Viewing Issue Advanced Details
ID Category [?] Severity [?] Reproducibility Date Submitted Last Update
03644 Graphics Minor Always Jan 5, 2010, 14:51 Aug 7, 2017, 20:04
Tester abelardator2 View Status Public Platform
Assigned To Resolution Reopened OS
Status [?] Confirmed Driver tmnt.cpp
Version 0.136 Fixed in Version Build 64-bit
Summary 03644: tmnt2, ssriders, suratk: Graphic error with high priority shadows
Description - In TMNT stage 4 "Prehistoric Turtlesauras" when it enters the cave, some rays of light illuminate the characters in the original pcb and not in the emulator.

- In ssriders at the dance demo scene with spot lights, some lighting effects are not applied properly.

- In suratk, sprites behind the glass wall in level 3 (also seen in attract mode) should be dark

Steps To Reproduce
Additional Information This error I have also seen in "Metamorphic Force" also checked with the original pcb.
Flags Verified with Original
Regression Version 0.129u1
Affected Sets / Systems tmnt2, ssriders, suratk
Attached Files
jpg file icon TMNT.jpg (41,831 bytes) Jan 5, 2010, 14:51
jpg file icon TMNT ORIGINAL PCB.jpg (273,058 bytes) Jan 5, 2010, 16:02
jpg file icon TMNT ORIGINAL PCB3.JPG (208,869 bytes) Jan 5, 2010, 16:53
jpg file icon ssriders1.jpg (55,309 bytes) May 19, 2010, 16:33
png file icon 0000.png (21,229 bytes) May 22, 2010, 17:18
Relationships
related to 03814Acknowledged metamrph, metamrphj, metamrphu: Graphics bugs in the emulation. 
Notes
15
User avatar
No.05400
Fujix
Administrator
Jan 5, 2010, 15:03
edited on: Jan 5, 2010, 15:05
Could we have screenshots of the original?

User avatar
No.05401
abelardator2
Tester
Jan 5, 2010, 15:23
Yes, taking pictures of the original pcb, please wait.
User avatar
No.05403
abelardator2
Tester
Jan 5, 2010, 16:04
Ok, the new photo on the original pcb.
User avatar
No.05405
Fujix
Administrator
Jan 5, 2010, 16:39
edited on: May 12, 2010, 13:39
Thank you for posting the shot. This report is now confirmed.

User avatar
No.05412
Tafoid
Administrator
Jan 5, 2010, 21:04
I confirmed a regression version at the same time as I was checking 03647
User avatar
No.06065
hap
Developer
May 9, 2010, 23:09
bug in: pdrawgfx_transtable -> drawgfxm.h PIXEL_OP_REMAP_TRANSTABLE16_PRIORITY
User avatar
No.06079
hap
Developer
May 10, 2010, 22:56
sorry, I've reverted my fix due to it being too intrusive with the possibility it breaks priorites in other games
User avatar
No.06099
abelardator2
Tester
May 12, 2010, 13:30
Thanks for putting interest in repairing konami games. I will continue to report bugs with my collection of original PCB games.
User avatar
No.06143
Fujix
Administrator
May 19, 2010, 16:38
Merged with 03853 (the lighting effect issues for ssrides) reported by abelardator2.
User avatar
No.06147
Haze
Senior Tester
May 19, 2010, 23:54
it might be worth simply creating a private implementation if you're uncertain it should be in the core. While it might seem 'ugly' it's entirely possible that the behavior on Konami boards is unique, different manufacturers had different design ideas, and the generic code doesn't *always* suit them.
User avatar
No.06160
hap
Developer
May 22, 2010, 15:11
edited on: May 22, 2010, 17:19
I think I understand now, gonna try again...

... i give up :p

+ added another affected game to the report

User avatar
No.06191
Sune_S
Senior Tester
May 28, 2010, 03:08
I can't tell what's wrong with supratk from the screenshot?

The baddie is supposed to be behind the glass.
User avatar
No.06193
abelardator2
Tester
May 28, 2010, 08:49
Sune_S, I suppose that the enemy should have a darker tone, due to the effect of crystal.
User avatar
No.06195
hap
Developer
May 28, 2010, 15:30
yes, you missed the bug description above:
"In suratk, sprites behind the glass wall in level 3 (also seen in attract mode) should be dark "
User avatar
No.06198
Sune_S
Senior Tester
May 29, 2010, 02:17
Damn, yes I missed that, sorry.