Viewing Issue Advanced Details
|ID||Category [?]||Severity [?]||Reproducibility||Date Submitted||Last Update|
|03522||Graphics||Minor||Have not tried||Nov 8, 2009, 17:09||Dec 13, 2018, 15:57|
|Tester||Haze||View Status||Public||Platform||MAME (Self-compiled)|
|Assigned To||Resolution||Open||OS||Windows Vista/7 (64-bit)|
|Version||0.135||Fixed in Version||Build||Normal|
|Summary||03522: gametngk, gratia: MegaSystem 32 - Remaining priority / shadow problems|
Priority RAM is not all being used at the moment.
During the Intro the shadows of the house on the buildins on the road also appears over the buildings.
During the last level enemies which go behind the arcade machines create a shadow, this looks odd (although due to the apparent way the shadows work is the exepcted behavior with the current understanding)
The BG layer should probably be above the ROZ layer, see dialog at end of level 1, and large ship in the 3rd attract demo. The missing parts of the ship are on the BG layer, the background is the Roz layer.
Priority should probably be per pixel / per pen, not per object.
|Steps To Reproduce|
|Affected Sets / Systems||gametngk, gratia|
|There are no relationship linked to this issue.|
Nov 8, 2009, 17:24
feel free to add specific cases + screenshots when 135u1 is out (assuming the changes are included)
original reference material is useful
I don't think other games actually make use of shadows.
Desert War 'text behind sprites' is correct, verified on original videos.
Nov 30, 2018, 15:26
edited on: Nov 30, 2018, 18:49
Here's a pcb fullplay reference of "the game paradise".
Some differences can be seen during the introduction of the game. For example, in mame there's a big squared shadow below the building, this doesn't exist in the pcb (0:38). Moreover, in the pcb there's a flickering effect on the screen of the arcade cabinet (1:01). That flickering isn't present in mame
Dec 13, 2018, 15:57
Full playthrough in mame 0.204 for comparison with the pcb: