06 October 2020, 13:08 | #1 |
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CD32 Emulator not recognising additional buttons
Hi!
I have some strange probs (didn´t occure on my other (sold) A1200): The CD32pad doesn´t work properly while using the CD32 emulator provided with the CD1200 PCMCIA controller (IDEfix ´97 emu = same problem). Randomly some additional buttons work, but most of the time only the red one (normal fire button) plus the d-pad. Tried several controllers: -Original CD32 pad -HoneyBee pad -PS2 pad + adapter -KTRL pad WHDload games work with no problem. Hardware: A1200 Rev. 1D4 (Escom) Kick 3.1 Classic WB (tried basic 3.0 and 3.1 installed WB, too) Vampire Any ideas? |
06 October 2020, 13:18 | #2 |
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you mean the joypad buttons work with whdload slaves but not with the emu? maybe a motherboard issue due to bad joypad reading routine. whdload joypad support uses a routine honef through the years and thanks to several contributors of this forum
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06 October 2020, 13:20 | #3 |
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So the pad works fully when playing the same game through WHDLoad? Can you try it without the Vampire? Some buttons randomly working sounds like something is messing up the protocol, so maybe a timing problem between accessing the Paula pins and the CIA pins that WHDLoad has already fixed for fast accelerators. These reads and writes to both chips have to be synchronised to read a CD32 pad properly.
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06 October 2020, 13:25 | #4 | ||
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Quote:
Quote:
Will try it later today without Vampire. BTW, some games work: E.g.: Alien Breed 3D Flink, Brian the Lion or Death Mask don´t. |
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06 October 2020, 14:53 | #5 |
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whdload FTW!
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06 October 2020, 14:57 | #6 |
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06 October 2020, 15:37 | #7 |
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No difference without Vampire.
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06 October 2020, 16:22 | #8 |
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That's very odd - timing should be identical to the CD32 with the A1200's '020. It's a long time since I ran the IDEFix CD32 emulator, but it worked fine back then on my A1200. I don't know what could be causing it so...
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06 October 2020, 18:06 | #9 | |
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... or create slaves for CD32 versions that's missing, but the CD music will still be missing if there were some. |
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06 October 2020, 18:48 | #10 |
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Strange!
It worked in the past with or without 030 turbo board. Any ideas? |
06 October 2020, 21:01 | #11 |
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there seems to exist issues for mobo v1B: http://eab.abime.net/showthread.php?...05#post1324405
My theory: there's a weakness in those mobos and some component is ageing badly, and hardware is less tolerant to routines with bad timing. Reading CD32 joypads has always been complex & time consuming/CPU intensive no thanks to commodore and their serial protocol (did they have a choice when they built the CD32 ? I'm not sure. Are those joypads supposed to work with all revisions of motherboards? I'm not sure either) |
06 October 2020, 21:25 | #12 |
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Thanks jotd.
Interesting. My 1D4 was recapped a few years ago. Using an A-Power PSU now, but had the same probs with several C= ones, too. In the end, you are right: A slave for Death Mask CD32 or CD32 controls for the AGA version would be good enough. Pad support for Brian the Lion AGA would be also fine. Flink is a different story, though. Anyway, it´s still a strange thing... |
06 October 2020, 21:42 | #13 |
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Brian the lion is planned already with second button for jump
Death Mask: okay, I'll add it to my (long) list. |
07 October 2020, 09:45 | #14 |
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Great! Thx mate.
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10 October 2020, 23:32 | #15 |
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check the zone. Beta whdload install for CD32 version is there. Tell me if the buttons work better. It should.
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11 October 2020, 12:46 | #16 | |
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May I ask for another feature? Is it possible to activate player 2 map instantly after starting Two Player mode? Player two needs unlimited energy, too. We could use it for a one player game with map on screen all the time. |
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11 October 2020, 15:41 | #17 |
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another proof that official lowlevel.library needs fixing so every game using it would work under CD emulation, with sound. I'm going to have a look at the differences.
You have to explain your enhancement request more, because I'm at a loss reading your text |
11 October 2020, 16:22 | #18 | |
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Okay. I started this thread a while ago: http://eab.abime.net/showthread.php?t=102216 Death Mask uses split screen all the time. Even in one player mode. The right half of the screen ends up unused. In two player mode the right half is of course used for the second player. But only one player needs to reach the exit to finish a level. So two player mode can be used for one player game as well. Now, if you´re switching to the map screen it always shows up in your very own playfield window. Instead you can use two player game mode for one a player game. So switch to the map screen (player two playfield window) and use it for the player on the left side. Would be cool, if player one doesn´t have to press the joypad button for player two: The game should switch to map mode for player 2 immediately. Player 2 also needs to have unlimited energy...because afair there are some levels with enemies in the same room as the player right from the start. The arrow keys should be assigned for player 2 so that the map can be moved around with the keyboard. |
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11 October 2020, 16:28 | #19 |
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okay I get it! how could they NOT use that half screen for map in the first place?
I'm going to check if there's not another way of hacking the game so first player has map on second half of the screen. I checked code from lowlevel library and compared to our readjoyport routine used in whdload ROM official version joypad button read (in readjoyport.asm, don't ask me where I got this source code ) Code:
bra.s 1$ ; Loop for all bits : 0$ tst.b ciapra(a4) tst.b ciapra(a4) tst.b ciapra(a4) 1$ tst.b ciapra(a4) tst.b ciapra(a4) tst.b ciapra(a4) tst.b ciapra(a4) tst.b ciapra(a4) move.w (a0),d2 ; d2 gets POTGOR data ;Clock for next value. bset d4,ciapra(a4) ;Make the clock high bclr d4,ciapra(a4) ;Lower the clock. ;Munge the button data bit into d3. and.w d1,d2 bne.s 6$ ;Buttons are active low. ;The button was pressed. bset d0,d3 ;set button down in temp reg. 6$: dbra d0,0$ Code:
bra.b .gamecont4 .gamecont3 tst.b ciapra(a1) tst.b ciapra(a1) .gamecont4 tst.b ciapra(a1) ; wepl timing fix tst.b ciapra(a1) tst.b ciapra(a1) tst.b ciapra(a1) tst.b ciapra(a1) tst.b ciapra(a1) move.w potinp(a0),d2 bset d3,ciapra(a1) bclr d3,ciapra(a1) btst d4,d2 bne.b .gamecont5 bset d1,d0 .gamecont5 dbf d1,.gamecont3 There's a simple fix to be done to lowlevel.library. Just change one branch offset and it should probably fix it (that would require re-burn all CD games that include lowlevel library too, unless CD simulation is able to use another lowlevel library than the one on disk, which is probably the case since lowlevel.library is in CD32 ROM) fixed version of lowlevel.library including Wepl timing fixes (JOTD 2020 exclusive ): lowlevel_wepl_timing_fix.zip Last edited by jotd; 11 October 2020 at 16:59. |
11 October 2020, 16:32 | #20 | |
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Fantastic! The main problem might be that you can move the map around when activated. So movement with your character plus the map screen could be tricky. |
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