|Viewing Issue Advanced Details||vamphalf.cpp|
|ID||Category [?]||Severity [?]||Reproducibility||Date Submitted||Last Update|
|06496||Graphics||Minor||Always||16 days ago||14 days ago|
|Tester||haynor666||View Status||Public||Platform||MAME (Official Binary)|
|Assigned To||Resolution||No change required||OS||Windows Vista/7/8 (64-bit)|
|Version||0.182||Fixed in Version||0.183||Build||64-bit|
|Summary||06496: All set in vamphalf.cpp (except aoh): Visible area too small|
|Description||During changes in driver and/or chips visible area gets shrinked from 320x240 to 320x236. This way graphics are not shown correctly.|
|Steps To Reproduce|
|Affected Sets / Systems||All set in vamphalf.cpp (except aoh)|
| dtfamily-combined.png (137,718 bytes) 16 days ago by haynor666
| jmpbreak-combined.png (137,184 bytes) 16 days ago by haynor666
16 days ago
edited on: 16 days ago
it's correct, the hardware cuts off at that point, it was tested extensively, it simply doesn't output anything valid beyond that point
some games are also coded around that assumption and the scrolling glitches in the bottom 4 lines if you draw it.
it's bad design, but the visible area being used is actually correct.
*why* I can't tell you, it's a weird resolution and I would have expected the opposite with the scroll glitches happening on the PCB, but what I found, after asking 3 different people to play with the stretch controls etc. on their screen is that that those lines never appear, something on the PCBs kills the video output at that point, at the very best we got what seemed like a repeat of the line above 4x but with broken x-offsets like the sync signals were completely wrong at that point.
15 days ago
|Strange but if that's how it works then ok :)|
14 days ago
|Since we're all agreed, let's close this.|