Sizzling Story Outlines(book cover)

Say Good-Bye to Half-Finished Drafts (Or Half-Finished Outlines!)

Are you tired of getting stuck in the middle of writing? Learn how to keep your story moving with Sizzling Story Outlines, which was voted #1 Plotting Tool by WritesWithTools.com.

Whether you’re a plotter or a pantser, it’ll show you how to make outlining work for you. It’s a must-read craft book if you want to:

  • shape your idea for a novel or screenplay into a well-plotted story
  • improve your ability to put together a story
  • see further ahead in your plot or fill in missing gaps
  • make outlining easier—and writing your draft more fun

“If you want a proven nuts-and-bolts method to get your stories told, trust this guide.” ~ Ronald Drescher, screenwriter of The Inventors, a ScreenCraft Quarterfinalist

Buy now, unleash the full power of outlining, and finish your draft without freaking out!

Tomb Raider Anniversary Pcsx2 Access

The next room—the Tomb of Qualopec —ran flawlessly. Shadows pooled correctly. The sunbeams through the broken ceiling looked photorealistic. Alex watched Lara pull a lever, and for ten perfect seconds, he was fourteen years old again, watching his cousin play on a bulky CRT TV.

The first level loaded: Mountain Caves . The waterfall roared with crystalline clarity. Lara’s braid, once a jagged mess of polygons on original hardware, now swayed like a silk rope. Alex leaned forward, thumb resting on the spacebar (bound to “Interact”).

He resumed.

Then, the plugin decided to rebel.

And for one raw, ugly, authentic moment, Alex was playing Tomb Raider: Anniversary exactly as it ran on a real PlayStation 2 in 2007. He smiled. Saved his config. And climbed the last crumbling pillar toward the exit, where the real tomb—and the next PCSX2 crash—waited.

He tried a save state. Bad idea.

The screen went black. Then, a single white polygon appeared. Then a thousand. Lara’s model disintegrated into a constellation of vertices, spinning in the dark. The console log in the background spat out red text: “DMA error: Out of memory bounds.” tomb raider anniversary pcsx2

But the glitch stopped.

Tonight, he was not in his cramped apartment. He was in .

Alex leaned back. He could reload. Tweak the VU0/VU1 settings. But he was tired. He hit —the toggle for software rendering. The 4K sharpness vanished. The widescreen patch broke. Suddenly, Lara was blocky, pixelated, her textures swimming like oil on water. The framerate chugged to 25 FPS. The next room—the Tomb of Qualopec —ran flawlessly

As Lara shimmied across a narrow ledge, a ripped through the frame. The audio hiccupped—a metallic glitch —and for a split second, Lara’s face contorted into a nightmare of stretched textures. Alex swore. He paused, tabbed out, and tweaked the EE Cycle Rate from 100% to 130%. Overclocking the virtual Emotion Engine.

The emulator’s splash screen flickered, then settled into a silky 60 frames per second—something Lara Croft’s original PlayStation 2 hardware could only dream of. Alex knew he was cheating time. He had upscaled the internal resolution to 4K, slapped on a widescreen patch, and injected anti-aliasing so sharp it could cut glass.

But PCSX2 is a fickle god.

Every footstep became a robotic clang . The atmospheric wind turned into a dial-up modem screech. Lara jumped, and the grunt echoed like she was screaming into a well. Alex sighed. He cycled through audio interpolators—from Gaussian to Cubic to Nearest . Nothing worked.