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Old 11 May 2021, 21:47   #81
BSzili
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I plan to add this to the readme, since there are no proper settings. In the meantime if you have SW installed you can check the joystick button mapping there, I basically copied the defaults from it.
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Old 12 May 2021, 00:22   #82
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Haven't installed SW yet but now I have an incentive - thanks again for a great game.
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Old 12 May 2021, 05:37   #83
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This is what I call cross promotion I have added the default button mapping to the readme post.
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Old 12 May 2021, 09:11   #84
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Tested Ruins level pack and it works perfectly !

Last edited by AMIGASYSTEM; 16 May 2021 at 23:24.
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Old 14 May 2021, 06:26   #85
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Since everything is looking good so far, I'm releasing the source code before uploading this to Aminet. It's a bit messy because of the EDuke32 to JFBuild backport, but I did my best to clean it up. I tried to keep my modifications to the actual game code minimal so upstream changes can be backported easily.
https://github.com/BSzili/PCExhumed-Amiga
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Old 14 May 2021, 06:42   #86
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Big thumbs up!!
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Old 16 May 2021, 22:51   #87
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Had a bit more a play as I have got myself a capture card (well £7 in a charity shop - couldn't say no) and tried playing in PAL as opposed to RTG. Low res flies in PAL but 640x
400 laced is way slow...so if you want to play in 640x480 then RTG is the way to go (not a surprise really).

Not sure the CD32 controls are working correctly as I still can't get anything but fire and strafe working. I thought it my be my PSX-DB9 convertor (in CD32 mode) but worked fine in Gloom (shoulder buttons to strafe is ace).

Now that I have a capture card, I intend to do a comparison video between modes on the Vampire 1200 so watch out for a link in the next week...
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Old 17 May 2021, 05:44   #88
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For troubleshooting, I recommend trying your controller in an other program that is known to use lowlevel.library.
I also prefer the shoulder buttons as strafe, but in games like these with jumping, crouching, and inventory management, there is not a single button to spare. Some functions, like looking up/down I couldn't even fit anywhere, which will make the last level more challenging.
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Old 17 May 2021, 08:14   #89
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Fair enough on the controls, will try a few cd32 games that run and report back.
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Old 17 May 2021, 10:32   #90
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There are a few programs on Aminet that could work, I think I used this to test my pad:
http://aminet.net/package/driver/input/JoyPortTest
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Old 17 May 2021, 20:58   #91
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Thanks - will have a look.

In the meantime, here is my first attempt at capture with sound. PAL at 320x200:

[ Show youtube player ]

Running really fast and smooth!

Last edited by Havie; 17 May 2021 at 22:42.
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Old 17 May 2021, 23:38   #92
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Downloaded Joyport test and you were right - PSX to DB9 doesn't work with the lowlevel library. Turn it off and all the buttons are recognised properly but turn it on and only two are working!

Looks like I am going to have to get used to keyboard and mouse after all.

Thanks for your help.
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Old 18 May 2021, 07:55   #93
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Maybe it's opposite? Without lowlevel.library all joypads have just two buttons.

BTW: Did You know that some functions in Exhumed (and also in Shadow Warrior) are assigned to double tap of button?
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Old 18 May 2021, 20:05   #94
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It should be the opposite, but Red and Blue are the only two buttons shared between all the lowlevel.library devices (joystick, CD32, mouse), which suggests that his gamepad is detected as a regular joystick by the library.
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Old 18 May 2021, 21:45   #95
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Have just gone back and tested it again and definitely is only two buttons with the lowlevel library. Weird that it works without but guessing that despite what the manual says, that the PSX to DB9 converter isn't really compatible with a CD32?
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Old 18 May 2021, 21:50   #96
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Quote:
Originally Posted by Havie View Post
Have just gone back and tested it again and definitely is only two buttons with the lowlevel library. Weird that it works without but guessing that despite what the manual says, that the PSX to DB9 converter isn't really compatible with a CD32?
Run the game from a script; and in the script rename "lowlevel.library" --> "lowlevel.lib" before starting the game

Rename back afterwards in the same script so this occurs when you exit the game.
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Old 18 May 2021, 21:52   #97
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Using the Joytester that BSzill suggested. It has a tick box that allows you to turn it on and off. I also renamed it in my libs directory and when I rebooted and tried to run the game, it complained that I didn't have it, had a huffy fit and refused to run!
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Old 18 May 2021, 22:02   #98
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I also renamed it in my libs directory and when I rebooted and tried to run the game, it complained that I didn't have it, had a huffy fit and refused to run!
Oh wow, didn't expect that.
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Old 19 May 2021, 05:31   #99
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That is to be expected, as the game uses lowlevel.library to start the timer interrupt. Even if it didn't, removing lowlevel.library wouldn't help, as the game reads the joystick input using using lowlevel.library. Removing it would simply mean that none of the buttons would work at all.
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Old 19 May 2021, 08:01   #100
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Thumbs up

Just notised these absolutely amazing ports Thankyou BSzili ! Please continue Thoth's (egyptian god) work
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