Jump to content
IGNORED

This will begin to put things right...


CyranoJ

Recommended Posts

That whole message sounds exactly like me!

 

First machine ST, and I've no idea where it ended up. Certainly not with me, even though I have most the games!

Oh I knew exactly where it was... until my landlord confused my basement with the one of the empty apartement next to mine and threw everything out without notice. :-(

Link to comment
Share on other sites

@Lynxpro:I've never played the ST version of Return Of The Jedi, only ever tried the game itself on MAME and later as an easter egg on GC Rogue Squadron III....which left me thinking the ST reviewers at the time might of had a point when they talked of the coin-op not being anything special, as game did nothing for myself.

So, i'm wondering what was lost/poorly translated from arcade to the ST, as the few reviews at the time i read seemed to suggest the conversion itself was fair enough, no-one seemed to like the coin-op to start with, if anything, they seemed to of wanted Domark to expand on the coin-op and add extra levels/features/sub-games...
Link to comment
Share on other sites

 

@Lynxpro:I've never played the ST version of Return Of The Jedi, only ever tried the game itself on MAME and later as an easter egg on GC Rogue Squadron III....which left me thinking the ST reviewers at the time might of had a point when they talked of the coin-op not being anything special, as game did nothing for myself.

So, i'm wondering what was lost/poorly translated from arcade to the ST, as the few reviews at the time i read seemed to suggest the conversion itself was fair enough, no-one seemed to like the coin-op to start with, if anything, they seemed to of wanted Domark to expand on the coin-op and add extra levels/features/sub-games...

 

 

Can you (please?) take this to another thread, before it descends completely off topic into yet another he said/she said/someone from the pub had a brother who's uncle used to know someone who had a cat called Emily who was previously owned by a guy called Clifford who knew a guy who/they printed/what if/if only/I blame Edge magazine ramblings of the past?

Edited by CyranoJ
  • Like 2
Link to comment
Share on other sites

Use the Force Luke! :-) Just had a go. What a gread title to have on the Jag. Already love it. If only I'd given more attention to the thread reading that you can change the y axis ;-) By the time I discovered that I already had trouble going the other way, hehe. It's tricky, while I generally do like flight controls with the inversed up and down, I prefer aiming with proper up and down so I guess that will the way to go. Thanks CJ for giving us another great title. Can't wait for the music for the proper Star Wars feeling. :-)

  • Like 3
Link to comment
Share on other sites

 

Can you (please?) take this to another thread, before it descends completely off topic into yet another he said/she said/someone from the pub had a brother who's uncle used to know someone who had a cat called Emily who was previously owned by a guy called Clifford who knew a guy who/they printed/what if/if only/I blame Edge magazine ramblings of the past?

 

Can we get Parker Bros' 2600 Star Wars Jedi Arena running on the Jag? It would be pretty cool to use a spinner with it. :)

Link to comment
Share on other sites

http://eab.abime.net/showthread.php?t=13228The only one I knew of previously was this http://www.digitpress.com/dpsoundz/mp3.htm(but I'm not sure if they match up with the levels you want). Turns out there's this too (which I didn't know about) http://www.digitpress.com/dpsoundz/soundfx.htm , but I gather they don't have what you need.

Just had a bit of a looksie for info about the Amiga version. It turns out the sound files are in IFF format (for the spoken parts anyway) and people would replace them with swearing... ( info http://www.lemonamiga.com/forum/viewtopic.php?t=467&sid=3083a942fce66f5074cbc9e7f839096f and http://eab.abime.net/showthread.php?t=13228). I guess if one were to find the Amiga version online and DL it...

Failing that, and I suspect the Amiga songs were chipmusic (better than the ST's native music for the game apparently) you could possibly rip them from youtube (a hassle, I know).

Cracking conversion so far :) I'll make some time to PhotoShop up a Jag CD cover because me and Star Wars games something something... ;)

Edit: but of course there's in game sounds and talking even over the clean(ish) ones I just found on youtube :-/

Edited by skip
Link to comment
Share on other sites

http://eab.abime.net/showthread.php?t=13228The only one I knew of previously was this http://www.digitpress.com/dpsoundz/mp3.htm(but I'm not sure if they match up with the levels you want). Turns out there's this too (which I didn't know about) http://www.digitpress.com/dpsoundz/soundfx.htm , but I gather they don't have what you need.

