Just announced for the 360... http://andriasang.com/con2d3/dodonpachi_saidaioujou_x360/
I swear I read that Cave was done with the 360 after Mushi HD. But glad to hear SDOJ did well enough to get a 360 release this quickly.
Here's to hoping for region-free.
Let me be the first to say... FUCK YES! :righton:
Asada just did a live broadcast talking about the port. He even played a bit of the port for the audience (they have it up and running already). Some bits of info:
-Mushi HD was the last port they had planned, but due to the great success of SDOJ in the arcades, Microsoft talked them into releasing it on the X360 earlier this month.
-Asada is interested in using Smartglass for new games. He's also interested in expanding more into other genres and fusing them with shooting, as they did with Instant Brain.
-He's working on 2 other projects right now but declined to talk about them.
-He's going to try and make SDOJ more accessible to a wider audience, something he says they failed to do with previous ports. Whether or not he will be successful remains to be seen, he was a bit vague on his intentions in this regard.
-Release is Spring 2013, my bet is it will be April (1 year anniversary of the arcade release).
Thanks for the info EOJ. :righton:
Not overly surprised, but very happy.
Oh hell yes!
Something I forgot to mention: Asada's 2 other projects are probably for Microsoft console(s), as he said "I wasn't sure which of the 3 projects I'm working on to talk about today. I decided on SDOJ because it will be released first among them." If the other games were on non-MS platforms, he wouldn't consider discussing them at an MS event, unless they are multiplatform games. Also, SDOJ will get an "Only for X360" tag on the box, so don't hold your breath for it to be ported to any other system.
actually so excited! does anyone have a link to the footage that was shown at the expo?
This news makes me very happy. Looking forward to it! :lol:
Woooo! Knew it was going to be SDOJ! It's interesting that it was Microsoft that convinced them to do the port. Never would have guessed.
lol Kinda knew this was coming.
The novice mode will probably be awesome. Stage 4 and 5 on the board are like a brick wall.
Asada's ideas have and always will suck. -> http://youtu.be/lITBGjNEp08
I wonder if those other 2 projects are WP7 games. I can't imagine they'd let him make announcements for the 720.
I'm kinda amazed that Microsoft likes Cave so much.
It does seem interesting it was MS' that convinced them to port it over.
Thanks for the info eoj.
Quote from: sh00g on August 24, 2012, 12:53:50 PM
It does seem interesting it was MS' that convinced them to port it over.
Thanks for the info eoj.
I think the almighty $$$ being the real reason. When you have nothing left to sell what else do you do?
Expect a IOS port announcement at some point as well.
Quote from: Tokyo-J on August 24, 2012, 02:05:57 PM
When you have nothing left to sell what else do you do?
I would hope the answer would be "make more stuff," but I feel like you're right.
Quote from: eojx9999 on August 24, 2012, 03:33:34 AM
Microsoft talked them into releasing it on the X360 earlier this month.
Thank you based Microsoft.
Awesome! This is much, much better news than, say, how frustrating ketsui/ibara/pinksweets are :-*
Quote from: Chempop on August 24, 2012, 05:56:48 PM
Awesome! This is much, much better news than, say, how frustrating ketsui/ibara/pinksweets are :-*
I like those games. They play just fine to me!
Happy about SDOJ though.
A trailer/part of Asada's talk was posted to YouTube, via nicovideo.
http://www.youtube.com/watch?v=hfWXtACGy1g
I just hope it's region-free or they find a new western publisher. Last I heard, RSG wasn't doing any more Cave games.
Quote from: Daverost on August 25, 2012, 09:49:46 AM
I just hope it's region-free or they find a new western publisher. Last I heard, RSG wasn't doing any more Cave games.
But they
are doing Under Defeat HD's Western release. So who knows.
will they change how the GP-bonus works to avoid the stage 5 Ex overflow?
its w/e for me, i'm ready to preorder as soon as it pops up on websites!
Quote from: ookitarepanda on August 25, 2012, 11:54:24 AM
Quote from: Daverost on August 25, 2012, 09:49:46 AM
I just hope it's region-free or they find a new western publisher. Last I heard, RSG wasn't doing any more Cave games.
But they are doing Under Defeat HD's Western release. So who knows.
