Radiant Silvergun help--XBLA release

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man9child
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Re: Radiant Silvergun help--XBLA release

Post by man9child »

speaking of video effects, what does the mesh1, mesh2, mesh3 in the transparency option do?
Hit select to bring up video options while the 3-A boss is approaching, or anywhere where there is a visible shadow effect onscreen to see the difference. I appreciate the attention to detail to put something like that in. I'd have to A/B it to be sure, but I know as a general matter Saturn used meshes and not transparencies.
Estebang
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Re: Radiant Silvergun help--XBLA release

Post by Estebang »

Not to derail the thread too much, but...

The SNES had a 24.576 MHz CPU in contrast with the Genesis' 7.67 MHz, but it was considerably less efficient and more difficult to program for, resulting in most SNES games being characterized by fewer sprites and slower speeds. The Genesis' Motorola 68HC000 was a renowned standard widely used in other electronics, and is still studied in engineering classes.

The SNES had an issue of not being able to read from the general-use and audio CPU buses at the same time without the intermediary aid of a DMA.
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Re: Radiant Silvergun help--XBLA release

Post by nZero »

Estebang wrote:The SNES had a 24.576 MHz CPU
Citation needed.
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Nereid
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Re: Radiant Silvergun help--XBLA release

Post by Nereid »

I can't tell any difference with weapon levelling between normal and score attack (and the Saturn version). Is the only difference with the 10000 weapon bonuses, or what? Can anyone else confirm that there is a difference?
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Re: Radiant Silvergun help--XBLA release

Post by Seahawk »

Estebang wrote:The SNES had a 24.576 MHz CPU in contrast with the Genesis' 7.67 MHz, but it was considerably less efficient and more difficult to program for, resulting in most SNES games being characterized by fewer sprites and slower speeds. The Genesis' Motorola 68HC000 was a renowned standard widely used in other electronics, and is still studied in engineering classes..
Wrong. The master quartz crystal clock on the SNES PCB is 24MHz. The SNES CPU is actually clocked at 2.68MHz. It's not a question of efficiency, it's just that the CPU is plodding slow and could never keep up with the mighty Motorola 68k in the Genesis, which was also used in A LOT of arcade titles. Almost every major arcade system at the time and for a great while after (CPS1, CPS2, Neo Geo, Konami GX, Toaplan 1&2 (so the Raizing B trilogy also :P ), etc) used it as the main CPU so it was easier to port directly to the Genesis. IMO the only bad thing about the Genny was the sound chip. If Sega had included a YM2151 (also vastly used in arcades) the Genesis would have curbstomped the SNES into the dust.

On topic: I hate how pausing the game keeps the music going, I always synced my actions and boss timeouts to the music when playing in MAME =/.
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Re: Radiant Silvergun help--XBLA release

Post by Ataru »

So, anyone else finding there is a serious, serious problem with replays not working properly?

I get 13% of the way into a 55 minute replay, and the player suddenly starts dying over and over again after playing flawlessly.

edit: doesn't happen every time, but I think it happens with the R-Type tribute boss and the cannon boss with the rotating circle of pillars.
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Re: Radiant Silvergun help--XBLA release

Post by brentsg »

Wow they messed up 4:3, WTF?

:mrgreen:
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Re: Radiant Silvergun help--XBLA release

Post by Austin »

I meant to chime in about the 4:3 issue, but typing on my phone is a bit cumbersome. Anyways, now that I am home.. My complaint isn't because I am trying to play the game on a very specific, unique arcade setup that .00003% of the gamers out there use--I am playing it on my primary television set (that also happens to be a CRT). I think there are a lot more people out there that still use CRTs than what most of the HD-indoctrinated crowd thinks.

My personal reasons for not upgrading: A quality set that meets my wants/needs isn't in my budget anytime soon (expensive); I don't have the room for one (I plan on keeping the CRT when I do upgrade); and, my TV still looks great for what it is (25" Sony Wega), not to mention it seems to be built like a rock.

