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 Post subject: Re: Shmup Related Questions That Don't Deserve a Thread
PostPosted: Mon May 28, 2018 11:42 am 



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I don't know how that works either. Someone needs to do it.


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 Post subject: Re: Shmup Related Questions That Don't Deserve a Thread
PostPosted: Mon May 28, 2018 8:57 pm 


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xxx1993 wrote:
I don't know how that works either. Someone needs to do it.

What's stopping you from figuring it out and being that someone?
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 Post subject: Re: Shmup Related Questions That Don't Deserve a Thread
PostPosted: Mon May 28, 2018 8:58 pm 


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But what happens to Natsuki after you defeat her???
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 Post subject: Re: Shmup Related Questions That Don't Deserve a Thread
PostPosted: Mon May 28, 2018 9:48 pm 


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xxx1993 wrote:
I don't know how that works either. Someone needs to do it.


The bad end's the one with the statue right? Mechanically it looks quite simple to do; as the image scrolls down and the credits are displayed, just keep taking screenshots - if you take a whole bunch of screenshots you'd eventually be able to make a composite by copying and pasting only the sections you snapped with no words over them. It'd just be a time consuming process.

Wouldn't require anything as complex as disabling the credits scroll, etc.

Just tried, compositing the image isn't that complex - the characters are layered and it's not one static image (they actually move slightly as it scrolls down, so it's not just snapping one shot of an image) so it takes a bit of time to do properly and make a nice looking final image, but again, this isn't mechanically difficult to do with decent editing software like GIMP with a bunch of screenshots.
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 Post subject: Re: Shmup Related Questions That Don't Deserve a Thread
PostPosted: Tue May 29, 2018 12:38 am 


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xxx1993 wrote:
There a creditless, full screen pic of the good and bad endings of Sexy Parodius anywhere?


I'm not doing the good ending, you're on your own, this was an hour of my life I wasted:

https://imgur.com/a/KPYgwmU
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 Post subject: Re: Shmup Related Questions That Don't Deserve a Thread
PostPosted: Tue May 29, 2018 3:16 am 



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Thank you. But the statue is actually the good ending.


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 Post subject: Re: Shmup Related Questions That Don't Deserve a Thread
PostPosted: Tue May 29, 2018 5:09 am 


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A quality xxx1993 post strikes yet again. That we should be so lucky.

BareKnuckleRoo wrote:


I'll save this in appreciation of your hard work. :wink:
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 Post subject: Re: Shmup Related Questions That Don't Deserve a Thread
PostPosted: Tue May 29, 2018 8:30 pm 


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lol, it actually took longer than I hoped too cause when the vic viper appears it scrolls up at the same speed as the text so there's several spots that are always covered by the credits that need manual pixel-editing touch up on its body as well as below on the blue guy

If anyone wants the good ending done you can message me and send me an appropriate Paypal donation to do the work. :P (and if you don't have a savestate I can use at the good ending to take screenshots I'd charge for the time spent having to savestate the game to get the good ending first...)
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 Post subject: Re: Shmup Related Questions That Don't Deserve a Thread
PostPosted: Tue May 29, 2018 10:21 pm 



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EmperorIng wrote:
But what happens to Natsuki after you defeat her???

I think someone mentioned that you sent her ship tumbling away or something. Kinda like what Han Solo did to Darth Vader at the end of Star Wars: A New Hope.


Last edited by xxx1993 on Fri Jun 01, 2018 3:45 am, edited 1 time in total.

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 Post subject: Re: Shmup Related Questions That Don't Deserve a Thread
PostPosted: Tue May 29, 2018 10:22 pm 



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I don’t know how to use PayPal, unfortunately.


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 Post subject: Re: Shmup Related Questions That Don't Deserve a Thread
PostPosted: Sun Jun 03, 2018 3:44 am 



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Has anyone ever reached Haya Oh in the PS2 remake of Space Harrier? If so, how did you do it?


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 Post subject: Re: Shmup Related Questions That Don't Deserve a Thread
PostPosted: Fri Jun 08, 2018 5:13 pm 


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Some play Progear with bolt/chain; any particular logic behind that choice?
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 Post subject: Re: Shmup Related Questions That Don't Deserve a Thread
PostPosted: Fri Jun 08, 2018 5:25 pm 


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Somewhat better damage (especially point-blank damage) than the other Bolt subtypes, making a few particular parts easier (the stage 5 midboss comes to mind). It's kind of awkward due to the really slow focus-shot speed, but it's pretty decent if you can get used to it. Bolt/Nail is way easier to use in general, though.
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 Post subject: Re: Shmup Related Questions That Don't Deserve a Thread
PostPosted: Fri Jun 08, 2018 5:45 pm 


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Ok makes sense now, thanks (I'll stick to bolt/nail though yeah ^^)
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 Post subject: Re: Shmup Related Questions That Don't Deserve a Thread
PostPosted: Fri Jun 08, 2018 5:57 pm 


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Xyga wrote:
Some play Progear with bolt/chain; any particular logic behind that choice?


