're struggling to hire good engineers usually mean they're underpaying their engineers and end up hiring new grads with little experience who don't know any better.
You need to have a consistent manager that will actually give a shit about your growth.
When looking for a new job, don't settle for something just because it pays slightly better than what you previously had. Why knowingly put yourself in a situation you don't want to be a part of?
Be patient with the job search. New things come all the time, and set up alerts on LinkedIn for jobs in your area. Again, don't settle for something you'll regret taking.
Commute time matters. Sure, I can listen to podcasts on a train for an hour or sleep on it, but I'd rather use that time to get an extra hour of uninterrupted sleep in my own bed and be more energetic and productive for the whole day. Not to mention gain more time in the afternoon and evening to do activities with friends and family.
Know your worth. levels.fyi is a great resource to see what you should be aiming for in pay.
Blind and this subreddit will make you feel inadequate. Don't take it to heart and always focus on your own progress. But at least know what you should be aiming for and what others have experienced in interviews and in their own companies.
Leetcode's interview experiences forum is a hidden gem (in my opinion) and is a great place to learn what processes are like at various companies and how people react to their own interviews.
As for my tips for the interview prep:
Start with LC easy problems. I'm talking about two sum and fizzbuzz easy levels. These problems you should know how to solve blindfolded. Do a bunch of them, and do a couple new ones each day to warm up.
LC medium problems are the most common I've encountered in interviews. Some can be hard, and some are stupidly easy. For the harder ones, don't be discouraged if you can't solve it right off the bat. Spend maybe at most 10 minutes thinking about it, and if you're still completely lost on how to solve it, there's no shame in looking at the "discuss" tab and seeing how others have solved it. Read the code line by line, understand what each piece is doing, implement the solution yourself, and move on to similar problems. With practice, you'll learn the patterns and tricks in these problems, and maybe you'll learn a few new syntactical party tricks in your language of choice.
LC hard problems will come up, but not often. YMMV. You should practice them at least solving one hard problem per week, if not more. I've had N Queens asked on a phone screen, so you never know what will come up in interviews.
There's a curated list of 75 problems you should solve that's been circling around here and on Blind. It's a good starting point.
I was recommended to use Interview Cake. While I didn't use it daily, it is a good resource in my opinion and the step by step solutions do help with guiding your thought process.
Most of my system design solutions came from experiences I've had and a lot were creative, open-ended questions. My advice is to be likeable to the interviewer and not BS your thought process. For some reason, system design is something that comes the most natural to me, so I sadly can't give much tips for studying on it besides seeing for yourself how current systems are built. And in general, you should be likeable to the interviewer. Smile, ask them what they work on, what cool projects they've done at the company, what their work life balance is like, etc. You're interviewing for the company and you're interviewing the company for yourself. Your interviewer is judging on whether you'd be a good person to be around with for 8 hours and help contribute to solving their problems, and you're judging whether the company you're interviewing for will make you enjoy yourself being there. Everyone's experience is unique and certainly not as relaxed as mine. I thankfully had enough savings to last me almost a whole year without a job, but I realize others might not be fortunate enough to have that luxury. It'll be hard, but worth it to study up in the evenings and then take days off to go to onsites. In the end, what matters most is your sanity and happiness. Tl;dr: job sucked, I got PIP'd, quit, took time off, studied, interviewed, and accepted a FANG offer that tripled my pay in four months.
Hello everyone. In light of the most recent update, "Supplying the Demand", I would like to share my opinions on the current state of this device. The following is some basic info of my background. You are free to criticize any and all aspects of this post.
I am an electrical engineer who specializes in digital signal processing (DSP), systems (debug), and comms.
I currently work at a large company that operates in the cell phone industry. My roll is within a 5G research/testing department.
This is my main Reddit account which is reasonably old and active. I typically lurk a lot and rarely post.
My knowledge of programing is very limited. I preform 95% of my job functions with Python and Matlab. This will be a hardware and systems level discussion of the Librem 5.
The CEO of Purism, Mr. Todd Weaver, outlined three major problem areas within the current iteration of the Librem 5: Thermals, Power, and Reception. Let us go through these in order. ========================================================= Thermals: Thermals and power are closely intertwined so let's only focus on Purism's options to fix thermals, assuming they make no changes to improve power consumption. Given that the Librem 5 is (thankfully) a thick device, I see no reason why Purism would not be able to fix the thermal issues. In a worst case scenario, they would have to redo the motherboard layout, add some thermal pads/paste, and maybe add a thin yet expensive copper vapor chamber. This would result in a worst case scenario of a possible delay and additional bill of material cost of 20-30 dollars. In my opinion, the thermal problems are solvable and within reach. Power: Because of the strict requirements Purism placed on the goals of this device (regarding binary blobs), they have chosen modem(s) that were not designed for this use case. All four variants of the offered modems by both modem vendors (Gemalto and Broadmobi) are internet of things (IOT) class chips. From an EE perspective, these modems are fine in the right context. Industrial communication with large equipment (shipping yards)? Great. Vending machine credit card processing? Also Great. A mobile device (UE) that users will be moving around (mobility) and expecting good reception on a strict power budget? And thus we arrive at the root of the power and reception issues. I am going to talk about reception in it's own section so lets talk power. The large modem vendors in the smartphone space (Qualcomm, Samsung, Huwawei/HiSillicon, MediaTek, Intel) spend an huge amount of time and effort on power management features. Not only is logic level hardware design done with power in mind, but once the chip is fully taped out, months of effort by 100's of engineers is sunk to improve power characteristics via firmware development and testing. As much as we all hate binary blobs that may (probably) spy on us, these companies have good reason to keep their firmware (and thus power saving IP) secret. Significant competitive advantages are created between the modem vendors from this firmware and digital logic level power savings effort. When a company markets their modem as "IOT", they are effectively admitting that little to no effort was done to keep chip power in check. In the example IOT applications I mentioned (vending machine's and large industrial equipment), power does not matter. The devices themselves draw far more power than the modem that will be inside. Space is not a concern. So companies making IOT products with these modems simply ignore the power draw and slap on a large heat-sink. From lurking on linux and /Purism , I have seem others call out the modems without going in depth to why these products even exist. Yes, the specifications and capabilities of these modems are far lower. So be it. I think all of use are fine with "100 MBit" peak down-link (reality will be 10-20). The problem is that these chips were not designed for power efficiency and never intended to be in a small compact device. You would not put the engine of a Prius into a flatbed truck. The engineers at Toyota never intended for a Prius engine to go inside such a vehicle. The same situation has happened here. Now on to how Purism can fix this power problem. With a herculean effort, the firmware developers employed by Purism (and hopefully some community members) can improve power characteristics. I suspect Purism employees have spent most of their time getting the modem firmware and RF-fronted SW into a functional state. There was a blog post somewhere where a Purism employee brought up a call over the air (OTA). I can't find it but that was by far the most important milestone of their effort. Getting past RACH and acquiring a base-station OTA is huge in the industry. The first phase of binary blob development is predominately focused on integrating features while avoiding attach failures and BLER issues. In this first phase, power saving features are typically disabled to make everything else easier to debug. It is safe to say that the Purism employees have neither had the time nor the resources to even start on modem/RF power saving features. Again, in my opinion, the power problem can be solved but this will be a huge massive incredible exhausting undertaking. Reception: As I have explained above, IOT-class modems are not designed for, and do not care for certain features. Certain features are really necessary for a regular smartphone (henceforth refereed to as a "UE") to function well. Some examples are:
Mobility. The ability of a UE to switch to new base-stations as the user travels (walking, driving, whatever). This is distinct from the ability of the UE to attach (pass RACH msg 4) to a cell tower from boot or a total signal loss.