I also doubt that it would be difficult to cater to both sides of the crowd. With PC gaming for instance, modern titles have various resolution settings, from 16:9 and 16:10 options, all the way down to some "archaic" 4:3 options to fit older-style monitors. I don't see why this can't be achieved on a regular basis with console games as well. The way I see it is--especially in the case of Radiant Silvergun here (where not only do we have black bars on the top and bottom of the screen, but huge gaps on both sides of it)--it's a lazy effort on the developer's part.
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Re: Radiant Silvergun help--XBLA release

Post by Ataru »

This game is absolutely punishing, but after getting my ass handed to me by a boss over and over again, it's a lot of fun to play that section at 6/8th speed in the training mode.

I am playing in Ikaruga mode for now, I like it, though I wish there was also a rebalanced Ikaruga mode that removed the weapon leveling and just scaled your weapons automatically to whatever level Treasure expects you to be working with at each boss.
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Re: Radiant Silvergun help--XBLA release

Post by BPzeBanshee »

So let me get this straight - besides the 16:9 on 4:3 game stupidity, this thing is perfectly accurate to the arcade/Saturn versions right?
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Re: Radiant Silvergun help--XBLA release

Post by Zerst »

BPzeBanshee wrote:So let me get this straight - besides the 16:9 on 4:3 game stupidity, this thing is perfectly accurate to the arcade/Saturn versions right?
Xiga's last attack doesn't have the ridiculous(ly useful) slow down. I think all of it was removed, but it's most noticeable there.
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Re: Radiant Silvergun help--XBLA release

Post by bcass »

BPzeBanshee wrote:So let me get this straight - besides the 16:9 on 4:3 game stupidity, this thing is perfectly accurate to the arcade/Saturn versions right?
No. There's a bug which causes Penta to "skip" about an inch from one position to another just as it's about to attack you. Not sure if it does it every time.
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Re: Radiant Silvergun help--XBLA release

Post by guigui »

Zerst wrote:
BPzeBanshee wrote:So let me get this straight - besides the 16:9 on 4:3 game stupidity, this thing is perfectly accurate to the arcade/Saturn versions right?
Xiga's last attack doesn't have the ridiculous(ly useful) slow down. I think all of it was removed, but it's most noticeable there.

Slowdown are gone yes, even the ones created by the homing spread, for instance in the core of stage 5 boss.

Also, some people mentionned weapon bonuses were not the same in some modes. I did not see that (though I am not an expert) and wait for some confirmation of this fact.
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Re: Radiant Silvergun help--XBLA release

Post by Paradigm »

Seahawk wrote:IMO the only bad thing about the Genny was the sound chip. If Sega had included a YM2151 (also vastly used in arcades) the Genesis would have curbstomped the SNES into the dust.
Not a chance. Its shitty colour palette was a bigger problem anyway IMO. The MD could have done with a better sound chip, yes, but it wouldn't have made any difference in the console war. Ultimately it comes down to games and the SNES had it beat hands down.
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Re: Radiant Silvergun help--XBLA release

Post by guigui »

Hey friends, you know what ? Radiant Silvergun is available for download on any XBOX360 in the world !
Isn't it a great opportunity for the shmup genre we all so much enjoy to get a little interest ?
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Re: Radiant Silvergun help--XBLA release

Post by PC Engine Fan X! »

Yep, I d/l'ed the RSG demo on my JPN region 360 & the full game of RSG on my USA region 360 on it's debut day. Lots of fun. There's even a promo streaming XBL clip mentioning of RSG (amongst some other new 360 games) on the Japanese XBL site as well.

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Re: Radiant Silvergun help--XBLA release

Post by Kiken »

guigui wrote:
Zerst wrote:
BPzeBanshee wrote:So let me get this straight - besides the 16:9 on 4:3 game stupidity, this thing is perfectly accurate to the arcade/Saturn versions right?
Xiga's last attack doesn't have the ridiculous(ly useful) slow down. I think all of it was removed, but it's most noticeable there.

