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Viewing Issue Advanced Details
ID | Category [?] | Severity [?] | Reproducibility | Date Submitted | Last Update |
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03406 | Graphics | Minor | Always | Aug 25, 2009, 12:07 | 14 days ago |
Tester | Kold666 | View Status | Public | Platform | MAME (Official Binary) |
Assigned To | Resolution | Open | OS | Windows XP (32-bit) | |
Status [?] | Confirmed | Driver | |||
Version | 0.133u3 | Fixed in Version | Build | Normal | |
Fixed in Git Commit | Github Pull Request # | ||||
Summary | 03406: trckydoc trckydoca: priority problem | ||||
Description |
During the introduction, the escaping monsters go behind the black frame on the pcb. In mame, as you can see from the picture, go over the frame. The is another suble difference between the pcb and the emulated game. Sometimes when there are 3 or 4 sprites on the same scanlines, on the original hardware they start to flicker badly (sometimes they disappear completely). I think mame doesn't implement the sprite limit of this hardware. |
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Steps To Reproduce | |||||
Additional Information | |||||
Github Commit | |||||
Flags | Verified with Original | ||||
Regression Version | |||||
Affected Sets / Systems | trckydoc trckydoca | ||||
Attached Files
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0000.png (5,001 bytes) Aug 25, 2009, 12:07
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Relationships
There are no relationship linked to this issue. |
Notes
3
No.04860
hap Developer
Aug 25, 2009, 14:28
edited on: Aug 25, 2009, 14:29 |
For the sprite limit thing, could you post a short video? Preferably from attract/demo. No rush. =) |
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No.04861
Kold666 Developer
Aug 25, 2009, 16:15
edited on: Aug 25, 2009, 16:15 |
I have only a mobile to record the videos and the refresh rate is similar to the flickering :( So it isn't noticeable The flickering is not very often seen. In the attract mode is not present. I can always make the flickering appear in the second level when you meet on the same floor the monster which throws the pipes. After 3-4 pipes, parts of his head start flickering. |
No.22550
hap Developer
14 days ago
edited on: 14 days ago |
I looked at it again: I don't see any invisible sprites used at the left edge there (in case they used some kind of trick). All spriteram flag bits are used for something else, so there's no priority flag. Same goes for the tilemap. Maybe a tilemap priority pen thing? I don't think so. Oh, and I almost forgot the easiest possible cause: global sprite x pos. But that looks correct compared to pcb video. I also can't find PCB videos of the titlescreen. There are no other places in the game where it may look that sprites need to be behind tiles. |