Akai Katana has been added to the Mame source

This is the main shmups forum. Chat about shmups in here - keep it on-topic please!
hotgraphics
Posts: 4
Joined: Sat Sep 06, 2014 3:15 am

Akai Katana has been added to the Mame source

Post by hotgraphics »

Hi guys, just thought you might like to know that Akai Katana (2010/ 8/13 MASTER VER.) has been added to the Mame source.
https://github.com/mamedev/mame/commit/ ... 386ab5d44f
User avatar
Cee
Banned User
Posts: 380
Joined: Sat Dec 07, 2013 9:14 pm
Location: Taunton

Re: Akai Katana has been added to the Mame source

Post by Cee »

Shame it's wank.
User avatar
Xyga
Posts: 7181
Joined: Tue Nov 05, 2013 8:22 pm
Location: block

Re: Akai Katana has been added to the Mame source

Post by Xyga »

whens sdoj
Strikers1945guy wrote:"Do we....eat chicken balls?!"
User avatar
dan76
Posts: 1328
Joined: Fri Jun 05, 2009 5:16 pm
Location: Casino - London

Re: Akai Katana has been added to the Mame source

Post by dan76 »

I'd love to be able to play that limited edition version that was sold to pcb collectors. I know it would be a kick in the balls, but... I just want to play it.
Image
http://www.1ccgames.com
XBL: durango76uk
PSN: durangodan76
User avatar
copy-paster
Posts: 1693
Joined: Thu Apr 30, 2015 7:33 pm
Location: Indonesia

Re: Akai Katana has been added to the Mame source

Post by copy-paster »

Akai Katana is such an interesting game, will check it out later.
Mrhide
Posts: 55
Joined: Fri Feb 26, 2016 8:26 pm
Location: Montréal, Canada

Re: Akai Katana has been added to the Mame source

Post by Mrhide »

Xyga wrote:whens sdoj
akai is 2010 and 2017
sdoj is 2012 and X


2017x2012
---------- = X
2010
User avatar
Xyga
Posts: 7181
Joined: Tue Nov 05, 2013 8:22 pm
Location: block

Re: Akai Katana has been added to the Mame source

Post by Xyga »

maybe, 'whens sdoj' is a meme tho
Strikers1945guy wrote:"Do we....eat chicken balls?!"
User avatar
evil_ash_xero
Posts: 6182
Joined: Thu Jul 12, 2007 6:33 am
Location: Where the fish lives

Re: Akai Katana has been added to the Mame source

Post by evil_ash_xero »

Cee wrote:Shame it's wank.
The Katana version is good.
Goompaolo9500
Posts: 319
Joined: Sat May 13, 2017 11:10 pm

Re: Akai Katana has been added to the Mame source

Post by Goompaolo9500 »

Just what I thought thanks to the latest version of MAME.
At this rate, I won’t be interested into shmups anymore. I am no longer going to be active in this forum from now on. I am more interested into Kemono Friends, rhythm games, D4DJ, Puzzle Games, Hololive, and Pretty Cure.

Farewell.
Goompaolo9500
Posts: 319
Joined: Sat May 13, 2017 11:10 pm

Re: Akai Katana has been added to the Mame source

Post by Goompaolo9500 »

Xyga wrote:whens sdoj
Dodonpachi Saidaioujou will be next.
At this rate, I won’t be interested into shmups anymore. I am no longer going to be active in this forum from now on. I am more interested into Kemono Friends, rhythm games, D4DJ, Puzzle Games, Hololive, and Pretty Cure.

Farewell.
hotgraphics
Posts: 4
Joined: Sat Sep 06, 2014 3:15 am

Re: Akai Katana has been added to the Mame source

Post by hotgraphics »

Xyga wrote:whens sdoj
Probably not until 2019
User avatar
Xyga
Posts: 7181
Joined: Tue Nov 05, 2013 8:22 pm
Location: block

Re: Akai Katana has been added to the Mame source

Post by Xyga »

that's what you get for inserting an obscure forums inside joke. >>
Strikers1945guy wrote:"Do we....eat chicken balls?!"
User avatar
Jockel
Posts: 3072
Joined: Tue May 20, 2008 5:15 pm
Location: Berlin, Germany
Contact:

Re: Akai Katana has been added to the Mame source

Post by Jockel »

Too close for comfort.