I just have the feeling that RSG will hit their SHMUP limit soon if they haven't already. I can't imagine these games are selling like hot cakes (although I wish they were). People are still asking for Mushi HD and now SDOJ will be another hopeful. I just don't see them localizing both, especially after having already tackled Resurrection, Akai Katana, and now UnderDefeat.
If they DO release them all, well... I guess Santa Clause DOES exist.
Quote from: Van_Artic on August 26, 2012, 08:42:38 AM
will they change how the GP-bonus works to avoid the stage 5 Ex overflow?
I don't see this happening, unfortunately. They ignored it in the arcade version, and they didn't fix the Futari counterstop. Of course, they did fix the Pink Sweets infinite lives thing (which I was actually interested in trying to trigger). So who knows... I'm not optimistic about it, though.
Still, I'm pretty glad this is happening.
Quote from: Van_Artic on August 26, 2012, 08:42:38 AM
will they change how the GP-bonus works to avoid the stage 5 Ex overflow?
Was there ever a time when Cave fixed arcade bugs in their ports?
Quote from: cstarflare on August 27, 2012, 06:36:11 PM
Of course, they did fix the Pink Sweets infinite lives thing
Keeping in mind that they unfixed it for the arcades. One of the many reasons I don't bother playing Pink Sweets on the 360.
the only fix i can think of is Mushi 1.5 maniac counterstop
and consider the chance of something worse (deathsmiles 2 ugh)
Did CAVE fix the Guwange counterstop?
Are there even any 99m+ runs on the Guwange leaderboard?
Quote from: Daverost on August 25, 2012, 09:49:46 AM
I just hope it's region-free or they find a new western publisher. Last I heard, RSG wasn't doing any more Cave games.
Where did you hear that RSG weren't doing more Cave games? That'd be a real shame.
Quote from: TimingTripod40 on August 28, 2012, 09:57:42 AM
Are there even any 99m+ runs on the Guwange leaderboard?
Nope. The highest is around 70,300,000 in arcade mode.
But judging how high the arrange mode scores are (well over 99mil), they could have fixed it.
"Cave announced that the Xbox 360 port of the arcade shooter DoDonPachi Saidaioujou will not include Kinect support, due to lack of support from Japanese players."
Oh really.
They were considering it?
Yup, actually since they added it in Instant Brain. Not the same kind, I know, and really Kinect for a shooter ???
Quote from: Monouchi on August 29, 2012, 01:27:37 PM
"Cave announced that the Xbox 360 port of the arcade shooter DoDonPachi Saidaioujou will not include Kinect support, due to lack of support from Japanese players."
Oh really.
You've got to be kidding. I would imagine using Kinect to play just about any STG would be one hell of a frustrating experience.
How would that even... I just don't understand why they felt compelled to point this out.
I mean, when I play shooters the first and most important consideration is always motion control. Obviously. XD
Regardless, it seems like this is well on its way to becoming an awesome port, so I'm super excited.
It's possible that Microsoft tried to pay Cave money just to require the Kinect.
Let's remember Microsoft Japan and Cave have a very good, long standing relationship. Cave is probably their best loyal Japanese company. Asada has said he's interested in Kinect before, and now, Smartglass. He likes to experiment with these new technologies, and he implemented Kinect controls in the DDP port. That apparently wasn't used by enough people to make implementing such controls in SDOJ worth their time.
Quote from: eojx9999 on September 01, 2012, 02:05:15 AM
Let's remember Microsoft Japan and Cave have a very good, long standing relationship. Cave is probably their best loyal Japanese company. Asada has said he's interested in Kinect before, and now, Smartglass. He likes to experiment with these new technologies, and he implemented Kinect controls in the DDP port. That apparently wasn't used by enough people to make implementing such controls in SDOJ worth their time.
Very true. I must admit I'm really curious what ideas he has for Smartglass, as it looks like it'll offer a lot of very interesting options to developers.
For a company that caters to such a dedicated and particular fanbase, Cave has done an impressive job of innovating when it comes to hardware and interface technology in the last couple years. If somebody had told me two years ago that I'd be
enjoying STGs on my iPhone I wouldn't have believed it.
