Dodonpachi Saidaioujou
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O. Van Bruce
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Re: Dodonpachi Saidaioujou
oh wow... score *10 in 24 seconds...
Re: Dodonpachi Saidaioujou
its a shame it doesnt counterstop honestly since its a game-breaking bug that they proboably wont fix.
the destruction of everything, is the beginning of something new. your whole world is on fire, and soon, you'll be too..
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O. Van Bruce
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Re: Dodonpachi Saidaioujou
I've been meaning to ask from some time ago but... what counterstop means?sven666 wrote:its a shame it doesnt counterstop honestly since its a game-breaking bug that they proboably wont fix.
Re: Dodonpachi Saidaioujou
999999999.... score when, well the counter stops to rise.
Re: Dodonpachi Saidaioujou
It's when the absolute score ceiling of the game is reached.
Often this occurs either because:
1. Programming errors or miscalculations mean that fewer '0's get programmed into the scoreboard than the developers meant (Daifukkatsu version 1.0)
2. Players discover a way of scoring vastly more points than the developers thought possible (see the Dimahoo counterstop at 99,999,999 or Guwange counterstop)
3. Failure to allow for integer stack overflow not necessarily causing a counterstop, but causing the rate at which score increases to drastically drop (Saidaioujou)
4. Score reversal can occasionally occur due to programming errors stemming from much higher scores than thought possible, several touhou games have this, where once you reach 2.2 billion your score starts going down
Often this occurs either because:
1. Programming errors or miscalculations mean that fewer '0's get programmed into the scoreboard than the developers meant (Daifukkatsu version 1.0)
2. Players discover a way of scoring vastly more points than the developers thought possible (see the Dimahoo counterstop at 99,999,999 or Guwange counterstop)
3. Failure to allow for integer stack overflow not necessarily causing a counterstop, but causing the rate at which score increases to drastically drop (Saidaioujou)
4. Score reversal can occasionally occur due to programming errors stemming from much higher scores than thought possible, several touhou games have this, where once you reach 2.2 billion your score starts going down
www.twitch.tv/illyriangaming
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O. Van Bruce
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Re: Dodonpachi Saidaioujou
thanksIllyrian wrote:It's when the absolute score ceiling of the game is reached.
Often this occurs either because:
1. Programming errors or miscalculations mean that fewer '0's get programmed into the scoreboard than the developers meant (Daifukkatsu version 1.0)
2. Players discover a way of scoring vastly more points than the developers thought possible (see the Dimahoo counterstop at 99,999,999 or Guwange counterstop)
3. Failure to allow for integer stack overflow not necessarily causing a counterstop, but causing the rate at which score increases to drastically drop (Saidaioujou)
4. Score reversal can occasionally occur due to programming errors stemming from much higher scores than thought possible, several touhou games have this, where once you reach 2.2 billion your score starts going down
Re: Dodonpachi Saidaioujou
Where several = UFO. It's also just a bug in the ingame score display, you still get your real score in the end.Illyrian wrote:4. Score reversal can occasionally occur due to programming errors stemming from much higher scores than thought possible, several touhou games have this, where once you reach 2.2 billion your score starts going down
Re: Dodonpachi Saidaioujou
I don't know the game mechanics well enough, what is it he's doing to force the score up like that? Seems to have an endless supply of hypers, is that normal?sven666 wrote:its a shame it doesnt counterstop honestly since its a game-breaking bug that they proboably wont fix.
Always outnumbered, never outgunned - No zuo no die
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Re: Dodonpachi Saidaioujou
Thought it happened in SA as well, my bad!Erppo wrote:Where several = UFO. It's also just a bug in the ingame score display, you still get your real score in the end.Illyrian wrote:4. Score reversal can occasionally occur due to programming errors stemming from much higher scores than thought possible, several touhou games have this, where once you reach 2.2 billion your score starts going down
www.twitch.tv/illyriangaming
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O. Van Bruce
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Re: Dodonpachi Saidaioujou
The hyper thing is ok. You see, items colllected while not in hyper mode refill the hyper bar. little ones a little, big ones a lot more. Sice every item dropped or generated on hyper mode is big he manages to time a big item cancelling explosion just when he runs out of hyper. The result it's having almost the entire screen flooded with big items that once collected rise your hyper to level +5.Skykid wrote:I don't know the game mechanics well enough, what is it he's doing to force the score up like that? Seems to have an endless supply of hypers, is that normal?sven666 wrote:its a shame it doesnt counterstop honestly since its a game-breaking bug that they proboably wont fix.
