home: #atari 16-bit things (demoscene) work: PlayStation Advanced Technology Group
home: #atari 16-bit things (demoscene)
work: PlayStation Advanced Technology Group
Posts
home: #atari 16-bit things (demoscene) work: PlayStation Advanced Technology Group
home: #atari 16-bit things (demoscene) work: PlayStation Advanced Technology Group
I thank John Mastodon again for his provision of the mute option.
home: #atari 16-bit things (demoscene) work: PlayStation Advanced Technology Group
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'll post the job descs when I have them (one is ML network development, one is ML inference related)
home: #atari 16-bit things (demoscene) work: PlayStation Advanced Technology Group
home: #atari 16-bit things (demoscene) work: PlayStation Advanced Technology Group
home: #atari 16-bit things (demoscene) work: PlayStation Advanced Technology Group
Back in 2001 or so, in the PS2 days, I used to have a sign pinned to my desk with the words "A GAME IS NOT A FILM" that I could point to. I see that little has changed.
home: #atari 16-bit things (demoscene) work: PlayStation Advanced Technology Group
If they just renamed it to the Straight of Hormuz they wouldn't have had so much difficulty.
home: #atari 16-bit things (demoscene) work: PlayStation Advanced Technology Group
Scene guru @ggn@mastodon.gamedev.place has started a tutorial on cracking ST games: https://beyondbrown.mooo.com/post/cracking_getting_started/ which has prompted me to add a "stop on bootsector" option to the hrdb debugger.
home: #atari 16-bit things (demoscene) work: PlayStation Advanced Technology Group
Seems a bit unfair. That's not what bobsleighs are designed for.
home: #atari 16-bit things (demoscene) work: PlayStation Advanced Technology Group
home: #atari 16-bit things (demoscene) work: PlayStation Advanced Technology Group
home: #atari 16-bit things (demoscene) work: PlayStation Advanced Technology Group
home: #atari 16-bit things (demoscene) work: PlayStation Advanced Technology Group
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'm using to create a disassembler)