PGM High score saving and other modification suggestions
PGM High score saving and other modification suggestions
yosai has recently informed me that my preliminary Daioujou Black Label patch works on real hardware, which is great news! After an interesting discussion, I went off to try and save (more like retain) high scores in NVRAM and it was fairly easy to do. This modification is primarily aimed at PCB owners who wish to retain their high scores between power cycles as a lot of people use save states in MAME which would stop it from functioning correctly. I won't distribute it just yet, since I still have to make it slightly more robust in the circumstance that the NVRAM's battery runs out (which might crash the PCB due to invalid entries, forcing you to use the genuine revision).
Anyway, I thought I'd compile a list of modifications as well as open a thread for people to suggest new ones. I won't necessarily work on them myself, but this thread can serve the purpose of gathering any data that can be used by anyone who wants to try their hand at it.
I realise the thought of modifying something as sacrilegious as these games can be disturbing but most of the modifications I have initially suggested are genuine improvements. Simulation mode is something I wouldn't really use (I don't even use continues), but a few people have pushed for it now and I think it'll make the PCB/emulated version at least as functional as Arika's port, so why not.
List of suggested modifications:
Dodonpachi Daioujou Black Label
Rank meters - [Partly done][Tested on PCB -- thanks yosai!]
Simulation mode - [In progress, needs a lot of work]
Fix 2P maximum hits - [No work yet, but duplicate variable issue known]
High score saving - [Almost done, making more robust][Tested on PCB -- thanks Yosai!]
Instant restart/invalidates score - [No work done yet] (Sumez)
Ketsui
Anti-empty lock mode - [A lot of work required, will be switchable in service mode]
Stage 5 music bug fix - [MAME Replay required] (See this thread, item 3.3)
Stage 1 boss chip count fix - [MAME Replay required] (See this thread, item 3.4)
Ketsui bomb glitch switchable in service menu - [MAME Replay required] (See this video)
Play full tracks in service mode - [Completed by trap15]
High score saving - [No work done yet]
Back label mode - [Mostly done, needs toggle in service menu]
Instant restart/invalidates score - [No work done yet] (Sumez)
Simulation mode - [No work done yet]
Add option to use 1st revision lock sound to service menu. - [No work done yet] (emphatic)
ESPGaluda
Play full tracks in service mode - [Completed by trap15]
High score saving - [No work done yet]
Add the missing button 4 to the input test menu (only button 1-3 are visible although the game uses button 4 for FULL AUTO) - [No work done yet] (emphatic)
Sound controls - [No work done yet] (yosai, emphatic)
Instant restart/invalidates score - [No work done yet] (Sumez)
Simulation mode - [No work done yet]
General
Arrange modes: emphatic
Arrange tracks recomposition
If there's enough demand, I can change the thread subject to encompass modifications (as suggested by this thread) for non-PGM games. Of course, since it's my thread, I'll decide whether a suggestion is good one or not, so not all of them will necessarily make it to the list. Don't let that stop you from posting though, it could spur an interesting discussion.
Anyway, I thought I'd compile a list of modifications as well as open a thread for people to suggest new ones. I won't necessarily work on them myself, but this thread can serve the purpose of gathering any data that can be used by anyone who wants to try their hand at it.
I realise the thought of modifying something as sacrilegious as these games can be disturbing but most of the modifications I have initially suggested are genuine improvements. Simulation mode is something I wouldn't really use (I don't even use continues), but a few people have pushed for it now and I think it'll make the PCB/emulated version at least as functional as Arika's port, so why not.
List of suggested modifications:
Dodonpachi Daioujou Black Label
Rank meters - [Partly done][Tested on PCB -- thanks yosai!]
Simulation mode - [In progress, needs a lot of work]
Fix 2P maximum hits - [No work yet, but duplicate variable issue known]
High score saving - [Almost done, making more robust][Tested on PCB -- thanks Yosai!]
Instant restart/invalidates score - [No work done yet] (Sumez)
Ketsui
Anti-empty lock mode - [A lot of work required, will be switchable in service mode]
Stage 5 music bug fix - [MAME Replay required] (See this thread, item 3.3)
Stage 1 boss chip count fix - [MAME Replay required] (See this thread, item 3.4)
Ketsui bomb glitch switchable in service menu - [MAME Replay required] (See this video)
Play full tracks in service mode - [Completed by trap15]
High score saving - [No work done yet]
Back label mode - [Mostly done, needs toggle in service menu]
Instant restart/invalidates score - [No work done yet] (Sumez)
Simulation mode - [No work done yet]
Add option to use 1st revision lock sound to service menu. - [No work done yet] (emphatic)
ESPGaluda
Play full tracks in service mode - [Completed by trap15]
High score saving - [No work done yet]
Add the missing button 4 to the input test menu (only button 1-3 are visible although the game uses button 4 for FULL AUTO) - [No work done yet] (emphatic)
Sound controls - [No work done yet] (yosai, emphatic)
Instant restart/invalidates score - [No work done yet] (Sumez)
Simulation mode - [No work done yet]
General
Arrange modes: emphatic
Arrange tracks recomposition
If there's enough demand, I can change the thread subject to encompass modifications (as suggested by this thread) for non-PGM games. Of course, since it's my thread, I'll decide whether a suggestion is good one or not, so not all of them will necessarily make it to the list. Don't let that stop you from posting though, it could spur an interesting discussion.
Last edited by austere on Sat Apr 23, 2011 1:07 pm, edited 8 times in total.
<RegalSin> It does not matter, which programming language you use, you will be up your neck in math.
Re: PGM High score saving and other modification suggestions
Bugfixes and high score saving?
I'll have to pick up a board again
I'll have to pick up a board again

