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Old 15 June 2017, 12:19   #21
Retro-Nerd
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Quote:
Originally Posted by earok View Post
Was thinking I might put blue button back the way it was (so blue+down for wheel, blue+red for grenade, blue alone for energy waves) just so we don't lose compatibility with Mega Drive and other two button pads.. leave it so forward and up can be used to jump.
V5 is perfectly fine for CD32 pads. Create 2 final versions, if you want to support other pads too.

edit: would like to try it on my A1200 too. Can you do a folder version? CD32Load works on hdds but never got it working somehow.

Last edited by Retro-Nerd; 15 June 2017 at 12:26.
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Old 15 June 2017, 13:34   #22
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Only works on FFS with parameter IDE

also does it only work on scsi.device?
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Old 15 June 2017, 13:44   #23
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Argh, not on PFS3? A shame.
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Old 16 June 2017, 02:35   #24
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Here's the hack code I added to the VBlank interrupt on CD32Load (I know it's not great quality). Ideally someone could reimplement this properly into the WHDLoad slave (which is open source). I could attempt to do so myself, but I have no idea how to compile WHDLoad slaves, let alone add code to the VBlank interrupt.

(Also I realise self-modifying code is probably not the best way to do this)

Code:
	;Erik Turrican hack
	move.w #$6028,$00002734 ;This part disables regular blue-button functions. 
	;Remove this to keep original blue button support (energy wave/grenade/wheel)
	
	clr.w $2790 ;This part resets a word in a table used for interpreting joystick input
	clr.w $2796 ;We overwrite those three variables in order to trick the game into thinking
	clr.w $279c	;That up is being pressed when we're pressing blue or forward button
	
	;This part resets the branches for the various functions back to what they were originally
	;We override these to force branch in order to trigger the functions from CD32 pad
	move.w  #$6700,$00004C6E ;Reset energy
	move.w  #$675e,$00003B92 ;Reset grenade
	move.w  #$67de,$0000230A ;Reset energy ball
	move.w  #$6702,$00005AA0 ;Reset pause
	move.w  #$6702,$00005AE6 ;Reset quit
	
	btst #JPB_BTN_FORWARD,d0	
	beq .nojump
	move.w  #$FFFF,$2790
	move.w  #$FFFF,$2796
	move.w  #$FFFF,$279c	
.nojump

;<-Remove this part to keep regular blue button support
	btst #JPB_BTN_BLU,d0	
	beq .nojump2
	move.w  #$FFFF,$2790
	move.w  #$FFFF,$2796
	move.w  #$FFFF,$279c	
.nojump2	
;->

	btst #JPB_BTN_GRN,d0
	beq .noenergy
	move.w  #$6000,$4C6E
.noenergy

	btst #JPB_BTN_YEL,d0
	beq .nogrenade
	move.w  #$6010,$00003B92
.nogrenade

	btst #JPB_BTN_REVERSE,d0
	beq .noenergyball
	move.w  #$0001,$2790
	move.w  #$0001,$2796
	move.w  #$0001,$279c
	move.w  #$60de,$0000230A
	
.noenergyball

	btst #JPB_BTN_PLAY,d0
	beq .nopause
	move.w  #$6002,$00005AA0

.nopause

	btst #JPB_BTN_FORWARD,d0
	beq .noquit
	btst #JPB_BTN_REVERSE,d0
	beq .noquit
	btst #JPB_BTN_GRN,d0
	beq .noquit	
	btst #JPB_BTN_YEL,d0
	beq .noquit		
	move.w  #$6002,$00005AE6
	
.noquit
The constants for JoyPad buttons come from ReadJoypad.s in CD32Load's source. So D0 needs to be populated from the CD32 pad buttons using code similar to that in ReadJoypad.s

Last edited by earok; 16 June 2017 at 03:16.
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Old 16 June 2017, 07:42   #25
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I've taken down the standalone and re-zoned an ISO with Turrican 1+2. Turrican 2 wasn't too difficult to adapt due to it's similarity with Turrican 1, and hence the control scheme is almost identical. Any feedback on Turrican 2 would be appreciated

