Quite recently Mushihimesama was released on Steam. It’s one of the best games in its genre of all time, and I urge anyone with even a passing interest in STGs to pick it up.
Sadly, the port has a few annoying issues right now, and while I’m sure that they will be fixed eventually, if you are like me and just can’t wait the latest GeDoSaTo version fixes pretty much all of them.
The issues are (or rather, were ;)):
No support for native resolution
It’s a 2D game, so no big deal, but scaling once is still nicer than scaling twice. This is easily fixed by the forcePresentRes option in GeDoSaTo. It induces some minor artifacts in the menus, but is perfect in-game.
Bad framelimiting logic on some systems
This results in ~57 rather than 60 FPS gameplay. Fixed with the new timeGetTimeFactor option which fools the in-game limiter, in conjunction with limiting the framerate with GeDoSaTo instead.
Crashes on pressing “start” at the startup screen
This is by far the most pressing issue, and also affected me. Looking at all the API calls the game makes before crashing, one can determine that it is probably related to how it queries Steam friends. Therefore, I added the capability to intercept the Steam friend API to GeDoSaTo. This was a bit of effort, but sure enough, “pretending” low or zero friends with the resulting new steamFriendsLimit option fixes the crashes for good.
Important Note
To use GeDoSaTo with Mushihimesama, set DispFull=1 in Mushihimesama.ini, otherwise it might crash on startup.
You can get the latest version by updating from within GeDoSaTo or with the installer provided here. And, as always, you can donate to support continuing GeDoSaTo development here.
Not that if you use a non-16:9 display, or still experience framepacing issues with the game, check this post.
Injection issues
I haven’t forgotten about the injection issues. From the feedback on Github, it seems like the primary culprit for the vast majority of issues is the “secure boot” option. I’ll add a check for that and make a seperate announcement when it’s done.
Does forcePresentRes override renderResolution? I’d like to render the game higher than my present res, postprocess the higher res, but that doesn’t seem to be happening.
Or does renderResolution just not work with this game?
What you’re thinking of is “forceRenderRes”.
Hi There,
so my display defaults to 60hz instead of my native 144hz refresh rate; I’ve tried adding commands but it doesn’t seem to work, any idea why?
Thanks for your work.