Too close for comfort? the revival?

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emphatic
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Re: Too close for comfort? the revival?

Post by emphatic »

Ghegs wrote:even the japanese players use autofire, in arcades no less.
THE MADNESS!!! :lol:
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Re: Too close for comfort? the revival?

Post by Udderdude »

That Garegga cab with hardwired reset button is The Shit(tm)
IseeThings
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Re: Too close for comfort? the revival?

Post by IseeThings »

kevenz wrote:
Vamos wrote:Ive got to ask will ddp bee storm ever get emulated?
It is emulated..... it's working with mame...... the only problems is the ennemy bullets are invisible because of the undumpable protection rom.

Same for Demon Front and The Gladiator.
That's not really emulated and working then, is it?
hwl
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Re: Too close for comfort? the revival?

Post by hwl »

It's not. :o

Question to ppl playing Mushihimesama Futari with the slowpoke build: There seems to be slowdown, and it feels quite good overall (never played PCB or 360 version). So, how accurate is it?
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BPzeBanshee
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Re: Too close for comfort? the revival?

Post by BPzeBanshee »

hwl wrote:It's not. :o

Question to ppl playing Mushihimesama Futari with the slowpoke build: There seems to be slowdown, and it feels quite good overall (never played PCB or 360 version). So, how accurate is it?
It's not accurate at all. Nowhere near, as there's not enough slowdown in Deathsmiles or ESPGaluda II based on the 360 ports which I own.
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Re: Too close for comfort? the revival?

Post by Vamos »

hwl wrote:It's not. :o

Question to ppl playing Mushihimesama Futari with the slowpoke build: There seems to be slowdown, and it feels quite good overall (never played PCB or 360 version). So, how accurate is it?
Aye its no where near theres TONS of slowdown missing so basically on mame its going to be harder to 1cc and much harder for some of the scoring tricks , look at it this way though if you practice on this when you play with real slowdown itl be a lot easier.
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Re: Too close for comfort? the revival?

Post by xMetalliCx »

Vamos
BPzeBanshee

guys please, can you be more specific ?
describe please, where must be slowdowns but they don't happen (or vice versa) ?

as I said earlier - at least at levels 1-3 I have slowdowns in the same places as on PCB superplays.
(tried Futari 1.5 and BL on original and maniac).
and most of slowdowns is NOT "thing what must happen at this or that moment of game", player MUST play in such way to make they happens (i.e. like superplayer), so if you play like "I just try to survive" will be MUCH less slowdowns, if any at all.

I'm thinking about releasing one more "slowpoke build", it will be basically the same as previous one, but with possibility to change blitter's fillrate, so player can decrease it and game will slowdown even if he just slightly farting :)
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joeboto
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Re: Too close for comfort? the revival?

Post by joeboto »

xMetalliCx wrote:Vamos
BPzeBanshee

guys please, can you be more specific ?
describe please, where must be slowdowns but they don't happen (or vice versa) ?

as I said earlier - at least at levels 1-3 I have slowdowns in the same places as on PCB superplays.
(tried Futari 1.5 and BL on original and maniac).
and most of slowdowns is NOT "thing what must happen at this or that moment of game", player MUST play in such way to make they happens (i.e. like superplayer), so if you play like "I just try to survive" will be MUCH less slowdowns, if any at all.

I'm thinking about releasing one more "slowpoke build", it will be basically the same as previous one, but with possibility to change blitter's fillrate, so player can decrease it and game will slowdown even if he just slightly farting :)
easy thing. grab the cheats from pugsy page, xml the thing. then go all the way through any games in ultra/god mode, to the TLB and compare it. most boss and TLB in any futari, doesnt have slowdowns at all. only tried futari 1.5 and BL.
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Kewne
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Re: Too close for comfort? the revival?

Post by Kewne »

xMetalliCx wrote:as I said earlier - at least at levels 1-3 I have slowdowns in the same places as on PCB superplays.
(tried Futari 1.5 and BL on original and maniac).
and most of slowdowns is NOT "thing what must happen at this or that moment of game", player MUST play in such way to make they happens (i.e. like superplayer), so if you play like "I just try to survive" will be MUCH less slowdowns, if any at all.
The BL Original stage 3 boss seems to be missing a lot of it for me. The very first pattern and the ones at 3:30 and 4:00 in particular have zero slowdown at a ~35k counter, but seem almost identical in bullet count between the video's 70k and my own 35k and should result in roughly the same blitter slowdown.

Also, if you release another build, I'd love a source diff so that I can make a Linux build for myself. Pretty please?

(As a side note, placing the PCB video next to the 360 1-sissy shows how inaccurate the 360 port really is... even if it doesn't feel inaccurate.)
Nasirosuchus
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Re: Too close for comfort? the revival?

