A long time ago now, there used to be a mailing list for the Stella Atari 2600 emulator. It was called the Stella Mailing List. Many important discussions of programming techniques and analyses of the Atari video game console were conducted on this mailing list. There used to be a website that documented all the most important discussions and events that occurred on the Stella Mailing List, and it was called The Dig. The Dig no longer exists on the internet. There is no cached backup of the website on any web archival website, and to my knowledge no-one has ever saved any of the information that used to be contained on that website.
There currently exists an incomplete version of The Dig called the MiniDig. You can find it here.
The purpose of this page on my blog is to attempt to construct a new Dig. Because I am a Communist, I decided to call this new Dig the Commo Dig. I have no idea what The Dig used to look like or how it was organised, so I have decided to use my own organisational method. If you have any suggestions for how I could improve The Commo Dig, please email me at vidak at riseup dot net. Thank you.
The text of this dig is released under the GNU GPL Version 3. It is NOT released under normal copyright. You may copy the text of this dig and host it again where-ever you like. This is the original Commo Dig, though, and it is released under the licencing I have chosen. Don’t be fooled into thinking it’s someone else’s intellectual property. You may use the Commo Dig under all the rights and duties listed under its original GNU GPL v3 licencing.
Thursday, 17 October
Jim Nitchals: What the DS instruction is.
Monday, 21 October
Jim Nitchals: How Communist Mutants Generated Random Numbers.
Saturday, 26 October
Matt: Matt’s Top 48 2600 Games.
Monday, 2 December
Eckhard Stolberg: You must turn off the frame during Overscan.
Wednesday, 5 February
Piero Cavina: Mondo Pong Game Preview.
Monday, 24 February
Greg Troutman: Pointers about COLUPF.
Thursday, 27 February
Eckhard Stolberg: uuencoded Tetris clone.
Monday, 3 March
Nick Bensema: [TUTORIAL] How to Draw a Playfield.
Jim Nitchals: Commentary on Combat’s Programming.
Jim Nitchals: The 2600’s Controllers Can Send as Well as Receive Data.
Tuesday, 4 March
Nick Bensema: Comments on How Games Avoid Flickering.
Wednesday, 5 March
Bob Colbert: 7 Bouncing Copies of player0.
Edward Federmeyer: Frustrations About Making New Carts.
Reply: Glen Saunders.
Thursday, 6 March
Piero Cavina: Comments on 2600 Sprite Copy Function.
Nick Bensema: Discussion About Coarse and Fine X Movement.
Piero Cavina: Attempt at Collisions Between Hardware Copied Sprites.
Friday, 7 March
Crackers: 20 Pixel Versus 40 Pixel Playfields.
Crackers: Cartridges versus ROMs.
Dan Boris: Still Working Link to Atari Technical Info.
Saturday, 8 March
Bob Colbert: Updating Playfield Registers on Alternating Frames for High-Res.
Eckhard Stolberg: NTSC to PAL porting guide.
Reply Glenn Saunders.
Cracker’s Easy Playfield Code.
Reply Nick Bensema.
Glenn Saunders: Pointers on How TIA Controls Saturation of Colours and Not Luminance.
Sunday, 9 March
Russ Perry Jr: Some Useful Correspondence from Carol Shaw on River Raid Down the Bottom.
Monday, 10 March
Eckhard Stolberg: Why the 2600 Produces Different Colours on PAL and NTSC Systems.
Eckhard Stolberg: Information on TIA Sound.
Tuesday, 11 March
Eckhard Stolberg: Speculation on Why There Are Short Black Lines.
Bob Colbert: High Resolution Scores.
Greg Troutman: More on High Resolution Scores.
Bob Colbert: Etch-a-Sketch for 2600.
Erik Mooney: How to Draw a Playfield II.
Wednesday, 12 March
Piero Cavina: Counting Time Instead of Lines.
Reply Nick Bensema.
Thursday, 13 March
Piero Cavina: 21 Objects for the Price of One.
Glenn Saunders: Sound Utility for 2600.
Saturday, 15 March
Eckhard Stolberg: Answering Question about Supercharger Bankswitching and RAM Access.
Erik Mooney: Confused about Displaying High Res Scores.
Tuesday, 18 March
Marc “King Kong”: Short Black Lines, and HERO etc Skipping First Two Bits of PF0
See entire thread, but Erik Mooney’s reply is really good.
