THE MADNESS!!!Ghegs wrote:even the japanese players use autofire, in arcades no less.

THE MADNESS!!!Ghegs wrote:even the japanese players use autofire, in arcades no less.
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
That's not really emulated and working then, is it?kevenz wrote:It is emulated..... it's working with mame...... the only problems is the ennemy bullets are invisible because of the undumpable protection rom.Vamos wrote:Ive got to ask will ddp bee storm ever get emulated?
Same for Demon Front and The Gladiator.
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.hwl wrote:It's not.
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.hwl wrote:It's not.
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?
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.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 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.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.
That's rad they have headphone jacks too <3 <3 <3
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.Gus wrote:^Spam bombs.
Boss 3 slowdown is only triggered when you're straight below the boss IIRC, you're doing it right?Nasirosuchus wrote: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.Gus wrote:^Spam bombs.
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
man, do people really smoke that much at arcadesmonouchi wrote: http://www.monouchi.com/Arcade/Tokyo2011/hey2.jpg
Is it, now?emphatic wrote:Boss 3 slowdown is only triggered when you're straight below the boss IIRC, you're doing it right?Nasirosuchus wrote: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.Gus wrote:^Spam bombs.
They're actually for coins/tokens.Bananamatic wrote:man, do people really smoke that much at arcadesmonouchi wrote: http://www.monouchi.com/Arcade/Tokyo2011/hey2.jpg
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 bezelshmuppyLove wrote:They're actually for coins/tokens.Bananamatic wrote:man, do people really smoke that much at arcadesmonouchi wrote: http://www.monouchi.com/Arcade/Tokyo2011/hey2.jpg
xavierjesus wrote:Fcuking love sticks made from random objects. I'm off now actually to buy a plastic vagina...
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.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
Not sure where you heard that, but they're mostly definitely for smoking.shmuppyLove wrote:They're actually for coins/tokens.Bananamatic wrote:man, do people really smoke that much at arcadesmonouchi wrote: http://www.monouchi.com/Arcade/Tokyo2011/hey2.jpg
xavierjesus wrote:Fcuking love sticks made from random objects. I'm off now actually to buy a plastic vagina...
nice. thanks!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)
Flamingo buttonNTSC-J wrote:rapid shot for bomb
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).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.
Much improved.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)
is that default the same setting as the earlier slowpoke build you made? just wondering.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)