 

Just had a bit of a looksie for info about the Amiga version. It turns out the sound files are in IFF format (for the spoken parts anyway) and people would replace them with swearing... ( info http://www.lemonamiga.com/forum/viewtopic.php?t=467&sid=3083a942fce66f5074cbc9e7f839096f and http://eab.abime.net/showthread.php?t=13228). I guess if one were to find the Amiga version online and DL it...

 

Failing that, and I suspect the Amiga songs were chipmusic (better than the ST's native music for the game apparently) you could possibly rip them from youtube (a hassle, I know).

 

Cracking conversion so far :) I'll make some time to PhotoShop up a Jag CD cover because me and Star Wars games something something... ;)

 

Edit: but of course there's in game sounds and talking even over the clean(ish) ones I just found on youtube :-/

 

Thanks, I've seen the digipress site - but they don't have all the tunes.

 

As for the amegah... err. pass ;)

Link to comment
Share on other sites

 

Thanks, I've seen the digipress site - but they don't have all the tunes.

 

As for the amegah... err. pass ;)

 

Can you rip the audio out of the arcade ROM? Playback might be a pain since it's Quad POKEY. I don't know all of the details but it's possible the theme music is done by 2 of the POKEYs with the remaining 2 devoted to the audio sfx. The theme music to the Amiga version is absolutely pitiful. As I mentioned above, it sounds like the audio SFX is sampled from the film…the X-Wing's blaster fire, for example.

 

This guy has the arcade audio:

 

 

 

And the audio from the Empire Strikes Back arcade game:

 

Edited by Lynxpro
Link to comment
Share on other sites

Or this.

 

Gawd, I LOVE MAME.

 

attachicon.gifmame_sw.png

 

Or that. :) But I thought someone would appreciate the vids of Quad POKEY emulation in action. He has some interesting Atari Firefox LaserDisc vids.

 

Can you get the POKEY audio to run on the Jag? [using the DSP to decode and playback]. Or would you have to treat it as a sample like the speech?

Link to comment
Share on other sites

I wish there was a way to reverse the controls, yes I know that is not correct, I used to have the arcade sit down and someone had set it up to be more like a joystick in that up was up and down was down. anyway thank you for this!

 

Err you can press 0 on the number pad, just like it says in the notes under the download link....

 

ANYWAY:

 

Currently testing a new ROM with:

  • All the music ripped from the arcade, triggered at the correct points! (no hooks in the ST code, so this was fun)
  • All the speech ripped from the arcade version (again, no triggers) - plus the 'one in a million' from the ST (which isn't in the arcade)
  • ZeroSquare replayer (all sounds are now 16hkz MuLaw and sound great! ... well, apart from that one ST sample which is 6kh signed)
  • Some other stuff
  • and a splash picture while it unpacks stuff

Will post once my humble army of 2 testers approve ;)

 

(Oh, and Dr Clu is on the case for changing the YM sfx to the arcade samples)

  • Like 6
Link to comment
Share on other sites

 

Err you can press 0 on the number pad, just like it says in the notes under the download link....

 

ANYWAY:

 

Currently testing a new ROM with:

  • All the music ripped from the arcade, triggered at the correct points! (no hooks in the ST code, so this was fun)
  • All the speech ripped from the arcade version (again, no triggers) - plus the 'one in a million' from the ST (which isn't in the arcade)
  • ZeroSquare replayer (all sounds are now 16hkz MuLaw and sound great! ... well, apart from that one ST sample which is 6kh signed)
  • Some other stuff
  • and a splash picture while it unpacks stuff

Will post once my humble army of 2 testers approve ;)

 

(Oh, and Dr Clu is on the case for changing the YM sfx to the arcade samples)

Guess I should read.. sorry.. New rom sounds great! Much appreciated!