Quote from: Orochi S on August 28, 2012, 11:43:43 AM
Where did you hear that RSG weren't doing more Cave games? That'd be a real shame.
I haven't seen it myself, but the information was second-hand from the shmup thread on GameFAQs's 360 board.
http://www.gamefaqs.com/boards/927749-xbox-360/62889408/704788132
http://www.gamefaqs.com/boards/927749-xbox-360/62889408/704810372
http://www.gamefaqs.com/boards/927749-xbox-360/62889408/704854378
Full topic is here: http://www.gamefaqs.com/boards/927749-xbox-360/62889408
Starts at post #172, but that's pretty much all that was important.
I couldn't find the article on their website (their search system is an absolute mess), so take that as you will. Like I said, "last I heard." It's pretty much hearsay until someone else confirms.
Inbachi found
http://www.youtube.com/watch?v=FwtbYhV9Iqw
that portrait at the start gives me nightmares
:o at those patterns. The final one is like a death mix of DOJ stage 3 boss' final pattern + DOJ Hibachi final pattern + some extra WTF thrown in.
It'd be nice if we could fight her via practice mode in the upcoming port for fun. I was sad I'll never be able to fight Zatsuza outside of Novice.
Inbachi was discovered a long time ago, but I think this is the first video of it. I'm impressed that you get 5 bil for beating the first form, and 10 bil for beating the second form. 15 bil on this boss alone is a pretty good incentive to fight it, at least for the non-EX ship types. It looks pretty damn hard though.
Hot damn, that's one hell of a fight. =D
Though, I doubt I'd be able to even handle Hibachi as it is, much less Inbachi. :laugh:
My friend introduced me to DP/DDP via MAME a long time ago and I was *HOOKED*.
DOJ - Imported day 1. Still my fave ever.
DFK - Had to wait until earlier this year to get it. That was 9 years without a new DDP. Waited 4 years from DFK's release to play it.
If SDOJ is available even a year or two after ('course I'm a broke fool hoping for localization) - that's AWESOME!
SO psyched about this. Cannot express how much.
www.slateman.net/beestorm/
www.peacefuldeath.net
Quote from: jyumi on August 27, 2012, 09:08:39 PMWas there ever a time when Cave fixed arcade bugs in their ports?
Weren't a couple rare bugs fixed for Ketsui?
Besides, the two other counterstops are only achievable by flawless play
throughout the entire game and one of them does require killing the TLB so they're not nearly as game-breaking as safely hoarding hypers for stage 5, executing a three-minute-long route, and going for the easiest of the three endings to seal the victory.
Ketsui was not ported by Cave tho, right?
Anyway, I doubt they will fix this bug thing in SDOJ. And anyone can say what they want, I think it is a bug. The fact that it jumps from what looks to be the signed integer threshold to the 9s looks very buggy to me. Also the fact that the amount of score you get from those 30 seconds of score boost totally negate even killing Inbachi for a measly 15+ bil points. Unless of course you can get that score rush and then kill Inbachi as well, to get that extra few points boost to get a WR.
Not that I am on the level to ever get there. I enjoy playing Cave stuff for survival and eventually for score in competition with myself, but it seems a pretty silly bug to me.
Quote from: moozooh on September 13, 2012, 09:45:45 AM
Besides, the two other counterstops are only achievable by flawless play throughout the entire game and one of them does require killing the TLB so they're not nearly as game-breaking as safely hoarding hypers for stage 5, executing a three-minute-long route, and going for the easiest of the three endings to seal the victory.
The score doesn't counterstop in SDOJ, though. So you're comparing apples with an orange.
I've been reading about the input lag in the port on some Japanese sites. The PCB, like (all?) SH3 games, has 2 frames of lag built-in. The port has this plus an extra 1-2 frames. However, if you turn "smoothing" off, this apparently removes at least a frame of the additional lag, making it feel much closer to the PCB.
In regard to slowdown accuracy, it has nearly all of the slowdown of the PCB, but it slows down in some additional sections, making it a hair easier overall (very similar to the Futari ports in this regard).
Good info.
Im pretty sure I had more slowdown on the stage 4 boss on the pcb than when practicing on 360, but that couldve just been my imagination.
