Yuzo Koshiro is making new MD shmup.
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Re: Yuzo Koshiro is making new MD shmup.
This game looks amazing. If Exa subsidizes them for a premiere version, all the more power to them to get the MegaDrive version funded and completed.
Re: Yuzo Koshiro is making new MD shmup.
No, and where do you get that idea? Did you read anything else in that post you quoted? Did you read my initial post in the first place? Did you read Sumez's reply and notice how he simply decided to ignore half my post for no particular reason? Why are you lumping me with this charge? I have had to put up with Sumez for a very long time. The only difference from all previous interactions is that he's devoted more words to his nonsense than usual this time. I went through his post and it was just filled with the same weird lies and dodging that he's been polluting this forum with for literally over a decade at this point.
I'm tired of wasting all of this effort for people who simply don't care. Please explain, who is going to care about me going through the motions to explain why his weird comparison about FC vs SFC cart tech is completely meaningless (never mind the worthless jab at Virtua Racing, which I did cover because it was such a weirdly pointless low blow), or to entertain his stupid bluff about FastROM? Does anyone notice how he claims to agree with me on multiple major points, only to act as if this doesn't matter somehow? Why is it a problem when I actually do the right thing and assume bad faith about someone like this, like everyone keeps telling me to do?
I'd love to just show people some cool Mega Drive homebrew thing and call that a QED, but I don't really have the resources to do that right now, if ever. But I still don't see why I'm being proofcalled like this. I would like to think that by now, society knows better than to trust so-called "experts" at their word. You don't need to blindly trust me! You can look this stuff up yourselves! These are decades-old stable platforms, and pretty much all the info is easily accessible.
Literally who are you.
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Nyaaagh, He-Mez!
Just a junior peer who holds both yourself and Sumez in good regard, and appreciates a high-caliber nerd battle over interesting hardware details.
My shitpost wasn't aimed, if that's what you're thinking. Both openers were a great read.
Though if we're getting into it, John's not wrong despite the invocation of gauche fake news meme. You took the easy out and went in on the small personal jab instead of dissecting the well-defined set of points that followed, which is a de facto loss for discourse. If he's so patently, laughably wrong, then demonstrating it for all to see is more constructive and edifying than getting mad and looking like a high-strung nutcase.
*raises hand* The no-high-score-having absolutely nobody over here would be jazzed to witness that knowledge through the lens of tenured fellow posters, rather than dry wiki pages and technical manuals.Despatche wrote: ↑Sat Nov 23, 2024 2:12 am I'm tired of wasting all of this effort for people who simply don't care. Please explain, who is going to care about me going through the motions to explain why his weird comparison about FC vs SFC cart tech is completely meaningless (never mind the worthless jab at Virtua Racing, which I did cover because it was such a weirdly pointless low blow), or to entertain his stupid bluff about FastROM?
Claiming "he's full of it!" and directing your audience to the nearest search engine or homebrew marvel isn't effective unless they're as invested in the argument as you are. If you want them to follow along - which I suspect you do, given the passionate opening declamation - you have to follow through and show your working.Despatche wrote: ↑Sat Nov 23, 2024 2:12 am But I still don't see why I'm being proofcalled like this. I would like to think that by now, society knows better than to trust so-called "experts" at their word. You don't need to blindly trust me! You can look this stuff up yourselves! These are decades-old stable platforms, and pretty much all the info is easily accessible.
Re: WAFFLE HOUSE is making new MD shmup.


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[THE MIRAGE OF MIND] Metal Black ST [THE JUSTICE MASSACRE] Gun.Smoke ST [STAB & STOMP]
Re: Nyaaagh, He-Mez!
Unfortunately, that's exactly what he is and has always been.
Re: Yuzo Koshiro is making new MD shmup.
Indeed. But is it bare Megadrive? Or pumped a-la Paprium?
Re: Yuzo Koshiro is making new MD shmup.
