DoDonPachi Resurrection - Steam Edition

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AxelMill
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Re: DoDonPachi Resurrection - Steam Edition

Post by AxelMill »

Hey guyssss, I wanted to ask you something.
Does anybody know if there are actual lyrics to songs like BL's Presentiment (S4), and WL's Longhena Cantata (Taisabachi) and ]-[|/34<#! (Hibachi)?
All I understand from the first song is "rice hear, is a no more hope man, tell we disappear, nahshee, nahshee go more". I'm probably kinda wrong.

Did... Did I come at the wrong time?

:?
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Elixir
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Re: DoDonPachi Resurrection - Steam Edition

Post by Elixir »

Elixir wrote:Anyway, I'd like to point out a bug in Arrange A which prevents me from playing the entire mode, it's possible in the 360 port.

https://www.youtube.com/watch?v=5WeM26hlyeQ

If anyone wants to try and replicate this, knock yourself out, but I don't know if it still works in the English release.

So basically in this video, I'm hard-locking the game in Arrange A which forces me to turn off my 360. This is done by pressing and holding auto (almost always), shot (= laser, think of it as holding shot in touhou and then focusing on top of), and trying to activate hyper and change styles at once.

If this doesn't make much sense, it's basically like this: as soon as you get the hyper in Arrange A, you're supposed to switch to trigger it and switch to the correct Normal/Boost style. Hypering and changing while holding auto and shot seem to freeze the game. If you stop holding auto/shot to press a button to activate hyper, and another button to switch styles, it's detrimental to your hit counter.

I mentioned this to Van (Van_Artic) once and he couldn't replicate it, but I've replicated it on a different 360, with different 360 controllers, even different controllers entirely through adapters (ie. PS2 Saturn pad). Someone else mentioned this issue once but I can't remember their name.

I'm not sure if this will even exist in the PC release, but if it does, I'll soon know.
Khoa confirmed that this issue still exists in the PC release.

Simply put, I'm not buying it and I won't buy it until Arrange A becomes playable.
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NickPalmerDegica
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Re: DoDonPachi Resurrection - Steam Edition

Post by NickPalmerDegica »

Jinki wrote:
NickPalmerDegica wrote:Can we get computer specs. Cause the BLA slowdown seems weird that it is happening for some people but not for others. May be related to a specific type of hardware.
Probably more likely that those people have never played the original version...

But better yet, hard question time.

1. How do you miss a boss being invisible in a Shmup?
2. How do you miss there being no bullet slowdown in Hyper on Arrange A?

Those are hypothetical, by-the-way. We all know the answer.
1. CAVE is aware of the invisible boss, it was just discovered too late (it doesn't happen universally, just as Pepsiman pointed out, it didn't happen to him at first) to fix before launch. It is being worked on.
2. I'm not sure, as I'm not part of the QA team, but it was played heavily by Japanese superplayers, who agreed that it was close, but not exact.

The problem is that exact is, not going to be possible. It just isn't. We can work to get it as close as possible, but there are too many variables with PCs to get it to act the same on every person's computer. Perhaps the Japanese superplayers had computers that matched up well with the builds we gave them.

Just like my run of BLA is moving much faster, and apparently much more accurately to the original, than a lot of other people's it seems.

We are doing what we can, and passing along everything to CAVE. We are going to try to get it as accurate as possible within reason. But trying to accurately recreate a game that used the limitations of the hardware it was on as part of the mechanics on an infinite number of potential builds is practically impossible.

So can we have a little bit of patience? Please?
Last edited by NickPalmerDegica on Fri Oct 14, 2016 5:50 am, edited 1 time in total.
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The Coop
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Re: DoDonPachi Resurrection - Steam Edition

Post by The Coop »

Did a patch of some kind get released? Steam just now downloaded something that was 114.3MB for the game.
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NickPalmerDegica
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Re: DoDonPachi Resurrection - Steam Edition

Post by NickPalmerDegica »

Just noticed that too, asking right now.

