DoDonPachi Dai-Ou-Jou Black Label in Mame

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Teufel_in_Blau
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DoDonPachi Dai-Ou-Jou Black Label in Mame

Post by Teufel_in_Blau »

I couldn't find a thread for this specific game in mame.

http://www.youtube.com/watch?v=QBjab3TBf9M&feature=sub

It seems, that the game runs pretty well, the music seems to be a little bit to fast. But yeah, DOJ BL in mame!

/e

From the Ketsui dump thread:

Download link to the last compiled mame version:

http://www.megaupload.com/?d=P6PSGM6S

More Info about it:

http://www.raidenii.net/2010/12/cave-pgm-work/

In short: Pretty much everything works great, only thing is the sound, it's not 100% perfect but definitely playable AND enjoyable.

A big thanks to everyone that is/ was involved in this thing! Awesome work, guys!

/e^2

Latest Shmupmame works also with the game:

http://shmups.system11.org/viewtopic.php?f=1&t=30659

Thank you nimitz.
Last edited by Teufel_in_Blau on Sat Dec 18, 2010 9:09 pm, edited 2 times in total.
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Zeron
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Re: DoDonPachi Dai-Ou-Jou Black Label in Mame

Post by Zeron »

Wait how did he get it working properly mine is still backwards label.... New version of MAME out?
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Teufel_in_Blau
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Re: DoDonPachi Dai-Ou-Jou Black Label in Mame

Post by Teufel_in_Blau »

I have no idea, if check out his ketsui video:

http://www.youtube.com/watch?v=IuTQiUO-gbk&feature=sub

It also runs without the backwards flying things. I dunno.
GaijinPunch wrote:I don't have 40 minutes to do anything other than fist myself these days.
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Re: DoDonPachi Dai-Ou-Jou Black Label in Mame

Post by Zeron »

Teufel_in_Blau wrote:I have no idea, if check out his ketsui video:

http://www.youtube.com/watch?v=IuTQiUO-gbk&feature=sub

It also runs without the backwards flying things. I dunno.


What a tease I have to say but nevertheless awesome.
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austere
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Re: DoDonPachi Dai-Ou-Jou Black Label in Mame

Post by austere »

It has progressed a little bit more than this in MAME ... sit tight, it's coming. :)
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Re: DoDonPachi Dai-Ou-Jou Black Label in Mame

Post by z0mbie90 »

Man this is awsome 8)
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cools
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Re: DoDonPachi Dai-Ou-Jou Black Label in Mame

Post by cools »

austere wrote:It has progressed a little bit more than this in MAME ... sit tight, it's coming. :)
Indeed, it runs very nicely at the moment.
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Re: DoDonPachi Dai-Ou-Jou Black Label in Mame

Post by austere »

Haze's latest code fixes a ship speed issue I had (since there was one 0x40 protection command unhandled, now handled by his more accurate simulation). Some of the hack-variables were moved to the machine's state, so savestates work now.

The protection has been completely defeated as far as I able to discern. There is just that damn ICS2115 to fix now ... the Daioujou loco-motive mix is driving me insane.
<RegalSin> It does not matter, which programming language you use, you will be up your neck in math.
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austere
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Re: DoDonPachi Dai-Ou-Jou Black Label in Mame

Post by austere »

Is there anyone here who has a DOJ PCB and is willing to do a quick sound check for me?

Go into the sound test screen and tell me if the following sound loops: 36. Once you've done that, please select sound 37 and quickly stop it. Does it stop *just* as you push the button or after the sound is finished?
<RegalSin> It does not matter, which programming language you use, you will be up your neck in math.
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Re: DoDonPachi Dai-Ou-Jou Black Label in Mame

Post by yosai »

austere wrote:Is there anyone here who has a DOJ PCB and is willing to do a quick sound check for me?

Go into the sound test screen and tell me if the following sound loops: 36. Once you've done that, please select sound 37 and quickly stop it. Does it stop *just* as you push the button or after the sound is finished?

Sound 36 is a continuous loop, sound 37 is an explosion of sorts and plays over the top of 36 which doesn't stop.

