+mizapf Posted March 18 Share Posted March 18 OK, that's it. I did not buy a vacuum cleaner. Is there anything else to do during cruising? I was able to suck in two ghosts on the street, and now I also saw a ghost in front of a building, positioned the trap, and tried to catch it with the trap, but failed, of course. Need more practice. Funnily, I could not make sense of the map at first because I had this "Necker cube" illusion where you misconstruct an ambiguous shape; that is, I did not see the roof top on the upper right corner, but something like an atrium with walls on the lower left. I remember I played Ghostbusters on the C64 of a friend back in the 80s; this really brings back memories. 3 Quote Link to comment https://forums.atariage.com/topic/352139-ghostbusters-development-diary/page/11/#findComment-5432110 Share on other sites More sharing options...
TheMole Posted March 19 Author Share Posted March 19 9 hours ago, publicarni said: I just tested your great game and i found a display problem using the „Martin“ account with 123700$, Look to the last line: Afte a while the line will be correct: going to the ghost scene will be ok But in this scene it starts an endless loop … pressing Space works: But the pk counter … Counts endless… 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. 1 Quote Link to comment https://forums.atariage.com/topic/352139-ghostbusters-development-diary/page/11/#findComment-5432322 Share on other sites More sharing options...
TheMole Posted March 19 Author Share Posted March 19 6 hours ago, mizapf said: OK, that's it. I did not buy a vacuum cleaner. Is there anything else to do during cruising? I was able to suck in two ghosts on the street, and now I also saw a ghost in front of a building, positioned the trap, and tried to catch it with the trap, but failed, of course. Need more practice. Funnily, I could not make sense of the map at first because I had this "Necker cube" illusion where you misconstruct an ambiguous shape; that is, I did not see the roof top on the upper right corner, but something like an atrium with walls on the lower left. I remember I played Ghostbusters on the C64 of a friend back in the 80s; this really brings back memories. 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! 1 Quote Link to comment https://forums.atariage.com/topic/352139-ghostbusters-development-diary/page/11/#findComment-5432327 Share on other sites More sharing options...
TheMole Posted March 19 Author Share Posted March 19 (edited) 12 hours ago, HOME AUTOMATION said: Though I don't have a FinalGROM 99, to test on presently, as I recall... If a ROM image is found 1st, the GROM file never loads! However, perhaps by utilizing GRAM, You could rewrite the header, so the customized TITLE SCREEN, appears upon QUITting. 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! Edited March 19 by TheMole Quote Link to comment https://forums.atariage.com/topic/352139-ghostbusters-development-diary/page/11/#findComment-5432330 Share on other sites More sharing options...
HOME AUTOMATION Posted March 19 Share Posted March 19 (edited) OK, I took another stab at this. I guess I'll send @PeteE, the files. Is there a way to QUIT, the game? Classic99, always reloads the image if I reset from the menu(even, WARM RESET). Edited March 19 by HOME AUTOMATION Quote Link to comment https://forums.atariage.com/topic/352139-ghostbusters-development-diary/page/11/#findComment-5432394 Share on other sites More sharing options...
TheMole Posted March 19 Author Share Posted March 19 No, interrupts are disabled, so no support for QUIT js99er.net does not reload the image, I believe? 1 Quote Link to comment https://forums.atariage.com/topic/352139-ghostbusters-development-diary/page/11/#findComment-5432418 Share on other sites More sharing options...
publicarni Posted March 19 Share Posted March 19 Sorry, I used the version from Home Automation 17.3.24. Another suggestion, may you reduce the Ghostbusters Song intensity, so the digital speech loudness would be equal. 1 Quote Link to comment https://forums.atariage.com/topic/352139-ghostbusters-development-diary/page/11/#findComment-5432424 Share on other sites More sharing options...
+mizapf Posted March 19 Share Posted March 19 10 hours ago, TheMole said: I had never heard of the Necker Cube, but I've certainly experienced! I did not know the name of that illusion either; learned it from Wikipedia. It's about the transparent cube (only with edges and corners), where you can flip the image in your mind and see it once from above and once from below. 1 Quote Link to comment https://forums.atariage.com/topic/352139-ghostbusters-development-diary/page/11/#findComment-5432492 Share on other sites More sharing options...
+OLD CS1 Posted March 19 Share Posted March 19 18 minutes ago, mizapf said: I did not know the name of that illusion either; learned it from Wikipedia. Interesting. These devices have always given me problems, best I can describe it, as my interpretation tends to flip sporadically while I observe them. Even when the lines are dotted, I tend to perceive the dotted lines as being in the foreground. Quote Link to comment https://forums.atariage.com/topic/352139-ghostbusters-development-diary/page/11/#findComment-5432502 Share on other sites More sharing options...
sometimes99er Posted March 19 Share Posted March 19 5 hours ago, TheMole said: No, interrupts are disabled, so no support for QUIT That should be easy to implement just before your wait for VDP end of frame. Something like this: clr r1 ; keyboard column 0 li r12,>24 ; CRU address of the decoder ldcr r1,>3 ; select the column li r12,>6 ; address of the first row stcr r1,>8 ; read 8 rows andi r1,>1100 ; test both "fctn" and "=" (=QUIT) jne label ; not pressed blwp @>0000 ; reset 1 1 Quote Link to comment https://forums.atariage.com/topic/352139-ghostbusters-development-diary/page/11/#findComment-5432519 Share on other sites More sharing options...
