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 Post subject: Re: Too close for comfort? the revival?
PostPosted: Sun Nov 06, 2011 10:43 am 


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Location: Tokyo
shmuppyLove wrote:
Bananamatic wrote:
monouchi wrote:

man, do people really smoke that much at arcades


They're actually for coins/tokens.


Not sure where you heard that, but they're mostly definitely for smoking.

I was at HEY again this weekend and took more pics of the Battle Garegga cab:

Image

Sorry for the glare, but in addition to the middle B-button being a normal rapid shot, the three in the bottom row are for the custom rapid shot (see next pic), rapid shot for bomb and a rapid shot for your options.

Image

A really cool feature, this is a dial that allows you to set the rapid shot to how many button presses per second you want.

No wonder the world-record holders for Garegga frequent HEY. That's service.


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 Post subject: Re: Too close for comfort? the revival?
PostPosted: Sun Nov 06, 2011 11:21 am 


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Wonder how's responsible for such cool mods.
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 Post subject: Re: Too close for comfort? the revival?
PostPosted: Sun Nov 06, 2011 3:41 pm 



Joined: 17 Jun 2011
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joeboto
thanks for tip, I tried go to pugsy's forum few days ago, but at that moment it was down, now I finally got that cheats ;)
but anyway, atm I miss God-mode official superplay, so I'll check it later.

Kewne
thanks, yes, looks like on original stage3 boss really lack slowdowns.

BPzeBanshee
I think compare slowdowns with X360-ports is kind of useless, because that ports also probably uses something like "blitter fillrate delay emulation"

2ALL
well, as I promised, here is another "slowpoke" test build.
http://www.sendspace.com/file/gbmn2b
it have tweakable "blitter delay", so feel free to go at "Slider Controls" and change it to more correct value (and post here that value ;) ).

the default value is "50%" and equal to 15 nanoseconds per pixel, if you increase it to 100% - delay will be *2, and vice versa (I used formula (15 * input_port_read(space->machine(), "BLITRATE") / 50) to calculate perpixel delay)


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 Post subject: Re: Too close for comfort? the revival?
PostPosted: Sun Nov 06, 2011 3:58 pm 


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xMetalliCx wrote:
joeboto
thanks for tip, I tried go to pugsy's forum few days ago, but at that moment it was down, now I finally got that cheats ;)
but anyway, atm I miss God-mode official superplay, so I'll check it later.

Kewne
thanks, yes, looks like on original stage3 boss really lack slowdowns.

BPzeBanshee
I think compare slowdowns with X360-ports is kind of useless, because that ports also probably uses something like "blitter fillrate delay emulation"

2ALL
well, as I promised, here is another "slowpoke" test build.
http://www.sendspace.com/file/gbmn2b
it have tweakable "blitter delay", so feel free to go at "Slider Controls" and change it to more correct value (and post here that value ;) ).

the default value is "50%" and equal to 15 nanoseconds per pixel, if you increase it to 100% - delay will be *2, and vice versa (I used formula (15 * input_port_read(space->machine(), "BLITRATE") / 50) to calculate perpixel delay)


nice. thanks!
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 Post subject: Re: Too close for comfort? the revival?
PostPosted: Sun Nov 06, 2011 4:16 pm 


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@BPzeBanshee - the incorrect slowdowns in the 360 version of Galuda 2 already draw a lot of complaints from the PCB players, the ports are not a good basis for comparision.

NTSC-J wrote:
rapid shot for bomb


Flamingo button :D Made STGT more fun for sure
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 Post subject: Re: Too close for comfort? the revival?
PostPosted: Sun Nov 06, 2011 5:05 pm 


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NTSC-J wrote:
Sorry for the glare, but in addition to the middle B-button being a normal rapid shot, the three in the bottom row are for the custom rapid shot (see next pic), rapid shot for bomb and a rapid shot for your options.


Not to derail the comfort level of this topic further, but can you confirm what each button is again because it would seem to me that top row middle button should be normal bomb,not rapid shot (but I can't read Kanji).

Top row: A = Normal Shot, B = Rapid Shot? (what speed? or custom?), C = Option
Bottom row: A = Custom Rapid Shot, B = Rapid Bomb 30/Sec, C = Rapid Option 30/Sec
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 Post subject: Re: Too close for comfort? the revival?
PostPosted: Sun Nov 06, 2011 5:22 pm 


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B at the top says Normal in katakana.
And I think you got the rest right.