Bolt does more damage when using his rapid shot than when using the slow movement gunner shot. The gunner you pick not only affects the shots you fire and your movement speed in gunner shot, but it also affects your regular movement speed when using rapid fire.

Chain's movement speed in gunner mode is too slow to be practical normally and is difficult to control, but you get a bit of extra damage there, and you also get reduced speed in normal mode, which can make using the rapid shot during bosses a bit easier to handle than Bolt/Nail's very quick speeds.

Really though, just use whatever you feel is comfortable. I think my best score currently happens to be Bolt/Chain, not because it's a combo I regularly use, but because I was messing with shot types and that happened to be my best run. :P
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 Post subject: Re: Shmup Related Questions That Don't Deserve a Thread
PostPosted: Fri Jun 08, 2018 6:19 pm 


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ha ha, sometimes I wish there was an hidden item to switch gunners during play.

for now I'm just trying to make my stage 4/5 experience less painful.
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 Post subject: Re: Shmup Related Questions That Don't Deserve a Thread
PostPosted: Fri Jun 08, 2018 6:37 pm 


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It's not well known, but there are actually 24 total different shot types in Progear. I actually find the ones that position the gunners in front much more useful, especially for Nail who benefits from the slight damage increase in rapid mode. I'd recommend experimenting with the extra shot types.

Basically, each combo of Pilot + Gunner has 4 gunpod formations which are determined by what buttons you select when you pick your Gunner:

a) Tap Shot or Bomb (default)
b) Tap and hold Shot or Bomb to pick Pilot, then hold it down while picking Gunner with the other button (hold the button you used to pick the Pilot, you can also press them both at the same time but it's tricky to get it to register this way)
c) Hold the OPPOSITE player's Start button while pressing Shot or Bomb (when picking Pilot/Gunner, the Start button of the player side you are using changes your costume, you need to hold the Start button that doesn't change costume which makes this harder to activate in Free Play without accidentally starting 2 player)
d) do b) and c) together (Shot+Bomb+Start)

The changes are minor, and I don't remember what all the combos are, but the various changes are where the gunpods are initially positioned, and whether or not they rotate around your ship when locked on.

Bolt+Nail has one where they stay locked in place at all times at the back of the ship, not great for damage but gives extra spread to your lockshot which can help if you want extra spreadfire when using gunner mode, but her best IMO is the one where both gunpods are positioned in front (great pointblank damage) and rotate freely around in gunner mode. If you are having trouble with stage 4 and 5, she has one combo where the gunpods are positioned above and below the ship, and rotate in an unusual way. It's not as ideal for damage on bosses and harder to score with, but it's actually a bit better on enemies coming from above and below, so you may prefer to use this gunpod formation if ST4 is what gives you trouble.

If you want a small tweak to freshen things up, I highly suggest experimenting with the extra gunpod formations!
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Last edited by BareKnuckleRoo on Sat Jun 09, 2018 1:42 pm, edited 1 time in total.

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 Post subject: Re: Shmup Related Questions That Don't Deserve a Thread
PostPosted: Fri Jun 08, 2018 6:58 pm 


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I usually use Start + Shot + Bomb for the foward-position gunners, it makes more sense to me and the pods shift around less when changing between modes. IIRC the gunner's shot also varies depending on the pilot and the "relationship level" between the two, and the rate at which that level rises also depends on the combination chosen. It's pretty minor stuff anyway.
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 Post subject: Re: Shmup Related Questions That Don't Deserve a Thread
PostPosted: Fri Jun 08, 2018 7:26 pm 


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Ok I didn't know about some of these lol. I've noticed sometimes while playing or in replays, formations I had no access to and wondered 'why is it not doing this for me', but never cared to look into it.
Indeed I think I really need to try a variety.
As for balancing my play style to influence the relationship meters, ugh, I'm still far from that, actually unless it's another thing that could make my run actually easier maybe I'd consider looking into it too, but so far I've been skipping that part completely.
The game's always been great fun, for me at least until approximately the last third of the game where I'm always battling, so I'm trying to improve at least for that. ^^
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 Post subject: Re: Shmup Related Questions That Don't Deserve a Thread
PostPosted: Fri Jun 08, 2018 7:54 pm 


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The relationship meter only actually matters if you're using Ring/Rivet or Bolt/Chain. All you ever wanted to know about pilot/gunner combinations and more, right here!
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 Post subject: Re: Shmup Related Questions That Don't Deserve a Thread
PostPosted: Fri Jun 08, 2018 8:33 pm 


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Okay...kind of confirms bolt/chain isn't for me at my current level anyway :mrgreen:
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 Post subject: Re: Shmup Related Questions That Don't Deserve a Thread
PostPosted: Fri Jun 08, 2018 10:19 pm 


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Bolt+Nail is the true ship anyway.
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 Post subject: Re: Shmup Related Questions That Don't Deserve a Thread
PostPosted: Sat Jun 09, 2018 1:13 am 


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just for that I'll keep playing bolt/chain, just watch me
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 Post subject: Re: Shmup Related Questions That Don't Deserve a Thread
PostPosted: Sun Jun 10, 2018 12:54 pm 


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This is why a visible hitbox would've been nice, if you compare the hitbox location the player select screen shows you in Progear, it doesn't match up to the actual hitbox location which appears to be further to the left (not near the cockpit!).