HOME AUTOMATION Posted March 19 Share Posted March 19 8 hours ago, TheMole said: No, interrupts are disabled, so no support for QUIT js99er.net does not reload the image, I believe? Do you know if/how js99er, does GRAM? Quote Link to comment https://forums.atariage.com/topic/352139-ghostbusters-development-diary/page/11/#findComment-5432576 Share on other sites More sharing options...
TheMole Posted March 19 Author Share Posted March 19 33 minutes ago, HOME AUTOMATION said: Do you know if/how js99er, does GRAM? It does! 1 Quote Link to comment https://forums.atariage.com/topic/352139-ghostbusters-development-diary/page/11/#findComment-5432589 Share on other sites More sharing options...
TheMole Posted March 19 Author Share Posted March 19 6 hours ago, publicarni said: Sorry, I used the version from Home Automation 17.3.24. Another suggestion, may you reduce the Ghostbusters Song intensity, so the digital speech loudness would be equal. 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. Quote Link to comment https://forums.atariage.com/topic/352139-ghostbusters-development-diary/page/11/#findComment-5432590 Share on other sites More sharing options...
TheMole Posted March 19 Author Share Posted March 19 2 hours ago, sometimes99er said: That should be easy to implement just before your wait for VDP end of frame. Something like this: clr r1 ; keyboard column 0 li r12,>24 ; CRU address of the decoder ldcr r1,>3 ; select the column li r12,>6 ; address of the first row stcr r1,>8 ; read 8 rows andi r1,>1100 ; test both "fctn" and "=" (=QUIT) jne label ; not pressed blwp @>0000 ; reset 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! 3 Quote Link to comment https://forums.atariage.com/topic/352139-ghostbusters-development-diary/page/11/#findComment-5432601 Share on other sites More sharing options...
publicarni Posted May 18 Share Posted May 18 (edited) I am really sorry, but i got again an endlos Loop error. Losung a ghost in the following scene counts endless and i couldn’t Go to the next scene. Again, it is absolutely a great TI implemitation…👍 Edited May 18 by publicarni 3 Quote Link to comment https://forums.atariage.com/topic/352139-ghostbusters-development-diary/page/11/#findComment-5468768 Share on other sites More sharing options...
TheMole Posted May 19 Author Share Posted May 19 22 hours ago, publicarni said: I am really sorry, but i got again an endlos Loop error. Losung a ghost in the following scene counts endless and i couldn’t Go to the next scene. Again, it is absolutely a great TI implemitation…👍 My version management got a bit messed up, not sure if the version that is downloadable here contains my latest fixes. I will send you a PM with the latest I have, if you would be okay trying that version out? Quote Link to comment https://forums.atariage.com/topic/352139-ghostbusters-development-diary/page/11/#findComment-5469369 Share on other sites More sharing options...
publicarni Posted May 20 Share Posted May 20 15 hours ago, TheMole said: My version management got a bit messed up, not sure if the version that is downloadable here contains my latest fixes. I will send you a PM with the latest I have, if you would be okay trying that version out? Of course i am very interested to test it, but the next days i am on vacation with no TI equipment. Today in Lausanne and later in Montpellier🚘😎 Quote Link to comment https://forums.atariage.com/topic/352139-ghostbusters-development-diary/page/11/#findComment-5469827 Share on other sites More sharing options...
TheMole Posted August 10 Author Share Posted August 10 Many weeks (and all kinds of distractions) later, I managed to fix the issue @publicarni reported. Fix has been uploaded to github, and in the .bin and .rpk files below. gbust.rpk gbustc.bin gbustg.bin 10 3 Quote Link to comment https://forums.atariage.com/topic/352139-ghostbusters-development-diary/page/11/#findComment-5513680 Share on other sites More sharing options...
+OLD CS1 Posted August 10 Share Posted August 10 5 hours ago, TheMole said: Many weeks (and all kinds of distractions) later, I managed to fix the issue @publicarni reported. Fix has been uploaded to github, and in the .bin and .rpk files below. bender goody goody.mp4 I might do a playing stream tonight. I am not very good at the game, so it will be played very poorly. 1 Quote Link to comment https://forums.atariage.com/topic/352139-ghostbusters-development-diary/page/11/#findComment-5513792 Share on other sites More sharing options...