Sound 36 will continue to play until the 1P Shot 2 is pressed regardless of what other sounds are playing.
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1up
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Re: DoDonPachi Dai-Ou-Jou Black Label in Mame

Post by 1up »

mind blown :shock:
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Re: DoDonPachi Dai-Ou-Jou Black Label in Mame

Post by Udderdude »

I recorded some of the crazy fast music in stage 4. I wish the real OST sounded like this .. D:

http://www.youtube.com/watch?v=3YiG000HjHM
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Re: DoDonPachi Dai-Ou-Jou Black Label in Mame

Post by renardqueenston »

Udderdude wrote:I recorded some of the crazy fast music in stage 4. I wish the real OST sounded like this .. D:

http://www.youtube.com/watch?v=3YiG000HjHM
hahaha, i love this. my favorite part is how the really slow samples seem all shuffled and sloppy because of the inaccurate tempo, it's pretty cool. the downside is how detuned the lead is. owwwwwwww
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Re: DoDonPachi Dai-Ou-Jou Black Label in Mame

Post by Observer »

Udderdude wrote:I recorded some of the crazy fast music in stage 4. I wish the real OST sounded like this .. D:

http://www.youtube.com/watch?v=3YiG000HjHM
Same here. I mean, the music sounds so much better and heart pumping (kind of like the Ketsui music, heh) than the boring slow paced boredom of the original. Maybe it will eventually inspire Cave to put a remix OST with sped up tunes!

Either way, if by the end of the month both of the games are near-perfect or close to that... 2010 will clearly mark an important turn for the schmukmups. Or something like that. It's already marking a big turn.
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Re: DoDonPachi Dai-Ou-Jou Black Label in Mame

Post by Vyxx »

Observer wrote:Either way, if by the end of the month both of the games are near-perfect or close to that... 2010 will clearly mark an important turn for the schmukmups. Or something like that. It's already marking a big turn.
Amen to that. Now I can play Daioujou at work when times are slow :P
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Re: DoDonPachi Dai-Ou-Jou Black Label in Mame

Post by Frederik »

I´m sitting here with my mouth open. I seriously can´t believe this - I´m running Ketsui on my PC. How I managed to not shit my pants is beyond me. :shock: :shock: :shock:
THE BULLETS ARE NOW DIAMONDS!
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Re: DoDonPachi Dai-Ou-Jou Black Label in Mame

Post by Drachenherz »

Frederik wrote:I´m sitting here with my mouth open. I seriously can´t believe this - I´m running Ketsui on my PC. How I managed to not shit my pants is beyond me. :shock: :shock: :shock:
This.
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Re: DoDonPachi Dai-Ou-Jou Black Label in Mame

Post by Frederik »

I thought I didn´t like DOJ, but I somehow enjoy it a lot more in MAME than on the PS2. I just don´t like loading times, not being able to make savestates... Christmas came early this year :D

And man, now I REALLY want Ibara emulated. I just know that I love this game, but so far the shoddy PS2 port has absolutely ruined it for me. Not that I´m complaining right now, this here is enough for the next few months!

And I completely forgot to use -nofilter. Boy, these games look gorgeous when you can actually see the pixels! :shock:
THE BULLETS ARE NOW DIAMONDS!
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Re: DoDonPachi Dai-Ou-Jou Black Label in Mame

Post by austere »

(MOVED FROM KETSUI DUMP THREAD)

Haze has just pointed out something very important.

If you look carefully at the loading screen of the ddp3 ROM you will notice an extra dot after the date:

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Could everyone with a DOJ (white label) board check their PCBs to find out whether it has no dot? If so, then this version will need to be dumped as well. May want to tell the cave-stg guys as well, but please forward your finding here.
<RegalSin> It does not matter, which programming language you use, you will be up your neck in math.
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Re: DoDonPachi Dai-Ou-Jou Black Label in Mame

Post by yosai »

This is mine. DOJ W/L PCB

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Re: DoDonPachi Dai-Ou-Jou Black Label in Mame

Post by Sasupoika »

Rank is def. low in BL. I could 2x hyper 1-2 boss and not see a difference.
Also, extra dot-label.
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austere
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Re: DoDonPachi Dai-Ou-Jou Black Label in Mame

Post by austere »

Sasupoika, this is one of the known outstanding problems, we're working on it.