Slowdown are gone yes, even the ones created by the homing spread, for instance in the core of stage 5 boss.

Also, some people mentioned weapon bonuses were not the same in some modes. I did not see that (though I am not an expert) and wait for some confirmation of this fact.
Maybe I'm wrong on the weapon leveling. I'll go back and do a more in depth comparison with the Saturn version later.

The 360 port is definitely missing all hardware slowdown. All of Xiga's patterns are really fucking hectic now.. the final 'crystal rain' pattern being the most unnerving (as an aside, if you have any of the hi-def filters turned on, especially ALPHA, you won't be able to read the Be Attitude For Gains as the entire screen gets oversaturated with white during the explosion as Xiga hits the ground). I seem to remember slowdown being fairly important during the battle with Ohtrigen (in Saturn Mode) as well. There's the Penta jump glitch.. seems to happen constantly in Arcade mode but only once in a while in Story Mode. Also, Arcade Mode's ending is incomplete... it shows the first couple of image stills, then "20 years later..." appears on the screen.... and then nothing.. just a black screen that the credits roll past.
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Re: Radiant Silvergun help--XBLA release

Post by bcass »

Kiken wrote:Also, Arcade Mode's ending is incomplete... it shows the first couple of image stills, then "20 years later..." appears on the screen.... and then nothing.. just a black screen that the credits roll past.
What setting did you complete it on, and how many credits? Maybe they changed the conditions for the full ending?

Also, I notice that Story/Saturn mode no longer has continues. Instead you seem to accumulate lives instead of credits.
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Re: Radiant Silvergun help--XBLA release

Post by Zaarock »

Sounds like stuff they could definitely fix in a patch, along with 4:3. Apart from the slowdown that is.. Xiga being harder is sort of cool anyway. Extra stuff I'd like:

- Improved netcode (it has big input lag even with low latency)
- Some other type of coop mode with different weapon leveling, seperate life stocks? Story mode saving for online would be fun too.

But yeah, bug fixes are more important. Here's to hoping Guardian Heroes has proper netcode (if it wasnt ported by treasure then thats a bonus :p)
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Re: Radiant Silvergun help--XBLA release

Post by Kiken »

bcass wrote:
Kiken wrote:Also, Arcade Mode's ending is incomplete... it shows the first couple of image stills, then "20 years later..." appears on the screen.... and then nothing.. just a black screen that the credits roll past.
What setting did you complete it on, and how many credits? Maybe they changed the conditions for the full ending?
First time I just credit fed to the end to get a taste of Xiga's slowdownless patterns. Next time I did it, I had the starting lives set to 10 with extends at every 1 million and finished the game in a 'single credit' (which did unlock the SCC achievement, by the way). Same thing both times. I'll keep trying to get a legitimate SCC at arcade defaults to see if it changes.
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Re: Radiant Silvergun help--XBLA release

Post by bcass »

Zaarock wrote:Sounds like stuff they could definitely fix in a patch, along with 4:3. Apart from the slowdown that is.. Xiga being harder is sort of cool anyway. Extra stuff I'd like:

- Improved netcode (it has big input lag even with low latency)
- Some other type of coop mode with different weapon leveling, seperate life stocks? Story mode saving for online would be fun too.

But yeah, bug fixes are more important. Here's to hoping Guardian Heroes has proper netcode (if it wasnt ported by treasure then thats a bonus :p)
I've never played a shmup with good netcode. I just don't think it's possible using current ADSL technology. Even the very slightest of lag is unnacceptible IMO so I don't know why they waste time bothering.

Also, if people don't actually make a coordinated effort and do something about requesting a patch, it probably won't come. Remember - XBLA Ikaruga has some bugs in it* and that never got patched. Is there anyone who has the correct equipment who could do a capture of the Penta bug? Would be much easier reporting it with a video to reference.


