Difference between revisions of "Mighty Gunvolt Burst"
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Revision as of 15:29, 6 October 2021
Developers | |
---|---|
Inti Creates | |
Release dates | |
Windows | July 31, 2019 |
Taxonomy | |
Monetization | DLC |
Microtransactions | None |
Modes | Singleplayer |
Pacing | Real-time |
Perspectives | Scrolling, Side view |
Controls | Direct control |
Genres | Action, Platform, Shooter |
Art styles | Anime, Pixel art |
Themes | North America, Sci-fi, Supernatural |
Series | GUNVOLT |
Mighty Gunvolt Burst is a pixel art action platforming game developed by Inti Creates. It is the sequel of the Mighty Gunvolt.
The game was originally released on the Nintendo Switch as an eShop downloadable title, and was subsequently ported to the PlayStation 4 (under the name Gal*Gunvolt Burst) and PC through Steam. The PC version was released with all of the DLCs from the previous releases as character packs similarly to the PlayStation 4 version and is based off the latest revision from the Switch version. The PC version, however, has issues with AMD graphics cards similarly to Mighty Gunvolt as the lighting effects from the previous console versions to be missing like in the 3DS port.[1] Other players had issues with the game's Fullscreen mode rendering the game in 4:3 instead of 16:9, causing sides of the game's screen to be cut off.[2]
No patches were released for the PC version its since release.
General information
Availability
Source | DRM | Notes | Keys | OS |
---|---|---|---|---|
Steam |
Monetization
Type | Notes |
---|---|
DLC | Additional characters. |
DLC and expansion packs
Name | Notes | |
---|---|---|
Character Set: Heroines | Adds Call from Mighty No. 9, Joule from Azure Striker Gunvolt, and Tenzou Motesugi from Gal*Gun as playable characters. Available here. | |
Character Set: Rivals | Adds RAY from Mighty No. 9, Copen from Azure Striker Gunvolt, and Kurona from Gal*Gun: Double Peace as playable characters. Available here. |
Game data
Configuration file(s) location
System | Location |
---|---|
Windows | HKEY_CURRENT_USER\Software\Inti\MGVB <path-to-game>\exe\SystemData.bin[Note 1] |
Steam Play (Linux) | <SteamLibrary-folder>/steamapps/compatdata/774651/pfx/[Note 2] |
- Video-related settings are stored in
HKEY_CURRENT_USER\Software\Inti\MGVB
.
Save game data location
System | Location |
---|---|
Windows | <path-to-game>\exe\GameData*.bin[Note 1] <path-to-game>\exe\SystemData.bin[Note 1] |
Steam Play (Linux) | <SteamLibrary-folder>/steamapps/compatdata/774651/pfx/[Note 2] |
- Game settings and general player progress are tied to
SystemData.bin
. Character save slots are stored inGameData*.bin
.
Save game cloud syncing
System | Native | Notes |
---|---|---|
Steam Cloud |
Video
Graphics feature | State | Notes | |
---|---|---|---|
Widescreen resolution | Game runs at a base resolution of 426x240 and upscales between x1-x4 in Windowed mode or up to the display's native resolution in Fullscreen mode using nearest neighbor scaling. | ||
Multi-monitor | |||
Ultra-widescreen | |||
4K Ultra HD | |||
Field of view (FOV) | |||
Windowed | The Fullscreen setting however may cause the game to render in 4:3, cutting off the sides of the screen (see here). | ||
Borderless fullscreen windowed | [citation needed] | ||
Anisotropic filtering (AF) | |||
Anti-aliasing (AA) | |||
Vertical sync (Vsync) | See the glossary page for potential workarounds. | ||
60 FPS | |||
120+ FPS | Capped at 60 FPS. | ||
High dynamic range display (HDR) | See the glossary page for potential alternatives. |
Input
- Game always show Xbox 360 prompts, regardless of what input method is being used.
