Difference between revisions of "Bionic Commando (2009)"
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Revision as of 08:03, 23 November 2022
This page is for the 2009 game. For the original 1988 game, see Bionic Commando.
Developers | |
---|---|
GRIN | |
Publishers | |
Capcom | |
Engines | |
Diesel | |
Release dates | |
Windows | July 28, 2009 |
Reception | |
Metacritic | 69 |
IGDB | 69 |
Taxonomy | |
Series | Bionic Commando |
Bionic Commando | |
---|---|
Bionic Commando | 1988 |
Bionic Commando Rearmed | 2008 |
Bionic Commando (2009) | 2009 |
Bionic Commando (2009) is an action adventure game developed by GRIN using the Diesel engine and published by Capcom. The game features both a singleplayer campaign and a multiplayer mode, though as of 2022 the online mode is no longer available due to the closure of its online servers.
The player controls Nathan Spencer and his main characteristic is the ability of using his Bionic Arm, which allow him to swing around buildings and throw objects. The game mixes fluid traversal movement and packed action gameplay with multiple firing weapons and type of enemies on a level based structure.
The game is part of the Bionic Commando series that has started with the homonymous NES title in the 1987, which received a remake called Bionic Commando Rearmed that was developed by GRIN aswell.
General information
Availability
Essential improvements
Skip intro videos
Launch the game with the -nointro -s parameters[2]
|
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Download Replacement Video Files[citation needed] |
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|
Game data
Configuration file(s) location
System | Location |
---|---|
Windows | %LOCALAPPDATA%\BC\data\settings\ |
Steam | <path-to-game>\data\settings\ |
Steam Play (Linux) | <SteamLibrary-folder>/steamapps/compatdata/21670/pfx/[Note 1] |
-
controls.xml
stores control bindings. -
renderer_settings.xml
stores video settings.
Save game data location
System | Location |
---|---|
Windows | %LOCALAPPDATA%\BC\saves\ |
Steam | <Steam-folder>\userdata\<user-id>\21670\ |
Steam Play (Linux) | <SteamLibrary-folder>/steamapps/compatdata/21670/pfx/[Note 1] |
Save game cloud syncing
System | Native | Notes |
---|---|---|
Steam Cloud |
Video
Graphics feature | State | WSGF | Notes |
---|---|---|---|
Widescreen resolution | |||
Multi-monitor | |||
Ultra-widescreen | |||
4K Ultra HD | HUD elements, in-game text and button prompts don't scale up and are very small at 4K resolutions. | ||
Field of view (FOV) | |||
Windowed | See Windowed. | ||
Borderless fullscreen windowed | See the glossary page for potential workarounds. | ||
Anisotropic filtering (AF) | See the glossary page for potential workarounds. | ||
Anti-aliasing (AA) | See Anti-aliasing (AA). | ||
Vertical sync (Vsync) | Disabled. Force in the graphics card control panel or use D3Doverrider or Special K. | ||
60 FPS | Game issues with framerate higher than 60, see Frame rate (FPS). | ||
120+ FPS | |||
High dynamic range display (HDR) | See the glossary page for potential alternatives. |
Windowed
Edit renderer_settings.xml[3] |
---|
|
Anti-aliasing (AA)
Force SGSSAA (Nvidia only)[4] |
---|
Notes
|
Alternative solutions[3] |
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|
Frame rate (FPS)
- The game physics breaks at a framerate higher than 60 (e.g. the throw mechanic doesn't work properly, and ghosting on the main character soft materials).
- Cap the game at 60 FPS or lower to fix it (Special K is recommended for optimal results).
Notes
- Don't Alt+Tab ↹ after starting the game otherwise it will start to stutter constantly after going back in-game.
Input
- Input device is selected by pressing either ↵ Enter or Start button at the start screen, which disables the other device from that point on.
- The game uses Xbox controller prompts for keyboard and mouse, no fix available.
Keyboard and mouse | State | Notes |
---|---|---|
Remapping | Further remap by editing controls.xml |
|
Mouse acceleration | ||
Mouse sensitivity | In-game mouse movement speed depends on the framerate,[3] see Mouse Sensitivity for more details.
The Y axis is slower then X axis, see Mouse Consistency for a workaround. |
|
Mouse input in menus | ||
Mouse Y-axis inversion | ||
Controller | ||
Controller support | ||
Full controller support | ||
Controller remapping | Edit controls.xml |
|
Controller sensitivity | Aim Acceleration cannot be disabled when using a controller but can be mitigated by lowering the in-game aim sensitivity. | |
Controller Y-axis inversion |
Controller types |
---|
XInput-compatible controllers | ||
---|---|---|
Xbox button prompts | ||
Impulse Trigger vibration |
PlayStation controllers | See the glossary page for potential workarounds. |
---|
Generic/other controllers |
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Additional information | ||
---|---|---|
Button prompts | ||
Controller hotplugging | ||
Haptic feedback | ||
Digital movement supported | ||
Simultaneous controller+KB/M |
Bind all secondary weapons to one key
- Since you can't have multiple secondary weapons at the same time (in the single player mode), only one key is needed.
Edit controls.xml[citation needed] |
---|
<button name="equip_hiker" input="3"/> <button name="equip_sniper" input="4"/> <button name="equip_tarantula" input="5"/> <button name="equip_bulldog" input="6"/> <button name="equip_mgsj" input="7"/> 4. And for example change them to: <button name="equip_hiker" input="3"/> <button name="equip_sniper" input="3"/> <button name="equip_tarantula" input="3"/> <button name="equip_bulldog" input="3"/> <button name="equip_mgsj" input="3"/> |
Notes
- Do not reset the controls binding via in-game options otherwise even this setting will be reverted to the default one.