TBH I wish emulation of CV1000 titles would be worth a damn, then I'd be interested.
PooshhMao
Posts: 258
Joined: Thu May 19, 2005 6:52 pm
Contact:

Re: Akai Katana has been added to the Mame source

Post by PooshhMao »

Jockel wrote:TBH I wish emulation of CV1000 titles would be worth a damn, then I'd be interested.
What are you talking about, precisely? They're pretty much flawlessly emulated (and received a notable speed boost last release) other than the slowdown 'feature'. Which is important to the gameplay, I get it. But to call it worthless is nonsense hyperbole.
User avatar
Bananamatic
Posts: 3530
Joined: Fri Jun 25, 2010 12:21 pm

Re: Akai Katana has been added to the Mame source

Post by Bananamatic »

flawlessly emulated, except for little things such as:
-completely wrong slowdown, which completely changes how the games play
-extra delay on top of the innate delay cv1k games have, making it control like shit with no way to fix it
-looking like shit compared to the hd ports
-broken savestates

you can't even say it's for preservation because all those games got ported already and m2 will probably port more of them
it's worthless, even compared to the steam ports which have their own issues
PooshhMao
Posts: 258
Joined: Thu May 19, 2005 6:52 pm
Contact:

Re: Akai Katana has been added to the Mame source

Post by PooshhMao »

HD beats standard def obviously, but I still think they manage to look pretty good, especially if you use a CRT shader.

I mentioned the slowdown issue, and it's being looked at from what I can gather. I didn't even know there was supposed to be any at first and just assumed my skills were nowhere near sufficient.

Don't be such a sourpuss. The statement that it's 'worthless' is nonsense.
User avatar
shoryusatsu999
Posts: 49
Joined: Wed Sep 23, 2015 3:46 pm

Re: Akai Katana has been added to the Mame source

Post by shoryusatsu999 »

Those 360 ports aren't going to last forever either. Eventually, the consoles and discs are going to become unusable, and Xbox Live for the console will be shut down, making downloaded games impossible to play. Emulation for the 360 is basically non-existent right now, and it will always be playing catchup with arcade emulation even when it gets up to speed, so emulating the arcade version (or hoping for ports that don't suck and may never come) is currently the best option.

Besides, it's not like the other issues you mention aren't either manageable, not permanent, or a matter of preference. Eventually, the slowdown and savestates will be fixed and the input lag will be toned down. Dunno about the graphics, but that's mostly a matter of preference anyway.
User avatar
d0s
Posts: 354
Joined: Fri May 09, 2014 11:01 pm
Location: South Florida
Contact:

Re: Akai Katana has been added to the Mame source

Post by d0s »

Bananamatic wrote:flawlessly emulated, except for little things such as:
-completely wrong slowdown, which completely changes how the games play
-extra delay on top of the innate delay cv1k games have, making it control like shit with no way to fix it
-looking like shit compared to the hd ports
-broken savestates

you can't even say it's for preservation because all those games got ported already and m2 will probably port more of them
it's worthless, even compared to the steam ports which have their own issues
do you think that stuff in MAME doesn't change or something and that the way it plays now is gonna be the way it plays forever? preservation means for the future, not for right now. at one point everything emulated ever was inaccurate, until it wasn't. it's pretty important to a lot of people to preserve the exact original arcade game while they can so that we have it later on, exactly so we're not only stuck with a console port in the wrong resolution

that said calling CV1K emulation as it is now "flawless" is ridiculous, wtf
User avatar
Bananamatic
Posts: 3530
Joined: Fri Jun 25, 2010 12:21 pm

