Mushihimesama HD (360) 24th May 2012
Re: Mushihimesama HD (360) 24th May 2012
That's just wrong.
Re: Mushihimesama HD (360) 24th May 2012
True...
it would be worse if it were the JAV version though...
The ps2 gallery was a nice touch, but low res, i would have liked an upgraded version, but, well you can get these on paper anyway i think
just for the sake of preservation
http://www.sendspace.com/file/s45859
it would be worse if it were the JAV version though...
The ps2 gallery was a nice touch, but low res, i would have liked an upgraded version, but, well you can get these on paper anyway i think

just for the sake of preservation
http://www.sendspace.com/file/s45859
st5ex0boss/st5ex0boss.cpp, st5ex0boss/st5ex0b_appear.cpp, st5ex0boss/st5ex0b_disp.cpp, st5ex0boss/st5ex0b_move.cpp, st5ex0boss/st5ex0b_anime.cpp, st5ex0boss/st5ex0b_check.cpp
And there shall be TTLB... <3 Muwohohoho
And there shall be TTLB... <3 Muwohohoho
Re: Mushihimesama HD (360) 24th May 2012
ew KAI gross -_-)p
that's not quite what i meant though, my post was ambiguous, sorry.
i meant the ratio of reworked stuff to non-reworked stuff.
haven't paid that close attention but iirc the other ports' 360 modes are consistently high-res sprites on low-res background, while here i get the impression of low-res game with some high-res sprites sprinkled about awkwardly. maybe it's the bullets? during 1.5's stage 3's boss' last pattern it struck me that the bullet sprites are low-res, weren't those high-res in the other ports? i should check. makes up a substantial percentage of the screen most of the time.
and in 1.5 i find the high-res sprites clashing with the bit-rate of the music but maybe that doesn't make sense at all. ^_^;;
just the mix feels somewhat awkward here. no big deal.
gonna agree that the reworking is nicer on those sprites you posted.BarfHappy wrote:On the contrary, to me they look the nicest... well the work on higher def was done well before the port i think so there was not much touch up, but even at the source the other games look more bare-bone renders...glitch wrote:another small thing, is it me or is the sprite resolution upgrade in this one the most half-assed of cave's 360 ports so far?
that's not quite what i meant though, my post was ambiguous, sorry.
i meant the ratio of reworked stuff to non-reworked stuff.
haven't paid that close attention but iirc the other ports' 360 modes are consistently high-res sprites on low-res background, while here i get the impression of low-res game with some high-res sprites sprinkled about awkwardly. maybe it's the bullets? during 1.5's stage 3's boss' last pattern it struck me that the bullet sprites are low-res, weren't those high-res in the other ports? i should check. makes up a substantial percentage of the screen most of the time.
and in 1.5 i find the high-res sprites clashing with the bit-rate of the music but maybe that doesn't make sense at all. ^_^;;
oh i don't mind low-res, mildly prefer it, though i don't mind the high-res sprites either.BarfHappy wrote:I don t find distracting the fact that backgrounds are still SD... on the contrary i like the fact my dotgraphics are kept intact for them, but that s personal taste i can of course understand opposite opinion.
just the mix feels somewhat awkward here. no big deal.
bombs save lives
Re: Mushihimesama HD (360) 24th May 2012
I just managed to barely single credit Arrange Mode (last life, no bombs) with a mediocre score (only 2.4 billion). So, Asada-san, does this mean I can keep playing shmups?
-
mesh control
- Posts: 2496
- Joined: Mon Dec 21, 2009 1:10 am
- Location: internet
Re: Mushihimesama HD (360) 24th May 2012
Glitch: oh... this didn t strike me... i ll pay closer attention next credit 
But... in the source, there is the same amount of work...
we have a good comparison possible because the Ikeda Engine always has the same bullets layout.
so, there you go (mushihd bullets were oviously touched up to look less striking than futari):

by demand, the 360 wallpapers:
http://www.sendspace.com/file/xydfvv

But... in the source, there is the same amount of work...
we have a good comparison possible because the Ikeda Engine always has the same bullets layout.
so, there you go (mushihd bullets were oviously touched up to look less striking than futari):