Turrican 3 will likely be a pain to do so I'm not sure I can pull it off.. while it already has an option for blue to jump (turned off by default), it wouldn't really be worth doing anything substantial for unless the controls can be made closer to the Mega Drive version (in particular, rope on it's own button)
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Old 16 June 2017, 12:45   #26
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Well, never mind the previous message - an experimental Turrican Trilogy is in the zone. Turrican 3 should feel like a whole new game, with a single button press to activate rope and jump from the rope

Time to try it on a real console heh.
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Old 16 June 2017, 13:03   #27
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Wow, now the Turrican series on the Amiga feels really console-like. The extra button for the Plasma rope in T3 works perfectly in emulation.

WHDLOAD PATCHES! Who is willing to do it?
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Old 16 June 2017, 14:42   #28
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earok if you can build CD32load you can build whdload slaves (I use the same vasm windows cross-assembler now, no more Barfly). It's the same thing. Let me know if you need help.
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Old 16 June 2017, 15:10   #29
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yeahh need this whdloaded Great work Earok, u rock !!
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Old 16 June 2017, 16:53   #30
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Quote:
Originally Posted by earok View Post
Well, never mind the previous message - an experimental Turrican Trilogy is in the zone. Turrican 3 should feel like a whole new game, with a single button press to activate rope and jump from the rope
FINALLY!!
So cool, thanks Earok!!
Shitty lack of controls with extra buttons was what frustrated me about the previously existing Turrican trilogy CD32 disc. Now it's perfect!

Will test this on my console today.
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Old 17 June 2017, 05:58   #31
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All 3 games working perfectly with Amiberry on the Raspberry Pie with a PS3 controller.
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Old 18 June 2017, 03:47   #32
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Both Turrican 2 and 3 support a second joystick button, is this separate from the blue button?
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Old 18 June 2017, 03:53   #33
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Quote:
Originally Posted by idrougge View Post
Both Turrican 2 and 3 support a second joystick button, is this separate from the blue button?
It isn't, but blue button is for second and third weapon weapon (second if blue by itself, third if red+blue pressed). I've moved second/third weapon to green and yellow, now blue is for jump.
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Old 18 June 2017, 03:58   #34
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Ah, sorry I thought I replied to the other messages!

Thanks for playtesting everyone

@jotd I guess if you had a makefile I could borrow that would help? Though I think, you could probably add my changes to the original slaves yourself (and probably do a better job of it!). Though note that only T1 and T2 have their source available, T3 does not (and that's the one with the most significant changes)
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Old 19 June 2017, 11:51   #35
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Nice work! Defo deserves an updated Turrican Trilogy pack!
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Old 30 July 2017, 10:31   #36
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Cheers mate

The Turrican Trilogy has been reuploaded (with jukebox, menu, CDXL intro etc) and the new CD32Load hacks for extensive control support. If there's no breaking glitches reported in the next week, I'll treat it as final and post it on the blog

Download link is in the first post.
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Old 24 August 2017, 12:45   #37
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Thank you for this fantastic work!
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Old 24 August 2017, 13:35   #38
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earok: small (?) rant: last Turrican 3 slave changes are made by ... Psygore: the guy who NEVER shares his sources or never answers when you ask him. I've tried many times, now I just rant about it... too bad as he's very talented.

Bert may have more luck with him. I hate when he takes over someone else work (using his source!!) and publish a new slave without providing the source.

I have developped a tool to disassemble and rebuild whdload slaves, mainly because of him...

I'll send you a makefile + build command, no different from cd32load makefile, but creates .slaves.

Last edited by jotd; 24 August 2017 at 15:19.
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Old 24 August 2017, 14:02   #39
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Thanks @apex

@JOTD sounds great! Must be time for me to learn how to make WHDLoad slaves
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Old 24 August 2017, 15:20   #40
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@earok you have all necessary skills. The idea is to work with whdload and test with cd32load afterwards. Don't directly work with cd32load of course, as it's less secure (no mmu, less checks...)

EDIT: check your mbox

Last edited by jotd; 24 August 2017 at 15:48.
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