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#1 |
Registered User
Join Date: Aug 2013
Location: glasgow / scotland
Posts: 19
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Fails to find disk 2
I find that for games that need more than 1 disk, FS-UAE doesnt pick up the second disk. This happens with Alien Breed, Alien Breed II, Pushover etc etc. The disk is loaded in the DF0: and DF1: slots ok, the game gets to the point when it wants the 2nd disk and asks for it to be inserted. (Press fire etc) ....but it's not detected. What am I doing wrong?
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#2 |
Zone Friend
Join Date: Jun 2006
Location: Gargore
Age: 44
Posts: 17,789
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Some older games don't support external drive, there is no way to fix it.
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#3 |
FS-UAE Developer
![]() Join Date: Dec 2011
Location: Førde, Norway
Age: 43
Posts: 4,043
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Yes, Push-Over and Alien Breed cannot utilize more than one disk drive. FS-UAE (Launcher) does not know this, and will happily "auto-fill" two disk drives with the two floppies if you multiselect two ADF files in FS-UAE Launcher - even though it won't work in these games.
For these games, you must use the F12 menu, navigate down to the first floppy drive, select it (enter / fire) and choose disk 2 (to insert it into DF0). |
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#4 |
FS-UAE Developer
![]() Join Date: Dec 2011
Location: Førde, Norway
Age: 43
Posts: 4,043
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By the way, if this problem occurs when using the online database, please report it so the game entries there can be updated
![]() I've now fixed the database entry for Push-Over so it only activates one floppy drive! |
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#5 |
Registered User
Join Date: Aug 2013
Location: glasgow / scotland
Posts: 19
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thanks
i understand. thanks
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#6 |
Registered User
Join Date: Mar 2013
Location: Leipzig/Germany
Posts: 468
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I'd like to mention: we also have 'action_disk_prev_0' and 'action_disk_next_0' which can be bound to a joystick button to change the disks from the floppy list. There is no need for F12 in this case.
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#7 |
Registered User
Join Date: Aug 2013
Location: glasgow / scotland
Posts: 19
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How does that work jbl007 please?
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#8 |
FS-UAE Developer
![]() Join Date: Dec 2011
Location: Førde, Norway
Age: 43
Posts: 4,043
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Hi, see this page for information about how to map custom actions: http://fs-uae.net/input-mapping
(You can for example put those options in Custom Configuration -> Custom Settings) |
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#9 |
Registered User
Join Date: Mar 2013
Location: Leipzig/Germany
Posts: 468
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For some reason this stopped working for me. I switched to the disk_swapper actions now, but you need 3 "free" joystick buttons. Use manual configuration for your joystick, just adding some actions does not work if it's recognized and autoconfigured by fs-uae. This means, you also need to set up actions for left,right,up,down,fire and so on, but it doesn't hurt much.
![]() Here is my conf for example: Code:
[fs-uae] joystick_port_0_mode = mouse joystick_port_0 = B16_b_02 USB-PS/2 Optical Mouse saitek_plc_cyborg_force_rumble_pad_button_6 = action_save_state_1 saitek_plc_cyborg_force_rumble_pad_button_7 = action_restore_state_1 saitek_plc_cyborg_force_rumble_pad_button_8 = action_disk_swapper_prev saitek_plc_cyborg_force_rumble_pad_button_9 = action_disk_swapper_next saitek_plc_cyborg_force_rumble_pad_button_11 = action_disk_swapper_insert_0 saitek_plc_cyborg_force_rumble_pad_button_10 = action_warp #saitek_plc_cyborg_force_rumble_pad_button_1 = action_joy_1_toggle_autofire #does NOT work, too bad :-( saitek_plc_cyborg_force_rumble_pad_button_2 = action_joy_1_fire_button saitek_plc_cyborg_force_rumble_pad_button_0 = action_joy_1_2nd_button saitek_plc_cyborg_force_rumble_pad_hat_0_left = action_joy_1_left saitek_plc_cyborg_force_rumble_pad_hat_0_right = action_joy_1_right saitek_plc_cyborg_force_rumble_pad_hat_0_up = action_joy_1_up saitek_plc_cyborg_force_rumble_pad_hat_0_down = action_joy_1_down But don't do this while your Amiga is accessing your floppy drive or it will get damaged! (No, just joking... lol ![]() |
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#10 |
FS-UAE Developer
![]() Join Date: Dec 2011
Location: Førde, Norway
Age: 43
Posts: 4,043
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Could be related to this:
* Joystick indices (for use with custom input mapping) were skewed due to the new mouse devices (fixed). If you had something like joystick_0_button_x = action_..., that would have stopped working. This is fixed for the upcoming 2.3.6 version! Last edited by FrodeSolheim; 25 August 2013 at 22:37. |
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