by demand, the 360 wallpapers:
http://www.sendspace.com/file/xydfvv
st5ex0boss/st5ex0boss.cpp, st5ex0boss/st5ex0b_appear.cpp, st5ex0boss/st5ex0b_disp.cpp, st5ex0boss/st5ex0b_move.cpp, st5ex0boss/st5ex0b_anime.cpp, st5ex0boss/st5ex0b_check.cpp
And there shall be TTLB... <3 Muwohohoho
And there shall be TTLB... <3 Muwohohoho
Re: Mushihimesama HD (360) 24th May 2012
Ha, they even updated the site a bit
http://www.play-asia.com/Mushihimesama_ ... -4kew.html
http://www.play-asia.com/Mushihimesama_ ... -4kew.html
Re: Mushihimesama HD (360) 24th May 2012
Hello.BarfHappy wrote:Glitch: oh... this didn t strike me... i ll pay closer attention next credit
But... in the source, there is the same amount of work...
we have a good comparison possible because the Ikeda Engine always has the same bullets layout.
so, there you go (mushihd bullets were oviously touched up to look less striking than futari):
by demand, the 360 wallpapers:
http://www.sendspace.com/file/xydfvv
i got one question for you: are you taking this sprite sheets from the X360 releases? if so, are they easily extractables (like, copy&paste) or do you have to use a special software for that? if the later, do you think you could give me a copy or something?
thank you.
SuperPang wrote:Where DOJ rapes you, DFK grabs your boob then runs away.
Re: Mushihimesama HD (360) 24th May 2012
Hi there. I use some special software made by myself to decompress and decrypt CAVE graphical formats. It works on Arcade roms and xbox360 cave bin containers, and i already shared with the community. It handles all cave compression/crypt schemes known to date (i don t know yet about SDOJ with certainty considering how recent it is but i am convinced it is compatible).Kaspal wrote:Hello.
i got one question for you: are you taking this sprite sheets from the X360 releases? if so, are they easily extractables (like, copy&paste) or do you have to use a special software for that? if the later, do you think you could give me a copy or something?
thank you.
Details there: http://shmups.system11.org/viewtopic.php?f=1&t=41150
all you need is a command line.
cave graphics are embedded in bin files, on mushihd they are under res\DISKDATA and subfolders.
An advice, first put all the bins together, list content to a text file and make a batch... my tool only decrypts one source file. (the drag-drop works on my computer and some other 7s but not on XP, so use command line xD)
If you do not know how to get the content of an xbox360 disk, then sorry, i cannot help, but you should be able to find your way around.
st5ex0boss/st5ex0boss.cpp, st5ex0boss/st5ex0b_appear.cpp, st5ex0boss/st5ex0b_disp.cpp, st5ex0boss/st5ex0b_move.cpp, st5ex0boss/st5ex0b_anime.cpp, st5ex0boss/st5ex0b_check.cpp
And there shall be TTLB... <3 Muwohohoho
And there shall be TTLB... <3 Muwohohoho
Re: Mushihimesama HD (360) 24th May 2012
ok, got it.BarfHappy wrote:Hi there. I use some special software made by myself to decompress and decrypt CAVE graphical formats. It works on Arcade roms and xbox360 cave bin containers, and i already shared with the community. It handles all cave compression/crypt schemes known to date (i don t know yet about SDOJ with certainty considering how recent it is but i am convinced it is compatible).Kaspal wrote:Hello.
i got one question for you: are you taking this sprite sheets from the X360 releases? if so, are they easily extractables (like, copy&paste) or do you have to use a special software for that? if the later, do you think you could give me a copy or something?
thank you.
Details there: http://shmups.system11.org/viewtopic.php?f=1&t=41150
all you need is a command line.
cave graphics are embedded in bin files, on mushihd they are under res\DISKDATA and subfolders.
An advice, first put all the bins together, list content to a text file and make a batch... my tool only decrypts one source file. (the drag-drop works on my computer and some other 7s but not on XP, so use command line xD)
If you do not know how to get the content of an xbox360 disk, then sorry, i cannot help, but you should be able to find your way around.
i already have the contents of the mushi HD disk on my HDD, so i might try your tool later. Thanks for sharing it.... that AKS pic is pretty gorgeous!.
SuperPang wrote:Where DOJ rapes you, DFK grabs your boob then runs away.
Re: Mushihimesama HD (360) 24th May 2012
hey thanks, looking closely at those sprite sheets i'm starting to see where my confusion comes from.BarfHappy wrote:Glitch: oh... this didn t strike me... i ll pay closer attention next credit
But... in the source, there is the same amount of work...
the resolution is the same, but futari's bullets look notably smoother. look at the rotations of those elongated bullets, you can tell that futari's were smoothed over after or during rotation, while mushi's look jagged (no colour interpolation on the rotations). i must have been mistaking that rougher look for them being lo-res. same with many other sprites i think. took me a while to notice that reco's sprite was hi-res too actually, simply cause that "re-rendered at higher resolution than the model has detail for" kind of smoothness is absent (same goes for a lot of the menu's and hud stuff). but some of the bosses and bigger enemies do have that re-rendered feel to them though, and those then stick out to me i guess. funny.
one thing that is lo-res in mushi and hi-res in futari is the hit-box indicator.
btw, twice the resolution of the arcade original is nowhere near HD, should we be calling this mushihimesama360 instead? ^_^;;
bombs save lives
Re: Mushihimesama HD (360) 24th May 2012
hope this will work for you.Kaspal wrote:ok, got it.
i already have the contents of the mushi HD disk on my HDD, so i might try your tool later. Thanks for sharing it.... that AKS pic is pretty gorgeous!.
you can grab it again, i didn t pay attention to muchi muchi pork for a while and it happens that i broke my decompression for it (well not broken, but mirror) xD fixed.
http://www.sendspace.com/file/tsdof1
st5ex0boss/st5ex0boss.cpp, st5ex0boss/st5ex0b_appear.cpp, st5ex0boss/st5ex0b_disp.cpp, st5ex0boss/st5ex0b_move.cpp, st5ex0boss/st5ex0b_anime.cpp, st5ex0boss/st5ex0b_check.cpp
And there shall be TTLB... <3 Muwohohoho
And there shall be TTLB... <3 Muwohohoho
Re: Mushihimesama HD (360) 24th May 2012
Ahaha yes, this is ... err.. as if you upgraded the CV1000 to 31KHz i guess xD MushiHimeSama 31K would be a nice name.glitch wrote:hey thanks, looking closely at those sprite sheets i'm starting to see where my confusion comes from.
the resolution is the same, but futari's bullets look notably smoother. look at the rotations of those elongated bullets, you can tell that futari's were smoothed over after or during rotation, while mushi's look jagged (no colour interpolation on the rotations). i must have been mistaking that rougher look for them being lo-res. same with many other sprites i think. took me a while to notice that reco's sprite was hi-res too actually, simply cause that "re-rendered at higher resolution than the model has detail for" kind of smoothness is absent (same goes for a lot of the menu's and hud stuff). but some of the bosses and bigger enemies do have that re-rendered feel to them though, and those then stick out to me i guess. funny.
one thing that is lo-res in mushi and hi-res in futari is the hit-box indicator.
btw, twice the resolution of the arcade original is nowhere near HD, should we be calling this mushihimesama360 instead? ^_^;;
Anyway, the choice they made make the ports easier to make (simple 1bit shifts to adapt the core display code to target) rather than if they used a non power of 2.
Just for the sake of being complete


