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Viewing Issue Advanced Details
ID | Category [?] | Severity [?] | Reproducibility | Date Submitted | Last Update |
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07458 | Graphics | Minor | Always | Oct 21, 2019, 21:53 | Oct 22, 2019, 13:56 |
Tester | MetalGod | View Status | Public | Platform | |
Assigned To | Resolution | Open | OS | ||
Status [?] | Confirmed | Driver | |||
Version | 0.214 | Fixed in Version | Build | ||
Fixed in Git Commit | Github Pull Request # | ||||
Summary | 07458: dsoccr94: Missing text when entering a credit in 4 player mode | ||||
Description |
Missing text when entering a credit in 4 players mode Regression is mame 0.141 Not related with 07457, this is a graphic problem with regression. |
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Steps To Reproduce |
Open the dip switches menu (tab menu) and change: Players: 4 Players Coin Slots: Separate Reset the game and enter a coin. |
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Additional Information | |||||
Github Commit | |||||
Flags | |||||
Regression Version | 0.141 | ||||
Affected Sets / Systems | dsoccr94 | ||||
Attached Files
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0.140 and backwards (correct).png (18,331 bytes) Oct 21, 2019, 21:53 Uploaded by MetalGod
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0.141 and onwards (incorrect).png (.png (13,547 bytes) Oct 21, 2019, 21:56 Uploaded by MetalGod
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Relationships
There are no relationship linked to this issue. |
Notes
2
No.17114
Fujix Administrator
Oct 22, 2019, 05:13
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Confirmed. |
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No.17117
Haze Senior Tester
Oct 22, 2019, 13:56
edited on: Oct 22, 2019, 14:47 |
seems to be a priority error 0.141 is where lots of fixes for Fire Barrel were made, presumably the title screen here uses a different priority mode. (indeed switching the draw order to the following restores it, but need to work out which cases mean it's the way it is as it is right now) /* note: the opaque flag is used if layer 3 is disabled, noticeable in World PK Soccer title and gameplay screens */ tilemap_draw(screen, bitmap, cliprect, 2, 0,(((m_control[0x0b] >> 7) & 1) ? TILEMAP_DRAW_OPAQUE : 0)); tilemap_draw(screen, bitmap, cliprect, 2, 1,0); tilemap_draw(screen, bitmap, cliprect, 1, 0,0); tilemap_draw(screen, bitmap, cliprect, 1, 1,0); tilemap_draw(screen, bitmap, cliprect, 0, 0,0); tilemap_draw(screen, bitmap, cliprect, 0, 1,0); |