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ID Category [?] Severity [?] Reproducibility Date Submitted Last Update
01993 Graphics Minor Always Jul 9, 2008, 02:17 Sep 10, 2010, 19:46
Tester -MAME Source- View Status Public Platform MAME (Official Binary)
Assigned To robiza Resolution Fixed OS
Status [?] Resolved Driver
Version 0.126 Fixed in Version 0.139u3 Build 64-bit
Fixed in Git Commit Github Pull Request #
Summary 01993: stmblade: Graphical corruption on left side of screen beginining stage 3
Description Left side of screen has noticeable gfx corruption as soon as stage three begins. Can be reproduced in both MAMEUI64 and official 64-bit binaries. Did not test 32-bit binaries.

<MAME SOURCE>
There is a rogue "tilemap" sprite that pops up at level 2 and stays there till the end of the game (a piece of sky to the left of the screen). It seems that the x&y offsets in the sprite list should be applied to it (-$200,-$200) to move it off screen. But currently those offsets are ignored for "tilemap" sprites. This may be related to the kludge for srmp4 and to the kludge for keithlcy;
Steps To Reproduce
Additional Information Reported by denzilla
Github Commit
Flags
Regression Version
Affected Sets / Systems stmblade
Attached Files
png file icon 0000.png (61,931 bytes) Jul 9, 2008, 02:23
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Notes
8
User avatar
No.01555
Tafoid
Administrator
Jul 9, 2008, 03:12
Confirmed on 32-bit build as well
User avatar
No.01557
Mamesick
Senior Tester
Jul 9, 2008, 06:02
There's no regression version. This game has been always in this way since it was added to ssv.c driver. However, isn't this game flagged as "IMPERFECT GRAPHICS"?
I have an hacky fix in my build for this problem, anyway it's not the case to post it here because IIRC Devs want the CRT video emulated properly.
User avatar
No.01559
Tafoid
Administrator
Jul 9, 2008, 13:20
Yup. Serves me right for confirming something quickly without noting the disclaimer screens. Anyway, I'll leave as confirmed - despite the flag.
User avatar
No.01560
denzilla
Tester
Jul 9, 2008, 15:51
edited on: Jul 9, 2008, 15:52
I saw the "imperfect gfx" flag, but thought it might still be applicable to file an official report since its not logged anywhere, but the MAME source code.
User avatar
No.01570
robiza
Developer
Jul 10, 2008, 12:45
maybe someone have a pcb and can execute some test for the CRT register
it's necessary a ssv game
User avatar
No.06702
Haze
Senior Tester
Sep 8, 2010, 10:10
I doubt this one is CRT register related, just a bad sprite which is getting rendered when it shouldn't.

It probably either
a) should be skipped due to unknown sprite-list processing conditions (the SSV sprite drawing is still a bit of a hack)
b) be invisible due to some kind of priority
c) have been cleared from the sprite list, but got missed due to memory mirror or CPU bug.

the first option is most likely IMHO.
User avatar
No.06703
robiza
Developer
Sep 8, 2010, 14:57
edited on: Sep 8, 2010, 15:41
if ((mode & 0x001f) != 0) draw_row(machine, bitmap, cliprect, sx, sy, scroll);

this fix the bug
mode = 0 -> a tilemap we only one row (the only game use this condition is stmblade when the bug appear); the number of row is mode + 1

i am sure there's not a offset problem, the tilemap is like a real PCB ( ihave a video from youtube)

in the second level the tilemaps have those values:
000f 0400 0000 0000 -> mode = 000f
in the same time there's another tilemap:
0000 0400 0200 0200 (it's the first sprite in the list) -> completly covered by the first tilemap (000f 0400 0000 0000)

in the third level we have only:
0000 0400 0200 0200 (it's the first sprite in the list)
and i suspect this tilemap is invisible
mode = 0 -> row = mode + 1 = 1 -> the row is the bug

i'll try to make a test with a twin eagle ii PCB
User avatar
No.06704
robiza
Developer
Sep 8, 2010, 17:48
maybe there's something like autocenter system