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slacker

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Everything posted by slacker

  1. Thanks! Got mine today in the mail. It already helped me debug some palette luminance issues in my homebrew I'm working on between Stella and real hardware as well as help track down some screen flicker issues. Real hardware seems to be much more picky about scan line counts than Stella. Using "breakif {_scan>$262}" in the Stella console was a life saver in tracking down where it was happening in my code. No more screen flicker!
  2. I can't really comment on the difficulty getting to the end of the demo because I used the "jump in the pit" manoeuvre in the beginning to get to one of the keys and then again at the end to short cut my way back to the end door. 😁 I will have to play through again without doing that to give an honest answer. That said, I didn't find any of the traps or enemies to be unfair.
  3. Gave this one a go and after a bunch of frustration, I think I now have the official high score in this game. haha I was surprised to find that you actually get bonus lives after a certain amount of points. I'm not exactly sure when they trigger as the life counter only ever shows a max of 3 even though you can have more. From using debug colors in Stella, it looks like it uses a very small missile0 on the very tip of Lincoln's foot as the hit area of if you actually hit the ball or not when you kick.
  4. I really enjoyed the 2020_07_06 build of the game. The overall look and feel of the game is great. I was able to get the key to the big red door and after entering I was given a game over screen. I'm guessing that was the end of the build. One thing I did notice is that if I entered a room and there was no exit off the platform (pits surrounding where the player enters the room), you can jump down the pit if you have a life and then you'll spawn on the unreachable area of the screen on the other side of the pit.
  5. Thanks KevKelley! Hopefully it's of some use to you. Please let me know if you find things that need fixing. There's a bunch of "to-do" to do. I've been using it for the past day to create the playfields and sprites in my test bB game and it seems to work well enough to get the job done. (even if still a bit rough around the edges). Probably not anywhere near as good as what's available in Visual bB but unfortunately not having access to a Windows machine, that's not an option to me.
  6. I started working on my first bB project and was finding it difficult to imagine the sprite data when typing it directly into the VS Code. Also, the overly helpful auto complete can be annoying when it's trying to guess what string of 1's and 0's or .'s and 'X's you're typing in. I made a quick sprite / playfield editor in Java. I didn't realize there were web based ones already created when I put this together (I'm on Linux so I don't have access to the richer Windows based tools). The current code was put together quickly in one evening. I have plans on adding playfield colors as well as custom sprite/playfield sizes in the future. Currently the application will handle doing the vertical flipping for the data statements on the sprites. When generating. Playfield will generate with the correct 'X's and '.'s. You can also copy in your existing code into the text area and load them into the editor table for easier editing once a sprite/playfield is completed. Attached is the executable JAR to run the application. (On Linux, may have to do a "chmod +x" on the jar to add the executable flag). It should run on anything Java 8 and up. GitHub link: https://github.com/shamrice/batari-basic-sprite-editor Youtube example video: I figured I'd share in case anyone else could find this useful as well. Edit: Fixed playfield height to 12 instead of 11 that I had. Download and github updated. Video still shows old 11 row playfield editor. Thanks. batari-basic-sprite-editor_v02.jar