Post by Nasirosuchus »

Yeah, the Futari Black Label Stage 3 boss is missing lots of slowdown. It's what's keeping from a 1cc in that game.
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Gus
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Re: Too close for comfort? the revival?

Post by Gus »

^Spam bombs.
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monouchi
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Re: Too close for comfort? the revival?

Post by monouchi »

So that was what the buttons was. :)

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shmuppyLove
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Re: Too close for comfort? the revival?

Post by shmuppyLove »

monouchi wrote:So that was what the buttons was. :)

http://www.monouchi.com/Arcade/Tokyo2011/hey2.jpg
That's rad they have headphone jacks too <3 <3 <3
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Re: Too close for comfort? the revival?

Post by kernow »

Poor bezel :(
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Re: Too close for comfort? the revival?

Post by Nasirosuchus »

Gus wrote:^Spam bombs.
I normally wouldn't have a problem with this, but I'm not to crazy about having to do so when I could conserve those bombs for later in the game if the hardware slowdown were emulated accurately.
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Re: Too close for comfort? the revival?

Post by emphatic »

Nasirosuchus wrote:
Gus wrote:^Spam bombs.
I normally wouldn't have a problem with this, but I'm not to crazy about having to do so when I could conserve those bombs for later in the game if the hardware slowdown were emulated accurately.
Boss 3 slowdown is only triggered when you're straight below the boss IIRC, you're doing it right?
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Bananamatic
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Re: Too close for comfort? the revival?

Post by Bananamatic »

man, do people really smoke that much at arcades
Nasirosuchus
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Re: Too close for comfort? the revival?

Post by Nasirosuchus »

emphatic wrote:
Nasirosuchus wrote:
Gus wrote:^Spam bombs.
I normally wouldn't have a problem with this, but I'm not to crazy about having to do so when I could conserve those bombs for later in the game if the hardware slowdown were emulated accurately.
Boss 3 slowdown is only triggered when you're straight below the boss IIRC, you're doing it right?
Is it, now?
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shmuppyLove
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Re: Too close for comfort? the revival?

Post by shmuppyLove »

Bananamatic wrote:
man, do people really smoke that much at arcades
They're actually for coins/tokens.
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Animaitor
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Re: Too close for comfort? the revival?

Post by Animaitor »

shmuppyLove wrote:
Bananamatic wrote:
man, do people really smoke that much at arcades
They're actually for coins/tokens.
I'm not that sure. People smoke like crazy at game centers. Don't know if the picture of that cab was taken at one, though. Rad bezel :lol:
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BPzeBanshee
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Re: Too close for comfort? the revival?

Post by BPzeBanshee »

xMetalliCx wrote:Vamos
BPzeBanshee

guys please, can you be more specific ?
describe please, where must be slowdowns but they don't happen (or vice versa) ?

as I said earlier - at least at levels 1-3 I have slowdowns in the same places as on PCB superplays.
(tried Futari 1.5 and BL on original and maniac).
and most of slowdowns is NOT "thing what must happen at this or that moment of game", player MUST play in such way to make they happens (i.e. like superplayer), so if you play like "I just try to survive" will be MUCH less slowdowns, if any at all.

I'm thinking about releasing one more "slowpoke build", it will be basically the same as previous one, but with possibility to change blitter's fillrate, so player can decrease it and game will slowdown even if he just slightly farting :)
The idea of a configurable fillrate for a new slowpoke build would be good, at least that way I can just give you the numbers where I think its approximate and you can average it along with everyone else's guess to ideally get something close to accurate slowdown. As for "thing what must happen at this or that moment of game" - that is exactly how it is for the areas I speak of where regardless of being a high-scoring Japanese or not the game does slow down which is not present in your build of MAME. I'd record videos for you but I have no efficient way of recording my X360 games.

In my experience with Deathsmiles, regardless of whether you are shooting or not the forest stage (B-1) lags immensely when the plants that stretch out and reach for you appear on the screen, especially at the end of the stage before the boss where there is multiple ones of them. Futhermore, the giant apples that the boss shoots have little if any slowdown at all in your build whereas in the port it lags a lot.

As for Galuda 2, in the port, the game slows down at lot at the very beginning of stage 2 when you first appear before any of the boats show up which when I last ran in MAME did not happen. Furthermore, there is a brief slowdown when the second stage boss erupts from the large boat in MAME when it is much more longer in duration on the port.
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Re: Too close for comfort? the revival?

Post by NTSC-J »

shmuppyLove wrote:
Bananamatic wrote:
man, do people really smoke that much at arcades
They're actually for coins/tokens.
Not sure where you heard that, but they're mostly definitely for smoking.

I was at HEY again this weekend and took more pics of the Battle Garegga cab:

Image

Sorry for the glare, but in addition to the middle B-button being a normal rapid shot, the three in the bottom row are for the custom rapid shot (see next pic), rapid shot for bomb and a rapid shot for your options.