Link to comment
Share on other sites

Just though you might (but probably not) be interested in seeing what needed to be done here, on top of the ST simulation code, just to hook all this up:

 

;; Audio Channels
;;
SFXchan equ 1
VOXchan equ 2
MUSchan equ 3
GUNchan equ 4
; $138be - Domark creds
; $13924 - Star Wars scroller - THEME.RAW (0)
; $1d446 - instructions
; $1d45c - highscore display
; $1d46a - game start
; $1ca38 - TIE attack start - TIE_WAVE.RAW (1)
; $1512e - TIE retreat to deathstar - TIE_END.RAW (2)
; $16af0 - Zoom to Death Star
; $168f0 - Attack selection
; -$1f62(a4)
; 1 = trench - TRENCH.RAW (3) (11dcc)
; ~ = surface - SURFACE.RAW (4) 11cfa
; $1bf36 - Dead - GAMEOVER.RAW (5)
; $11df6 - Highscores - CANTINA.RAW (6)
; $1dbbc - deathstar Explode - STAR_DIE.RAW (7)
; $21d1c - END on highscore - The Force will be with you, always (spk11)
sng0 equ $802006 ; musical jingles
sng1 equ sng0+4
sng2 equ sng1+4
sng3 equ sng2+4
sng4 equ sng3+4
sng5 equ sng4+4
sng6 equ sng5+4
sng7 equ sng6+4
spk0 equ sng7+4 ; H ; I Can't Shake Him
spk1 equ spk0+4 ; Tr ; I Have You Now
spk2 equ spk1+4 ; H ; I'm Hit But Not Bad
spk3 equ spk2+4 ; S ; I'm On The Leader
spk4 equ spk3+4 ; H ; I've Lost R2!
spk5 equ spk4+4 ; Tr ; Let Go, Luke!
spk6 equ spk5+4 ; S ; Luke, Trust Me!
spk7 equ spk6+4 ; * ; R2, Try and increase power!
spk8 equ spk7+4 ; - ; Red 5, I'm Going In!
spk9 equ spk8+4 ; - ; Red 5 Standing By
spk10 equ spk9+4 ; Tr ; The Force Is Strong In This one
spk11 equ spk10+4 ; Hi ; The Force Will Be With You, always!
spk12 equ spk11+4 ; - ; Use The Force, Luke!
spk13 equ spk12+4 ; - ; Yahoo! You're all clear kid!
spk14 equ spk13+4 ; Ti ; Stay in attack formation
spk15 equ spk14+4 ; - ; Look at the size of that thing

move.w #$4ef9,$11f42 ; vsync
move.l #vsync,$11f44

 

move.w #$4ef9,$1a37e ; screen set
move.l #setscr1,$1a37e+2

move.w #$4ef9,$12cd4 ; VB installer
move.l #set_vbi,$12cd6

move.w #$4ef9,$223bc ; sampleplayer
move.l #sampleplayer,$223bc+2

 

move.w #$4ef9,$230ee ; sfx player
move.l #sfx_player,$230ee+2

 

move.w #$4ef9,$12970 ; post runtime patches
move.l #patches,$12972

lea $5566a,a0 ; resign ST samples (obsoleted)
.resign: add.b #128,(a0)+
cmp.l #$78000,a0
bne.s .resign

 

;; PATCH IN ALL SFX

 

move.w #$4ef9,$13924 ; Theme
move.l #m0,$13924+2

 

move.w #$4ef9,$1ca38 ; TIE wave
move.l #m1,$1ca38+2

 

move.w #$4ef9,$1512e ; TIE end wave
move.l #m2,$1512e+2

 

; move.w #$4ef9,$11dcc ; Trench
; move.l #m3,$11dcc+2

 

move.w #$4ef9,$1691c ; Surface Attack
move.l #m4,$1691c+2

move.w #$4ef9,$1bf36 ; Game Over
move.l #m5,$1bf36+2

 

; move.w #$4ef9,$11df6 ; Cantina (High Score)
move.l #m6,$11df6+2

move.w #$4ef9,$1dbbc ; Deathstar Destroyed
move.l #m7,$1dbbc+2

 

move.w #$4ef9,$21d1c ; END on Highscore
move.l #highscore_end,$21d1c+2

move.w #$4ef9,$1c1f4 ; Hit
move.l #hit,$1c1f4+2

;;

lea $7554,a7 ; set up initial MALLOC
move.l #$11ae6,4(a7)

jmp $11be6 ; STAR WARS!

