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Old 08 August 2015, 12:43   #21
Galahad/FLT
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Quote:
Originally Posted by earok View Post
Alien Breed 92 SE is on CD32 and that version appears to support the pad and is HD bootable
- Blue: Map (Intex when standing over console)
- Yellow: Weapons
- Green: Pause
- Yellow while Paused: Abort


My votes for CD32 pad support:
Alien Breed (non special edition)
Battle Toads (agreed with Viddi: this'd be a totally different game with jump support)
Barbarian
Epic
Final Fight
Hard N Heavy (jump and weapon select)
Moonstone
Street Fighter 2
SOTB 2 (though I figure this'd probably be next to impossible! Although there was a gamepad version of the game on Mega CD),
Beast 2 isnt impossible it would just take quite a bit of effort. Im writing a system for Starquake so it can have code entry on the joypad which once done wouldnt take a huge effort to implement for other games.

With street fighter 2, what is it people want from a second button?
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Old 08 August 2015, 15:51   #22
earok
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Sorry, with street fighter 2 iirc you need to hit the keyboard to enter the game, I didn't mean for the gameplay itself.

Edit: Good luck with starquake, looking forward to trying it

Last edited by earok; 08 August 2015 at 15:59.
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Old 08 August 2015, 18:51   #23
Retro1234
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For me street fighter 2 the CD32 pad doesnt work at all can you confirm
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Old 09 August 2015, 04:53   #24
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That's interesting, I haven't confirmed the CD32 pad issue myself but it's been confirmed by other users.

http://mantis.whdload.de/view.php?id=938
http://mantis.whdload.de/view.php?id=3165

Looks like it's only playable at all with a stock controller (or the PSX-DB9 adapter in two button mode). The old JST install allegedly lets you play the game without a keyboard but also isn't compatible with the CD32 pad.
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Old 09 August 2015, 04:59   #25
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Hello Thanks for the info - Thats a comfirm "CD32 pad isn't recognize"
Also JST version works perfect on 2mb.
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Old 09 August 2015, 12:17   #26
Michael Sykes
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A question for the hardware guys around here...

Would it be difficult to build an inexpensive HW adapter that plugs into the joystick- and keybordport of the CD32, where we plug in our CD32 gamepad, and it will send a userdefined signal to the keyboard port, for the normaly unused buttons on the pad?

That way CD32 owners could play all the games straight from floppy without software patches.
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Old 11 August 2015, 09:11   #27
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Quick question to, well, anyone who'd know - is it appropriate to make Mantis feature requests for CD32 pad support when there isn't already a ticket for one, or would that be considered.. spammy?


@Michael Sykes
Interesting idea, hope someone takes it up
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Old 11 August 2015, 12:06   #28
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Why should it spammy when there isn't a feature request yet. Do it. Not all patcher coder have noticed this EAB thread i assume.
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Old 11 August 2015, 12:15   #29
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Why should it spammy when there isn't a feature request yet. Do it. Not all patcher coder have noticed this EAB thread i assume.
Well, I'd like to but - well, I don't know how the mantis system works exactly, so I don't want to flood their email inboxes or bug lists with stuff they may not be interested in doing.

Maybe someone who is a WHDLoad coder can chip in?
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Old 11 August 2015, 12:23   #30
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I don't see a problem here. Create a feature request and look who is willing to take it. You don't flood their email accounts. Sure, pure patches for CD32 pad support isn't on the coders top list. But from time to time we get some if you ask nicely.
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Old 14 August 2015, 17:38   #31
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Originally Posted by Michael Sykes View Post
A question for the hardware guys around here...

Would it be difficult to build an inexpensive HW adapter that plugs into the joystick- and keybordport of the CD32, where we plug in our CD32 gamepad, and it will send a userdefined signal to the keyboard port, for the normaly unused buttons on the pad?

That way CD32 owners could play all the games straight from floppy without software patches.
Paul Willingham did mention at one point plugging into the CD32 keyboard port aswell but I dont think anything came of it.
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Old 15 August 2015, 19:10   #32
Michael Sykes
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Paul "PSX adapter" Willingham? Mhhh I hope he or kipper2k are reading that .....
As useles it would be for me as 1200 owner(no external port for keyboard) it would make a lot of CD32 owners very happy.