I think it was mentioned it would release on a 64mbit rom. And i've seen him demonstrate the options menu with soundtest on an everdrive, so i'm assuming it's running on plain vanilla hardware
https://x.com/yuzokoshiro/status/1807441611347136783
Re: Yuzo Koshiro is making new MD shmup.
Good. Just lots of memory then - like no blockbuster could have afforded at the time no matter how many millions it was expected to sell. But that's acceptable in my book. 

Re: Yuzo Koshiro is making new MD shmup.
Really appreciate seeing a large name go back to an old console to develop a new game. Especially a company that actually did officially published work on the hardware during the peak of it's relevance. I know homebrew's always existed but, I think Ancient making a modern Genesis title is pretty noteworthy. Would be nice to see more professionals go pick up one of these older boxes to make a fresh game on.
Re: Yuzo Koshiro is making new MD shmup.
I apologize to everyone else for typing out the response below. I know I shouldn't play into posts like this, because I know it's not gonna change anything, but I'm too stubborn to ignore such abuse.
It's obvious that his disposition is wildly biased if he tries to read my comment about Virtual Racing as a "jab", or the fact that me trying to lay out the meaningful differences between the SNES and MegaDrive was somehow an "attack on a harmless vanity project"(???).
I could say similar things facing off the SNES against the NES, but you'd be ridiculous to interpret that as a jab against the latter. It's just a console with much fewer capabilities, and a lot of those limitations actually make it interesting. For my money the same is true for any console designed around 2D hardware, including the SNES and MegaDrive both. (and I'm sure people who are able to wrap their minds around 3D hardware find the early 3D consoles extremely interesting for the same reasons). I'm passionate about all of these consoles, so apologies for being that.
Everything I wrote in my previous posts here has been factually correct, otherwise I wouldn't have bothered correcting all the wrong assumptions you were making in the first place. If you want to make any specific point about this subject, try to be more concrete about it, instead of resorting to immature mud throwing.
And it's perfectly alright to be wrong about factual information. If I made a mistake, I don't mind being corrected. But if you're just trying to attack me for sharing information, you're just picking a fight where there is no reason to fight.
I'm by no means an expert, and I've relied on knowledge from homebrewers infinitely more skilled than myself to learn about the inner workings of the consoles I've worked on, but at least that has actually provided me with hands-on experience that has given me pretty concise knowledge of exactly what each system is capable of. I really shouldn't need to qualify that however, as most of what I've stated is easily confirmable information.
I don't think making a functional "Thunder Force IV" on SFC takes extraordinarily much skill either, or, not on the programming side anyway. Of course making *any game at all* takes a lot of skill, so that's already one factor to consider. Also, a faithful port would require replicating logic as close to the original as possible. This means you'd also be replicating a bunch of poor optimization decisions possibly already done in the original, as well as code (or data) habits that might be very effecient on a 68000, but wasteful on a 65c816. I did this in my Donkey Kong port, but fortunately that's not a very demanding game, so I had plenty of cycles to spare. Alternatively you'd have to redesign everything from scratch and try to make it behave as close to the intent as possible, which would arguably be more work than just making a similar game from scratch - something that IMO would be a lot more relevant as a benchmark.
It was just a quick and dirty project, but I've made a prototype shoot'em up on SNES which easily handles more than 200 active bullets on the screen with bullet-on-player collision checks for every enemy bullet on every frame (so no terrain collision for bullets, similar to most vertical STGs, and no collisions on other objects, which is common for the genre).
That alone took up less than a half of the CPU cycles available for a single frame, leaving plenty of cycles for handling enemies and other typical gameplay logic - and in practice I'd keep my bullet count much lower as the SNES is only able to draw 64 hardware sprites anyway (which is already a lot compared to something like Thunder Force).