Re: PGM High score saving and other modification suggestions
What is the "Ketsui bomb switchable in menu" line referring to?
Cool stuff, by the way.
Cool stuff, by the way.
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StarCreator
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Re: PGM High score saving and other modification suggestions
I assume it'll work like the switch in the 5pb port, where the Ketsui Bomb glitch (where bombs fired sideways or downwards never explode unless they collide with an enemy) can be turned on or off.
Re: PGM High score saving and other modification suggestions
This is way cool! How about:
ESPGALUDA
Fix: Add the missing button 4 to the input test menu (only button 1-3 are visible although the game uses button 4 for FULL AUTO)
Addition : Visible hitbox ON/OFF in the system options (shown on high score table with a different colour)
KETSUI
Addition : Visible hitbox ON/OFF in the system options (shown on high score table with a different colour)
DDP-DOJ/BL
Addition : Visible hitbox ON/OFF in the system options (shown on high score table with a different colour)
ESPGALUDA
Fix: Add the missing button 4 to the input test menu (only button 1-3 are visible although the game uses button 4 for FULL AUTO)
Addition : Visible hitbox ON/OFF in the system options (shown on high score table with a different colour)
KETSUI
Addition : Visible hitbox ON/OFF in the system options (shown on high score table with a different colour)
DDP-DOJ/BL
Addition : Visible hitbox ON/OFF in the system options (shown on high score table with a different colour)

RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
Re: PGM High score saving and other modification suggestions
In addition to what StarCreator said, apparently you have to lock on a target which is on the same horizontal position as you, fire a bomb, but kill the target before it is destroyed. There's a video of it here:captpain wrote:What is the "Ketsui bomb switchable in menu" line referring to?
http://video.sina.com.cn/v/b/34553106-1435976970.html
You're basically invincible during the entire fight. It cracks me up every time I watch it. I'm going to grab this video and reupload it on youtube because there's none of them on there.
I'll also edit the description in the list to make it clearer, it's a bit vague as it is.
Yeah this one's an easy fix I think, I'll add it to the list.emphatic wrote:Fix: Add the missing button 4 to the input test menu (only button 1-3 are visible although the game uses button 4 for FULL AUTO)
This one is quite tough though! Keep in mind that these games work within strict sprite limits ... IKD really wasn't kidding when he said he was working with inferior hardware. Unless it is a graphic ROM modification as well as a program ROM modification, you cannot really do it reliably. Maybe someone can think of a way, I seriously cannot, without possibly pushing something out of the display list (big no no). The exception might be ESPGaluda, but I'll have to investigate how the instruction menu display the sprite (in Ketsui/DOJ's case, you'd have to get pretty lucky to find just the right bitset that represents the hitbox!).emphatic wrote:Addition : Visible hitbox ON/OFF in the system options (shown on high score table with a different colour)
<RegalSin> It does not matter, which programming language you use, you will be up your neck in math.
Re: PGM High score saving and other modification suggestions
http://www.youtube.com/watch?v=qTtSgko1Qacaustere wrote:I'm going to grab this video and reupload it on youtube because there's none of them on there.
Re: PGM High score saving and other modification suggestions
Great! While you're at it, is it possible to find out what the TEST MENU option for AUTO FIRE on/off actually does? We've discussed this here earlier, but the closest we've gotten is that the laser on A-button engages a bit quicker with the option set to "off" (this is just guesswork though). However, the D-button will ALWAYS have autofire (unless you use the button-switching trick of holding down buttons C+D while starting a new credit, putting FULL AUTO on C and BARRIER on D).austere wrote:Yeah this one's an easy fix I think, I'll add it to the list.emphatic wrote:Fix: Add the missing button 4 to the input test menu (only button 1-3 are visible although the game uses button 4 for FULL AUTO)
I didn't expect it to be an easy addition, but I also didn't see the point in not suggesting it, as it would be pretty damn cool.austere wrote:This one is quite tough though! Keep in mind that these games work within strict sprite limits ... IKD really wasn't kidding when he said he was working with inferior hardware. Unless it is a graphic ROM modification as well as a program ROM modification, you cannot really do it reliably. Maybe someone can think of a way, I seriously cannot, without possibly pushing something out of the display list (big no no). The exception might be ESPGaluda, but I'll have to investigate how the instruction menu display the sprite (in Ketsui/DOJ's case, you'd have to get pretty lucky to find just the right bitset that represents the hitbox!).emphatic wrote:Addition : Visible hitbox ON/OFF in the system options (shown on high score table with a different colour)

Edit: Here's another suggestion for Ketsui -> Add option to use 1.0 LOCK SOUND to TEST menu.

RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
Re: PGM High score saving and other modification suggestions
If I get around to reverse engineering ESPGaluda, I'll definitely check it out. I suspect it'll have almost identical service menu code to DOJ so it'll be a matter of searching where the memory locations are accessed, but it'll still require a few weeks of dusk till dawn work. Maybe mikeneko can help out?emphatic wrote:When you're at it, is it possible to find out what the TEST MENU option for AUTO FIRE on/off actually does?

Don't get me wrong, I really liked the suggestion! I don't want to list it just yet though as it may not be possible with a PRGROM modification and I doubt many people would like to resolder/burn the graphics ROMs. I could be missing something though, so please by all means discuss this possibility if you understand the hardware. Once a possible route is suggested, it'll go up there.emphatic wrote:I didn't expect it to be an easy addition, but I also didn't see the point in not suggesting it, as it would be pretty damn cool.
Thanks NzzpNzzp, I thought I saw that before. Well, now there's one on youtube with an English description...NzzpNzzp wrote:http://www.youtube.com/watch?v=qTtSgko1Qac
<RegalSin> It does not matter, which programming language you use, you will be up your neck in math.
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Re: PGM High score saving and other modification suggestions
Holy shit I am excited to play Ketsui without empty-lock / air shot.
Thanks for everything, Austere!
Thanks for everything, Austere!
Re: PGM High score saving and other modification suggestions
+1 for HS saving. I'd put batteries back onto all my PGMs if this was available.
Re: PGM High score saving and other modification suggestions
Can someone explain to me what empty lock is? 

