Viewing Issue Advanced Details
|ID||Category [?]||Severity [?]||Reproducibility||Date Submitted||Last Update|
|05465||Graphics||Minor||Always||Feb 18, 2014, 18:24||Feb 19, 2014, 06:36|
|Assigned To||AWJ||Resolution||Fixed||OS||Windows XP|
|Version||0.152||Fixed in Version||0.153||Build||Normal|
|Summary||05465: all games in galivan.c: sprite lag, background and sprites unaligned|
i noticed when playing UFO ROBO DANGAR, that the static sprites on the background (eg. gun turrets, destroyed ground objects), seem to mildly lag (so appear a little out of sync/wobbly) when you are moving your ship left and right.
I had trouble finding a recording of the real arcade pcb version, the only one i found was rather poor quality so perhaps not of any use, but can be viewed
you can watch the youtube video below to see the mame version where you should just about be able to spot what i am talking about, or try the game yourself for a closer look.
|Steps To Reproduce|
|Affected Sets / Systems||all games in galivan.c|
|There are no relationship linked to this issue.|
Feb 19, 2014, 05:47
I don't see any evidence of ground objects lagging or being out of sync/wobbly playing through this game using a 64-bit build. Perhaps this reported issue is 32-bit specific?
The player playing the Real Arcade PCB version is really good and is able to destroy most of the gun turrets before they have a chance to fire back multiple times.
Although the video is really low res, the movements and speed of the ground objects seems to align with what I see in a current MAME build.
Also, regardless if I move my ship horizontally, vertically, or let it idle, those objects always seem to keep their same speed.
Feb 19, 2014, 06:23
|Added buffered spriteram, and one more driver for a certain derivative build to hack up :-)|
Feb 19, 2014, 06:36
Try moving left and right while a turret is on the screen, you should see the desync between sprites and bg. It's also quite noticeable in galivan when you fall down a hole and make the screen scroll rapidly.
Also, if you use the debugger it's quite obvious from how the games write to the spriteram that it is supposed to be buffered and not shared directly with the video hardware.