Re: Akai Katana has been added to the Mame source

Post by Bananamatic »

d0s wrote:do you think that stuff in MAME doesn't change or something and that the way it plays now is gonna be the way it plays forever?
the noticeable input delay is literally built into cv1k games, it didn't go away in the ports (except for m2 futari) and it won't ever go away in mame unless you change the games themselves
emulation always adds a bit more delay on top of everything no matter how hard you try as far as I know and that one frame is much worse when the game already has lag (assuming it even is only one frame)
compared to something like that tiny extra bit in doj that changes nothing, it's a fairly big deal

on the other hand I could easily see a 360 emulator eventually having better futari than mame will ever have, not to mention the chances of some of the games ending up on steam or other consoles later on
iconoclast
Posts: 1754
Joined: Mon Nov 01, 2010 2:00 pm
Location: Massachusetts

Re: Akai Katana has been added to the Mame source

Post by iconoclast »

d0s wrote:stuck with a console port in the wrong resolution
I call this shmeme "The Farm Special":
Spoiler
Image
User avatar
Bananamatic
Posts: 3530
Joined: Fri Jun 25, 2010 12:21 pm

Re: Akai Katana has been added to the Mame source

Post by Bananamatic »

speaking of lagless emulation, I couldn't even find a version of garegga in mame that's "lagless" and detects my arcade stick (not even remapping works, the emulator straight up ignores that)
not to mention that shmupmame 2.2 is hilariously unstable and the only one with decent garegga and batrider (sometimes it suicides on your computer permanently and the only solution is to reinstall windows) and it also has less lag than 4.2 in dodonpachi (but doesn't support savestates at the same time?)
on top of that nimitz posted no updates to shmupmame since 2013 and explicitly said that he's not touching cv1k because it's too recent
User avatar
Muchi Muchi Spork
Posts: 1413
Joined: Wed Mar 09, 2011 2:53 pm

Re: Akai Katana has been added to the Mame source

Post by Muchi Muchi Spork »

Bananamatic wrote: the noticeable input delay is literally built into cv1k games
That isn't true. Do you have the PCBs?
User avatar
Bananamatic
Posts: 3530
Joined: Fri Jun 25, 2010 12:21 pm

Re: Akai Katana has been added to the Mame source

Post by Bananamatic »

every good player I talked to (that plays the game for score, not collectors that 1cc the game at best) says that the pcbs have noticeable input delay that gets worse with slowdown (same as the ports, futari port has less delay than pcb)
the emulation has noticeable input delay
even the cv1k ports have noticeable input delay except for futari, which has the delay option 2 literally named "PCB"
therefore it's probably not the emulator or the hardware or the port but the game

I'll trust someone who got almost 6b in futari bl god over someone who barely cleared sdoj shot
User avatar
Muchi Muchi Spork
Posts: 1413
Joined: Wed Mar 09, 2011 2:53 pm

Re: Akai Katana has been added to the Mame source

Post by Muchi Muchi Spork »

The PCBs do not have noticeable input delay that most players will be able to ever notice in any way, ok good enough.

Oh lol now you're making fun of my clears.

The only problem with the boards is they skimped on the sound rom size so the sound quality is pointlessly low. You talk about the boards like they are scrap garbage. I know you could find some sort of delay if you hook them up to a robot superhuman but generally no problems. About the delay during slowdowns, yeah that feels correct though.
User avatar
Bananamatic
Posts: 3530
Joined: Fri Jun 25, 2010 12:21 pm

Re: Akai Katana has been added to the Mame source

Post by Bananamatic »

Muchi Muchi Spork wrote:You talk about the boards like they are scrap garbage.
they can't even properly run the games they are supposed to
dfkbl strong has disappearing sprites, including your own ship, for several seconds and if you pick up a flashing bee with too many bullets, even the bullets disappear for a split second
according to one WR holder I talked to, the game actually has to be routed around the pcb shitting itself so you don't die from your ship being invisible
the same happens in futari god at some points, cancel too much and reco disappears
between that and the sound being that awful, it pretty much does sound like scrap garbage and I have no idea why they made a game for it in 2012
Muchi Muchi Spork wrote:I know you could find some sort of delay if you hook them up to a robot superhuman but generally no problems.
according to M2's futari port, the explicitly named PCB delay is 2 extra frames of delay which is noticeable by a good player (some even can tell the 1 frame difference)
that would be somewhat fine if the emulator generally didn't add more on top of that, so if you can't get rid of that you're pretty unlikely to ever get good sh3 emulation unless you make the emulator literally lagless
User avatar
Muchi Muchi Spork
Posts: 1413
Joined: Wed Mar 09, 2011 2:53 pm

