[AC] Dodonpachi Saidaioujou - Expert Mode - Hibachi ALL Clear (A-EX)
Jaimers
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[AC] Dodonpachi Saidaioujou - Expert Mode - Hibachi ALL Clear (A-EX)
3 911 просмотров · 8 часов назад
Jaimers
32,5 тыс. подписчиков
3 911 просмотров · 8 часов назад
Dodonpachi Saidaioujou came out in arcades in 2012 and was the last arcade game Cave ever developed, it was basically their swansong.
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First Expert Hibachi clear.
Hibachi requirements are:
One death or less.
At least 3 Bee Perfect Stages.
Easily one of the hardest Cave clears.
Not only is Expert Ultra-tier on its own, but you get extremely little resources and room for error if you want to trigger Hibachi. Only 1 death allowed and only being able to carry 1 bomb at a time is brutal. Only 4 bomb drops total, with none in stage 4.
Funnily enough Hibachi herself is the easy part of the run, since her patterns are unchanged from Shot/Laser. If anything she's easier since you have a smaller hitbox and more firepower. Her final phase can be tough with the few bombs you have though.
A-EX got a big glowup recently since a lot of new strats were developed for it.
It was always the strongest ship, but the stages were brutal with the narrow shot before.
Tried to keep rank as low as possible within reason.
More info on the game here:
https://shmups.wiki/library/DoDonPach...
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Insane developments have been happening in the CV1000 emulation scene recently.
Later Cave emulation, which seemed to be elusive for over a decade, now seems to have gotten solved within the last few months.
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Early Cave games have emulated basically perfect since forever, but the emulation of the later games running on the CV1000 hardware (Mushi to SDOJ) has always notoriously been dire.
They weren't even playable in Mame until 2013, and they had zero slowdown and high input lag, making them basically unplayable on every level.
It got a little better over the years but never by much.
The first efforts to implement slowdown was by manually messing with the blitter and CPU sliders in Mame.
Basically trying to simulate slowdown by underclocking these settings to a certain value between 0 and 100.
This sort of worked, but it was a huge pain in the ass because there were a million different combinations with different results depending on game, difficulty and shottype.
Not that any combination was ever going to be accurate mind you. Making one section more accurate made another section less accurate etc, you could never get it completely right.
Everyone was running around with different or incorrect values (shout-outs to el_rika) and it was a complete and utter mess.
Things got better in 2023 when buffi researched the blitter on the CV1000 PCB and implemented a fix to Mame to make it work correctly out of the box.
So now you only had to mess with one slider instead of two!
It was still never going to be accurate.
Early 2025 was when things got really exciting when coffeepope showed up and started looking into the CV1000 CPU. He managed to make a lot of progress and laid out a lot of the groundwork, but was ultimately not able to get the slowdown as correctly as one would hope. Still, we got a version of Mame that was better than what we had before.
These slowdown fixes were so groundbreaking that in December even Shmupmame got updated to include them. The first update in 13 years!
This is what really set things into motion.
Shmupmame is popular and the incomplete coffeepope code kept creating issues. Frustrated with the situation, bio_endio picked up coffeepope's work to try and fix most of the major issues with it.
One thing led to another, which led to another 7 months of tinkering and work, but with extensive playtesting from the community eventually led to a real fix for the CPU!
All the games now run at basically 99% accurate slowdown out of the box!
The only thing left from perfection was the annoying audio bug that plagued the CV1000 emulation since at least 2013. But Aquas got someone on the Mame boards to finally fix this.
All of which is now officially merged in MAME 0.290.
So now we have correct slowdown, correct audio as well as reduced input lag with Shmupmame for the later Cave games!
All the stars aligned to make this happen, a real community effort.
I can't understate just how huge this is. This is easily one of the biggest advances in the past decade, never thought I'd see the day.
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Insane year for Saidaioujou.
Besides all the Mame advances, a recompilation of the Xbox360 port also came out. This recomp even fixed the infamous input lag problem that used to ruin that port (and the later Switch port). Huge.
Also apparently the MiSTer FPGA can now run CV1K well?
Crazy that SDOJ went from one of the least accessible Cave games to one of the most.
With instant results too, mfc got the 2nd ever Inbachi clear not too long ago.
Xbox360 port Recompilation github:
https://github.com/eandis/SDOJ-Recomp
mfc Inbachi ALL:
• inbachi-all VOD
00:00 - Intro
00:37 - Stage 1
02:55 - Stage 2
06:03 - Stage 3
11:15 - Stage 4
16:17 - Stage 5
29:55 - Ending & Credits
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