Thanks for the reply.
So, at first I thought I solved it. I swapped out my USB cable for a fresh one and I was able to program a bunch of different sample games from github (such as Mortals, Fracture, etc.). I loaded up about 7 different Blinks, each with different game sketch files. Tried them out and the all seemed to function. I could transfer games to temp ram on adjacent blinks, and the new code ran has expected. Great! It all works I thought – ha ha not so fast.
Then, I noted a couple of the sketch files I had download had been updated on github, So, I grabbed those to update over the ones I had loaded and bang!, back to square one, I can’t load, same verification issues.
To answer your questions:
- I am pushing down gently on the pogo pins as recommended elsewhere. If I don’t do that, I get errors about no communication , specifically “invalid device signature”. However, I was able to load initially, so I suspect my connection is good.
- I unscrewed the PCB and checked the CR2032 batt with my DMM. Seems fully charged, 3.4V
- I agree unlikely as it is happening on all my blinks and not just one
I get different values for the verification error depending on the sketch I am attempting to compile/load
For example, for Mortals, I get
avrdude: verification error, first mismatch at byte 0x1800 0x08 != 0xcf
Whereas for Fracture, I get
avrdude: verification error, first mismatch at byte 0x1e00 0x83 != 0x29
However, this is not consistent across blinks. In otherwords, loading the same sketch on a different blink will result in a verification error at a different memory location but it will always be the same location on that blink when loading that .hex file
So, bad programmer? That seems too easy considering it did work for a whole bunch of blinks in a row until it stopped.
Also, should I have the switch set to powered or unpowered. It was set to “power target” when I got it out of the dev kit, so I just left it there