Saturday, 22 March
Erik Mooney: Answering Questions about 2600 RPG Rumour
Monday, 24 March
Read the Whole Erik Mooney Thread on Random Number Generation.
Another Erik Mooney Thread on RNG.
Thursday, 27 March
Piero Cavina: 11 Horziontally Moving Sprites.
Friday, 28 March
Piero Cavina: Request for Advice About Economising Code.
Reply Nick Bensema.
Wednesday, 2 April
Glenn Saunders: PRECISE 2600 Sound Chart.
Thursday, 3 April
Piero Cavina: Latest Multi-Sprite Demo (debugged and updated).
Friday, 4 April
Erik Mooney thread on indirect addressing data in memory. Read whole thread.
Songbird Thread on Intellectual Property of 2600 games.
Sunday, 6 April
Greg Troutman’s Z26 text adventure.
Wednesday, 9 April
Jim Nitchals: Uses for the PHP instruction.
Thursday, 10 April
Alpha version of Erik Mooney’s Space Invader Clone.
The thread talks about the “Drawscreen” Kernel.
Second Alpha on 12 April.
First beta on 24 April.
Major update to Piero Cavina’s demo. Includes Background Grid of Tiles.
Explanation on 14 April about how he stored the tiles in memory.
He releases it as a game on 17 April.
Friday, 11 April
Pointless thread, but an interesting dicussion: Songbird on linking consoles.
Jim Nitchals: Answering Chris Pepin’s Question About Hexadecimal Graphical Data.
Saturday, 12 April
Erik Mooney: Player Graphics Display 1 Pixel Further Right Than Missiles and Balls.
Greg Troutman: Dark Mage.
Erik Mooney: Speculation About 2600 Being Able to Address 8K ROM.
Glenn Saunders: Making Space Invaders “March” Across the Screen
Tuesday, 15 April
Erik Mooney: The 48 Pixel High-Res Routine Explained.
Thursday, 17 April
Glenn Saunders: The Source Code to Freeway.
Friday, 18 April
Bob Colbert: Confirms you can run code in 2600 RAM.
Sunday, 20 April
Nick Bensema: “Suckyzep” demo.
Saturday, 10 May
Eckhard Stolberg: How Cosmic Ark Does its Twinkling Stars.
Wednesday, 9 July
Piero Cavina: Multi-Sprite Game Version 2.0.
Version 2.1 released on 16 July.
Version 2.2 released 25 July.
Tuesday, 22 July
Eckhard Stolberg: Explaining the BIT and AND instruction.
Thursday, 24 July
Nick Bensema: Attract mode and colour cycling is in software.
Follow up reply from Nick.
Friday, 25 July
Greg Troutman: Rescue Demo.
Wednesday, 30 July
Erik Mooney: RPG Engine.
Saturday, 2 August
Erik Mooney: Interesting thread on using the 2600 to trigger Teletext.
Tuesday, 5 August
Eckhard Stolberg: Cubis beta 2.
Friday, 8 August
Soren Gust: 2600 Minesweeper Version 0.9
Saturday, 9 August
Greg Troutman: New Version of Rescue Demo.
Sunday, 10 August
Piero Cavina: Multi-Sprite Game Version 2.3.
Version 2.4 released 19 August.
Version 2.5 released on 30 August, now named Oystron.
Monday, 11 August
Dan Boris: 6532 RIOT Chip Specifications.
Dan Boris: Howard Warshaw’s Method for Re-Seeding Random Number Generators.
Wednesday, 13 August
Dan Boris: Broken Link to Archive of US Patents.
Describes how to display multiple copies of sprites on a 2600.
References from Piero Cavina.
Thursday, 14 August
Ben Combee: Idea for 2600 Adaptation of Minecart Sequence from Super Mario RPG.
Piero Cavina: Explanation of Access Code Between Multi-Cart RPGs.
Piero Cavina: Interlacing Technique for Making “Grayish” Versions of Colours.
Friday, 15 August
Erik Mooney: Updated Version of RPG Kernel. Read the whole thread.
Saturday, 16 August
Piero Cavina: Using JMP (indirect) to economise CMP/BNE/JMP.
Saturday, 23 August
Erik Mooney: Answering Piero’s Question About How Galaxian Used 7 Aliens Per Row.
