Guwange 360

This is the main shmups forum. Chat about shmups in here - keep it on-topic please!
User avatar
MachineAres 1CC
Posts: 792
Joined: Sat Dec 19, 2009 2:20 pm
Location: Seattle, WA

Re: Guwange 360

Post by MachineAres 1CC »

apple arcade wrote:
msm wrote:
apple arcade wrote:BoringBlue
You're a winner, just from this post alone. More hate for this game, plz. :D
JUST A COUPLE MORE SHOTS です
Achievements/trophies|1CC List
Twitch|Genesis Shmups project
XBL & PSN: IDOLxISxDEAD
User avatar
TVG
Posts: 919
Joined: Wed Jan 26, 2005 12:35 am

Re: Guwange 360

Post by TVG »

apple arcade wrote:
You say that but it's not true. I had to download about 6 different roms to get one game to work and about the same amount of different types of mame, then about the same of "tools" to get my computer to read my TE stick, and on top of that every time I want to play I have to spend about 20 minutes remapping computer keys to my stick.

It's not as simple "registering on these forums". Maybe on some computer it is, just not mine.
There is many different versions of mame that use different romsets. The trick is getting your roms from a site that updates them.

I can guide you trough making wolfmame work for most things trough PM, it'll be pretty quick. You won't know everything because I forgot quite a bit of things (like fiddling with romsets) but you'll be able to launch games and set up your stuff.
"In short, it comes down to spirit" - dodonpachi developper Kohyama.
Iori Branford
Posts: 328
Joined: Sat Apr 15, 2006 5:47 am
Contact:

Re: Guwange 360

Post by Iori Branford »

Yes, the biggest cause of MAME headaches is trying to use an old fork that doesn't keep up with mainline. As new games and game revisions are added to MAME, expected ROM names and contents get changed. Most ROMs you'll find are for use with the latest mainline version, hence those old non-standard MAMEs not seeing them at times.

(Also be sure to have the "parent" revision which is required to play a game. It should be bigger than all the other revisions of that game.)

The plain old official mamedev.org binary ends up being the fastest and easiest to start playing with, and is now quite usable without a command line. I just did a fresh install of it, put a ROM in the roms folder and double-clicked mame.exe. A game menu showed up, I selected my game, and the game started with pretty reasonable defaults.
User avatar
MR_Soren
Posts: 1026
Joined: Tue Dec 18, 2007 4:27 pm
Location: Marquette, MI
Contact:

Re: Guwange 360

Post by MR_Soren »

apple arcade wrote:
The vagrant wrote:Whoah, getting mame to work properly will take as much time as registering on these forums and posting your stuff. You aren't "mame retarded", just unwilling to figure it out. I must ask, why would someone unwilling to make mame work (the platform where you can try 90% of the good existing shmups) even take time to register and post here? I'm not insuling you like "you soldn't come to these boards", it's just that you guys approach makes absolutely no fucking sense to me. Unless all you're interested in is touhou, just get mame, try the classics and try to have some vague understanbding of the genre before expressing your opinions.
It's not as simple "registering on these forums". Maybe on some computer it is, just not mine.
Well, what do you have? (Hardware / OS) MAME is pretty valuable. It would be worth giving out some details and asking some questions to get it running rather than calling yourself MAME retarded and giving up.
User avatar
apple arcade
Posts: 523
Joined: Sun Nov 29, 2009 10:05 pm

Re: Guwange 360

Post by apple arcade »

NR Series Viao.

Beyond that I don't know the spects. It's on vista if that helps?
User avatar
xris
Posts: 817
Joined: Mon Nov 09, 2009 12:27 am

Re: Guwange 360

Post by xris »

I would say give the demo a couple more tries, see if you can chain the whole thing. Part of the appeal really is the asthetic, especially in some of the later levels. I like how the directions change throught the levels, sometimes forcing you in tight corridors, or changing dirrections quickly. The game play flies between forgiving and brutal rapidly. The health bar system helps alittle bit, but can be quickly wipped out if you are caught in a jam. It would be worth it if you could get it to run on mame. I had allot of problems getting mame to work for me as well, but Guwange was the game I got up and running. I'll send a pm that may help.
Image
User avatar
DrTrouserPlank
Posts: 1148
Joined: Fri Jan 09, 2009 7:26 pm

Re: Guwange 360

Post by DrTrouserPlank »

OK I've skimmed the thread and the answer was not explict to me so I'll just ask the question.

