STGT '11 Week 2 - Daioh! discussion.

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Emuser
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STGT '11 Week 2 - Daioh! discussion.

Post by Emuser »

I figured that it would be a good idea to start a seperate topic from the high score topic so that people can post about their issues/concerns/whatever concerning running the game properly, and discuss the game itself as well without flooding the high score topic.

I'm running Daioh on an older outdated version of Mame but I hear it will also work on Shmupmame 3.0 for those of you who have the game crash on you. I'm personally excited Daioh made the cut this year in my first STGT because its obscure but a ton of fun to me.
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Bananamatic
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Bananamatic »

Sniper week I guess?

On the plus side, it's vertical and it's not made by Konami so this is good enough
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Chaos Phoenixma »

This game is so bad. At least in terms of gameplay.

I definitely liked Goku Paro a lot more.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by ryu »

how come people are so much better at this than parodius, when this is also so much harder? :? i keep dying by accidentally crashing in the first boss's bullets.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Bananamatic »

because this is "hard" harder, not anal harder
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by hwl »

It seems to be a really nice game besides the item-randomness (especially 1- and 2-ups). My only problem is the enormous amount of input lag with normal mame which sucks especially with those fast bullets we're confronted with in later stages (I'm unable to configure shmupmame somehow). And, well, rank seems to be pretty harsh, too, which makes it even harder. I'm not sure how much time I'll commit to this one, but it'll be probably more than to gokuparo after all.

Also:
Bananamatic wrote:because this is "hard" harder, not anal harder
lol! :D
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by emphatic »

Works flawless for me in ShmupMAME 2.2. I played through both loops (with invincibility cheat as save states is gay ass) to figure out what weapons and bombs I need for the four buttons on my arcade stick. Dodging the pink P does magic for rank. It *seems* you can stand on top of bigger ground enemies as they *sometimes* (seemingly random) will stop shooting then. The game feels very Raidenesque to me and as I pretty much have less love for Seibu games than Konami ones (this balance has been tipped after last week though) I won't see myself playing this after this week either. But way more fun than last week for someone that hates memorizers. Also, maxing out on S seems like a smart plan for score as it doesn't seem to raise rank.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Chaos Phoenixma »

This game is probably even more of a memorizer than the last one is.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Matsunaga »

An even shittier version of Shienryu... Great
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by raigon50 »

Chaos Phoenixma wrote:This game is probably even more of a memorizer than the last one is.
I agree. It took me a few tries on the first stage to figure out where I should go without a god-forsaken tank sniping me.

It's a bit annoying that the explosions are so large, and take awhile to disappear. The bullets are the same color as the explosions as well, so they get way hard to see when there are a lot of popcorn.
When the bullets shoot bullets, you know you have a problem.

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Emuser
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Emuser »

Odd that I'm not really feeling the sense of any input lag as I'm playing...I'm gonna play on my older mame build then shmupmame and see if I can feel any difference later.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Skykid »

This game is awesome. Really enjoying it.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by chempop »

Anyone else notice that Unicron?
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Obiwanshinobi »

Now that's more like it - an obscure shmup. Shame about the input lag, but it's not disastrous on my setup.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Aliquantic »

The WR according to the Italian list is 20.7m by the way... now taking bets on how close Sikraiken will get to breaking it :)
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Bananamatic »

either this loops forever or I dunno
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Aquas »

This game is sick! Thanks for the straight forward style shmup game choice. I see myself playing this a lot more passionately than Goku Parodious. For some reason, Goku didn't rub me the right way. But Bulma...
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by chempop »

Just it a 1-up & 2-up in a single run... Then proceeded to donate lots of lives to stage 4 :cry:
I love the sprite art in this game, takes me back to, well, 1993 :D
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Aguraki »

how do you know the number of frames of input lag in a game?
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by burgerkingdiamond »

since it felt so laggy I decided to try shmupmame for the first time. I can't figure out how to get a 4:3 picture when in TATE. I went through the options and it says 4:3. I unchecked the "stretch using hardware" box, but when I try to run it I hear the music but the screen is frozen on the info screen that pops up when you first run a game.

Can anyone help?
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Chaos Phoenixma »

Bananamatic wrote:either this loops forever or I dunno
2 loop game. It's probably just getting high bomber bonuses for levels by no miss no bombing everything or almost everything. I think you can have a lot of bombs in stock at once.


But the game is a completely unfun memofest, so I'll probably just submit the first run that gets to stage 4 and call it a week.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by RNGmaster »

Aquas wrote:This game is sick! Thanks for the straight forward style shmup game choice. I see myself playing this a lot more passionately than Goku Parodious. For some reason, Goku didn't rub me the right way. But Bulma...
Oh you...

Scoring seems pretty random too. I always arrive at the octopus with a drastically different score, and it seems to be worse if I've no-missed to that point.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Obiwanshinobi »

Aguraki wrote:how do you know the number of frames of input lag in a game?
Once the ship is controllable and not flickering:
- pause the emulation (P)
- hold a directional button (left, right, up, or down)
- while holding said button, hold Shift and press P to run the emulation one frame forward
- keep pressing Shift+P until the ship moves
- the number of frames it took the ship to react is the input lag.

In real time, other factors may increase the input lag (such as the system's native delay - can be pretty bad on Vista or Win7 - or slowly responding LCD).
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captpain
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by captpain »

Lots of input lag -- 3 or 4 frames depending on how you count it. But that's OK because it's a STGT game and it's not DOJ or anything. I can deal.

I am actually having a lot of fun playing this so far. Looks to be a good week.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by burgerkingdiamond »

burgerkingdiamond wrote:since it felt so laggy I decided to try shmupmame for the first time. I can't figure out how to get a 4:3 picture when in TATE. I went through the options and it says 4:3. I unchecked the "stretch using hardware" box, but when I try to run it I hear the music but the screen is frozen on the info screen that pops up when you first run a game.

Can anyone help?
help me out peoples
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Aguraki »

thx a lot obiwan I always wondered about this.

burgerking,this game works fine on wolfmame 0.99,and ran it on shmupmame 3.0 too.
Maybe you can try to play with the display settings to rotate the screen,and also use a programm to turn the screen(I use irotate),or maybe you have the wrong rom.
For this shmup mame I have display set as clockwise and I have to use irotate at 270° for the screen.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by captpain »

burgerkingdiamond wrote:
burgerkingdiamond wrote:since it felt so laggy I decided to try shmupmame for the first time. I can't figure out how to get a 4:3 picture when in TATE. I went through the options and it says 4:3. I unchecked the "stretch using hardware" box, but when I try to run it I hear the music but the screen is frozen on the info screen that pops up when you first run a game.

Can anyone help?
help me out peoples
you need a 3:4 picture in tate, not 4:3. put that in.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by RNGmaster »

Do savestates work on any build of MAME for this? I need to practice Stage 3 in a time-efficient way, but I see no real way to do this.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by saucykobold »

Yeah, MAME32 Plus! 0.70u2 seems to have perfect save state support for Daioh.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Aquas »

ShmupMame 3.0b seems to work fine as well.
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