Compatibility with all LTE bands. This is why Purism has to support four modems and why you the user will likely to have a somewhat unpleasant time setting things up.
Interoperability testing vs Standards Regression Testing. Suppose that LTE specs can have 1000 different configurations for a cell network and towers within that network. Large modem vendors rigorously test 100's of possible configurations, even if the carriers (Verizon, Sprint, China Mobil, ...) and the base-station vendors (Huwawei, Nokia, Ericsson, ...) only use a few dozen possible configurations. This means that niche bugs are unfortunately likely to show up.
Low-SNR performance. Companies who deploy these modems either place their devices in physical locations that get good SNR (20 dBm ish) or they just attach a giant antenna to get an extra 6-10 dB gain. Users of cellular devices want to still have basic connectivity for voice calls, SMS texts, and notification batches... even if the SNR is bad (1-bar ~= 7 dB SNR; NOTE: EE's use SNR and SINR interchangeably based on background) users still expect basic functionality. IOT modems do not have the hardware blocks to handle low-SNR signals. This is to keep the chip small and cheap. Some DSP tricks like higher order filter banks, over-sampling, and many other linear algebra tricks likely can not run on the modem in real time, rendering them useless. (wireless channel coherence is often quite short)
What concerns me the most is that in the "Supplying the Demand" post, Mr. Weaver only implies that there is a reception issue by very briefly mentioning an "antenna routing" problem. I do not find the claim plausible. UE base-band antennas are typically PIFA, patch, or Log periodic in design. Depending on many factors which are beyond my knowledge, you can get around 6-15 dB of gain from antennas alone. Even though I am a DSP engineer, my job requires me to have a surface level knowledge of antenna radiation patterns. Up front, I can tell you that antenna placement can not and is not a issue. In the Librem 5 batches that do not have metal construction. There should be zero problems. Plastic does not interfere with radio waves enough to cause more than 1-1.5 dB loss in the absolute worst case. In the devices with metal bodies, there should be no issue anyway because of antenna bands. The image I linked is a modern ultra-high end device where you can easily see two thin rectangular plastic antenna bands. There is a reason modern antenna bands are so small: it has become incredibly easy (and thus cheep) to mass produce highly directive antennas. This is especially true for for designs intended for UE's. As a student working in a lab on campus, we had a tight budget and needed to buy antennas for a system we were building. For legal reasons, we were operating on the 1.3 GHz band. Unfortunately, this was impossible because all the "off the shelf" (and very cheap) antennas were designed for various cell phone bands. We ended up ordering a custom design (Gerber files from a fellow student) and fabricated 150 large PIFA antennas for ~$100. In summary, this large paragraph is a justification for the following strong opinion. I believe there may be serious reception issues with the Liberm 5. These reception issues are not related to antennas. Mr. Weavers in-passing and extremely brief mention of "antenna routing" issues may be the tip for the (reception/SNR) iceberg. ========================================================= I want to make clear that I do not hold ill will against Purism or FOSS mobile efforts. I absolutely hate that any activity on my smartphone goes directly to Google. For years, I have been holing onto a 100-200 dollar class smartphone because use of said device must be kept to a minimum to protect my privacy (I try to keep all my online activity on a laptop that I control). However, this entire post is an opinionated criticism of Purism's hardware choices. At the end of the day, a cellular device that truly protects your privacy (with potential serious hardware and reception issues) is no different than a Android or iOS phone which has had its antennas and RF cards ripped out. A smartphone is only useful when it can be used. Otherwise, a laptop on a WiFi connection with VoIP (and a VPN) will be objectively more useful.
How to orchestrate parallel multi-cluster updates with per-cluster parallelism constraints?
I have a service with the following specifications:
C clusters (C > 100)
N nodes per cluster (N < 50)
And update rollout constraints:
Update clusters in parallel
Within each cluster, update X nodes in parallel
If more than F nodes fail, abort the entire rollout
The node update is relatively straightforward: Copy a new binary, restart systemd service, and perform health check. I'd prefer to avoid Jenkins, Chef or other heavy-weight orchestration tools, if possible. I'd like a solution from the command line, which also surfaces update error. Few options I've considered:
Adapt slide #24  from bcoca's presentation;
Write a Python wrapper to invoke playbooks [not ideal - Python API isn't meant for external use];
Bite the bullet and setup something like Jenkins;
Write a shell script [again, not ideal]; and
Write a strategy plugin [docs unclear on limitations, might not even be feasible].
It's really about time we released MAME 0.213, with more of everything we know you all love. First of all, we’re proud to present support for the first Hegener + Glaser product: the “brikett” chess computers, Mephisto, Mephisto II and Mephisto III. As you can probably guess, there’s an addition from Nintendo’s Game & Watch line. This month it’s Mario’s Bombs Away. On a related note, we’ve also added Elektronika’s Kosmicheskiy Most, exported as Space Bridge, which is an unlicensed total conversion of the Game & Watch title Fire. If you haven’t played any of the handheld LCD games in MAME, you’re missing something special – they look superb with external scanned and traced artwork. On the arcade side, we’ve added The Destroyer From Jail (a rare Philko game), and alternate regional versions of Block Out and Super Shanghai Dragon’s Eye. The CD for Simpsons Bowling has been re-dumped, resolving some long-standing issues. With its protection microcontroller dumped and emulated, Birdie Try is now fully playable. Protection microcontrollers for The Deep and Last Mission have also been dumped and emulated. Improvements to Seibu hardware emulation mean Banpresto’s SD Gundam Sangokushi Rainbow Tairiku Senki is now playable, and sprite priorities in Seibu Cup Soccer have been improved. In computer emulation, two interesting DOS compatible machines based on the Intel 80186 CPU are now working: the Mindset Personal Computer, and the Dulmont Magnum. The Apple II software lists have been updated to include almost all known clean cracks and original flux dumps, and the Apple II gameport ComputerEyes frame grabber is now emulated. We’ve received a series of submissions that greatly improve emulation of the SWTPC S/09 and SS-30 bus cards. On the SGI front, the 4D/20 now has fully-working IRIX 4.0.5 via serial console, and a whole host of improvements have gone into the Indy “Newport” graphics board emulation. Finally, MAME now supports HDI, 2MG and raw hard disk image files. As always, you can get the source and Windows binary packages from the download page.