;; here when hit
;; .w $228b8 - shield counter (prior to hit)
;; 8(a6) - offset

 

hit: tst.w 8(a6)
bpl .hit_exit ; adding to shield

movem.l d0-a6,-(a7)

move.w $228b8,d0
add.w 8(a6),d0

cmp.w #5,d0
beq .cant_shake_him
cmp.w #2,d0
beq .hit_not_bad
cmp.w #0,d0
beq .lost_r2
bra .out

.cant_shake_him:
move.l spk0,a0 ; sample start address
move.l spk0+4,d1 ; sample end address
bra .dosample

.hit_not_bad:
move.l spk2,a0 ; sample start address
move.l spk2+4,d1 ; sample end address
bra .dosample

.lost_r2:
move.l spk4,a0 ; sample start address
move.l spk4+4,d1 ; sample end address

 

.dosample: sub.l a0,d1 ; sample length
moveq #VOXchan,d0
move.l #46168/15389,d2
move.l #Audio_8bit_muLaw,d3
bsr Audio_Play

.out: movem.l (a7)+,d0-a6
.hit_exit: move.w -$1f4c(a4),-$1f44(a4)
jmp $1c1fa

highscore_end:
beq .fin_name
jmp $21c9c
.fin_name: movem.l d0-a6,-(a7)

move.l spk11,a0 ; sample start address
move.l spk11+4,d1 ; sample end address
sub.l a0,d1 ; sample length
moveq #VOXchan,d0
move.l #46168/15389,d2
move.l #Audio_8bit_muLaw,d3
bsr Audio_Play

movem.l (a7)+,d0-a6
jmp $21d6a


.m7_out: move.w #-1,m2_playing
move.w #-1,m5_playing
move.w #-1,m4_playing

link a6,#-8
move.w #$30,d0
jmp $1dbc4


;;
;; New triggers for all the music jingles (No hooks in original code!)
;;

 

rnd_timer equ 15*60
current_stage: dc.w -1
stage_rnd_timer: dc.w rnd_timer

; 0 - tie attack
; 1 - surface
; 2 - trench

m7: tst.w m7_playing
bpl .m7_out
move.w #1,m7_playing

movem.l d0-a6,-(a7)

move.l sng7,a0 ; sample start address
move.l sng7+4,d1 ; sample end address
sub.l a0,d1 ; sample length
moveq #MUSchan,d0
move.l #46168/15389,d2
move.l #Audio_8bit_muLaw,d3
bsr Audio_Play

movem.l (a7)+,d0-a6



.m7_out: move.w #-1,m2_playing
move.w #-1,m5_playing
move.w #-1,m4_playing
move.w #-1,current_stage

link a6,#-8
move.w #$30,d0
jmp $1dbc4

m7_playing: dc.w -1

m6: movem.l d0-a6,-(a7)
move.l sng6,a0 ; sample start address
move.l sng6+4,d1 ; sample end address
sub.l a0,d1 ; sample length
moveq #MUSchan,d0
move.l #46168/15389,d2
move.l #Audio_8bit_muLaw,d3
bsr Audio_Play
movem.l (a7)+,d0-a6

move.w #-1,m2_playing
move.w #-1,m5_playing
move.w #-1,m7_playing
move.w #-1,m4_playing
move.w #-1,current_stage

jmp $21d88

m5: tst.w m5_playing
bpl .m5_out
move.w #1,m5_playing

movem.l d0-a6,-(a7)
move.l sng5,a0 ; sample start address
move.l sng5+4,d1 ; sample end address
sub.l a0,d1 ; sample length
moveq #MUSchan,d0
move.l #46168/15389,d2
move.l #Audio_8bit_muLaw,d3
bsr Audio_Play
movem.l (a7)+,d0-a6

.m5_out: move.w #-1,m2_playing
move.w #-1,m7_playing
move.w #-1,m4_playing
move.w #-1,current_stage

cmp.w #$5dc,-$20d8(a4)
jmp $1bf3c

m5_playing: dc.w -1

m4: tst.w m4_playing
bpl .m4_out
move.w #1,m4_playing

movem.l d0-a6,-(a7)

move.l sng4,a0 ; sample start address
move.l sng4+4,d1 ; sample end address
sub.l a0,d1 ; sample length
moveq #MUSchan,d0
move.l #46168/15389,d2
move.l #Audio_8bit_muLaw,d3
bsr Audio_Play
movem.l (a7)+,d0-a6

