15 November 2009, 12:57 | #81 |
Phone Homer
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I cant get it working on real Amiga with CD32 pad.
Maybe I should get a PSX adapter |
15 November 2009, 13:08 | #82 | |
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Quote:
If game only reads CD32 in CD32-mode, "regular" fire and 2nd button won't work at all. (if mapped as regular buttons in emulation). Most games read CD32 pad in both modes (but they may not still have 1:1 mapping between fire and red for example) I guess emulation should "redirect" these mappings to CD32 RED and BLUE when pad is in CD32-mode. (3rd button line is output and low if I remember correctly) |
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15 November 2009, 13:20 | #83 |
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ok, thanks Toni. to me at least the situation is clear here.
I have a solution that i am confident will work - i need some time to implement it watch this space! |
15 November 2009, 18:27 | #84 |
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ok. new slave in the Zone which should solve the problem.
When the CD32 inputs are read (even if only on one port) it causes the problem with the 'fire' button on certain pads not working - i found a competition pro pad of my own that this happened on also. the solution is a simple one, set by CUSTOM1=2 If OFF , the CD32-read code does not happen. this means any 2 button pad (including a CD32 pad) can be used as normal, with the second button operating the second weapon. if ON , the CD32 mode is enabled, and red and blue buttons should now operate as above, and will also provide the option of using 'green' to jump.... using this mode may mean that certain 2-button pads (such as my MasterSystem Pad i tested) no longer operate correctly, so if you are using a mixture of pads on 2 player, you may find it is better not to use this option. set; CUSTOM1=1 : Brightness Mode On - CD32 Control Off CUSTOM1=2 : Brightness Mode Off - CD32 Control On CUSTOM1=3 : Brightness Mode On - CD32 Control On good luck! |
15 November 2009, 18:49 | #85 |
Phone Homer
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Works perfectly honestly the palette change and extra buttons realy give a new lease of life to this game.Great Work
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15 November 2009, 18:52 | #86 |
Missile Command Champion
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I have no real CD32 pad. Is it possible to do a custom slave selection for button 2? Either for second weapon or for jump?
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15 November 2009, 18:54 | #87 |
HOL/FTP busy bee
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WinUAE default CD32 pad in port 1 works a treat Nice one Horace
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15 November 2009, 18:57 | #88 | |
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blimey, you people dont want much do you? i will have a look into how practical that is to put into place for you R-N. (although you'll have to use the keyboard for second fire!! yuk!) i am glad it is at least working as-intended now. I will still be looking at adding pause (play button) and sound fx/music toggle (yellow) to the CD32 mode. and err.. <guilty look> i still need to fix the colours on the hardware sprites :S |
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15 November 2009, 19:00 | #89 |
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Thanks, that would be nice. I've completed the game without weapon 2 and don't need it.
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15 November 2009, 19:13 | #90 | |
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Bits are good for coders but maybe irritating for users. |
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15 November 2009, 21:05 | #91 |
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hi Wepl,
i've used the other 4 up on trainers! is there a way of having more than 5? - Trainers on CUSTOM2 1 = Infinite Lives 2 = Infinite Credits 4 = Infinite Ammo (both weapons) 8 = Infinite Money - Trainers on CUSTOM3 0 = Nothing / 1 = Supercharge on 2 = Barrier on / 3 = Supercharge & Barrier on - Trainer on CUSTOM4 sets Weapon 1 0 = None / 1 = Shotgun 2 = Blue thing / 3 = Auto 4 = Fire / 5 = Three-Way - Trainer on CUSTOM5 sets Weapon 2 0 = None / 1 = Homing Missiles 2 = Nitro / 3 = Shower I mean, supercharge and barrier can be moved to CUSTOM2 as 16 / 32 , but this still means that bits are being used, only elsewhere! if anyone has any thoughts about the best way of getting so much out of 5 tooltypes, i'd appreciate some opinion on the matter (from user perspective) Last edited by Hungry Horace; 15 November 2009 at 21:30. |
15 November 2009, 21:56 | #92 |
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sorry, I didn't read whole thread
in case other CustomN are already used it's ok so |
17 November 2009, 21:43 | #93 | |
Phone Homer
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Ive realy been enjoying this I havent completed it yet but getting there - I realy wouldnt have bothered playing this game with the fucked up palette, why was this released like this?
Quote:
for example - D-Pad Up =? or Fire =? |
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17 November 2009, 21:54 | #94 |
CaptainM68K-SPS France
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it was released like this because of the ST ! Read some post above, someone has explained technically what happened
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17 November 2009, 22:16 | #95 | ||
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Quote:
someone mentioned how the palette values were off, so i investigated! Quote:
d-pad up and fire are not keyboard controls? at $68 in memory, you will find an address, such as $00 01 23 34 disassemble from that address, and you will hopefully find some code for reading the keyboard.... quite possibly it will do something like storing the keyboard value at another address (e.g. $ 00 43 21 00 then you need to find points in the code where the address $ 00432100 is being compared to keybaord scan codes; http://www.whdload.de/docs/en/rawkey.html so if you find something comparing it to $61 - you have probably found a routine tied-up to the function of the right shift key it worked for Midnight Resistance for me on topic update; - hardware sprite colours fixed - currently implementing green/blue switcher for Retro-Nerd (will work on 2 button mode also) ... then those extra damn cd32 controls to go |
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17 November 2009, 22:36 | #96 | |
Phone Homer
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Quote:
Thanks for your reply - I was thinking what value would replace keyboard value = Fire1/2 and wanted to have a poke around in Final Fight D-pad Up |
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17 November 2009, 22:57 | #97 | |
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for mapping a keyboard key, you basically 'insert' a check for joypad button 1/2 (or anything else) next to the keyboard scancode check, so that button does the same thing as the keyboard control. hope that helps |
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17 November 2009, 23:23 | #98 | |
Phone Homer
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Im probably out of my depth - in Final Fight Joystick Up /Jump - I wanted to change this to something else only for a test - maybe a keyboard value. I dont think ill get very far -Ive only been makeing changes to uncompressed WinUae savestates to see what happends. |
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18 November 2009, 01:33 | #99 |
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you will need to find the joystick up/jump check, or just something that reads in the joystick input as well then.
I have never tried asm disassembly from a save-state. that cant be very safe/reliable can it?? this is perhaps best deferred to another thread |
18 November 2009, 01:41 | #100 |
Phone Homer
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Thanks dude -another thread
More on the subject Ive Just completed Midnight Resistance- I didnt rescue everyone but still...........Woo Hoo thanks for your updates -made it worth playing |
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