Image

A really cool feature, this is a dial that allows you to set the rapid shot to how many button presses per second you want.

No wonder the world-record holders for Garegga frequent HEY. That's service.
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Re: Too close for comfort? the revival?

Post by Animaitor »

Image

Wonder how's responsible for such cool mods.
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Re: Too close for comfort? the revival?

Post by xMetalliCx »

joeboto
thanks for tip, I tried go to pugsy's forum few days ago, but at that moment it was down, now I finally got that cheats ;)
but anyway, atm I miss God-mode official superplay, so I'll check it later.

Kewne
thanks, yes, looks like on original stage3 boss really lack slowdowns.

BPzeBanshee
I think compare slowdowns with X360-ports is kind of useless, because that ports also probably uses something like "blitter fillrate delay emulation"

2ALL
well, as I promised, here is another "slowpoke" test build.
http://www.sendspace.com/file/gbmn2b
it have tweakable "blitter delay", so feel free to go at "Slider Controls" and change it to more correct value (and post here that value ;) ).

the default value is "50%" and equal to 15 nanoseconds per pixel, if you increase it to 100% - delay will be *2, and vice versa (I used formula (15 * input_port_read(space->machine(), "BLITRATE") / 50) to calculate perpixel delay)
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joeboto
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Re: Too close for comfort? the revival?

Post by joeboto »

xMetalliCx wrote:joeboto
thanks for tip, I tried go to pugsy's forum few days ago, but at that moment it was down, now I finally got that cheats ;)
but anyway, atm I miss God-mode official superplay, so I'll check it later.

Kewne
thanks, yes, looks like on original stage3 boss really lack slowdowns.

BPzeBanshee
I think compare slowdowns with X360-ports is kind of useless, because that ports also probably uses something like "blitter fillrate delay emulation"

2ALL
well, as I promised, here is another "slowpoke" test build.
http://www.sendspace.com/file/gbmn2b
it have tweakable "blitter delay", so feel free to go at "Slider Controls" and change it to more correct value (and post here that value ;) ).

the default value is "50%" and equal to 15 nanoseconds per pixel, if you increase it to 100% - delay will be *2, and vice versa (I used formula (15 * input_port_read(space->machine(), "BLITRATE") / 50) to calculate perpixel delay)
nice. thanks!
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nZero
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Re: Too close for comfort? the revival?

Post by nZero »

@BPzeBanshee - the incorrect slowdowns in the 360 version of Galuda 2 already draw a lot of complaints from the PCB players, the ports are not a good basis for comparision.
NTSC-J wrote:rapid shot for bomb
Flamingo button :D Made STGT more fun for sure
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Re: Too close for comfort? the revival?

Post by Dave_K. »

NTSC-J wrote:Sorry for the glare, but in addition to the middle B-button being a normal rapid shot, the three in the bottom row are for the custom rapid shot (see next pic), rapid shot for bomb and a rapid shot for your options.
Not to derail the comfort level of this topic further, but can you confirm what each button is again because it would seem to me that top row middle button should be normal bomb,not rapid shot (but I can't read Kanji).

Top row: A = Normal Shot, B = Rapid Shot? (what speed? or custom?), C = Option
Bottom row: A = Custom Rapid Shot, B = Rapid Bomb 30/Sec, C = Rapid Option 30/Sec
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ptoing
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Re: Too close for comfort? the revival?

Post by ptoing »

B at the top says Normal in katakana.
And I think you got the rest right.
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Re: Too close for comfort? the revival?

Post by Nasirosuchus »

xMetalliCx wrote: 2ALL
well, as I promised, here is another "slowpoke" test build.
http://www.sendspace.com/file/gbmn2b
it have tweakable "blitter delay", so feel free to go at "Slider Controls" and change it to more correct value (and post here that value ;) ).

the default value is "50%" and equal to 15 nanoseconds per pixel, if you increase it to 100% - delay will be *2, and vice versa (I used formula (15 * input_port_read(space->machine(), "BLITRATE") / 50) to calculate perpixel delay)
Much improved.
captpain
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Re: Too close for comfort? the revival?

Post by captpain »

xMetalliCx wrote:joeboto
2ALL
well, as I promised, here is another "slowpoke" test build.
http://www.sendspace.com/file/gbmn2b
it have tweakable "blitter delay", so feel free to go at "Slider Controls" and change it to more correct value (and post here that value ;) ).

the default value is "50%" and equal to 15 nanoseconds per pixel, if you increase it to 100% - delay will be *2, and vice versa (I used formula (15 * input_port_read(space->machine(), "BLITRATE") / 50) to calculate perpixel delay)
is that default the same setting as the earlier slowpoke build you made? just wondering.
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