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 Post subject: Re: Too close for comfort? the revival?
PostPosted: Sun Nov 06, 2011 5:40 pm 



Joined: 25 Jun 2011
Posts: 239
xMetalliCx wrote:
2ALL
well, as I promised, here is another "slowpoke" test build.
http://www.sendspace.com/file/gbmn2b
it have tweakable "blitter delay", so feel free to go at "Slider Controls" and change it to more correct value (and post here that value ;) ).

the default value is "50%" and equal to 15 nanoseconds per pixel, if you increase it to 100% - delay will be *2, and vice versa (I used formula (15 * input_port_read(space->machine(), "BLITRATE") / 50) to calculate perpixel delay)


Much improved.


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 Post subject: Re: Too close for comfort? the revival?
PostPosted: Sun Nov 06, 2011 9:38 pm 



Joined: 23 Jul 2008
Posts: 1771
xMetalliCx wrote:
joeboto
2ALL
well, as I promised, here is another "slowpoke" test build.
http://www.sendspace.com/file/gbmn2b
it have tweakable "blitter delay", so feel free to go at "Slider Controls" and change it to more correct value (and post here that value ;) ).

the default value is "50%" and equal to 15 nanoseconds per pixel, if you increase it to 100% - delay will be *2, and vice versa (I used formula (15 * input_port_read(space->machine(), "BLITRATE") / 50) to calculate perpixel delay)


is that default the same setting as the earlier slowpoke build you made? just wondering.
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 Post subject: Re: Too close for comfort? the revival?
PostPosted: Sun Nov 06, 2011 9:52 pm 


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xMetalliCx wrote:
joeboto
thanks for tip, I tried go to pugsy's forum few days ago, but at that moment it was down, now I finally got that cheats ;)
but anyway, atm I miss God-mode official superplay, so I'll check it later.

Kewne
thanks, yes, looks like on original stage3 boss really lack slowdowns.

BPzeBanshee
I think compare slowdowns with X360-ports is kind of useless, because that ports also probably uses something like "blitter fillrate delay emulation"

2ALL
well, as I promised, here is another "slowpoke" test build.
http://www.sendspace.com/file/gbmn2b
it have tweakable "blitter delay", so feel free to go at "Slider Controls" and change it to more correct value (and post here that value ;) ).

the default value is "50%" and equal to 15 nanoseconds per pixel, if you increase it to 100% - delay will be *2, and vice versa (I used formula (15 * input_port_read(space->machine(), "BLITRATE") / 50) to calculate perpixel delay)


Womderfull! Thank you so much! At my pc, setting the slider at 66 - 67 % makes Mushi Futari BL feel almost like the 360 port, if that helps.
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 Post subject: Re: Too close for comfort? the revival?
PostPosted: Sun Nov 06, 2011 10:37 pm 


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Dave_K. wrote:
NTSC-J wrote:
Sorry for the glare, but in addition to the middle B-button being a normal rapid shot, the three in the bottom row are for the custom rapid shot (see next pic), rapid shot for bomb and a rapid shot for your options.


Not to derail the comfort level of this topic further, but can you confirm what each button is again because it would seem to me that top row middle button should be normal bomb,not rapid shot (but I can't read Kanji).

Top row: A = Normal Shot, B = Rapid Shot? (what speed? or custom?), C = Option
Bottom row: A = Custom Rapid Shot, B = Rapid Bomb 30/Sec, C = Rapid Option 30/Sec


The top row middle button says normal/rapid. You're right, it probably is the bomb button.


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 Post subject: Re: Too close for comfort? the revival?
PostPosted: Mon Nov 07, 2011 1:07 am 


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nZero wrote:
@BPzeBanshee - the incorrect slowdowns in the 360 version of Galuda 2 already draw a lot of complaints from the PCB players, the ports are not a good basis for

Obviously the ports aren't going to be exactly accurate, but they ARE somewhat close approximations of how the PCB worked and would serve as a beginning basis for getting the slowdown right as I stated before, so its more of a case of stepping stones here - you can't dismiss the ports for not being accurate compared to MAME when MAME is even less accurate to begin with, but get it to the level of the port and you've jumped a few stones towards being exact. Now we're at the appromixation stage where we tweak away from that value to try and get it just right.

I don't suppose you'd know the accuracy of the Deathsmiles ports? I know Galuda 2 wasn't perfect but I was under the understanding that the PAL/Japanese editions of the ports for Deathsmiles were pretty close.

Now that the build is out, I shall get to work. I'll post later when I get the time.
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BulletMagnet wrote:
It all makes sense now: all this time North Korea has been terrorizing and starving its own people in an effort to lower the rank.