If I could do that, someone more skilled than me could probably work out a much more optimized routine as well. Someone already made a demo on SNES that draws hundreds of simultaneous danmaku style bullets by drawing to a 2BPP background layer, but IIRC it runs at 30fps and that is already way beyond my own grasp. I couldn't make something like that, much less integrate it into actual gameplay.
Nah, the real skill in completing a STG project such as that, comes in the basics of even finishing a project in the first place. The ability to design satisfying stages and enemy patterns, the ability to create music and sound, and every necessary art asset to make the game stand out. Making it run at 60fps is the smallest obstacle you'd run into, honestly.
But we could also just stick to what's already out there in practice, since that's probably easier to grasp if you don't have any insight into the hardware. Super Aleste runs super smooth on SNES, and has no reasons not to.
It's obvious that his disposition is wildly biased if he tries to read my comment about Virtual Racing as a "jab", or the fact that me trying to lay out the meaningful differences between the SNES and MegaDrive was somehow an "attack on a harmless vanity project"(???).
I could say similar things facing off the SNES against the NES, but you'd be ridiculous to interpret that as a jab against the latter. It's just a console with much fewer capabilities, and a lot of those limitations actually make it interesting. For my money the same is true for any console designed around 2D hardware, including the SNES and MegaDrive both. (and I'm sure people who are able to wrap their minds around 3D hardware find the early 3D consoles extremely interesting for the same reasons). I'm passionate about all of these consoles, so apologies for being that.
Did you ever stop to consider your own attitude? You're being a massive douche, and you really got nothing to back up your claims. Why do you keep trying to make it personal when we're just discussing things that aren't personal to either of us? You do this pretty much every single time I have the bad luck to encounter you on this forum, and it's really abhorrent.
Everything I wrote in my previous posts here has been factually correct, otherwise I wouldn't have bothered correcting all the wrong assumptions you were making in the first place. If you want to make any specific point about this subject, try to be more concrete about it, instead of resorting to immature mud throwing.
And it's perfectly alright to be wrong about factual information. If I made a mistake, I don't mind being corrected. But if you're just trying to attack me for sharing information, you're just picking a fight where there is no reason to fight.
I never made any claims of being skilled, merely experienced. I'm a hobbyist, so like 95% of other homebrewers I've never released a finished project (unless you consider my NES port of AC Donkey Kong a finished project - it was sold on carts but obviously not legally), but even within that scope I've worked on a bunch of different hobby projects from scratch over the past 8 years, including five or so on SNES alone, ranging from a complete port of TGM3's master mode to the music tracker running natively on SNES which I'm currently actively making.It would also be nice if you stopped trying to pretend that you're secretly some skilled homebrew dev. I certainly would never do anything of the sort. Sorry, but nobody's gonna make Thunder Force IV or Alien Soldier for the SFC any time soon. Devs took one crack at that with Thunder Spirits and decided to never try that again. For better or worse, SFC development remains primarily for SMW hacks (which I am almost glad that Mario Maker did not completely kill), that's just how it is.
I'm by no means an expert, and I've relied on knowledge from homebrewers infinitely more skilled than myself to learn about the inner workings of the consoles I've worked on, but at least that has actually provided me with hands-on experience that has given me pretty concise knowledge of exactly what each system is capable of. I really shouldn't need to qualify that however, as most of what I've stated is easily confirmable information.
I don't think making a functional "Thunder Force IV" on SFC takes extraordinarily much skill either, or, not on the programming side anyway. Of course making *any game at all* takes a lot of skill, so that's already one factor to consider. Also, a faithful port would require replicating logic as close to the original as possible. This means you'd also be replicating a bunch of poor optimization decisions possibly already done in the original, as well as code (or data) habits that might be very effecient on a 68000, but wasteful on a 65c816. I did this in my Donkey Kong port, but fortunately that's not a very demanding game, so I had plenty of cycles to spare. Alternatively you'd have to redesign everything from scratch and try to make it behave as close to the intent as possible, which would arguably be more work than just making a similar game from scratch - something that IMO would be a lot more relevant as a benchmark.
