- --
Viewing Issue Advanced Details
ID | Category [?] | Severity [?] | Reproducibility | Date Submitted | Last Update |
---|---|---|---|---|---|
03609 | Misc. | Minor | Always | Dec 27, 2009, 11:21 | 15 days ago |
Tester | haynor666 | View Status | Public | Platform | MAME (Official Binary) |
Assigned To | Resolution | Open | OS | Windows XP (32-bit) | |
Status [?] | Confirmed | Driver | |||
Version | 0.135u4 | Fixed in Version | Build | C2D | |
Fixed in Git Commit | Github Pull Request # | ||||
Summary | 03609: deadeye: Artwork covers main playfield, main character is not visible in -video ddraw/gdi | ||||
Description | Artwork covers main playfield, main character is not visible in -video ddraw/gdi | ||||
Steps To Reproduce | |||||
Additional Information | |||||
Github Commit | |||||
Flags | |||||
Regression Version | |||||
Affected Sets / Systems | deadeye | ||||
Attached Files
|
deadeye.zip (591 bytes) Mar 6, 2010, 10:16
| ||||
deadeye_d3d_artmrdo.png (1,973 bytes) Nov 30, 2013, 11:38 Uploaded by haynor
| |||||
deadeye_d3d_lay.png (2,172 bytes) Nov 30, 2013, 11:38 Uploaded by haynor
| |||||
deadeye_ddraw_artmrdo.png (1,964 bytes) Nov 30, 2013, 11:39 Uploaded by haynor
| |||||
deadeye_ddraw_lay.png (2,150 bytes) Nov 30, 2013, 11:39 Uploaded by haynor
| |||||
0000_no_ext_art_d3d.png (3,787 bytes) Jul 23, 2014, 09:35 Uploaded by haynor666
| |||||
0001_with_ext_art_d3d.png (3,280 bytes) Jul 23, 2014, 09:36 Uploaded by haynor666
| |||||
0002_with_ext_art_finalwindow_d3d.png (19,656 bytes) Jul 23, 2014, 09:39 Uploaded by haynor666
| |||||
0003_with_ext_art_finalwindow_ddraw.png (18,864 bytes) Jul 23, 2014, 09:39 Uploaded by haynor666
| |||||
0004_no_ext_art_finalwindow_ddraw.png (19,433 bytes) Jul 23, 2014, 09:40 Uploaded by haynor666
| |||||
0000.png (1,626 bytes) Jul 23, 2014, 09:43 Uploaded by haynor666
| |||||
0002.png (1,533 bytes) Jul 23, 2014, 09:43 Uploaded by haynor666
| |||||
Relationships
Notes
18
No.05319
Haze Senior Tester
Dec 27, 2009, 13:42
|
If it's a problem with the Artwork files it should be reported to the people providing the artwork files, as technically it's not a MAME bug* * unless MAME is handling the artwork file incorrectly, and there is example code to prove this. |
---|---|
No.05323
Tafoid Administrator
Dec 27, 2009, 16:54
|
I've tried this game in multiple configurations. At no time does the shooter get completely covered up by any overlay or element of the overlay. There is some yellow that the shooter gets "behind" on the sides as he's shooting, but that's normal behavior. I would suggest re-acquiring the artwork package, making sure you have all artwork options enabled (a default mame.ini would do this). Ensure you have no .CFG or .INI specific to this game or driver, as if you have one made from an earlier version, it might interfere with operation. |
No.05336
Fujix Administrator
Dec 28, 2009, 11:07
|
Probably you should go to the Mr. Do's site and report this issue. |
No.05428
Tafoid Administrator
Jan 6, 2010, 13:32
|
Haynor, In the future, any settings that are NOT default for MAME must be reported with the bug. (In this case, D3D is default and assumed unless you tell us) It's very hard to confirm bugs which may require alternate flags or modes to be set unless the exact command line or settings are shared with the bug. That said, I've reopened and confirmed this bug based on message on your other bug. Thanks for reporting. |
No.05446
haynor666 Tester
Jan 7, 2010, 10:10
edited on: Jan 7, 2010, 10:12 |
Thanks Tafoid and please don't close bugs so fast because I and probably many other testers don't have enough time to react to bugs, test them and post comments. Please, leave open reports for at least 3 days. BTW. 0.133u1: Some improvements to the Meadows driver [Robiza]: Set autocenter value to 0 in Dead Eye maybe this caused problems :| |
No.05751
Janez Tester
Feb 23, 2010, 17:38
|
