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ID Category [?] Severity [?] Reproducibility Date Submitted Last Update
04053 Graphics Minor Always Sep 11, 2010, 21:17 16 days ago
Tester robiza View Status Public Platform MAME (Self-compiled)
Assigned To Haze Resolution Fixed OS
Status [?] Resolved Driver ssv.cpp
Version 0.139u2 Fixed in Version 0.205GIT Build
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
Flags Verified with Original
Regression Version
Affected Sets / Systems eaglshot, dynagear
Attached Files
 
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Notes
10
User avatar
No.06712
robiza
Developer
Sep 11, 2010, 21:18
edited on: May 31, 2012, 04:56
User avatar
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.
User avatar
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 ;-)
User avatar
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
User avatar
No.06720
robiza
Developer
Sep 12, 2010, 20:43
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
User avatar
No.06728
robiza
Developer
Sep 15, 2010, 22:13
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
User avatar
No.06729
Haze
Senior Tester
Sep 15, 2010, 22:41
are you generating extra interrupts for the effects? remember raster effects work by changing scroll registers and enable flags during the display..
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No.06730
robiza
Developer
Sep 16, 2010, 05:58
i think the effect is hardcoded in the chip
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No.15826
Haze
Senior Tester
18 days ago
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
User avatar
No.15836
Haze
Senior Tester
16 days ago
https://github.com/mamedev/mame/commit/ff0150a9e8616c46ad13bccf3782fd7ff6ed8013