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R-Type by COMPILE
Posted: Mon Mar 08, 2004 9:30 am
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I was told recently by Masato (Loose-Logic) who won a SMS dev cartridge (the model with two connectors, shown http://www.smspower.org/misc/collections/omar-collection-boards.html) of R-Type, that it originated from COMPILE.
So I gave a look at the code and compared it with Golvellius:
The probability for code from different sources to be so similar is nearly null... so very likely COMPILE did the port of R-Type to the Master System! Although there's no mention of that in the game. If you think about it, developpers were not well credited back in the days, and few teams were working on the SMS. So that is fairly logical: interesting porting projects were done by teams already working on SMS. We may want to look the same at other "ported" games (Double Dragon, Ys, etc.). It's fantastic to think that after 15 years, people can get credited for their job. |
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Posted: Mon Mar 08, 2004 12:48 pm |
kinda makes you wonder how many games compile ported???
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Posted: Mon Mar 08, 2004 5:59 pm |
Wow, that's a cool find... It reminds me of Ancient not being credited for the SMS version of Sonic 1. Say... How hard would it be to make a program to find automatically the ROMs that share the same engine? Or maybe implement it to Maxim's SMS Checker? It wouldn't be something of vital importance, but very informative at least... |
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Heuristic
Posted: Mon Mar 08, 2004 6:24 pm
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I think it's faisible. One idea would be that a disassembler (eg: Martin's SMS Examine) could output a list of ordered instructions with all reference to memory addresses removed (but immediate value would be kept). Then, another tool could analyze both of those logs and search for matching sequences. An heuristic value then could be computed based on the frequency and length of matching code sequences. I think it would work well this way. For exemple, SMS/GG ports of a same game could get a rating of ~90%, while R-Type and Golvellius would probably get something between 5% and 50% (just a guess). It also has the advantage that with a bit more elaboration, we could generate a database of all code reusage accross all Sega 8-bits games. I don't know if anyone would have the time to do such thing, however. Martin? ;) |
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Many SG-1000 credits
Posted: Tue Mar 09, 2004 9:33 am
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Tera Homepage (japanese) apparently have many credits (R-Type is listed as COMPILE here), especially for SG-1000 games:
http://www6.airnet.ne.jp/tera/sega/datas/sg_list.html Border Line, Safari Hunting : Compile Pop Flamer, Exerion : Jaleco Sega Galala : Namco Zippy Race : Irem Lode Runner : Broderbund Hustle Chumy : Compile Konami no Shinnyushain Tooru Kun : Konami (obviously) Konami no Hyper Sports : Konami (...) Star Force : Tehkan Othello : Tsukuda Original Space Invaders : Taito The Castle : ASCII Choplifter : Broderbund, Compile Pitfall II : Activision Drol : Broderbund Chack'n Pop : Taito Rockn' Bolt : Activision Elevator Action : Taito Soukoban : Thinking Rabbit Championship Lode Runner : Broderbund H.E.R.O. : Activision Bomb Jack : Tehkan Gulkave : Compile The Black Onyx : BPS I'm unsure where they got all information, and weither they are all developers. I wonder if Broderbund really developped for SG-1000. |
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Martin
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Re: Heuristic
Posted: Tue Mar 09, 2004 2:39 pm
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It sounds great. But unfortunately I don't have the time for this. Also, I'm not working on SMS Examine anymore anyway. But if someone else wants to do it, that would be great :) |
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Re: Heuristic
Posted: Tue Mar 09, 2004 3:22 pm
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Would you release your sources to help ? I think it's really easier to do such tool along with a disassembler.
Hmm, no time currently either. :( |
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Martin
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Re: Heuristic
Posted: Wed Mar 10, 2004 12:59 pm
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No, sorry, I'm not going to do that. It would be too much work to comment the source and explain it ;) And I don't even think someone would work with it. I will probably work on it again, but I don't know when and I don't know in what form. |
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Guest
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Re: Heuristic
Posted: Wed Mar 10, 2004 3:12 pm
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Non commented sources are better than nothing. I myself released my SMS code for exemple, knowing that it is pure crap, but it helped a few people :) Also, adding such kind functionnality (for exemple) doesn't require much knowledge of the inner structure. It's always possible to write something that parse the disassembler output, but that's a bit reinventing the whell.