It was just a quick and dirty project, but I've made a prototype shoot'em up on SNES which easily handles more than 200 active bullets on the screen with bullet-on-player collision checks for every enemy bullet on every frame (so no terrain collision for bullets, similar to most vertical STGs, and no collisions on other objects, which is common for the genre).
That alone took up less than a half of the CPU cycles available for a single frame, leaving plenty of cycles for handling enemies and other typical gameplay logic - and in practice I'd keep my bullet count much lower as the SNES is only able to draw 64 hardware sprites anyway (which is already a lot compared to something like Thunder Force).
If I could do that, someone more skilled than me could probably work out a much more optimized routine as well. Someone already made a demo on SNES that draws hundreds of simultaneous danmaku style bullets by drawing to a 2BPP background layer, but IIRC it runs at 30fps and that is already way beyond my own grasp. I couldn't make something like that, much less integrate it into actual gameplay.
Nah, the real skill in completing a STG project such as that, comes in the basics of even finishing a project in the first place. The ability to design satisfying stages and enemy patterns, the ability to create music and sound, and every necessary art asset to make the game stand out. Making it run at 60fps is the smallest obstacle you'd run into, honestly.
But we could also just stick to what's already out there in practice, since that's probably easier to grasp if you don't have any insight into the hardware. Super Aleste runs super smooth on SNES, and has no reasons not to.
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MintyTheCat
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Re: Yuzo Koshiro is making new MD shmup.
Old Yuzo has indeed been a busy many lately; he also apparently reworked the soundtracks for the re-release of Slapfight on the Megadrive.XoPachi wrote: ↑Sun Nov 24, 2024 10:09 pm Really appreciate seeing a large name go back to an old console to develop a new game. Especially a company that actually did officially published work on the hardware during the peak of it's relevance. I know homebrew's always existed but, I think Ancient making a modern Genesis title is pretty noteworthy. Would be nice to see more professionals go pick up one of these older boxes to make a fresh game on.
Slapfight is one Shmup on the MD that I never got to play - looking forward to seeing it get a re-release.
More Bromances = safer people
Re: Yuzo Koshiro is making new MD shmup.
I got that because instead of presenting any kind of actual counter point, you went for personal attacks and going NO! like a 4 year old.
What I see is one person talking about personal experience doing something, how those experiences informed their side and another is just screaming no you're wrong.
Anyway I'm really looking forward to this, it looks great. I wish they would release a demo rom of it as I'd love to get to try it out.
Re: Nyaaagh, He-Mez!
Right, so you're not actually reading any of the posts being made, you're just here to play peanut gallery. Oh well, I tried.
Okay, so you're something much worse than the peanut gallery at best. I am not interested in fighting dumb internet battles for your or anyone else's benefit.
You've said so many utterly clownish things around here that I am almost impressed you'd have the gall to claim something like this.
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SLAP UP
This controversy can only be settled with an SFC port of Alien Soldier, which I will volunteer DMC and MrMonkeyMan and myself to playtest - FO FREE (■`w´■)

光あふれる 未来もとめて, whoa~oh ♫
[THE MIRAGE OF MIND] Metal Black ST [THE JUSTICE MASSACRE] Gun.Smoke ST [STAB & STOMP]
Re: Yuzo Koshiro is making new MD shmup.
Don't you dare pretend that I'm the "abuser" around here! You're in a position of power, you've got people rooting for you. You can say whatever you want and get away with it.
You misunderstood what I said, likely on purpose. You felt a need to call attention to Virtua Racing when I dared to point out how much the Super Famicom depends on per-cart chips that are not part of the base SFC spec. You then tried to minimize the importance of the per-cart chips, claiming that their usage was not significant enough to matter. This itself does not really matter, because the point is that these chips got used at all, not how much they were able to be used. This is also provably false anyway simply by looking at just about any contemporary usage of said chips. I have already explained why I took your jab (which it is) at Virtua Racing personally.Sumez wrote: ↑Mon Nov 25, 2024 1:58 pmIt's obvious that his disposition is wildly biased if he tries to read my comment about Virtual Racing as a "jab", or the fact that me trying to lay out the meaningful differences between the SNES and MegaDrive was somehow an "attack on a harmless vanity project"(???).