With this deadeye.lay file the problem is fixed. <!-- deadeye.lay --> <mamelayout version="2"> <element name="overlay"> <rect> <bounds left="0" top="0" right="400" bottom="30" /> <color red="0.25" green="0.75" blue="0.25" /> </rect> <rect> <bounds left="0" top="30" right="400" bottom="60" /> <color red="0.25" green="0.25" blue="0.75" /> </rect> <rect> <bounds left="0" top="60" right="400" bottom="86" /> <color red="1.0" green="1.0" blue="0.125" /> </rect> <rect> <bounds left="0" top="86" right="25" bottom="277" /> <color red="1.0" green="1.0" blue="0.125" /> </rect> <rect> <bounds left="375" top="86" right="400" bottom="277" /> <color red="1.0" green="1.0" blue="0.125" /> </rect> <rect> <bounds left="0" top="277" right="400" bottom="300" /> <color red="1.0" green="1.0" blue="0.125" /> </rect> <rect> <bounds left="25" top="86" right="375" bottom="277" /> <color red="1.0" green="1.0" blue="1.0" /> </rect> </element> <element name="bezel"> <image file="deadeye_bezel.png" /> </element> <view name="Upright_Artwork"> <screen index="0"> <bounds x="415" y="365" width="1200" height="900" /> </screen> <overlay element="overlay"> <bounds x="415" y="365" width="1200" height="901" /> </overlay> <bezel element="overlay"> <bounds x="415" y="365" width="1200" height="901" /> <color alpha="0.1" /> </bezel> <bezel element="bezel"> <bounds x="0" y="0" width="2000" height="1536" /> </bezel> </view> </mamelayout> <!-- - Artwork type: Bezel, Overlay - Bezel based on TAFA flyer - Recreated for MAME by MASH - Adjusted by Mr. Do - Overlay based on TAFA Flyer by Mr. Do - Lay file by Mr. Do --> |
No.05752
Janez Tester
Feb 23, 2010, 17:43
|
There is the same problem in gypsyjug. I already fixed it with this gypsyjug.lay file. <!-- gypsyjug.lay --> <mamelayout version="2"> <element name="overlay"> <rect> <bounds left="0" top="0" right="400" bottom="38" /> <color red="0.25" green="0.75" blue="0.25" /> </rect> <rect> <bounds left="0" top="38" right="400" bottom="65" /> <color red="0.25" green="0.25" blue="0.75" /> </rect> <rect> <bounds left="0" top="65" right="400" bottom="97" /> <color red="1.0" green="1.0" blue="0.125" /> </rect> <rect> <bounds left="0" top="97" right="13" bottom="267" /> <color red="1.0" green="1.0" blue="0.125" /> </rect> <rect> <bounds left="387" top="97" right="400" bottom="267" /> <color red="1.0" green="1.0" blue="0.125" /> </rect> <rect> <bounds left="0" top="267" right="400" bottom="300" /> <color red="1.0" green="1.0" blue="0.125" /> </rect> <rect> <bounds left="13" top="97" right="387" bottom="267" /> <color red="1.0" green="1.0" blue="1.0" /> </rect> </element> <element name="bezel"> <image file="gypsyjug.png" /> </element> <view name="Upright_Artwork"> <screen index="0"> <bounds x="222" y="250" width="720" height="540" /> </screen> <overlay element="overlay"> <bounds x="222" y="250" width="720" height="541" /> </overlay> <bezel element="overlay"> <bounds x="222" y="250" width="720" height="540" /> <color alpha="0.1" /> </bezel> <bezel element="bezel"> <bounds x="0" y="0" width="1200" height="952" /> </bezel> </view> </mamelayout> <!-- - Artwork type: Bezel, Overlay - Bezel based on TAFA flyer - Recreated for MAME by MASH - Adjusted by Mr. Do - Overlay based on TAFA Flyer by Mr. Do - Lay file by Mr. Do --> |
No.05756
Mr. Do Tester
Feb 24, 2010, 05:35
edited on: Feb 24, 2010, 05:36 |
This is a ddraw issue, as the artwork is not covering the main playfield. I could "fix" it in the LAY file for the external artwork, but it wouldn't really be correct. Both this game and Gypsy had an overlay that sat directly on the monitor (not reflected up to a mirror). The overlay element is used as both an overlay, and a bezel with an alpha of 0.1, because on the real game, if the overlay is directly on the monitor, you would be able to see it. The real overlay would be clear in the middle, which is how the current external artwork file is setup. If we use Janez's "fix," by making the middle white, it would fix the screenshot above, because haynor took a screenshot with bezels turned off. But with the bezels turned on, the middle of the screen would have the white tinge because of using the overlay as the see-thru bezel. The way it seems MAME is working, with Direct-3D, things are handled correctly; in the area of the overlay where there is no color defined, it appears as see-through, and looks correct. With DirectDraw, it seems that since there is no color defined in that area of the overlay, it is being assumed that there is no color (black), and you get the error reported above. Actually, I could "fix" this, by creating four separate overlays (top, left, right, bottom), so that no artwork element is even applied to the center of the screen. It's not really the right way to do it, but that would fix the problem above. |