What I do wonder is how to position yourself on the first pattern in the pcb? (stage 4 boss)
On 360 practice there is a safe spot right in the front of the boss until the very last part of the pattern, but when trying the exact same thing on the pcb I got hammered.
I didn't know about the safe spot on the X360 version. I'll have to give it a try.
I tried playing with Smoothing on and then off, and yeah, I can feel a difference in lag there. Smoothing off is much better. I played it that way on a CRT many years ago, and as I've said before, I couldn't feel any difference from the PCB that way.
I was never bothered by any input lag in this, but I've always played with smoothing off and never had a PCB to compare it to first-hand. I asked KSG about it on twitter a long time ago and he basically said the same thing:
Quote結論から言いますと360版の最大往生に遅延はあります。遅延を軽減する為にスムージングをOFFにしたり余分なウィンドウは一切表示しないようにしたりしていますが、それでも陽蜂戦の勝率は下がってます。
私は遅延にそれほど敏感ではないので360版も良い練習になっていますが、人によってはプレイする気が起きないくらいに感じるらしいです。
"To get straight to the point: yes, there is lag in the 360 version of Saidaioujou. You can reduce it by turning off smoothing, and getting rid of unneeded windows, but for me it drops my success rate against Hibachi."
"I'm not that sensitive to lag, so it's still good practice, but some people apparently feel the lag so bad that they don't feel like playing the port."
(translated by adverse)
Quote from: Monouchi on April 14, 2018, 08:04:23 AMWhat I do wonder is how to position yourself on the first pattern in the pcb? (stage 4 boss)
On 360 practice there is a safe spot right in the front of the boss until the very last part of the pattern, but when trying the exact same thing on the pcb I got hammered.
I haven't played in years, but I think this happens because in practice mode, starting from boss will always makes him open with the exact same pattern, but in a real run, it's going to be aimed/spread randomly. I remember this screwing me up too.
I've been playing the 360 port a lot this past week. I'll play it right after or right before MFBL God Mode (360), which I've set to 1 frame of lag (the PCB has 2). And I play SDOJ in tate with smoothing ON (no extra windows). I can't feel any difference in lag between SDOJ and MFBL. I thought there was less with smoothing off, and maybe there is a tiny amount, but I can't really feel a difference in a run (I guess I didn't test it enough before when I claimed there was a noticeable difference). Smoothing ON looks so much better on my monitor, so I'll stick with that. Keep in mind my Dell U2414H monitor has 4ms of total input lag, which is nearly CRT-level.
I wonder if the input lag was mainly a problem before the patch. I know several things were messed up pre-patch, including the extra windows causing slowdown in the game.
On a different note, I think it would be great to have a "black label" of this game released on the eXA hardware with the graphics and sound of the X360 version, with various BL tweaks added. For example, it would be cool to have a 2-loop version of this game, with only one ship type available (Expert type).
Im all up for a SDOJ BL that would incorporate more bullet cancel enemies in stage 1-4...so the scoring was as fun as in stage 5 now.
I recently measured the lag of the port on my hardware setup at 4.8 frames. This was with the smoothing set to ON and the input display window ON. For comparison, I measured the Futari port using the exact same setup and testing methods at 1.8 frames (frame delay set to 0V in the settings). I was unaware that the smoothing setting can reduce the lag. If anyone is interested, I'd be happy to test it again with the smoothing off.
Please do, that would be very interesting. :)
Quote from: SWZ on July 14, 2018, 10:48:51 AM
I recently measured the lag of the port on my hardware setup at 4.8 frames. This was with the smoothing set to ON and the input display window ON. For comparison, I measured the Futari port using the exact same setup and testing methods at 1.8 frames (frame delay set to 0V in the settings). I was unaware that the smoothing setting can reduce the lag. If anyone is interested, I'd be happy to test it again with the smoothing off.
Since 0V on Futari is zero lag (I don't play on that setting due to the screen tearing), and the PCB setting is 2 (frames), the SDOJ port with smoothing ON adds 1 extra frame of lag in comparison to the PCB. Echoing monouchi's comment, it would be great to see if there is any lag reduction with smoothing off.
Do you have any other ports? It would be informative to test, for example, the Espgaluda 2 port.
