jessaskey / mhavocpe

Major Havoc - The Promised End
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NON-DEMO MODE automatic makes difficulty HARD #85

Closed jerkyspace closed 5 years ago

jerkyspace commented 5 years ago

See my notes in the other Issue thread about DEMO-MODE automatically being set to EASY difficulty. https://github.com/jessaskey/mhavocpe/issues/82

0.44 NON-DEMO MODE rom set appears to be set to HARD difficulty despite HBMAME showing everything at factory default. Starting lives are also set to 4 instead of 3 and extras every 50k instead of every 100k.

Again here is a good reference video showing original Rev 3 playback on Level 2 at factory default settings. https://youtu.be/33h5A_BT_VU?t=113

Note pyroid speed and location relative to player. HARD difficulty blocks player from moving all the way to the right past first Pyroid (must pause then move). You have to jump higher to get past faster moving pair of Pyroids in next hallway and that leaves you falling almost on top of the horizontal one protecting the Reactor hallway (Medium plays like the video and lets you flow right through all this with no pauses).

Feel free to merge this with the other automatic EASY difficulty since all current/recent rom sets have had some dip switch setting issues at least in HBAME (0.209 btw to be sure).

We really need to sort this out b4 CAX and have a baseline factory default romset that actually is set and plays correctly with what the dip swicth settings say they are in HBMAME and the OG hardware (diff, start and bonus lives).

jerkyspace commented 5 years ago

0.45 NON-DEMO romset still acting like Hard difficulty with bonus lives at 50k at Level 2 reference points (Level 2 made more difficult due to speed and position of Pyroids).

Level 12+ - Along with the triple red line issue on outer-space levels 8+ the hard difficulty makes them ever tougher from Level 12 forward (esp L16 with the 3 lines and amped up fighter shots). You can get a wall of red-lines that you cannot even get through sometimes.

Level 9 - Speed of enemies makes Level 9 maze very hard to get through.

Level 13 - It also causes problems in the Level 13 maze that most players would not be able to get through without deaths.

Level 14 - Oxygen consumption speeds up by Level 14 making it a close call to make it to the Reactor and back out.

jerkyspace commented 5 years ago

So for CAX I am leaning towards using whatever difficulty the current 0.45 romset DEBUG DEMO mode is at ("almost medium" haha) but with extra lives every 100k.

The current 0.45 romset acts like Hard Difficulty and has issues that could trip CAX players up early on Level 2, 9 and 13. Also the outer-space levels with 3 red lines instead of 2 are pretty hard to do without dying (12 and 16...20 won't load still but prob even worse). Also if you don't get the Fishoids just right at the start of Levels 13+ they also just wipe you out too fast (a long standing issue we should adress all around with them later).

With the time we have left would be easier to ramp up things from what I am seeing from the 0.45 Debug DEMO difficulty currently then to dial them back from the 0.45 Non-Demo difficulty (hard). We could even leave things mostly as is speed wise and then all talk about it in person before any changes.

I am sure people at CAX would enjoy a little easier version for now with all the new levels to play with ;)

jerkyspace commented 5 years ago

Also you cannot get past Level 20 with the current 0.45 NON-DEMO mode romset (hard) because you cannot select level 21 like you can in Demo mode to bypass this bug. I also haven't been able to test the cube space battle with collision detection which is the last thing on my check list I haven't done other than following up on the few remaining issues we should try to fix b4 CAX.

jerkyspace commented 5 years ago

Self Test dip switch settings now working at least for factory default settings (med diff, extras every 100k, adaptive diff on and demo sounds on).