Asmusr Posted August 10 Share Posted August 10 6 hours ago, TheMole said: Many weeks (and all kinds of distractions) later, I managed to fix the issue @publicarni reported. Fix has been uploaded to github, and in the .bin and .rpk files below. gbust.rpk 79.58 kB · 3 downloads gbustc.bin 512 kB · 5 downloads gbustg.bin 8 kB · 4 downloads Nice. Thank you. Quote Link to comment https://forums.atariage.com/topic/352139-ghostbusters-development-diary/page/11/#findComment-5513829 Share on other sites More sharing options...
+OLD CS1 Posted August 10 Share Posted August 10 About the blank selection screen entry on an FG99, I was thinking about that. On the FG99, we miss out on the change to the MTS. A bunch of the Scott Foresman games completely take over the system, so that when you select them in the FG99 the MTS comes up then jumps into the cartridge when you press a key (skips the selection screen.) Might it be possible to take over the system in a similar way to ensure the special features are shown when using an FG99? Quote Link to comment https://forums.atariage.com/topic/352139-ghostbusters-development-diary/page/11/#findComment-5513830 Share on other sites More sharing options...
+wongojack Posted August 10 Share Posted August 10 I've been playing and comparing the various versions. Interested to try out a TI99 version once it is ready. Edit - I'm not very familiar with TI99 emulation. Can anyone give me a link or something to shortcut my prep time to play this? Quote Link to comment https://forums.atariage.com/topic/352139-ghostbusters-development-diary/page/11/#findComment-5513832 Share on other sites More sharing options...
+OLD CS1 Posted August 10 Share Posted August 10 Just now, wongojack said: I've been playing and comparing the various versions. Interested to try out a TI99 version once it is ready. You should give it a try, now. While likely not the final version, it is highly polished. 1 Quote Link to comment https://forums.atariage.com/topic/352139-ghostbusters-development-diary/page/11/#findComment-5513834 Share on other sites More sharing options...
Asmusr Posted August 10 Share Posted August 10 I have added the latest version to https://js99er.net. 2 1 Quote Link to comment https://forums.atariage.com/topic/352139-ghostbusters-development-diary/page/11/#findComment-5513842 Share on other sites More sharing options...
+wongojack Posted August 10 Share Posted August 10 1 hour ago, Asmusr said: I have added the latest version to https://js99er.net. Awesome - thank you for that. @TheMole - I just played for about an hour and a half. I was able to finish the game with the hearse and then started a new one with the compact. Everything is here and it is an excellent version of Activision's Ghostbusters. The TI99 is lucky to have you fill in this missing piece. The recent Intellivision version added a bunch of the scenes and music from the movie, and that got me back in to trying all the different versions. If you haven't seen that version, watch a vid or PM me and I can perhaps help you get a chance to play it. Generally, what I'd like to see (as a superfan) is a bit more of a challenge. That goes for all versions. Yes, you can play with different cars which is nice, but the ghostbusting screen is the same no matter what equipment you have. The NES version did a nice job of giving you a bit more to do on that screen which I appreciated. Not sure what the answer is, but I put a few "wishlist" ideas at the bottom. Some notes I had: Voice I think I'd work on the opening Ghostbusters. Any younglings who come along may not understand how vocalizations sounded bitd. If there is any way to improve that first vocalization it could be worth it. In other places the vocalizations seemed fine. The choice to use what sounded like the "chorus" for Ghostbusters was a surprise, but I liked it. More variety of vocalizations would of course be better if possible. Purchase Screen Items do not go to the traditional place on the car in purchase screen Driving Sometimes the ghost vacuum animation didn't play, but the ghost disappears anyway Not able to vacuum a ghost as the car was forced to park Make sure that whenever the player vacuums a ghost, it disappears from the map Map To keep feature parity, enable pressing space to get info about men, packs, traps, $$ Mayor seems to be spelled wrong in the text about the marshmallow man When playing with the compact, I couldn't get the 'B' key to deploy bait, so the game was unwinnable, and I had to abandon. I'm sure I bought the bait, so not sure what the problem was. Ghostbusting Screen To keep feature parity, enable the ghostbuster carrying the trap to change the direction they are facing There are different ghost catching strategies to the left and right that might be harder to pull off Couldn't cross the streams when both gbusters facing the same direction I'd like to see an update to total $$ upon capture Input I had a couple input problems that I think were because of JS99'er. Once, the input on the map screen just quit responding. I had to stop playing I also couldn't enter my name to play again after finishing the game. I think I needed to press fire because I played with it and got it to work somehow. It would be nice to have a way to start a new game right from the endgame screen. "Press C to continue with a new game." Wishlist After playing so many versions, I wish there was some kind of "arcade" mode I could play. Maybe an endless mode where you can travel instantly to each building. It gets faster and faster, and you continue until you miss 3 ghosts? Nice chance to include Winston Z. I'd also like to see a general difficulty option that could control the speed of the energy increasing as well as maybe the speed of the ghosts. CLARK JON - 23555400 was my end game account info if anyone else wants to use it 7 Quote Link to comment https://forums.atariage.com/topic/352139-ghostbusters-development-diary/page/11/#findComment-5513892 Share on other sites More sharing options...
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