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Viewing Issue Advanced Details
ID | Category [?] | Severity [?] | Reproducibility | Date Submitted | Last Update |
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06773 | Speed | Major | Always | Nov 23, 2017, 02:12 | Dec 13, 2022, 17:35 |
Tester | Fortuna | View Status | Public | Platform | MAME (Official Binary) |
Assigned To | Resolution | Open | OS | Windows 10 (64-bit) | |
Status [?] | Confirmed | Driver | |||
Version | 0.191 | Fixed in Version | Build | 64-bit | |
Fixed in Git Commit | Github Pull Request # | ||||
Summary | 06773: esckids, esckidsj: Slowdown in game | ||||
Description |
This is a old problem, but not was fixed in a old updates Is simple, in this game, the game runs a -50% of actual speed, this problem only happen when playing and the demo (when the runners "runs") Too has a little "flickering" (transparent) sprites Only modified the CPU clock to 150% and runs correctly again Only happen in this moments (the instructions and the title runs ok) |
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Steps To Reproduce | |||||
Additional Information | |||||
Github Commit | |||||
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Regression Version | |||||
Affected Sets / Systems | esckids, esckidsj | ||||
Attached Files
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Relationships
There are no relationship linked to this issue. |
Notes
6
No.14485
Kale Developer
Nov 30, 2017, 07:46
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Inserting a coin during attract grants you two credits. Likely related. |
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No.20948
hap Developer
Dec 12, 2022, 00:54
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It is improved here: https://github.com/mamedev/mame/commit/1074e4057803c211e5adcb460f2ec8a4ae3f905e Completely fixed? I don't know. And the reason it worked ok in old versions of MAME, was because the cpu was overclocked * 2. |
No.20949
Haze Senior Tester
Dec 13, 2022, 12:07
edited on: Dec 13, 2022, 12:08 |
The slowdown still makes the game play really really badly, and happens when you'd least expect it on and off the entire time. Makes me wonder if the internal divider in that KONAMI CPU is a bit less or some of the opcode timings were also improved. Of course it could just be an awful game, that was plagued with this problem, not exactly a common PCB to find reference for. |
No.20950
hap Developer
Dec 13, 2022, 16:18
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Divider: don't think so. Opcode timing: probably. And since it's a custom HD6309 (the Hitachi version, not Motorola), it's probably faster. I enabled 'native mode' here, now esckids runs ok? https://github.com/mamedev/mame/commit/814ef88c1a63884ba0e7cee81e98b46992e98262 |
No.20951
Haze Senior Tester
Dec 13, 2022, 17:07
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yeah, that seems much better there's still some weirdness with the driver which explicitly defines a screen size with comments about black bars, which the game then overrides with its own anyway (and a slightly odd one at that, 321 pixels with a corruption at the side) I imagine the driver was written before some CRTC device was implemented to override the hardcoded resolution? that's entirely separate though. |
No.20952
Haze Senior Tester
Dec 13, 2022, 17:35
edited on: Dec 13, 2022, 18:08 |
this also makes 'aliens' run at a pace much closer to the arcade it doesn't stop the flickering in the driving sections, the root cause of that could just be k051960.cpp where it hardcodes // vblank if (y == 240) m_irq_handler(ASSERT_LINE); the code also only uses a uint8 for the scanline counter, so even with the raw settings the max scanlines can only be 255 maybe in that case this isn't really correct? I think the raw screen params are specifying 16 border lines, but I don't know if vpos counts those.. triggering that earlier prevents the flicker / sprite breakup there as it gives it more time to create the spritelist before MAME attempts to draw with it but it would need verifying when that actually is. anyway again that probably belongs in another discussion. |