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Viewing Issue Advanced Details
ID | Category [?] | Severity [?] | Reproducibility | Date Submitted | Last Update |
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00185 | Graphics | Minor | Have not tried | Jan 26, 2008, 04:26 | Nov 5, 2014, 16:09 |
Tester | RansAckeR | View Status | Public | Platform | |
Assigned To | Resolution | Open | OS | ||
Status [?] | Confirmed | Driver | |||
Version | 0.102u1 | Fixed in Version | Build | ||
Fixed in Git Commit | Github Pull Request # | ||||
Summary | 00185: combatsc, combatscj, combatsct: the text "Player 1 (Nick)" or "CPU (Joe)" disappear. | ||||
Description | When beginning or ending an excercise, most of the time the last characters of the text "Player 1 (Nick)" or "CPU (Joe)" disappear. | ||||
Steps To Reproduce | |||||
Additional Information | |||||
Github Commit | |||||
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Regression Version | |||||
Affected Sets / Systems | combatsc, combatscj, combatsct | ||||
Attached Files
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Relationships
There are no relationship linked to this issue. |
Notes
2
No.07377
Kale Developer
Apr 13, 2011, 21:27
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Text is drawn via sprites, a note on the source states that ...- in combatsc (and more generally the 007121) the number of sprites can be That note is however wrong, since that generally a sprite limit is supposed to be per-line. I believe that this bug is too damn obvious (it happens on the very first level!) to not do any counter measure during developing of the game. Finally, there's even a START msg that appears in red that is drawn in the lower 64 sprite bank. |
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No.11229
AWJ Developer
Nov 5, 2014, 16:09
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Sprites on the k007121 appear to be frame buffered (look at the contra or hcastle schematics, there's two 64K x 4bit DRAMs connected to each of the k007121s) so it's unlikely there are per-line sprite limits. More likely there's some way of sending two sprite lists to the chip in the same frame. |