EDIT: It was to add in some dependencies. If you already had them installed on your computer, it wouldn't affect you (which most people do have them) but if you didn't, it could have been an issue.
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Re: DoDonPachi Resurrection - Steam Edition

Post by CloudyMusic »

AxelMill wrote:Hey guyssss, I wanted to ask you something.
Does anybody know if there are actual lyrics to songs like BL's Presentiment (S4), and WL's Longhena Cantata (Taisabachi) and ]-[|/34<#! (Hibachi)?
All I understand from the first song is "rice hear, is a no more hope man, tell we disappear, nahshee, nahshee go more". I'm probably kinda wrong.
The vocalist (I assume it's Kudo himself?) has an accent and pronounces some words phonetically rather than how a native English speaker would, so it can be a little tricky to pick out. Here's all I can attempt:

War is here
Is there no more hoping / Is there no one helping (???)
(???) disappear
Nothing, nothing more

No idea on the other two songs, I assumed they were just canned samples.
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Bananamatic
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Re: DoDonPachi Resurrection - Steam Edition

Post by Bananamatic »

NickPalmerDegica wrote:We are going to try to get it as accurate as possible within reason. But trying to accurately recreate a game that used the limitations of the hardware it was on as part of the mechanics on an infinite number of potential builds is practically impossible.
except it's not nowhere near "within reason" right now, arrange A and BL arrange are in an absolutely unplayable state for everyone I know
and people have been patient since the deathsmiles release which had absolutely nothing fixed forever so it's fairly reasonable to expect nothing this time as well

it's pretty damn sad when you buy a supposedly complete product from cave and you feel like more of a beta tester than when you were actually beta testing blue revolver programmed by one guy
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Re: DoDonPachi Resurrection - Steam Edition

Post by Jinki »

NickPalmerDegica wrote:2. I'm not sure, as I'm not part of the QA team, but it was played heavily by Japanese superplayers, who agreed that it was close, but not exact.
A Japanese superplayer played Arrange A, hit Hyper and said, "Hmm, yeah, this is close enough." Maybe with a gun to their head.
The problem is that exact is, not going to be possible. It just isn't.
I'd settle for close.
So can we have a little bit of patience? Please?
Maybe if we weren't still waiting on Deathsmiles to get fixed.
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Re: DoDonPachi Resurrection - Steam Edition

Post by Uzumakijl »

Elixir wrote:
Elixir wrote:Anyway, I'd like to point out a bug in Arrange A which prevents me from playing the entire mode, it's possible in the 360 port.

https://www.youtube.com/watch?v=5WeM26hlyeQ

If anyone wants to try and replicate this, knock yourself out, but I don't know if it still works in the English release.

So basically in this video, I'm hard-locking the game in Arrange A which forces me to turn off my 360. This is done by pressing and holding auto (almost always), shot (= laser, think of it as holding shot in touhou and then focusing on top of), and trying to activate hyper and change styles at once.

If this doesn't make much sense, it's basically like this: as soon as you get the hyper in Arrange A, you're supposed to switch to trigger it and switch to the correct Normal/Boost style. Hypering and changing while holding auto and shot seem to freeze the game. If you stop holding auto/shot to press a button to activate hyper, and another button to switch styles, it's detrimental to your hit counter.

I mentioned this to Van (Van_Artic) once and he couldn't replicate it, but I've replicated it on a different 360, with different 360 controllers, even different controllers entirely through adapters (ie. PS2 Saturn pad). Someone else mentioned this issue once but I can't remember their name.

I'm not sure if this will even exist in the PC release, but if it does, I'll soon know.
Khoa confirmed that this issue still exists in the PC release.

Simply put, I'm not buying it and I won't buy it until Arrange A becomes playable.
I hate to double quote but i think the post contains vital information which is worth being repeated.

I just got video evidence of this bug:

https://youtu.be/kZTAdxCfSYQ

This does not force you to turn off and on your PC, But it does crash the game as soon as you try to tab out, Otherwise any controller input does nothing.
Last edited by Uzumakijl on Fri Oct 14, 2016 6:19 am, edited 1 time in total.
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Van_Artic
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Re: DoDonPachi Resurrection - Steam Edition

Post by Van_Artic »

ohhhhh cave
if only they let us test it a couple months

buy blue revolver peeps
defected78
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Re: DoDonPachi Resurrection - Steam Edition

Post by defected78 »

This is a joke like deathsmiles that isnt patched to this day.

Deciga stick to rpgs.
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Bananamatic
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Re: DoDonPachi Resurrection - Steam Edition

Post by Bananamatic »

stick to not cave
look into battle traverse please
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NickPalmerDegica
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Re: DoDonPachi Resurrection - Steam Edition

Post by NickPalmerDegica »

I'm legitimately just trying to collect bug reports right now. I'll be back tomorrow to collect what info I can. Thanks for reporting everything. I'll send it off to CAVE.