Ok. |
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Falcon
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Re: Many SG-1000 credits
Posted: Fri Mar 12, 2004 6:54 am
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The way I try to make sense of these things are there are three main phases of a game's production: (1) Developer: Original company that creates the game. (2) Conversion: Company that takes the original game and programs it for a particular platform. (3) Publisher: The company that actually publishes the game. To make things more specific (and complicated) you can add the following to the above: (1) Add specific development team (i.e. Sonic Team, AM2, etc). (2) Add translation / regionalization information (i.e. SoA, SoE, Tec Toy, etc). Of course this could also be applied at the publisher level, but probably fits better here. (3) Add Distributor if different from publisher (i.e. Tonka, Irwin, etc). My guess about the SG-1000 list is that they were referring to the Original Developers. So Broderbund made the *original* Lode Runner, but probably had nothing to do with the SG-1000 conversion of it. |
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Re: Many SG-1000 credits
Posted: Sat Jan 01, 2005 5:37 pm
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Isn't there a chance, that the code is from an official development library used by both games? | |
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Re: Many SG-1000 credits
Posted: Sat Jan 01, 2005 5:44 pm
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There was no library provided by Sega to developers AFAIK. Well, there's still a chance that the code has been extracted from somewhere, but it's not very probable. It's possible that Sega has been sharing code among selected developers. I don't know. In this exact case, the site listing R-Type SMS as being from Compile and the board my friend in addition to the similar code remove any doubt. |
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Posted: Fri Mar 11, 2005 3:59 pm |
Bringing back a old topic, but with interesting news.
Checking the old Compile site, I found: Games developed to Mark 3: http://web.archive.org/web/20010718044451/www.compile.co.jp/game/other/mk3.html Games developed to SG-1000: http://web.archive.org/web/20010718045741/www.compile.co.jp/game/other/sg.html Games developed to GG: http://web.archive.org/web/20010718043613/www.compile.co.jp/game/other/gg.html Index: http://web.archive.org/web/20010628043616/www.compile.co.jp/game/index.html PD |
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Posted: Fri Mar 11, 2005 4:32 pm |
Excellent find!
Quick translation of game names: For Mark III / Master System: Maou Golvellius (Golvellius) Casino Games *new info* Aleste (Power Strike) R-Type Party Games (Family Games, Parlour Games) *new info* Ghostbusters *new info* Casino Games, Party Games and Ghostbusters being developped by Compile is a news. Interesting that they mention "Party Games" since the game is officially named Family Games in Japan and Parlour Games in US/Europe. :) Note also that they don't mention Power Strike II for Master System... don't know why. For SG-1000: Champion Billiard *new info* Gulkave C_So! *new info* Choplifter *new info* Championship Lode Runner *new info* Hustle Chumy Border Line *new info* Safari Hunting *new info* N-Sub *new info* See the three last games on the list, we're talking about the first SG-1000 games. The first Sega home console games were developped by Compile. For Game Gear Mahou Monogatari I, II, III, A Aleste I and II Puyo Puyo, Puyo Puyo 2 Nazo Puyo, Nazo Puyo 2, Nazo Puyo Aruru no Ru No news there. |
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Posted: Fri Mar 11, 2005 8:09 pm |
Very interesting.
Didn't Compile also do the Gen/MD version?
Not news (in MSX circles, anyway)...
Did Sega have some part-ownership in Compile or something? |
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Posted: Fri Mar 11, 2005 11:38 pm |
Yes. It's on their website, in the Megadrive section.
No idea... |
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Posted: Sat Mar 12, 2005 5:36 pm |
One thing I noticed is that the trademark Compile sound is in the Sound Test. To get to it, you have to be at 00, hold 2 and press left. Then, you can cycle backwards through the sounds. This sound is used in every compile game (I'm pretty sure). It's the 1 up sound from Zanac and Power Strike. | |
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Posted: Mon Mar 14, 2005 5:48 pm |
Although it isn't listed on the Compile site archive shown Bomber Raid totally seems like a Compile game with its Aleste similarities. Can anyone confirm that it is?
Also I'm interested in seeing all those lists for the various systems on the Compile site but for some reason all the Japanese text is messed up for me. I have Japanese text support but it's not working on that site. I could get the names if I could see the katakana. Anyone know how I could fix the text? |
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(OT) Browser encodings
Posted: Mon Mar 14, 2005 10:40 pm
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Your browser should have a menu to choose "Encoding". Set it to "Auto", "East Asian", "Japanese" or, at the last step, "Shift-JIS". In Firefox, View -> Character Encoding -> Auto-Detect -> one of those options (I use East Asian). | |
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Posted: Mon Mar 14, 2005 11:17 pm |
Turns out they do... http://web.archive.org/web/20010718043631/www.compile.co.jp/game/other/ma.html Listed under "Ma-Sys (USA)." |
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Re: (OT) Browser encodings
Posted: Tue Mar 15, 2005 12:15 am
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Thanks. It shows up completely blank under Japanese but it works on the Chinese setting. I can't figure out the names with those characters though. I'll fiddle with it more. There doesn't seem to be an East Asian setting with my Internet Explorer. *edit - once I restarted my computer it worked. |
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Posted: Wed May 04, 2005 1:31 am |
I looked through the ROM image a while ago, looking for exactly that information. The credits are there (enclosed below), but none of the names mentioned are the usual Compile names. Since Compile otherwise was a very tightly-knit group through twenty years, it seems unlikely that they would hire a dozen new employees for one mediocre shooter (Bomber raid is hardly Aleste material), then fire them again. Program: CHICKEN JUN, KIMURON, BOARD KOBA, ATSUBANBA Sound: OHTORII Planning: HIDE ITOEN Visuel design: NANNORIO, HIDE ITOEN Special thanks: R NAKAMURA, HARUCHAN, CUP OZEKI, HIROKUN, NOBORUNRUN |
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guest
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Posted: Fri May 06, 2005 9:48 am |
Many of those names show up (quick GREP) in an interestingly limited series of SMS Roms. Chicken Jun : Programmer in Slapshot & Alien Syndrome Kimuron : Programmer in Wanted Ootorii (note the spelling) : SOUND_DESIGN in Wanted, Composer in SlapShot Nannorio : VISUAL_DESIGN in Wanted, Planning in Double Hawk, Planning in Assault City, Special Thanks in Golf Mania, Listed in Tennis Ace. Hide Itoen : Planner in Slapshot, Tennis Ace Noborunrun: Director: Double Hawk, Tennis Ace ("NOBORIN" is thanked in Assault city) |
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Posted: Fri May 06, 2005 10:01 am |
You mention grep so I'll assume you're a *nix fiend with a penchant for Perl scripts and other forms of masochism. This may be too wild an assumption.
