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 Post subject: RQ: Mushihime-sama Slowdown on PS2
PostPosted: Tue Nov 06, 2007 12:32 pm 



Joined: 05 Nov 2007
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I'm new to the board, so first: Hi all!

Hope you can help me with the following issues:

1) When the sreen is covered with bullets the game lags. Is the slowdown intentional to give the player better chances to maneuver through the patterns? Is ist just the PS2 which cant't handle it?

2) In Arcade Mode you can set the difficulty between "ultra easy" and "ultra hard" or sth like that. Does this also affect Arrange Mode cause I can't find any selction for it?


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PostPosted: Tue Nov 06, 2007 1:11 pm 


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1) The PS2 can't handle it, as it has different speed than the PCB at parts, as well.
2) I don't think it does.
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PostPosted: Tue Nov 06, 2007 4:30 pm 



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Thanks for your help. Does that mean - in other words - that Arrange Mode has only one difficulty?


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PostPosted: Tue Nov 06, 2007 5:15 pm 


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Yes. Arrange is a much easier game, anyway.
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PostPosted: Tue Nov 06, 2007 5:25 pm 



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Okay, got it. Thx.

I think you're right. This is what makes Arrange an interesting mode for starters like me. You don't have to worry when to drop a bomb, so you can concentrate fully on memorizing. In FinalFantasy the feature would be called "auto-phoenix" I think..


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PostPosted: Tue Nov 06, 2007 6:20 pm 



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More like auto-grenade, because Phoenix Downs don't screw up your game (scorewise).
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PostPosted: Tue Nov 06, 2007 6:27 pm 


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wtf auto-phoenix has kinda nothing to do with auto-bomb?
what a ridicilous comparison.


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 Post subject: Re: RQ: Mushihime-sama Slowdown on PS2
PostPosted: Tue Nov 06, 2007 7:25 pm 


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fafu wrote:
1) When the sreen is covered with bullets the game lags. Is the slowdown intentional to give the player better chances to maneuver through the patterns? Is ist just the PS2 which cant't handle it?


Pretty much all danmaku games do this. There's something of a threshhold in each one for the number of projectiles on-screen that it takes to cause the game to slow down.

Twiddle, however, is right in that the slowdown between the PCB and PS2 port are inconsistant. The PCB has a bit more in certain areas and has smoother transitions between regular speed and slow motion.
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 Post subject: Re: RQ: Mushihime-sama Slowdown on PS2
PostPosted: Tue Nov 06, 2007 7:42 pm 


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Kiken wrote:
Twiddle, however, is right in that the slowdown between the PCB and PS2 port are inconsistant. The PCB has a bit more in certain areas and has smoother transitions between regular speed and slow motion.


What you say is true of Original and Maniac modes, but it should be noted that PS2 Ultra mode has MORE slowdown than the PCB Ultra mode. PS2 just can't handle that much stuff on screen, apparently. Arrange mode also has glitches where the on screen display will disappear for a second when there's too much going on on the screen.
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 Post subject: Re: RQ: Mushihime-sama Slowdown on PS2
PostPosted: Tue Nov 06, 2007 8:48 pm 


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EOJ wrote:
What you say is true of Original and Maniac modes, but it should be noted that PS2 Ultra mode has MORE slowdown than the PCB Ultra mode. PS2 just can't handle that much stuff on screen, apparently. Arrange mode also has glitches where the on screen display will disappear for a second when there's too much going on on the screen.


Well... how much of that is ineffectual hardware vs ineffective programming (remember who ported it)?

As for Arrange Mode, the whole thing seemed tacked-on at the last minute anyway. I'm not really surprised that it suffers from several off-the-wall glitches.
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 Post subject: Re: RQ: Mushihime-sama Slowdown on PS2
PostPosted: Wed Nov 07, 2007 3:43 am 


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Kiken wrote:
Twiddle, however, is right in that the slowdown between the PCB and PS2 port are inconsistant. The PCB has a bit more in certain areas and has smoother transitions between regular speed and slow motion.


Man, it's the transitions I hate the most. It jumps from super slow back up to full speed WAY too fast at some parts. It's too bad Arika didn't do the port of Mushi, as I never have this problem with ESPgaluda or DOJ.
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 Post subject: Re: RQ: Mushihime-sama Slowdown on PS2
PostPosted: Wed Nov 07, 2007 5:47 am 


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Arvandor wrote:
Kiken wrote:
Twiddle, however, is right in that the slowdown between the PCB and PS2 port are inconsistant. The PCB has a bit more in certain areas and has smoother transitions between regular speed and slow motion.


Man, it's the transitions I hate the most. It jumps from super slow back up to full speed WAY too fast at some parts. It's too bad Arika didn't do the port of Mushi, as I never have this problem with ESPgaluda or DOJ.



Yeah it actually is THIS reason, why slowdowns do not really help you at all.
Its like you die when the pattern ends because of the painful transition, and not actually while dodging it.
But i noticed this in kinda every shmup for console (with slowdowns), this is why on console ported always are in a disadvantage.

..well at least a pcb doesnt have such a cool artwork gallery like ports do :wink:


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PostPosted: Mon Nov 12, 2007 5:47 am 


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I've actually had the same question myself a few times..... is some of the slowdown intentional?

USUALLY I just immediately blame everything on the PS2 and it's cruddy processor and whatnot.


BUT, then I get stuff like Original mode.....

Was messing with that mode a couple days ago, cause I hadnt really done all that much with it yet. And I notice, despite a very distinct lack of bullets covering the screen, there's STILL moments of slowdown.

Like in stage 3, there's those large bugs that come out from the side of the screen, sit there for a moment, and then fire a big spray at you. In Original mode, the spray is faster of course, and still annoying, but there are WAY less bullets comprising it.... but the game still slows down right there!

Why the heck does it do that?
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PostPosted: Mon Nov 12, 2007 5:49 am 


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-Bridget- wrote:

Like in stage 3, there's those large bugs that come out from the side of the screen, sit there for a moment, and then fire a big spray at you. In Original mode, the spray is faster of course, and still annoying, but there are WAY less bullets comprising it.... but the game still slows down right there!

Why the heck does it do that?


Likely due to the large sprites on the screen during those moments. Bullets aren't the only things that can cause slowdown, you know.
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 Post subject:
PostPosted: Mon Nov 12, 2007 11:48 am 


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almost every slowdowns in mushi are intentional, it looks different when the game causes a non-intentional slowdown, like at the very end of stage 2.
The frames are just jumping then and you can see single frames for a part of a second.
Though actually noone really gets bothered by THAT, but far more by transitions and useless slowdowns itself :wink:


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