Quote from: EOJ on July 14, 2018, 04:30:37 PM
Quote from: SWZ on July 14, 2018, 10:48:51 AM
I recently measured the lag of the port on my hardware setup at 4.8 frames. This was with the smoothing set to ON and the input display window ON. For comparison, I measured the Futari port using the exact same setup and testing methods at 1.8 frames (frame delay set to 0V in the settings). I was unaware that the smoothing setting can reduce the lag. If anyone is interested, I'd be happy to test it again with the smoothing off.
Since 0V on Futari is zero lag (I don't play on that setting due to the screen tearing), and the PCB setting is 2 (frames), the SDOJ port with smoothing ON adds 1 extra frame of lag in comparison to the PCB. Echoing monouchi's comment, it would be great to see if there is any lag reduction with smoothing off.
Do you have any other ports? It would be informative to test, for example, the Espgaluda 2 port.
Unfortunately I do not have any other ports at this time as I do not have a Japanese X360. I will retest SDOJ sometime this weekend.
Quote from: SWZ on July 20, 2018, 09:54:50 PM
Unfortunately I do not have any other ports at this time as I do not have a Japanese X360. I will retest SDOJ sometime this weekend.
Great, looking forward to it!
BTW several ports are region-free (Espgaluda 2 normal edition, Futari 1.5, MMP/PS). :righton:
As promised here are those new input lag test results for the port. I attempted to use a CRT this time around to remove the display lag from the equation, but was not able to get good enough video of the ship moving. The very high contrast of a CRT, the brightness of the LED and my camera did not pair well together.
Hardware
- Xbox 360 S, Model 1439 (2011)
- HDMI OUT, 720p (native)
- Custom Stick, Brook UFB Latest Firmware (V2.3)
- iPhone 7 camera, 240fps
- Asus VN279QL Monitor 1080p 60hz, LCD AMVA+, 5ms (G2G) 12ms average, no additional scaling lag between 720p/1080p
Testing MethodLED soldered to right movement microswitch. 15 tests each.
1st TestGame settings: factory default, Arcade HD, C-L
Measured Latency: 79.71 ms (4.78 frames)
2nd TestGame settings: factory default, Smoothing OFF, Arcade HD, C-L
Measured Latency: 81.96 ms (4.92 frames)
So no significant difference between smoothing on/off. Good to know, thanks again!
Quote from: EOJ on July 22, 2018, 10:10:43 PM
So no significant difference between smoothing on/off. Good to know, thanks again!
It would appear that those saying smoothing reduced the input lag were suffering from the placebo effect.
Did you play in horizontal (yoko) or vertical (tate)? Extra windows on or off?
Quote from: EOJ on July 22, 2018, 10:27:44 PM
Did you play in horizontal (yoko) or vertical (tate)? Extra windows on or off?
Completely default. That's yoko with no extra windows.
I recently watched taira118's excellent B-Shot replay from 2016 (https://www.youtube.com/watch?v=fHLK1-b1Nak) (an excellent STG player!), and noticed he wrote the following info in the description of the video:
360版の仕様について
◆本体の解像度によって処理落ちが変わります。
処理落ちが一番少ない最低解像度の640x480でプレイしてます。
◆リプレイ再生モードだと何故か処理落ちが増える模様。
実際のプレイではもっとゲームスピードが早いです。
English translation:
"On playing the X360 version:
-Slowdown differs based on the system's output resolution. I play with the resolution that has the least amount of slowdown, which is 640 x 480.
-For some reason, whenever a replay plays, extra slowdown is added. In a real-time run the game speed is faster."
For the second point, it seems he is referring to playing a game in 480i/p resolution, then watching the replay later.
I'll have to add info on the resolution affecting slowdown in my slowdown comparison thread.
Check this out: https://youtu.be/2wlUgY_dj0w
The question is: is it closer to pcb, or further? That's basically the end game here.
Playing in 640 x 480 does make the slowdown more accurate to the PCB. Still far from perfect, though (though the same can be said of every CAVE SH3 port and emulation, so not a big deal in that context).
Anyone able to download the leaderboards for this ? I cant ...
I know mushihimesama Futari leaderboards disappeared , so maybe this has gone the same way
Saidaioujou 360 leaderboards are back up :)