Could you cook something up with RomSearcher or something equivalent (since that's interactive, it might be unscriptable) to do a similar task? Some kind of "RomGrep" perhaps. You can probably do it with a regular expression anyway, but I have no clue how. |
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Posted: Fri May 06, 2005 1:51 pm |
Yeah, sorry, I made RomSearcher interactive. But the C(++) source is there so if you know your C, you could easily make it all command-line based.
http://www.zyx.com/chrisc/romsearchera.html#download |
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Posted: Fri May 06, 2005 4:03 pm |
Oh, by the way, I did read the secret hidden in the source, but I'm still here, both kidneys. | |
guest
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Posted: Sat May 07, 2005 2:53 am |
Sorry it is to much of assumption! - I have zero scripting skills :( To find these I used a mix of unix grep and Wingrep http://www.wingrep.com/ To further add to the puzzle a "Nannorio" and "Ciikin Jun" show up in the credits of this arcade game "Kiki-Ippatsu Mayumi-chan" Uvlist lists the publisher as "Victory L.L.C." but the credits also say its a "Sanritsu" game. Sanritsu have known ties to Sega - there's Gamegear titles credited to them (Fantasy Zone Gear) as well as other Sega Arcade titles (They apparently originally developed "Bank Panic") & Appoooh - the Wrestling Game) |
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Posted: Sun Jun 19, 2005 8:08 pm |
Guys, guys, Sega wasn't trying to hide anything from us. In the American television commercials for the Sega Master System, the name "Compile" was displayed at the bottom of footage from R-Type. You can't give the designers of a game much more credit than that!
What's really a surprise is that Compile also designed the first Godzilla game for the NES. It sure looked and felt like their work, but it was only after a fellow NES fan searched for the word "Compile" in the code that the game's origins were revealed. This company's made a lot of fantastic games... it's a shame they're not still around. JR |
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Posted: Mon Jun 20, 2005 11:01 am |
They made Godzilla-kun for the MSX, too. It must be one of their earliest games. If you search the code for that game, you'll find a long story by one of the programmers about the day-to-day goings-on at Compile headquarters back in the day, as well as a bit or two about the contacts with Toho, who wanted to change the title (and the artist wept, for he had already drawn a title screen). It seems that they were based in Hiroshima back then, but moved to Saitama (just north of Tokyo) after that.
Nowadays, the remnants of Compile are in a new company called Aiky, still based in Saitama. Moo Nitani is still their boss. |
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Posted: Tue Jun 21, 2005 9:10 am |
Cool, Aiky retained most of their intellectual properties, too! That opens the door for Aleste and Guardian Legend sequels on the next generation of handheld systems!
(It looks like Sega kept Puyo Puyo, but who cares? Both Sega and Compile had wrung that series dry over the past decade. There's only so many ways you can stack piles of blobs before it becomes redundant) JR |
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Posted: Thu Jun 23, 2005 9:20 pm |
Heh, looks like they also retained the rights to Gurulogi Champ, or at least to the used characters.
I guess these changes in the company were the reason why SEGA had to change the characters for Puyo Pop Fever. Arle just makes a small cameo in the Vs mode (with a different design, of course) and Carbunkle is nowhere to be seen. I was pretty disappointed with that, myself. =\ EDIT: By the way, any clues on what's this and this about? There's many Compile games, some of them for the MSX (including Golvellious)... |
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Posted: Sat Jun 25, 2005 7:04 pm |
The first link is about Diskstation, a diskmag published by Compile in the late eighties/early nineties. DS was filled with small games (and larger ones published in instalments to keep you buying the next issue), rereleases of older softs, and example code.
The second link is for some kind of pay-to-play official emulator. |
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