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mikeszekely

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Everything posted by mikeszekely

  1. Well, I have a sort of love-hate relationship with MAME anyways. It's the only thing that emus a lot of the stuff I want, but other things have been left broken for ages, even after fixes were found. And the hypocrisy of the MAME team annoys me. "It's all about preservation and documentation, not playing games. We won't add a hack for optical encoder steering wheels, even though it would make them work more like the arcade machine does, because that would be UNFAITHFUL EMULATION! Now watch as we slap in 3 diffrent hacks for potentiometer emulation, including our utterly nonsensical "pedals are digital" hack, and a hack to make Defender work like it uses a standard joystick to make it more playable for people that get confused easily!" Oh and... "We don't emulate games that are still actually making money. Huh? why are Ms. PacMan and Galaga in there? And why did we just expend the effort to make Blitz 2K work right? Ummm... STOP ASKING QUESTIONS!" Ah, see, I never follow what's going on with the developers and new releases and what not. I just used to use Kawaks and another emulator to play the Megaman games, and then I had an older version of MAME to play Robocop. But once I realized that a newer version of MAME would play Robocop, X-Men, the Simpsons, Teenage Mutant Ninja Turtles, the two Megaman games, plus the Macross games... well, you get the idea.
  2. It could be argued that those choosing the tv series are choosing quantity over quality. Except that we're arguing a general lack of quality in DYRL in everything except the visuals. You have a general lack of character development in DYRL (although that seems to work in Minmei's favor), and a plot that's as bastardized from SDF Macross as Robotech is. Yes, the Valkyries do look pretty in DYRL, but Macross was always supposed to be more than flashy space battle scenes.
  3. Here here! Although I gotta say, I'm hoping that if Sega AM2 releases another Macross game, I hope they just set it in the 2050's and have the VF-1, VF-4, VF-3000, VF-5000, VF-9, VF-11, VF-14, VA-3, VF-17, VF-19, VF-22, and VB-6 all as playable, with at least one new VF thrown in. Then, after you beat the game, have the VF-0, SV-51, SW-XA 1, SW-XA II, Fz-109, Az-130, and FBz-99 as unlockables in the free mission mode.
  4. I don't understand. Do these games suffer because the cheat mode to make the game easier is gone, or because they no longer stay true to the original release? Well, kinda both. See, ever since I was a young lad, I've played the Megaman games. And back in the day, for young lad, those games really were HARD. But with those cool little tricks, I and many others managed to beat the games. Today, it's true that we don't NEED those little tricks. I've finished Megaman 1-3 on both the Genesis collection and the new PS2 collection, sans tricks. But those tricks were a part of our childhood (and they sure made things more convenient). It would have been nice if they'd kept them in, if not in the Navi modes then at least in the normal modes. Oh, and JB0, sure, there's other arcade emulators than MAME. Just like there's other SNES emulators than ZSnes. Sure, I've tinkered with some of them myself. But in the end, I went with MAME, because it was the one that worked the best for all my arcade roms, just like I went with ZSnes because it worked the best.
  5. We know you're not being serious, Agent. Because Arnold wasn't in that version.
  6. And I've played/owned them all save M3. And I STRONGLY prefer VF-X2. The fighter stages had some weird flight physics sometimes, but the gameplay was still pretty solid... not mention that the story kicked mucho ass-o.
  7. I've just gotta say "Congratulations!" to you, 'cause I know that was the way I felt when I first got my PS2 modded. But if for nothing else, just like Mike and myself, this should stand as a notice to all of you PS2 gamers out there: GET YOUR PS2 MODDED! Its worth the price, in my opinion, if only to play Macross! And SNES-Station. And PGEN. The old NES emulator for PSX works too.
  8. What if I KAWAKSed them? Didn't KAKWAKS only play one of them? Well, in any case, I suppose KAWAKSing them is pretty much the same as MAMEing them. Different GUI's, same result.
  9. Well, we've got the Megaman Anniversary Collection to play for now. But I do wish it could come out in July or early August, because we're in for a dry spell. Instead, they gotta go and release it when Dead or Alive Ultimate comes out.
  10. WHY does everyone want to see EVERYTHING remade as a live-action movie?!?!?!?!?!?! After seeing G-Saviour, I don't want to see ANY mecha anime remade into a live action...
  11. Exactly what I said. Just not in so few words...
  12. For Megaman 1, 2, and 3, you get the remixed music if they had a remix in one of the arcade games, if you play on Navi mode. For Megaman 4-6, the entire soundtracks are remixed in Navi mode. As for the the stuff with the second controller in 3, no, it doesn't work anymore. And yes, the developers included that stuff on purpose. As far as I know, it's common to program in codes for the purpose of whipping through the game in testing. Usually, the codes are programmed out, but sometimes they're left in on purpose. I finished the whole game. All 10 of them (well, I still have two more teams to finish the Power Fighters with, but that means I already beat it seven times, so cut me some slack). As far as I can tell, 1 is, shall we say, suffering from an altered pause trick? Two suffers because the easy American "Normal" is gone, and 3 suffers from the lack of the second controller tricks. 4-7 are as you remember them (if you remember them), and 8 is the PlayStation version. No cool Saturn effects, no Woodman, no Cutman. 8 also has a few audio glitches, too. If you hear a voice sample in the game, and think to yourself, "I didn't remember *insert name here*'s voice sounding like that," it probably didn't. The arcade games are a fun little treat if you've never MAMEd them. I still get a kick out of playing the Power Fighters every now and then. But they're definately bonus, not the meat of the collection.
