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ID Category [?] Severity [?] Reproducibility Date Submitted Last Update
03130 Graphics Typo N/A Apr 29, 2009, 16:12 Apr 3, 2019, 12:34
Tester sxevious View Status Public Platform MAME (Official Binary)
Assigned To Duke Resolution Fixed OS
Status [?] Resolved Driver ccastles.cpp
Version 0.131 Fixed in Version 0.209 Build Normal
Fixed in Git Commit Github Pull Request #
Summary 03130: ccastles: Visible resolution is incorrect
Description Crystal Castles visible resolution is 256x232. Making it 320x256 to include HBLANK and VBLANK regions is totally wrong as these are blanking regions and anyway all raster monitors have them so why should Crystal Castles be treated specially.
Steps To Reproduce
Additional Information
Github Commit
Regression Version
Affected Sets / Systems ccastles
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User avatar
Phil Bennett
Apr 29, 2009, 16:58
I don't understand. The visible area IS 256x232. What makes you think it's 320x256?
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Senior Tester
Apr 29, 2009, 21:02
The driver sets visible area at 320x256. This is also the xml output of the game. But at startup the resolution is changed on the fly to 256x232 based on datas contained in a PROM. So there's no bug I think.
User avatar
Apr 29, 2009, 23:34
The driver shouldn't be doing that, the resolution is 256x232 and it certainly doesn't change. It is the same resolution as other Atari bitmapped games of the era like Cloak and Dagger, Missile Command and the prototype Cloud 9.

Also because of the driver's bogus resolution sites which derive info from the driver now list the incorrect resolution for Crystal Castles (see the maws entry)