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ID Category [?] Severity [?] Reproducibility Date Submitted Last Update
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
png file icon 0000.png (30,215 bytes) Sep 4, 2010, 03:13
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Notes
4
User avatar
No.06676
Haze
Senior Tester
Sep 4, 2010, 03:16
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.
User avatar
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.
User avatar
No.06679
Haze
Senior Tester
Sep 4, 2010, 04:15
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.
User avatar
No.06697
Haze
Senior Tester
Sep 7, 2010, 10:27
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..