Thanks yosai, this confirms that there is another board that needs dumping...
<RegalSin> It does not matter, which programming language you use, you will be up your neck in math.
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Re: DoDonPachi Dai-Ou-Jou Black Label in Mame

Post by mozlamoz »

Frederik wrote:I´m sitting here with my mouth open. I seriously can´t believe this - I´m running Ketsui on my PC. How I managed to not shit my pants is beyond me. :shock: :shock: :shock:

same reaction here :D
sitting at my desk at the office playing Ketsui on my computer instead of working,my best monday morning so far!
massive thanks to all the guys who made this possible!
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yosai
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Re: DoDonPachi Dai-Ou-Jou Black Label in Mame

Post by yosai »

Just burnt the ddp3_d_d_1_0.u36 from MAME and inserted in my WL PCB. Works fine, didn't notice any differences though.

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Re: DoDonPachi Dai-Ou-Jou Black Label in Mame

Post by Dave_K. »

There was a minor free-play bug in the original DOJ rom found by PCEFX!, so maybe it fixes this?
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austere
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Re: DoDonPachi Dai-Ou-Jou Black Label in Mame

Post by austere »

(From the DOJBL thread)
ResumeDPosition wrote:For some reason whenever I play on mame the max hit counter does not carry over from stage to stage; once you die past stage 1, the max hit counter drops to 0 every time you die. 'Tis problematic since obviously someone playing through mame can't post their exact max combo hit. Example of my highest score:
I've been unable to reproduce this. Can one of you guys record an INP demonstrating this behaviour? You will need to delete your nvram file for DOJBL, called "ddp3blk.nv" in the nvram folder. This is to make sure the memory starts from a known condition (almost all zeros, still trying to work out what's been done in this case). This will mean no autofire, don't worry though -- we'll soon fix the default dip settings with a special default memory initialiser.
<RegalSin> It does not matter, which programming language you use, you will be up your neck in math.
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Re: DoDonPachi Dai-Ou-Jou Black Label in Mame

Post by Emuser »

austere wrote:(From the DOJBL thread)
ResumeDPosition wrote:For some reason whenever I play on mame the max hit counter does not carry over from stage to stage; once you die past stage 1, the max hit counter drops to 0 every time you die. 'Tis problematic since obviously someone playing through mame can't post their exact max combo hit. Example of my highest score:
I've been unable to reproduce this. Can one of you guys record an INP demonstrating this behaviour? You will need to delete your nvram file for DOJBL, called "ddp3blk.nv" in the nvram folder. This is to make sure the memory starts from a known condition (almost all zeros, still trying to work out what's been done in this case). This will mean no autofire, don't worry though -- we'll soon fix the default dip settings with a special default memory initialiser.
I decided to further test this myself. It appears as though the hit counter retains itself as long as you don't use save states. The problem earlier was that I was using a save state of me starting stage 1 right away(to ease reseting, selecting ships and loop type, etc.) This directly seemed to be why the hit reset was happening, and now I have no clue which build(maybe Haze's?) I was using cause there've been god knows how many patched builds released in the Ketsui topic. Hope this helps to whoever needed to know, I can do a video recording later tomorrow if this is still important to austere or anyone else.
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Re: DoDonPachi Dai-Ou-Jou Black Label in Mame

Post by austere »

Haha, yeah you would expect that if the protection simulation variables were not saved. Without source we cannot tell. Please use shmupsmame from this point onwards.
<RegalSin> It does not matter, which programming language you use, you will be up your neck in math.
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Re: DoDonPachi Dai-Ou-Jou Black Label in Mame

Post by Emuser »

austere wrote:Haha, yeah you would expect that if the protection simulation variables were not saved. Without source we cannot tell. Please use shmupsmame from this point onwards.
Already moved on to Shmupmame 2.2, testing DOJBL and seeing if I can spot errors or anything problematic.

HUGE EDIT: It just came to my attention that it is NOT due to different settings or using save states, but this hit counter resetting issue I've ran across seems to ONLY happen on the P2 side. Starting shmupmame from scratch, soft resets, even HARD resets still don't change how whenever 2P side dies the max hits gets dropped. Has this been tested yet?

*sad face* cause I love me dat blu A-Type :(
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Re: DoDonPachi Dai-Ou-Jou Black Label in Mame

Post by austere »

Excellent. Now you can get an INP for us! ;)

EDIT: Also, I doubt this problem will happen in Haze's patch so I have an idea what would cause it. I just need an INP to confirm, thanks.
<RegalSin> It does not matter, which programming language you use, you will be up your neck in math.
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