Viewing Issue Advanced Details
ID Category [?] Severity [?] Reproducibility Date Submitted Last Update
06381 Gameplay Minor Always Sep 17, 2016, 00:42 14 days ago
Tester alphabeta2 View Status Public Platform MAME (Official Binary)
Assigned To Resolution Open OS Other
Status [?] Confirmed Driver zr107.cpp
Version 0.177 Fixed in Version Build
Summary 06381: windheat, windheatj, windheatu, windheata: The AI cars are always Toyota Truenos in standard mode
Description After watching a non-emulated video of someone playing Winding Heat, the AI cars are random while in MAME, it's always Toyota Sprinter Truenos (AE86) racing against you in standard racing mode.

Here's a clip showing the game with random AI cars:



Here's the MAME version:

Steps To Reproduce
Additional Information
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Regression Version
Affected Sets / Systems windheat, windheatj, windheatu, windheata
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Notes
7
User avatar
No.13182
Tafoid
Administrator
Sep 17, 2016, 13:51
based on video at start of each race.. confirm
User avatar
No.13183
alphabeta2
Tester
Sep 17, 2016, 16:28
Thanks, not to mention if you disable the traffic, the AI cars are random generated, I think it's probably due to the bad chip thing that causes the game to freeze.
User avatar
No.17918
Hydreigon
Tester
29 days ago
I'm unable to reproduce this in this in the latest version of mame. It could have been a CPU or DSP core bug but idk which version fixed this. Tried it on both standard and time attack modes.
User avatar
No.17948
alphabeta2
Tester
18 days ago
Never seen that one, because ZR107 hardware doesn't run like normal in newest build.
User avatar
No.17966
MetalGod
Senior Tester
16 days ago
alphabeta2, now that you can open the game, Can you confirm this is fixed?
User avatar
No.17969
Tafoid
Administrator
16 days ago
This doesn't seem fixed in my testing of current Git. It is possible it is based on the car chosen, but I'm not sure.
User avatar
No.17974
Hydreigon
Tester
14 days ago
edited on: 14 days ago
@Tafoid, I found what causes the bug. It happens if the pcb network ID is set to any ID but 1. In previous mame versions, the network ID DIPs were incorrect/reversed (network ID 1 in previous versions were actually ID 4) so that may have been why this bug was submitted. I'm now starting to think this may be a 'BTANB' for multiple reasons. Konami probably intended on having unlinked Winding Heat have their ID set to 1 because of their possibly buggy network code. A pcb that has their ID set to any ID but 1 probably expects one or more machines to be connected. Because there are currently no other machines in the network, it may cause some glitches.

Someone with a Winding Heat pcb needs to verify this (along with its network test which has the cursor jitter when it isn't supposed to).