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PostPosted: Fri Jun 09, 2017 10:20 am 
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Can this be included on the cartridge alongside the 2016 compo entries?


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PostPosted: Fri Jun 09, 2017 10:58 am 
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mikejmoffitt wrote:
Can this be included on the cartridge alongside the 2016 compo entries?

Yes, as I mentioned earlier.


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PostPosted: Fri Jun 09, 2017 11:13 am 
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Yeah, this is even in the coverart.

Anyway, is that a custom watercolor for the coverart? It's very good.

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PostPosted: Fri Jun 09, 2017 12:51 pm 
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tepples wrote:
mikejmoffitt wrote:
Can this be included on the cartridge alongside the 2016 compo entries?

Yes, as I mentioned earlier.

I missed that, thank you.


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PostPosted: Fri Jun 09, 2017 7:47 pm 
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M_Tee wrote:
is that a custom watercolor for the coverart? It's very good.

It's an ink drawing by Galileo.


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PostPosted: Sun Sep 17, 2017 3:58 pm 
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I recently got a AVS system from RetroUSB and decided to test all of Action 53 games so far.

This game glitches quite spectacularly on the AVS (on all firmware versions I can get, up to v1.20).
The earth ship rotates through all the CHR tiles, while shooting random sprite types that remain on screen like mines, and other types of side effects when memory gets overflowed like that.

Nothing wrong with the game, just an interesting tidbit. I might read up on the source code to try to figure out what the AVS is tripping on.

Edit: I think it's most likely the alr ($4b) and/or axs ($cb) unofficial opcodes in the sprite computation code.


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PostPosted: Thu Sep 21, 2017 12:18 pm 
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That's interesting. I didn't even think about the AVS choking on unofficial opcodes until now.


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PostPosted: Thu Sep 21, 2017 12:35 pm 
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Mishandled unofficial opcodes should make the music in STREEMERZ and Driar malfunction.


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PostPosted: Thu Sep 21, 2017 2:37 pm 
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I checked it out by running blargg's nes cpu test (keeping in mind the website redirections), and found that the AVS implements AXS. So the MUSE music engine will work. however the AVS definitely chokes on ALR.


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