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Add some comments about my testing at 50Hz and add a new bug for the lack of a "GAME OVER PLAYER #" message in a two player game.
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BUGS.md
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BUGS.md
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@ -3,7 +3,7 @@ BUGS
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This is a list of the software bugs (as opposed to the bugs in the game that you shoot) that still need attention:
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* None known at this time.
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* When the first player finishes a game in a two player game, if they do not get a high score, there is supposed to be a "GAME OVER PLAYER #" message on the screen for about 2 seconds before it switches to the other player. I don't see any message at all when that happens, other than the notice of the switch to the other player.
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FIXED
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=======
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@ -7,7 +7,7 @@
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<key>Binary.xcscheme_^#shared#^_</key>
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<dict>
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<key>orderHint</key>
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<integer>2</integer>
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<integer>1</integer>
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</dict>
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<key>BuGS.xcscheme_^#shared#^_</key>
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<dict>
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@ -17,12 +17,12 @@
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<key>DiskImage.xcscheme_^#shared#^_</key>
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<dict>
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<key>orderHint</key>
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<integer>3</integer>
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<integer>2</integer>
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</dict>
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<key>doNotBuild.xcscheme_^#shared#^_</key>
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<dict>
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<key>orderHint</key>
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<integer>1</integer>
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<integer>3</integer>
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</dict>
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</dict>
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</dict>
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@ -23,7 +23,12 @@ _drawDirtyGameRow_wait&rowNum anop
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; offset numbers.
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;
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; Also according to that technote, it looks like these numbers are different
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; in PAL mode. TODO - Do I need something here to handle PAL correctly?
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; in PAL mode. TODO - Do I need something here to handle PAL correctly? I
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; switched my GS to 50Hz mode (startup/reboot with option held down to get the
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; menu) and I didnt't detect any graphics glitches at all. I did notice that
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; the game is noticably easier because things run a bit slower. If I do an
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; online score system, I should record whether a score was gotten at 50Hz vs
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; 60Hz.
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lda >VERTICAL_COUNTER ; load the counter value
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and #$80ff ; mask out the VBL bits
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asl a ; shift the word around
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