Wednesday, 3 September
Glenn Saunders: Preliminary Suggestions About Using Horizontal Movement Routines From Older Games.
Erik Mooney: More Detailed Comments on Horizontal Positioning.
Thursday, 4 September
Piero Cavina: Advice to Erik Mooney to Write A Sprite-Alone Game First.
Robin Harbron’s Thread on the Addressing Space of the 2600’s 6507. Read the Whole Thread.
Saturday, 6 September
Piero Cavina: Oystron 2.6.
2.7 released on 14 September.
2.8 released 21 September.
2.8.2 released 28 September.
Sunday, 7 September
Glenn Saunders: Comments on Missile Bitdepth.
Saturday, 13 September
Piero Cavina: A thread about the ethics of intellectual property for homebrews.
Monday, 15 September
Bob Colbert: Latest Version of His Multi-Sprite Demo.
Jim Nitchals: Advice to Richard Kennehan About Legality of Disassembly.
More from Greg Miller.
Tuesday, 16 September
Greg Troutman: It is Possible to Extend the Display into Overscan.
More from Erik Mooney.
Crackers’s Colour Cycling Programme.
Wednesday, 17 September
Crackers Having an Epiphany About Why the PFX Bits are Arranged the Way They Are.
Sunday, 21 September
Nick Bensema: Weird Idea to Make a “Kill Kenny” 2600 Game.
Friday, 26 September
Crackers: Virtual Pet Demo 1.
Demo 2 released 30 September.
Friday, 3 October
Jim Nitchals: Short BCD Time Routine.
Saturday, 4 October
Crackers: 2600 Digital Clock.
Sunday, 5 October
Piero Cavina: Oystron 2.8.5.
Crackers: Source Code for Digital Clock.
Thursday, 9 October
David Schweinsberg: Platform Game “Droid” Demo.
Eckhard Stolberg’s Comments on David’s Demo’s VSYNC.
Tuesday, 21 October
Eckhard Stolberg: How to Use RAM on a Cartridge.
Bob Colbert: Source Code to Multi-Sprite Game.
Sunday, 2 November
Piero Cavina: Oystron 2.9.
Friday, 14 November
Piero Cavina: Interesting Comments on IEEE Spectrum Article on the 2600.
Glenn Saunders: Read the Whole Thread to See Stella Members Introducing Themselves.
Saturday, 15 November
Eckhard Stolberg: “Domino”, an Ishido clone.
Thursday, 20 November
Bob Colbert: Claims Stell-A-Sketch Uses a “Nifty” Routine to Move a Chunk of Memory.
Wednesday, 3 December
Erik Mooney: Describes How Missile Command Drew Curved Lines.
Thursday, 4 December
Bob Colbert: Multi-Sprite Game Update Version.
Collision Detection Version Released 8 December.
Saturday, 6 December
Ruffin Bailey: Thread on Software and Hardware Collision Detection.
Thursday, 25 December
Piero Cavina: Hypnotic Christmas Demo Program.
Wednesday, 31 December
Ruffin Bailey: Read Whole Thread About Pointers About Combat.
Thursday, 1 January
Piero Cavina: How Combat Positions Players and Missiles.
Friday, 2 January
Ruffin Bailey: Read Whole Thread Discussing Interesting Innovations of Various Games.
Saturday, 3 January
Piero Cavina: Interesting Thread on the TIA.
Correction post on 5 January by Glenn Saunders about the number of gates in the TIA.
Sunday, 4 January
Piero Cavina Hacks Together Erik Mooney’s “INV” (Invaders Clone) Game.
Thursday, 8 January
Erik Mooney: Interesting Answers to Questions About Arcade Space Invaders.
Friday, 9 January
Glenn Saunders: Big Essay on Piracy and the Stella CD.
David Schweinsberg: DROID Version 2 released.
Saturday, 10 January
Glenn Saunders: Request for Source Code Transcription.
Sunday, 11 January
Piero Cavina: INV Version 2.1 Released.
Monday, 12 January
Crackers (Ahhh! Chris Cracknell!): Explaining (now old) Law About Copyright and Piracy.
Wednesday, 14 January
Bob Colbert: Latest Version of Multi-Sprite Game.
Tuesday, 27 January
Piero Cavina: New Version of Mondo Pong.
Wednesday, 18 March
Eckhard Stolberg: Explains a Horizontal Movement Routine.