I could say similar things facing off the SNES against the NES, but you'd be ridiculous to interpret that as a jab against the latter. It's just a console with much fewer capabilities, and a lot of those limitations actually make it interesting. For my money the same is true for any console designed around 2D hardware, including the SNES and MegaDrive both. (and I'm sure people who are able to wrap their minds around 3D hardware find the early 3D consoles extremely interesting for the same reasons). I'm passionate about all of these consoles, so apologies for being that.
Literally all the time, and it's a large part of why I seem so "angry". People like you, with your endless misinformation and casual hatred of this hobby, are allowed to flourish. People like me are cursed to suffer since they were barely old enough to walk, for reasons they have no control over.
Because you keep ignoring it when I provide it! You have done this for over a decade! I am tired of it!
You are simply wrong here. This is personal to me. It is important to me. I will not allow people like you to ruin what little I have!
Because you are a bad person, and I am tired of allowing you to do as you please uncontested.
Stop demanding that I assume good faith when bad faith is all that you're showing me. The problems with your argumentation are fundamental, not specific. Attacking specific points clouds the greater picture, and attacking the greater picture always falls on deaf ears.Sumez wrote: ↑Mon Nov 25, 2024 1:58 pmEverything I wrote in my previous posts here has been factually correct, otherwise I wouldn't have bothered correcting all the wrong assumptions you were making in the first place. If you want to make any specific point about this subject, try to be more concrete about it, instead of resorting to immature mud throwing.
You go on about usage one minute, but suddenly you're talking about potential the next. There's no consistency in what you're trying to say. You wax poetic about the SFC's DMA and all these great "features", lament how contemporary developers "failed" to put any of that magical potential to use, yet refuse to acknowledge that the homebrew crowd we've got are even less interested in any of this than any commercial publisher of SFC product.
You made this big stink when I tried to point out the differences in resolution choice between the SFC and the MD, which is incredibly weird because what I said should be common knowledge. The SFC almost always uses 256x224, the same square-like shape (don't even bother with the MAME dogma) that the FC uses, that the Mark III uses sometimes, that the PC Engine also typically uses, and that the MD also uses sometimes. The SFC also has a "high res" 512x224 mode, but it's interlacing nonsense that is solely for displaying pixel-dense text in certain later games, and it's pretty much always used on still screens. The Mega Drive instead has a 320x224 mode that was actively used by many games to the point that it would arguably be more of a default than the would-be default 256. The Mega Drive can also run this 320 mode better than the SFC can run things in its 256 mode most of the time, and 320x224 is close enough to 4:3 that you typically don't get the extreme warping that you do on all those other platforms. The Mark III has an interesting 256x192 mode which does something similar; it's less pixels instead of more, but it's also true 4:3 and always displays properly until you get overscan involved or whatever.
On a related note, Capcom did the same thing with the CPS hardware that the Mega Drive was doing (not surprising, they released at the same time), and they decided to focus even harder on horizontal pixels to get even more detail than usual. Unfortunately this means their games are not normally 4:3, but Capcom also actually tried to draw things properly so their games don't feel completely wrong on 4:3, which basically nobody was doing back then on any platform.
I don't know how better to explain this to you. None of this is made up, this is how all of these platforms work on a game-to-game basis. And again, for God's sake, do not quote that MAME dogma about non-square pixels at me. The results speak for themselves. MAME is wrong about this, like they are about so many other things.
You are flaunting credentials to win some stupid internet argument. You can shuffle up your words however you like, but that is what you're doing, and the rest of this part of your post makes that very clear. I'm not attacking the fact that you've made things, I think that's very cool.
