morrisonjay76
New member
Would love to see someone do midnight resistance on openbor. Adding new stuff and levels. It's my fav arcade game and still play the mega drive version 
Great! Just start to read the manuals, and you can definitely make it.
Yeah, you cannot play the arcade version at home because of the rotating stick, but the home ports work pretty well esp the mega drive version.The fact that Midnight Resistance uses extra stick/whatever to control aiming makes me unable to enjoy this game in emulator. However, it has many good sprites and backgrounds for Contra fangame. That's why I used them in my fan game.
Still, unless you're modifying my Contra fangame to create Midnight Resistance, you will need to code run and gun system yourself including shop system.
that should not be hard,The fact that Midnight Resistance uses extra stick/whatever to control aiming makes me unable to enjoy this game in emulator
const int HelperMax = 56;
const int PlayerProjectileMax = 50;
const int ExplodMax = 256;
const int AfterImageMax = 8;
const float Attack_LifeToPowerMul = 0.7;
const float GetHit_LifeToPowerMul = 0.6;
const int Width = 640;
const int Height = 480;
const float Super_TargetDefenceMul = 1.5;
const int GameSpeed = 60;//frames/second
const float LifebarFontScale = 0.5;
const ^/char system = "script/main.lua";
lib sdl = <alpha/sdlplugin.ssz>;
type k_t = |sdl.SDLKey;
/%&Keys in;
//Player 1
in.new[0].set(
0, -3, -4, -1, -2, //joypad, up, down, left, right,
2, 3, 5, 0, 1, 4, //a, b, c, x, y, z,
9); //start;
//Player 2
in.new[1].set(
1, -3, -4, -1, -2, //joypad, up, down, left, right,
2, 3, 5, 0, 1, 4, //a, b, c, x, y, z,
9); //start;
//Player 3
in.new[2].set(
2, -3, -4, -1, -2, //joypad, up, down, left, right,
2, 3, 5, 0, 1, 4, //a, b, c, x, y, z,
9); //start;
//Player 4
in.new[3].set(
3, -3, -4, -1, -2, //joypad, up, down, left, right,
2, 3, 5, 0, 1, 4, //a, b, c, x, y, z,
9); //start;
const bool SaveMemory = true;
const bool IgnoreMostErrors = true;
const bool OpenGL = false;
public &Keys
{
public int jn = -2, u, d, l, r, a, b, c, x, y, z, s;
public void set(
int jn, int u, int d, int l, int r,
int a, int b, int c, int x, int y, int z, int s)
{
`jn = jn;
`u = u;
`d = d;
`l = l;
`r = r;
`a = a;
`b = b;
`c = c;
`x = x;
`y = y;
`z = z;
`s = s;
}
}
@DCurrent
one thing Openbor "lacks" is the ability to map the same button to functions
example : remap menu wont let you map the jump and attack to the same input
MAME allows for an axis or input to control many things at the same time, and if i am correct the midnight resistance scheme might be able be mapped on MAME to right or left analogue Axises using this method.
since i only tested the Genesis game, now i am curios to see if i can make it work on MAME or Batocera and i will share the files ....
Code:const int HelperMax = 56; const int PlayerProjectileMax = 50; const int ExplodMax = 256; const int AfterImageMax = 8; const float Attack_LifeToPowerMul = 0.7; const float GetHit_LifeToPowerMul = 0.6; const int Width = 640; const int Height = 480; const float Super_TargetDefenceMul = 1.5; const int GameSpeed = 60;//frames/second const float LifebarFontScale = 0.5; const ^/char system = "script/main.lua"; lib sdl = <alpha/sdlplugin.ssz>; type k_t = |sdl.SDLKey; /%&Keys in; //Player 1 in.new[0].set( 0, -3, -4, -1, -2, //joypad, up, down, left, right, 2, 3, 5, 0, 1, 4, //a, b, c, x, y, z, 9); //start; //Player 2 in.new[1].set( 1, -3, -4, -1, -2, //joypad, up, down, left, right, 2, 3, 5, 0, 1, 4, //a, b, c, x, y, z, 9); //start; //Player 3 in.new[2].set( 2, -3, -4, -1, -2, //joypad, up, down, left, right, 2, 3, 5, 0, 1, 4, //a, b, c, x, y, z, 9); //start; //Player 4 in.new[3].set( 3, -3, -4, -1, -2, //joypad, up, down, left, right, 2, 3, 5, 0, 1, 4, //a, b, c, x, y, z, 9); //start; const bool SaveMemory = true; const bool IgnoreMostErrors = true; const bool OpenGL = false; public &Keys { public int jn = -2, u, d, l, r, a, b, c, x, y, z, s; public void set( int jn, int u, int d, int l, int r, int a, int b, int c, int x, int y, int z, int s) { `jn = jn; `u = u; `d = d; `l = l; `r = r; `a = a; `b = b; `c = c; `x = x; `y = y; `z = z; `s = s; } }
and it suffers the same problem, no way to do 2 functions, same key
anyway, for the next engine i dont know if there could be an option for multiple functions, same input/button,
some users have asked me if there could be an option to map "macross" type stuff to do automatic special attacks
and so far the only thing that comes to mind is to hack the config file (which isnot easy, unlike other config files Openbor does not seem to be able to be read as simple text file
example: here is IKEMENS input config file:
, or use external remapping software
i am talking about user level control of the input mapping tho, some people would like to program macross type stuff and for it to work on all games
in this case, i completely agree.And that's what I'm getting at. OpenBOR is an engine, that unfortunately we encouraged users to treat like an emulator for too long. The days of opening up OpenBOR the same way you would Mame and selecting from a big stack of games are coming to an end. That design aspect has caused more problems and more confusion issues than I can count, and I'm not going to continue supporting it. The engine is intended to be the heart of stand alone games, and as a developer that's how I'm treating it.
DC
So, let me get this straight, as I am new to this. You can only take assets from the arcade version, and not home console versions like the mega drive?
So, how do you get the assets for the game? Where would you rip them from? When I get time, I will look through the whole tutorial.OpenBOR is an engine. It doesn't care where your assets come from. You could rip an 8K movie or draw your own stick figures. So of course you could use Genesis sprites. The question is why would you? The arcade sprites are higher fidelity, so why not use them?
DC
There are many tutorials how to rip from Genesis games at youtube.So, how do you get the assets for the game? Where would you rip them from? When I get time, I will look through the whole tutorial.
I'd look in sites such as Spriters Resource and Sprite Database for sprites or background images. Sadly, there aren't many for Midnight Resistance (arcade).how do you get the assets for the game? Where would you rip them from?