STGT '11 Week 2 - Daioh! discussion.

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

Post by Deca »

ResumeDPosition wrote:Plus I was kind of pissed off last night with my lack of improvement compared to the last couple of days. Sloppy mistakes left and right and getting killed in stupid spots.
Trust me I understand completely, this game is rubbing me in all the wrong ways :lol:

Taking breaks and coming back is making me hate it less, drilling this game doesn't seem to help me as much as some others.
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Emuser
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Emuser »

RNGmaster wrote:Health does not increase with rank, actually.
I mentioned that health doesn't happen to increase with rank in this particular game, I mean't others like Garegga and other Raizing games.
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dunpeal2064
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by dunpeal2064 »

Playing this is makin me curious about Shienryu. Might have to pick that one up now.

Found it interesting that, according to wiki, the japan release of this game had a powerup system more similar to raiden, allowing you access to only one weapin at a time.
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Bananamatic
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Bananamatic »

is there at least any way to bind missiles to shot+lightning?
captpain
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by captpain »

Bananamatic wrote:is there at least any way to bind missiles to shot+lightning?
read your god damn PMs, we talked about this
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Bananamatic »

Sorry, had the 100 messages limit reached so I probably somehow overlooked/deleted that one :|
in short, I bind it to vulcan+lightning but it only shoots lightning
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by burgerkingdiamond »

captpain wrote:
Bananamatic wrote:is there at least any way to bind missiles to shot+lightning?
read your god damn PMs, we talked about this
I'd like to know the answer to this question.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by croikle »

You probably need to edit the bind for lightning to (button 1 AND NOT button 2), and likewise for vulcan.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by captpain »

burgerkingdiamond wrote: I'd like to know the answer to this question.
only if you promise to throw this week and submit all 0s as scores

just in case you don't promise, you do it by pressing the keys you'd like to bind to the button in rapid succession. make sure you do it both ways, so if you were binding A+S to button 1, you'd select button one and press A, S quickly, then S, A quickly.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by captpain »

if you're using shmupmame v3 (or any mame with the feature) then you can just set up custom buttons, of course.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by burgerkingdiamond »

captpain wrote:if you're using shmupmame v3 (or any mame with the feature) then you can just set up custom buttons, of course.
cool. I just started shmupmame for this game because of the lag. I didn't know it had that feature.

I do not promise to throw STGT, but I don't think I'm much of a threat anyway. Plus my partner Rancor has been MIA.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Bananamatic »

I just somehow binded the buttons and ended up with a half vulcan/half missile shot

how does this work
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by nZero »

burgerkingdiamond wrote:cool. I just started shmupmame for this game because of the lag.
From #shmups IRC:

[03:56:02] <Zaarock> how much does shmupmame reduce the lag btw?
[03:57:18] <nimitz> for daioh it's the same as vanilla mame

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

Post by ryu »

Bananamatic wrote:I just somehow binded the buttons and ended up with a half vulcan/half missile shot

how does this work
probably a glitch with the us version's control setup.

discovered it pretty early on and dropped it when i realized it only worked if both buttons are pressed with a specific timing. no way that was intended.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Sapz »

I'm finding this game a lot more enjoyable after turning off the sound and listening to Municipal Waste in the background instead. :P
STGT '11 - #1 | STGT '12 - #1
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by burgerkingdiamond »

Sapz wrote:I'm finding this game a lot more enjoyable after turning off the sound and listening to Municipal Waste in the background instead. :P
Interesting Fact:
MW is from Richmond, VA. 1.5 hours from where I live. During high school and for a couple years after I played in a thrash band and we played a couple of local shows with them.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by burgerkingdiamond »

nZero wrote:
burgerkingdiamond wrote:cool. I just started shmupmame for this game because of the lag.
From #shmups IRC:

[03:56:02] <Zaarock> how much does shmupmame reduce the lag btw?
[03:57:18] <nimitz> for daioh it's the same as vanilla mame

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I thought I noticed a small improvement, but maybe it's just placebo effect mixed with more practice.

I need to play DDP with it and see if I notice big difference there. So far the only game I've played with ShmupMame is Daioh.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Bananamatic »

the amount of point blanks and snipers makes me want to throw babies

this wasn't programmed as a game but as a credit muncher

pretty much 80% of deaths are cheapshots
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by third_strike »

- 2 loops.
- Checkpoints.
- Stupid rank.
- lagfull.
- Six buttons.