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 Post subject: Re: Too close for comfort? the revival?
PostPosted: Mon Nov 07, 2011 1:34 am 


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BPzeBanshee wrote:
nZero wrote:
@BPzeBanshee - the incorrect slowdowns in the 360 version of Galuda 2 already draw a lot of complaints from the PCB players, the ports are not a good basis for

Obviously the ports aren't going to be exactly accurate, but they ARE somewhat close approximations of how the PCB worked and would serve as a beginning basis for getting the slowdown right as I stated before, so its more of a case of stepping stones here - you can't dismiss the ports for not being accurate compared to MAME when MAME is even less accurate to begin with, but get it to the level of the port and you've jumped a few stones towards being exact. Now we're at the appromixation stage where we tweak away from that value to try and get it just right.

I don't suppose you'd know the accuracy of the Deathsmiles ports? I know Galuda 2 wasn't perfect but I was under the understanding that the PAL/Japanese editions of the ports for Deathsmiles were pretty close.

Now that the build is out, I shall get to work. I'll post later when I get the time.
According to eoj galuda 2 was 80-85% accurate. http://www.cave-stg.com/?p=800


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 Post subject: Re: Too close for comfort? the revival?
PostPosted: Mon Nov 07, 2011 5:49 am 



Joined: 21 Oct 2011
Posts: 74
xMetalliCx wrote:
well, as I promised, here is another "slowpoke" test build.
http://www.sendspace.com/file/gbmn2b
it have tweakable "blitter delay", so feel free to go at "Slider Controls" and change it to more correct value (and post here that value ;) ).

the default value is "50%" and equal to 15 nanoseconds per pixel, if you increase it to 100% - delay will be *2, and vice versa (I used formula (15 * input_port_read(space->machine(), "BLITRATE") / 50) to calculate perpixel delay)


Thanks a lot, seems even faster than the previous version.
I have a big request, can you post the same version with the hiscores support\no nag screens patch? I would be really happy!! :)

I made a link for the patch here http://www.sendspace.com/file/wxfynn


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 Post subject: Re: Too close for comfort? the revival?
PostPosted: Mon Nov 07, 2011 8:46 am 


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AntiFritz wrote:
According to eoj galuda 2 was 80-85% accurate. http://www.cave-stg.com/?p=800

That was where I'd heard it from previously. Deathsmiles is top of the list for accuracy according to that so I can rest easy in having a good approximation when mucking with Deathsmiles later.

Now, enough talking, to playing! :D

EDIT: I find the number somewhere in the 63-65 range for Deathsmiles based on my plays. I still think there's some spots that aren't quite right but trying to play the Castle stage on this machine results in computer-related slowdown so I can't really check. I have it at 63 at the moment and it slows down at all the places I've seen it in the port.
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BulletMagnet wrote:
It all makes sense now: all this time North Korea has been terrorizing and starving its own people in an effort to lower the rank.


Last edited by BPzeBanshee on Mon Nov 07, 2011 10:31 am, edited 1 time in total.

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 Post subject: Re: Too close for comfort? the revival?
PostPosted: Mon Nov 07, 2011 10:19 am 


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oh noes
http://git.redump.net/mame/commit/?id=e ... b88b55fd0c
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 Post subject: Re: Too close for comfort? the revival?
PostPosted: Mon Nov 07, 2011 10:37 am 


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joeboto wrote:

:evil:

If there was a cease and desist letter involved in this I want to see it. That crap I heard about Cave sending nonexistant C&D letters to the MAME team years ago really is giving me a case of de ja vu here.
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BulletMagnet wrote:
It all makes sense now: all this time North Korea has been terrorizing and starving its own people in an effort to lower the rank.


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 Post subject: Re: Too close for comfort? the revival?
PostPosted: Mon Nov 07, 2011 10:59 am 


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joeboto wrote:


And what exactly does that mean? The driver for the cave sh3 will be taken out of every future mame-built? Or even the existing 143.uX built?
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 Post subject: Re: Too close for comfort? the revival?
PostPosted: Mon Nov 07, 2011 11:31 am 


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joeboto wrote:

Isn't that just an ironic header to a "todo" list? The MAME project has a very clear philosophical framework so I would've thought that once they'd released something it'd stay released or the whole project would be fundamentally compromised.
Sure someone on this thread can confirm though :D
Also...roll on Demul 0.5.7
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 Post subject: Re: Too close for comfort? the revival?
PostPosted: Mon Nov 07, 2011 1:31 pm 


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BPzeBanshee wrote:
joeboto wrote:

:evil:

If there was a cease and desist letter involved in this I want to see it. That crap I heard about Cave sending nonexistant C&D letters to the MAME team years ago really is giving me a case of de ja vu here.

