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Old 24 May 2019, 18:56   #101
Rochabian
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Other Requests :

Deliverance : A Jump button ( can be hard because up is used with fire for melee attack)
First Samourai : A Jump Button
Doodle Bug : A Jump Button
Ninja Warriors : A Jump Button
Gods : A jump Button ( up is needed to face lever)
Nicky Boom 1 & perhaps 2 : A jump button
Risky Woods : A jump button

Last edited by Rochabian; 24 May 2019 at 19:19. Reason: Street Fighter 2 already requested
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Old 28 May 2019, 11:02   #102
Solo Kazuki
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Quote:
Originally Posted by Rochabian View Post
Is there a list of the slaves that use CD32 pad extra buttons ?
What about this topic?

And some people should look on this topic before requesting...
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Old 28 May 2019, 11:12   #103
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Quote:
Originally Posted by Retroplay View Post
Superfrog has had that option since v1.3.

Actually CD32 and Islona versions of Supefrog has had this option since release...
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Old 28 May 2019, 15:27   #104
Rochabian
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Quote:
Originally Posted by Solo Kazuki View Post
What about this topic?

And some people should look on this topic before requesting...

Thanks for this,

Looking at the list, my requests are still valid.
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Old 28 May 2019, 16:35   #105
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Except Deliverance, look deeper in topic. List from first post was updated over half year ago.

Moreover, i was talking overall, not about You ;-)
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Old 28 May 2019, 17:59   #106
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Yes, Deliverance has already be done by JOTD the 26th May

Thanks !
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Old 28 May 2019, 21:02   #107
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Hey, just listening to you guys if noone needs the button fixes, I'm less likely to do them.

First Samurai : A Jump Button => yeah, and an intro skip, else I'll go crazy testing again and again.
Doodle Bug : A Jump Button => I think I have the source code, why not
Ninja Warriors : A Jump Button => started
Gods : A jump Button ( up is needed to face lever) => well, interesting, as Kroah provided the resourced asm code for Atari, and the console version already does that.
Nicky Boom 1 & perhaps 2 : A jump button => seriously. Those games suck... we'll see.
Risky Woods : A jump button => good idea.
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Old 28 May 2019, 21:11   #108
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Nah, Nicky Boom 1 is a great game. Not just a simple "running left to right platformer". A lot of level exploration with nice ideas. Much better than crap like Doodle Bug or the lame Risky Woods.
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Old 28 May 2019, 23:38   #109
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Ok so some other requests

I focused on Platform games that needs a jump button :

Aventures de Moktar / Titus the Fox : A Jump Button ( can be easier to control the character.... )
The Blues Brothers : A Jump Button
Entity : A jump button (easier to control)
Flimbo's Quest : Need to press F1 or F2 to start the game , a jump button can be done but not necessary (playable without, BTW, nice item finding game)
Impossamole : A jump button
The Lion King : second button to have roar / jump on buttons
Liquid Kids : A jump button
Robocop 2 : A jump button
Super Cauldron : A jump button
Castlevania : A jump button
Super Street Fighter 2 Turbo : A turbo button to have the game smooth at 50hz

That will be enough for me

As you can see, some games can be set as crap but i think a jump button can really improve the gameplay on some titles (console feeling)

@Retro-Nerd : +1 for Nicky Boom

Last edited by Rochabian; 28 May 2019 at 23:52.
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Old 29 May 2019, 07:47   #110
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@JOTD
First Samurai have skip of intro when You press fire during first loading, but it's easy to miss in WHDLoad version.
About Ninja Warriors, there is already usage of 2nd button to throw shurikens, which is very handy, need to be one more button...
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Old 29 May 2019, 07:53   #111
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@Rochabian


Part of games from Your list was requested by me, e.g. Super Cauldron. It's even more than just jump, remember that You have also inventory.
And...

Quote:
Originally Posted by Rochabian View Post
Super Street Fighter 2 Turbo : A turbo button to have the game smooth at 50hz

Lol. This game definitelly need a patch. I read somewhere that there is auto-skip code which omits faster processors. If it's true, fixing this part should solve problems with missing frames which cause jerky movements.
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Old 29 May 2019, 10:43   #112
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Did anyone suggest Bad Dudes v Dragon Ninja? The diagonal jump is notoriously difficult to pull off due to the convoluted one button scheme.
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Old 29 May 2019, 13:56   #113
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Quote:
Originally Posted by jotd View Post
"no jump lenght dependant from the time you press up": not true with Jim Power. Keep button pressed you'll see that Jim jumps slightly higher. But te code is less messy than in superfrog: joystick is only read at one location, unlike in Superfrog where it's read at at least 10 locations.

I really don't remember the music being faster like this on my A1200/060 or even CD32. After testing, on 060 music speed is correct. So emulation issue.

Venus Flytrap, could be done. Stingray provided the source. I don't think he'll object.

Yes, you're right about Jim Power, by keeping it pressed the character jumps a bit higher. It is subtle and haven't noticed that before, despite playing this game many and many hours.


This would be great for Venus, thank you
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Old 29 May 2019, 13:58   #114
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Quote:
Originally Posted by earok View Post
Did anyone suggest Bad Dudes v Dragon Ninja? The diagonal jump is notoriously difficult to pull off due to the convoluted one button scheme.

I forgot this one, maybe one of the most difficult diagonal jump to achieve in an Amiga game.
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Old 29 May 2019, 21:24   #115
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I master original Dragon Ninja in the arcades, but it seems that the amiga version is a waste of time even if the buttons are fixed...

I adapted a few arcade ports to reinstate button for jump (Ghost & Goblins, Toki), that one wasn't on my list because AFAIR the port sucks.

Turbo for SSF2 is already discussed somewhere else in this forum, and that doesn't look trivial, as it seems that some frames have been removed from the data.

Otherwise, good ideas mentionned above are duly noted.
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Old 05 June 2019, 10:34   #116
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And another 2 button game slave released with Magic pocket, thank you

I thought of two Metal slug like games which can also be improved with 2 button support : Sturmtruppen from Idea Software and Rubicon from 21 st century entertainment.

But they may be not the easiest to do, because Sturmtruppen has no whdload slave, and Rubicon slave hasn't been updated since 2002 ans may not use latest whdload features.
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Old 08 June 2019, 13:46   #117
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Quote:
Originally Posted by jotd View Post
North & South: fully 2-joypad compliant. Released to whdload site, will appear soon

As I already wrote in the CD32 and Beer Thread (fits here as well):


I am sorry to say, North and South still doesn't work properly with the Pads..


When the "Joystick Player" tries to take a Fort the "Keyboard Player's" Joypad is inactive in that Action Sequence (and the other way round).

This may also be similar when taking a Train but I couldn't get to that Situation yet.


Mapping "UP" to "GREEN" for both Players would also be great for Jumping in the Action Sequences.



We are slowly getting there ;-)


Best Regards.
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Old 08 June 2019, 17:09   #118
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I'm sorry to say that I didn't play enough N&S to take a fort. Shortest way, 2 player ?
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Old 09 June 2019, 01:37   #119
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Yes.. and move your Troops to one of the round Spots that divide the Train Lines. There You go...try your Moves on both Pads - one Player will not react - Robbing a Train is "more difficult". It happens when the States along the whole Line between two of those Spots is taken by one Player, the second Player puts troops in between on one State and a Train appears to move from the one Station to the other.
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Old 29 June 2019, 03:45   #120
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Passing on a request from a Facebook friend - Mr Blobby (map space for throw to second button).
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