st5ex0boss/st5ex0boss.cpp, st5ex0boss/st5ex0b_appear.cpp, st5ex0boss/st5ex0b_disp.cpp, st5ex0boss/st5ex0b_move.cpp, st5ex0boss/st5ex0b_anime.cpp, st5ex0boss/st5ex0b_check.cpp
And there shall be TTLB... <3 Muwohohoho
And there shall be TTLB... <3 Muwohohoho
Re: Mushihimesama HD (360) 24th May 2012
This is surprisingly entertaining:
1) Go into 1.5 practice mode.
2) Set mode to original, stage to anything but 1, and counter to 99999.
3) Laugh hysterically for the next few minutes as bullets move warp speed.
1) Go into 1.5 practice mode.
2) Set mode to original, stage to anything but 1, and counter to 99999.
3) Laugh hysterically for the next few minutes as bullets move warp speed.
Typos caused by cat on keyboard.
-
- Posts: 1304
- Joined: Thu Jan 06, 2011 7:12 pm
Re: Mushihimesama HD (360) 24th May 2012
You could do that with Futari Original as well.
-
drunkninja24
- Posts: 1802
- Joined: Thu Oct 01, 2009 3:27 am
- Location: MO
Re: Mushihimesama HD (360) 24th May 2012
So, how exactly does scoring work in the arrange mode? As far as I can tell, each enemy seems to have a value that's built up the longer they're on screen, but you also have an overall chain value that builds as you kill enemies, and drops while you're not. So ideally, you'd want to build chain with smaller enemies while keeping larger ones around to try to build up their values before killing them. Does this seem accurate?
Re: Mushihimesama HD (360) 24th May 2012
I'm very happy to receive my copy today. That last boss in Arrange is a joke, right? Does it even take damage in it's last form or does it simply time out? 1.5 is fucking sublime. 


RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
Re: Mushihimesama HD (360) 24th May 2012
As I recall from the PS2 arrange mode, you have to not shoot or bomb until the shield goes away. Pretty sure it's the same in ultra mode.
Typos caused by cat on keyboard.
Re: Mushihimesama HD (360) 24th May 2012
Hope this helpsemphatic wrote:I'm very happy to receive my copy today. That last boss in Arrange is a joke, right? Does it even take damage in it's last form or does it simply time out? 1.5 is fucking sublime.

