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  | ID | Category [?] | Severity [?] | Reproducibility | Date Submitted | Last Update | 
|---|---|---|---|---|---|
| 08042 | Graphics | Minor | Always | Jul 29, 2021, 04:31 | Aug 3, 2021, 10:12 | 
| Tester | Cow | View Status | Public | Platform | MAME (Official Binary) | 
| Assigned To | Kale | Resolution | Fixed | OS | Windows 10 (64-bit) | 
| Status [?] | Resolved | Driver | |||
| Version | 0.234 | Fixed in Version | 0.235 | Build | 64-bit | 
| Fixed in Git Commit | e4963f1 | Github Pull Request # | |||
| Summary | 08042: finalapr, finalapr1, finalaprj: Flagman doesn't do his job | ||||
| Description | 
          The dude at the end of a race is supposed to wave a chequered flag. but in MAME, he does nothing | 
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| Steps To Reproduce | Finish a race | ||||
| Additional Information | |||||
| Github Commit | |||||
| Flags | Verified with Original, Verified with Code | ||||
| Regression Version | |||||
| Affected Sets / Systems | finalapr, finalapr1, finalaprj | ||||
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      Notes
      
    
  3
    | 
             No.19126 
            MetalGod             Senior Tester 
            
            Jul 29, 2021, 08:29 
                         | 
          I've checked some old mame videos. It seems this animation has never been emulated. | 
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             No.19127 
            Haze             Senior Tester 
            
            Jul 29, 2021, 10:41 
                         | 
          
            very strange bug I have to say.  I wonder if it's some glitch that happens when machines aren't linked, or maybe a strange protection. could be another missing video feature, but I'm struggling to think how. could also finally be a CPU bug  | 
        
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             No.19131 
            Kale             Developer 
            
            Aug 2, 2021, 20:29 
                         | 
          
            Used finalaprj as base: Routine at 0xc2f0 draw tiles for the flagman. It reads location $bed5a which is never updated by the i960 code, it effectively changes the flag position in 8 step chunks. The only place where it writes data there is at 0x1309c: going backward it looks like that there's a read bit 1 at 0x3460 in network area ($30380002) where branch is never taken. If this branch is taken then game effectively updates the timer but also checks if bit 7 of the exact same network port is disabled at 0x34f0, otherwise tight loops. TL;DR: network flags must be in "empty" state for non-linked machine to fix this.  |