Re: Akai Katana has been added to the Mame source

Post by Muchi Muchi Spork »

Bananamatic wrote: they can't even properly run the games they are supposed to
dfkbl strong has disappearing sprites, including your own ship, for several seconds and if you pick up a flashing bee with too many bullets, even the bullets disappear for a split second
They talk in interviews about wanting to max out hardware and when moving to the CV1000 hardware they started programming in slowdown to give people the feeling of overload, so I don't know why you are surprised when they do what they say they do or have a graphic glitch. They had them in all the PGM games too.
Bananamatic wrote: according to one WR holder I talked to, the game actually has to be routed around the pcb shitting itself so you don't die from your ship being invisible
I don't really know what that means but Cave use weird coding methods sure.
Bananamatic wrote: the same happens in futari god at some points, cancel too much and reco disappears
Cave had disappearing sprites long before CV1000.
Bananamatic wrote: between that and the sound being that awful, it pretty much does sound like scrap garbage and I have no idea why they made a game for it in 2012
So programmed to max out the hardware is bad in your book. Ok, but lots of people like it.

They probably had spare PCBs and it's a dream project for the programmers for starters.
Bananamatic wrote: according to M2's futari port, the explicitly named PCB delay is 2 extra frames of delay which is noticeable by a good player (some even can tell the 1 frame difference)
that would be somewhat fine if the emulator generally didn't add more on top of that, so if you can't get rid of that you're pretty unlikely to ever get good sh3 emulation unless you make the emulator literally lagless
On the PCB though it's good to go, if you have it wired into a supergun with CRT monitor or proper cabinet, the response is great.
User avatar
Shepardus
Posts: 3505
Joined: Sat Dec 13, 2014 10:01 pm
Location: Ringing the bells of fortune

Re: Akai Katana has been added to the Mame source

Post by Shepardus »

The fact that that's "maxing out the hardware" kind of proves Bananamatic's point that the hardware is crap. It's not like other hardware couldn't have done the same and more, especially by 2012. Probably would have been more expensive for CAVE though.

Also, if you're maxing out the hardware so much that it affects the game's playability, you probably should have stopped short of that, unless you're making a technical demonstration rather than a game.
Image
NTSC-J: You know STGs are in trouble when you have threads on how to introduce them to a wider audience and get more people playing followed by threads on how to get its hardcore fan base to play them, too.
1CCs | Twitch | YouTube
User avatar
Muchi Muchi Spork
Posts: 1413
Joined: Wed Mar 09, 2011 2:53 pm

Re: Akai Katana has been added to the Mame source

Post by Muchi Muchi Spork »

Some people enjoy how "Cave overload" feels/plays whether it's a 68K or a SH3 & blitter. And some people don't. And SDOJ doesn't have *enough* slowdown in my opinion.
User avatar
CloudyMusic
Posts: 1247
Joined: Wed Mar 21, 2012 11:22 pm
Location: AZ, US
Contact:

Re: Akai Katana has been added to the Mame source

Post by CloudyMusic »

I don't really have a strong opinion about "Cave slowdown", but the fact that your player ship and enemy bullets can disappear in more than one of their games is indefensible. There's no way you can spin that as a good thing.
User avatar
Muchi Muchi Spork
Posts: 1413
Joined: Wed Mar 09, 2011 2:53 pm

Re: Akai Katana has been added to the Mame source

Post by Muchi Muchi Spork »

I understand the argument but I don't recall dying in a Cave game because of disappeared sprites.

And actually I could, it sometimes looks quite cool like in ESP Ra.De. in the Bay Area stage after the midboss and you just see trails or whatever.
Post Reply