You mention the struggles of making a playable game at the end of the day. I just want to say that Super Aleste is not a good game and was clearly meant to be a ridiculous techdemo first. After all, there's a reason why nobody uses scene demos as proof of anything, and that is once again why Red Zone is so damned interesting. I can tell you right now that any attempt to use scaling turns Super Aleste into a wobbly mess, and that's just what I can see on the surface. There's probably all sorts of nonsense in that game that isn't obvious until someone sits down and takes it more seriously than it deserves.
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Re: SLAP UP
It would be much more interesting and useful to port SFC stuff to MD, not the other way around. The world needs a 320 version of Rockman X with badass FM arrangements, but does it deserve this is the question.
You would use the 6-button controller of course, but the big problem there remains shoulder buttons, which again is a legitimate advantage that the SFC has over both the PCE and the MD. On the other hand, Rockman X is arguably a 3-button game (dash shoot jump, fast weapon switching is not strictly necessary), and you would absolutely program in 3-button support for such a port.
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Re: SLAP UP
If I could ever resolve a controversy by playing Alien Soldier with BIL and MMM, I'm all in...
But I'm also perfectly fine with a Sumez-Despatche head-to-head forum battle on SFC vs. MD. Feels like the old days really.
Re: Yuzo Koshiro is making new MD shmup.
See, that's exactly the problem. People are like "oh man this is nostalgic". I hate that shit. Yet here I am, baited into Sumez's bullshit once again, because I am just that tired of people like him saying whatever they please. But what the hell is the point when nobody is going to actually read what's going on, and default to canned comments about tone and purpose instead?
He can say, anyone can say, that this or that doesn't matter to them or shouldn't matter to anyone... no, damn it! This stuff matters to me! It should matter to most people! This is about the history of this hobby. This is about the blood and sweat and tears that these developers put into these games year after year after year. It's disrespectful to treat it as if none of it matters, like so many do.
He can say, anyone can say, that this or that doesn't matter to them or shouldn't matter to anyone... no, damn it! This stuff matters to me! It should matter to most people! This is about the history of this hobby. This is about the blood and sweat and tears that these developers put into these games year after year after year. It's disrespectful to treat it as if none of it matters, like so many do.
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SLAP UP ~ XAGES
Calm down Patchy-kun! Everyone knows the MD was and is the most hardcore. Can you imagine your old friend Biruford posting the below in Koshiro-san's thread? 
^ MD? More like SFC Beltscrolling In The 21st Century 
EIEN no NERDFIGHT
At the last moment—the ultimate fight AD199X (`w´メ)

The fuck is a "WATER MELON" (■`w´■)
BIL wrote: ↑Thu Dec 17, 2020 10:38 am I heard a story once about a bloke who was fucking a watermelon in his bathroom. He wanted more pressure, so he jammed his thumb in the vent-hole and went ham - and then the thing exploded, the small, tiled room causing an ear-splitting bang which left him partially deaf to this very day. I wondered aloud how that'd work, and was counselled to not overthink jokes, and agreed.
Same feel ;3

Word



光あふれる 未来もとめて, whoa~oh ♫
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Re: Yuzo Koshiro is making new MD shmup.
