Steven Tattersall
tattlemuss@mastodon.gamedev.place
<p>home: <a href="https://mastodon.gamedev.place/tags/atari" class="mention hashtag" rel="tag">#<span>atari</span></a> 16-bit things (demoscene)<br />work: PlayStation Advanced Technology Group</p>
Posts
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Post #1943925
Scene guru @ggn has started a tutorial on cracking ST games: https://beyondbrown.mooo.com/post/cracking_getting_started/ which has prompted me to add a &quot;stop on bootsector&quot; option to the hrdb debugger.
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Post #1943922
If they just renamed it to the Straight of Hormuz they wouldn&#39;t have had so much difficulty.
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Post #1943921
Actual game post: In amongst all the (industry) job losses, we at SIE ATG will actually be recruiting for a couple of programming roles in the near future. I&#39;ll post the job descs when I have them (one is ML network development, one is ML inference related)
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Post #1943920
I thank John Mastodon again for his provision of the mute option.
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Post #697600
Back in 2001 or so, in the PS2 days, I used to have a sign pinned to my desk with the words &quot;A GAME IS NOT A FILM&quot; that I could point to. I see that little has changed.
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Post #636109
A visualisation of the 68000 instruction set. This 512x128 image encodes each of the 65536 possible opodes in the first word of the instruction. Each different colour maps to a different signature of operand/size decoding. For example, you can see the Line-A and Line-F instructions as the horizontal blocks of green right the way across the image. (Generated from one of the tools I&#39;m using to create a disassembler) #atari
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Post #465050
Seems a bit unfair. That&#39;s not what bobsleighs are designed for.