Keyboard and mouse | State | Notes |
---|---|---|
Remapping | Some keys such as ⇧ Shift or Insert cannot be used.[3] | |
Mouse acceleration | Game does not use mouse movement. | |
Mouse sensitivity | ||
Mouse input in menus | ||
Mouse Y-axis inversion | ||
Controller | ||
Controller support | XInput and DirectInput. Hooks into the first controller available and does not take any input from the rest. | |
Full controller support | ||
Controller remapping | Button Calibration allows remapping of controller button placement. In-game actions can be remapped from Button Configuration under the Options menu. Movement is tied to D-pad and left analog placements. | |
Controller sensitivity | ||
Controller Y-axis inversion |
Controller types |
---|
XInput-compatible controllers | ||
---|---|---|
Xbox button prompts | ||
Impulse Trigger vibration |
PlayStation controllers | Through DirectInput.[4] | |
---|---|---|
PlayStation button prompts | ||
Light bar support | ||
Adaptive trigger support | ||
DualSense haptic feedback support | ||
Connection modes | , Wired, Wireless (Bluetooth) Compatible with V2 controllers only.[4] |
Generic/other controllers | ||
---|---|---|
Button prompts |
Additional information | ||
---|---|---|
Controller hotplugging | Hotplugging only works when the game detects a plugged controller prior to being launched.[5] | |
Haptic feedback | Vibration feedback features from the console versions was omitted.[6] | |
Digital movement supported | ||
Simultaneous controller+KB/M |
Audio
Audio feature | State | Notes |
---|---|---|
Separate volume controls | Master volume only. | |
Surround sound | ||
Subtitles | All dialogue is text-based. | |
Closed captions | ||
Mute on focus lost |
Localizations
Language | UI | Audio | Sub | Notes |
---|---|---|---|---|
English | ||||
Dutch | ||||
French | ||||
German | ||||
Italian | ||||
Japanese | ||||
Portuguese | ||||
Russian | ||||
Spanish |
Issues unresolved
Fullscreen mode does not upscale the game properly
- Some users have reported that the game's Fullscreen mode cuts off parts of the game and does not render the game properly. The only solution is to play the game in Windowed mode.
Lighting effects does not work on AMD graphics cards
- AMD users have reported the game's lighting effects from the console versions do not work at all or missing entirely (similarly to the 3DS version), however Nvidia users however are not affected by this.
Other information
API
Technical specs | Supported | Notes |
---|---|---|
Direct3D | 9.0c | |
Shader Model support | 3.0 |
Executable | 32-bit | 64-bit | Notes |
---|---|---|---|
Windows |
Middleware
- No middleware information; you can edit this page to add it.
System requirements
Windows | ||
---|---|---|
Minimum | ||
Operating system (OS) | 7, 8.1, 10 | |
Processor (CPU) | 2 GHz | |
System memory (RAM) | 4 GB | |
Hard disk drive (HDD) | 500 MB | |
Video card (GPU) | Nvidia GeForce 512 MB of VRAM DirectX 9.0 compatible |
Notes
- ↑ 1.0 1.1 1.2 When running this game without elevated privileges (Run as administrator option), write operations against a location below
%PROGRAMFILES%
,%PROGRAMDATA%
, or%WINDIR%
might be redirected to%LOCALAPPDATA%\VirtualStore
on Windows Vista and later (more details). - ↑ 2.0 2.1 Notes regarding Steam Play (Linux) data:
- File/folder structure within this directory reflects the path(s) listed for Windows and/or Steam game data.
- Games with Steam Cloud support may also store data in
~/.steam/steam/userdata/<user-id>/774651/
. - Use Wine's registry editor to access any Windows registry paths.
- The app ID (774651) may differ in some cases.
- Treat backslashes as forward slashes.
- See the glossary page for details on Windows data paths.
References
- ↑ Features missing from the Switch version - Steam Community Discussions - last accessed on 2019-08-01
- ↑ Full screen cuts off the left and right side of the screen - Steam Community Discussions - last accessed on 2019-08-04
- ↑ Verified by User:AmethystViper on 2019-11-18
- Tried mapping Shift key to an action and the game gives me an error beep, and tried the Home, Insert, PgUp keys and those didn't work either, but oddly the Delete key was usable.
- ↑ 4.0 4.1 Verified by User:AmethystViper on 2019-12-21
- So far worked natively with a V2 (Generation 4) DualShock 4 controller without any third-party software or drivers. Testing a V1 (Generation 3) controller however did not register any inputs in-game.
- ↑ Verified by User:AmethystViper on 2019-12-13
- ↑ Verified by User:AmethystViper on 2019-12-22
- Tested various controllers on hand, both XInput- and DirectInput-based, and there is no vibration feedback function in this port at all.