  13. Okay, yeah, I guess I can kinda see where you're coming from. I mean, if you're a big SF fan, you want the goods. Lord knows I wish I could get my hands on some of the Rockman stuff they have over in Japan. The original SF II movie just didn't appeal to me, is all (although, like I said, I loved SF II V). And for $30, I think the American collection's fine with Hyper Street Fighter II and SF III Third Strike.
  14. Gamestop. According to our listing, it comes out in mid September, and will retail for $29.99.
  15. TV series Minmei was flighty. In DYRL, she MIGHT have been flighty. Saying that Minmei was more mature in DYRL is kind of speculation. Fact is, in the movie, we don't spend enough time with any of the characters. LePoseur, while I'm sure we've all had our fill of angsty teenagers, it still made Hikaru more developed in the series. I mean, I know I wasn't any Roy Focker when I was Hikaru's age... I was probably a lot more like Hikaru. While more positive characters would certainly be appreciated, I still think character developement is essential.
  16. Just finished both stories, but I haven't unlocked everything yet. In the end, I feel that Macross for PS2 was REALLY overrated. I know a lot of the board members LOVE SDF and DYRL and tolerate everything that came after, and maybe those fans want to relive all those moments... but I'm not one of them. I'm tired of Gundam games that can't get out of the One Year War, and I'm not for Macross running Space War One to death, either. To that end, games like M3, that tell about some of the 30 year gap between the end of Space War One and the events of Macross plus, or games like VF-X2 that have great stories and continue to expand the Macross universe, make for better games. A side-effect of the above problem is, Space War One really only has several flavors of VF-1. It was kind of a blessing when I finished the ARMD story and got the VF-4. Set a Macross game in 2050, and you could potentially have every variable weapon Kawamori's come up with so far, plus any new ones he feels like whipping up for the game. And while a lot of people like the VF-1 the best, I prefer the VF-22, so... Well, okay, I'll stop griping about what I'd rather have in a Macross game, and take the game as it is... oh, wait, I still have complaints. Gerwalk mode was crap in this game! I want to flip over and whip around corners like Millia did in Macross 7, not akwardly try to turn my nose toward a door. Graphically, I felt that Sega could have done a lot more. Sure, it's better than VF-X2, but VF-X2 was on the first PlayStation. The PS2 Macross game is still very blocky, and a few lighting effects wouldn't hurt. Maybe AM-2 should ask Namco how they're getting Ace Combat 5 to look so good... Finally, the game was WAY too short. I started playing yesterday, and I'm done today. Yeah, yeah, I know, I got more stuff to unlock. Well, I'd probably care a whole lot more except I already have a VF-1J, a VF-1A, and a VF-1S... what's another paint job to me? All the missions were pretty much the same anyway... intense dogfight after intense dogfight, with a few ground levels thrown in here and there. It wouldn't have hurt them to try to come up with some more variety in the missions. Well, those complaints aside, Sega AM-2 did do a nice job with the Fighter mode. 'Bout time I got some yaw controls in Macross! I guess their experience with the Aero Wings/Aero Dancing series helps. Battroid wasn't bad, either, and it was nice to see someone finally make use of the head lasers in a game. In the end, Macross isn't a bad game... it's just not the greatest Macross game in the world, and there's a lot of room for improvement. Now if we can talk AM-2 into making those improvements, we'll have a truly great game on our hands.
  17. SDF Macross is, by far, the superior. DYRL is all flash and no substance. Yeah, the animation is great, the new flight suits rock, yadda yadda yadda... but the Protoculture island was dumb, finding and translating a Protoculture pop song was even dumber, and the Zentraedi/Meltrandi conflict was an interesting idea that was never fully realized and detracted from the overall Protoculture-is-the-origin-of-everyone theme that the other Macross series run with. I'd actually go so far as to say that, for all the hype it gets on these boards, DYRL is actually my LEAST favorite Macross production. Better animation doesn't equal better finished product. The original Gundam and Z Gundam are still better than Wing or Seed, and SDF Macross is better than DYRL.
  18. Cybertron is the next series? I thought Universe was next.
  19. Who cares? For $30, I'm getting the best version of SF3, plus a new version of SFII that's basically all the other versions smashed into one. Good deal. In Japan, they have to spend three times that to get what? The same game, plus the SF2 movie, and I sure as hell hope something else to make it worth that obscene price tag. Which is probably a bad deal anyway, because: A.) The SF2 movie sucked. B.) The live movie sucked more. C.) The Street Fighter Alpha movie sucked. D.) The American Street Fighter cartoon sucked. So, there's no way I'd pay a fortune for any of those extras. Only way I'd pay $100 for a Street Fighter collection is if it's the game + the Street Fighter II V series.