This need be really fun :|
Let at least try play.
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Deca
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Deca »

nZero wrote:[03:56:02] <Zaarock> how much does shmupmame reduce the lag btw?
[03:57:18] <nimitz> for daioh it's the same as vanilla mame
Whoah wait we have an irc channel? :|

Edit: This game is going from annoying to infuriating. I have no idea how to approach stage 6 and can only assume 7 is even more idiotic.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Zaarock »

Bananamatic wrote:the amount of point blanks and snipers makes me want to throw babies
I haven't seen much point blanking yet :p but yeah, enemies will fire at you from the sides and below. to avoid having that happen I usually try to go in the range where they cant fire, and the lightning gun is good at dealing with the other popcorns/tanks at the same time so it's nice anyway.. point blank vulcan on big tanks kills them in a second etc. Use button 4 bomb to clear screen of bullets, button 6 to do huge damage to stuff close to you.


Also, looks like this is going to be the best STGT ever so far in how much whining is going on :lol:
Last edited by Zaarock on Wed Aug 03, 2011 10:29 pm, edited 1 time in total.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Chaos Phoenixma »

Definitely looking forward to next week. Maybe we'll get another good game like last week. I actually tried last week and just kept screwing everything up.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Yazphier »

Bananamatic wrote:I just somehow binded the buttons and ended up with a half vulcan/half missile shot

how does this work
Works for me
assign like this;
button 1: ( <press enter> ) <press A> <press B twice>
button 2: ( <press enter> ) <press B> <press A twice>
button 3: ( <press enter> ) <hold A & B down until mame registers the buttonconfig>

if that still doesn't work, open up your daioh.cfg and try and idetify,

note the NOT keyword in the P1_BUTTON1 & P1_BUTTON2
and the absence of "NOT" in in P1_BUTTON3

have no idea of that mask="##" have relevance

of, course, change your "JOYCODE_1_BUTTONXX" to desired buttons, and if oyu need to know what buttons your interested in, then just go in, assign them so you know what the cfg want it to be called before editing.

from my daioh.cfg when testing the above

Code: Select all

        <input>
            <port tag="P1" type="P1_BUTTON1" mask="16" defvalue="16">
                <newseq type="standard">
                    JOYCODE_1_BUTTON11 NOT JOYCODE_1_BUTTON12
                </newseq>
            </port>
            <port tag="P1" type="P1_BUTTON2" mask="32" defvalue="32">
                <newseq type="standard">
                    JOYCODE_1_BUTTON12 NOT JOYCODE_1_BUTTON11
                </newseq>
            </port>
            <port tag="P1" type="P1_BUTTON3" mask="64" defvalue="64">
                <newseq type="standard">
                    JOYCODE_1_BUTTON12 JOYCODE_1_BUTTON11
                </newseq>
            </port>
of course i don't know if this actually goes for your version, but why would it differ with different versions ?
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Bananamatic »

Zaarock wrote: Also, looks like this is going to be the best STGT ever so far in how much whining is going on :lol:
So far this STGT is like Fear Factor - you have to go through things that make the manliest of men shiver only hearing about them and if you puss out your entire team will hate you
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by RNGmaster »

Bananamatic wrote:
Zaarock wrote: Also, looks like this is going to be the best STGT ever so far in how much whining is going on :lol:
So far this STGT is like Fear Factor - you have to go through things that make the manliest of men shiver only hearing about them and if you puss out your entire team will hate you
Be thankful we didn't have to play Cyvern.
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Bananamatic
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Bananamatic »

I actually enjoyed Cyvern. I really regret not putting more time into it last STGT
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by rancor »

burgerkingdiamond wrote:Plus my partner Rancor has been MIA.
I'm back! Been gorging myself on sweets, alcohol, and white women! Ready for some STG action now. :wink:
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by dinosaurjerk »

Yazphier wrote:
Bananamatic wrote:I just somehow binded the buttons and ended up with a half vulcan/half missile shot

how does this work
Works for me
assign like this;
button 1: ( <press enter> ) <press A> <press B twice>
button 2: ( <press enter> ) <press B> <press A twice>
button 3: ( <press enter> ) <hold A & B down until mame registers the buttonconfig>
thanks dude i was having the same problem banamatic was having but this fixes it.
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Re: STGT '11 Week 2 - Daioh! discussion.

Post by Emuser »

*record inp in shmupmame


*do good and 1st death on stage 5


*shmupmame freezes when 1up appears


....


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

Post by Aquas »

ResumeDPosition wrote:*record inp in shmupmame

*do good and 1st death on stage 5

*shmupmame freezes when 1up appears

....

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WHYYYYYYYYYYY
.
This just happened to me but it froze when I switched shots which I hear also makes it occur. It might be shmupmame, I dunno
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