La-Mulana (Remake)

The most recent update as of January 2013

Application Details:

License: Retail
Votes: 0
Latest Rating: Silver
Latest Wine Version Tested: 1.5.25

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Test Results

Old test results
The test results you have selected are very old and may not represent the current state of Wine.
Selected Test Results

What works

Sound, graphics, game-pad input.

What does not

Keyboard input.


What was not tested

The majority of the game.

Hardware tested


  • GPU:
  • Driver:

Additional Comments

Unsure about what rating to give and decided to go with Silver rating for this as the game appears to work perfectly fine with a game-pad, but not being able to use a keyboard at all definitely eliminates it from Gold's "flawless after tweaks" status. To configure a game pad for La Mulana, read the how-to below.

selected in Test Results table below
Operating systemTest dateWine versionInstalls?Runs?Used
CurrentUbuntu 12.04 "Precise" i386 (+ variants like Kubuntu)Mar 21 20131.5.25Yes Yes SilverSpummy 
ShowUbuntu 12.10 "Quantal" amd64 (+ variants like Kubuntu)Jan 06 20131.5.20Yes Yes GarbageAlex 

Known Bugs

Bug # Description Status Resolution Other apps affected
31899 No keyboard input in La-Mulana remake (GetKeyState should behave similar to GetAsyncKeyState for specific window messages / queue states) STAGED View

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HowTo / Notes

How to configure game-pad

So game pad input works but only directional buttons are automatically bound to do anything. You need at least Select and Cancel bound so that you can bind the rest of your game pad buttons from the options menu. You can bind these buttons with the use of any hex editor (I used GHex, for a random example).

 The file you need to edit is lamu.dat. You can find it under whatever folder you use as My Documents, usually your user's home directory, then under NIGORO/La-Mulana/save/.

 The places you need to edit are the offsets in decimal positions 12 and 13, which is the hexadecimal positions 0x0C and 0x0D (GHex displays the selected offset in hex down in the bottom left, so you need to select the positions C and D, other editors many use decimal for that though). These values will both be FF by default, you just need to set each to two different numbers that correspond to a button on your gamepad. So if you have a game pad with a d-pad and 8 buttons, the values 00 through 07 would all be valid. 00 and 01 are obvious choices. Then of course, save.

 The game should now recognize two buttons for Select and Cancel.

 Note, I believe you would only need a game pad with a d-pad and 8 other buttons to play properly. Whilst there are more than 8 functions to bind, Select and Cancel are never used in any context where Jump, Attack, and Subweapon attack are available, and Next Screen and Previous Screen are never available when Next Subweapon and Previous Subweapon are available. You might be able to manage with even less buttons.


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