  20. Which is why it basically boils down to the PS2 version being the better version, whether it's a Sony conspiracy, lazy programing, or the Gamecube's media. I'd say it's probably some combination...
  21. His voice changed in X6. He was girlie in X4. He had no voice in X5 (save the in game SFX?), and he had a slightly manlier voice in X6. Megaman, the classic one, is supposed to be the equivalent of a 10 year old boy. I'm pretty sure that in Rockman 8 he a girly voice, and then they gave him a girly voice for the American Megaman 8. For the American version of Megaman X4, they used the same VA for X that they used for Megaman in Megaman 8. In X6, there was no English audio, so you heard the Japanese actor. In X7, you could pick whether you wanted English audio or Japanese audio. If you use Japanese audio, you'll notice that it's the same VA that was in X6, and I think the same VA they used for X in the Japanese Rockman X4. Officially, Megaman and X are NOT the same robot, and X is supposed to be the equivalent of mid to late teens. Hence, the more manly voice. For whatever reason though, the localization team for X4 just figured that it's another Megaman game, so X must still sound girly.
  22. I beat them all back in the day, and I've finished all of the games but 7 and the second arcade game. I'm not really sure what exactly you're asking, but to beat the first 8 games, you start the game, kill the robots, go through the castles, and catch Dr. Wily.
  23. Utter rubbish. If they couldn't fit the whole package into 1.5 gigabytes, they are not worthy of their dev kit. Just beause you port an NES game to a GameCube doesn't mean it suddenly takes massive amounts of space. Your sprites are still 8*16*2bpp, if I recall. Your screen resolution, and thus background resolution, is still only 256*240. The NES ROM iamges are an accurate representation of how much space things should take. Again, Atomic Planet didn't emulate. So, the original NES ROM dumps are NOT an accurate measure. A closer approximation is if you look at the Japanese PlayStation "Rockman: The Complete Works" series. Here's the size of those games: PS1 –Rockman Original Image size: 273mb PS1 – Rockman 2 Original Image Size: 384mb PS1 – Rockman 3 Original Image Size: 466mb PS1 – Rockman 4 Original Image Size: 591mb PS1 – Rockman 5 Original Image Size: 584mb PS1 – Rockman 6 Original Image Size: 488mb PS1 – Megaman 8 Original Image Size: 318mb Total for MM1, 2, 3, 4, 5, 6 and 8 = 3.03gb Now throw in Megaman 7, the two arcade games, and all the bonus stuff, and you're WAY over the Gamecube's 1.5 GB limit. IT DOESN'T MATTER. The data used is still the same size. Just because you're on a new system doesn't mean an 8*16*2bit sprite suddenly takes MORE space. It's the same 256 bits of data, just being fed to a new executable. The music is where the space change occurs, as the 'Cube lacks the PSG of an NES. Without knowing the hardware better, I can't guess if it can be programmed to simulate one like the SNES hardware can(as was done for exactly ONE game), but I WILL bet that no one bothered even if it could. BTW, you aren't shoring your argument up well with the PS revisions, as even assuming that the entire disk is music, so that stripping remix tunes out halves the game size, you're STILL over the 1.5 gig limit with no extras. Or even any games... I don't know what they were doing on the NES remixes to make them larger than Megaman 8. I've never had the pleasure of owning any of them. But I can assure you it had little to do with the process of porting the game. In fact, I've heard that the PS1 Megaman remixes load the entire game into RAM when you start playing, thereby completely eliminating load times during play. And as the PS1 only HAS 2 meg of system RAM, that places an upper limit on how large the games can be. They likely stream music from the disk. But the only way music is going to fill the whole disk like that is if they're using something high-quality and uncompressed, like raw redbook audio. And music compression is no big deal for a modern system. The GameCube has quite enough horsepower to stream compressed audio from disk and decode it in real-time while running a smooth game. Far more so when running a straight port of an NES game. And I can take a full 650 megs of redbook audio down to 88 megs at grotesquely high quality settings. Though personally, I'd use the nice sample playback hardware they have in all 3 systems, at least for the remixed versions(though I think the original PSG music can be done with samples too, I'm not as sure). Load your instrument set, load your "score" and set the sound chip to work playing it back. BTW, check out the Genesis title "Rockman Megaworld" or "Megaman: The Wily Wars". It features full remakes, as opposed to just remixes, of the first 3 games. Full resprite, more frames of animation, new music, the whole 9 yards. In 2 megabytes of space. I repeat: If Capcom can't fit the whole package into 1.5 gig, they don't deserve their dev kits. Hey, I'm just passing along the info as I got it. I'm sure as hell not a programmer. You want to discuss the technicalities with Atomic Planet, be my guest. I'm sure they'll take the time to explain exactly what they did to make the games so big. But bottom line is don't blame Capcom/Atomic Planet because Nintendo insists on using propriatary media every time they make a new system.
  24. Say what you want about the gameplay, the graphics in this game are unreal! Hard to believe it's for PS2...
  25. Anyone know of any good FAQs for Macross? I mean, you get a Japanese Gundam game that's really self-explanitory, and there's info galore. You want info on a Macross game, you're up a certain creek without a paddle...
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