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Viewing Issue Advanced Details
ID | Category [?] | Severity [?] | Reproducibility | Date Submitted | Last Update |
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04044 | Graphics | Minor | Always | Sep 4, 2010, 03:13 | Sep 7, 2010, 10:27 |
Tester | AWJ | View Status | Public | Platform | SDLMAME |
Assigned To | Haze | Resolution | Fixed | OS | Linux |
Status [?] | Resolved | Driver | |||
Version | 0.139u2 | Fixed in Version | 0.139u3 | Build | 64-bit |
Fixed in Git Commit | Github Pull Request # | ||||
Summary | 04044: batsugun and clones: [possible] batsugun VDP mixing still not correct | ||||
Description | The attached screenshot is the screen shown at the end of a level that tallies up your bonus points for medals (the large and small spinning gold chevrons left by destroyed enemies) At least if the Saturn version is something to go by, there should be medal sprites to the left of the two equals signs, one small and one large. | ||||
Steps To Reproduce | |||||
Additional Information | |||||
Github Commit | |||||
Flags | Possible | ||||
Regression Version | |||||
Affected Sets / Systems | batsugun and clones | ||||
Attached Files
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0000.png (30,215 bytes) Sep 4, 2010, 03:13
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Relationships
There are no relationship linked to this issue. |
Notes
4
No.06676
Haze Senior Tester
Sep 4, 2010, 03:16
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agreed, it's not a vdp<->vdp mixing issue with this one tho, it actually seems to indicate there is an issue with the mixing of each individual VDP (which I did think was correct, but this could be a good edge case) Probably an 'equal priority' problem. They're sprites, but they're obscured by the tilemap output from that VDP. |
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No.06677
Haze Senior Tester
Sep 4, 2010, 03:44
edited on: Sep 4, 2010, 03:45 |
if you shift the sprite priority table one place ie static const UINT8 gp9001_sprprimap1[16] = { 0x04, 0x08, 0x0c, 0x10, 0x14, 0x18, 0x1c, 0x20, 0x24, 0x28, 0x2c, 0x30, 0x34, 0x38, 0x3c, 0x40 }; then that screen works.. seems to require that sprites render above the tiles which have a priority of 1 higher... will need testing tho, it's definitely a single vdp mixing issue tho, rather than a dual one. *edit* that does nasty things to a few screens in Batrider, so isn't a proper fix. |
No.06679
Haze Senior Tester
Sep 4, 2010, 04:15
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btw if anybody notice any other mixing (priority / hidden objects) bugs with the *single* VDP games then let me know, they might act as useful test cases, the driver used to contain a lot of hacks but no indication of what they were for. |
No.06697
Haze Senior Tester
Sep 7, 2010, 10:27
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this will be especially true after u3. I've fixed this bug the only way I could reasonably see how, however that meant ignoring what was thought to be one of the priority bits. actual hardware references will always help of course.. |