Jump to content

TheMole

Members
  • Posts

    1,097
  • Joined

  • Last visited

  • Days Won

    2

TheMole last won the day on March 17

TheMole had the most liked content!

1 Follower

About TheMole

  • Birthday 09/11/1979

Profile Information

  • Gender
    Male
  • Location
    Belgium

Recent Profile Visitors

9,733 profile views

TheMole's Achievements

Stargunner

Stargunner (7/9)

1.4k

Reputation

  1. Approach is the only one I had to purchase. Nimbus is free, I already had Century Old on my mac for some reason, and I found a free version of Rubicon somewhere which came with an appropriate license. But yeah, Approach was quite expensive for a font... Still struggling with one thing here: I found @OLD CS1's old style manual template, but if I check the dimensions in that file, I get something closer to 140mm in width instead of the 160mm I get from the box scans. Are the manuals not supposed to be roughly the same size?
  2. I used What The Font to find the closest matches. For the Texas Instruments logo font, I've ended up using a high resolution version of the current logo and fixing the font spacing to match the older style. The closest font I could find was Rubicon by AKTF, but the capital 'M' is way off. I did use that one for the "incorporated" part. The big "Applications Software" text is done with Approach Extra Black Italic, although the lower case 'a' is not 100% correct. The serif font for the small text is done with Century Old Style Regular. The capital 'J' is wrong... The sans serif header font is Nimbus Sans L in a variety of weights, sometimes italic. That one seems to be very close, but it's actually a modern-ish open source font, so can't be what they actually used back in the day As for spacing and kerning, it was all over the place. I just went in section by section and overlayed the font, played around with the spacing, size, etc... until I got as close to a perfect match as I could. For certain fonts I had to go in afterwards and manually adjust letter spacing...
  3. Still tweaking Ghostbusters a bit, so consider it in the "Release Candidate" stage. I'll do a post in the main forum when I'm comfortable calling it final, feel free to add that version to the Gameshelf once its released of you want!
  4. Okay, I replicated the box in GIMP. Man, those designers back in the day used a lot of ever-so-slightly-different fonts! I didn't manage to find 100% exact matches for each font, but I think I got pretty close. I probably should've done this in Inkscape instead of GIMP though... ah well... It's definitely high resolution enough to result in some nice prints. Again, big thanks Rick for scanning the original! I made a tan and a pure white version (not sure what color the boxes originally were). The .xcf file attached has both, as well as a "assembled" version of the original scans for those that are interested. box_full.xcf
  5. Thanks, Rick! This looks workable, I'll try to put something together and share back here. *edit* using the measuring tool in Gimp, I get a width of ~160mm, does that sound reasonable?
  6. For the trays I was thinking about using cardstock (or light cardboard), plastic isn't really appropriate anymore these days and I doubt I'd find an economic way of having that manufactured. The diecut for that will likely be fairly complex, so if I can't find a digital printing house that is able to make that for me, I might invest in a small laser cutter. I reckon I might be able to recreate the box art from high quality photos and some accurate measurements as well.
  7. Does anyone have high resolution scans of the classic TI cartridge packaging? Like the one seen in the image below on the left: I'm looking at making repros of these, so the exact dimensions would be great as well.
  8. Indeed, good point! Thanks. I've added it and it seems to work (at least when I'm syncing to VBLANK, still no QUIT when playing back samples or loading data of course...) Still looking at the endless loop bug, so no new build yet. Hopefully soon!
  9. You know, I've heard this from other people as well. It's easy to do, but on my system it actually sounds really balanced. I'll check it on my other systems when back in Europe to see if there's a difference from system to system, or if it's just preference.
  10. No, interrupts are disabled, so no support for QUIT js99er.net does not reload the image, I believe?
  11. 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!
  12. 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!
  13. 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.
  14. 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.
×
×
  • Create New...