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Old 07 December 2009, 21:31   #21
TCD
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Quote:
Originally Posted by viddi View Post
No! I didn´t configure it THAT way.
Almost thought so. Maybe someone with a two button joystick can confirm this on a real Amiga.
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Old 07 December 2009, 21:34   #22
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Pressing the second button is probably the same as pressing all CD32 buttons at once.
Select CD32 pad in WinUae
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Old 07 December 2009, 21:37   #23
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Quote:
Originally Posted by Boo Boo View Post
Pressing the second button is probably the same as pressing all CD32 buttons at once.
Select CD32 pad in WinUae
Nope, the pause function is on the right shoulder button in CD32 mode and the second button doesn't start the fire or jump animation. Seems like Backbone adds it's own logic there.
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Old 07 December 2009, 21:46   #24
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Quote:
Originally Posted by TheCyberDruid View Post
Nope, the pause function is on the right shoulder button in CD32 mode and the second button doesn't start the fire or jump animation. Seems like Backbone adds it's own logic there.
Mhhh...I only configured RED and BLUE.
So, no idea.

All I know is that it uses the lowlevel.library.
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Old 07 December 2009, 21:52   #25
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Yeah it works fine with CD32 Pad but because the right shoulder button is Pause the game Pauses on a 2 button pad when you press 2nd button - The same as all CD32 buttons being pressed at once.

Dont use 2 button pad -only 1 button or CD32 Pad
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Old 08 December 2009, 06:35   #26
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Hi viddi. I think to solve everyone's problems, perhaps you could add control options on the main menu screen so people can choose between single button joystick, CD32 pad and 2 button pads. As Boo Boo said, the problem with pressing the second fire button when LowLevel.library is looking for a CD32 pad is it sends the signals for all CD32 buttons at the same time. You may have configured one of the buttons on the CD32 pad as Pause, sometimes this is already set as the default in Backbone.

I encountered these problems when I was making and testing my own Backbone games, and found the best solution was to add three sets of control options on the main menu screen. When you add the 2-button pad option, just make sure the Pause feature is mapped to keys on the keyboard, and not to any CD32 buttons.

I liked playing it on the A1200 030 with a CD32 pad. I got up to the big guy on the second level but he killed me on my first go. On my 020 A1200 with Fast RAM, there's a problem with my ports and the second fire button and right mouse button signals don't work, but when playing a game that is looking for a CD32 pad, it sends a constant signal and makes him keep jumping. But that's a hardware problem with my A1200. It scrolled smooth enough to play though.
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Old 08 December 2009, 09:58   #27
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Hey Cammy, thanks for your feedback.

I´ll definitely check out the control settings and will add various control options soon.
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Old 02 January 2010, 15:45   #28
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What about an AROS native version?
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Old 08 March 2010, 21:19   #29
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Hey Graham,

I read your AA review today. Great stuff.
I didn´t expect such a positive reaction. Thanks!

And yes, I programmed the music for it.
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Old 08 March 2010, 23:11   #30
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Glad you liked it - hope it was useful to you

And that music really is fab.
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Old 09 March 2010, 10:41   #31
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Wow, great. Completely missed this thread. Already wondered what has happened to AA.
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Old 22 June 2015, 01:43   #32
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Is Ambermoon Arcade still available to buy / download ..?
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Old 07 June 2022, 18:25   #33
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Another necro, but for anyone interested the game as a WHDLoad version can be found on Turran's FTP under '/~Uploads/Aladin/WHDLG' as 'AmbermoonArcade-WHDL.lha'.
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