- --
Viewing Issue Advanced Details
ID | Category [?] | Severity [?] | Reproducibility | Date Submitted | Last Update |
---|---|---|---|---|---|
03747 | Graphics | Minor | Always | Feb 24, 2010, 01:41 | Oct 6, 2010, 20:00 |
Tester | CrazyKongFan | View Status | Public | Platform | |
Assigned To | hap | Resolution | Fixed | OS | |
Status [?] | Resolved | Driver | |||
Version | 0.136u3 | Fixed in Version | 0.138u2 | Build | |
Fixed in Git Commit | Github Pull Request # | ||||
Summary | 03747: ckong, cclimber, possibly others: Slightly wrong sprite offsets. | ||||
Description |
Again, using that video, we have another issue which was patched because it's not expected behavior - but it actually is: There should be a one pixel area between Kong's feet and the level below, most noticeable on the barrel screen. You can see it in the video if you go full screen that there is clearly a one pixel gap that was 'fixed' in a previous MAME. ----- see comments for more information, bigsprite issue was fixed in 138u2 |
||||
Steps To Reproduce | |||||
Additional Information |
Was caused by:Cleaned up the Crazy Climber video driver, mainly via tilemap Reported by crazykongfan at KLOV forums: http://forums.arcade-museum.com/showpost.php?p=1083657&postcount=8 |
||||
Github Commit | |||||
Flags | |||||
Regression Version | 0.123u3 | ||||
Affected Sets / Systems | ckong, cclimber, possibly others | ||||
Attached Files
|
ckong-video-1.png (82,351 bytes) Jun 19, 2010, 16:10
| ||||
ckong-video-2.png (170,803 bytes) Jun 19, 2010, 16:10
| |||||
MAME-ckong-new.png (4,313 bytes) Jun 19, 2010, 16:11
| |||||
crazykong-falcon.zip (2,877,537 bytes) Jun 23, 2010, 16:49 | |||||
Relationships
There are no relationship linked to this issue. |
Notes
6
No.06260
M.A.S.H. Senior Tester
Jun 19, 2010, 16:11
|
The fix in MAME 0.138u2 from hap is not complete. If you read the report at http://forums.arcade-museum.com/showpost.php?p=1083657&postcount=8 from the crazykongfan very carefully, he says that every object has a one pixel gap. I downloaded the mp4 (!) video from YouTube and make two snapshots from kong at the beginning and level 2, bump them up and you can see that the kong (ckong-video-1.png) and the moving object (ckong-video-2.png) has that pixel. If you changed in mame\video\cclimber.c lines 575 and 581 to x = 241 - x; y = 241 - y; the bug was fixed!!!. See screenshot (MAME-ckong-new.png). |
---|---|
No.06272
hap Developer
Jun 21, 2010, 17:28
|
Looking at it again, the video above is very likely an old MAME recording, and it doesn't show gaps between floor and sprites, eg. mario. Look closer. here's some originals (bootlegs though): orca: unknown: These do show gaps between floor and sprites. More evidence would be handy, from an original Falcon board. |
No.06273
hap Developer
Jun 21, 2010, 17:32
|
Here's Crazy Climber, also showing the x + 1 offset, with unflipped screen (so your quick fix above is bogus): Hmm, and if you look at the eyes of that big ape (at 1:05), sprites seem to have an y + 1 offset too, but then the climber guy y offset would be wrong. Again, this will need more investigation |
No.06282
hap Developer
Jun 22, 2010, 15:01
|
Tafoid was able to reconfirm Crazy Climber x + 1 via a friend (by climber character in relation to windows). This and ckong pixel gap will be fixed in 138u3. I'll leave this report open, since y offset isn't accurate yet, and other games on similar hardware haven't been tested. |
No.06291
hap Developer
Jun 23, 2010, 16:52
|
crazykong-falcon.zip contains Smitdogg's pictures of Crazy Kong, showing that (compared to MAME ckongalc) sprite and bigsprite X/Y is correct now. Should we set this report to resolved again? Or await hardware checks of games on similar hardware? like Swimmer, Top Roller, .. |
No.06749
CrazyKongFan Tester
Oct 6, 2010, 20:00
edited on: Oct 6, 2010, 20:04 |
Hap, the above video, if done with MAME, was spot on with an arcade PCB...I don't remember any version of MAME being that close to the original. It's got all the 1 pixel offsets, and also the extra lower-pitched chest beat sounds that aren't present in MAME (see http://www.mametesters.org/view.php?id=3743). That's why I mentioned it as a reference (to Tafoid). Anyway, things look correct now for the most part. It's even correctly offset 1 pixel the opposite direction in cocktail mode, so instead of floating 1 pixel above, Mario, Kong, etc are 1 pixel in the beams in cocktail mode. There is one other thing I noticed in cocktail mode that MAME doesn't seem to do though. On the 2nd player, when Mario is on the ladder, he's offset 1 or 2 pixels to the left (as viewed from player 2 side). Also, when Kong goes up the ladder, he has one piece of his sprite offset 1 pixel (this can be seen on the Scramble and Galaxian sets...looks like he has a black line in his left leg, since that part of the leg is offset 1 pixel to the right, or the rest of him is offset 1 pixel to the left, not sure which). I can provide pics if needed. Also, two other things I've noticed MAME doesn't reproduce vs the real thing. On upright mode, (or Player 1 on cocktail mode), when you clear the board, and Kong runs up the ladder, on the sprite where his right arm is climbing the ladder (before he wraps his arm around the lady), there's a gap between his arm and his head/back. This makes the ladder visible thru him. Also, when you clear the rivet board, when he's beating his chest before falling, his right arm (stage left), has a black line surrounding it over his chest while it's beating (it goes away once he stops beating). I can provide photo proof of both issues, if you guys want. |