.m4_out: move.w #-1,m2_playing
move.w #-1,m5_playing
move.w #-1,m7_playing
move.w #1,current_stage
move.w #rnd_timer,stage_rnd_timer

clr.w -$20d8(a4)
jsr $114(a5)
jmp $16924

m4_playing: dc.w -1

m3: movem.l d0-a6,-(a7)

move.l sng3,a0 ; sample start address
move.l sng3+4,d1 ; sample end address
sub.l a0,d1 ; sample length
moveq #MUSchan,d0
move.l #46168/15389,d2
move.l #Audio_8bit_muLaw,d3
bsr Audio_Play
movem.l (a7)+,d0-a6

move.w #-1,m2_playing
move.w #-1,m5_playing
move.w #-1,m4_playing
move.w #-1,m7_playing
move.w #2,current_stage
move.w #rnd_timer,stage_rnd_timer

rts
; jmp $1f2ae

m2: tst.w m2_playing
bpl .m2_out

move.w #1,m2_playing
movem.l d0-a6,-(a7)
move.l sng2,a0 ; sample start address
move.l sng2+4,d1 ; sample end address
sub.l a0,d1 ; sample length
moveq #MUSchan,d0
move.l #46168/15389,d2
move.l #Audio_8bit_muLaw,d3
bsr Audio_Play
movem.l (a7)+,d0-a6

.m2_out: move.w #-1,m5_playing
move.w #-1,m7_playing
move.w #-1,m4_playing
move.w #-1,current_stage

move.w #$c8,-$f06(a4)
jmp $1514e

m2_playing: dc.w -1

m1: movem.l d0-a6,-(a7)
move.l sng1,a0 ; sample start address
move.l sng1+4,d1 ; sample end address
sub.l a0,d1 ; sample length
moveq #MUSchan,d0
move.l #46168/15389,d2
move.l #Audio_8bit_muLaw,d3
bsr Audio_Play
movem.l (a7)+,d0-a6

move.w #-1,m2_playing
move.w #-1,m5_playing
move.w #-1,m7_playing
move.w #-1,m4_playing
move.w #0,current_stage
move.w #rnd_timer,stage_rnd_timer

addq.l #8,a7
move.w #$1,-(a7)
jmp $1ca3e

m0: movem.l d0-a6,-(a7)
move.l sng0,a0 ; sample start address
move.l sng0+4,d1 ; sample end address
sub.l a0,d1 ; sample length
moveq #MUSchan,d0
move.l #46168/15389,d2
move.l #Audio_8bit_muLaw,d3
bsr Audio_Play
movem.l (a7)+,d0-a6

move.w #-1,m2_playing
move.w #-1,m5_playing
move.w #-1,m7_playing
move.w #-1,m4_playing
move.w #-1,current_stage

move.w #$7,-(a7)
move.w #$f,-(a7)
jmp $1392c


; text routine @ 1a6c8

text_routine:
movem.l d0-a6,-(a7)

.text_exit: movem.l (a7)+,d0-a6
movem.l d0-d1/a0,-(a7)
move.w 16(a7),d0
jmp $1a6d0

 

;@ 230e4

;;
;; Sound effects emulation (d0=sample number)
;;
;; jmp point $230ee

 

sfx_player: movem.l d0-a6,-(a7)

moveq #SFXchan,d2 ; channel

cmp.w #6,d0 ; laser?
bne .not_fire

cmp.w #12,ticks ; prevent spamming sample
blt .out
clr.w ticks
moveq #GUNchan,d2 ; change to it's own channel

.not_fire: cmp.w #$16,d0 ; range clipping
bgt .out

add.w d0,d0
add.w d0,d0
lea sndtable,a1
move.l (a1,d0.w),a0 ; sample start address
move.l 4(a1,d0.w),d1 ; sample end address
sub.l a0,d1 ; sample length
move.l d2,d0 ; chan
move.l #46168/15389,d2
move.l #Audio_8bit_muLaw,d3
bsr Audio_Play

.out: movem.l (a7)+,d0-a6
rts
add.w d0,d0
lea $231d8,a0
jmp $230f4

 

;;
;; ST code triggers for the following samples
;;

; $5566a/$5566b Use the Force, Luke
; $57baa Red 5 standing by
; $5992a You're all clear, Kid
; $5ca2a Great shot kid, one in a million
; $5fd2a Look at the size of that thing


sampleplayer:
movem.l d0-a6,-(a7)

cmp.l #$57baa,$223f2 ; RED FIVE STANDING BY
bne .not_start

move.l sng1,a0 ; kill any playing jingle
move.l sng1,d1 ; as it's a new game
sub.l a0,d1
moveq #MUSchan,d0
move.l #46168/15389,d2
move.l #Audio_8bit_muLaw,d3
bsr Audio_Play