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I feel like I've been playing Progear wrong this whole time.
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 Post subject: Re: Shmup Related Questions That Don't Deserve a Thread
PostPosted: Sun Jun 10, 2018 2:23 pm 


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Fucker.

Reminds me of when I was playing Mars Matrix - I was making stage six thinking the hit box was the cockpit before Hyp pointed out to me it is in fact not.
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 Post subject: Re: Shmup Related Questions That Don't Deserve a Thread
PostPosted: Sun Jun 10, 2018 2:33 pm 


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Yeah, it's definitely the yellow cockpit in Giga Wing, but in Mars Matrix it's positioned further back, like the middle of the ship or something.
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 Post subject: Re: Shmup Related Questions That Don't Deserve a Thread
PostPosted: Wed Jun 13, 2018 10:40 pm 



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Does Soldner-X 2 have Free Play?


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 Post subject: Re: Shmup Related Questions That Don't Deserve a Thread
PostPosted: Thu Jun 14, 2018 4:11 pm 


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With d3d Groovymame's frame_delay set at 7, I can play Ketsui with low input lag on my lcd and there is no tearing. Anything above 7 and there is slowdown. What I'm wondering is the reason for game specific ini files regarding frame_delay is because while one game might not tear at 7, another one might tear, right? And I can't understand what the vsync_offset does. But I'm guessing if there is no tearing, there is no reason to change the value from 0, of course I might be wrong.

edit: My monitor resolution is 1920x1080 and I'm not using HLSL.


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 Post subject: Re: Shmup Related Questions That Don't Deserve a Thread
PostPosted: Thu Jun 14, 2018 5:02 pm 


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the vsync_offset can be used to push the tearing line off the screen and therefore eliminate it. depending on where it is appearing (near the top/border of the screen or more in the middle) you have to set a value that corresponds approximately to the number of lines you want to move it.

if it's near the side/top you might need only a few 10's, if it's closer to the middle you might need a greater value of several 100's, for instance;
Code:
vsync_offset     10

Code:
vsync_offset     300

typically when I don't use any shader or overlay I can push frame_delay to 7 and 8 on most games with no issues (my computer has enough cpu/gpu for it)
but when I use some it is typical that a tearing line would appear and vsync_offset become needed, but in those cases it is also often typical to need to lower frame_delay by 1

it's a small sacrifice, but when I don't want that and just get as much lag reduction as possible I just set;
filter 1
prescale 2
which honeslty looks good enough for playing most games, especially on a LCD

and yeah the specific .ini's are necessary but I find managing per-game a bit tedious, personally I create a subfolder in the INI folder, called 'source' and I put driver-specific .ini's inside of it
for instance: toaplan2.ini, taito_f2.ini, cps2.ini ...
and your settings will apply to all games running on those drivers

you can still use game-specific .ini's on top of that of course
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 Post subject: Re: Shmup Related Questions That Don't Deserve a Thread
PostPosted: Thu Jun 14, 2018 5:30 pm 


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Xyga wrote:
the vsync_offset can be used to push the tearing line off the screen and therefore eliminate it. depending on where it is appearing (near the top/border of the screen or more in the middle) you have to set a value that corresponds approximately to the number of lines you want to move it.

if it's near the side/top you might need only a few 10's, if it's closer to the middle you might need a greater value of several 100's, for instance;
Code:
vsync_offset     10

Code:
vsync_offset     300

typically when I don't use any shader or overlay I can push frame_delay to 7 and 8 on most games with no issues (my computer has enough cpu/gpu for it)
but when I use some it is typical that a tearing line would appear and vsync_offset become needed, but in those cases it is also often typical to need to lower frame_delay by 1

it's a small sacrifice, but when I don't want that and just get as much lag reduction as possible I just set;
filter 1
prescale 2
which honeslty looks good enough for playing most games, especially on a LCD

and yeah the specific .ini's are necessary but I find managing per-game a bit tedious, personally I create a subfolder in the INI folder, called 'source' and I put driver-specific .ini's inside of it
for instance: toaplan2.ini, taito_f2.ini, cps2.ini ...
and your settings will apply to all games running on those drivers

you can still use game-specific .ini's on top of that of course


Thanks Xyga! Does filter 1 turn bilinear filter on? My prescale is set to 1, what does setting it to 2 do?

On an older mame ini I used, I had an HLSL setting that I configured using someone's settings here, I think it was cools'. What I did only was turning off the scanlines and bloom. Now copying those to the last build of mame doesn't work. I thought setting scanline_alpha to 0 would do the trick but scanlines are still visible. Is there any shader, setting you can recommend that just does a good scaling instead of a crt emulation?

edit: Oh, I already have bilinear on.


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