The problem of the video it's explained some posts ago.
read from this post onward and then rewatch the video.
http://shmups.system11.org/viewtopic.ph ... 97#p799797
that guy managed to time the glitch in the perfect moment.
Re: Dodonpachi Saidaioujou
Skykid wrote:
I don't know the game mechanics well enough, what is it he's doing to force the score up like that? Seems to have an endless supply of hypers, is that normal?
thats normal, the bug is just when the hit counter tops a certain value (around 50000hits) and a hyper is activated (doesnt even have to be a lv 10 hyper) the + value jumps from ~+1234567 digits per hit to + 99999999 per hit.
during the final gauntlet the game absolutley pukes out popcorn enemies, you can see the score skyrocket here even in regular plays, but with a counterstopped plus value the game just flips out, leaving any previous and subsequent scoring completely useless and void.
you can see it around 6 mins in to the vid on top of the page.
the destruction of everything, is the beginning of something new. your whole world is on fire, and soon, you'll be too..
Re: Dodonpachi Saidaioujou
NOsven666 wrote:the bug is just when the hit counter tops a certain value (around 50000hits)
It has nothing to do with the hit counter. It's when the GP counter (the small counter above the hyper gauge, next to the +) hits somewhere around 21.47 million (= 2^31/100). It only happens during hyper because that's when a multiplier is applied to GP. (See how it says GP BONUS up there during hyper.)
Please stop spreading this misinformation.
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O. Van Bruce
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Re: Dodonpachi Saidaioujou
Nereid... I'm still hoping for some more HD shmup videos on your channelNereid wrote:NOsven666 wrote:the bug is just when the hit counter tops a certain value (around 50000hits)
It has nothing to do with the hit counter. It's when the GP counter (the small counter above the hyper gauge, next to the +) hits somewhere around 21.47 million (= 2^31/100). It only happens during hyper because that's when a multiplier is applied to GP. (See how it says GP BONUS up there during hyper.)
Please stop spreading this misinformation.
Re: Dodonpachi Saidaioujou
All in all it allows you to get like 99% of your total score from just 10 seconds of play.
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Re: Dodonpachi Saidaioujou
I'm supremely confused.Nereid wrote: It has nothing to do with the hit counter. It's when the GP counter (the small counter above the hyper gauge, next to the +) hits somewhere around 21.47 million (= 2^31/100). It only happens during hyper because that's when a multiplier is applied to GP. (See how it says GP BONUS up there during hyper.)
I'll wait for the 360 port and figure out how the system works (although I'm sure they'll clean up this scoring issue for that.)
Always outnumbered, never outgunned - No zuo no die
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
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O. Van Bruce
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Re: Dodonpachi Saidaioujou
read this post for more info then.Skykid wrote:I'm supremely confused.Nereid wrote: It has nothing to do with the hit counter. It's when the GP counter (the small counter above the hyper gauge, next to the +) hits somewhere around 21.47 million (= 2^31/100). It only happens during hyper because that's when a multiplier is applied to GP. (See how it says GP BONUS up there during hyper.)
I'll wait for the 360 port and figure out how the system works (although I'm sure they'll clean up this scoring issue for that.)
http://shmups.system11.org/viewtopic.ph ... 10#p799910
But basically what happens is that the agregated value every enemy has when you are chaining (called GP) reaches the ceiling of 2147483647/100. When that happens, the game glitches and converts that number in 9999999999/100. So every new enemy you destroy while chaining after that has their original value + 9999999999/100 going to your score.
You don't ussually reach the 2147483647/100 GP value when you aren't hypering. But when you hyper, the GP receives a multiplier bonus called "Hyper Bonus" which makes it reach that ceiling value.