.not_start: move.l #Audio_8bit_muLaw,d3
move.l #46168/15389,d2

move.l $223f2,d0 ; get sample start address
and.l #$fffffff0,d0 ; clip the end byte (game is stupid and starts samples at different addresses)

.s1: cmp.l #$55660,d0
bne.s .s2

bsr m3 ; trigger Trench music

move.l spk12,a0 ; use the force
move.l spk12+4,d1
bra .playit

.s2: cmp.l #$57ba0,d0
bne.s .s3
move.l spk9,a0 ; red 5 standing by
move.l spk9+4,d1
bra .playit

.s3: cmp.l #$59920,d0
bne.s .s4
move.l spk13,a0 ; You're all clear kid
move.l spk13+4,d1
bra .playit

.s4: cmp.l #$5ca20,d0
bne.s .s5 ; Great shot kid, one in a million (not in arcade game!)

move.l #$5ca2a&$fffffff8,a0 ; ST start address
move.l #$5fd2a&$fffffff8,d1 ; ST end address
move.l #46168/6000,d2
move.l #Audio_8bit_Signed,d3
bra .playit

.s5: neg.w .approach_sample
bpl.s .size_of_thing
move.l spk8,a0 ; Red 5. i'm going in
move.l spk8+4,d1
bra .playit
.size_of_thing:
move.l spk15,a0 ; Look at the size of that thing
move.l spk15+4,d1

.playit: sub.l a0,d1 ; sample length
moveq #VOXchan,d0
bsr Audio_Play

movem.l (a7)+,d0-a6
jmp $223d8

.approach_sample: dc.w 1

tickcnt: dc.w 0

; $1d30e - keyboard scan for activity

patches: move.l #$271b4,d0 ; reset MALLOC ptr
move.l d0,-$e04(a4)
move.l d0,-$e00(a4)
jmp $12978

vsync: move.w -$1f3c(a4),d0
bne.s vsync
move.l #ConvertST2JAG,a0
bsr call_GPU_code_STOP
rts

setscr1: move.w #$ffff,-$1f3c(a4)
move.l $22364,ScreenData
jmp $1a398

set_vbi: move.l #$24804,$384
move.l #$11dc0,my_vbi
jmp $12d1a

 

user_vbi: movem.l d0-a6,-(a7)

clr.b $235d4 ; Force JOYSTICK mode

tst.l my_vbi
bmi .out

move.l my_vbi,a0
jsr (a0)
bsr scanpads
lea $e4d,a0
jsr $1aad8

move.w current_stage,d0
bmi .out

subq.w #1,stage_rnd_timer
bpl .out

move.w #rnd_timer,stage_rnd_timer

add.w d0,d0
add.w d0,d0
lea rnd_table,a0
move.l (a0,d0.w),a0

eor.l #8,random_offset
add.l random_offset,a0

move.l (a0),a0 ; get sample pointer ; $802xxx

move.l 4(a0),d1 ; get sample end address
move.l (a0),a0 ; get sample start address

sub.l a0,d1 ; sample length
moveq #VOXchan,d0
move.l #46168/15389,d2
move.l #Audio_8bit_muLaw,d3
bsr Audio_Play

.out: movem.l (a7)+,d0-a6
rts: rts

rnd_table: dc.l random_samples_TIE
dc.l random_samples_SURFACE
dc.l random_samples_TRENCH

random_offset: dc.l 0

random_samples_TIE:
dc.l spk3,spk4 ; I'm on the Leader
dc.l spk14,spk15 ; Stay in attack formation

random_samples_SURFACE:
dc.l spk1,spk2 ; I have you now
dc.l spk6,spk7 ; Luke, trust me

random_samples_TRENCH:
dc.l spk5,spk6 ; Let go Luke
dc.l spk10,spk11 ; The force is strong

 

  • Like 7
Link to comment
Share on other sites

  • 0 on numpad switches y-axis

I have a couple of oddball questions.

 

Are you far enough along yet to be able to list all of the controller buttons that will be needed to play this game on the Jaguar?

Do you think you'll be able to retain the logic that allows the game to play on the ST with a trackball?

  • Like 1
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...