Viewing Issue Advanced Details
|ID||Category [?]||Severity [?]||Reproducibility||Date Submitted||Last Update|
|05334||Graphics||Minor||Always||Oct 20, 2013, 12:37||Nov 3, 2017, 16:30|
|Tester||moa||View Status||Public||Platform||MAME (Official Binary)|
|Assigned To||Resolution||Open||OS||Windows Vista/7/8 (64-bit)|
|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|
|Affected Sets / Systems||midres & clones|
0001.png (11,446 bytes) Oct 20, 2013, 12:37 Uploaded by moa
2.zip (250,704 bytes) Oct 20, 2013, 12:38 Uploaded by moa
|There are no relationsihp linked to this issue.|
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|
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.
Oct 24, 2017, 00:19
edited on: Oct 24, 2017, 00:20
Apparently a similar priority issue happens with Sly Spy / Secret Agent:
And yeah, rocks are drawn in a tilemap layer (which for whatever reason they are shown with incorrect colors in tilemap viewer)
Nov 3, 2017, 16:30
edited on: Nov 3, 2017, 16:51
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.