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  1. Wow. Was the intent of quoting those posts to encourage a discussion? The only result for me is that I will immediately put that idiot @Kitrinxon ignore, as well as this thread.
  2. Nope. The consoles are fine. I linked to a technincal article explaining what's going on in one of my previous posts.
  3. Not at all. Your new retrothink doesn't have any bug, and the issues you're having is because of the signal that the VCS is outputting (and not because of the aging components, but because of its design). It is advertised that some console with out-the spec signal might not work correctly. And the VCS is the worst in this area, because it's up to the games themselves to generate the video signal, so you can have different results based on the specific game. On the other hand, the new CC game has bugs in it. The consoles that show the bug are working just fine. I seriously will NEVER believe that they didn't use Stella, anyway that's not an excuse. You can find those bugs with little effort even without Stella. The PAL color loss just requires.... a PAL console and TV. The rabbit bug can be found by writing a script that checks the list file generated by the assembler (you could do that in the 80s, too), or by installing 8 resistors with a switch that connects them to either GND and +5V on the console data bus. If the game has the bug, it will fail with the switches in one (or both) of the positions. (Switches and resistors existed in the 80s) Yep, in response of your post. Like I said, NO ONE ever talked about that before your post. You brought up that subject. I mean, that's a fact, there's nothing to argue about. The posts are there, just read them yourself.
  4. I can't believe I'm agreeing with you on something, but I'm agreeing with you. I 100% agree with this too. But, this is not happening in this thread. In fact the post you quoted is the first one bringing up the subject of "instant response" customer service. No one talked about that before.
  5. The retrothink incompatibilities due to out of specs signals produced by different consoles isn't really related with what's being discussed here. The two reported issues with the game are not the result of machines that are out of specs because of aging, but they're instead bugs in the code. The bug is still there even on machines where apparently doesn't show up (and even if it doesn't show up today on a particular machine, it could tomorrow). If you re-read the previous posts, no-one was expecting a 0-day response. The issue with the loss of color in PAL consoles has been reported a month ago, and so far only got an indirect response with a post basically saying "Yeah, there's a bug, but it's only showing on PAL, so it's not a big deal". I'm pretty sure people in Europe paid the same amount for the game and are entitled to feel a bit upset. And the comparison with how similar issues are handled by AtariAge came up naturally.
  6. They're not compatible, and it's better not trying to plug them into an Atari, as Power and Gnd are on different pins and you risk shorting something. http://wiki.icomp.de/wiki/DE-9_Paddle
  7. Try fine tuning the TV channel frequency, if doesn't help try also tuning the other channel by flipping the switch on the consoles. Re-flashing the firmware won't serve any purpose in this case.
  8. Yes, it's reading a TIA register instead of the immediate value, but the TIA only drives 2 bits, and the value of the other 6 is undetermined. Many old games have this kind of bug and will glitch in Stella in developer mode, but only very rarely on real hardware. Apparently eproms are more likely to affect the undriven bits than the mask roms used in original games, so in this case the bug shows up more frequently also on real hardware. It is a bug in the game anyway, not an issue with the consoles themselves.
  9. For those who also own the digital download, does the glitch happen in Stella with the developer options on? (In particular, with "Drive unused TIA pins randomly on a read/peek")
  10. Seems to happen on certain consoles: https://atariage.com/forums/topic/318076-ex-activision-designers-launch-retro-game-publisher-audacity-games%E2%84%A2/?do=findComment&comment=4792815
  11. The extra button functionality is known to cause incompatibilities with some controllers (for example with trackballs), and/or some specific games. https://atariage.com/forums/topic/243453-atari-2600-trak-ball-games/?do=findComment&comment=4268750 https://atariage.com/forums/topic/317432-2600-jr-strange-joystick-behaviour-help-needed/ The Extra + Down combination would almost always exit emulation on the PlusCart, as it triggers Right + Reset.
  12. Double check using the attached pdf: see pages 31-32 for a descriptions of the pins, and the diagram on page 35 for the active state of the "chip select" pins. ColecoVision_Expansion_Module_1_Tech_Specs.pdf
  13. Good point, I assumed that only games that need to set it as output did that. Actually, I think there's no need for that: you can read back SWACNT/SWBCNT, so it doesn't really matter to know if it's a write or read operation: the data bus will in any case have the SWBCNT value. So, on any access to SWBCNT, just check the data bus, and if it's not 0 then disable the emulation exit function.
  14. It can see an access, while it cannot know if it's a write or read operation. Anyway there shouldn't be any reason for a game to access SWACNT / SWBCNT unless it's using the ports as output.
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