Re: Dodonpachi Saidaioujou
GP value is the one that directly determines how many points you'll get for a basic scoring action (like hitting an enemy, or picking up a medal in later games). It's pretty much the same in all 'Pachis, and is shown on the HUD near the letters "GP".Skykid wrote:I'm supremely confused.
In DFK, a multiplier is applied to GP value when you chain a stage with full hyper gauge, hence why hyper-canceling bullets stops being feasible after a certain point. In SDOJ, a similar multiplier is applied when you are hypering—up to 3.0x at hyper level 10. So when you arrive at GP value around +7160000 and use a lv10 hyper, it goes over 21.47 million and subsequently overflows into 99 million or so. Since it's possible to get over 10k hits within the duration of said hyper, let's count it the most basic way: 10000 hits × 99999999 GP value = 0.99 trillion.
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O. Van Bruce
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Re: Dodonpachi Saidaioujou
Damm I forgot to add the multiplier the hit count adds.moozooh wrote:GP value is the one that directly determines how many points you'll get for a basic scoring action (like hitting an enemy, or picking up a medal in later games). It's pretty much the same in all 'Pachis, and is shown on the HUD near the letters "GP".Skykid wrote:I'm supremely confused.
In DFK, a multiplier is applied to GP value when you chain a stage with full hyper gauge, hence why hyper-canceling bullets stops being feasible after a certain point. In SDOJ, a similar multiplier is applied when you are hypering—up to 3.0x at hyper level 10. So when you arrive at GP value around +7160000 and use a lv10 hyper, it goes over 21.47 million and subsequently overflows into 99 million or so. Since it's possible to get over 10k hits within the duration of said hyper, let's count it the most basic way: 10000 hits × 99999999 GP value = 0.99 trillion.
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mesh control
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Re: Dodonpachi Saidaioujou
Not all of the dodonpachis have a scoring glitch like thismesh control wrote:Dodonpachi game.Skykid wrote:I'm supremely confused.
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Trevor spencer
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Re: Dodonpachi Saidaioujou
Skykid wrote: I'll wait for the 360 port
Yeah right , we should be so lucky
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O. Van Bruce
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Re: Dodonpachi Saidaioujou
http://www.youtube.com/watch?v=5a7E6yyUNVoTrevor spencer wrote:Skykid wrote: I'll wait for the 360 port
Yeah right , we should be so lucky
Re: Dodonpachi Saidaioujou
My first thought, after the element daughter expert modes was...
"Hibachi is a loli"
It's over.
"Hibachi is a loli"
It's over.
Re: Dodonpachi Saidaioujou
Stages 1--3 EX-mode with A-S ship.
http://www.nicovideo.jp/watch/sm18523818
http://www.nicovideo.jp/watch/sm18523818
Re: Dodonpachi Saidaioujou
Just FYI Saidaioujou is again in the Arcadia Top 10 for July to Mid-August, beating out Magical Beat and Blaz Blue Continuum Shift II.
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adversity1
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Re: Dodonpachi Saidaioujou
That reminds me: CAVE put up the stage clear images from the game the other day on the SDOJ site.
Nice to have the illustrations to download.
http://www.cave.co.jp/gameonline/saidaioujou/gallery/
Nice to have the illustrations to download.
http://www.cave.co.jp/gameonline/saidaioujou/gallery/
We are holding the secret power of shmups.
Re: Dodonpachi Saidaioujou
A bit surprised that it's managed to stay popular in spite of the bugs and glitches. Perhaps people are interested in finding more ways to break the game, or break it for themselves in the ways already known.newguns wrote:Just FYI Saidaioujou is again in the Arcadia Top 10 for July to Mid-August, beating out Magical Beat and Blaz Blue Continuum Shift II.
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Re: Dodonpachi Saidaioujou
Maybe the 1 minute free trial feature has been attracting new players who would have otherwise remained uninterested.
I'm amazed it took this long for an arcade game to implement something like that.
I'm amazed it took this long for an arcade game to implement something like that.
Re: Dodonpachi Saidaioujou
I've yet to see an arcade where that feature has been enabled.Op Intensify wrote:Maybe the 1 minute free trial feature has been attracting new players who would have otherwise remained uninterested.