03 June 2016, 00:41 | #901 | |
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It's physically keyed in multiple areas to prevent being inserted upside down and on top of that the metal drive coupling is on the underside of the disk so it physically can't be spun up if upside down. Adding to that the shutter only opens in one direction. |
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03 June 2016, 16:14 | #902 | |
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You don't need to flip a disk to access both sides, the drive head, if I am not wrong, can read from both sides. As DisposableHero said, this is pointless to the user though. Amiga disks have 79 tracks per side. If I am not wrong, the 1571 C= disk drive was also double sided so you could read both sides of a floppy without flipping the disk, if in 1571 mode. Anybody correct me if I am wrong please. |
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03 June 2016, 23:33 | #903 |
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04 June 2016, 01:42 | #904 | |
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I think you missed the point, the label on the 3.5" disk instructs you to flip it, even with Atari 520st single sided drives, this it's physically impossible. |
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04 June 2016, 10:37 | #905 | |
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05 June 2016, 23:16 | #906 |
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No I didn't, I was saying that the floppy still has "two sides" hence the confusion by the computer illiterate designer.
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06 June 2016, 01:50 | #907 | |
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06 June 2016, 21:28 | #908 |
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That's pretty damn interesting. Shame it means I need hunt around for some CD32 controllers that work with the unofficial compilations. That or make my own WHDload compilations.
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07 June 2016, 00:07 | #909 |
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CD32 wasn't released until late 1993, by which time some games already existed that used Master System style two-button joysticks, so why C= opted for the serial-data version instead of something more like the Megadrive (which would have been much simpler to implement (?) imho, while retaining compatibility), i dunno... these decisions are made by somebody somehow, there is presumably a reason.
I have been meaning for ages to make an adapter to enable Megadrive pads to be fully programmable on Amiga, which is possible in theory i think, by swapping two pins over, it would make far more pads available, if it worked, but of course no existing games would use it. |
07 June 2016, 00:25 | #910 | |
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07 June 2016, 13:34 | #911 | ||
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07 June 2016, 19:25 | #912 | ||
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07 June 2016, 20:00 | #913 |
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THere's no adapter like that, afaik Flashback docs came with a description of how to make your own adapter.
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07 June 2016, 20:00 | #914 | ||
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07 June 2016, 20:09 | #915 |
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ah ok i get it, so it is compatible by having a "compatibility mode" whereas MD format is simply an extension of the original spec making use of the remaining unused pin, i think i prefer the MD's way, personally, but then they needed even more buttons than that and the way the 6-button Megadrive pads worked was quite crazy.
I would like to support Megadrive pad in future games. |
07 June 2016, 20:50 | #916 |
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Yep the MD way is simpler alright, and the 6-button pad is another thing again. I don't have one but from what I remember it sends the extra button signals on the D-pad lines on the trailing edge of the bank switch signal. Seems funky to me when they could've squeezed them into the original protocol but I guess they had their reasons - maybe certain game compatibility or something. Whatever their reasons were for changing the power pin though, it was a bizarre decision.
As for the CD32 pad, yep it's a compatibility mode, but it's also the default mode, meaning it should work with any game that uses a 1 or 2-button pad. |
07 June 2016, 21:04 | #917 |
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As long as they support a 2 button MASTER SYSTEM pad. I have to say again that games coded to work with Megadrive pads don't work with Master System pads (example: Alien Breed: TA). The way the second button is read is different. First button will work fine.
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07 June 2016, 23:07 | #918 | |||
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Pin 6 = Button 1 or Button B Pin 9 = Button 2 or Button C, if Select is high (which it should be) if Select is low on a MD pad, Button B becomes Button A and Button C becomes start. Why they didn't just multiplex the D-pad to get more buttons for the 6 button pads i don't know, it would have been simple but perhaps it broke some games, that expected Up and Down to still work with Select line low? Last edited by Mrs Beanbag; 07 June 2016 at 23:19. |
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07 June 2016, 23:25 | #919 |
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We discussed this at length here:
http://eab.abime.net/showthread.php?t=81330 On page 3 we discuss AB:TA vs. AB2 (AB2 works with SMS pads, not with MD pads, AB:TA works with MD pads) The fact is: games that support the SMS pad 2 button don't work with the MD pad C button (dunno about viceversa, gotta check but I don't have an SMS pad now) and it seems to have to do with this question of what pin is pulled high or not or whatever. I am not techy enough to explain it though :/ Daedalus gave some insight again over there. |
08 June 2016, 00:18 | #920 |
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hm! that is very odd, mind you it is not entirely straightforward even to read the second button in software on the Amiga. Reading the first button it is just a bit in a register, to read the second button is a bit more involved, it is because of the circuitry for reading analogue joysticks i think, you have to set a bit, wait, and then read it back. So maybe that whole process confuses things.
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