Metal Slug 6

Nuttymad
shadow
Posts: 11

Re: Metal Slug 6

Post by Nuttymad »

megavolt85 wrote:
Nuttymad wrote:The new features are much appreciated, but I still encountered freezing. This time on the second level.
strange, I can not identify the dependence of freezes, for some reason not all freezes
I personally completed the game twice yesterday, on an easy level and on a hard one without restarting the console

Good news. I just completed easy mode on a fresh SD card and there was no slowdown on my MODE. I'll try hard mode a little later.

Maybe it doesn't like being played on hard drives that are almost full?

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RazorX
Prince of Persia
Posts: 345

Re: Metal Slug 6

Post by RazorX »

megavolt85 wrote:
RazorX wrote:i'm curious, have you looked into porting a dreamcast game to the atomiswave?
reverse porting is possible, but I definitely won't do it, I'm not interested in arcade machines
if I ever get interested in an arcade machine, I'll assemble it from DreamCast, I have access to a laser engraver to make a case, the controller can be made by myself (my previous project on STM32), and as a storage medium I can use a CF card (8GB is enough for all Atomiswave games) :D
lol fair enough, still i hope someone decides to do that because it would be a fun project to mess with and given the atomiswave library is so small it would be nice to add to it.

cloofoofoo
Crazy Taxi!
Posts: 540
Dreamcast Games you play Online: PSO-SCHtACK

Re: Metal Slug 6

Post by cloofoofoo »

megavolt85 wrote:it looks like IP.BIN turned out to be corrupted
works on demul CDI, but not on GDEMU
I will redo and post a new image, but before that I will check it on GDEMU
Thanks for not giving up on the cdi image. Who knows maybe if it works the rest of your ports can also be gdi+cdi releases to reach maximum amount of people.

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dxen1
fire
Posts: 70

Re: Metal Slug 6

Post by dxen1 »

Its very early stages. Im sure all options people want can be made so to their likings in the end, with full CDI support.

Nuttymad
shadow
Posts: 11

Re: Metal Slug 6

Post by Nuttymad »

Nuttymad wrote:
megavolt85 wrote:
Nuttymad wrote:The new features are much appreciated, but I still encountered freezing. This time on the second level.
strange, I can not identify the dependence of freezes, for some reason not all freezes
I personally completed the game twice yesterday, on an easy level and on a hard one without restarting the console

Good news. I just completed easy mode on a fresh SD card and there was no slowdown on my MODE. I'll try hard mode a little later.

Maybe it doesn't like being played on hard drives that are almost full?
More good news. Completed hard mode on the same SD card. All smooth. I'll probably have to break up my library.

Earl Bergamot
noob
Posts: 3

Re: Metal Slug 6

Post by Earl Bergamot »

Thanks a lot.

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Wombat
Vagabond
Posts: 769
Location: Netherlands

Re: Metal Slug 6

Post by Wombat »

megavolt85 wrote:now a little about the settings
Atomiswawe saves settings to SRAM
SRAM size is 128 kilobytes, but actually only 12 kilobytes are used
In theory, would it be possible to route the SRAM settings (and thus also high scores) to be saved on the VMU instead of the SRAM of the Dreamcast?

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megavolt85
Developer
Posts: 2159

Re: Metal Slug 6

Post by megavolt85 »

Wombat wrote: In theory, would it be possible to route the SRAM settings (and thus also high scores) to be saved on the VMU instead of the SRAM of the Dreamcast?
the code of atomiswave games is built on more new compilers and is well optimized, there is no place to add your own functions
and 25 blocks to save one game is a great luxury

serge85
shadow
Posts: 5

Re: Metal Slug 6

Post by serge85 »

Anyone having problems loading the latest version with GDEMU?

I have a GDEMU with firmware 5.20.3 (the one that fixed RE:CV) and the latest gdi, appears in the menu, but it doesn't play it. (In fact, the MS6 Artwork, doesn't show in the menu) and when I hit start, it goes straight to the DC bios menu.

It works fine with the old version.

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mdd45
shadow
Posts: 8

Re: Metal Slug 6

Post by mdd45 »

English Translation of Debug Menu from @tsuruo3_

OSHINAGAKI(Debug Menu)

Close Menu(Hold Pause)
DIP1
DIP2
DIP3
Stage Select
Test Stage
Sound Test
ADX Adjust
Reset


DIP1
Invincibility
Infinate Ammo
Infinate Bombs
Infinate Time
D button Enemy annihilation
Infinate Rush Blaster
Enable Auto Fire
1INT Mode
BGM OFF
TIME 00

DIP2
View Infomation
View PA Point
View Attack Rect
View Body Rect
View Push Rect
View Geo Scroll A
View Geo Scroll B
Do not show "Pause"  Off
Blood
Difficulty Level

DIP3
Screen size change Mode
Vertical screen play Mode
Flip horizontal Mode
Vertical filter
Bilinear filter
Super sample filter
Dither Off
Max brightness
Shadow Off
Background Off
Fix display Off

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