During the day the Powerwall will charge up using any excess solar. It will feed back to the house if solar isn't producing enough, but will stop doing that if its charge drops down to 16%. It's been very overcast today, so my Powerwall's not gained very much. Just received this: Status shows Storm Watch Powerflow shows the battery's now charging from both AC and Solar, normally it does not charge from AC.
I finally received approval to turn the system on as of Friday the 26th. Somethings not quite right though as it shows Standby and the Powerwall at 0%. Solar power is being generated though, so the standby above is most likely for the Powerwall. I am able to utilize it as seen in the following.
gap from when I tried to activate Powerwall by rebooting system
got my Model 3 back from the body shop and plugged it in to charge. Unplugged at 5pm when I left for the evening
p
Late last night I ran across a post on Facebook by Kurt Mayer about Adam Savage's Tested (he of Mythbusters fame). Had trouble sleeping afterwards, thank's Kurt Tested team members Jeremy Williams and Sean Charlesworth decided to build a new arcade cabinet running Starlords, a game they've built from scratch and introduced at California Extreme last year. As the name suggests, the game is an homage to Warlords. They enlisted the aid of Mike Mika and Kevin Wilson of Other Ocean. In this initi
Made a trip to Lafayette this past weekend, one of my dad's good friends unexpectedly passed away. Him and his wife were the family friends we met for lunch in Baton Rouge when we went to Fort Benning back in October (they'd driven over from Lafayette to meet us). Lafayette doesn't have much in the way of Tesla charging options, mostly auto dealerships (only accessible during business hours, so unavailable when we'd have been able to use them), RV camp sites, and an Electrify America (VW's p
Tesla Club of Greater Houston took part in 2K19 Galveston Cruise today that was hosted by Texas Infamous. Groups came from Austin and San Antonio (and possibly DFW). In preparation I did a Trip Charge this morning, which is charging the car to 100%. For daily use you should only charge to 90% or less as it's not good for the battery to sit at 100%. It's OK to do so for trips, you just want to hit the road soon after you finish charging. I haven't done a trip charge in a while, so wondered
They're here. Looks like the solar panels were designed in Germany. 9:30 south slope: 9:30 west slope: 9:30 north wall, the PowerWall is behind the orange ladder: 10:45 south slope 10:45 west slope 10:45 north wall 12:00 south slope 12:00 west slope 12:00 north wall 2:00 south slope - Panel installers finished and left. 2:00 west slope 2:00 north wall. CenterPoint (manages grid) is onsite, they had to pull the meter for the electricians.
A common step after buying an EV appears to be installing solar. That's something I'd been considering doing in a year or two, so when Tesla contacted me about it I said sure come on out and give me some info so I can plan ahead. They were out at the at the start of January and did a quote for solar panels and a power wall (think giant UPS).
The 80% offset is based on current usage, the consultant said I'd see more like 90% covered because the panels will shade the house, reducing my
As you may or may not be aware, I purchased a Tesla Model 3 about 8 months ago. Back in October my nephew Brandin graduated from Basic Training at Fort Benning in Georgia. My folks and I took a road trip to attend. It's the furthest I've taken my Model 3 so far and from the experience it's a great road trip vehicle (autopilot is awesome). One nice feature is the car plans the charging stops needed on a trip - Tesla has an online trip planner so you can see how that works out. These are th
Last time around, while visiting family for Thanksgiving, I'd implemented a preliminary starfield. I'd originally tried doing so using missile 1, but it didn't work (in Stella) so I changed it to use missile 0. In and of itself that was fine, but missile 0 was used for the melt trail so needed to be repositioned after displaying the stars. As a quick workaround I just added 2 extra scanlines to reposition missile 0, which had bumped the scanline count from 262 to 264.
Stella Debug C
I've upgraded my Mac mini in preparations of getting a 4K TV. My original mini would support 4K, but only at a 30Hz refresh rate. Timing for this appears to be good as a couple times last week my HDTV turned on with the convergence seriously out of whack - the Mac's white menu bar looked like a multicolored grin. Each time a power cycle corrected it, but the repeated occurrence suggests the TV's starting to go out.
