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Viewing Issue Advanced Details
ID | Category [?] | Severity [?] | Reproducibility | Date Submitted | Last Update |
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00261 | Graphics | Minor | Have not tried | Jan 28, 2008, 01:01 | Nov 26, 2016, 18:56 |
Tester | Frotz | View Status | Public | Platform | |
Assigned To | Resolution | Open | OS | ||
Status [?] | Confirmed | Driver | |||
Version | 0.37b4 | Fixed in Version | Build | ||
Fixed in Git Commit | Github Pull Request # | ||||
Summary | 00261: karatblz: Right at the beginning, the heroes are introduced using a zoom effect. Several frames are glitched. | ||||
Description | Right at the beginning the heroes are introduced using a zoom effect. Several frames of the zoom effect are glitched. It looks as if the image was cut into rectangular jigsaw pieces and then re-arranged with all pieces slightly out of place. | ||||
Steps To Reproduce | |||||
Additional Information | |||||
Github Commit | |||||
Flags | |||||
Regression Version | |||||
Affected Sets / Systems | karatblz | ||||
Attached Files
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karatblz337b4gre_shot1.png (7,074 bytes) Feb 14, 2008, 08:37
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karatblz337b4gre_shot2.png (5,260 bytes) Feb 14, 2008, 08:38
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Relationships
There are no relationship linked to this issue. |
Notes
7
No.00513
robiza Developer
Apr 3, 2008, 15:25
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the problem is the routine to use for handle the zoom with multi-sprite actually in mame there's a linear conversion (with a wrap): ((oy + zoomy * y / 2 + 16) & 0x1ff) - 16; in other words the "x distance" from sprite #1 to sprite #2 : for zoom = 0 is 16 for zoom = 1 is 15,5 for zoom = 2 is 15 and so on (step = 0.5, constant) for a perfect zoom it's necessary to use a non-linear conversion the "x distance" from sprite #1 to sprite #2 : for zoom = 0 is 16 for zoom = 1 is 15 for zoom = 2 is 14,125 for zoom = 3 is 13,25 for zoom = 4 is 12,75 for zoom = 5 is 12,125 for zoom = 6 is 11,5 for zoom = 7 is 11,125 for zoom = 8 is 10,5 for zoom = 9 is 10,125 for zoom = a is 9,75 for zoom = b is 9,375 for zoom = c is 9,125 for zoom = d is 8,625 for zoom = e is 8,375 (guessed, not used in the game) for zoom = f is 8,125 (guessed, not used in the game) yet, i'm not sure if these infos can be used in a acceptable fix can i have a feedback by a dev? |
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No.00514
Tafoid Administrator
Apr 3, 2008, 15:51
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Brought to top of list - was added while I adjusted dozens of bugs with the galaxian/galdrvr changes. |
No.04756
hap Developer
Aug 3, 2009, 12:44
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I don't know if the rectangles effect is wrong or not (low quality video), but the wobbly effect during zoom is definitely wrong. Karate Blazers video from PCB: Karate Blazers video from MAME: |
No.04760
Tafoid Administrator
Aug 3, 2009, 13:29
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There also seems to be a slight pitch difference in MAME (a bit higher) than PCB recording. |
No.13404
Fujix Administrator
Nov 22, 2016, 06:28
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Here is an original PCB video of the Japanese version at 10% speed, sprite scaling is smooth not like MAME. Removing the possible tag. |
No.13411
Haze Senior Tester
Nov 22, 2016, 20:28
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I believe there used to be a table in MAME to make this case smooth, but somebody (Nicola?) decided it was incorrect and removed it / suggested that drivers using the non-linear zoom table needed upgrading to the linear one (which causes these glitches) it could be a difference between the older / newer video system sprite chip of course. |
No.13428
Mamesick Senior Tester
Nov 26, 2016, 18:56
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The bug has always been present, since the game was added and the zoom table was used. Re-implementing it now (which is just a couple of line changes) doesn't fix the problem. I guess robiza table should be used or at least the info he provided implemented in a some way. |