Re: PGM High score saving and other modification suggestions
When you switch to your lock shot from regular just as you kill an enemy. It makes the game give you the chips from killing them with your regular shot and the bonus chips from lock shotting them at the same time. It's mostly good for when you don't have a chain going, 'cause you can get a 5 and the lock shot chips at the same time.
You can see it happen in pretty much any replay, just look at how people kill the big silver planes after the very first powerup carrier. Like everyone does it there.
You can see it happen in pretty much any replay, just look at how people kill the big silver planes after the very first powerup carrier. Like everyone does it there.
Re: PGM High score saving and other modification suggestions
I'm not sure how it would be doable (since it requires an interface, sort of like Unibios), but stage select on the PCB would be instant win for anyone who likes to practice on a real cab.
I assume there's a variable somewhere that can be changed simply to modify which stage is launched after selecting craft/character.
I assume there's a variable somewhere that can be changed simply to modify which stage is launched after selecting craft/character.
Re: PGM High score saving and other modification suggestions
I just don't get why the empty lock feature for Ketsui is needed? Won't it just mean that some high level scoring no longer can be performed?
How about adding a "back label" switch for Ketsui?
How about adding a "back label" switch for Ketsui?


RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
Re: PGM High score saving and other modification suggestions
Piece of cake, trust me. Just gotta make it look nice.Sumez wrote:I'm not sure how it would be doable (since it requires an interface, sort of like Unibios)
Well, some people consider it an inelegant part of the scoring system. I'm not even sure if it was intentional, I guess we'll find out if trap15 or I get around to reverse engineering it. The scoring potential will be lowered, definitely, but then it's a totally different game. Could be interesting.emphatic wrote:I just don't get why the empty lock feature for Ketsui is needed?
Dammit, that was meant to be a surprise. Added. ;)emphatic wrote:How about adding a "back label" switch for Ketsui? :lol:
<RegalSin> It does not matter, which programming language you use, you will be up your neck in math.
Re: PGM High score saving and other modification suggestions
In that case, try to include a way to edit starting rank, counters/multiplyers etc. anything that could influence the way you play and scoring potential, and you'll be everyone's hero.austere wrote: Piece of cake, trust me. Just gotta make it look nice.
I don't have any PGM games myself, but if I did I would love a way to practice directly from the PCB. Wish I could do it with CPS2.
I guess most people on this forum aren't as anti-Mame as I am, though.
Re: PGM High score saving and other modification suggestions
austere wrote:Dammit, that was meant to be a surprise. Added.emphatic wrote:How about adding a "back label" switch for Ketsui?

Added to my wishlist: If you start to reverse-engineer ESPGALUDA, please find out what triggers the first form of the stage 2 midboss (sometimes it appears in one form, sometimes in another, one of these will give you lots of points one will not).

RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
Re: PGM High score saving and other modification suggestions
Some really great work here austere. Thanks for putting your time, effort and knowledge in to something beneficial for the PCB owners. 
I can't really think of anything else to add that's not already listed. Maybe adding a music on/off toggle to the service menu of EspGaluda.

I can't really think of anything else to add that's not already listed. Maybe adding a music on/off toggle to the service menu of EspGaluda.


Re: PGM High score saving and other modification suggestions
Instant stage restart, anyone? 

