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JB0

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Everything posted by JB0

  1. Not sure how to describe it. It's not that I panic, my instincts just refuse to back off I'm perfectly calm, I know exactly what I'm supposed to do, and BAM! my thumb decides I need to jump that pit now. What about Dr. Light? Is he suppoed to sound like Elmer Fudd?
  2. MY NES did. ... Of course, I also used a controller with rapid-fire exclusively....
  3. The snowboard areas are why I haven't beaten it on PS1 yet. I just can't get the Wily snowboard sequence down. I invariably jump or slide at the wrong point somewhere. It could vary between versions. Which one do you have?
  4. On a similar note, the first Robotech novel by Jack McKinney has the DYRL version of the SDF-1 Macross on it, as opposed to the version from the series. This really threw me off when I first purchased the book, since I didn't know of DYRL's existance at the time, and I was wondering what the hell the Macross had on its arms (they later turned out to be the redesinged ARMD carriers)... So young, so naive. Beats teh original artwork I saw on some of them...
  5. I'd say that was true with today's technology and conventinal Jet engines vs conventional missiles. However in Macross, epecially the later more advanced 2040 era VFs, have such an insane thrust-to-weight ratio, acceleration and top speed that at least based on watching the anime it seems like VF propulsion has outstripped missile propulsion. We've seen time and again that as long as the VF pilot is aware of an incoming missile, he stands a good chance of outrunning it if he can crank up the speed (note, I'm only refering to the more modern VFs, not older types like the VF-1, & VF-0 series). Graham I suppose from a distance. Doesn't really make sense, honestly. You'd think they'd upgrade missiles while upgrading fighters. That's part of why I suspect some form of internal ECM. It'd confuse the missile while not being visible to viewers. ... It would also explain why the high-maneuverability missiles use proximity sensors instead of impact sensors. It reduces the chance they'll get lost, particularly in those last few moments when VF pilots tend to pull something fancy. Obviously the sensor needs some tuning to deal with the latest generation of fighters since Guld buzzed them without triggering them, and Isamu triggered them too far away to get caught in the "explosion", but ... And honestly, I've wondered before about the acceleration they're reaching now. We've seen in Plus that the YF-21, at least, is as much of a hazard to it's pilot as the enemy is. Perhaps they can justify the extra power as an aid for the less aerodynamic battroid and GERWALK modes, but in fighter mode it's just insane, as is evidenced by the fact that they have a limiter that apparently controls linear acceleration as well as maneuvering.
  6. Trimming the quotes down... What I'm gathering from other places is yes, they're using raw uncompressed music. Hence the atrociously large size needed. So yes, it's true that there's not enough space, but no, it's not the insurmountable obstacle it's made out to be. And there's a few rumors floating around that Sony might've offered up some cash to discourage the use of audio compression. Of course, everyone loves to hate Sony(justifiably, but...), so it's as likely to be a random Nintendo fanboy ranting as anything with credibility. Vinny: It's a common misconception. Power Battle Was released in America, they just never sold many units. So many people think it never had an American release. As far as I know, Power Fighter never got to the States, though. Though the system used for the arcade games(CPS1 for the first, CPS2 for the second) is set up so that any region game contains all region versions. So a lack of a US release doesn't prevent the existence of an english version. Just stick a japanese cart into an American system board and VOILA! English version of a game with no english release. And it IS true that neither one's ever had a HOME release in America. ... In fact, the only home version I'm aware of is for the NeoGeo Pocket.
  7. ..... err.... They are Zjentohlauedy issue weapons. Apparently, not standard. I believe since it was a boarding party-they were given a heavier armament. I think what he's getting at is since the Nousjadeul-Ger has human-style hands much like a VF's, a VF could hypothetically pick up the gun and use it. Unless it has a connection that lets it draw power from the mech instead of being a fully self-contained weapon with it's own internal power supply.
  8. I doubt added thrust is the reason. A missile, free, from the restrictions of a human pilot, can be engineered to be faster and more agile. I would bet that the high maneuverability missiles tested in Plus are more than a match for any VF speed and agility-wise. Just like it is now, dodging a missile isn't really an option except in special situations. I'd bet improved countermeasures are a large part. Better radar-absorbant materials, brighter flares, maybe even some internal ECM. All serving to make the missile's job harder by the day. But most importantly, in space combat you can engage the enemy from far larger distances than in an atmosphere. A light-based weapon is going to be the only really effective weapon in a lot of engagements, just due to travel times. That should make lasers the preferred weapon. * All other things being equal, first runner-up should be missiles, because they hit higher speeds than bullets(assuming conventional firearms and not railguns) and can home in. But at the distances they have to travel, it's easier to get shot down, which isn't going to happen with bullets. Which is probably why the bullet is more popular in later Macross installments, as they have problems with downed missiles as early as Mac0, which is relatively close-range combat. *Realistically, the first strikes could be exchanged while the enemy is still light-minutes away, making conventional fighters almost useless. But 2 ships duking it out across planetary orbits isn't as cool as a frantic dogfight.
  9. Sort of, no, and no. In that order. The word protoculture is in the original japanese one. From before Robotech existed. They even say "protoculture". Not the japanese equivalent, the english word. Well, tehy actiually say something like "purotocultaa", but it's just an accent. The Robotech adapters just picked out the one word they understood and made it special. Protoculture in Macross is what it says. The first culture in the galaxy. Creators of the zentradi, architects of humanity's evolution. In Robotech it's some sort of magic voodoo battery. Not at all similar.
  10. just a note beam guns, not laser guns per Kawamori's design sheets *nods* I could arguel I meant laser in the generic sci-fi sense of "anything that doesn't shoot bullets", but it'd just be silly.
  11. Right on. It certainly appears that it would be a cramped space for the pilot, even as in rotating his or her arms--a regular design for traditional fighter planes, but one that I've never seen in Valkyries. I have to wonder if it might be better (from a certain, scrupulous perspective) to extend the cockpit back a little bit, if even for a more eye-pleasing view of the pilot's area. Well, it would be good for the viewers...forget the pilot's safety... Well, I happen to like the Blackbird a lot. Replacing it's streamlined hatch with a glass bubble is just criminal. It's like adding warts to the Venus De Milo. If the Venus De Milo was a transforming plane instead of a marble statue. Same for the lasers on the "engine spikes", really. But that canopy just screams "Look at me, I'm a giant zit on perfection!" in a way the lasers don't(they at least TRY to go along with the lines). On the plus side, the finished battroid has a sleekness that the early sketch doesn't. It's more in keeping with the speed machine it's based on. The sketch battroid looks more like it belongs to an Abrams than a Blackbird.
  12. The nose is the only big diffrence I see. Personally, I think the canpopy whiffs it on the final design.
  13. Unfortunately, I've no experience in resizing the pic. Grab IrfanView. http://www.irfanview.com/ Open the image. Select "resize/resample" from the image menu. Set a more reasonable size. Be sure "preserve aspect ratio" is checked. On the bottom right, make sure resample is selected, not resize. As a general rule, slower filters are better. Save the image.
  14. But if Komillia's hair turned to a normal color when she got older, that would imply that Robotech was RIGHT about something! IT'S A CONSPIRACY! MACEK HACKED THE GAME!
  15. All a g suit does is keep you from passing out by preventing your blood from all flowing down into your feet leaving your brain high and dry. It does not dampen inertia. Your organs are still sloshing around(something you couldn't see in the show, but Guld was doomed long before his body started showing much external damage).
  16. Indeed. Humans aren't near as durable as mecha. Yes, I was exagerating, but not near as much as you'd think.
  17. Still not the same as Normal from NES. Still take more damage and one shot enemies take 2 hits. I used to beat Woodman no prob w/the Mega Buster, now he kicks my ass. No matter, I'm up to Wily castle now. Gotten used to the change. That's because Normal in NES MM2 wasn't in the original RockMan. Rockman2 was considered "too hard" by the localization team. So they hacked an easy mode in, and labelled it "normal". Difficult is the REAL normal setting.
  18. *whistles* 'Tis a rare person that can pull off Felicia.
  19. 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.
  20. 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.
  21. JB0