Edit: Thinking about it, I guess it would also work fine for big box Amigas like the 2000 or 4000.
If someone would just build it.

Last edited by Michael Sykes; 15 August 2015 at 19:15.
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Old 20 August 2015, 12:46   #33
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What about WHDload ECS Death Mask, does that have support for the CD32 gamepad?
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Old 21 December 2015, 22:19   #34
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Psygore made a patch for Aladdin. Great job!

http://whdload.de/games/Aladdin.html

Last edited by Retro-Nerd; 21 December 2015 at 22:37.
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Old 21 December 2015, 23:04   #35
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Psygore made a patch for Aladdin. Great job!

http://whdload.de/games/Aladdin.html

Excellent I remember Wepl fixed a bug long ago and it worked on my CD32 pad but this is even better

"Set Custom1=1 for unlimited lives.
Set Custom2=1 to active level skip (F10).
Set Custom3=1 to remove Up direction if 2nd button (Blue) is pressed.

CD³² joypad controls:
--------------------
Blue - Jump
Green - Throw apples
Play - Pause the game
Reverse+Forward+Red+Green - Exit game (ESC)
Reverse+Forward+Play - Quit game (pressed at least 1 sec.)
Reverse+Forward+Red+Blue+Green+Yellow - Active trainers
(unlimited lives & level skip)
Yellow+Forward - Skip level

Set 'joypad throw' in game option to swap Blue/Green buttons."

Last edited by Retro1234; 21 December 2015 at 23:14.
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Old 25 December 2015, 23:41   #36
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Originally Posted by Galahad/FLT View Post
With street fighter 2, what is it people want from a second button?
Street Fighter II has already second button support. You can chose 2 button controller for punch and kick attack, also specials are splitted (e.g. Ryu/Ken hadoken is with punch, tatsumaki is with kick).

Moreover arcade/console versions of game has even 6 buttons - 3 for punches and 3 for kicks (weak, medium, strong). You can not only "set" strength/speed of normal attacks, but also special attacks. 6 buttons are available for Amiga in Super Street Fighter II: The New Challengers and Super Street Fighter II: Turbo.

Last edited by Solo Kazuki; 25 December 2015 at 23:59.
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Old 26 December 2015, 06:17   #37
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Street Fighter II has already second button support. You can chose 2 button controller for punch and kick attack, also specials are splitted (e.g. Ryu/Ken hadoken is with punch, tatsumaki is with kick).
That's true but there are two issues with the stock game.
1: IIRC, CD32 pads don't work and Mega Drive pads act like one button. Master System pads and similar "pure" two button pads work just fine.
2: You still require a keyboard to choose 1 or 2 players.

Both of which I've managed to hack together a fix for with some advice from Wepl etc, though I've not published it yet.
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Old 21 April 2016, 11:11   #38
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Would it be possible to implement CD32 pad support to ECS Death Mask? The CD32 version has it and I feel as if strafing makes it a quite playable game.
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Old 21 April 2016, 11:43   #39
earok
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Would it be possible to implement CD32 pad support to ECS Death Mask? The CD32 version has it and I feel as if strafing makes it a quite playable game.
Possibly, assuming that:
- Death Mask works with CD32Load
- CD32Load maps pad->keyboard successfully when running in Death Mask
- Death Mask has keyboard strafe keys (I presume it has)

Then it'll work.

Why ECS version though? To play on a 500 or 600 etc?
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Old 21 April 2016, 12:06   #40
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Well, I wouldn't know about all those details, but I don't think it has keyboard strafing. I just find it interesting that there's support for strafing on the CD32/AGA version and not OCS/ECS (unlike Gloom for instance, which supports extra buttons on both).

I'm no expert (and have very little knowledge on the subject) but if there's code in the AGA version to do something that isn't AGA dependent, isn't there a way of splicing that functionality into the ECS version?

I have a A500+ with an ACA1232 and figured it'd be nice to get the most out of an underrated game.

Last edited by Twiggy; 22 April 2016 at 15:56.
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