Re: PGM High score saving and other modification suggestions
Hmmm, I thought it had to do with the rank level you reach by staying in overdrive? I'll certainly check it out if I get around to it and post my findings in the strategy forum. Or, trap15 can do it (I think he really likes Espgaluda).emphatic wrote:Added to my wishlist: If you start to reverse-engineer ESPGALUDA, please find out what triggers the first form of the stage 2 midboss (sometimes it appears in one form, sometimes in another, one of these will give you lots of points one will not).
Oh man! The soundtrack is pretty awful by Cave standards though I'd miss the last three tracks and the TLB track. I actually find it kind of hard to play STGs without the original music, I use it for timing. Espgaluda's music doesn't always match up with what's going on due to the player-controlled slowdown though. I'll add it to the list.yosai wrote:I can't really think of anything else to add that's not already listed. Maybe adding a music on/off toggle to the service menu of EspGaluda. :twisted:
While we're on the subject isn't it amazing that the person who composed that soundtrack also composed this mindblowing FM track: http://www.youtube.com/watch?v=wsFVQJolzYs [EDIT: Oops that's just someone who wrote an arrange of Espgaluda ... no wonder, lol.]
Another feature I think is detrimental to the immersive arcade atmosphere but it's definitely possible so I'll put it up there. Some people just throw their game anyway upon a tiny error, so I guess it'll save them a bit of time. Purists will stay away from it anyway. ;)Sumez wrote:Instant stage restart, anyone? :)
<RegalSin> It does not matter, which programming language you use, you will be up your neck in math.
Re: PGM High score saving and other modification suggestions
I have completed a patch for Ketsui which removes the fade-out of music in the test menu after a certain amount of time. Now you can listen to all the Ketsui music from the test menu with no problems.
I will be working on a similar patch for ESPGaluda in a few moments, and shouldn't take me long considering I now know how it works.
I will be working on a similar patch for ESPGaluda in a few moments, and shouldn't take me long considering I now know how it works.
@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: PGM High score saving and other modification suggestions
Awesome dude. Updated. When you "fix" Espgaluda's sound menu, there's a special treat in store as well.
Can anyone reading this pull off the ketsui bomb trick in MAME (romset ket)? If so can you pass me an input file? I tried for a while, just can't get the timing right. It can be done anywhere as long as your lock shot is orthogonal to you right?
Can anyone reading this pull off the ketsui bomb trick in MAME (romset ket)? If so can you pass me an input file? I tried for a while, just can't get the timing right. It can be done anywhere as long as your lock shot is orthogonal to you right?
<RegalSin> It does not matter, which programming language you use, you will be up your neck in math.
Re: PGM High score saving and other modification suggestions
ESPGaluda sound test is now unlocked 
Secret surprise upcoming!

Secret surprise upcoming!
@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: PGM High score saving and other modification suggestions
Dislike of Espgaluda's soundtrack (not mine) aside, the ability to turn music and/or sound effects off, and manipulate the volume level of each, is one of the greatest things about doujin shmups for me. To be able to properly do that in an arcade game would be amazing... Taito F3 is supposed to let you, but I've never gotten it to work.
Rage Pro, Rage Fury, Rage MAXX!
Re: PGM High score saving and other modification suggestions
As one who actually LOVE the ESPGALUDA soundtrack, I would rather have an option for MUSIC + VOICE (the boss robotic voice) so my 2.1 system doesn't pump the player shots as a low rumble on top of everything. Looking forward to finding out what the secret bonus is as well.

RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
Re: PGM High score saving and other modification suggestions
That's a good point emphatic, I'll change it to sound control. Not for ketsui/DOJ though, that would be vandalism. 
Also, updated.

Also, updated.
<RegalSin> It does not matter, which programming language you use, you will be up your neck in math.
Re: PGM High score saving and other modification suggestions
For all PGM games: It would be extremely cool if you could record the last played credit's inputs so the demo sequence uses that instead of the actual demo. Of course, if no credit has been played, the default value has to stay.

RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
Re: PGM High score saving and other modification suggestions
Yeah that would be awesome. I did think about it because it's not that hard to record the changes in input ... unfortunately the RAM available prohibits recordings of any useful length!
The format I would use is [player inputs (up, down, left right, A, B, C, D)][Frames (1-256)], 16-bit per "delta". The largest contiguous segment of memory I could find in DOJBL was around 136 bytes. If you include a 16-bit counter (no where near enough, but let's leave it at that), That's a maximum of 134/2=67 frame changes. That's a bit over a second at the low end of the spectrum and almost 5 minutes if you don't press anything, heh.
This idea and your other one are still possible in other hardware though, as part of a major project that we hope to unveil in the distant future...
The format I would use is [player inputs (up, down, left right, A, B, C, D)][Frames (1-256)], 16-bit per "delta". The largest contiguous segment of memory I could find in DOJBL was around 136 bytes. If you include a 16-bit counter (no where near enough, but let's leave it at that), That's a maximum of 134/2=67 frame changes. That's a bit over a second at the low end of the spectrum and almost 5 minutes if you don't press anything, heh.
This idea and your other one are still possible in other hardware though, as part of a major project that we hope to unveil in the distant future...
<RegalSin> It does not matter, which programming language you use, you will be up your neck in math.
Re: PGM High score saving and other modification suggestions
Not too distant future I hope.austere wrote:This idea and your other one are still possible in other hardware though, as part of a major project that we hope to unveil in the distant future...


RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.