Specs:
3.2GHz 6 core i7
8GB RAM
512GB SSD
Intel UHD Graphics 630
My Mac Pro had been having a weird issue with Spotlight frequently crashing. Spotlight's the built in search feature and then some - besides searching I also use it as a program launcher:
COMMAND-SPACE (launches Spotlight)
type the first few letters of a program name
hit RETURN to run said program
and calculator:
type a math equation
if needed elsewhere then COMMAND-C/COMMAND-V to copy/paste results
I use both of those way more than searching, and was getting rather frustrate
Finally getting some work done on SpiceC and have run into an issue. Storing graphic data in the C code like this: Lets you create a list of images like this:
const unsigned char* Images[] ={ Timmy, RedBox};
However, each entry in that list takes up 4 bytes (size of a pointer) which is twice as much space as needed as when I set up the graphic data via dasm files. Since the data ends up in the first 32K of the addressing space, I should be able to do something like this:
const
While working on SpiceC I discovered GCC supports 0b notation for binary values. I don't know when this occurred, but am quite pleased to see it! Before this change you could only use numbers represented in decimal, hexadecimal, and octal. At my job we use Visual Studio 2005 and 2012 for the supported and current versions of our software (V13 was developed with 2005, V14 and V15 with 2012). Neither of those versions of Visual Studio support it. We've started work on V16 and are currently in the
One of the difficulties about working with 2 sets of code (6507 assembly and C) is there's some common info that both need to know. Manually maintaining that info in 2 places is error prone, so you want to limit that as much as possible. While developing Stay Frosty 2 I came up with the idea of having the 6507 assembly maintain that info, and output it for C via echo commands:
echo "#define SUB queue[",ARMsub,"]"echo "#define SWCHA queue[",ARMswcha,"]"echo "#define SWCHB queue[",ARMswchb,"]"
In the prior SpiceC blog post I showed what a config file would look like:
MENU_KERNEL = "Menu/48pixel.asm"GAME_KERNEL = "Game/maze.asm"SCORE_KERNEL = "Score/radar.asm"AUDIO = SAMPLES MAC DIGITAL_AUDIO lda #AMPLITUDE sta AUDV0 ENDM
A key part of that is the constants which specify which kernels were selected for the project. Using those, my plan was to do this in the 6507 source code:
GameKernel: INCLUDE GAME_KERNEL INCLUDE SCORE_KERNEL OverScan: ...
Turns
EDIT: new version that also uses the AtariVox has been added.
Last night Nathan asked if I could create a 2600 sync pop program to aid in his creation of AtariAge YouTube videos. The program does a 10 second countdown starting at 9:59 seconds. When it hits 2:59 it displays a red square and generates a tone for a single frame. He included this mockup:
It continues to count down to 0:00 then restarts at 9:59. Format didn't matter, just the functionality, so I did a quic
I've taken quite a bit of time off 2600 projects, was burnt out after the crunch to finish Draconian in time for PRGE - I even worked on it as my folks and I made our way to Portland, by way of the Grand Canyon! I'm once again interested in working on 2600 projects and started off by porting Stay Frosty 2's music driver from DPC+ to CDF format for John's port of Mappy. Can't wait to hear iesposta's audio wizardry in that project! After finishing that I started in on my SpiceC framework. I
Fix issue where stations could take out another station's docked E-Type missile, whose explosion would take out the station it was docked too.
Condition Yellow now includes "station onscreen". Before it was only tied to the presence of enemy missiles. This oversight was mostly noticeable when playing KIDS or EASY.
Reduced the number of directions an I-Type and P-Type missile will enter the screen. This makes it less like a missile will show up then immediately fly offscreen.
updated AA
The phrase "Condition Red" will repeat periodically, like the arcade
fixed mystery explosions
This is the new Release Candidate. Please play it as much as you can over the next two days and report any bugs right away. For Harmony or Stella (requires Stella 5.0.2 or newer) draconian_20171011_RC4.bin Source: draconian_20171011_RC4.zip
World-Wrap logic added to Collision Quad to fix ship-station collision issue Keatah found
Minor tweak to ∆-11
Fix scoring/flicker issue with stations. See details in Reply #463
This is the new Release Candidate. Please play it as much as you can over the next few days and report any bugs right away. For Harmony or Stella (requires Stella 5.0.2 or newer) draconian_20171010_RC3.bin Source: draconian_20171010_RC3.zip
Audio readme: readme.txt
Fixed bug due to insufficient RAM being allocated for the High Score Table.
Tracked down a world-wrap issue related to collision detection. This should fix the issue with the rare enemy ship that couldn't be shot.
The same issue exists in the collision detection for the stations, but there wasn't room to apply it; however, this should not be needed as the stations never straddle the world-wrap points.
For Harmony or Stella (requires Stella 5.0.2 or newer) draconian_20171009_RC2.bin
Various space saving optimizations, including a 140 byte one from cd-w (changed the way sector data was stored in memory)
New game startup tune in place
Fixed the various wrap-around issues
Fixed issue where if the looping condition red sound effect was playing and you took out the last station, the condition red sound would play concurrently with the round cleared tune making it unrecognizeable.
Changed the station explosion sound effect.
Winning ∆ sectors are in place.
This is th
Revised ship startup sequence: 1) show SECTOR # during new game tune OR 2 second delay 2) show SCORE/RADAR/LIVES while saying "Blast Off!" (this gives the player a little time to get their orientation) 3) when done speaking the ship starts to move
lowered the Ramp-Up speed of the I-Type and P-Type Missiles from 5/128 per sector to 3/128 per sector
Hopefully fixed a bug where enemy ships & missiles could already be onscreen (and stationary) when you first CONTINUE a game.
slight revisio
I spent most of yesterday working on a program that parsed out iesposta's audio data written for my usual audio driver to see if I could optimize the data further to free up space. The data usage shrunk from 706 bytes to 606 bytes, which sounds great, however the drivers to deal with the more complex data arrangement will use more space. So I decided not to pursue that any further at this time. I'll take another look once iesposta sends me the final sound effects to see if that makes a differ