MAMETesters Bugs Fixed
00148: [Sound] (mappy.cpp) todruaga: The sound of the first credit is not played. (Angelo Salese)
07379: [Interface] artwork: Automatically computed group bounds behaviour is not intuitive. (Vas Crabb)
07382: [Debugger] Hang and memory leak when using save command. (hap)
07388: [Graphics] (sms.cpp) smsj: Default view does not display video in OpenGL mode. (hap)
07396: [DIP/Input] (tmnt.cpp) tmnt24pu: Start buttons do not work. (Tafoid)
07398: [Crash/Freeze] (goldstar.cpp) mbs2euro: Exception at emulation start. (AJR)
07400: [Interface] clickable artwork: Dummy input listener is ignored. (hap)
07401: [Graphics] (nemesis.cpp) salamand and clones: Sprite flickers randomly. (hap)
New working machines
The Destroyer From Jail (Korea) [system11, Angelo Salese, The Dumping Union]
New Lucky 8 Lines (set 10, W-4, encrypted NEC D315-5136) [Roberto Fresca, Grull Osgo, TeamEurope]
New Lucky 8 Lines Crown Turbo (Hack) [Roberto Fresca, TeamEurope]
Police Force (LG-4) Germany [IPDB, PinMame]
Power Instinct (USA, bootleg set 3) [hammy, The Dumping Union]
Robocop (2.9) [IPDB, PinMame]
Star Wars Arcade (US) [coolmod, Mike Moffitt, Phil Bennett]
Tiger Heli (bootleg set 4) [Sean Riddle, Brian Troha, The Dumping Union]
El Trebol de la Suerte (Bellfruit) (Adder 5) [TeamEurope, jordigahan, ClawGrip]
WWF Royal Rumble (1.03 French) [IPDB, PinMAME]
Yamaha MU100B [Alexander Troosh, R. Belmont]
New working software list additions
The Addition Facts (cleanly cracked), Algebra Volume 3 (Version 1.0, 10 June 1982) (cleanly cracked), BackAid (cleanly cracked), Beyond Castle Wolfenstein (Version 07/12/84) (cleanly cracked), BIG & little (cleanly cracked), A Bird's Eye View of The Main Idea (cleanly cracked), Calendar Fun with the Lollipop Dragon (cleanly cracked), Castle Wolfenstein (Version 06/19/84) (cleanly cracked), Dinosaur Days Plus (cleanly cracked), The Division Facts (cleanly cracked), Dr. Ruth's Computer Game of Good Sex (cleanly cracked), Draw Your Own Conclusions (cleanly cracked), Flashcards (cleanly cracked), Flights Into Fiction: Classic Stories (cleanly cracked), Flights Into Fiction: Fairy Tales (cleanly cracked), Focus on Physical Science: Chapter Review (Version 1.1) (cleanly cracked), Grid Designer (cleanly cracked), Hinky Pinky (cleanly cracked), The Human Body: Circulation and Respiration (cleanly cracked), KidWriter (German Level I, II) (cleanly cracked), Mission: Asteroid (cleanly cracked), The Multiplication Facts (cleanly cracked), Muppet Slate (Version 1.01) (cleanly cracked), New Kid on the Block (Version 02.09.89) (cleanly cracked), A Newbery Adventure: Charlotte's Web (cleanly cracked), NLP Tools Vol. 1 (Version 1.1) (cleanly cracked), Phi Beta Filer (cleanly cracked), Poetry Express (cleanly cracked), Practicalc II XC (Version 2.00) (cleanly cracked), Punctuation Put-On (cleanly cracked), Un Repas Francais (cleanly cracked), Roots/Affixes 1 (Version 09.14.87) (cleanly cracked), The Subtraction Facts (cleanly cracked), Theorems and Proofs of Theorems (cleanly cracked), Troll Sports Math (cleanly cracked), Verb Usage 3 (Version 01.31.89) (cleanly cracked), Wally's Word Works (cleanly cracked), What's The Big Detail (cleanly cracked), Work Force II (Version 2.10) (cleanly cracked), Writer's Choice (Version 1.0) (cleanly cracked), Zandar The Wizard (cleanly cracked), Zork I Demo (Catch A Butterfly) (cleanly cracked) [4am, Firehawke]
Chipwits [LoGo, Firehawke]
apple2_flop_misc: Star Trek: The Kobayashi Alternative (Version 4.0) [anonymous]
apple2_flop_orig: Alge-Blaster Plus! (Version 1.0), The Ancient Art of War at Sea, Arcticfox, Battle Chess, Beach-Head, Beyond Castle Wolfenstein, Black Magic, Castle Wolfenstein (1981 Version), Castle Wolfenstein (Version 06/19/84), Chipwits, Cranston Manor, David's Midnight Magic, Escape (Bantam Publishing), Essex, Injured Engine, King's Quest, King's Quest II, King's Quest III, King's Quest IV, Labyrinth: The Computer Game (Lucasfilm Games), Mabel's Mansion, Mindshadow, Mission: Asteroid, Moptown, Puzzle Tanks, Race For Midnight, Return of Heracles, Sir Isaac Newton's Games, Soko-Ban, Space Quest II: Vohaul's Revenge (Version 2.0A, interpreter 0.089), Times of Lore, Tip 'N Flip, Wizardry V: Heart of the Maelstrom [4am, Firehawke]
coco_flop: 512K CoCo 3 Memory Test, CoCo Max II (Input Selector Modified), CoCo Max II (Version 51016), CoCo Max III (Version 3.0), CoCo Max III (Version 3.1), CoCo Newsroom, DeskMate (Version 1.00.00), DeskMate 3 (Version 1.00.00), Disk EDTASM, Micro Works 16-Level Picture Display Utility, The Newspaper, Pitfall II: Lost Caverns, Telewriter-64 [TRS-80 Color Computer Archive]
hp_ipc: Demo Disc, HP-UX Communications & Maintenance A (VI), HP-UX Communications & Maintenance B (VII), HP-UX Documentation (X), HP-UX Miscellaneous Tools (IX), HP-UX Nucleus (VIII), HP-UX Programmers Tools (I), HP-UX Software Development (II), HP-UX Software Development (III), HP-UX Writers Tools A (IV), HP-UX Writers Tools B (V), RCS (Revision Control System), Software Engineering Module - C Development Supplement (IV), Software Engineering Module - Communication and Maintenance Tools (II), Software Engineering Module - Programmers's and Miscellaneous Tools (I), Software Engineering Module - Section 1 & 1m Documentation (V), Software Engineering Module - Sections 2, 3, 4 and l Documentation (VI), Software Engineering Module - Writer's Tools (III), System Disc Release 5.0.2 [shattered]
ibm5150: Chuck Yeager's Advanced Flight Trainer (3.5"), Chuck Yeager's Advanced Flight Trainer (5.25", French), Empire - Wargame of the Century, Loom (5.25"), Lunar Explorer - A Space Flight Simulator, Mean 18, Mines of Titan, Olivetti Prodest PC1 - Per Cominciare, Olivetti Prodest PC1 Games Collection 7, Olivetti Prodest PC1 MS-DOS 3.20 (Spanish), Olivetti Prodest PC1 MS-DOS 3.20 / GW BASIC / Lode Runner, Olivetti Prodest PC1 coverdisk (1987 No. 1), Olivetti Prodest PC1 coverdisk (1989 No. 1, Jan/Feb), Olivetti Prodest PC1 coverdisk (1989 No. 2, ApMay), Olivetti Prodest PC1 coverdisk (1989 No. 4, Aug/Sep), Olivetti Prodest PC1 coverdisk (1989 No. 5, Nov/Dec), P.H.M. Pegasus, Pitstop II (3.5") [Justin Kerk]
