Viewing Issue Advanced Details
ID Category [?] Severity [?] Reproducibility Date Submitted Last Update
03858 Graphics Minor Always May 25, 2010, 09:31 Aug 21, 2010, 19:50
Tester robiza View Status Public Platform MAME (Official Binary)
Assigned To Haze Resolution Fixed OS Windows XP (32-bit)
Status [?] Resolved Driver
Version 0.138 Fixed in Version 0.139u2 Build Normal
Fixed in Git Commit Github Pull Request #
Summary 03858: batsugun, batsuguna, batsugunsp, dogyuun: tiles/tiles and tiles/sprites priorities problems
Description in some stage there're priorities problems
Steps To Reproduce
Additional Information
Github Commit
Flags
Regression Version
Affected Sets / Systems batsugun, batsuguna, batsugunsp, dogyuun
Attached Files
 
Relationships
related to 00946ResolvedHaze  batsugun, batsuguna, batsugunsp: Some graphics garbage at level one start and first boss. 
related to 00948ResolvedHaze  batsugun: The ending and credits text is in gibberish language. 
Notes
6
User avatar
No.06168
robiza
Developer
May 25, 2010, 09:35
Haze's note: The mixing between the two VDP outputs is far from clear and the various cases seem to conflict with each other if you attempt to do a 'clean' solution for priorities.
User avatar
No.06171
Fujix
Administrator
May 25, 2010, 12:34
Probably the version should be next 0.138u1 which will be released with the fix by Haze.
User avatar
No.06175
Tafoid
Administrator
May 25, 2010, 12:51
edited on: May 25, 2010, 12:59
Future bugs? Interesting.
We should only report things here once the source 'hits the streets'. To do otherwise can be very confusing.
User avatar
No.06177
Haze
Senior Tester
May 25, 2010, 13:17
edited on: May 25, 2010, 13:19
I haven't fixed Batsugun so I find it rather confusing to see the bugs here in blue. Actually in 138u1 it will be worse than ever.

Some (really really gross*) hacks were submitted, but they tipped the balance to the point of me just submitting an old update to clean up the code. Now all the other single VDP Toaplan2 games are handled without hacks, but Batsugun has more issues. The old code had just reached the point of being vomit-worthy and not worth keeping and simply couldn't work with the cleaned up rendering for the other games. (The reason I didn't submit the update ~6 months ago is because I wanted to fix this properly first, but that simply wasn't going to happen)

The proper mixing of the two VDPs needs to be figured out WITHOUT HACKS.

So far I've failed to do this. I've actually marked this and Dogyuun as not working, because they were held together by so many hacks I don't really consider them to have ever worked properly anyway.

Proper fixes will be considered, re-hacking the source won't be.

* the new hacks were attempting to hack the priorities based on the level number, guessing the level number from looking at which tiles had been used in the tilemap....... needless to say this was unacceptable
User avatar
No.06182
robiza
Developer
May 26, 2010, 05:43
edited on: May 26, 2010, 05:46
this bug is not a new bug; it's present before and after the haze's fix

in the next relesase #946 (Some graphics garbage at level one start and first boss) and #948 (The ending and credits text is in gibberish language) are resolved and correctly are blue now
User avatar
No.06542
Haze
Senior Tester
Aug 11, 2010, 22:55
I have some equations from the PAL on the PCB from Quench now, I'm trying to make sense of them, and while they seem simple it still doesn't want to work correctly.

139u1 will probably be more broken than previous releases as I've divided the VDP outputs across 2 screens while I debug them, just a warning :-)