Viewing Issue Advanced Details
ID Category [?] Severity [?] Reproducibility Date Submitted Last Update
01607 Graphics Trivial Always Mar 24, 2008, 10:40 May 22, 2011, 19:20
Tester haynor666 View Status Public Platform MAME (Self-compiled)
Assigned To Haze Resolution Fixed OS
Status [?] Resolved Driver
Version 0.124 Fixed in Version 0.135u1 Build C2D
Fixed in Git Commit Github Pull Request #
Summary 01607: tetrisp, gametngk, gratia, p47aces: ms32.c graphic glitches, including tetrisp
Description Brightness Related
gametngk: incorrect fades on bomb effect
p47aces: incorrect fade in intro.

Shadow Related:
tetrisp: There is strange white box when you start on the right.
gametngk: bad shadows on all sprites.

Layer Enable Related:
gratia: some layers not disabled between levels hiding parts of the dialog boxes.
Steps To Reproduce original note for tetrisp:

Run the game in puzzle mode. Play some time and look on the right side (then normally is second player). Sometimes box is visible with tex. Probably should be black with color border.
Additional Information when improvements are finished this video driver can be merged with the non m32 version, used by rockn etc.
Github Commit
Flags
Regression Version
Affected Sets / Systems tetrisp, gametngk, gratia, p47aces
Attached Files
png file icon tetrisp.png (25,135 bytes) Mar 24, 2008, 10:40
jpg file icon Screen1.jpg (27,466 bytes) Mar 8, 2009, 06:12
png file icon Screen1inMAME.png (7,649 bytes) Mar 8, 2009, 06:12
jpg file icon Screen2.jpg (43,950 bytes) Mar 8, 2009, 06:12
png file icon Screen2inMAME.png (55,923 bytes) Mar 8, 2009, 06:12
jpg file icon Screen3.jpg (35,689 bytes) Mar 8, 2009, 06:12
png file icon Screen3inMAME.png (27,896 bytes) Mar 8, 2009, 06:13
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Notes
5
User avatar
No.00372
Haze
Senior Tester
Mar 24, 2008, 11:54
Well it's one of many ms32.c bugs that are currently being worked in. Once Charles gets things running better on real hardware fixing them will be easy.

In this case it's related to the missing shadow effects.

IIRC it's already marked as imperfect graphics, but I don't mind, I think such bugs should be here anyway, although this is part of a more general bug than something specific to ms32.c
User avatar
No.00373
Haze
Senior Tester
Mar 24, 2008, 12:01
I've added some additional details about the general problems with m32.c, these aren't comprehensive but make it clear that the bug isn't really specific to tetrisp.

I can't give an ETA on when this will be fixed, as it depends a lot on external factors too.
User avatar
No.03916
Smitdogg
Senior Tester
Mar 8, 2009, 06:15
I added some pcb comparison shots. The photos aren't perfect and don't show the eh, blue glow effect well.
User avatar
No.05137
Haze
Senior Tester
Nov 8, 2009, 11:21
edited on: Nov 8, 2009, 11:49
I've been doing some work on this for 135u1

I think the shadows work by placing a sprite with a lower priority than the tilemap.

Of course, this all depends on priority RAM which isn't properly understood, and for now I've decided to use the same kludgse as the standalone Tetris 2 Plus hardware. I think it should actually be per pixel / per pen.

Also I have a feeling the standalone board doesn't support the shadowing, there are subtle differences between the two versions which would suggest this. (basically in the standalone they fake shadows by greying the graphics instead of duplicating them, which suggests the hardware isn't capable of doing it)
User avatar
No.05138
Haze
Senior Tester
Nov 8, 2009, 17:05
edited on: Nov 8, 2009, 17:22
I'm resolving this one and splitting it into other more specific bugs. The cases shown in the screenshots here have been fixed, so new reference material for the new bugs will be useful.