    What is this?

    BTW, the reason that they looked like they belonged in MechWarrior is tha tBattleTech/MechWarrior originally borrowed/licensed/stole(depending on who you ask) mech designs from several anime programs, Macross being one of them.
  22. He wasn't turning when his eyes were crushed, he was just flying straight and very fast. The evidence says otherwise. Guld was injured at multiple points. Hence, he was not just flying straight. If nothing else he was screwing with his speed constantly. 'S a common misconception. Constant velocity is harmless, regardless of how fast it is. ONLY a change in velocity can affect you. That's why astronauts on the space shuttle going mach 25 don't get plastered, but being rear-ended in your car at a stoplight can seriously injure you. They speed up a lot slower than you do. Not to mention the Ghost was in constant motion. If Guld flew a straight course, the Ghost would have A. escaped, and B. killed him. As the Ghost was far more immune to g-forces than the YF-21(owing to the squishybits in one of them), it would've just jammed on the breaks, snapped around, rocketed off, and whipped up behind Guld or alongside him.
  23. The numerical scores are what people really look at, beause they have a tendancy to be quite stingy with the points. Of course, they've got a few large booboos under their belt. They gave Wind Waker a perfect 40, and it turned out to be somewhat lackluster. Likely the same problem that hits most reviewers, they just didn't have time to play the game long enough for it's flaws to crawl out. One reason I don't trust ANY commercial reviews right there.
  24. Or wind resistance. The Ghost was hardly the most aerodynamic vehicle ever created. It would've been a lot more nimble in a vacuum. So would the YF-21, but no one cares really, as Guld was already well past his own operational limit. A more nimble YF-21 would've just shredded him.
  25. The character is Lei Fang. And yes, DOA.
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