ibm5170: Novell DOS 7 (3.5"), Novell DOS 7 (5.25"), Novell DR Multiuser DOS Release 5.1, blueflops-2.0.10, blueflops-2.0.11, blueflops-2.0.12, blueflops-2.0.13, blueflops-2.0.14, blueflops-2.0.15, blueflops-2.0.2, blueflops-2.0.3, blueflops-2.0.4, blueflops-2.0.5, blueflops-2.0.6, blueflops-2.0.7, blueflops-2.0.9 [Justin Kerk]
pentagon_cass: Old Tower [TZX Vault, SPA2, Steve Brown, Andrew Barker, Paul Hurd, Tony Barnett, Claus Jahn, Donald Graham, Guy Bearman, Jose Luis Soler, Krasimir Hristov, Andrew Blood, Dave Stevens, John Wilson, Edwina Brown, Walter Pooley, Tomaz Kac, Martijn van der Heide, Ramsoft, Dunny, Woody, Mikie, anonymous]
smc777: Yakyuu-Kyou [TurboMajikon]
specpls3_flop: Redshift [TZX Vault, SPA2, Steve Brown, Andrew Barker, Paul Hurd, Tony Barnett, Claus Jahn, Donald Graham, Guy Bearman, Jose Luis Soler, Krasimir Hristov, Andrew Blood, Dave Stevens, John Wilson, Edwina Brown, Walter Pooley, Tomaz Kac, Martijn van der Heide, Ramsoft, Dunny, Woody, Mikie, anonymous]
spectrum_betadisc_flop: DreamWalker: Alter Ego 2 (Pentagon), Gravibots, Lirus, Log Cabin Dizzy (v1.04, English), Log Cabin Dizzy (v1.04, Russian), Mighty Final Fight (v1.0), Mighty Final Fight (v1.1), Mighty Final Fight (v1.2), Mighty Final Fight (v1.2, Wally music hack), MultiDude (Pengaton), Redshift, Sector: Invasion, Twinlight [TZX Vault, SPA2, Steve Brown, Andrew Barker, Paul Hurd, Tony Barnett, Claus Jahn, Donald Graham, Guy Bearman, Jose Luis Soler, Krasimir Hristov, Andrew Blood, Dave Stevens, John Wilson, Edwina Brown, Walter Pooley, Tomaz Kac, Martijn van der Heide, Ramsoft, Dunny, Woody, Mikie, anonymous]
spectrum_cass: Aahku al Rescate (set 1), Aahku al Rescate (set 2), Aahku al Rescate (set 3, beta 01, April 2011), The Adventures Of Jane Jelly - The Egg Diamond (set 1), The Adventures Of Jane Jelly - The Egg Diamond (set 2, turbo loader, with trainer), The Adventures Of Jane Jelly - The Treasure Of Hotmarmalade (set 1, Bumfun), The Adventures Of Jane Jelly - The Treasure Of Hotmarmalade (set 2), The Adventures Of Jane Jelly - The Treasure Of Hotmarmalade (set 3, turbo loader, with trainer), The Adventures Of Jane Jelly - The Treasure Of Zedin (set 1, Bumfun), The Adventures Of Jane Jelly - The Treasure Of Zedin (set 2, older), The Adventures Of Jane Jelly - The Treasure Of Zedin (set 3, turbo loader, with trainer), The Adventures Of Jane Jelly - The Treasure Of Zedin - Nightmare Version (set 1, Bumfun), The Adventures Of Jane Jelly - The Treasure Of Zedin - Nightmare Version (set 2, older), The Adventures Of Jane Jelly - The Treasure Of Zedin - Nightmare Version (set 3, turbo loader, with trainer), Altair (set 3, release 2, English), Altair (set 4, release 2, Spanish), Altair (set 5, English), Altair (set 6, Spanish), Altair ZX (set 1, English), Altair ZX (set 2, Spanish), Alter Ego (set 3), Androide (2014, Pixelsoft) (set 2), Androide (2014, Pixelsoft) (set 3), Antiquity Jones (set 2, v1.2), Antiquity Jones (set 3), Arcade Game Designer v1.0, Arcade Game Designer v1.3, Arcade Game Designer v1.5, Arcade Game Designer v2.0, Arcade Game Designer v2.3, Arcade Game Designer v2.4, Arcade Game Designer v2.6, Arcade Game Designer v3.0, Arcade Game Designer v3.3, Arcade Game Designer v3.4, Arcade Game Designer v3.5, Arcade Game Designer v4.0, Arcade Game Designer v4.1, Arcade Game Designer v4.2, Arcade Game Designer v4.3, Arcade Game Designer v4.4, Arcade Game Designer v4.5, Arcade Game Designer v4.6, Astronaut Labyrinth (set 1), Astronaut Labyrinth (set 2, easy boss), Astronaut Labyrinth (set 3, turbo loader, normal & easy boss, with trainer), Attack Of The RGBobots, B-Squared (set 1), B-Squared (set 2), Baffo Jones, Baldy ZX (set 2), Bauble Blast!, Billy Box (set 1, English), Billy Box (set 2, French), Blimpgeddon (set 1, v1.02, Final, QAOPM controls), Blimpgeddon (set 2, v1.02, Final, ESDFO controls), Blizzard's Rift, Bluber (set 1, release 2), Bluber (set 2, release 2), Bluber (set 3, release 1), Bob The Space Janitor (version 2), Bobby Carrot (set 1, v1.01, 128k), Bobby Carrot (set 2, v1.01, 128k), Bobby Carrot (set 3, v1.01, 48k), Bobby Carrot (set 4, v1.01, 48k), Bomberman (2016, Cristian Gonzalez) (set 2, demo, v01), Bomberman (2016, Cristian Gonzalez) (set 2, demo, v03), Booty - The Remake (set 1, v1.2, turbo loader), Booty - The Remake (set 3, v1.2), Booty - The Remake (set 4, v1.2 - Black Edition, turbo loader), Booty - The Remake (set 5, v1.2 - Black Edition), Booty - The Remake (set 6, v1.2 - Black Edition), Booty - The Remake (set 7, v1.1, turbo loader), Booty - The Remake (set 8, v1.1), Booty - The Remake (set 9, v1.1), Bounty - The Search for Frooge (set 1), Bounty - The Search for Frooge (set 2), Brian vs. The Bullies, A Broken Friend (set 2), Bubble Frenzy, Bubble Monkey Bros, Cap'n Rescue (v3.0), Cap'n Rescue 2 - The Escape (v3.4), Car Wars (set 1, v1.1, English), Car Wars (set 2, v1.1, Spanish), Car Wars (set 3, English), Car Wars (set 4, Spanish), Catch A Hare, Char Set Finder, CharAde Editor & Demo, The Chard, Chessboard Attack (set 1, v1.2), Chip Rescue, Chopper Drop (set 2, release 2), Christmas Cracker, Christmas Gift Hunt (set 1, v2.0, 128k), Christmas Gift Hunt (set 2, v2.0, 48k), Christmas Gift Hunt (set 3, beta), Christmas Gift Hunt (set 4, ULA Plus), Chunk Zone, Clopit!, Code Zero (set 1), Code Zero (set 2), Columns (set 2, Physical Version), Crappy Crates, The Dark (2016 cassette release), Davey-Dudds Loves Peas, Dead By Dawn (set 2), Dead Flesh Boy (set 1, v2), Dead Flesh Boy (set 2, v2), Dead Flesh Boy (set 3, v1), Dead Flesh Boy (set 4, v1, no loading screen), Deep Core Raider (set 1, v1.1), Deep Core Raider (set 2, v1.1), Donkey Kong Jr. (2016, Gabriele Amore) (corrected jump), DragonBall - El desafio del Dr Gero (1994), DreamWalker: Alter Ego 2 (set 1, 128k), DreamWalker: Alter Ego 2 (set 2, 48k), Dung Darach, F'n Balls (set 1, ULA rain fix), Flash