- --
Viewing Issue Advanced Details
ID | Category [?] | Severity [?] | Reproducibility | Date Submitted | Last Update |
---|---|---|---|---|---|
07147 | Gameplay | Major | Always | Nov 7, 2018, 20:31 | Nov 8, 2018, 00:42 |
Tester | ArcadeDude | View Status | Public | Platform | MAME (Official Binary) |
Assigned To | Resolution | Open | OS | Windows 10 (64-bit) | |
Status [?] | Confirmed | Driver | |||
Version | 0.203 | Fixed in Version | Build | 64-bit | |
Fixed in Git Commit | Github Pull Request # | ||||
Summary | 07147: gba ( zeldamcpu): Transitions from one screen to the next causes 15 - 20 second delay in-game (FPS toggle shows no skipped frames) | ||||
Description |
Transitioning from one screen to the next causes a 15 - 20 second delays in-game. Seems to be tied to when there is a change in the soundtrack. No issues at start of game load. No issues entering your name and saving file. No issues after short Zelda Minish Cap intro video. Then the issues begin. As soon as the intro video is completed is when the 15 - 20 second delays begin. During the delay, the screen stays black and the FPS shows no frame loss, running at 100%. After delay everything is normal until the next transition (going into Links house or to Hyrule Castle etc.), where the screen stays white for 15 - 20 seconds again and after the delay the game continues as normal until the next transition etc. Identical transition delay behavior noted in both Euro and Japan versions - gba (zeldamcp) and gba (zeldamcpj) |
||||
Steps To Reproduce | |||||
Additional Information | |||||
Github Commit | |||||
Flags | |||||
Regression Version | 0.193 | ||||
Affected Sets / Systems | gba (zeldamcpu) | ||||
Attached Files
|
|||||
Relationships
There are no relationship linked to this issue. |
Notes
1
No.15760
Tafoid Administrator
Nov 8, 2018, 00:42
|
One of a couple possibilities in daily testing: commit 258760a6feceb3416e9ec1bcf89be1a40cb9890b Author: arbee <rb6502@users.noreply.github.com> Date: Tue Dec 5 22:58:16 2017 -0500 gba: add various mirrors and fix byte-wide VRAM/PRAM/OAM access. [R. Belmont] src/devices/video/gba_lcd.cpp src/mame/drivers/gba.cpp --- commit 1c4ea151e63380012081bb3899195204749c3bf4 Author: arbee <rb6502@users.noreply.github.com> Date: Tue Dec 5 22:56:24 2017 -0500 arm7: LDMIA/STMIA always align to a 32-bit boundry [endrift, R. Belmont] src/devices/cpu/arm7/arm7thmb.cpp |
---|