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Viewing Issue Advanced Details
ID | Category [?] | Severity [?] | Reproducibility | Date Submitted | Last Update |
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01176 | Graphics | Minor | Have not tried | Feb 12, 2008, 09:22 | Dec 10, 2009, 14:25 |
Tester | Kale | View Status | Public | Platform | |
Assigned To | Resolution | Bugs That Aren't Bugs | OS | ||
Status [?] | Resolved | Driver | |||
Version | 0.61 | Fixed in Version | Build | ||
Fixed in Git Commit | Github Pull Request # | ||||
Summary | 01176: f1dream: [possible] Map display has a wrong priority value. It should cover everything, instead some objects have an higher priority. | ||||
Description |
Map display has a wrong priority value. It should cover everything, instead some objects (tunnels, advertising panels) have an higher priority. Objection from Mamesick in 0.111u2: Are we sure it's not an original game bug? The video hardware is simple, It seems strange that only 1 sprite should be drawn with highest priority...Current priorities order is: background, sprites, foreground. Tiger Road (same driver) don't need at all a different priorities order and don't have any priority bug. Of course, F1dream could have a sort of "special" priority bit for the map, who knows. But Capcom coders were lazy, you know. |
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Steps To Reproduce | |||||
Additional Information | |||||
Github Commit | |||||
Flags | Possible, Noted in Source | ||||
Regression Version | |||||
Affected Sets / Systems | f1dream | ||||
Attached Files
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f1dream061gre2.png (5,007 bytes) Feb 14, 2008, 18:10
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f1dream_graphics.jpg (156,113 bytes) Dec 5, 2009, 16:27
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Relationships
There are no relationship linked to this issue. |
Notes
6
No.03509
Kale Developer
Jan 6, 2009, 17:31
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There's a note at 72-73 of video/tigerroad.c that says "The Track Map should probably be drawn on top of the background tilemap...", and it's possible that there's a sprite bit that controls priority,and it's not an uncommon feature at all... |
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No.03511
hap Developer
Jan 6, 2009, 21:31
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Fixed if bit 10 of tile_number is also treated as bg1 priority bit, so: if (tile_number != 0xfff && (tile_number>>10&1)==priority) ... awkward from a hardware point of view though. |
No.05239
Stefan Lindberg Senior Tester
Dec 5, 2009, 16:28
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Added a pic from the PCB. MAME is emulating this graphics behavior perfect ;-) |
No.05240
Mamesick Senior Tester
Dec 6, 2009, 08:29
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Why this bug was re-opened is beyond me. Though we are now sure that MAME behaviour and my objectrions were right. |
No.05241
Haze Senior Tester
Dec 6, 2009, 14:10
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maybe someobdy thought the proposed fix was added, but it wasn't? (I haven't checked) Generally follows the rule tho, if it seems awkward from a hardware sense of view, 99% of the time it's a hack and it's wrong, so it's not really surprising to see the original behavior was correct. |
No.05252
Kale Developer
Dec 10, 2009, 14:24
edited on: Dec 10, 2009, 14:26 |
@Mamesick: if you don't have true proofs (original reference, dasm code studying etc.) you can't be 100% sure about it, and since your original argument was based on *lateral* thinking this report was actually never closed. I've tried to check this at some point but HW didn't seemed to have a per-sprite priority, but still didn't closed the thing, guess why (and no, it's not because I was the original tester, I don't give a crap about it)...now closed as BTANB. |