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Joined: Aug 2008
Posts: 89
C
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C
Joined: Aug 2008
Posts: 89
How I can increase and decrease pages like the real hardware to change "games" in Sonic Gameworld, for example?
https://www.youtube.com/watch?v=uIE1mUY77nw

There's comands for "increment" and "decrement" pages in the driver, but they don't seens to work properly...

Joined: Dec 2012
Posts: 246
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L
Joined: Dec 2012
Posts: 246
Had a look at this and the "increment" and "decrement" pages buttons set the page register to either "storyware closed" (00) or "page 6" (3F), not any of the intermediate values (01, 03, 07, 0F, 1F).
The code controlling this seems to be at line 225 of segapico.c:
Code:
		/* Page register :
		   00 - storyware closed
		   01, 03, 07, 0f, 1f, 3f - pages 1-6
		   either page 5 or page 6 is often unused.
		*/
			{
				UINT8 tmp = m_io_page->read_safe(0);
				if (tmp == 2 && m_page_register != 0x3f)
				{
					m_page_register <<= 1;
					m_page_register |= 1;
				}
				if (tmp == 1 && m_page_register != 0x00)
					m_page_register >>= 1;
				retdata = m_page_register;
				break;
			}


EDIT: Okay, it actually does change the "page" but it is only noticeable when you are watching the value, as "tapping" the space/shift buttons seem to be too hard to increment the value to the next one.

EDIT2: When you get to one of these pages, you can't access any of the minigames as there's no way to "tap" on the gameware as required by the game.

Joined: Mar 2008
Posts: 1,049
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I can't see a easy way to implement the "tap the gameware" part...
But how are these games physically?
Maybe if various games share the same structure of "buttons" it's possible to create various "controllers sets" to use in the Sega Pico drive


"A user interface is like a joke. If you have to explain it, it's not that good."
Joined: Mar 2008
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And if could be possible to create clikable artwork for standalone softwares, I offer myself to help the creation of these clickable artwork


"A user interface is like a joke. If you have to explain it, it's not that good."

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