Last edited by Cagar on Mon May 28, 2012 9:53 pm, edited 1 time in total.
-
EllertMichael
- Posts: 456
- Joined: Sat Dec 11, 2010 6:17 am
- Location: Boston
Re: Mushihimesama HD (360) 24th May 2012
so what are your screen settings?emphatic wrote:I'm very happy to receive my copy today. That last boss in Arrange is a joke, right? Does it even take damage in it's last form or does it simply time out? 1.5 is fucking sublime.


Re: Mushihimesama HD (360) 24th May 2012
Jeneki wrote:As I recall from the PS2 arrange mode, you have to not shoot or bomb until the shield goes away. Pretty sure it's the same in ultra mode.
Thanks, fellas!Cagar wrote: Hope this helps
Just zoom to 140% and turn the wallpaper brightness down to zero. I had to lower the x position to -7 as well. Like a glove. Use smoothness if you like it, it's actually pretty nice.EllertMichael wrote:so what are your screen settings?

RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
Re: Mushihimesama HD (360) 24th May 2012
Can i just confirm, when the first print runs have sold out will it not be possible to download 1.5 from the games downloadable content, as i do not have a jap 360 untill later in the year? or do i have to buy the game now? hope someone can advise
Re: Mushihimesama HD (360) 24th May 2012
Yes, when the 1.5 dlc will run out, it's not possible to download it anywhere anymore. I would buy the game right now, just to be sure.super10 wrote:Can i just confirm, when the first print runs have sold out will it not be possible to download 1.5 from the games downloadable content, as i do not have a jap 360 untill later in the year? or do i have to buy the game now? hope someone can advise
Re: Mushihimesama HD (360) 24th May 2012
That was strangely worded, so I'll give the two interpretations answers:
1) You're asking if you will only be able to download it within a certain time, even if you bought it with the 1.5 DLC
2) You're asking if you will only be able to get the 1.5 DLC if you buy the first print
Answers:
1) No, the code lasts forever.
2) Yes. People will probably buy extra copies or not use the DLC card, so you might be able to buy it later from another forum member, but I wouldn't count on it.
1) You're asking if you will only be able to download it within a certain time, even if you bought it with the 1.5 DLC
2) You're asking if you will only be able to get the 1.5 DLC if you buy the first print
Answers:
1) No, the code lasts forever.
2) Yes. People will probably buy extra copies or not use the DLC card, so you might be able to buy it later from another forum member, but I wouldn't count on it.
@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
Re: Mushihimesama HD (360) 24th May 2012
100% correct. DLC cards due tend to regularly appear on YAJ for months after release though. Got my Futari DLC for 1700 JPY. So you have options.trap15 wrote:That was strangely worded, so I'll give the two interpretations answers:
1) You're asking if you will only be able to download it within a certain time, even if you bought it with the 1.5 DLC
2) You're asking if you will only be able to get the 1.5 DLC if you buy the first print
Answers:
1) No, the code lasts forever.
2) Yes. People will probably buy extra copies or not use the DLC card, so you might be able to buy it later from another forum member, but I wouldn't count on it.
Look at our friendly members:
MX7 wrote:I'm not a fan of a racist, gun nut brony puking his odious and uninformed arguments over every thread that comes up.
Drum wrote:He's also a pederast. Presumably.
Re: Mushihimesama HD (360) 24th May 2012
Nope. Shin Aki behaves differently in Arrange as compared to Ultra. In Ultra, once you bomb or die, Aka throws up an impervious field that will reflect your shot back at you. In Arrange, the shield has a shorter duration and does not produce reflection counter bullets. The final pattern in both modes is quite different as well.Jeneki wrote:As I recall from the PS2 arrange mode, you have to not shoot or bomb until the shield goes away. Pretty sure it's the same in ultra mode.
Re: Mushihimesama HD (360) 24th May 2012
I like to keep the zoom at even increments, I always go to 150% then adjust the monitor settings to fit. The sharpness is strongly effected by the zoom number, just test by going to 150% then back it down 1 or 2%, you can see the picture get dramatically blurrier. It's much easier for the filter to double the pixels then have to round them out. Just my $0.02...emphatic wrote:Just zoom to 140% and turn the wallpaper brightness down to zero. I had to lower the x position to -7 as well. Like a glove. Use smoothness if you like it, it's actually pretty nice.EllertMichael wrote:so what are your screen settings?
Re: Mushihimesama HD (360) 24th May 2012
Think there's a chance the LE at least will pop up later cheaper like on amiami (which has been the case for other LE's) or is everyone and their mom snatching a copy of it now because of the DLC code?