Viewing Issue Advanced Details
ID Category [?] Severity [?] Reproducibility Date Submitted Last Update
05334 Graphics Minor Always Oct 20, 2013, 12:37 16 days ago
Tester moa View Status Public Platform MAME (Official Binary)
Assigned To Resolution Open OS Windows Vista/7/8 (64-bit)
Status [?] Confirmed Driver
Version 0.150 Fixed in Version Build 64-bit
Summary 05334: midres & clones: sprite priority problem
Description At some point (see snap) there's a sprite priority problem. You get shot by invisible bullets. it's clear on the snap: the bullet disapear but you still get shot
Steps To Reproduce load the save state, play a little, place your player right above the the central turret, get shot
Additional Information
Flags
Regression Version
Affected Sets / Systems midres & clones
Attached Files
png file icon 0001.png (11,446 bytes) Oct 20, 2013, 12:37 Uploaded by moa
moa
zip file icon 2.zip (250,704 bytes) Oct 20, 2013, 12:38 Uploaded by moa
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Notes
4
User avatar
No.09895
NekoEd
Senior Tester
Oct 21, 2013, 00:59
The savestate introduces some graphical glitching, so it's not really valid. Though, I went to this point from the start to confirm it, you don't need to play very far into the game to get to this point. Thank you anyway, and of course thank you for your reports. :3
User avatar
No.10056
Haze
Senior Tester
Dec 4, 2013, 19:44
edited on: Dec 4, 2013, 20:06
has this always happened, or is it only since my rewrite / unification of sprite routines?

I'm comparing the logic in the driver and it looks like it didn't change there, and when I did these ones I wasn't too aggressive with the actual changes (really the way priority is handled in the driver is ancient)

(fwiw the error goes away when using save states because we incorrectly don't save the priority register, and the priority register is what sets it to this priority configuration, I'll fix it so it doesn't affect it)
*edit* I've fixed the save state issue, so with the current SVN rev (what will be in MAME 0.152) you can make a save state to show the glitch.

User avatar
No.14319
Kale
Developer
26 days ago
edited on: 26 days ago
Apparently a similar priority issue happens with Sly Spy / Secret Agent:

http://mamedev.emulab.it/kale/fast/files/0000_9807161162.png

And yeah, rocks are drawn in a tilemap layer (which for whatever reason they are shown with incorrect colors in tilemap viewer)

User avatar
No.14402
Augusto
Tester
16 days ago
edited on: 16 days ago
In some areas the gameplay is slow or extremely slow.
If you is shooting and hitting some bosses that use large sprites the music slowdown.
Some times you lose by invisible shots or just jumping.
If reseting two times the sound is disabled.