Viewing Issue Advanced Details
|ID||Category [?]||Severity [?]||Reproducibility||Date Submitted||Last Update|
|03966||Graphics||Minor||Always||Jul 31, 2010, 19:42||Aug 2, 2015, 19:59|
|Tester||Samurai Fox||View Status||Public||Platform||MAME (Official Binary)|
|Version||0.139||Fixed in Version||0.165||Build||64-bit|
|Summary||03966: macrossp: Bad graphics.|
There are bad graphics with some of the backgrounds in the game (perhaps due to incorrect scaling?). This is most evident when the screen zooms to the bottom layer in the first level and on the 1st part of the 2nd stage boss . I've included screen shots below to help illustrate this problem.
As for the sprites issue, this is really only noticeable on the first boss so far. In the previous versions, there weren't any problems but in the current versions of MAME, parts of the first stage boss are blacked out.
|Steps To Reproduce|
|Additional Information||I haven't played this game all the way through, but I'll do that sometime later today and make more notes on these issues if necessary.|
|Affected Sets / Systems||macrossp|
0000.png (24,522 bytes) Jul 31, 2010, 19:42
0001.png (18,201 bytes) Jul 31, 2010, 19:43
0002.png (50,023 bytes) Jul 31, 2010, 19:44
0003.png (47,189 bytes) Jul 31, 2010, 19:45
0004.png (20,944 bytes) Jul 31, 2010, 19:46
0005.png (21,873 bytes) Jul 31, 2010, 19:47
0006.png (23,694 bytes) Jul 31, 2010, 19:48
|There are no relationship linked to this issue.|
Aug 1, 2010, 09:10
edited on: Aug 1, 2010, 09:11
This game has an Imperfect Graphics Flag. Reporting graphic bugs for this game is invalid.
Also check the driver note:
Aug 1, 2015, 20:27
edited on: Aug 2, 2015, 00:29
This is closed, but I've been doing some comparisons versus a video that someone captured for me.
In the first two levels (of which I got a video) the only glitches evident are:
(1) Boss1 - before taking off, the shadow is over the boss
This is because of the lack of pdrawgfx or similar. The sprites are being interleaved with the layers, instead of being treated as a single-bitmap layer, drawn from start of the spriteram to the end, and then pixels interleaved with the bgs.
(2) Boss2 - The reason the scrolling looks wrong is that the wrong background is visible. Is should be a blue tilemap with the boss and lower pieces on rails - the currently visible tilemaps (2 and 3) should have parted earlier in the level to reveal 1.
This is a priority/scrolling issue, and not zooming.
Looking at the code, and in the debugger - the issue is that the scrollx/scrolly (global x/y scroll) registers aren't being used when zooming is enabled (in addition to the offset into the bitmap and linescroll for the zooming tilemap). These are clearly used to pan the zooming doors at the end of level 2.
This is also the case with the zooming title-screen logo, and explains why the road inexplicably disappears off the left of the screen during level1 - it should have panned off completely.
(3) Later, there's glitches on level 4 (boss should go under bridge, between tilemaps 2 and 3.
The sprites with a given priority actually have a lower priority than the bitmap. There's also an issue with the absolute sorting of the tilemaps versus just rendering them to the relevant priority level (e.g. what happens if all three tilemaps don't have a unique priority, they messup the relative priorities with the sprites)
Aug 2, 2015, 03:41
|Closed or not, such notes are always welcomed, thank you very much. I would suggest perhaps putting them in the driver with a link to this bug, so that they're noted in case someone picks up the driver in the future.|
Aug 2, 2015, 09:13
|I'm attempting to do that too. (1) and (3) are addressed. The zoom is doing my head in though.|
Aug 2, 2015, 18:06
|This should all be resolved in the next MAME release. Committed today.|