RE: VSM troubleshooting, Asteroids

From: TomWiz <twisnion_at_enteract.com>
Date: Tue Feb 12 2002 - 17:17:44 EST

Not having any of that in front of me.. ;-) I should have said
the vector
state stack... Top left hand side of the schecmatic... Darn,
can't remember
what it was 'offically labeled'. Yeah thats it, loaded the ram ok
and the stack had
the offests into ram. If the pattern was all localized, the stack
never got full enought
to excersie it. So in game mode it would die, in test mode it was
fine..

Also the the whole thing needed to excersize the Scale0-3 as
well.

TomW

>
>
> So the 9010A didn't catch the Vector Ram failure?
>
> Curiosity forced me to pull the schematics, the RAM
> failure should be caught
> by the 9010A, unless you have a problem with one of
> the 273 latches
> (right?).
>
> The 3 signals that didn't work properly for me using
> the Flukescript were
>
> !OPTS
> !SINP0
> !SINP1
>
>
> Kev
>
> > It puts a medium sized PLUS on the screen. I jumper
> the watchdog
> > and let if fly. I was going to put scope patterns in
> a doc for
> > the various test points during the draw but never
> got around to
> > it. What I'd like to do is increase the scaling, and
> have the vsm
> > code put in three different places in the vsm ram.
> I've run into
> > a few cases that it ran fine, but only because it
> was located low
> > in the vsm ram (its such a small pgm it does not
> fully test the
> > vsm address space). The game would die, but the vsm was fine.
> > Turns out that one of the high order bits (I forget
> the chip) was
> > out in the vsm ram. So to make this run in low vsm
> and then again
> > in high vsm memory space would be nice. Did anyone
> ever document
> > the vsm command structure ? That would be helpfull,
> this PLUS is
> > from the atari catbox documentation and I just
> adapted the tests
> > to the 9010. On of these day's I'll make it pretty..
> >
> > TomW
>
>
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Received on Tue Feb 12 14:13:59 2002

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