* The worst of which is the occasionally buggy replays.
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Re: Radiant Silvergun help--XBLA release

Post by Zaarock »

bcass wrote:I've never played a shmup with good netcode. I just don't think it's possible using current ADSL technology. Even the very slightest of lag is unnacceptible IMO so I don't know why they waste time bothering.
Strania has excellent netcode. Neither player has input lag on their respective displays but if conflicts appear then they get sorted somehow. Scoring bonuses get messed up if there is latency though. If there is a lot of lag, the game can desync.. this only happens on the TLB in normal Strania but on Side Vower it can happen on pretty much any boss (I presume this is because of randomised attack order and aiming).

I remember playing coop on Strania side many times with japanese players and it was very playable. But if both players were alive on TLB it desyncs.

I think it's handled similar to fighting game netcode? The game is fun for coop though, dunno if RS as much so because of the weapon leveling. If you're going to have to memorize the whole game together then you might as well play local.
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Re: Radiant Silvergun help--XBLA release

Post by DrTrouserPlank »

First time I've ever played this game.

Verdict.

It's an embarrassment. I imagine the sales will be horrendous if people play the trial. Reminds me of some 80 point indie game that you wouldn't take a second-glance at.

Thank god I saved myself 1200 points by playing the demo.
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Re: Radiant Silvergun help--XBLA release

Post by Zaarock »

DrTrouserPlank wrote: Verdict.
WARNING

ENCOUNTERED AN ASSAILANT.
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Re: Radiant Silvergun help--XBLA release

Post by brentsg »

DrTrouserPlank wrote: Thank god I saved myself 1200 points by playing the demo.
Probably saved everyone else from a lot of moaning and groaning too.
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Re: Radiant Silvergun help--XBLA release

Post by Paradigm »

DrTrouserPlank wrote:First time I've ever played this game.

Verdict.

It's an embarrassment. I imagine the sales will be horrendous if people play the trial. Reminds me of some 80 point indie game that you wouldn't take a second-glance at.

Thank god I saved myself 1200 points by playing the demo.
I'm sure everybody really values the opinion of such an experienced, skilled gamer as yourself.

I will say one thing though, they should have used 3A-3C for the demo, that would have been the perfect introduction for new players.
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Re: Radiant Silvergun help--XBLA release

Post by guigui »

Zaarock wrote:
DrTrouserPlank wrote: Verdict.
WARNING

ENCOUNTERED AN ASSAILANT.
DrTrouserPlank
----------------------------
BE ATTITUDE FOR GAINS...
1 : PLAIN IGNORE-TECH
2 : PLAIN AVOID-TECH
3 : COOL TEMPER

You made my day, thanks.
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Re: Radiant Silvergun help--XBLA release

Post by DrTrouserPlank »

OK you all love it, I get it.

I still think it's a game that has received a lot more hype than it can possibly deserve. It was stiff and dull, like I said, akin to a quickly made flash game that I could be playing for free.
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Re: Radiant Silvergun help--XBLA release

Post by Wonderbanana »

DrTrouserPlank wrote:akin to a quickly made flash game that I could be playing for free.
:lol:

But no. RSG may divide opinion but that comment is utter bollox :roll:



Edit: Oh and could someone save me searching 150 pages and hook me up with a link to Ben Shinobi's RSG vids? Cheers 8)
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Re: Radiant Silvergun help--XBLA release

Post by Paradigm »

DrTrouserPlank wrote:OK you all love it, I get it.

I still think it's a game that has received a lot more hype than it can possibly deserve. It was stiff and dull, like I said, akin to a quickly made flash game that I could be playing for free.
Based on what exactly? Your evaluation of a five minute (if that) demo where you get chucked in halfway through the game against a boss, with no idea about enemy chaining and weapon leveling (i.e. the mechanics of the game).

It's blatantly obvious you just want to be the big man going around telling everyone how shit this hypejob of a game is.

We don't all love it, in fact many people strongly dislike chaining systems, which is fine - it's not for everyone. But you, having barely even played the game at all are simply talking out of your arse as usual.
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