03 January 2016, 11:49 | #81 | |||
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For completists it would be great to get the remaining non-working CDTV games running on the CD32 at some point. Quote:
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Ok thanks for the info. |
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03 January 2016, 12:40 | #82 |
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03 January 2016, 12:41 | #83 |
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about Loom & Indy CDTV, I think you just have to replace data files (except executable) by english floppy versions and it will work (be sure to XFD unpack the files if you take them from a whdload install)
@earok: if you can help me to fill the .csv file that would be cool. I could improve my script to help you generate your menus, even for non-CD32load stuff. |
03 January 2016, 14:32 | #84 | |
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There is only one game available(CannonFodder) which supports the FMV-module officially and it would be great to see the new clips in a better quality. |
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03 January 2016, 14:35 | #85 | |
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Btw The Final Gate supports it to, it replaces the CDXL video when the FMV card is detected. |
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03 January 2016, 15:00 | #86 | |
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What exactly is a "rainbow screen"? Screen with changing colors? I may check CD32Load later as I'm curious what's happening, |
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03 January 2016, 15:04 | #87 |
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FMV modules were VERY rare right?
in James Pond 3 startup sequence the programmers complain that CBM did not provide them any FMV module "how CBM expects the game to work with FMV is beyond me guv" (something like that) |
03 January 2016, 15:06 | #88 | |
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The "rainbow screen" is a "blitz" triggered by CD32load to display errors. ATM I did not add an error message display system with fonts, etc. If someone has this handy I'll gladly include it in CD32LOAD. |
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03 January 2016, 15:17 | #89 |
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Which it does using WHDLoad.
What are the requirements? Does it need to be system-friendly? If not I can adapt the debug output from my demo-OS for your needs. |
03 January 2016, 15:32 | #90 | |
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03 January 2016, 21:35 | #91 |
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@Stingray: no, no OS friendly that's the point
@Galahad: that's my poor man's debug, with color codes / "blitz" stuff. |
03 January 2016, 22:44 | #92 |
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@amigajay
- Upgrading all non-working CDTV games to work on a CD32 would be a worthy project. I'll keep it in mind for the future. I do especially like the idea of doing upgraded conversions (eg porting the data files as per JOTD's suggestion) @jotd - I'll take a look at WOTD floppy myself at some stage. Could it be something to do with the POTGO writes..? - Will find some time soon to populate your CSV with my control suggestions. My "160 games" needs a proper rebuild at some point, as well as a lot more games added (maybe merge it with your compilation?) so we could use it for that. Is it worth including Jungle Strike OCS in there? The CD32 AGA version is only a couple of meg and should work fine. - I should have asked - does this work with JST loaders too, or just WHDLoad? - Also does it support whdload slaves that load from individual files, if not is there plans to do so? I tried to test with Moonstone but didn't have any luck. @nujack - Hold on to your FMV module, I know they're worth a fortune If there's no issues with WinUAE support I'll investigate at some stage. Edit: Whitesnake's list is slightly out of date, several of the games on it DO now have full CD32 pad support in WHDLoad (North & South, 1943 etc) but it's still a great list of games that could use CD32 pad support. Last edited by earok; 03 January 2016 at 23:04. |
03 January 2016, 23:36 | #93 |
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earok does it work for BMX Simulator? it requires Space / N / S keys
I remember you tried a joy2key program before. or North Sea Inferno. |
04 January 2016, 12:24 | #94 |
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Ive tested a few games and they seemed to work well - paused key can be a bit funny on games anyway - press to fast and your not paused etc. I realy hope to see this for non CD32 I tried CD32load on A1200 but no luck
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04 January 2016, 12:27 | #95 |
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@ransom unfortunately Mega seems to have some weird issues from time to time :S give it a little while and try again
@booboo are there any that aren't on JOTD's compatibility list a page or two back? If so please let us know what they are. |
04 January 2016, 19:15 | #96 | ||||
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hi
So many questions! So much activity! that's good Quote:
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And a too big list will be unpractical with AGS (do you have a more recent version as source code suggests there is one? /a doc on the controls?). Quote:
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When Bert releases his version (if he does it) compatibility will raise (however some slaves work with JST but not with CD32load! strange. but the first step is making them work with JST) |
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04 January 2016, 19:20 | #97 |
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AGS is really annoying, slow and complicated. It would be great if we can come up with a better front-end for CD32 multigame compilations.
