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Viewing Issue Advanced Details
ID | Category [?] | Severity [?] | Reproducibility | Date Submitted | Last Update |
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04790 | Graphics | Minor | Always | Apr 29, 2012, 20:47 | Oct 28, 2016, 01:04 |
Tester | pri88 | View Status | Public | Platform | MAMEUI |
Assigned To | Resolution | Bugs That Aren't Bugs | OS | Windows XP | |
Status [?] | Resolved | Driver | |||
Version | 0.145u7 | Fixed in Version | Build | Normal | |
Fixed in Git Commit | Github Pull Request # | ||||
Summary | 04790: tmnt and clones: vertical bar sometimes displayed on left side of screen | ||||
Description |
when playing tmnt and clones, there are many instances of an incorrect vertical bar being displayed on the left side of the screen (this can be seen during the attract mode and gameplay itself). note: the game sprites (eg. the ninja turtles, the enemies..) will often appear inside the vertical bar area (see the picture below where i have circled in red). additional: experimenting between ddraw/direct32/gdi/windowed/fullscreen modes did not affect the tests. |
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Steps To Reproduce | |||||
Additional Information | |||||
Github Commit | |||||
Flags | |||||
Regression Version | 0.143u8 | ||||
Affected Sets / Systems | tmnt and clones | ||||
Attached Files
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turtles.jpg (92,850 bytes) Apr 29, 2012, 20:47 Uploaded by pri88
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Relationships
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Notes
19
No.08478
Tafoid Administrator
Apr 29, 2012, 21:15
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If I had to guess it's simply a visible area issues, much like I described here: http://mametesters.org/view.php?id=1532 I tried looking for a pcb jamma recorded game showing the bars and none of the monitors seems to show that much of the screen. |
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No.08479
pri88 Viewer
Apr 29, 2012, 23:30
edited on: Apr 29, 2012, 23:32 |
some additional info: i have noticed that when you start a game (or alternatively watch the attract game demo), the vertical bar issue is present at the start of each level, but when you walk forward (to the right) and the screen scrolls along, the vertical bar then disappears off of the left of the screen, and everything then looks/behaves normally again. |
No.08497
Haze Senior Tester
May 5, 2012, 02:24
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IMHO it will be like the very similar neogeo issues in that they just assume you'll stretch that area off the screen. Konami offsets are funky sometimes, but not THAT funky. |
No.08504
Tafoid Administrator
May 6, 2012, 14:16
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I'll set this up as a BTANB until we see actual PCB recording showing the portion of the screen in question WITHOUT bars. Resolving. |
No.08679
M.A.S.H. Senior Tester
May 28, 2012, 12:26
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I found the same bug, while quick testing 1989 games. And yes, i have created a duplicate bug (4876) for it...incredibly embarrassing. Sorry Tafoid! But why waiting for a PCB recording? This videos from YouTube are good enough and they are from real arcade cabinets: They all shows a screen without the ugly bars. I found also a video from the 2 Player version showing the same Konami offset setting. |
No.08680
Tafoid Administrator
May 28, 2012, 12:48
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The trick is comparing the videos to edges of the MAME screen output and see that none of them really show much beyond the white score panels for each player. In particular, if you look at the 1st player white outline of the score, you'll see there is little area, no area shown, or in some cases the left side of the white line cannot be seen and is off screen. None of the videos on quick cursory glance tell me that they even show enough of the screen to make a guess. On top of all that, we have confirmation of the change when it was made that the line does exists in PCB output on a screen that has NOT been adjusted to the game itself. It's hard to comprehend sometimes that such a thing would happen, but it does. Again, I assert, it may be an observed bug, but it is not an emulation issue. |
No.08681
M.A.S.H. Senior Tester
May 28, 2012, 13:49
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Thanks for the info, Tafoid. |
No.08686
haynor666 Tester
May 28, 2012, 15:44
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Other games from this driver (if not all Konami games from that era) should have 320x224? |
No.13243
haynor666 Tester
