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Posts posted by TheHoboInYourRoom
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E.g. Air Raid, Alien, Centipede, Codebreaker, Fatal Run... Gehirn and TomJones demos...
Liquid Candy misbehaves too.
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Haven't posted scores before now because these games kinda frustrate me. This is only the second or third time I've ever played Popeye.
Anyway,
He-Man - 15,200
I also found a score glitch after getting a game over.
Popeye - 8600
Smurfs - 30,500
Bonus:
My favorite cartoon is currently Sailor Moon, mainly because of how cute it is. I tried reading the original comic once and just couldn't get over how bratty Usagi was, but the show combines the character designs so well with the voice acting and soundtrack that the story actually grabs me and keeps me interested.
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(I would like to see that on its own to study the variation)
I was thinking the same thing.
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I love the lightning bolt effect here!
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I don't have any non-jittery paddles right now, so I'll have to use Stella this week.
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It works! Eventually. I tested the ROM after cleaning the Harmony and the cartridge port, and one bit wasn't being stuffed, but it corrected itself in about 30-45 seconds top to bottom. Strange.
The sequence is actually a bit weirder than this. I ran the test again cold, within a couple seconds of turning on the Atari. At first both halves of the test, the 1- and 7-bit stuffing, fail on the same bit (D6). Within a minute the 1-bit stuffs to PF1 correct themselves (possibly top to bottom, but I don't know since I can only see one row correcting) and only some minutes later did the 7-bit stuffs to PF2 correct as I previously described. It's pretty sensitive to room temperature, it seems.
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It's definitely temperature-related in my case. If I run the latest test after playing a game, it works. The glitch has only happened when the Atari is cold.
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OK. I'm not a VCS programmer. So, then, maybe an auto-detect routine could involve user input somehow. Dunno.
No, it could still be automated. Like say you're stuffing data into the playfield registers and moving one of the sprites in 4-pixel increments to see if the desired bits are coming through, which would show up in the collision latches. Or you could keep the player objects still and assert their bits one by one, checking collisions with some other object. Stuff like that.
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Mmm.. Maybe there could be a test routine or something. Simply writing/stuffing values, and reading them back normally.
And a quick flash of a white dot on the left side of the screen indicating high is used. Or a dot flash on the right side indicating low is being used. Something simple for troubleshooting information.
It would have to deal with the fact that most TIA registers are write-only. Something that manipulates the collision flags most likely.
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The forum is saying I don't have permission to download it.
EDIT: I can download other attachments in this thread just fine, even in a private window. It's just this latest ROM that I can't get.
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Season 6 - The New HSC - Week 14/15 = Cartoon Weeks, Vol. III
in 2600 High Score Club
Posted
Popeye - 11,950