Beer Trilogy, Flynn's Adventure (set 3, tech demo 01-04-12), Flynn's Adventure In Bombland (set 1, v1), Flynn's Adventure In Bombland (set 2, demo), Fn Balls (set 2, older), Forest Raider Cherry, Frank N Stein (set 3, pre-release), Future Looter (set 1, release 2), Future Looter (set 2, release 1), Future Looter (set 3, demo 18122011), Genehtik (set 2), Ghost Castles (cassettte version), Grumpy Santa (set 1), Grumpy Santa (set 2), Hunchy (1983, Mr. Micro), Invasive Species (48k version), Jaws - The Text Adventure, Join, Knight Hero (Black version), Knight Hero (White version), Knights & Demons, Knights & Demons DX (set 2), Knights (set 1), Knights (set 2, BASIC version), Knights (set 3, turbo loader), Krap Park (set 1, fixed version, with screen magic), Krap Park (set 2, fixed version, without screen magic), Krap Park (set 3, older, with screen magic), Krap Park (set 4, older, without screen magic), Kyd Cadet (set 2, v1.2), Kyd Cadet II (set 2), Kyd Cadet III - The Eyeburx Plee (set 2), Laetitia, Little Dragon 2 (128k, AY Sounds), Little Dragon 2 (48k), Little Dragon 2 - Hikoki's Cut, El Loco, Loco Bingo (set 2, RetroBytes demo), Lost In My Spectrum (set 1, v2.0, 128k, English, turbo loader), Lost In My Spectrum (set 2, v2.0, 128k, English), Lost In My Spectrum (set 3, v2.0, 128k, German, turbo loader), Lost In My Spectrum (set 4, v2.0, 128k, German), Lost In My Spectrum (set 5, v2.0, 128k, Spanish, turbo loader), Lost In My Spectrum (set 6, v2.0, 128k, Spanish), Lost In My Spectrum (set 7, v2.0, 128k, French, turbo loader), Lost In My Spectrum (set 8, v2.0, 128k, French), Lost In My Spectrum (set 9, v2.0, 128k, Italian, turbo loader), Lost In My Spectrum (set 10, v2.0, 128k, Italian), Lost In My Spectrum (set 11, v2.0, 128k, Portuguese, turbo loader), Lost In My Spectrum (set 12, v2.0, 128k, Portuguese), Lost In My Spectrum (set 13, v2.0, 48k, English), Lost In My Spectrum (set 14, v2.0, 48k, German), Lost In My Spectrum (set 15, v2.0, 48k, Spanish), Lost In My Spectrum (set 16, v2.0, 48k, French), Lost In My Spectrum (set 17, v2.0, 48k, Italian), Lost In My Spectrum (set 18, v2.0, 48k, Portuguese), Micro Inc, Mighty Final Fight (v1.1), Mike, The Guitar (set 1), Mike, The Guitar (set 2, turbo loader), Mike, The Guitar (set 3), Mike, The Guitar - The Shooter, Moritz - The Dog That Caught The Car, Moritz Strikes Back, Moritz To The Moon, Mr Do!, MultiDude (set 1, AY sounds), MultiDude(set 2, beeper sounds), Mysterious Dimensions, Mystery (set 1, 128k version), Mystery (set 2, 48k version), Ninja Gaiden Shadow Warriors, Nirvana Engine, Old Tower (set 1, 128k), Old Tower (set 2, 48k), The Order Of Mazes, Ossuary, Page And The Curse Of The Pharaoh, Page's Castle Quest (set 2), Pariboro, Pentacorn Quest (set 1, English), Pentacorn Quest (set 2, Spanish), Percy Penguin (set 1, Vs3), Percy Penguin (set 2, demo, b68), Pets vs Aliens Prologue (set 1), Pets vs Aliens Prologue (set 2), Pink Pills: Manic Moritz and the Meds, Pip The Pipistrelle, Pooper Scooper, Pretty Gambler, PTM, Push 'n' Chase, Pyromania II: Chopper Rescue, Pyromania: Trial by fire, Quahappy (set 1), Quahappy (set 2, turbo loader), Rabid Mower, Raw Battle, Red Planet (English), Red Planet (Spanish), Rediscovered Realms (set 1), Rediscovered Realms (set 2), Redshift (set 1, turbo load), Redshift (set 2), Redshift (set 3), Rescue Lander, ROVR - Remote Operated Vehicle Recovery (set 1), ROVR - Remote Operated Vehicle Recovery (set 2), SIP - Special Intergalactic Painter (set 2), Sixteen Skirmish, Space Disposal (set 2), Speccy Bros - Nick & Tom, Speed Ball, Stormfinch, Super Moritz, Tales Of Grupp, Tea-Leaf Ted (set 1, man version), Tea-Leaf Ted (set 2, bear version), Terrorlandia, Terry The Turtle Vektor, The Time Of The End (set 2, side 1 only), Toofy In Fan Land (set 2), Toofys Winter Nuts (set 2, v1.2), Xelda 1: Quest for the Golden Apple (set 1, English, ver 1.03), Xelda 1: Quest for the Golden Apple (set 2, English, ver 1.03a), Xelda 1: Quest for the Golden Apple (set 3, Russian, ver 1.03a), Xelda 1: Quest for the Golden Apple (set 4, Russian, ver 1.03a), Xelda 1: Quest for the Golden Apple (set 5, Spanish, ver 1.03a), ZX Destroyer, Zukinox (set 1, final cassette version), Zukinox (set 2) [TZX Vault, SPA2, Steve Brown, Andrew Barker, Paul Hurd, Tony Barnett, Claus Jahn, Donald Graham, Guy Bearman, Jose Luis Soler, Krasimir Hristov, Andrew Blood, Dave Stevens, John Wilson, Edwina Brown, Walter Pooley, Tomaz Kac, Martijn van der Heide, Ramsoft, Dunny, Woody, Mikie, anonymous]
Highway Encounter (unreleased) [ICEknight]
Toi Acid Game (unreleased) [José Luis Correa, ICEknight]
vsmile_cart: Alfabet Pretpark (NL), Disney's Aladdin - De wonderwereld van Aladdin (Netherlands), Flitzers Schlaue Städtetour (Germany), Scooby-Doo! - Griezelen in het Pretpark (Netherlands), V.Smile Mein erster Mausklick (Germany), Walt Disney's Assepoester - De wonderwereld van Assepoester (Netherlands) [TeamEurope]
spectrum_betadisc_flop: Bobby Carrot [TZX Vault, SPA2, Steve Brown, Andrew Barker, Paul Hurd, Tony Barnett, Claus Jahn, Donald Graham, Guy Bearman, Jose Luis Soler, Krasimir Hristov, Andrew Blood, Dave Stevens, John Wilson, Edwina Brown, Walter Pooley, Tomaz Kac, Martijn van der Heide, Ramsoft, Dunny, Woody, Mikie, anonymous]
spectrum_cass: Booty - The Remake (set 2, v1.2), Mister Kung-Fu (set 1, v1.3), Mister Kung-Fu (set 2, v1.3), Mister Kung-Fu (set 3, v1.3, Plus 2a / Plus 3), Mister Kung-Fu (set 4, Plus 2a / Plus 3) [TZX Vault, SPA2, Steve Brown, Andrew Barker, Paul Hurd, Tony Barnett, Claus Jahn, Donald Graham, Guy Bearman, Jose Luis Soler, Krasimir Hristov, Andrew Blood, Dave Stevens, John Wilson, Edwina Brown, Walter Pooley, Tomaz Kac, Martijn van der Heide, Ramsoft, Dunny, Woody, Mikie, anonymous]
spectrum_microdrive: Outlet (Issue 001 through 038) [TZX Vault, SPA2, Steve Brown, Andrew Barker, Paul Hurd, Tony Barnett, Claus Jahn, Donald Graham, Guy Bearman, Jose Luis Soler, Krasimir Hristov, Andrew Blood, Dave Stevens, John Wilson, Edwina Brown, Walter Pooley, Tomaz Kac, Martijn van der Heide, Ramsoft, Dunny, Woody, Mikie, anonymous]