Erik Mooney: But the sprites can’t overlap.
Jim Nitchals: A Way to Implement Single Cycle Resolution W/O Carry Flag.
Sunday, 29 March
Eckhard Stolberg: Movable 48 Pixel Sprite Demo.
Erik Mooney: Does This Mean We Could Make Mortal Kombat?
Wednesday, 1 April
Big Thread Discussing the Creation of 2600 Mortal Kombat.
First Annual Stella Programming Contest Winner is Piero Cavina.
Monday, 6 April
Eckhard Stolberg: The Processor Does Not Turn Off During VSYNC.
Wednesday, 8 April
More Discussion on 2600 Mortal Kombat.
Thursday, 9 April
Kurt Woloch: HMOVE Blanks are 8 Pixels.
Bob Colbert: Latest Version of the Multi-Sprite Game.
Wednesday, 15 April
Crackers: Non-HMOVE Sprite Experiment. See earlier post “Aaargh” for Early Source. Thread for Bugfix.
Next Version Released 18 April.
Thursday, 16 April
Crackers: Hiragana Font for 2600.
Chris Wilkson: Misunderstood Instructions: Code that Works on Real Hardware, But Only Sometimes.
Thursday, 23 April
Bradford Mott: He-Man’s Title Screen and Early Stella Emulation.
Tuesday, 5 May
Thread Started By Andrew Davie on Non-Repeated Playfield By Chasing the Beam.
Thread By Andrew Davie on Self-Modifying Code.
Wednesday, 6 May
Amos Bannister: Z26 Running C64 Binaries.
Saturday, 9 May
Andrew Davie: Optimisation Tips for Delay Loops.
Sunday, 10 May
Andrew Davie: 4 Colour Playfield Demo “PUSH” Version 1.
Final R&D Demo 15 May.
Playable Demo 17 May.
Wednesday, 13 May
Andrew Davie: Optimisation Tips for Multiplying.
Friday, 15 May
Erik Mooney: Thread About Positioning Two Objects on a Single Scanline.
Saturday, 16 May
Andrew Davie: Optimisation Tips on Sneaky Fractional Bit Representation.
Friday, 22 May
Chrissalo: A First Demo of a Game.
Friday, 29 May
Andrew Davie: Optimisation Tips on Subroutine Jumps.
Erik Mooney: Request for Help on Processing Special Cases of Collisions.
Monday, 1 June
Nick Bensema: Optimisation Tips for Compacting Graphics Data.
Thursday, 4 June
Andrew Davie: Why You Would Encode Using Sub-Bit Resolution.
Tuesday, 9 June
Wednesday, 17 June
Kurt Woloch: New Version of Sinking Ship Demo.
Version 1.502 on 18 June.
Songbird: Picture of the Vaporware Game Cybermorph 2600.
Monday, 29 June
Ruffin Bailey: Questions about BMI and BPL. Maybe Read Whole Thread.
Friday, 31 July
Eckhard Stolberg: Mortal Kombat 2600 Version 1 (?).
Thursday, 13 August
Piero Cavina: Four Non-Flickering Single-Scanline Resolution Sprites.
Version 1.2, 14 August.
Version 1.4, 20 August.
Version 1.5, 21 August.
Tuesday, 25 August
Piero Cavina: Barber’s Pole Demo.
Thursday, 27 August
John Saeger: 18 Sprite Modification of Eckhard Stolberg’s Trick.ASM.
Monday, 31 August
Eckhard Stolberg: Use of the 18 Sprite Mod to Display 18 Extra Lives.
Friday, 11 September
Crackers: Finished Clock Cart?
Bug fix on 14 September.
Correct upload of the BIN on 14 Sept.
Monday, 5 October
Glenn Saunders: The Black Bars on the Side of the Screen.
Tuesday, 27 October
Eckhard Stolberg: Grid Demo.
Tuesday, 10 November
Eckhard Stolberg: New Version of Mortal Kombat 2600.
Saturday, 2 January
Andrew Davie: Reducing Line Art Animation to 48×48 pixels.
Sunday, 3 January
John Harvey: How JSRs Work Using the Atari 2600 Memory.
Sunday, 10 January
John Harvey: Pressure Guage Game.
Tuesday, 12 January
Erik Mooney: These are the 6507 CPU’s Startup Vectors.
Thursday, 14 January
David Schweinsberg: Binary and Source Code for DROID.
