Hello everyone,
Happy to announce G.R.O.G. v3.2 - Because eventually, every pirate needs a shrink edition is available on Codeberg.
We heard the tavern whispers. You demanded 1,000 games on your 4.77MHz XT. We told you it was absolute madness to make a baseline 8088 processor parse hundreds of lines of text just to launch Space Quest. But a good pirate never backs down from a tavern brawl. We locked ourselves in the shipyard, lost what was left of our minds shaving bytes off the execution stack, and actually broke the barrier.
But worry not! For those of you who haven't completely lost touch with reality and actually value your time, we built the ultimate compromise: the new Volume Export Engine. You can now keep your bloated 8,000-game master database safely on your Pentium, and effortlessly export a fast, curated, sanity-preserving 90-game CSV specifically for your XT/AT.
If anything breaks, don’t panic. Just stare blankly into the warm glow of your amber CRT until the voices in the static start making sense.
After all, what’s a little bit of scurvy-induced psychosis when you’re trying to fit a galleon into a rowboat?
Here are the highlights:
- 16-bit: The 1,000 Game Barrier Breaker. By aggressively slimming memory structs, the engine now dynamically loads up to 1,000 games ('Pirate English') or 850 games (custom language).
- 32-bit: Volume Export Engine: Press X in the Volume browsers to export a specific volume to a standalone .CSV file; perfect for moving a curated list to an XT/AT.
- Both: File Browser enhancements: Files now display in lowercase and directories in UPPERCASE for much easier visual parsing.
- Both: VRAM & Geometry Fixes: Restored the file browser's bottom border and patched an anti-ghosting bug that left old text on the screen when scrolling through short directories.
Download: https://codeberg.org/jjmarcos/grog/releases
Source/Docs: https://codeberg.org/jjmarcos/grog

I want to take the opportunity to gently point out that the documentation included in the Project's homepage on Codeberg is highly comprehensive, it explains a lot of things in their exact logic in excruciating detail. Please, take the time to read it if you are interested in how things work. It will save you from going in circles trying to discover something, and it will help you provide useful feedback.
Replying to some comments:
Regarding line breaks on LB2GROG, the 16-bit compiler runs in Linux and handles them Linux-style. I will be skipping a dedicated 16-bit release that writes DOS line breaks simply because it doesn't actually affect the frontend. The GAMES.CSV it generates works flawlessly in both the 16-bit and 32-bit versions of GROG exactly as-is. Plus, the absolute second you mark a game as a favourite or change a single character in the in-app editor, the GROG engine automatically rebuilds the database and writes perfect DOS-friendly \r\n line breaks anyway. It is much easier to just let the GROG do the heavy lifting!
@Shagittarius - I completely agree with your perspective, and I really appreciate you bringing it up. GROG was absolutely designed from the ground up with 32-bit systems in mind. Expanding the library capacity for the 16-bit machines is a great technical milestone, but it will never compromise the flexibility and power of the 32-bit flagship. In fact, that's exactly why the new Volume Export feature was built: so it gives users the ability to migrate a curated library to their 16-bit hardware without sacrificing their master list.
Also, please don't feel sorry for me regarding the 16-bit port, I can assure you no one forced my hand, nor am I in this to "compete" with other builds. My motivation has always been to create something I find personally useful and to share it with the community in hopes that it might be helpful to someone else, whilst improving it in the process if possible (which is exactly what we have done so far!). Taking on the limitations of the very basic 8088 architecture was just a personal technical challenge that I fully embraced (even if it drove me slightly mad in the process).
Finally, I really want to hear from those of you who are testing GROG on real, bare-metal XT/AT hardware! I don't have one of those glorious vintage boat anchors on hand to test with myself, so your feedback is the only way I know if the ship is actually floating or sinking at 4.77MHz. Let me know how GROG is faring on real silicon!