spectrum_wafadrive: Spectral Writer [TZX Vault, SPA2, Steve Brown, Andrew Barker, Paul Hurd, Tony Barnett, Claus Jahn, Donald Graham, Guy Bearman, Jose Luis Soler, Krasimir Hristov, Andrew Blood, Dave Stevens, John Wilson, Edwina Brown, Walter Pooley, Tomaz Kac, Martijn van der Heide, Ramsoft, Dunny, Woody, Mikie, anonymous]
vsmile_cart: Disney's Winnie de Poeh - De wonderwereld van Poeh (Netherlands), Disney/Pixar Ratatouille - Remy's Nieuwe Recepten (Netherlands), Nick Jr. Dora the Explorer - Dora's Fix-it Adventure (USA), Scooby-Doo! - A Night Of Fright Is No Delight (Smartbook) (USA) [TeamEurope]
vsmilem_cart: Disney Princess - The Princess and the Frog - Tiana's Big Dream (UK), Disney/Pixar Wall-E (Germany), DreamWorks Monsters vs. Aliens (Germany), Mijn Puppy! (Netherlands), Nick Jr Dora - Dora's Reparatie Avontuur (Netherlands), Nickelodeon Wonder Pets! - Save the Animals! (UK), Sport Games (Netherlands) [TeamEurope]
wd_fdc.cpp: Allow SSO signal to be routed by driver for cases where it isn’t used to select side. [68bit]
bus/ss50: Added support for additional SS-30 cards. [68bit]
MP-T timecounter, MP-S2 dual serial interface, SS-30 DC5 floppy disk interface, PIA IDE hard disk interface.
swtpc09.cpp updates: [68bit]
Added support for UniFLEX floppy disk image files.
Added SS-30 bus, and removed peripherals on SS-30 cards from driver.
Fixed banked memory implementation.
Added configuration options for CPU clock speed variations, and SWTBUG patches needed for floppy support.
Added DC5 floppy controller as default slot option.
formats/flex_dsk.cpp: Re-wrote using wd177x_format as a base class. [68bit]
Now supports single- and double-density disks, dynamically identifies boot sector IDs, and writing image files.
Made debugger memory views show correct data when chunks are too small for the space’s address shift. [AJR]
unidasm updates: [AJR]
Added r65c02, score7, unsp12 and unsp20 support.
Fixed address shift for scudsp and hd61700.
upd7810: Fixed breakpoints, and added notes. [AJR]
trocana: Added preliminary MSM6650 device and some test inputs. [AJR]
Reverted change making SGI CD-ROM identify as a hard disk, as it causes indy_4610 to fail its SCSI test. [AJR]
m65c02, r65c02: Corrected memory access patterns for read-modify-write instructions. [AJR]
Quick preface; I'm a university student who's currently majoring in film production and screen writing. This definitely will not be the best work you've ever read, but I hope it's decent. Thanks for reading! EDIT - I've taken the feedback given to me by some excellent Redditors and have updated the story. FUTURE EPISODES WILL BE POSTED TO MY PROFILE BATTLESTAR ANDROMEDA Season 1 Episode 1 - Zero Hour INT : OFFICER’S QUARTERS - BATTLESTAR ANDROMEDA The room is tidy with some personal effects scattered around. It’s dimly lit. The officer laying in bed wakes up, abruptly. As if from a nightmare. Sitting up, rubbing his face and throwing a shirt on. Colonel Daniel Wilson gets on his feet. He puts his uniform jacket on. The Colonel opens his locker, seeing a picture of his family. It reads “Wilson Family, Caprica.” A small smile fades onto his face before fading away just as fast. He puts it back and heads towards the door. INT : MESS HALL - BATTLESTAR ANDROMEDA Outside the mess hall, it’s the afternoon but inside the mess hall, it’s first thing in the morning. A few exhausted pilots scattered around the room drinking coffee and eating breakfast. Others asleep on the couches and chairs. Some asleep, some staring into space. The energy in the room is nonexistent. Two pilots are sitting together. One of them eating breakfast. Mag “Puddles” Edmons and Jacob “Weasel” Green staring into space. Weasel is significantly older than Edmons and clearly much more experienced. Puddles - These 16-hour rotations are tough. I can barely keep my eyes open. Weasel snaps back into reality. Weasel - Just a couple more days. They’re doing the last tests on the Celestra and then we get to go home. Puddles - Thank the gods. Weasel - As someone who got most of their flight hours doing planetary patrol over Picon, this officially sucks. Puddles - I just got out of flight school. This is my first assignment. I was supposed to be flying Admiralty around on Caprica. I’m not supposed to be out putting new cruisers through the ringer. Weasel - Well, save the best for last, right? Just a day in the life of a Raptor wrangler. They keep drinking their coffee, Puddles having trouble keeping her eyes open. The ready alarm sounds. Weasel gets up. Weasel - That’s us. They both get up and leave. INT : CIC - BATTLESTAR ANDROMEDA The CIC, unlike the officer’s quarters and mess hall, is buzzing with life. Officers move around. They’re working at consoles, speaking to one another, etc. Marines are stationed at each entrance. As Colonel Wilson enters the CIC, the younger Captain James “Neptune” Holloway salutes him. Wilson walks over to join the Captain at the main DRADIS console. Col. Wilson - Good morning, Captain. Cpt. Holloway - Morning, Colonel. Col. Wilson - What’s on the list for today? Cpt. Holloway - The armistice officer hasn’t reported in. Probably just a communications error but Columbia’s going to go out and check on him later. That said, she’s being refit at the moment so fleet asked us to be ready in case Columbia ends up tied up at the shipyards with her refit. Col. Wilson - Does CO know? Cpt. Holloway - Yes, sir. Admiral was briefed this morning. She’s currently aboard Odin, overseeing the transfer of the new Mark 7s. Col. Wilson - How many Mark 7s did we get? Cpt. Holloway - 64, sir. Enough to top off our air wing and Celestra’s. We can finally get those Mark 2s off of the Odin. Col. Wilson - About time. Keep me apprised, Captain. Cpt. Hollowaysaluting - Yes, sir. The Colonel exits the CIC, Captain Holloway resuming watching the DRADIS console. EXT : DEEP SPACE - VIEW OF THE ANDROMEDA AND HER SUPPORT SHIPS The