If I try to run this game on a 16:9 screen Tate'd, am I going to get borders at the top and bottom of the image?

Thanks.
To go "full-Plank" - colloquial - To experience disproportionate levels of frustration as a result of resistance to completing a task. Those who go "full-Plank" very rarely recover.
User avatar
howmuchkeefe
Posts: 724
Joined: Sun Jun 26, 2005 7:03 pm
Location: USA
Contact:

Re: Guwange 360

Post by howmuchkeefe »

Yes, you will have borders on both the top and bottom of the screen.
User avatar
DrTrouserPlank
Posts: 1148
Joined: Fri Jan 09, 2009 7:26 pm

Re: Guwange 360

Post by DrTrouserPlank »

howmuchkeefe wrote:Yes, you will have borders on both the top and bottom of the screen.
Awesome :|

Wondering whether KOTF sky stage would be a better buy..?

Thanks for the quick reply.
To go "full-Plank" - colloquial - To experience disproportionate levels of frustration as a result of resistance to completing a task. Those who go "full-Plank" very rarely recover.
moozooh
Posts: 3722
Joined: Fri Jul 27, 2007 11:23 pm
Location: moscow/russia
Contact:

Re: Guwange 360

Post by moozooh »

Actually, I believe that Asada promised to do something about 4:3 in his latest blog post.
Image
Matskat wrote:This neighborhood USED to be nice...until that family of emulators moved in across the street....
User avatar
StarCreator
Posts: 1943
Joined: Mon Jan 12, 2009 2:44 am
Location: Maryland, USA
Contact:

Re: Guwange 360

Post by StarCreator »

DrTrouserPlank wrote:OK I've skimmed the thread and the answer was not explict to me so I'll just ask the question.

If I try to run this game on a 16:9 screen Tate'd, am I going to get borders at the top and bottom of the image?

Thanks.
On a 16:9 screen you're going to get top/bottom borders on every vertical shooter in existence, including KOF Sky Stage. The problem with Guwange is when you run it on a 4:3 display, you get borders on all four sides, where on nearly anything else there would be no borders at all. Guwange behaves just like every other game on a 16:9 display.
moozooh wrote:Actually, I believe that Asada promised to do something about 4:3 in his latest blog post.
A friend tells me the post says they're about to submit a title update fixing this to MS, and they're expecting it to be released in February.
Last edited by StarCreator on Tue Jan 18, 2011 8:55 pm, edited 1 time in total.
User avatar
nZero
Posts: 2608
Joined: Wed Jan 26, 2005 1:20 am
Location: DC Area
Contact:

Re: Guwange 360

Post by nZero »

DrTrouserPlank wrote:
howmuchkeefe wrote:Yes, you will have borders on both the top and bottom of the screen.
Awesome :|

Wondering whether KOTF sky stage would be a better buy..?

Thanks for the quick reply.
If you just want an XBLA shoot'em up with no borders, Raystorm HD is cropped and stretched to fill a widescreen display.
Image
User avatar
DrTrouserPlank
Posts: 1148
Joined: Fri Jan 09, 2009 7:26 pm

Re: Guwange 360

Post by DrTrouserPlank »

nZero wrote:
DrTrouserPlank wrote:
howmuchkeefe wrote:Yes, you will have borders on both the top and bottom of the screen.
Awesome :|

Wondering whether KOTF sky stage would be a better buy..?

Thanks for the quick reply.
If you just want an XBLA shoot'em up with no borders, Raystorm HD is cropped and stretched to fill a widescreen display.
That wasn't my exclusive criteria. As for Raystorm I wasn't too keen on it.

