Metal Slug 6

mathieulh
lithium
Posts: 36

Re: Metal Slug 6

Post by mathieulh »

dxen1 wrote:Great, but a observation..

rapid fire should be an option, not how the game is meant to be played.. And 3 lives and 4 continues. You also get a machine gun everytime you use another continue which is part of the gameplay too.

But the choice to have autofire, max lives and continues would be good too.
All the same, thank you so much for bringing this to the DC.
I added the debug mode back in, which allows to enable/disable the autofire at will in the debug menu.

About the number of continues, you can't change this because the game is patched to run as "free play".
You can patch in a different number of lives though.

Wesker
dark night
Posts: 51

Re: Metal Slug 6

Post by Wesker »

mathieulh wrote:
dxen1 wrote:Great, but a observation..

rapid fire should be an option, not how the game is meant to be played.. And 3 lives and 4 continues. You also get a machine gun everytime you use another continue which is part of the gameplay too.

But the choice to have autofire, max lives and continues would be good too.
All the same, thank you so much for bringing this to the DC.
I added the debug mode back in, which allows to enable/disable the autofire at will in the debug menu.
This is what I was requesting in my earlier message. But it seems it's no longer possible to enable it with X + Y press. What's the current input?

User avatar
megavolt85
Developer
Posts: 2155

Re: Metal Slug 6

Post by megavolt85 »

Wesker wrote:
mathieulh wrote:
dxen1 wrote:But it seems it's no longer possible to enable it with X + Y press. What's the current input?
X+Y replaced to START ;)

autofire can be disabled in debug menu
I will tell you how to change the control later, for this you need a demul emulator, a metal slug 6 image for atomiswave and a downloaded utility dd.exe

test image for CDR in progress

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megavolt85
Developer
Posts: 2155

Re: Metal Slug 6

Post by megavolt85 »

RazorX wrote:@megavolt85 would you be able to put a gdi together using this pvr please, i tried myself but it doesn't want to repack.
1) download dd.exe and unpack to folder with game
2) put your 0GDTEX.PVR to folder with game
3) rename track03.iso to backup.iso
4) open command line in folder with game and execute this commands

Code: Select all

dd if=backup.iso of=track03.iso bs=2048 count=21

dd if=0GDTEX.PVR of=track03.iso bs=2048 seek=21

dd if=backup.iso of=track03.iso bs=1 seek=174112 skip=174112

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Anthony817
Shark Patrol
Posts: 4033
Location: Fort Worth, Texas

Re: Metal Slug 6

Post by Anthony817 »

mdd45 wrote:Please upload a build without auto fire enabled by default. Optional if possible would be perfect though. Also a remap with grenades on X or Y instead of L would be a good option.
I agree with all the above. I think playing it with a digital button for grenades feels the best since you can press quicker. Analog has longer time to activate. If I remember correctly all console releases of the game used a digital face button for throwing grenades. Also autofire on by default feels like cheating.
Image

User avatar
dxen1
fire
Posts: 70

Re: Metal Slug 6

Post by dxen1 »

Also by enabling the debug menu again with the hex patch, if you select reset it'll start to reboot again, then you can sneak in a A,B,X,Y+START and bring you back to the gdemu menu.

I personally like the button scheme, but it would be cool to allow people to change buttons.

User avatar
RazorX
Prince of Persia
Posts: 345

Re: Metal Slug 6

Post by RazorX »

megavolt85 wrote:
RazorX wrote:@megavolt85 would you be able to put a gdi together using this pvr please, i tried myself but it doesn't want to repack.
1) download dd.exe and unpack to folder with game
2) put your 0GDTEX.PVR to folder with game
3) rename track03.iso to backup.iso
4) open command line in folder with game and execute this commands

Code: Select all

dd if=backup.iso of=track03.iso bs=2048 count=21

dd if=0GDTEX.PVR of=track03.iso bs=2048 seek=21

dd if=backup.iso of=track03.iso bs=1 seek=174112 skip=174112
ah perfect, thank you

User avatar
dxen1
fire
Posts: 70

Re: Metal Slug 6

Post by dxen1 »

Anthony817 wrote:
mdd45 wrote:Please upload a build without auto fire enabled by default. Optional if possible would be perfect though. Also a remap with grenades on X or Y instead of L would be a good option.
I agree with all the above. I think playing it with a digital button for grenades feels the best since you can press quicker. Analog has longer time to activate. If I remember correctly all console releases of the game used a digital face button for throwing grenades. Also autofire on by default feels like cheating.
If you have the retrofighters controller they have nice shoulder buttons too to go with the flippers, works real nice for this.

User avatar
megavolt85
Developer
Posts: 2155

Re: Metal Slug 6

Post by megavolt85 »

Metal Slug 6 CDI TEST
if it's work write me, i'm add link to first post

this is where the work on Metal Slug 6 is over, I'm moving on to porting the next game

the process of changing control settings will be described later, it will be applicable to all ports

User avatar
Anthony817
Shark Patrol
Posts: 4033
Location: Fort Worth, Texas

Re: Metal Slug 6

Post by Anthony817 »

Thank you, you are doing amazing work megavolt.
Image

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