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Viewing Issue Advanced Details
ID | Category [?] | Severity [?] | Reproducibility | Date Submitted | Last Update |
---|---|---|---|---|---|
04053 | Graphics | Minor | Always | Sep 11, 2010, 21:17 | Nov 25, 2018, 19:55 |
Tester | robiza | View Status | Public | Platform | MAME (Self-compiled) |
Assigned To | Haze | Resolution | Fixed | OS | |
Status [?] | Resolved | Driver | |||
Version | 0.139u2 | Fixed in Version | 0.205 | Build | |
Fixed in Git Commit | Github Pull Request # | ||||
Summary | 04053: eaglshot, dynagear: Missing raster effect | ||||
Description | Missing raster effect when the logo appear after the "No drugs screen" | ||||
Steps To Reproduce | |||||
Additional Information | |||||
Github Commit | |||||
Flags | Verified with Original | ||||
Regression Version | |||||
Affected Sets / Systems | eaglshot, dynagear | ||||
Attached Files
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Relationships
There are no relationship linked to this issue. |
Notes
10
No.06712
robiza Developer
Sep 11, 2010, 21:18
edited on: May 31, 2012, 04:56 |
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No.06713
Haze Senior Tester
Sep 12, 2010, 11:55
edited on: Sep 12, 2010, 11:56 |
Dynagear might also have one on the title screen. At least the rewrite of it (King of Dynast Gear) does, so I'm guessing they copied the idea from somewhere. |
No.06718
Haze Senior Tester
Sep 12, 2010, 19:41
edited on: Sep 12, 2010, 19:43 |
note, MAME is also incorrectly showing a line of tiles on the right side of the screen instead, and the overall placement of the background 'tilemap' is off by 16 pixels (it should be shifted right, look at the area it covers) The two issues are certainly related, because if you shift the tilemap, that bad line of tiles will vanish ;-) |
No.06719
robiza Developer
Sep 12, 2010, 19:54
edited on: Sep 12, 2010, 19:54 |
i know: the tilemap with the trees is off by 0x10 pixels but the tilemap with the sky and the tilemap with the mountains are off by 0x20 pixels i think the only register involved is scroll[2] (1c0004-05 for first tilemap) all games use 0x5ff or 0x57f or 0x000 but eaglshot use 0x5ff (we need no offset), 0x401(we need a 0x10 offset) and 0x440 (we need a 0x20 offset) another possibility is the tilemaps are not 0x20 tiles for the width but 0x1e (0x401) or 0x1c (0x440); the tilemap is ever centered in the screen i'll try to make a test with twin eagle 2 PCB |
No.06720
robiza Developer
Sep 12, 2010, 20:43
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there's another problem: the transition between green screen (when the ball is stopped) and shot screen (when we have to hit the ball) related to the background disabled at 1:51 you can see the problem |
No.06728
robiza Developer
Sep 15, 2010, 22:13
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i think the effect start for a BG (background) with mode & 0x1000 and i think the effect use x value of the parent BG for eaglshot, in the logo screen, for BG 1, mode = 3618; the parent BG is BG 0; BG is turned off but x value change for dynagear, in the title screen, mode = 3629; the parent BG is BG 0 and the x value change |
No.06729
Haze Senior Tester
Sep 15, 2010, 22:41
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are you generating extra interrupts for the effects? remember raster effects work by changing scroll registers and enable flags during the display.. |
No.06730
robiza Developer
Sep 16, 2010, 05:58
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i think the effect is hardcoded in the chip |
No.15826
Haze Senior Tester
Nov 23, 2018, 22:45
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I'm looking at fixing this now, but in case I forget eagle shot linescroll table @ 106080 dynagear linescroll table @ 10a600 so it's not a raster interrupt effect (only one level is enabled) but instead a pointer to this data, which must be applied per-line when rendering the sprites. I need to find enable bits and pointers |
No.15836
Haze Senior Tester
Nov 25, 2018, 19:54
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https://github.com/mamedev/mame/commit/ff0150a9e8616c46ad13bccf3782fd7ff6ed8013 |