Andromeda, a Mercury-Class Battlestar, sits in the middle of five other ships, four being various support ships with the fifth being a Loki class heavy cruiser attached to the Orion-Class. One Defender-Class ship, “Defender”, an Orion-Class Pocket Battlestar “Odin”, and two Victory-Class Heavy gunships, “Celestra” and “Victory,” make up the rest of the fleet. The Battlestar groups holds position near a Nebula. An asteroid field in the distance. INT : PILOT’S QUARTERS The pilot’s quarters is silent. All but two of the racks are empty. Two people appear from a single rack, throwing shirts on and quietly giggling. Lauren ‘Nickles’ Alson and Liam ‘Dragon’ Chandler. Nickles sneaks out of the room. A voice comes from the other bunk. Frank ‘Wizard’ Jolly. Wizard - If you do would keep the noise to a minimum next time, that’d be great. Dragon - Ha, I’ll try but I don’t know man. Can be hard sometimes. Wizard - Pun intended? The two share a laugh as Dragon puts his flight suit on and Wizard tries to fall back asleep. INT : CARGO HOLD - ODIN Admiral Lana Forbes stands on the catwalk, watching as 64 shiny new Mark 7 Vipers are towed into the cargo bay off of the Loki. A deckhand comes up behind her with a clipboard in her hand. SPC. Jase - The last Vipers have been unloaded and munitions depots have all been resupplied. Just need your signature, Admiral. Admiral Forbes signs off on the sheet and hands it back to the Specialist. She’s just as tired as everyone else. Adm. Forbes - How much left on your contract, Specialist? Spc. Jase - Eight years, sir. Adm. Forbes - Is this your first assignment? Spc. Jase - It is, sir. Adm. Forbes - Thank you, Specialist. That’ll be all. The SPC salutes and leaves with his clipboard. INT : CIC - BATTLESTAR ANDROMEDA The CIC is just as life filled as before. Lieutenant Nyoka stands near Lieutenant Shaw’s console. Lt. Nyoka - What’s the latest, Sam? Lt. Shaw - Delphi electoral debates are on so I’ve been watching those all day. Don’t tell the XO. She grins, Nyoka doing the same. Lt. Nyoka - Not a word. EXT : DEEP SPACE - REAR VIEW OF FLEET There’s a bright flash of light and a Raptor appears, but it’s damaged. Oxygen pours out of it. It sluggishly moves towards the fleet. INT : CIC - BATTLESTAR ANDROMEDA The DRADIS console beeps. Lieutenant Nyoka turns towards teh screen and moves back to his station it takes a second for him to realize what’s going on but quickly gets it together and puts his headset on. The Colonel turns his attention from a clipboard to the DRADIS screen. Lt. Nyoka - DRADIS contact, bearing 347 carom 224, range 1500. The Colonel sets his clipboard down and gives his full attention to the screen. Col. Wilson - Well? Lt. Nyokainto comms- Unidentified Raptor, you’re entering a restricted area. Please respond on this channel, over. No response. Lt. Nyoka - It’s a Raptor, sir, but they’re not responding on any channel. Col. Wilson - Have the CAP intercept. Sound action stations. Lt. Nyokainto the intercom - Action Stations. Action Stations. Set condition one throughout the fleet. This is no drill. I repeat; action stations. Action stations. Set condition one throughout the fleet. EXT : DEEP SPACE - THREE MARK 7 VIPERS AND A RAPTOR The CAP moves to meet the Raptor. INT : VIPER COCKPIT - CAPTAIN HOLLOWAY Cpt. Hollowaythrough radio - Andromeda, CAG, the Raptor looks shot to hell. INT : RAPTOR COCKPIT - PUDDLES Puddles - Andromeda, Puddles. We’re unable to raise the Raptor on wireless. INT : CIC - BATTLESTAR ANDROMEDA Lt. Shaw - Puddles, Andromeda. Your orders are to send the following message by signal light. Message begins “Slow speed, maintain present course. Flash identification.” Message ends. Lieutenant Nyoka looks at the XO. Lt. Nyoka - Communications failure? Col. Wilson - Maybe. EXT : DEEP SPACE - RAPTOR Puddles’ Raptor flashes the comms light at the front of the damaged Raptor, which flashes back “312 SOS”. INT : RAPTOR COCKPIT - PUDDLES Puddles - Andromeda, Puddles. They’re flashing 312 SOS. INT : CIC - BATTLESTAR ANDROMEDA The CIC’s energy has changed. While being relaxed and social before, the crew has become more serious. Each member manning their station. Colonel Wilson turns to Lieutenant Nyoka. Col. Wilson - Order the CAP to escort it into the starboard launch bay. Have medics and a squad of marines meet me there. The specialist sitting at the communications console turns towards the Colonel. Specialist Silas - Sir, Admiral’s shuttle is on route. Col. Wilson - Tell her to meet me in the hangar. Lieutenant Nyoka, you have the deck. You two, come with me. He points to the two marines standing at the door. Colonel Wilson exits CIC with both marines tailing. EXT : DEEP SPACE - VIEW OF FLEET AND THE DAMAGED RAPTOR The CAP escorts the damaged Raptor into the flight pod. It’s having trouble maintaining a straight course and continues to leak atmosphere. It makes a rough landing onto the elevator, the Vipers continuing through the flight pod and out the other side. INT : STARBOARD LAUNCH BAY POD- BATTLESTAR ANDROMEDA The Raptor is towed into the bay. Deck crew move around, working on Vipers here, sorting equipment there. The damage is evident on the Raptor’s hull. Marines are posted, weapons at the ready. A team of medics stand behind them, cots and medkits ready. Admiral Forbes and Colonel Wilson stand nearby, watching. The manual override for the Raptor’s main door is engaged by the deck crew, the ship depressurizing. It opens a few inches and then gets stuck. The deck crew attempts to manually lift it. Marines close in. The door finally opens, a badly wounded Raptor pilot manages to stand and get out, collapsing on the wing. He’s got four bleeding points in his uniform. The co-pilot sits strapped into the rear seat, face on the console, dead. His visor shattered. The medics load the wounded man onto a cot and rush him to sickbay. The other medics, with the help of a few marines, load the dead man onto the other cot. The Admiral moves up to where the deck chief