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ID Category [?] Severity [?] Reproducibility Date Submitted Last Update
00906 Graphics Minor Always Feb 6, 2008, 15:35 Feb 14, 2008, 17:40
Tester Mr. Do View Status Public Platform
Assigned To Resolution Fixed OS
Status [?] Resolved Driver
Version 0.79 Fixed in Version 0.116u2 Build
Fixed in Git Commit Github Pull Request #
Summary 00906: thunderx: While playing a single player game with the 2-player ship (the red ship), your score is criss-crossed.
Description While playing a single player game with the 2-player ship (the red ship), your score is criss-crossed. Any ships you shoot down register under the score for 1P, while any bonus capsules you pick up register under 2P. Your entire score should register under 2P.

Follow-up by ShimaPong in 0.116u1: It will be run_collisions (K052591 collision emulation) routine bug.
See run_collisions in drivers/thunderx.c

// set flags
p0[0] = (p0[0] & 0x9f) | 0x10;
p1[0] = (p1[0] & 0x9b) | 0x10;

If collide with an object, set the flags.
p0[0] is for an enemy and p1[0] is player ship or player's bullet.

I have found that bit 2 (0x04) of the value stored into p1[0] is "Player" flag (OFF = 1P/ON = 2P).
And the program checks this bit in p0[0] (NOT p1[0] itself!) then sets score for each players.Therefore it needs to set in this routine.

// set flags
p0[0] = (p0[0] & 0x9f) | (p1[0] & 0x04) | 0x10;
p1[0] = (p1[0] & 0x9b) | 0x10;

It seems to work fine... but incomplete. When 2P has "penetrator" type weapon, like Flame, Tail Laser etc, a point is sometimes added to 1P. If 2P gets these weapons, 0xe5 is set. It's correct. But 0xe1 is stored newly at hit. It's the same flag as 1P.
The cause is the flag setting for p1[0]. 0x9b kills "Player" flag so that it should use 0x9f instead, I think.

// set flags
p0[0] = (p0[0] & 0x9f) | (p1[0] & 0x04) | 0x10;
p1[0] = (p1[0] & 0x9f) | 0x10;

OK, no problem.
Steps To Reproduce
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Regression Version
Affected Sets / Systems thunderx
Attached Files
png file icon thunderx079u1gre.png (79,744 bytes) Feb 14, 2008, 17:40
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