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Old 21 February 2013, 02:49   #41
CFou!
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Quote:
Originally Posted by Whitesnake View Post
Buttonwait for the title screen picture would be nice.
it's already done try beta V06b in TheZone!

or see picture here (http://eab.abime.net/attachment.php?...6&d=1361410477)
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Old 21 February 2013, 06:46   #42
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Quote:
Originally Posted by CFOU! View Post
perhaps cheat will be activate via tooltype

i have already planned Waepon and start level selection on Whdload startup window (as my last update for Capital punishment)

by exemple Custom1=1 => activate orignal cheat mode 1
Custom1=2=> activate original cheat mode 2 (invisibility)
Custom1=3=> homemade trainer
(or selection on a menu on whdload startup window)
Custom2: Start weapon (via menu)
Custom3: Start level (via menu)

like on the joined picture:
Wow! When did WHDLoad evolve to such a startup-selection monster?

Last edited by prowler; 23 February 2013 at 22:32. Reason: Fixed quote (original attachment removed).
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Old 21 February 2013, 09:16   #43
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Quote:
Originally Posted by Bamiga2002 View Post
Wow! When did WHDLoad evolve to such a startup-selection monster?
since version 17 of Whdload, we can include config menu on startup splash window (Bert should be thanked for that.!)
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Old 21 February 2013, 11:15   #44
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and it's indeed excellent !!!
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Old 21 February 2013, 12:58   #45
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Quote:
Originally Posted by dlfrsilver View Post
and it's indeed excellent !!!

for information with V0.6b i had created an access fault (pressing a key)
(thanks Codetapper for bug report)


it's fixed....

now i am working on level selector for both player
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Old 22 February 2013, 03:52   #46
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Last change for futur beta

final whdload package will be included 2 slave one with Trainer common for PL1&PL2 others separated option for both players (see linked pictures

Beta v0.6C test version is in The Zone!
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Last edited by CFou!; 23 February 2013 at 18:03.
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Old 22 February 2013, 15:17   #47
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I would include a standard trainer menu (which can be enabled with a CUSTOMx tooltype) which is shown before starting the game, that way you wouldn't need 2 slaves and it will be easier to select the trainer options.
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Old 22 February 2013, 16:34   #48
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Quote:
Originally Posted by StingRay View Post
I would include a standard trainer menu (which can be enabled with a CUSTOMx tooltype) which is shown before starting the game, that way you wouldn't need 2 slaves and it will be easier to select the trainer options.
Good idea i had coded a beautiful intro & trainer menu never used!! i can perhaps use it

now i'am working on decond button support

Last edited by CFou!; 22 February 2013 at 18:17.
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Old 22 February 2013, 17:20   #49
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Quote:
Originally Posted by CFOU! View Post
Good idea i had coded a beautiful trainer menu never used!! i can perhaps use it

now i'am working on decond button support
thanks

what about the jump and turn feature?

can also you also add this patch ?
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Old 22 February 2013, 18:14   #50
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Quote:
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thanks

what about the jump and turn feature?

can also you also add this patch ?

second button support is planned (i 'am working on this)

not turn feature for the moment because it's modify gameplay...

but i will look if it's easy to support i'll add using tooltype activation

ps:
good new i am just finding jump code i patch it

PS2:
found too left and gauche code i have just to activate it in jump.....

Last edited by CFou!; 22 February 2013 at 18:48.
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Old 22 February 2013, 19:00   #51
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Quote:
Originally Posted by CFOU! View Post
second button support is planned (i 'am working on this)

not turn feature for the moment because it's modify gameplay...

but i will look if it's easy to support i'll add using tooltype activation

ps:
good new i am just finding jump code i patch it

PS2:
found too left and gauche code i have just to activate it in jump.....
Can't wait for PS4
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Old 22 February 2013, 19:02   #52
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And fix the jerky scrolling too.
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Old 22 February 2013, 19:10   #53
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And fix the jerky scrolling too.
If you mean the stuttering? CFOU! has fixed that.

Although if you mean the jerky scrolling in Ghouls'n Ghosts then that is a different game/slave.

It would be fun to see what could be altered to make Ghouls'n Ghosts a bit better such as the scrolling.
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Old 22 February 2013, 19:12   #54
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No, Ghost'n Goblins always had a crappy scrolling, even the Arcade version. CFOU know this. It was a joke. Anyway, i will test the final patch too. A jump button is a nice addition.
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Old 22 February 2013, 20:22   #55
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Should the flying knights (or whatever) in the 1st level be stuttering? I remember them flying smoothly in some G&G version.

Thanks for patching the option for jump&turn feature
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Old 22 February 2013, 20:23   #56
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Beta v0.6D released
Second button support for jump added
trainer menu modifyed (for multi selection)


Can you test it with real CD32 pad (blue button for jump) and 2 buttons joy (i am not joy here)?

Thanx in advance

ps: i am looking for turn in jump possibility....

Beta v0.6D is in The Zone.

Last edited by prowler; 22 February 2013 at 23:01. Reason: Removed direct link to The Zone.
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Old 22 February 2013, 20:48   #57
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OK, on cd32 joypad 2nd button jumps but I can't shoot. With a joystick shooting works.

And I also tested an older patch in which the flying knights did fly without the wobbling effect.
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Old 22 February 2013, 20:52   #58
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Quote:
Originally Posted by Bamiga2002 View Post
OK, on cd32 joypad 2nd button jumps but I can't shoot. With a joystick shooting works.

And I also tested an older patch in which the flying knights did fly without the wobbling effect.
thanks for you test

ok i will add support for CD32 red boutton as fire1
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Old 22 February 2013, 21:35   #59
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Quote:
Originally Posted by CFOU! View Post

not turn feature for the moment because it's modify gameplay...

but i will look if it's easy to support i'll add using tooltype activation
I think it's not modify gameplay because the original arcade version can jump and turn in the air
happens that the coders of the Amiga version forgot to add that original feature ...in fact you can't kill the monsters in level 6 if you can't jump and turn

btw, I think jump and turn is not difficult to implement ...JOTD done it long time ago in an old patch
check:

http://jffabre.free.fr/amiga/jff_loaders/ggobhd.lzx
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Old 23 February 2013, 00:34   #60
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Quote:
Originally Posted by Bamiga2002 View Post
OK, on cd32 joypad 2nd button jumps but I can't shoot. With a joystick shooting works.

And I also tested an older patch in which the flying knights did fly without the wobbling effect.
Can you test it?

Beta v0.6E is in The Zone.

I am just testing on a1200 + CD32 competition PRO

it's working
RED button to fire
BLEU to jump

no classic 2 buttons joy for test

Last edited by prowler; 23 February 2013 at 01:13. Reason: Removed direct link to The Zone.
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