You can switch the controls to classic. So you can walk/run with the triggers. Only use 1 analog to look around. Some people still use both and than can throw you for a loop.
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What are you all talking about. There are no analog controls in Shenmue II on Dreamcast. I just played through it last year. Analog stick is Ryo’s head.
While browsing through the Google News feed on my phone I came across this interesting interview with the development team responsible for porting the games over to the PC,PS4 and Xbox One.
It goes in to some good detail on the challenges that the team faced when porting the games from the Dreamcast and OG Xbox over to modern systems. I thought it would be of interest to folks on here.
https://www.pcgamer.com/how-sega-bro...to-life-on-pc/
On the challenges of porting a Japanese developed game
On the challenges of converting a game designed for Dreamcast over to modern systemsQuote:
Originally Posted by PC Gamer Interview
Quote:
Originally Posted by PC Gamer Interview
This was very informative. I gotta say that after playing the Bioshock trilogy on the PS4, I gave Shenmue another try with "classic" controls and it threw me off quite a bit. I guess it has been nearly a decade since last I played them, and part of the difficulty in getting it to appeal to current gen gamers might fall into that. I will try both games on the original US consoles again and get a true grasp of what is keeping me at bay. But I really love this series too much not to give it my best.
anyone got any technical issues they experienced?
for me, there was a buzzing noise when i started the game after the intro.
The moon and Lucky Hit ones, WTFQuote:
Did you find anything interesting in the source code?
The moon in Shenmue 2 is not a texture. It’s an actual 3D object in the distance correctly lit by the sun direction. This produces accurate phases. We were surprised by this level of detail! The Lucky Hit games adjust the physical behaviour of the ball based on the weather and temperature, calculated by the time of day. For cutscenes, the game switches to high definition heads and hands, which allow for more expression. In Shenmue 1 the game logic is all written in a scripting language. For Shenmue 2 they got rid of it and wrote the logic in C code directly.
I am shocked that I see vet Shenmue players still dial the entire number in the game. You can skip the area code. It's 1987 when we didn't have to dial area codes for local calls.
I wish they would have used a Japanese dev to port it. Like M2. Which would you rather M2 work on? Shenmue or something far less special like Battle Garegga? I vote Shenmue. Oh well. At the very least. d3t (however you pronounce that) should have been given until the original November release date to fine tune it as much as they could. Pushing the release up made it far more buggy than it should have been.
I think they did a great job, considering they had to reverse engineer the Dreamcast's entire Yamaha audio subsystem.
...which makes me wonder why they didn't just record the audio straight off the Dreamcast...
are they still working on it though? I haven't seen a new patch in a while.
They are, there’s a patch in beta right now.
They should have released the game after patches were done. So stupid to release it before. God, modern videogaming is pathetic.
I only hope it doesn't give a bad impression on potential shenmue fans. I bought this for my ex girlfriends birthday since she loves shenmue but I might as well let her play on the dreamcast again with better sound. still if they solve these problems I'm more than happy I just don't hope they have quit updating.
The game would be probably still buggy 10 years from now on if they kept working on it. Computers are a piece of shit to deal with (case in point: the other day there was an interview with M2 and they said that the only reason why they aren't making releases on PC is because Windows 10 keeps trashing performance despite having gotten their emulators to run fine on Windows 7).
No need to record the audio when they can use the source files (and the codecs are well known by now), and the interface the game deals with is probably higher level than talking directly to the hardware, which should make it easier to make a compatible version. The problem would be more figuring out what the game actually wants from the interface.
Incidentally, wild shot here, but I'm guessing CRI provided the sound code? (hence why it wasn't available, Sega likely never had the source code in the first place)