Difference between revisions of "Bionic Commando (2009)"
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{{Series|Bionic Commando}} | {{Series|Bionic Commando}} | ||
− | ''' | + | '''''Bionic Commando (2009)''''' is an [[:Category:Action|action]]-[[:Category:Adventure|adventure]] game with both [[:Category:Singleplayer|single-player]] campaign and a [[:Category:Multiplayer|multi-player]] mode. The latter isn't working anymore due to a server closure but can still be played through LAN party (like using ZeroTier). |
− | + | ||
− | + | ''Bionic Commando (2009)'' is developed by [[Company:GRIN|GRIN]], published by [[Company:Capcom|Capcom]] and it use the [[Engine:Diesel|Diesel]] engine. | |
− | + | ||
− | + | 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 [[Company:GRIN|GRIN]] aswell. | ||
'''General information''' | '''General information''' | ||
Line 162: | Line 163: | ||
|key remap = limited | |key remap = limited | ||
|key remap notes = Further remap by editing <code>[[#Configuration file(s) location|controls.xml]]</code> | |key remap notes = Further remap by editing <code>[[#Configuration file(s) location|controls.xml]]</code> | ||
+ | The game uses Xbox controller prompts for keyboard and mouse, no fix available. | ||
|acceleration option = false | |acceleration option = false | ||
|acceleration option notes = | |acceleration option notes = | ||
|mouse sensitivity = true | |mouse sensitivity = true | ||
− | |mouse sensitivity notes = The Y axis is slower then X axis, see [[#Mouse | + | |mouse sensitivity notes = In-game mouse movement speed depends on the framerate <ref name="refcheck Antrad">{{refcheck|user=Antrad|date=October 13, 2018}}</ref>, see [[#Mouse Sensitivity|Mouse Sensitivity]] for more details. |
+ | |||
+ | The Y axis is slower then X axis, see [[#Mouse Consistency|Mouse Consistency]] for a workaround. | ||
+ | |||
|mouse menu = true | |mouse menu = true | ||
|mouse menu notes = | |mouse menu notes = | ||
Line 179: | Line 184: | ||
|controller remap notes = Edit <code>[[#Configuration file(s) location|controls.xml]]</code> | |controller remap notes = Edit <code>[[#Configuration file(s) location|controls.xml]]</code> | ||
|controller sensitivity = true | |controller sensitivity = true | ||
− | |controller sensitivity notes= | + | |controller sensitivity notes= Aim Acceleration cannot be disabled when using a controller but can be mitigated by lowering the in-game aim sensitivity. |
|invert controller y-axis = true | |invert controller y-axis = true | ||
|invert controller y-axis notes= | |invert controller y-axis notes= | ||
Line 273: | Line 278: | ||
===Mouse Sensitivity=== | ===Mouse Sensitivity=== | ||
+ | {{ii}} 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 60FPS is double the speed of 120FPS, 30FPS is four times the speed of 120FPS and so on). This results in a very difficult mouse control on a lower framerate (e.g. 60FPS). | ||
+ | {{++}} 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 60FPS with aim sensitivity at the minimum level). | ||
+ | |||
+ | '''Notes''' | ||
+ | {{ii}} 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. | ||
+ | {{ii}} It's '''''very important''''' to cap the game framerate at a maximum of 144FPS anyway due to physics issues, see "[[Glossary:Frame rate (FPS)|Frame rate (FPS)]]" for more info. | ||
+ | |||
+ | |||
+ | ===Mouse Consistency=== | ||
{{ii}} The Y axis is roughly 40% slower then X axis. | {{ii}} 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 <code>[[#Configuration file(s) location|controls.xml]]</code> | {{++}} It's possible to have a workaround with mice that support separate DPI sensitivity per axis or more simply by editing the <code>[[#Configuration file(s) location|controls.xml]]</code> |
Revision as of 16:31, 4 October 2021
Developers | |
---|---|
GRIN | |
Publishers | |
Capcom | |
Engines | |
Diesel | |
Release dates | |
Windows | July 28, 2009 |
Reception | |
Metacritic | 69 |
IGDB | 69 |
Bionic Commando | |
---|---|
Bionic Commando | 1988 |
Bionic Commando Rearmed | 2008 |
Bionic Commando (2009) | 2009 |
Bionic Commando (2009) is an action-adventure game with both single-player campaign and a multi-player mode. The latter isn't working anymore due to a server closure but can still be played through LAN party (like using ZeroTier).
Bionic Commando (2009) is developed by GRIN, published by Capcom and it use the Diesel engine.
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]
|
---|
Download Replacement Video Files[citation needed] |
---|
|
Game data
Configuration file(s) location
System | Location |
---|---|
Windows | %LOCALAPPDATA%\BC\data\settings\ <path-to-game>\data\settings\[Note 1] |
Steam Play (Linux) | <SteamLibrary-folder>/steamapps/compatdata/21670/pfx/[Note 2] |
-
controls.xml
stores control bindings. -
renderer_settings.xml
stores video settings.
Save game data location
System | Location |
---|---|
Windows | %LOCALAPPDATA%\BC\saves\ <Steam-folder>\userdata\<user-id>\21670\ |
Steam Play (Linux) | <SteamLibrary-folder>/steamapps/compatdata/21670/pfx/[Note 2] |
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 and 120+ FPS | Game issues with framerate higher than 144, see Frame rate (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] |
---|
|
Frame rate (FPS)
- The game physics breaks at a framerate higher than 144 (e.g. the throw mechanic doesn't work properly).
- Cap the game at 144 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.
Keyboard and mouse | State | Notes |
---|---|---|
Remapping | Further remap by editing controls.xml
The game uses Xbox controller prompts for keyboard and mouse, no fix available. |
|
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 |
---|
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"/> |
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"/> |
- The game allow to select the specific voices of the "Info Screen" (Objectives, Challenges etc.) by pressing the "Enter" button.
- For an easier navigation you can modify this behavior by let the game enter those voices 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"/> |
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 60FPS is double the speed of 120FPS, 30FPS is four times the speed of 120FPS and so on). This results in a very difficult mouse control on a lower framerate (e.g. 60FPS).
- 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 60FPS with 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 144FPS 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" |
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] |
- 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 | ||||
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] |
---|
|
Other information
API
Technical specs | Supported | Notes |
---|---|---|
Direct3D | 9 |
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
- ↑ 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>/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)