Let's play Ibara Special ver.
Re: Let's play Ibara Special ver.
Question: If this is a Yagawa game, does it have invulnerability under the dipswitches at all? Just curious...I don't even have this game.
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Re: Let's play Ibara Special ver.
For esreveR,
You mean the correct term of "invincibility mode" on a "plain-vanilla" Ibara PCB, right? You should bite the bullet and get the PCB iteration as it's the best way to enjoy/play it as it was intended with real arcade hardware/software.
PC Engine Fan X! ^_~
You mean the correct term of "invincibility mode" on a "plain-vanilla" Ibara PCB, right? You should bite the bullet and get the PCB iteration as it's the best way to enjoy/play it as it was intended with real arcade hardware/software.
PC Engine Fan X! ^_~
Re: Let's play Ibara Special ver.
Well, I was just thinking that if an "invincible mode" existed on the dipswitches, that could probably make the whole slow-and-stop thing work (As people were asking earlier). I'd also be curious as to whether this has a sprite viewer somewhere, because Garegga, Bakraid, and Batrider all had those. Not like I could do much with that, though, there's no screenshot button on a PCB c_cPC Engine Fan X! wrote:For esreveR,
You mean the correct term of "invincibility mode" on a "plain-vanilla" Ibara PCB, right? You should bite the bullet and get the PCB iteration as it's the best way to enjoy/play it as it was intended with real arcade hardware/software.
PC Engine Fan X! ^_~
Still, I'd be interested to get it, although...I've never bought/used PCBs before...
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Re: Let's play Ibara Special ver.
It's the best slippery slope you can ever tumble down!esreveR wrote:I've never bought/used PCBs before...
Re: Let's play Ibara Special ver.
Its "Test Mode" not "Invicible Mode" that the dip switch is activating in Ibara, and yes while in Test Mode the same pause and slowdown features work with the start button.esreveR wrote:Well, I was just thinking that if an "invincible mode" existed on the dipswitches, that could probably make the whole slow-and-stop thing work (As people were asking earlier). I'd also be curious as to whether this has a sprite viewer somewhere, because Garegga, Bakraid, and Batrider all had those. Not like I could do much with that, though, there's no screenshot button on a PCB c_c
Ibara also has operator menus for "Object Test" which shows all the sprite backgrounds and letters, cut scenes, etc. As well as a "Character Test" which scrolls through all the enemy sprites, their animations, their Hit Point value, and score values for both shot and bomb.
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Re: Let's play Ibara Special ver.
Couple more Ibara rank notes.
Yes, playing many credits does increase starting rank. That number in the upper right (Rank 00) tells you how it is. However, it only increases by a very small amount per credit (Rank 01 starts with something like 1000 or 2000 more rank).
Also, it does not effect your Minimum rank at all. And since you will be suiciding right off the bat anyway, you will never feel the effects of the rank increase unless you get it to some ridiculously high value (more than 100,000 rank increase at start). So you'd probably have to be playing the game on all day for that to happen.
And of course, you can also jump to the setup menu or quick reset the game to reset the rank value.
Semi-unhelpful trick, if you want to practice later stages, you can adjust the starting rank in the setup menu (difficulty1). It only goes as low as around b80,000, but it's better than nothing.
Yes, playing many credits does increase starting rank. That number in the upper right (Rank 00) tells you how it is. However, it only increases by a very small amount per credit (Rank 01 starts with something like 1000 or 2000 more rank).
Also, it does not effect your Minimum rank at all. And since you will be suiciding right off the bat anyway, you will never feel the effects of the rank increase unless you get it to some ridiculously high value (more than 100,000 rank increase at start). So you'd probably have to be playing the game on all day for that to happen.
And of course, you can also jump to the setup menu or quick reset the game to reset the rank value.
Semi-unhelpful trick, if you want to practice later stages, you can adjust the starting rank in the setup menu (difficulty1). It only goes as low as around b80,000, but it's better than nothing.
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Re: Let's play Ibara Special ver.
Just made a video with Pyongyang about getting Special Mode to work...
http://www.youtube.com/watch?v=9NakxtT8F-E
Enjoy the nerdery!!
Matt
http://www.youtube.com/watch?v=9NakxtT8F-E
Enjoy the nerdery!!
Matt
Youtube channel: http://www.youtube.com/user/futurematt5
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Muchi Muchi Spork
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Re: Let's play Ibara Special ver.