Oct 8, 2016, 20:01
edited on: Oct 8, 2016, 20:02 |
Looks like "someone" reverted partially code to 312x224. Why? 320x224 was to be verified just like with Super Contra or Crime Fighters. |
No.13244
Haze Senior Tester
Oct 9, 2016, 11:00
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I don't know, I raised a question about it at the time and it still got applied. 320x224 is correct. |
No.13245
Haze Senior Tester
Oct 9, 2016, 11:01
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https://github.com/mamedev/mame/commit/13d34579cef1189fafa7d95cfb5883d59aaabf14 is where it happened. |
No.13247
haynor666 Tester
Oct 9, 2016, 19:03
edited on: Oct 9, 2016, 19:09 |
I know Haze, that's why I included quotation marks with someone. Just after I realized change I started to browse tmnt.cpp history and I've found the same commit. I just did not want to post straight who did this. Really strange especially he did some modifications based on my finding/pcb evidences to extend visible areas in some Konami games. That trash, strange video behaviour is happening - http://mametesters.org/view.php?id=5973 http://mametesters.org/view.php?id=5594 http://mametesters.org/view.php?id=5593 http://mametesters.org/view.php?id=5988 |
No.13248
Haze Senior Tester
Oct 9, 2016, 19:54
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I'll ask him to comment here. |
No.13249
system11 Senior Tester
Oct 9, 2016, 20:49
edited on: Oct 9, 2016, 20:50 |
P-Man had a TMNT PCB to hand and took photos of the grid test for me after people brought it to my attention that the bumper of an unused car sprite was visible on the left all the time during the road section in stage 3 (or 4?). MAME was drawing more of the grid on the left by 8 pixels than the PCB was. The grid test photos (one left, one right) were taken with the controls adjusted to display as much as possible at each side. Screen fully to the left (right extent exposed): http://www.andysarcade.net/pix/DSC_8727.JPG Screen fully to the right (left extent exposed): http://www.andysarcade.net/pix/DSC_8726(1).JPG Until the commit, the left side of the grid in MAME had 8 pixels of horizontal lines showing to the left of the edge, which is where all the garbage was. |
No.13250
haynor666 Tester
Oct 9, 2016, 21:41
edited on: Oct 9, 2016, 22:03 |
Would be better to see highscore screen and compare it against 320x224 area. There is also slight change that this might differ between revisions. This video shows trash - Third video posted here also. On the other had this one - (if it's really from PCB, picture is really too clean). does not show this. This one shows even less - And shows up with flip DIP enabled? With Super Contra I have slightly different results. |
No.13251
system11 Senior Tester
Oct 9, 2016, 21:50
edited on: Oct 9, 2016, 22:05 |
Actually I've just found a video which makes me think you're right. I've been told by several people that the bug in stage 3 with the car doesn't exist on the PCB, however: (not sure how to fix a URL in this so skip to time position 652) After the car goes past, you can JUST see the edge of the car there. This isn't capturing as much as MAME was drawing but it is evidence of visible area to the left. I'm going to hunt for some more owners, I think the best we have to go on are grid screens. Perhaps it's similar to Crime Fighters where the offset is really strange, so it should be 320 but offset by a couple of pixels. |
No.13252
haynor666 Tester
Oct 9, 2016, 22:06
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Flip DIP should be tested and visible area observed again. |
No.13264
StHiryu Tester
Oct 11, 2016, 18:35
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I've recently played the clone tmht2p and this bug doesn't occur. Does this problem affect to the clones too? |
No.13294
system11 Senior Tester
Oct 28, 2016, 01:04
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Ok results from a US 4p PCB: The 8 pixels on the left are being drawn in the overscan area, some monitors are correctly not drawing them, others do. It's clear the intent is for the player not to see them, but the fact remains they're there, on bad monitors. This as an aside is probably the reason for the infamous and much complained about 'shadow' problem on real hardware - the shadows match up with whatever is being drawn into the overscan area, stretched as a faint shadow across the whole screen. Lots of Konami games have this problem and some Sega, eg Alien Storm. I've put the 8 pixels back in a PR, but I don't think they should be displayed really - MAME will be emulating an unintended visual fault with perfect clarity. It was a complaint about things which shouldn't be visible being there that led me to investigate this to begin with. |