No.05757
Janez Tester
Feb 24, 2010, 13:51
|
It is not only a ddraw issue, because it happens in Linux too (SDLMAME 0.136.) So, if the lay files are OK, is it a MAME's problem? |
No.05831
M.A.S.H. Senior Tester
Mar 6, 2010, 10:17
|
I update the deadeye.lay with the correct layout informations from MAME (src\mame\layout\deadeye.lay). This fixed the bug!!!. Simply add the attached deadeye.lay to artwork\deadeye.zip! |
No.05832
Haze Senior Tester
Mar 6, 2010, 10:29
|
As stated above, there is still a bug because I see no reason why the behavior should differ between ddraw (and SDLMame) vs. d3d. Either d3d is incorrectly rendering it without a glitch, or the software renderer is gltichy. 'Fixing' the artwork just hides the real problem. |
No.05971
haynor666 Tester
Apr 14, 2010, 09:55
|
maybe you could look at this: 0.133u1: Some improvements to the Meadows driver [Robiza]: Set autocenter value to 0 in Dead Eye this might problem really |
No.08193
haynor666 Tester
Feb 13, 2012, 20:19
edited on: Feb 13, 2012, 20:22 |
Recent changes with video and new lay files (available on Mr. Do site) didn't fixed this but ovelay color around playfield is no longer visible. |
No.10033
haynor666 Tester
Nov 30, 2013, 11:33
edited on: Nov 30, 2013, 11:40 |
It seems that internal mame lay is working fine, just external artwork does not work right. I attached screens. In general adding external artwork for games that already have internal lay generally makes games look different, mostly darker, even for vector games. All testes on DDRAW and D3D. Also colours in D3d vs DDRAW are a bit different. |
No.10851
haynor666 Tester
Jul 23, 2014, 09:39
edited on: Jul 23, 2014, 09:45 |
I've uploaded more screens, this time from superbug. It clearly visible that internal screen is different from visible on screen when I use external artwork and use d3d. When I use ddraw internal screen is exactly the same as what I see on screen. When I not use external artwork no matter what combination I use internal screen always match what I can see on screen. I've also added screens from Invader's Revenge. In this case D3D or ddraw does not matter. Lower part of screen is always darker when external artwork is used. |
No.22533
hap Developer
15 days ago
|
The overlay element here has an empty part in the middle, aka an alpha of 0. On current .lay files this would translate to a multiply blend. I don't understand why d3d and bgfx show graphics when multiplying with 0 alpha. |
No.22538
cuavas Administrator
15 days ago
|
The multiply mode ignores alpha – it’s an RGB multiply, not an RGBA multiply. If you were to multiply the alpha as well, zero alpha would multiply with the alpha of whatever’s underneath and produce zero alpha, rendering it transparent. That likely isn’t what you want, either. |
No.22542
hap Developer
15 days ago
|
From the deadeye example (or anywhere), add this and do the multiply blend: <rect> <bounds left="0" top="0" right="400" bottom="300" /> <color red="1.0" green="0.0" blue="1.0" alpha="1.0" /> </rect> - alpha="1.0" gdi: magenta as expected d3d: " opengl: " bgfx (default backend): " - alpha="0.5" gdi: ignores alpha, result is magenta d3d: same as gdi opengl: same as gdi bgfx: result is light pink, so it actually takes alpha into account some way - alpha="0.0" gdi: black, it does not ignore alpha like before, but multiplies with black, why? d3d: white, it does not ignore alpha like before, and instead appears to not multiply at all, why? opengl: same as gdi bgfx: white (which is consistent with alpha=0.5 being light pink) |