I enjoy the futurematt and stuffiwrote vids.
One of the most interesting things about the special modes is on the title screen it displays the Cave SH3 hardware revision on the bottom. That's not in the roms. If you run them in emulation the revision number is empty there because the hardware is faked (I think it's reading a line from the FPGA).
One of the most interesting things about the special modes is on the title screen it displays the Cave SH3 hardware revision on the bottom. That's not in the roms. If you run them in emulation the revision number is empty there because the hardware is faked (I think it's reading a line from the FPGA).
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MintyTheCat
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Re: Let's play Ibara Special ver.
An FPGA has to have its 'Logic' loaded into itself before it can do anything - this represents the 'Circuit'. I am not sure what you mean by 'the Hardware is faked'. It may be that the Bootloader executes from a part of the Memory-Map that the 'Circuit' cannot 'see'. As such, it may be that the Emulator (MAME) doesn't not have any code written to read this Version-Number as it is outside the ROM's 'space'. If that makes any sense. However, this does not mean that the Hardware is faked - when all is said and done it is emulated and will never be an exact copy of the original Implementation.Muchi Muchi Spork wrote:I enjoy the futurematt and stuffiwrote vids.
One of the most interesting things about the special modes is on the title screen it displays the Cave SH3 hardware revision on the bottom. That's not in the roms. If you run them in emulation the revision number is empty there because the hardware is faked (I think it's reading a line from the FPGA).
More Bromances = safer people
Re: Let's play Ibara Special ver.
The FPGA is completely high-level simulated in MAME. It doesn't care about the uploaded bitstream at all.
@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
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Strikers1945guy
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Re: Let's play Ibara Special ver.
Holy shit this is awesome. Sorry to bump an old topic but this info here is awesome I need to try this. Curious if anyone ever got their Kuro boards to go into special mode (if it even exists )?
Mister Midnight wrote:btw, cant trust them Koreans; remember Pearl Harbor
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Re: Let's play Ibara Special ver.
no, there is no switch/trigger to enable debug mode on Kuro PCB.Strikers1945guy wrote:Holy shit this is awesome. Sorry to bump an old topic but this info here is awesome I need to try this. Curious if anyone ever got their Kuro boards to go into special mode (if it even exists )?
its possible only on emulators via cheats or code patches.
also Kuro debug mode looks stripped comparing to regular Ibara - there is no ingame debug output (via C+up/down), only options at start screen and CPU usage gauge at very bottom of screen during game.
Re: Let's play Ibara Special ver.
Something of a reactive bump in the wake of the CV1K emulation thread.
In case anyone is trying to activate Special Ver. while emulating in Retroarch via the FinalBurn Neo core: It's not intuitive, but it can be done.
To explain: The FBNeo core maps its service binding to Ibara's test input rather than its service input, so you can't trigger the A + B + Service combo to activate Special Ver. while the game is running; it just opens the regular non-special test mode regardless of what permutation of buttons you hold.
That leaves the A + B during power-on method, which also doesn't work - at least not at first glance. Since Retroarch initializes its emulated inputs to neutral instead of mirroring the state of your gamepad, holding the buttons as soon as you launch the game won't do anything.
Instead, you have to wait until your desktop environment / graphics driver finishes switching resolution and otherwise setting up the game window, then press and hold A + B during the brief black screen period before the memory check appears. You'll know it's booting Special Ver. if the bottom-left character is flashing green, at which point you can release the buttons and enjoy playing with a rank meter
BOMBAAHHHHHHH
In case anyone is trying to activate Special Ver. while emulating in Retroarch via the FinalBurn Neo core: It's not intuitive, but it can be done.
To explain: The FBNeo core maps its service binding to Ibara's test input rather than its service input, so you can't trigger the A + B + Service combo to activate Special Ver. while the game is running; it just opens the regular non-special test mode regardless of what permutation of buttons you hold.
That leaves the A + B during power-on method, which also doesn't work - at least not at first glance. Since Retroarch initializes its emulated inputs to neutral instead of mirroring the state of your gamepad, holding the buttons as soon as you launch the game won't do anything.
Instead, you have to wait until your desktop environment / graphics driver finishes switching resolution and otherwise setting up the game window, then press and hold A + B during the brief black screen period before the memory check appears. You'll know it's booting Special Ver. if the bottom-left character is flashing green, at which point you can release the buttons and enjoy playing with a rank meter
BOMBAAHHHHHHH