Sorry for chiming in as I've never ever been interested in console wars (though always get some fun out of them, I guess), but that point's indeed totally made up. It doesn't matter if you think there're so many games looking more correct if you display them with squarish pixels because oh-my-circles - the fact is they were made for being displayed with "non-square pixels" as they were always meant to fill a 4:3 screen (disregarding non full-frame cases like the Master System). So calling that a MAME dogma is disingenuous at best and just sounds silly. I presume you're perfectly aware of that and are just posing or something, but in case anybody else is wondering after reading the claim(?).Despatche wrote:The SFC almost always uses 256x224, the same square-like shape (don't even bother with the MAME dogma) that the FC uses, that the Mark III uses sometimes, that the PC Engine also typically uses, and that the MD also uses sometimes. The SFC also has a "high res" 512x224 mode, but it's interlacing nonsense that is solely for displaying pixel-dense text in certain later games, and it's pretty much always used on still screens. The Mega Drive instead has a 320x224 mode that was actively used by many games to the point that it would arguably be more of a default than the would-be default 256. The Mega Drive can also run this 320 mode better than the SFC can run things in its 256 mode most of the time, and 320x224 is close enough to 4:3 that you typically don't get the extreme warping that you do on all those other platforms. The Mark III has an interesting 256x192 mode which does something similar; it's less pixels instead of more, but it's also true 4:3 and always displays properly until you get overscan involved or whatever.
On a related note, Capcom did the same thing with the CPS hardware that the Mega Drive was doing (not surprising, they released at the same time), and they decided to focus even harder on horizontal pixels to get even more detail than usual. Unfortunately this means their games are not normally 4:3, but Capcom also actually tried to draw things properly so their games don't feel completely wrong on 4:3, which basically nobody was doing back then on any platform.
I don't know how better to explain this to you. None of this is made up, this is how all of these platforms work on a game-to-game basis. And again, for God's sake, do not quote that MAME dogma about non-square pixels at me. The results speak for themselves. MAME is wrong about this, like they are about so many other things.
Re: Yuzo Koshiro is making new MD shmup.
No, I am not dealing with that shit anymore. You are not going to sit here and tell me that hundreds of developers across multiple platforms did not know what the fuck a circle was, and you are not going to sit here and tell me that obviously wrong proportions and trajectories are just a matter of what I personally think. There is very little evidence that very many devs cared about the actual screen their thing was being played on, and there is endless evidence that they absolutely did not. It'd be very easy to argue that the Mark III's 192v mode (despite the 224v mode supposedly being meant as an upgrade) and the Mega Drive's 320h mode are simply more proof of this. There are even games that behave completely incorrectly at both 4:3 stretching and pixel aspect, and were probably made with tools completely unrelated to the hardware they were actually developing for. There needs to be more research done into this topic, and the only one willing to do that research does not have the resources to do it.
It is MAME dogma, they're the ones who started this shit, and they+their supporters are the ones who keep perpetuating it. Maybe don't call other people posers when you're claiming that opposition to obvious dogma is "disingenuous and silly".
I've said this hundreds of times, it will always be true, and I'll say it once more: the people who worship this totally wrong stretching are the same people who don't see the issue with playing 4:3 games stretched to 16:9.
It is MAME dogma, they're the ones who started this shit, and they+their supporters are the ones who keep perpetuating it. Maybe don't call other people posers when you're claiming that opposition to obvious dogma is "disingenuous and silly".
I've said this hundreds of times, it will always be true, and I'll say it once more: the people who worship this totally wrong stretching are the same people who don't see the issue with playing 4:3 games stretched to 16:9.
Please, that's not what this is about. Nobody cares about that.
Last edited by Despatche on Tue Nov 26, 2024 10:40 pm, edited 2 times in total.
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Re: Yuzo Koshiro is making new MD shmup.
Yeah they should though (■`w´■)

光あふれる 未来もとめて, whoa~oh ♫
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Re: Yuzo Koshiro is making new MD shmup.
Start a new thread or get the fuck outDespatche wrote: ↑Tue Nov 26, 2024 10:26 pm No, I am not dealing with that shit anymore. You are not going to sit here and tell me that hundreds of developers across multiple platforms did not know what the fuck a circle was, and you are not going to sit here and tell me that obviously wrong proportions and trajectories are just a matter of what I personally think.
Re: Yuzo Koshiro is making new MD shmup.
why would you quote that specific part
Anyway, this all started because of a load of nonsense written by someone else. I am not to blame for "ruining" your thread about a game that nobody is going to be talking about or playing when it finally comes out.
