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ID Category [?] Severity [?] Reproducibility Date Submitted Last Update
06081 Graphics Minor Always Nov 16, 2015, 22:55 Nov 23, 2015, 22:15
Tester Tourniquet View Status Public Platform MAME (Self-compiled)
Assigned To Haze Resolution Fixed OS Other
Status [?] Resolved Driver
Version 0.167 Fixed in Version 0.168 Build Debug
Fixed in Git Commit Github Pull Request #
Summary 06081: nost, nostj, nostk: Gfx glitches in Nostradamus
Description Comparing a play-through of MAME versus a couple of videos from NicoVideo from a PCB, the following differences are noted:

Stage1-5 - http://www.nicovideo.jp/watch/sm25880097
Stage6-Credits - http://www.nicovideo.jp/watch/sm25880430

* Stage 6 boss - when he appears he should flash, and then appear from a point outwards. In MAME it currently flashes and then appears in his entirety. Some kind of missing masking/transparency effect. See 1:19 in the second vid.
* Stage 7 - giant shadow on right looks like it should flicker like smaller sprites? MAME is constant. Perhaps missing enable bit.
* Stage 9 - arms missing off of final boss (priority issue).
* Fade during credits to Nostradamus portrait at 15:24 in second vid should fade completely to white, and then to the portrait
Mame briefly shows some rubbish it shouldn't. Perhaps a missing enable bit again.

Also, it looks like there is genuine sprite-lag/desync versus the backgrounds - noticable in the earlier stages with fixed ground enemies. MAME is perfectly in sync...
 
Steps To Reproduce
Additional Information
Github Commit
Flags Verified with Original, Noted in Source
Regression Version
Affected Sets / Systems nost, nostj, nostk
Attached Files
 
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Notes
5
User avatar
No.12200
Haze
Senior Tester
Nov 23, 2015, 11:09
* Stage 6 boss - when he appears he should flash, and then appear from a point outwards. In MAME it currently flashes and then appears in his entirety. Some kind of missing masking/transparency effect. See 1:19 in the second vid.
* Stage 9 - arms missing off of final boss (priority issue).
* Fade during credits to Nostradamus portrait at 15:24 in second vid should fade completely to white, and then to the portrait

the above have been fixed

* Stage 7 - giant shadow on right looks like it should flicker like smaller sprites? MAME is constant. Perhaps missing enable bit.

probably hasn't (haven't checked, but i haven't played with any enable bits)
User avatar
No.12201
Haze
Senior Tester
Nov 23, 2015, 17:39
the large shadow is a tilemap, not a sprite, so yeah, need to find the tilemap enable.
User avatar
No.12202
Haze
Senior Tester
Nov 23, 2015, 17:55
should all be fixed
User avatar
No.12203
Tourniquet
Developer
Nov 23, 2015, 22:02
Confirmed fixes. The final issue about the fade before the portrait persists, but that's relatively minor.
User avatar
No.12204
Haze
Senior Tester
Nov 23, 2015, 22:15
I've changed the bg pen to 0x3f0 which seems to improve things there and in the intro