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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

  • 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 &amp;quot;stop on bootsector&amp;quot; option to the hrdb debugger.

  • Post #1943922

    If they just renamed it to the Straight of Hormuz they wouldn&amp;#39;t have had so much difficulty.

  • 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&amp;#39;ll post the job descs when I have them (one is ML network development, one is ML inference related)

  • Post #1943920

    I thank John Mastodon again for his provision of the mute option.

  • Post #697600

    Back in 2001 or so, in the PS2 days, I used to have a sign pinned to my desk with the words &amp;quot;A GAME IS NOT A FILM&amp;quot; that I could point to. I see that little has changed.

  • 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&amp;#39;m using to create a disassembler) #atari

  • Post #465050

    Seems a bit unfair. That&amp;#39;s not what bobsleighs are designed for.