I'm out for the night.
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Re: DoDonPachi Resurrection - Steam Edition

Post by Squire Grooktook »

defected78 wrote:This is a joke like deathsmiles that isnt patched to this day.

Deciga stick to rpgs.
I've enjoye Degica's shmup ports. But it looks like Cave has no idea how to hold the rickety coding of their games together while doing a port, and Degica has no choice but to pass it off and do damage control as best they can. Doesn't look like Cave knows how to fix the issues, so it's sure as hell out of Degi's hands.
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Re: DoDonPachi Resurrection - Steam Edition

Post by Illyrian »

All the points the guy from Degica made about different hardware and problems with slowdown are completely reasonable by the way.

Firstly, that CAVE even used the limitation of the PCB as part of the game play instead of finding a way to code slowdown properly is totally mental.

Secondly, every game spergs out for some people on PC just because of how many different configuration there are, especially with people trying to play modern games on 8 year old Dell laptops etc.

One of the developers of the game is literally on the forum every day talking to people directly and trying to help. How about a little respect for that effort?
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Re: DoDonPachi Resurrection - Steam Edition

Post by Bananamatic »

Illyrian wrote:One of the developers of the game is literally on the forum every day talking to people directly and trying to help. How about a little respect for that effort?
degica is not developing anything, they have to put up with cave's shit just like we do and they did nothing wrong
the only people mad at degica are the ones who think they actually do the programming
Illyrian wrote:All the points the guy from Degica made about different hardware and problems with slowdown are completely reasonable by the way.

Firstly, that CAVE even used the limitation of the PCB as part of the game play instead of finding a way to code slowdown properly is totally mental.

Secondly, every game spergs out for some people on PC just because of how many different configuration there are, especially with people trying to play modern games on 8 year old Dell laptops etc.
it's utterly unplayable for maybe 90% of the people here, if not 100%
I doubt that every single tester they had just happened to have the perfect setup where it works fine

and it's not slightly off slowdown at some points or certain attacks like in the 360 ports, it's straight up missing from arrange A, meanwhile BL arrange starts slowing down to a crawl with 10 bullets onscreen
it's trash and cave should be aware of it, I hope they either get their shit together or go under by they time they get to sdoj
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Re: DoDonPachi Resurrection - Steam Edition

Post by Shepardus »

Remember that Degica's the publisher and CAVE's the developer. I think Degica's non-CAVE shmup ports have been fine for the most part (Crimzon Clover in particular is excellent), but CAVE appears to be stumbling in the dark and there's only so much Degica can do about that.
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Re: DoDonPachi Resurrection - Steam Edition

Post by Illyrian »

Bananamatic wrote:
Illyrian wrote:One of the developers of the game is literally on the forum every day talking to people directly and trying to help. How about a little respect for that effort?
degica is not developing anything, they have to put up with cave's shit just like we do and they did nothing wrong
the only people mad at degica are the ones who think they actually do the programming
Illyrian wrote:All the points the guy from Degica made about different hardware and problems with slowdown are completely reasonable by the way.

Firstly, that CAVE even used the limitation of the PCB as part of the game play instead of finding a way to code slowdown properly is totally mental.

Secondly, every game spergs out for some people on PC just because of how many different configuration there are, especially with people trying to play modern games on 8 year old Dell laptops etc.
it's utterly unplayable for maybe 90% of the people here, if not 100%
I doubt that every single tester they had just happened to have the perfect setup where it works fine

and it's not slightly off slowdown at some points or certain attacks like in the 360 ports, it's straight up missing from arrange A, meanwhile BL arrange starts slowing down to a crawl with 10 bullets onscreen
it's trash and cave should be aware of it, I hope they either get their shit together or go under by they time they get to sdoj
Fair dues I didn't know actually how bad it was as I haven't played it yet myself.
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Post by Cagar »

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Re: DoDonPachi Resurrection - Steam Edition

Post by Sadd »

