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#21 | |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,887
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So even if you put in a music CD you cant use the other buttons or bring up the NV-Ram menu?
Quote:
Last edited by Retro1234; 14 August 2016 at 22:13. |
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#22 |
Registered User
Join Date: May 2011
Location: Cambridge
Posts: 694
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From the main screen I can use the red and blue buttons to access the non-volatile store and the language menu. That makes sense though if the main screen is accessing the gamepad in legacy 2-button joystick mode, which works fine with the Analogic.
I haven't tried a music CD. If I try the Diggers/Oscar CD then I can't get past the selection screen (which requires use of shoulder buttons to select which game to boot). |
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#23 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,887
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Every time someone says this I always ask about the lowlevel.lib and never get a reply, I know you say its not but for conclusive I dont know Diggers - try music CD or the game legends that dont require lowlevel.lib.
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#24 | |
Registered User
Join Date: May 2011
Location: Cambridge
Posts: 694
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Quote:
And anything that uses only 2 buttons (the red and blue) may not be accessing the controller in gamepad mode anyway. In which case it will work with or without the Analogic just fine. |
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#25 |
Registered User
Join Date: May 2011
Location: Cambridge
Posts: 694
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In fact if red and blue individually work then it's certain that gamepad-access mode is not being used. Because in gamepad-access mode, red and blue cannot be distinguished: they have the same effect (all gamepad buttons appear to be pressed when either button is pressed).
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#26 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,887
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I want to test your program whats its name I cant see a program of that description in your link?
I think I see it - The CD player uses all buttons - hope someone can help you. Last edited by Retro1234; 14 August 2016 at 22:34. |
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#27 |
Registered User
Join Date: May 2011
Location: Cambridge
Posts: 694
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#28 |
Registered User
Join Date: Jan 2016
Location: Helsinki
Posts: 84
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Just got two of these without knowing there's an issue like that. I guess a simple off-switch mod would be enough to make them usable.
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#29 |
Registered User
Join Date: Jun 2013
Location: Australia
Posts: 685
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It could hold PotX high (or low whichever it is) to force the game controller into the legacy mode,
to ensure the games you’re likely to play from floppy all work with it. Assuming it’s the Anagogic floppy expansion... the pics are broken in the link... it would be interesting to know if another one does the same thing. |
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#30 | |
Registered User
Join Date: May 2011
Location: Cambridge
Posts: 694
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Quote:
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#31 |
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 49
Posts: 26,611
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I can confirm this (I got FWSI drive few months ago).
It looks like CD32 pad code fails to detect the pad because red and blue buttons work fine in built-in CD player. (red = press selected button, blue = stop. Other buttons do nothing) My guess is that firebutton (which is connected to CIA and part of CIAs are replaced with expansion) fails to work correctly in output mode (Pad's shift register won't advance) causing CD32 ROM code to not detect CD32 pad. This fault would also cause normal CD32 pad read routines to read all buttons pressed when red is kept pressed. I'll measure pin output levels later. |
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#32 |
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 49
Posts: 26,611
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Confirmed.
I connected scope to pin 6 of CD32, then checked what happens when writing to $bfe001 and $bfe201 fire button bits. Writing to $bfe001 bits 6/7 or $bfe201 bits 6/7 does not seem to do anything at all if disk expansion is connected. But writing to CIA mirror addresses, for example $bfe003 and $bfe203 does change pin logic state. For some strange reason FWSI only enables "cia replacements" when CIA address exactly matches documented CIA address. All mirror addresses still hit the original CIAs (inside Akiko). (I used this FWSI feature to see how unconnected Akiko IO pins work, I originally thought it was going to be impossible until I noticed mirror addresses having different values compared to "official" addresses) |
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#33 | |
Registered User
Join Date: May 2011
Location: Cambridge
Posts: 694
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Quote:
Blue pressed: Blue is connected to shift-register parallel input H and this is immediately visible on Q_H output when switched to shift mode. Hence it appears on gameport pin 9 and remains there as we fail to pulse pin 6 (due to FWSI messing it up) and thus do not clock the shift register. Red pressed: Red is connected to shift-register parallel input G but also to the shift-register clock input. When red is pressed the clock input is held low. When gamepad routine starts it instead connects gameport pin 6 to the clock input, causing it to be pulled high. This rising edge at the clock input shifts G -> H, and hence red button state is visible at Q_H -> gameport pin 9. And remains there as we fail to pulse pin 6, as above. I'm glad this mystery is solved and I will add FWSI detection via the CIA mirror locations to my gamepad test routine ![]() It also means a hacked lowlevel.library would fix gamepad+fwsi for most games? (Most don't do pad direct access I believe?) |
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#34 |
Registered User
Join Date: Sep 2013
Location: Beeston, Nottinghamshire, UK
Posts: 240
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Is it possible to directly fix/hack the FWSI hardware to resolve this?
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#35 |
Registered User
Join Date: Jan 2010
Location: >
Posts: 2,997
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Would be amazing if this could be resolved using a hacked lowlevel.library, i've been holding off buying one because of the button issue, but having a floppy to save games, rgb to my collections will be awesome!
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#36 | ||
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 49
Posts: 26,611
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Quote:
There are also some that read pad using custom code but are mostly system friendly with other things (cd access etc..) Quote:
-- It makes no sense. They created CD32 expansion that can't work with CD32 pad! There is no way they failed to notice it. Is there some technical reason? Can other floppy expansions do it? Both fire button lines are connected to expansion connector (and Akiko chip). CIA (=Akiko) button pin is in input mode after reset, expansion device should be able to pull it down or up without problems. Perhaps logic chips they used didn't have IO pins that can handle situation where also Akiko is driving the pin? Does this require some extra hardware? (But on the other hand, if they would have "shadowed" all $bfe201 addreses, there would not have been any way to configure Akiko's fire button pin in output mode) Oddly enough CD32 schematics shows Akiko firebutton pins being input only which of course can't be correct. |
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#37 | |
Registered User
Join Date: Jan 2010
Location: >
Posts: 2,997
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Quote:
Perhaps they had a request to disable the buttons to stop workers playing games?! |
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#38 |
Registered User
Join Date: May 2011
Location: Cambridge
Posts: 694
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I'll be recapping my CD32 in the next week and I will drop in a modified ROM while I have it open and see how that goes.
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#39 | |
Zone Friend
Join Date: Apr 2005
Location: Leipzig/Germany
Age: 50
Posts: 461
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Quote:
Would be nice to test it in combination with FMV-Card. With CD32fWSI and FMV-Modul you can only use self starting VideoCD's because Play button is not working. ![]() |
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#40 |
Registered User
Join Date: May 2011
Location: Cambridge
Posts: 694
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