Anyway, this all started because of a load of nonsense written by someone else. I am not to blame for "ruining" your thread about a game that nobody is going to be talking about or playing when it finally comes out.
Rage Pro, Rage Fury, Rage MAXX!
Re: Yuzo Koshiro is making new MD shmup.
Dead fuckin serious: Have you considered going fuckin balls-out and pledging your loyalty to the MEGASHOCK SMASH??? One man can do a lot. And by that I mean sacrifice a lot, ofc. Gone to ashes for a better tomorrow, where nobody has to make up unofficial names for bosses, or wage war for the one true pixel res. Some poor pricks 20yrs down the line might be spared this dim state of affairs.Despatche wrote: ↑Tue Nov 26, 2024 10:26 pmThere is very little evidence that very many devs cared about the actual screen their thing was being played on, and there is endless evidence that they absolutely did not. It'd be very easy to argue that the Mark III's 192v mode (despite the 224v mode supposedly being meant as an upgrade) and the Mega Drive's 320h mode are simply more proof of this. There are even games that behave completely incorrectly at both 4:3 stretching and pixel aspect, and were probably made with tools completely unrelated to the hardware they were actually developing for. There needs to be more research done into this topic, and the only one willing to do that research does not have the resources to do it.
To go balls out even while inviting one's own annihilation. To be like SCHNEIDER on the cover of MegaDrive SAME SAME. I ponder it lately.

EDIT:
Oof!


Last edited by BIL on Wed Nov 27, 2024 11:29 am, edited 1 time in total.

光あふれる 未来もとめて, whoa~oh ♫
[THE MIRAGE OF MIND] Metal Black ST [THE JUSTICE MASSACRE] Gun.Smoke ST [STAB & STOMP]
Re: SLAP UP
Have you ever tried that MMX1 demo someone made for MD? X1 was possibly my most played game as a kid (didn't get an MD until I was older), and playing the intro/Armored Armadillo stages without slowdown and with some awesome FM music was mind-blowing. There are some sick MMX MD remixes out there.
https://youtu.be/hd5rWj_HeDs
Re: Yuzo Koshiro is making new MD shmup.
I haven't actually seen this demo. I'm not surprised it already exists, it's just escaped me. Glad to hear someone out there is more interested about this than I am, really. Thank you for bringing this to my attention.
Is it this 2019 one by TiagoSC? It seems pretty cool. Not sure if he's still working on it. I dunno how I feel about using 256h, but I figure he just wanted to do a more direct port. You'd need to do a bit of work to make it feel good to play at 320h, and you would never be able to call it a direct port at that point.
Is it this 2019 one by TiagoSC? It seems pretty cool. Not sure if he's still working on it. I dunno how I feel about using 256h, but I figure he just wanted to do a more direct port. You'd need to do a bit of work to make it feel good to play at 320h, and you would never be able to call it a direct port at that point.
I do not have the ability to do so right now. I'm not sure I'll have the ability to do so at any point in the future. I needed the ability to do so 10 years ago. I will try, but I cannot make any promises.
I mean, I'll admit that I'm part of the problem, here I am refusing to play Double Action like I should. But people absolutely demand games they won't play. Happens all the damned time with the entire industry. At the very least, I won't go that far. I'm content to wait for things like Double Action or Eden's Eclipse, they'll be done when and if they're supposed to be done. eXceed 4th simply vanishing into nothing still feels kinda bad though.
Rage Pro, Rage Fury, Rage MAXX!
3-PRAYERS
At any rate, what's worse is looking back here a decade from now. ;3
All you can do is try! As they say, in rock and roll there's no safety net. ;w;7
Last edited by BIL on Tue Mar 18, 2025 11:15 am, edited 1 time in total.

光あふれる 未来もとめて, whoa~oh ♫
[THE MIRAGE OF MIND] Metal Black ST [THE JUSTICE MASSACRE] Gun.Smoke ST [STAB & STOMP]