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04 January 2016, 19:21 | #98 |
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We could just ... load workbench and click on the scripts...
BTW: Working games tested so far: - Arkanoid - Assassin - Agony - Pang - Magic Pockets - Addams Family - Jaguar XJ220 (note: old Mr Larmer slave works, newer does not) - Robocop 3 - Desert Strike - First Samurai - Lotus 2 - Lotus 3 - Chuck Rock - Chuck Rock 2 - Goal! (note: old Mr Larmer slave works, newer does not) - James Pond - QWAK - Kick Off 2 (cannot save of course!) - Full Contact - Xenon 2 - Jungle Strike - Supercars 2 - Superfrog - Zool (AmigaFun) - Z-out - Shinobi - Supercars - BattleSquadron - Arkanoid 2 - Deliverance - Killing Game Show - DataStorm - Cool Spot - Leander - Risky Woods - R-Type - R-Type 2 - Alien III - Dynablaster - Frenetic - Klax - Ninja Warriors (create NinjaWarriors.save empty) - Nitro - Toki - X-Out (old 2 disk slave, did not test Stingray's slave) - Gauntlet II - Oh No More Lemmings (0.3. Tested with non-data disk version that asks for password). - Woodys World - North Sea Inferno - Pinball Dreams (from CD32LOAD V0.05) - Castle Kingdoms - Death Trap Also - Elvira Arcade - Indianapolis 500 - Mortal Kombat - Mercs - F-16 Combat Pilot (probably needs a keyboard!!) - Beast Busters - Shadow of the Beast - Pacmania - Jim Power (need to map Pause, and HELP to levelskip) - Arkanoid 2 (space: pause) - Battle Squadron: map F1->F4/pause does not remap gfx corruptions: - BodyBlowsGalactic: gfx trashed, plays very fast - Overdrive (Team 17) (beam delay loop problem on WinUAE) - Apocalypse seems to load and handle keyboard just fine, but has severe graphical glitches during gameplay? - Myth (system 3) (beam delay loop problem on WinUAE) - After Burner 89 - Dogs of War: ok but cannot remap keys: needs keyboard starting up but crash along the way: - Chase HQ II locks up splash screen while music is playing - Thunderhawk shows the Core logo, second screen: name entry OK then crash in cd32load RNC decrunch routine - Gods: crash just before the game menu (like in JST) - Unreal (locks up on "present" screen) - Hard N Heavy: locks up just after first level loads - BodyBlows: resets just before fight - Lemmings (2 disk version, slave 1.4). crash after intro: cd32load overwritten + debug key - Prime Mover: HALT lockup during load non-working at all: - Final Fight: wrong version! - After Burner 88: 0,1,2, backspace pauses, retest NOVBRMOVE: division by zero should be OK! - Lotus I: wrong version / reboots - Great Courts: illegal - Prince Of Persia: illegal instruction in $4 - Ikari Warriors: reboot - Mega Lo Mania: HALT3 - MrNutz: HALT3 - Chaos Engine 2: HALT3 - Wrath of the Demon: problem with controls - Road Rash: illegal - Chase HQ: illeg CCCCCCC 1FFxxx - Aaargh! reboots!! - Robocop: HALT - Brat: abort after a GetFileSize - Alien Breed: nasty lockup - Project-X SE: run time error relocate * Beach Volley Works. Gamepad mapping a bit temperamental, intro seems to run slow * * Citadel seems to crash sometime during the intro (we get a blank screen instead of the FMV stuff, but the sound continues) * Epic works, but seems to have severe keyboard handling issues (I didn't test past the name-entry screen) * Alcatraz Works, sluggish during gameplay though (intro + menus are silky smooth). Keyboard issues. Maybe for the compatibility list? OSEmu/Kickemu games won't work (there's a check at startup) Last edited by jotd; 09 January 2016 at 23:51. Reason: updated after releasing CD32Load V0.05 |
04 January 2016, 19:51 | #99 |
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But can't OSEmu/Kickemu installs be bettered/reworked? I thought it was an easy way to make some games work, but on limited memory systems, they don't work.
About the frontend, I have been thinking about making one on my own for some time, perhaps I manage to do it this year. Something simple and to the point, quick and easy to use. 2016 project i guess |
04 January 2016, 20:13 | #100 |
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Yeah i too dislike the large list menu's, far too slow and put me off using them, i'd rather a simplistic quick loading menu, even something as simple as the Dangerous Streets/Wing Commander disc, select the grey tab and hey presto.
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