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Post by derboo on Feb 2, 2015 6:54:13 GMT -5
Oops, something went wrong during my early spring HTML cleaning. Should be fixed now. (May require pressing F5.)
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Post by drpepperfan on Feb 2, 2015 13:09:10 GMT -5
Yup, that fixed it, thanks.
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Post by benoitren on Jul 21, 2015 12:57:41 GMT -5
Grammatical issues aside (of which there still remain a sizeable bunch), this article has multiple issues.
The article refers to the series as "DonPachi", yet the article listing and the title of this very thread refer to it as "DoDonPachi".
Then there's the confusing writing when it comes to region locked versions.
"region-locked" (or region locked, as this is another grammatic inconsistency) implies a software region lock, while "only playable/be played on a Japanese Xbox 360" implies that there is a more elaborate restriction such as hardware incompatibility, or a bug that prevents the game from running on a non-Japanese Xbox 360.
PlayStation 2 games are always region locked, so this sentence is superfluous. Unless, as the confusing wording implies, there is an additional hardware or software hurdle that prevents it from running on non-Japanese systems.
The wording implies that it takes effort to make an Xbox 360 region free, while the reality is that it's a choice that the developer makes.
On one spectrum, you have people saying Halo 3 isn't High Definition because it's rendered at 576p internally. On the other end of the spectrum, you have people saying a game is HD because the port features updated graphics and it was released on a HD-enabled console. This article is an example of the latter.
The original arcade version of DoDonPachi Resurrection is 240x320. The Xbox 360 port is 480x640 (in other words, a rotated 640x480, which is Standard Definition).
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Post by Discoalucard on Jul 21, 2015 13:28:32 GMT -5
One of these days I'm going to start a "Most pedantic posts on this forum" thread and this post is going to be at the top of it.
Though the stuff about "HD" should be clarified, in certain contexts "HD" can just as well be 640x480. Guilty Gear X was considered HD, once. In this case it's all relative to what it was originally.
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Post by benoitren on Jul 21, 2015 14:58:53 GMT -5
I thought pedantry was encouraged in the context of professional journalism/writing, and Hardcore Gaming 101's mission is to be thorough. In the case of region locks, I wasn't even trying to be pedantic. It's an honest concern because there are games out there that have more elaborate region locks on top of the console provided one (one example that comes to mind is Panzer Dragoon Saga), and some games don't function correctly on consoles released in a different region. When I was playing the North American release of Dragon Force on my PAL Sega Saturn, the game would intermittently crash after a battle, an issue not present when playing on a North American Sega Saturn. There are even games that have bugs when played on more recent hardware revisions. Examples: Beyond Good & Evil, Chaos Legion. It is true that "High Definition" has meant different things in the past 25 years, but that's a weak excuse. We're not talking about an article written back in the mid-90s. The article was written in an age where High Definition has been standardised as at least 1280x720. In addition, cited excerpt talks about an Xbox 360 game, so there's no ambiguity. At any rate, I came back here to report on how DoDonPachi Resurrection works with the Xbox 360 VGA cable when using a resolution with an aspect ratio of 4:3 (which the game natively runs at). At 640x480, the game screen is scaled down to 240x320, which is the resolution of the original arcade game. Activating tate mode through the options menu doesn't make it fill the screen with an unscaled native image. However, if you set Zoom to 150%, it does fill the screen, and the result is a crisp image. It doesn't look like the game is being scaled to 240x320 and then upscaled to 480x640, but without screenshot comparisons, I can't be sure. If you can't rotate your TV/monitor, it looks like the best way to play this in yoko mode is to use 1024x768. This resolution has enough vertical space for a 480x640 image, and there isn't much room left, so the horizontal borders are small. The result doesn't seem to have undergone any scaling, but, again, I can't say for sure without comparison screenshots.
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Post by Discoalucard on Jul 21, 2015 15:43:44 GMT -5
I never quite understood how Cave implemented their tate functionality in these Xbox 360 games. IIRC they didn't even really anticipate it for 4:3 TVs, Guwange had to have it patched it because it initially only supported 16:9 and no amount of futzing could get it right on an old CRT.
I only ever tried hooking it to a rotated CRT up via standard RCA cables, and it's been a few years, but I seem to remember setting the zoom like that to get it to fit the whole screen. What's weird is that I don't think DDP:DFK includes the original 240x320 graphics, just the higher resolution ones. (I can't remember which Cave games did and didn't...I know Deathsmiles had both). In which case, by default the image would be downscaled and manually need to be set correctly.
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Post by drpepperfan on Mar 15, 2016 15:30:04 GMT -5
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Post by ommadawnyawn2 on Dec 3, 2016 19:41:30 GMT -5
"Since this is an old game, auto-fire systems weren't built into the game, so players will have to mash on the A button to unleash a continuous stream of Shots. "
You can enable auto-fire mapped to a third button in the options (hold F2 in mame for 3 seconds).
"While the musical selection is fitting, it's ultimately unmemorable, likely due to the hardware limitations."
I disagree, but more importantly I think it's worth noting that the Saturn version (and perhaps PS1 too) has stereo music which is less scratchy sounding as well. The original arcade sounds almost like a GBA game, except for the commentator. Unfortunately everything else sounds worse on Saturn.
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Post by qishmish on Mar 9, 2017 16:49:59 GMT -5
Hey, so, what about Ichimen Bancho (aka DDP Unlimited) which is like caravan version of SDOJ for mobiles (or not)?
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