Tuesday, 19 January
Andrew Davie: Details About How the 6507 CPU Program Counter Works.
Sunday, 7 February
Schwerin: Rough Notes on Scrolling Maze Engine.
Wednesday, 10 February
Schwerin: Thread on Developer Wishlist.
Schwerin: Thread on One Bit Sound.
Monday, 1 March
Tennessee Carmel-Veilleux: Build Your Own 2600.
Friday, 19 March
Russ Perry Jr: Thread on Colour and Drawing Limitations.
Friday, 2 April
Chris Wilkson: Thread on Using Your Own Waveforms With 2600.
Monday, 19 April
Bob Colbert: Source Code to Solaris. NO FILE.
Tuesday, 25 May
“Gentlben”: Thread on Some Interesting Questions about the 2600.
Sunday, 30 May
Eckhard Stolberg: Answering Gentlben’s Questions About Horizontal Positioning.
Saturday, 19 June
David Schweinsberg: Basic Playfield for RPG.
Sunday, 27 June
Chris Wilkson: Comment on Injection Molding for New Cartridges.
Thursday, 1 July
Eckhard Stolberg: Version of a Scrolling Text Demo.
Saturday, 3 July
David Schweinsberg: RPG Development New Version.
Thursday, 8 July
Erik Mooney: Quick and Dirty Code(TM) to Send Square Wave Out Joystick.
Friday, 6 August
John K. Harvey: Thread on Colour Cycling Routine.
Pete Holland: Thread Clarifying Some Issues With Basic Assembly.
Saturday, 21 August
Thomas Jentzsch: Thread on WSYNC and RESPx Questions.
Wednesday, 1 September
Mark De Smet: 62 Byte Scrolling Rainbow Demo.
Monday, 6 September
Ruffin Bailey: Question About Getting Indirect Y Addressing Working.
Tuesday, 14 September
Pete Holland: Question About ROR and ROL.
Friday, 17 September
Gene Johannsen: Demo For a Game Based on Grids.
Russell Babylon: 2600 Voice Synthesis.
Thomas Jentzsch: First Version of Thrust Released!
Wednesday, 22 December
Rob: Ho Ho Ho #2: Horizontal Scrolling Playfield.
Monday, 10 January
Kurt Woloch: Games That Did Horizontal Scrolling.
Tuesday, 18 January
John K. Harvey: Pressure Gauge 2: Multiplayer.
Sunday, 19 March
Scott Huggins: Demo From a New Programmer.
Monday, 1 May
Phillipp Graf: Colour Bars Demo.
Thursday, 4 May
John K. Harvey: Thread About Collision Detection.
Tuesday, 30 May
Eckhard Stolberg: Answering Question About Scanline Numbers.
Monday, 12 June
Thomas Jentzsch: Thrust v0.9.
Tuesday, 20 June
Mark De Smet: Answering Technical Questions about the 2600 and TIA.
Erik Mooney: Speculating that Unused Data Bits in TIA Cannot Be Used Like RAM.
Glenn Saunders: Thread Asking Question About 2600 RAM Usage.
Glenn Saunders: Question About 36 Cycles Available During Horiztonal Scanline.
Glenn Saunders: Thread Asking Question About Single Line Resolution Player Graphics.
Wednesday, 21 June
Glenn Saunders: Thread Asking Question About 2600 Memory Mapping.
Friday, 23 June
Kurt Woloch: Thread About Interlacing and Single Line Resolution.
Wednesday, 19 July
Thomas Jentzsch: Thrust Version 1.0 (What He Describes as the “Final Beta”).
Saturday, 22 July
Eckhard Stolberg: Answering A Question About How the Booster Grip Adaptor Works.
Tuesday, 25 July
Glenn Saunders: Polynomial Counter Flash File.
Saturday, 29 July
Thomas Jentzsch: WSYNC Taking 5 Instead of 3 Clock Cycles.
Wednesday 2 August
Eckhard Stolberg: Answering a Question about Writing to Horizontal Movement Registers 24 Cycles After HMOVE Strobe.
Thursday, 3 August
Thomas Jentzsch: Illegal Opcodes in Thrust.
Tuesday, 8 August
Glenn Saunders: Game Idea About Catching Fireworks Crossed With Warlords.
Sunday, 3 September
Thomas Jentzsch: Thrust Version 1.1.