I've run various dreamcast shooters Tate'd before and was happy with how they displayed on a 16:9. Maybe they did have borders at the top and bottom, to be honest if they did I wasn't distracted by them and assuming (from what you've said) that Guwange operates in a similar manner I think I'll be OK with that. I assume the annoyance in this thread is that the game doesn't display fullscreen on a 4:3 display rotated? Understandably annoying I guess given how these games operate in arcades.
To go "full-Plank" - colloquial - To experience disproportionate levels of frustration as a result of resistance to completing a task. Those who go "full-Plank" very rarely recover.
User avatar
emphatic
Posts: 7988
Joined: Mon Aug 18, 2008 3:47 pm
Location: Alingsås, Sweden
Contact:

Re: Guwange 360

Post by emphatic »

StarCreator wrote:
moozooh wrote:Actually, I believe that Asada promised to do something about 4:3 in his latest blog post.
A friend tells me the post says they're about to submit a title update fixing this to MS, and they're expecting it to be released in February.
OMG, I just jizzed my pants. :shock:
Image | My games - http://www.emphatic.se
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
User avatar
StarCreator
Posts: 1943
Joined: Mon Jan 12, 2009 2:44 am
Location: Maryland, USA
Contact:

Re: Guwange 360

Post by StarCreator »

DrTrouserPlank wrote:I've run various dreamcast shooters Tate'd before and was happy with how they displayed on a 16:9. Maybe they did have borders at the top and bottom, to be honest if they did I wasn't distracted by them and assuming (from what you've said) that Guwange operates in a similar manner I think I'll be OK with that. I assume the annoyance in this thread is that the game doesn't display fullscreen on a 4:3 display rotated? Understandably annoying I guess given how these games operate in arcades.
If there were no borders when you ran your Dreamcast into your 16:9 monitor, then you were playing at the wrong aspect ratio. When handled properly, there will always be borders when displaying a 4:3 source on a 16:9 display.
User avatar
DrTrouserPlank
Posts: 1148
Joined: Fri Jan 09, 2009 7:26 pm

Re: Guwange 360

Post by DrTrouserPlank »

StarCreator wrote:
DrTrouserPlank wrote:I've run various dreamcast shooters Tate'd before and was happy with how they displayed on a 16:9. Maybe they did have borders at the top and bottom, to be honest if they did I wasn't distracted by them and assuming (from what you've said) that Guwange operates in a similar manner I think I'll be OK with that. I assume the annoyance in this thread is that the game doesn't display fullscreen on a 4:3 display rotated? Understandably annoying I guess given how these games operate in arcades.
If there were no borders when you ran your Dreamcast into your 16:9 monitor, then you were playing at the wrong aspect ratio. When handled properly, there will always be borders when displaying a 4:3 source on a 16:9 display.
There probably were borders...
To go "full-Plank" - colloquial - To experience disproportionate levels of frustration as a result of resistance to completing a task. Those who go "full-Plank" very rarely recover.
User avatar
gs68
Posts: 1537
Joined: Fri Feb 04, 2005 5:29 am
Location: Northern California

Re: Guwange 360

Post by gs68 »

http://www.facebook.com/#!/CAVECoLtd wrote:A little late, but our 360 producer Makoto Asada has confirmed that the dev department has found time to patch 4:3 mode into Guwange. We are submitting the patch for certification now and hopefully will see it by the end of February. When we have a definite release date for the patch, we will make an announcement here.
User avatar
MR_Soren
Posts: 1026
Joined: Tue Dec 18, 2007 4:27 pm
Location: Marquette, MI
Contact:

Re: Guwange 360

Post by MR_Soren »

gs68 wrote:
http://www.facebook.com/#!/CAVECoLtd wrote:A little late, but our 360 producer Makoto Asada has confirmed that the dev department has found time to patch 4:3 mode into Guwange. We are submitting the patch for certification now and hopefully will see it by the end of February. When we have a definite release date for the patch, we will make an announcement here.
That's fabulous! I can't wait to play it again next month.
User avatar
chempop
Posts: 3466
Joined: Sun Jul 31, 2005 7:44 am
Location: Western-MA USA

Re: Guwange 360

Post by chempop »

Oh hell yeah, I did not think this would happen!

