Does not appear to be a problem with my build. Also, you forgot to delete your nvram, but it's ok (luckily enough the Cave games clear their working memory).
EDIT: There is a reason why your replay worked fine -- I'll explain later.
Last edited by austere on Wed Dec 15, 2010 6:59 pm, edited 1 time in total.
<RegalSin> It does not matter, which programming language you use, you will be up your neck in math.
Shmupsmame v2.2 integrates all our changes so far, it has the same behaviour as my own build. I recommend only using this build for now, you may consider mame 140u3 when it's out.
EDIT: Nope! Seems like something fishy is going on. Nice find, ResumeDPosition, I'll get back to you on this one.
<RegalSin> It does not matter, which programming language you use, you will be up your neck in math.
We've got it covered and have already asked for that in private. I'm 95% sure it's fine for competitive play (i.e. plays the same way as the PCB does) as we've spent the last 48 hours figuring out supposed "issues" only to find it is normal behaviour. We'll tell you when it's ok, just note the scores down somewhere else for now if you're really concerned. The protection does not even affect half the stuff, but we've checked it anyway. Only thing that's hard to track down is standard rank, but we'll find it.
Anyway, it was as you said in the other thread -- actual behaviour. No protection calls were involved. I traced the code for the maximum hit loss by hand and I think I found the bug in the original ROM, I will be posting the disasembly later -- perhaps tonight if I can't get out of my insomnia phase.
If anyone can list off all the known strange behaviour of the PCB in the wild (with no dot, unlike the DOJBLEX port which has a dot after black) I would appreciate it.
<RegalSin> It does not matter, which programming language you use, you will be up your neck in math.
Well did a save state run until stage 5. Used lot hypers during the way and in begin of stage 5 I actived 5 hypers 5 in one time. The rank was in sky! After this and besed any replays now I am pretty sure mame version is ok and x360 port is harder than normal.
third_strike wrote:Well did a save state run until stage 5. Used lot hypers during the way and in begin of stage 5 I actived 5 hypers 5 in one time. The rank was in sky! After this and besed any replays now I am pretty sure mame version is ok and x360 port is harder than normal.
I think nimitz mentioned it's not the hyper rank that was broken but the "normal" rank.
So things like no missing and bombing does not increase the rank.
Try a run without hyper at all and see if the rank increases from no missing and no bombing like the original DDP.
Maybe this why it feels easier than the X360 version? The hyper rank is working but the standard normal rank is not?
Interesting, I thought the rank was normal considering the placement of hypers (rather timing) is same as I remembered from PS2 port. I thought the difficutly was normal for DOJ. I guess i'll have to disregard my score for now
austere wrote:Shmupsmame v2.2 integrates all our changes so far, it has the same behaviour as my own build. I recommend only using this build for now, you may consider mame 140u3 when it's out.
EDIT: Nope! Seems like something fishy is going on. Nice find, ResumeDPosition, I'll get back to you on this one.
So apparently there's a bug in the actual dojbl rom where 2p just magically drops hit counter whenever they die LOL.
ResumeDPosition wrote:So apparently there's a bug in the actual dojbl rom where 2p just magically drops hit counter whenever they die LOL.
Q) Who in their right mind plays DOJ in 2P simultaneously? Or did I miss something?
I'd play on the 2p side cause I love me dat blue A-Type ship, rather than the 1p side. Solo play I mean. Also:
cstle wrote:I've seen a DOJ (BL in fact, wonder if the bug happens there) doubleplay on youtube
I watched that same doubleplay, he doesn't die at all until Hibachi, where the hit counter is hidden by that point.
EDIT: I lied. At the very end it shows the high score chart with his Blue A-Type having 0 Hits.
Last edited by Emuser on Thu Dec 16, 2010 10:34 pm, edited 1 time in total.
A quick question on a display quirk I noticed. When I rotate the game 90 degrees (in game rather then in the rom's properties) I notice a very slight wave effect that goes left to right. I don't notice it in game as it's too frantic, but I catch it at the start of each level. I'm playing on a tated wide screen LCD Samsung. is this something to do with display rates etc etc? It doesn't bother me much but I haven't noticed it in other games.
Found myself playing really well until I realised it was on easy and I had to reset to defaults!
PGM doesn't render square pixels, so it has to be resized to display at the correct aspect ratio on LCDs (and CRTs that aren't configured to do the resize in hardware). What you're seeing are probably artifacts from that resize - the same thing happens in the 360 port depending on which scaling algorithm is chosen.
Tigershark wrote:
Found myself playing really well until I realised it was on easy and I had to reset to defaults!
Haha, me too Just out of curiosity I set it to "Very Hard", and boy, it makes a really big difference - much more than when you set DDP to "Hard" or whatever. I was surprised how aggressive the enemies even in the first stage are!
Since Black Label is available to us is there any reason to play vanilla instead of BL? I only played the vanilla on the PS2 port and I'm having way more fun with the MAME version. I guess it's the ability to practice with save states.
cools wrote:The wave is due to waitvsync or syncrefresh not being enabled.
Well, rats. Why didn't I think of that?
But now I'm curious about the resize algorithms in use in MAME... it's been years since I've touched it and I wonder if it pulls it off better than the Ketsui 360 port does.