Illyrian wrote:All the points the guy from Degica made about different hardware and problems with slowdown are completely reasonable by the way.
It's somewhat reasonable from Degica's perspective because they aren't privy to the game's inner workings but not from CAVE's. They should have really designed their slowdown simulation to be hardware agnostic from the beginning, but they didn't think ahead and now refuse to do any major reprogramming.
tjg92 wrote:The biggest issue for me is that when I tap the shot button my ship will shoot for a while and then just stop for no reason, no matter how I tap the button. So I've been having to use the autofire :( I'm using a Hori RAP4, and I haven't had the issue in any other degica game or any other shmup in general.
I had the same problems on 360 but I'd never seen it mentioned anywhere so I assumed it was just me. Is it random occasional lulls in your shot while tapping?
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Re: DoDonPachi Resurrection - Steam Edition

Post by Bananamatic »

I don't think anyone uses the tap shot to use rapid fire in cave games
you're meant to hold down full auto
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Re: DoDonPachi Resurrection - Steam Edition

Post by Sadd »

Bananamatic wrote:I don't think anyone uses the tap shot to use rapid fire in cave games
you're meant to hold down full auto
Like tjg92 I also play on a stick, so tapping is perfectly comfortable and works as expected in every CAVE game other than DFK.
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Re: DoDonPachi Resurrection - Steam Edition

Post by Xyga »

Sadd wrote:They should have really designed their slowdown simulation to be hardware agnostic from the beginning, but they didn't think ahead and now refuse to do any major reprogramming.
I don't think they need to do that anyway (seems impossible also), again I think something like simulating/virtualizing the 360's environement in a stable manner on Windows would do (or at least the specifications that matter). Maybe that's what they've tried to do since the beginning but it failed...

PS: btw wasn't there a surprisingly well working 360 emulator ?
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Re: DoDonPachi Resurrection - Steam Edition

Post by M.Knight »

Damn, so the Ketsuipatchi excessive slowdown is real, uh. And there are other problems as well apparently...
I guess I'll hold off on a purchase until everything is fixed. Which probably means never if DeathSmiles is any indication.

@Auto-shot : Isn't tapping the shot button also kinda unresponsive in the PCB version ? I haven't played the game a lot, but I remember having a lot of trouble properly tapping the shot button the only time I played it on a PCB at a convention and thus resorting to using the full-auto shot. Other CAVE games I played on PCB or MAME didn't exhibit that kind of tap shot problems.
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Re: DoDonPachi Resurrection - Steam Edition

Post by Bananamatic »

Sadd wrote:Like tjg92 I also play on a stick, so tapping is perfectly comfortable and works as expected in every CAVE game other than DFK.
the A shot usually has different mechanics from the C one, when tapping A there is a fixed minimal amount of shot you release, meanwhile with C it's much lower to the point of being able to release only a single burst if you do a really short tap

just get used to C full auto, BL and BL arrange use the whole hold A+C for stronger attack and raise rank anyways so that's how I think it's meant to be played
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Re: DoDonPachi Resurrection - Steam Edition

Post by Sadd »

Bananamatic wrote:
Sadd wrote:Like tjg92 I also play on a stick, so tapping is perfectly comfortable and works as expected in every CAVE game other than DFK.
the A shot usually has different mechanics from the C one, when tapping A there is a fixed minimal amount of shot you release, meanwhile with C it's much lower to the point of being able to release only a single burst if you do a really short tap

just get used to C full auto, BL and BL arrange use the whole hold A+C for stronger attack and raise rank anyways so that's how I think it's meant to be played
I already use full-auto in DFK, just wanted to throw in that I'd encountered the same issue because it didn't seem intentional and I'd never seen it discussed.
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Post by Cagar »

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NickPalmerDegica
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Re: DoDonPachi Resurrection - Steam Edition

Post by NickPalmerDegica »

The BLA slowdown exists, but, not on every machine.

I actually posted a video further back that shows what I see in BLA, and it isn't near what people are reporting. So I think most of it will be identifying why it works on some and doesn't on others. Hopefully CAVE can get it settled.
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Re: DoDonPachi Resurrection - Steam Edition

Post by Bananamatic »

NickPalmerDegica wrote:The BLA slowdown exists, but, not on every machine.

I actually posted a video further back that shows what I see in BLA, and it isn't near what people are reporting. So I think most of it will be identifying why it works on some and doesn't on others. Hopefully CAVE can get it settled.
It seems more like you're the only one here without the extreme slowdown
Have you tried fighting doom/hivac in practice mode? (ex stage, route B, boss 2) See how much slowdown is there for you because the whole fight runs at half speed for me
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Post by Cagar »

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