Between DOJBLEX patch, Guwange patch, DFKbl+DFKetsui, MMP+PS, that's like 6 new games within a month :shock:
"I've had quite a few pcbs of Fire Shark over time, and none of them cost me over £30 - so it won't break the bank by any standards." ~Malc
User avatar
bcass
Posts: 2671
Joined: Wed Mar 30, 2005 11:10 am

Re: Guwange 360

Post by bcass »

Time to bombard them with requests to patch DSIIX.
User avatar
evil_ash_xero
Posts: 6254
Joined: Thu Jul 12, 2007 6:33 am
Location: Where the fish lives

Re: Guwange 360

Post by evil_ash_xero »

AWESOME
User avatar
BPzeBanshee
Posts: 4859
Joined: Sun Feb 08, 2009 3:59 am

Re: Guwange 360

Post by BPzeBanshee »

My confidence in Cave's competence is restored. :D
User avatar
StarCreator
Posts: 1943
Joined: Mon Jan 12, 2009 2:44 am
Location: Maryland, USA
Contact:

Re: Guwange 360

Post by StarCreator »

bcass wrote:Time to bombard them with requests to patch DSIIX.
And remember to ask to both restore Arcade's slowdown accuracy pre-patch (as the update that fixed its graphical issues broke the slowdown) as well as asking for the 4:3 mode.
User avatar
charlie chong
Posts: 1526
Joined: Fri Dec 08, 2006 12:19 pm
Location: borders

Re: Guwange 360

Post by charlie chong »

BPzeBanshee wrote:My confidence in Cave's competence is restored. :D
User avatar
kog3100_edw
Posts: 38
Joined: Fri Dec 19, 2008 9:35 pm

Re: Guwange 360

Post by kog3100_edw »

bcass wrote:Time to bombard them with requests to patch DSIIX.
Actually, it's time (or after the Guwange patch if you prefer) to bombard them with appreciation for doing all this patch work.

Yes. It has taken a very long time for the DDPDOJBLEX patch, but it isn't even Cave's release. They didn't have to do this.

Yes. They shouldn't have put Guwange out without 4:3 support in the first place, but it was a budget release and probably underestimated just who'd care about it... and again for the money involved (compared to other releases) they could've let it go.

Those of us who've been buying these games would've continued to do so regardless of these fixes. I think players should request whatever additional work would make the games better, but let's not forget basic decency and show some gratitude. At the very least they deserve it for cleaning up 5pb's mess and it doesn't hurt to butter them up some for other fixes we might want, yeah? Obviously Cave listens. Don't just give them whiney shit to listen to.

PS-- I'm not addressing bcass or anyone specifically. This is just a basic call for balancing the complaints and request. Bcass's quote was just a lead-in to my point.
User avatar
TVG
Posts: 919
Joined: Wed Jan 26, 2005 12:35 am

Re: Guwange 360

Post by TVG »

This is proof bitching works!

Seriously though, I posted some congrats on their FB. I guess everyone will.
"In short, it comes down to spirit" - dodonpachi developper Kohyama.
User avatar
bcass
Posts: 2671
Joined: Wed Mar 30, 2005 11:10 am

Re: Guwange 360

Post by bcass »

kog3100_edw: Cave didn't do the DDPDOJBLEX patch. Mihara and 5pb worked on it.

Also, the messed-up screen config in Guwange comes from DSXII, which wasn't a budget release.
Lance Boyle
Posts: 243
Joined: Thu Nov 11, 2010 7:30 pm

Re: Guwange 360

Post by Lance Boyle »

bcass wrote:the messed-up screen config in Guwange
Elaborate?
User avatar
bcass
Posts: 2671
Joined: Wed Mar 30, 2005 11:10 am

Re: Guwange 360

Post by bcass »

Read the thread. It's been detailed, oh, only about a hundred times now.
Lance Boyle
Posts: 243
Joined: Thu Nov 11, 2010 7:30 pm

Re: Guwange 360

Post by Lance Boyle »

bcass wrote:Read the thread. It's been detailed, oh, only about a hundred times now.
I've been through the whole thread and I've played the game myself extensively. The only screen issue in Guwange is the 4:3 aspect ratio problem, and that has nothing to do with the "screen config".

I don't feel like wading through endless bullshit about the 4:3 error which is now solved.
Post Reply