Viewing Issue Advanced Details
ID Category [?] Severity [?] Reproducibility Date Submitted Last Update
03688 Graphics Minor Always Jan 25, 2010, 17:03 Apr 29, 2024, 14:20
Tester AntoPISA View Status Public Platform MAMEUI
Assigned To Resolution Open OS Windows Vista/7 (32-bit)
Status [?] Acknowledged Driver
Version 0.136u1 Fixed in Version Build Normal
Fixed in Git Commit Github Pull Request #
Summary 03688: recalh: Sprites priorities wrong in the end of the game
Description As is visible on the site MamEnd (http://www.vazcomics.org/mamend/R/recalh.htm) final Recalhorn are not visible sprites (the error is reported in this post on http://www.mameitalia.net/index.php?showtopic=13292&pid=156763&st=0&#entry156763 by Stencio.
Steps To Reproduce
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Github Commit
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Regression Version
Affected Sets / Systems recalh
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3
User avatar
No.05569
Tafoid
Administrator
Jan 25, 2010, 19:40
A bit more description would be needed here. While I don't mind using google to translate a referenced page to find out exactly what the problem is - we would need all the information (in english) here. If you could, please include a better description as well as uploaded screenshot(s) of the issue.

This is a prototype game. In my opinion, it would not be so odd to see a have unfixed graphic issues (especially at the very end, like this one). I can only mark as possible pending PCB verification - which may never happen. I realize there are some Taito_F3 graphic bugs present, but I'm not sure how or if those others would account for this particular case.

Open for more Dev discussion.
User avatar
No.05570
Haze
Senior Tester
Jan 25, 2010, 19:41
The issues are pretty clear from the screenshots.

The F3 video emulation is far from perfect, so chances are it's a legitimate bug.
User avatar
No.22077
ywy
Tester
Apr 29, 2024, 14:20
i checked this one again after the video rewrite https://github.com/mamedev/mame/pull/11811
what remains is a clipping issue
SP[1] normal clip: [l: 110, r: 303)
SP[1] normal clip: [l: -1, r: -1)
i had thought normal-mode clips always combine by intersection,
but maybe there's a special case when interacting 0px clips against non-infinity...