is inspecting the Raptor. Adm. Forbes - What’s the word, Chief? Deck Chief - She’s been hit hard. Looks like 30mm rounds, but I can’t be sure. Adm. Forbes - Friendly fire? Deck Chief - I don’t know, sir. The pilot’s lucky to be alive, I do know that. Adm. Forbes - The copilot wasn’t so lucky. I’ll be in sickbay. Keep me updated. Deck Chief - Yes, sir. The Chief continues inspecting the ship as the Admiral heads towards the stairs leading off the flight deck. INT : SICKBAY - BATTLESTAR ANDROMEDA Sickbay is empty, save for the medic, ship’s doctor at the bed of the wounded pilot and the marines standing at the door. The Admiral enters, the doctor walking towards her. Doctor Kim - He’s awake, and you’re going to want to hear what he has to say. You’ve got five minutes until I sedate him again. The Admiral nods and walks over to the man. He tries to raise his arm and salute but the Admiral puts her hand on his wrist, signifying that he doesn’t need to. He relaxes. His voice is raspy, laboured. He sounds like he’s in pain. Adm. Forbes - What happened, Lieutenant? Lt. Benson - It’s the Cylons, sir. They’ve broken the armistice. I was on the Columbia. We went to check on the Armistice Officer and there was a dozen Basestars waiting for us. Admiral, there’s a line of code in the new CNP. It lets them get into our networks. I don’t know how it got there. We were able to remove it but one Battlestar couldn’t hold against that many Cylons. The Admiral grabs a phone off the wall. Lt. Nyokathrough the comms- Combat. Adm. Forbes - Set condition two, fleet wide. Order all ships to disable the CNP and disengage their networks. Restore manual control from backup until you can dig through it line by line. I want anything that doesn’t look like it belongs to be removed. Send a message to Picon Fleet Headquarters. Inform them that the Cylons are planning an attack and that the CNP is compromised. Lt. Nyoka - Sir? Are you sure? That could take an hour or two and it’s going to mean we have to manually control everything. The CNP is a massive program, it could take days to sort through it. Adm. Forbescutting him off - I know what it means. Do it, Lieutenant. Use as many people as you need to, to get it done. Lt. Nyoka - Yes, sir. She hangs up the phone, returning to the wounded pilot. Lt. Nyokathrough intercom - Attention fleet, we are now at condition two. Adm. Forbes - Were you able to contact Fleet Headquarters? Lt. Benson - No, sir. Adm. Forbes - Rest up, Lieutenant. We’re going to need you. As the Admiral turns to leave the room Benson turns his head towards her. Lt. Benson - Is Mikey..? Adm. Forbes - He didn’t make it. She leaves, Benson leaning back and staring at the ceiling. INT : CIC - BATTLESTAR ANDROMEDA Admiral Forbes enters CIC. Lt. Shaw - Admiral on deck. Marines and officers salute her as she enters. Colonel Wilson stands at the DRADIS console. Adm. Forbes - At ease. XO, sitrep. Col. Wilson - There’s a lot of confusion. All we know for sure is that we’re being hit hard. We lost 30 Battlestars in the opening attack. According to reports, they’ve been able to just.. turn our ships off. The fleet’s not even getting a chance to fight back. Virgon, Picon, Scorpia, and Tauron have all been nuked. No word on the other colonies. Lieutenant Shaw comes up the Admiral, a paper in hand. She’s shaking. She sniffles, fighting tears. Lt. Shaw - Priority message, sir. Adm. Forbes - Take a breath, Lieutenant. Ease up. Lt. Shaw - Yes, sir. She takes a deep breath before returning to her station. THe Admiral reads the paper she was handed. Adm. Forbes - XO. Colonel Wilson moves over towards her. Col. Wilson - Admiral. Adm. Forbes - Admiral Nagala is dead and the Atlantia’s been destroyed. We need to get in this fight, now. Col. Wilson - We should head for Caprica. Adm. Forbes - I agree. Adm. Forbes - Lieutenant Shaw, please spin up the FTL drive and get ready to jump the ship. Copy to fleet. Lt. Shaw - Sir. Shaw moves over to the FTL console from her position at the Helm. The DRADIS console beeps. Lt. Nyoka - DRADIS contacts. Bearing 143 carom 229. 20, correction, 30 bogeys moving towards us at high speed. 6 minutes until contact. Adm. Forbes - Send hostile challenge and ID. Colonial Priority One channel. Lt. Nyoka - Attention unknown vessels, this is the Battlestar Andromeda. You are entering restricted space and are ordered to immediately change your course or you will be subject to defensive action. Please respond, over. No response. Lt. Nyoka - I say again, this is the Battlestar Andromeda. You are entering restricted space and you are ordered to change your course or you will be subject to defensive action. Please respond, over. Still no response. Nyoka looks at the Admiral. Adm. Forbes - Sound action stations. Launch alert Vipers. Position us to engage. Lt. Nyoka (background)intercom - Action stations, action stations. Set condition one throughout the fleet. Launch the alert Vipers. Hostiles approaching. Lt. Shaw - Sir, the Vipers still have the CNP installed and our network is down. Our main batteries aren’t responding to command input. We’re in no shape to fight, Admiral. We need to run. Adm. Forbes - We don’t have a choice. Launch the Vipers. We’ll fire the guns manually. Order gun crews to man their turrets. The Admiral watches the DRADIS screen as the crew frantically mans their stations. EXT : DEEP SPACE - VIPERS Lots of chatter through the radios of the Vipers. Pilots trying to figure out what’s happening and what the Raiders look like. INT : VIPER COCKPIT - CAPTAIN HOLLOWAY An airplane like high pitch whine comes from the Viper’s engines. Cpt. Holloway - Alright kids, cut the chatter. These bastards have a few new tricks up their sleeves so keep with your wingman and don’t get cocky. I want everyone in the mess tonight at 18:00 for our nightly games. By the numbers people. Puddles, what’s the ETA on intercept? INT : RAPTOR COCKPIT - PUDDLES Puddles - 2 minutes. We’re at 26, make that 34 confirmed contacts. She’s fre