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TheMole

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TheMole last won the day on March 17

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About TheMole

  • Birthday 09/11/1979

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  1. Ah, well if that's the case then it will still look better on the FinalGrom with the changes I proposed, I think you just won't get the customized MTS. I implemented the changes, and they work well in emulators, but I too don't have a finalgrom at hand to test on (at least not here in Hong Kong). Maybe @ralphb can shed some light on the finalgrom menu algorithm (or I could be less lazy and go and read the menu code on his github... hmmm.... ) And I'm going to wait and see if I need to be concerned about @publicarni's bug report before releasing a new version. Man, this game is complicated to test though, lot's of moving parts!
  2. Nah, nothing else to do during the driving sections. I think in the original design it was meant to convince you to be smart about driving around on the map. The length of the drive correlates to the number of dots you layed down on the map screen, so the more economical you are getting to flashing buildings, the less time you have to waste on the road. I had never heard of the Necker Cube, but I've certainly experienced!
  3. Thanks for testing! Can I ask which version you downloaded (from which post)? I thought I had fixed the endless loop issue a few releases ago... 😕 Aargh! I really hope you used an older version . I did go in and test with the 'MARTIN' account, and was able to reproduce the display bug. That has been fixed now. Also note, the PK ENERGE value you see in the screenshot there is also a result of the display bug. I'll share the fixed binaries once I get confirmation on the endless loop thing.
  4. I think I've figured out a way. I'll try to code it up tomorrow, but I think that if I put a normal (boring) ROM header in bank 0, the finalgrom will see the title properly. Then, if I switch to bank 1 (or any other bank that doesn't contain the ROM header) in the GROM start-up routine, the TI OS will only see the program in the GROM header, which will be all fancied up. The one in bank 0 of the ROM will not be listed, so the menu will show the fancy font. Then, when the user selects the item from the list, the GPL code can first switch bank 0 back in before performing the XML call to start the actual game. This should allow the finalgrom to properly list the game and jump straight into the ROM code from the finalgrom menu, but if you reset the TI you should still get the fancy master title screen! And I should be able to use the exact same image regardless of the method of distribution.
  5. Are the Ubergrom PCB files publicly available?
  6. +1 (do the kids still use that these days? ) @retroclouds It might also be a good idea to update the gcc link to @khanivore's improved and actively maintained patches: https://github.com/mburkley/tms9900-gcc
  7. Unfortunately not (I think). That's what I was trying to explain in my previous post: I have to choose between it working properly in the finalgrom menu, or having the fancy startup screen. I might end up building two variants: one for emulators and burning to cartridge (with the fancy menu), and one for the finalgrom (without the fancy menu).
  8. Second attempt, these should work on the FinalGrom99. But as pointed out by @PeteE, the program name will be blank and shown at the top of the list (above the '..' item). Unfortunately, the trick I'm using here obfuscates the program name. There's no real way around it, the module library menu uses the uppercase characters, the finalgrom99 uses the lowercase characters for its logo. So it's impossible to do bespoke fonts/colors and have it appear properly in the FinalGrom99 menu... Maybe @ralphb has any ideas... Also: small bugfix in the game, you actually got the marshmallow sensor functionality for free even if you didn't buy the item in the store. That has been fixed now. gbust.rpk gbustc.bin gbustg.bin
  9. Cool, thanks! So if I understand it correctly: in essence, the GROM needs contain the PROGRAM list and start the cartridge, not the ROM. Let me play around some more!
  10. Nothing secret about that! I compile this file: https://github.com/themole-ti/ghostbusters/blob/main/startgrom.gpl Using Ralph's xga99: xga99.py startgrom.gpl -o gbustg.bin I've just added the -B flag to pad it out to 8k, which should work... I hope...
  11. I have no idea why it would change the color of the rest of the fonts after reviewing the module library. I actually don't have code in the GROM that does that :). Also, why does it show the REVIEW MODULE LIBRARY option? Is this specific to your pico device, or did I mess something up?
  12. So what are the changes you made? Pad the GROM file to 8k and rename gbust8.bin to gbustc.bin? Anything else?
  13. Oh, no, you absolutely can enjoy this on the finalgrom! Just put gbustg.bin and gbust8.bin on your SD card, and I think it should appear in the FG99 menu. I haven't been able to test if it works on real hardware yet, so if you've tried that and it doesn't work, I need to figure out why . I want to make boxed versions of the game, if there are enough people that would like one, but the roms are and always will be freely available for use on emulators and finalgrom style flash carts.
  14. Ah, beautiful, thanks! Just out of curiosity, what is the difference between gromemu and a future paged378 w/ GROM then?
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