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TheHoboInYourRoom

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Everything posted by TheHoboInYourRoom

  1. I don't believe so. I plugged in the card, copied the file over, unmounted the card, and then unplugged it. Regardless, I'll get back to you later today.
  2. Hmm. Version 2 crashes immediately for me and produces a video signal like as if the Atari were turned on without a cartridge. I suppose I'll clean the contacts and try loading the demo from a different SD card tomorrow.
  3. No dice, and it didn't really improve after ~20 minutes of warmup.
  4. Another way of saying this is that the TIA automatically converts 4-bit two's complement into excess-8.
  5. What a great little game. I've mastered almost all the levels here, can't wait for the final version. And I *love* the music from Derivative!
  6. When the Atari is on, it generates heat and gets hotter. After a certain amount of time, it reaches a stable temperature and stops getting hotter. So, I was talking about how my Atari was behaving after it had reached that stable, warmer, temperature.
  7. Version 3 is a success, with a little interesting warm-up behavior. Now, that first photo was taken at the end of the first cycle less than 30 seconds after turning the Atari on, so it was still cold. But a couple bits flickered slightly while the tests were running: D6 of PF1 started flickering near the end of the stuff-low test and continued during the stuff-high test, and D6 of PF2 started flickering (during the stuff-high test) about a minute after the PF1 bit did. After the Atari warmed up from playing a game, there was no flickering at all. However, the image at the end of the cycle was never incorrect.
  8. It was version 1. I'll try version 2 after I get off work.
  9. Another failure on my Rev. E Jr. After a few cycles, the scanning bar started jittering back and forth by a couple color clocks (to the right) as it scanned. This test is actually more successful when my Atari is cold (D0 of both PF1 and PF2 were stuffed correctly before this photo was taken).
  10. Version 4 on an NTSC Junior, board revision E. The sample playback works perfectly, btw.
  11. Ah yeah, actually the demo does make a slight buzz, but it's at the same frequency as the CRT's own hum so it's probably just some RF interference.
  12. That's the fixed debug color mode, toggled with Alt-comma in Windows and Linux or Cmd-comma in OS X. It ignores the values sent to the color registers and colors the objects according to which objects they are. I haven't looked at Commando's code, but my first guess is that it probably uses a list of sprite IDs to set pointers to graphics and color tables, along with a list of horizontal positions to move things to (note the long strip of HMOVE bars on the left).
  13. Keystone Kapers - 30,400 I'm... not great at this game.
  14. Not at all, you can absolutely use HMOVE in vertical blank. Combat does it, for instance: if you run Combat in Stella and open the debugger, type "trapwrite HMOVE" into the command prompt; exit the debugger and it will reappear after HMOVE has been written to, at line 21 while the screen is still blank.
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