QuoteWhen the game ends, and you're brought to the title screen, hold I + II + Down, then press Run
When the game ends, and you're brought to the title screen, hold I + II + Down, then press Run
QuoteDont you shrink in the TG/PCE port also, in order to be able to enter the buildings?Yea, you have to enter from the left side to obtain the item that allow you to shrink and enter the buildings.Oh, if there are any comparisons any body would like to see, hu card, CDrom2, super CD, or arcade card in comparison to snes or genesis/sega CD, let me know, i will try and resize the shots for a more accurate comparison.
Dont you shrink in the TG/PCE port also, in order to be able to enter the buildings?
Quote from: Duo_R on March 23, 2009, 10:39:39 PMQuoteWhen the game ends, and you're brought to the title screen, hold I + II + Down, then press RunNever tried the code for Cadash but it does work for another Working Designs title...it allows you to access the Parasol Stars Toybox.
thats interesting, a WD code. Now has anyone tested it yet?
Did you play past the first "level"?
Do a SNES Emerald Dragon comparison to the PCE CD port. Be careful about using the translation patch version, as NightCrawler altered the game palette IIRC.
Did you play past the first "level"? I think it continues you at the last inn, meaning you have to have visited or moved past one. I seem to remember having trouble with the code, but then ultimately getting it to work. It's been a while, though.
I just wanted to say, I was looking at the music engine for Cadash on the PCE and it *only* used 4 sound channels. Another taito game to do that on the PCE is Ninja Warriors. I have not idea why they would squander 2 channels like that. Almost all other music engines use all 6 channels, and then dynamically bring in a FX on a low priority channel when needed/requested. That and the music engine itself seems pretty limited.
Quote from: Tom on March 25, 2009, 03:59:38 PMI just wanted to say, I was looking at the music engine for Cadash on the PCE and it *only* used 4 sound channels. Another taito game to do that on the PCE is Ninja Warriors. I have not idea why they would squander 2 channels like that. Almost all other music engines use all 6 channels, and then dynamically bring in a FX on a low priority channel when needed/requested. That and the music engine itself seems pretty limited. It's no mystery... Taito sucked, and treated their PCE games like souped-up NES games. Taito games have some of the worst sound quality on the PCE (Cadash, New Zealand Story, Rastan Saga II...) At least they improved a lot for Parasol Stars.
It's no mystery... Taito sucked,
and treated their PCE games like souped-up NES games.
Taito games have some of the worst sound quality on the PCE (Cadash, New Zealand Story, Rastan Saga II...) At least they improved a lot for Parasol Stars.