Okay thank. That's great news. I've seen a lot of projects get released, but sadly I have seen just as many end up in demo limbo. Just being cautious.
Wild9Nine
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Hi, I am very interested in your game but I have a question. If I buy the demo will that give me access to the finished game when it is released? I ask this because it's a little bit unusual to pay for a demo rom, (on itch.io) especially at the price that you have listed here. Thank you for supporting the Sega Genesis/ MD.
Amazing concept and great controls. I can see myself putting some time into this one. Question before I buy, would you say that this current prototype is close to what the finished product will be? I like it as is, and so I'm trying to get a bead on what your vision for the finished game will be? Thanks.
Will do. I don't understand the "invalid header" error either. I messed with the rom with a couple of utilities but I'm not knowledgeable enough to understand the code. I can say that the MegaSD (with updated firmware) has a very good reputation for compatibility. I have about 465 games on there, not counting Sega CD and I rarely have an issue. Otherwise I wouldn't be bugging you. :) That said, I really appreciate you taking one more look at it. And congratulation on winning first place in the jam.
Okay, I have a request, so forgive me if I am asking a big favor, but I promise I mean well. My wife and I were enjoying the bit jam version of this game on our MegaSD cart and it was working great. Since releasing versions 2 and 3, we can't load the rom anymore. We are getting an "invalid header" warning. So, I reached out to the MegaSD support and they had this to say: "I kinda doubt changing the header will fix it. Likely a mapper thing." So, if you could take a look and see if there is something you can do, and we can play this on our MegaSD cart again, I'll definitely drop $20 for it. Thanks and sorry for the long post.
Okay, sadly Kega's .srm file wasn't recognized by my MegaSD. This is as far as my knowledge goes, but the discord forum is pretty helpful. I'm sure they can give you an easy fix. Here is the link:
https://discord.com/channels/525743232886505504/590246931234553868
MegaSD on real hardware. Latest firmware. From what I understand, the MegaSD creates a file whenever you start up (or save) a game that has battery-backup capabilities. In this case, the file would be called "GunSlugs_RC2.srm". All .srm files are stored at root in a folder called "BUP". At the moment, Kega Fusion creates the same kind of file and stores it root. Hm.. idea just popped into my head. I'll copy Kega's .srm into my BUP folder on my MegaSD, re-name it to match the rom, and let you know if I have any luck.
First of all, welcome back. :) Secondly, the FM synth music is a huge improvement. No more slowdown! The sound effects are barely audible in this build but I can tell that they are there when the music pauses here and there. I love the new jump button too. Lastly, On MegaSD and real hardware, I can't get the game to save my progress after I die. Reverts to 00000 points and 00000 tours after starting again. Same thing with EmuHawk (Genesis Plus GX core). THE GOOD NEWS: I WAS able to get the game to save my progress in Kega Fusion, which is exciting. Why is this do you think? All in all, so glad to have stuck with this project.
A few months ago I was diving into unreleased prototypes and I played a bit of both games. On Waterworld, someone released a rom hack: https://www.romhacking.net/hacks/6644/. Wacky Races and I go WAY back, and I believe that you captured the look and feel of the cartoon. The music is awesome too. It seemed so close to finished, and way better than most cart racers. How close was it to it's final form?
Okay, here is my official report. RC1 seems to have a problem saving progress in general. No record of score, tours, or unlocks. This is on hw and in emu. I checked to see if save ram files were being created on my cartridge, and nothing shows up. EmuHawk doesn't create a save file either. Kega does create an sram file, but progress doesn't save there either. Hope this helps.
Okay, so that is what I was hearing. Luckily, playing at original speed and lag improved the audio quite a bit. I'm just a fan but I am super into genesis audio. There's something special about it. A guy on YouTube called "Look Mum No Computer" made a massive synthesizer from a bunch of Mega Drives. Most amazing sound. In terms of save ram, I'm playing on a MegaSD cartridge which supports save ram. If the game saves, a file is created in the sd cards directory. If the save works, it will show up there. I'll test it once more and check for the file.
Works in kega and emuhawk. The music seems to be synced up to the game speed. Is that correct? On Analogue Mega SG (real "clone" hardware), the music sounds better if I set the video buffer to "single buffer" which keeps the original game speed. "Zero delay" made the music slow down along with the gameplay. Very noticeable. One other thing, I don't think the save ram is working. I played through the first three or four levels and then died. When I returned to the title screen, my score was reset to zero. Not sure if I missed something? Thanks for all the amazing work you've done.