Skip cutscenes by pressing "Space" two times
- The game allow to skip cutscenes by pressing "Enter" after you press "Space".
- For an easier configuration you can modify this behavior by let the game skip the cutscenes after a second press of the "Space" button.
Edit controls.xml[citation needed] |
---|
<button name="toggle_weapon" input="r"/> <button name="skip_cutscene" input="confirm"/> 4. And change it to: <button name="skip_cutscene" input="space"/> |
Notes
- Do not reset the controls binding via in-game options otherwise even this setting will be reverted to the default one.
- The game allow to select the specific entries of the "Info Screen" (Objectives, Challenges etc.) by pressing the "Enter" button.
- For an easier navigation you can modify this behavior by let the player select those entries with the press of the "Space" button.
Edit controls.xml[citation needed] |
---|
<button name="equip_grenade" input="2"/> <button name="confirm" input="confirm"/> 4. And change it to: <button name="confirm" input="space"/> |
Notes
- Do not reset the controls binding via in-game options otherwise even this setting will be reverted to the default one.
Mouse Sensitivity
- In-game mouse movement speed depends on the framerate, the lower is the framerate and higher is the aim speed (in a proportional way so 60 FPS is double the speed of 120 FPS, 30 FPS is four times the speed of 120 FPS and so on). This results in a very difficult mouse control on a lower framerate (e.g. 60 FPS).
- To fix this is suggested to lower the in-game aim sensitivity at the minimum level and then adjust the aim speed accordingly with the mouse DPI settings (800 DPI is enough for accurate gameplay at 60 FPS with the in-game aim sensitivity at the minimum level).
Notes
- At higher framerate (100+ FPS) this issue tend to be a lot less prominent, it's still suggested to lower the in-game aim sensitivity accordingly.
- It's very important to cap the game framerate at a maximum of 144 FPS anyway due to physics issues, see "Frame rate (FPS)" for more info.
Mouse Consistency
- The Y axis is roughly 40% slower then X axis.
- It's possible to have a workaround with mice that support separate DPI sensitivity per axis or more simply by editing the
controls.xml
Edit controls.xml[citation needed] |
---|
<axis name="look" controller="mouse" input="mouse" multiplier="0.05 0.05 0" lerp="1" no_limit="true" 4. And change it to: <axis name="look" controller="mouse" input="mouse" multiplier="0.05 0.07 0" lerp="1" no_limit="true" |
Notes
- Do not reset the controls binding via in-game options otherwise even this setting will be reverted to the default one.
Audio
Audio feature | State | Notes |
---|---|---|
Separate volume controls | Music and sound effects. | |
Surround sound | Up to 7.0 output through OpenAL. | |
Subtitles | ||
Closed captions | ||
Mute on focus lost | ||
EAX support | Use OpenAL Soft 1.20.1 or higher for binaural HRTF mixing.[5] | |
Royalty free audio |
- OpenAL Soft 1.19.0 and 1.19.1 cause distorted audio in GRIN engine games. OpenAL Soft 1.20.1 fixes the audio.
Localizations
Language | UI | Audio | Sub | Notes |
---|---|---|---|---|
English | ||||
French | ||||
German | ||||
Italian | ||||
Japanese | ||||
Korean | ||||
Polish | ||||
Brazilian Portuguese | Fan translation: download (TriboGamer) | |||
Russian | ||||
Spanish |
Network
Multiplayer types
Type | Native | Players | Notes | |
---|---|---|---|---|
LAN play | 2-8 | Versus Can still be played through LAN party (like using ZeroTier) |
||
Online play | 2-8 | Versus Not working anymore due to server closure |
VR support
3D modes | State | Notes | |
---|---|---|---|
vorpX | G3D User created game profile, see vorpx forum profile introduction. |
Issues fixed
Game crashes on startup
Install a specific Physx version[citation needed] |
---|
|
Alternative Physx version[citation needed] |
---|
|
Fix missing OpenAL32.dll and Missing Sound Card
Install OpenAL[6] |
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Other information
API
Technical specs | Supported | Notes |
---|---|---|
Direct3D | 9.0c | |
Shader Model support | 3.0 |
Executable | 32-bit | 64-bit | Notes |
---|---|---|---|
Windows |
Middleware
Middleware | Notes | |
---|---|---|
Physics | PhysX | |
Audio | OpenAL | |
Cutscenes | Bink Video |
System requirements
Windows | ||
---|---|---|
Minimum | ||
Operating system (OS) | XP SP2, Vista | |
Processor (CPU) | Intel Core 2 Duo 2.4 GHz AMD Athlon X2 5200+ 2.6 GHz |
|
System memory (RAM) | 1.5 GB | |
Hard disk drive (HDD) | 8 GB | |
Video card (GPU) | Nvidia GeForce 7800 series ATI Radeon X1900 512 MB of VRAM DirectX 9.0c compatible Shader model 3.0 support |
|
Sound (audio device) | DirectX 9.0c compatible |
Notes
- ↑ 1.0 1.1 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>/21670/
. - Use Wine's registry editor to access any Windows registry paths.
- The app ID (21670) may differ in some cases.
- Treat backslashes as forward slashes.
- See the glossary page for details on Windows data paths.
References
- ↑ Reclaim Your Game - RYG's SecuROM 7+ DRM List
- ↑ FILEnetworks Blog: Fix Bionic Commando (PC) 2009 crashes, unlock content & troubleshoot video issues
- ↑ 3.0 3.1 3.2 Verified by User:Antrad on October 13, 2018
- ↑ NVidia Flags
- ↑ OpenAL Soft 1.20.1: Fixed audio in Diesel engine games (Bionic Commando HRTF)
- ↑ Bionic Commando No sound card found - Steam Users' Forums (retrieved)