20 February 2018, 21:43 | #61 | ||
Registered User
Join Date: Apr 2016
Location: T/C
Posts: 199
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Quote:
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20 February 2018, 22:00 | #62 |
MI clan prevails
Join Date: Jul 2010
Location: Belgrade, Serbia
Posts: 1,443
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22 February 2018, 08:35 | #63 | |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,031
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Quote:
Other than that I am not really sure how well the XBox360 gamepad configures through the system and copes with the emulator. There are a number of different issues that may be going wrong here, non of which we may have the capacity to test, detect or fix. More so, since the game already works perfectly with real CD32 joypads (original or 3rd party) and real machines. I guess one other thing you could also try is to test other CD32 games that make full use of the joypad. Having said the above, I'd like to take this opportunity to talk about compatibility issues and modern game development for Amiga. The huge difference between the Amiga world and other retro scenes is the great diversity of hardware available. Where as in the C64 scene f.e. (or better, any game console) you only have to worry about one basic machine, with Amiga there are literally dozens upon dozens of different setup combinations one can have. You've got all the basic vanilla machines and then a huge collection of different accelerators, OS versions, Kickstarts and peripherals (drives, CFcard readers, adaptors e.t.c. e.t.c.) all of which may (or may not) interfere with how the machine behaves. So, it's been a challenge so far to tune the game to run perfectly, far beyond the spectrum of Amiga basic machines and common, non exotic peripherals. And this (obviously) without taking into account emulation. |
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22 February 2018, 10:32 | #64 |
Banned
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
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I also use wireless Xbox 360 controllers; I'll try to test with these to see what happens
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