Wednesday, 6 September
Glenn Saunders: Speculation About How H.E.R.O. Did its Life Bar.
Thursday, 14 September
Andrew Davie: Cheating a Little and not doing WSYNCs.
Saturday, 16 September
Thomas Jentzsch: More on Thrust’s Illegal Opcodes.
Eckhard Stolberg: How the Multi-Sprite RESP Trick Works.
Monday, 18 September
Thomas Jentzsch: The “Final, Final” Version of Thrust (Version 1.2).
Sunday, 24 September
Ruffin Bailey: Thread About Question About Player Movement in an Old Demo.
Sunday, 1 October
Mark De Smet: Preliminary Post About His SFCaves 2600 Game.
Saturday, 7 October
Thomas Jentzsch: Borland Pascal Program to Discriminate Between Clones and Real Games.
Friday, 20 October
Pete Holland: Interesting Unanswered Question About Collision Detection.
Wednesday, 1 November
John K. Harvey: Some Sort of ZIP File? “Guidelines For Setting Timers”.
Thursday, 21 December
Manuel Polik: A “Holiday Surprise“.
Friday, 5 January
Manuel Polik: “Nasty” 6502 Tricks?
Tuesday, 9 January
Thomas Jentzsch: Tips for Disassembling Games.
Wednesday, 10 January
Manuel Polik: Alpha of a Demo.
Erik Mooney: There Are Two Different Versions of Asteroids.
Tuesday, 23 January
Dennis Debro: Thread Asking Question About < and > Symbols in Assembler.
What’s frustrating me is that everyone is referring to the development of Qb in this month, but I can’t find any posts where Andrew Davie actually releases the code.
Thursday, 1 February
Eckhard Stolberg: Answering Question About Address Naming (eg. VAR+2).
Andrew Davie: Quick Demo: Large Scale Animation of Background Graphics.
Friday, 2 February
Mark De Smet: Thrust Compatibilities.
Thursday, 8 February
Thomas Jentzsch: Missile vs. Player Copies.
Monday, 12 February
Andrew Davie: Hex to BCD Routine.
Kurt Woloch: How Single Line Kernels Like Atlantis Manage Horizontal Motion.
Tuesday, 13 February
Thomas Jentzsch: How to Create 6 Digit Scores With Background Colour Change.
Manuel Polik: Early Version of Gunfight 2600.
Wednesday, 14 February
Andrew Davie: Thread About Solutions to Use Up A Single Cycle.
Andrew Davie: Qb Version 0.02.
Manuel Polik: Gunfight 2600 at the Limits of Single Line Kernel.
Thursday, 15 February
Thomas Jentzsch: JAMMED Version 0.1.
Monday, 19 February
Thomas Jentzsch: JAMMED Version 0.2.
Thomas Jentzsch: Comments on Qb Version 0.05.
Manuel Polik: New Version of Gunfight.
Tuesday, 20 February
Manuel Polik: Another Version of Gunfight.
Wednesday, 21 February
Manuel Polik: Another Version of Gunfight.
Saturday, 24 February
Joe Grand: New Version of Game.
Piero Cavina: How Oystron Did a Horizontal Gauge.
Monday, 26 February
Manuel Polik: New Version of Gunfight.
Thomas Jentzsch: Final (?) Demo Version of JAMMED.
Tuesday, 27 February
Manuel Polik: New Version of Gunfight.
Thursday, 1 March
Andrew Davie: Qb Version 1.01 (“TITLE SCREEN”).
Saturday, 3 March
Joe Grand: Game SCSISIDE Version 0.03 Released.
Sunday, 4 March
Thomas Jentzsch: Thrust Kernel Part 1.
Monday, 5 March
Manuel Polik: New Gunfight 2600 Version.
Tuesday, 6 March
Thomas Jentzsch: Useful Illegal Opcodes (Part 2: NOP).
Ruffin Bailey: Questions About Some Source Code.
Wednesday, 7 March
Andrew Davie: Qb Version 2.03, Test Version.
Andrew Davie: Solutions for Having a Counter That Counts to 3, Then Repeats.
Thursday, 8 March
Andrew Davie: Big Thread About Video Game Ideas.
Friday, 9 March
Manuel Polik: Big Thread On Detecting Boundaries of an Address Being Decremented or Incremented (See Andrew Davie’s Big Response).