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Viewing Issue Advanced Details
ID | Category [?] | Severity [?] | Reproducibility | Date Submitted | Last Update |
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03644 | Graphics | Minor | Always | Jan 5, 2010, 14:51 | Sep 10, 2024, 00:07 |
Tester | abelardator2 | View Status | Public | Platform | |
Assigned To | Resolution | Reopened | OS | ||
Status [?] | Confirmed | Driver | |||
Version | 0.136 | Fixed in Version | Build | 64-bit | |
Fixed in Git Commit | Github Pull Request # | ||||
Summary | 03644: tmnt2, ssriders, suratk: Graphic error with high priority shadows | ||||
Description |
- In TMNT stage 4 "Prehistoric Turtlesauras" when it enters the cave, some rays of light illuminate the characters in the original pcb and not in the emulator. - In ssriders at the dance demo scene with spot lights, some lighting effects are not applied properly. - In suratk, sprites behind the glass wall in level 3 (also seen in attract mode) should be dark |
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Steps To Reproduce | |||||
Additional Information | This error I have also seen in "Metamorphic Force" also checked with the original pcb. | ||||
Github Commit | |||||
Flags | Verified with Original | ||||
Regression Version | 0.129u1 | ||||
Affected Sets / Systems | tmnt2, ssriders, suratk | ||||
Attached Files
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TMNT.jpg (41,831 bytes) Jan 5, 2010, 14:51
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TMNT ORIGINAL PCB.jpg (273,058 bytes) Jan 5, 2010, 16:02
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TMNT ORIGINAL PCB3.JPG (208,869 bytes) Jan 5, 2010, 16:53
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ssriders1.jpg (55,309 bytes) May 19, 2010, 16:33
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0000.png (21,229 bytes) May 22, 2010, 17:18
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Relationships
Notes
17
No.05400
Fujix Administrator
Jan 5, 2010, 15:03
edited on: Jan 5, 2010, 15:05 |
Could we have screenshots of the original? |
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No.05401
abelardator2 Tester
Jan 5, 2010, 15:23
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Yes, taking pictures of the original pcb, please wait. |
No.05403
abelardator2 Tester
Jan 5, 2010, 16:04
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Ok, the new photo on the original pcb. |
No.05405
Fujix Administrator
Jan 5, 2010, 16:39
edited on: May 12, 2010, 13:39 |
Thank you for posting the shot. This report is now confirmed. |
No.05412
Tafoid Administrator
Jan 5, 2010, 21:04
|
I confirmed a regression version at the same time as I was checking 03647 |
No.06065
hap Developer
May 9, 2010, 23:09
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bug in: pdrawgfx_transtable -> drawgfxm.h PIXEL_OP_REMAP_TRANSTABLE16_PRIORITY |
No.06079
hap Developer
May 10, 2010, 22:56
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sorry, I've reverted my fix due to it being too intrusive with the possibility it breaks priorites in other games |
No.06099
abelardator2 Tester
May 12, 2010, 13:30
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Thanks for putting interest in repairing konami games. I will continue to report bugs with my collection of original PCB games. |
No.06143
Fujix Administrator
May 19, 2010, 16:38
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Merged with 03853 (the lighting effect issues for ssrides) reported by abelardator2. |
No.06147
Haze Senior Tester
May 19, 2010, 23:54
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it might be worth simply creating a private implementation if you're uncertain it should be in the core. While it might seem 'ugly' it's entirely possible that the behavior on Konami boards is unique, different manufacturers had different design ideas, and the generic code doesn't *always* suit them. |
No.06160
hap Developer
May 22, 2010, 15:11
edited on: May 22, 2010, 17:19 |
I think I understand now, gonna try again... ... i give up :p + added another affected game to the report |
No.06191
Sune_S Senior Tester
May 28, 2010, 03:08
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I can't tell what's wrong with supratk from the screenshot? The baddie is supposed to be behind the glass. |
No.06193
abelardator2 Tester
May 28, 2010, 08:49
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Sune_S, I suppose that the enemy should have a darker tone, due to the effect of crystal. |
No.06195
hap Developer
May 28, 2010, 15:30
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yes, you missed the bug description above: "In suratk, sprites behind the glass wall in level 3 (also seen in attract mode) should be dark " |
No.06198
Sune_S Senior Tester
May 29, 2010, 02:17
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Damn, yes I missed that, sorry. |
No.22310
abelardator2 Tester
Sep 8, 2024, 10:17
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I added a new comparison of the problem in SunsetRiders. |
No.22313
Augusto Tester
Sep 10, 2024, 00:07
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That bug is protection or graphics code ? |