  7. From console output when using the default setting and clicking on the "compile and run" button: Launching Stella emulator... /home/{my_username}/.vscode/extensions/chunkypixel.atari-dev-studio-0.3.9/out/bin/emulators/stella/linux/x64/stella: error while loading shared libraries: libpng16.so.16: cannot open shared object file: No such file or directory ldd output on built in stella in above dir: (sorry for the long output) $ ldd stella ./stella: /usr/lib/x86_64-linux-gnu/libstdc++.so.6: version `GLIBCXX_3.4.22' not found (required by ./stella) linux-vdso.so.1 => (0x00007ffe86ca5000) libSDL2-2.0.so.0 => /usr/lib/x86_64-linux-gnu/libSDL2-2.0.so.0 (0x00007f5abac0f000) libpng16.so.16 => not found libz.so.1 => /lib/x86_64-linux-gnu/libz.so.1 (0x00007f5aba9f5000) libstdc++.so.6 => /usr/lib/x86_64-linux-gnu/libstdc++.so.6 (0x00007f5aba673000) libm.so.6 => /lib/x86_64-linux-gnu/libm.so.6 (0x00007f5aba36a000) libgcc_s.so.1 => /lib/x86_64-linux-gnu/libgcc_s.so.1 (0x00007f5aba154000) libpthread.so.0 => /lib/x86_64-linux-gnu/libpthread.so.0 (0x00007f5ab9f37000) libc.so.6 => /lib/x86_64-linux-gnu/libc.so.6 (0x00007f5ab9b6d000) libasound.so.2 => /usr/lib/x86_64-linux-gnu/libasound.so.2 (0x00007f5ab986d000) libdl.so.2 => /lib/x86_64-linux-gnu/libdl.so.2 (0x00007f5ab9669000) libpulse.so.0 => /usr/lib/x86_64-linux-gnu/libpulse.so.0 (0x00007f5ab9419000) libsndio.so.6.1 => /usr/lib/x86_64-linux-gnu/libsndio.so.6.1 (0x00007f5ab9209000) libX11.so.6 => /usr/lib/x86_64-linux-gnu/libX11.so.6 (0x00007f5ab8ecf000) libXext.so.6 => /usr/lib/x86_64-linux-gnu/libXext.so.6 (0x00007f5ab8cbd000) libXcursor.so.1 => /usr/lib/x86_64-linux-gnu/libXcursor.so.1 (0x00007f5ab8ab3000) libXinerama.so.1 => /usr/lib/x86_64-linux-gnu/libXinerama.so.1 (0x00007f5ab88b0000) libXi.so.6 => /usr/lib/x86_64-linux-gnu/libXi.so.6 (0x00007f5ab86a0000) libXrandr.so.2 => /usr/lib/x86_64-linux-gnu/libXrandr.so.2 (0x00007f5ab8495000) libXss.so.1 => /usr/lib/x86_64-linux-gnu/libXss.so.1 (0x00007f5ab8291000) libXxf86vm.so.1 => /usr/lib/x86_64-linux-gnu/libXxf86vm.so.1 (0x00007f5ab808b000) libwayland-egl.so.1 => /usr/lib/x86_64-linux-gnu/libwayland-egl.so.1 (0x00007f5ab7e89000) libwayland-client.so.0 => /usr/lib/x86_64-linux-gnu/libwayland-client.so.0 (0x00007f5ab7c7a000) libwayland-cursor.so.0 => /usr/lib/x86_64-linux-gnu/libwayland-cursor.so.0 (0x00007f5ab7a72000) libxkbcommon.so.0 => /usr/lib/x86_64-linux-gnu/libxkbcommon.so.0 (0x00007f5ab7833000) librt.so.1 => /lib/x86_64-linux-gnu/librt.so.1 (0x00007f5ab762b000) /lib64/ld-linux-x86-64.so.2 (0x00007f5abb703000) libjson-c.so.2 => /lib/x86_64-linux-gnu/libjson-c.so.2 (0x00007f5ab7420000) libpulsecommon-8.0.so => /usr/lib/x86_64-linux-gnu/pulseaudio/libpulsecommon-8.0.so (0x00007f5ab71a5000) libdbus-1.so.3 => /lib/x86_64-linux-gnu/libdbus-1.so.3 (0x00007f5ab6f59000) libbsd.so.0 => /lib/x86_64-linux-gnu/libbsd.so.0 (0x00007f5ab6d44000) libxcb.so.1 => /usr/lib/x86_64-linux-gnu/libxcb.so.1 (0x00007f5ab6b22000) libXrender.so.1 => /usr/lib/x86_64-linux-gnu/libXrender.so.1 (0x00007f5ab6918000) libXfixes.so.3 => /usr/lib/x86_64-linux-gnu/libXfixes.so.3 (0x00007f5ab6712000) libffi.so.6 => /usr/lib/x86_64-linux-gnu/libffi.so.6 (0x00007f5ab650a000) libsystemd.so.0 => /lib/x86_64-linux-gnu/libsystemd.so.0 (0x00007f5abb870000) libwrap.so.0 => /lib/x86_64-linux-gnu/libwrap.so.0 (0x00007f5ab6300000) libsndfile.so.1 => /usr/lib/x86_64-linux-gnu/libsndfile.so.1 (0x00007f5ab6096000) libasyncns.so.0 => /usr/lib/x86_64-linux-gnu/libasyncns.so.0 (0x00007f5ab5e90000) libXau.so.6 => /usr/lib/x86_64-linux-gnu/libXau.so.6 (0x00007f5ab5c8c000) libXdmcp.so.6 => /usr/lib/x86_64-linux-gnu/libXdmcp.so.6 (0x00007f5ab5a86000) libselinux.so.1 => /lib/x86_64-linux-gnu/libselinux.so.1 (0x00007f5ab5864000) liblzma.so.5 => /lib/x86_64-linux-gnu/liblzma.so.5 (0x00007f5ab5642000) libgcrypt.so.20 => /lib/x86_64-linux-gnu/libgcrypt.so.20 (0x00007f5ab5361000) libnsl.so.1 => /lib/x86_64-linux-gnu/libnsl.so.1 (0x00007f5ab5148000) libFLAC.so.8 => /usr/lib/x86_64-linux-gnu/libFLAC.so.8 (0x00007f5ab4ed3000) libvorbisenc.so.2 => /usr/lib/x86_64-linux-gnu/libvorbisenc.so.2 (0x00007f5ab4c2a000) libresolv.so.2 => /lib/x86_64-linux-gnu/libresolv.so.2 (0x00007f5ab4a0f000) libpcre.so.3 => /lib/x86_64-linux-gnu/libpcre.so.3 (0x00007f5ab479f000) libgpg-error.so.0 => /lib/x86_64-linux-gnu/libgpg-error.so.0 (0x00007f5ab458b000) libogg.so.0 => /usr/lib/x86_64-linux-gnu/libogg.so.0 (0x00007f5ab4382000) libvorbis.so.0 => /usr/lib/x86_64-linux-gnu/libvorbis.so.0 (0x00007f5ab4157000) When I run ldd on my local build of stella v6.0.2, I see this for the two above that are in error: libstdc++.so.6 => /usr/lib/x86_64-linux-gnu/libstdc++.so.6 (0x00007fe2bca96000) libpng12.so.0 => /lib/x86_64-linux-gnu/libpng12.so.0 (0x00007f01aef8a000) So it looks like my version of libpng and libstdc++ installed is an older version than what the built in emulator uses. strings /usr/lib/x86_64-linux-gnu/libstdc++.so.6 | grep GLIBCXX (older version omitted) GLIBCXX_3.4.21
  8. I just started using this today and I really like it. My computer is Linux (Ubuntu) so trying to get VisualbB working outside of an emulated Windows env via Wine didn't seem to work. Definitely an upgrade from trying to write stuff in Gedit. I noticed two things though. The built in Stella version didn't work for me (Installed Extension through the extension screen. Version is 0.3.9). This wasn't really an issue as I was able to update the config to point to my current version of Stella already installed. The second one, I'm not even sure is an issue as I'm super new to trying out bB. I noticed that the 'built in' variables missile0height and missile1height do not get syntax highlight like the other keywords do. Anyway, keep up the great work. This is perfect for someone like me who is learning bB and doesn't own a Windows machine.
  9. Really enjoyed the beta. It looks and controls great. I liked how you build upon your current inventory to open up new spots. The boss battles were also fun and a nice change of pace from the platforming.
  10. Looks cool! I definitely would love to give a demo a run when it comes out!
  11. Ok. So it looks like the 7805's are outputting the correct voltage. I find it strange I was getting 14v at the 4013 chip though. I would have thought that it was down stream of the 7805, thus only getting a 5v input. I'll check online to see if I can pickup a cheap 4013 and try swapping it in. I'm not really comfortable messing with the RF box, but I'll look for any loose solder joints. Also, it looks like your message got cut off before you finished. Was there any other ideas you had? Thank you for your help!
  12. Hi All, So I pulled out my Atari 5200 to test a controller my friend found at a thrift store. The good news is the controller works, the bad news is my system doesn't anymore. I was playing for about an hour before all of a sudden it decided to stop working. When I turn the system on, I get a solid black screen. Before this happened, I was getting some strange video irregularities. The screen for the most part would be okay but it would go into to flashing fits and then level out again. It seems like it got worse the longer a game was played. I thought maybe it was a dirty system/game or the video cable was going bad. Cable checked out okay. I cleaned the games and it made no difference. I found a repair manual online from Atari for the 5200 that had a troubleshooting section for a solid black screen. I took my system apart and pulled out my multimeter. I was unable to check the frequencies of the chips because I believe I need an oscilloscope for that. Checking the voltages where the manual said to, it looks like the voltages were all good except for A26, the 4013 Power ON/OFF latch. Across pin 8 and 16 I was reading around 14v where it should have been 5v. VR1 & VR2 were both showing 5v on their output pin so I'm not sure where this extra voltage could be leaking from. I did notice one larger resistor by the AV box closest to the end of the board was VERY hot. (By Q6, Q7. They're blue with gold, black, red, green brown rings on it) My system is a two port model, so it does not have the power integrated AV box like the 4 port model. Any ideas where to go from here? Thanks!
  13. First post and first purchase! Thanks!
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