Non-existent? They were, and are, very much existent.


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 Post subject: Re: Too close for comfort? the revival?
PostPosted: Mon Nov 07, 2011 10:01 pm 


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PsikyoFan wrote:
BPzeBanshee wrote:
joeboto wrote:

:evil:

If there was a cease and desist letter involved in this I want to see it. That crap I heard about Cave sending nonexistant C&D letters to the MAME team years ago really is giving me a case of de ja vu here.

Non-existent? They were, and are, very much existent.

Maybe, but the MAME project hasn't ceased and desisted has it?
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 Post subject: Re: Too close for comfort? the revival?
PostPosted: Mon Nov 07, 2011 10:30 pm 


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So does that mean you actually thought they sent an email asking them to kill the whole project?


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 Post subject: Re: Too close for comfort? the revival?
PostPosted: Mon Nov 07, 2011 10:55 pm 


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It does seem like it could be a little rough on them. How much remaining SH3 stock do they have to clear out with new upcoming remixes and what not?
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 Post subject: Re: Too close for comfort? the revival?
PostPosted: Mon Nov 07, 2011 10:58 pm 


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Muchi Muchi Spork wrote:
So does that mean you actually thought they sent an email asking them to kill the whole project?

Doh! No but all dumped CAVE boards are now emulated in MAME, so whatever CAVE may have asked them to cease and desist from doing, they haven't :D

....but this thread on mameworld forums does suggest that sh3 support is being pulled in response to a request from CAVE...
...I'm confused now- doesn't this mean that MAME's entire ethos of emulating arcade games in order to preserve them for posterity has now been compromised by legal considerations?
There's also a suggestion in that thread that the Demul team would not respond to any similar CAVE requests.
Eagerly awaiting comment from IseeThings and xMetallicx......
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Last edited by mjclark on Mon Nov 07, 2011 11:12 pm, edited 1 time in total.

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 Post subject: Re: Too close for comfort? the revival?
PostPosted: Mon Nov 07, 2011 11:04 pm 



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they did now
http://git.redump.net/mame/commit/?id=d ... 9ece3d90f8
http://git.redump.net/mame/commit/?id=e ... b88b55fd0c


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 Post subject: Re: Too close for comfort? the revival?
PostPosted: Mon Nov 07, 2011 11:06 pm 


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The games are removed and won't be in the next version, but yes there are builds out there that support some of them, pretty crudely, if that is what you meant. I don't think anyone who was planning on buying their new arcade kits would stop buying them either way seeing as though they wouldn't be put in mame either way for over 3 years after release even if they hadn't received a letter (now it will be who knows how many years) and probably won't be the same experience even when they are. But that's so far off now that who knows. I don't think you'll see them in demul for a while either.


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 Post subject: Re: Too close for comfort? the revival?
PostPosted: Mon Nov 07, 2011 11:49 pm 



Joined: 21 Oct 2011
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Oh well, I guess I'll stick to mame 143u9 for a while ! :)

Anyway.... I don't want to sound illegal but it should be pretty easy to add the current driver file to mame 144 and up.... just by editing the sources.


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 Post subject: Re: Too close for comfort? the revival?
PostPosted: Tue Nov 08, 2011 12:54 am 



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As stated before they won't be in the next release.

The important part (as far as MAME is concerned) was improving the SH3 core (which now works and has fixed a few SH4 bugs in the process), getting a working core for the sound chip (which is also used elsewhere), the EEPROM / RTC code (which likewise will no doubt turn up elsewhere) and the doubling of the speed of the basic SH3/4 interpreter, which again will no doubt help in other areas. The Flash handling code will also, with a bit of additional work, serve as the basis of the driver for the Nexus3D platform, and when unified with some code in MESS could potentially help with the emulation of platforms such as the GP2X.

In that sense the CaveSH3 served it's purpose, it's helped improve other areas of MAME / MESS, so it's removal really is no big deal.

Much like the previous generation hardware emulation it will be added back eventually, the removal is nothing new, and MAME has always removed support for things on request, and there was always a chance of this request being made.

Overall I think this has been handled well, and everybody wins here.


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 Post subject: Re: Too close for comfort? the revival?
PostPosted: Tue Nov 08, 2011 1:00 am 


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damn right.

Thankful for the whole thing.


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 Post subject: Re: Too close for comfort? the revival?
PostPosted: Tue Nov 08, 2011 1:14 am 


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IseeThings wrote:
...it will be added back eventually...

That's all I needed to hear eh?
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