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Viewing Issue Advanced Details
| ID | Category [?] | Severity [?] | Reproducibility | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 09327 | Graphics | Minor | Always | Dec 13, 2025, 20:07 | Dec 14, 2025, 08:35 |
| Tester | motomachi16 | View Status | Public | Platform | MAME (Official Binary) |
| Assigned To | motomachi16 | Resolution | Fixed | OS | Windows (x64) |
| Status [?] | Resolved | Driver | |||
| Version | 0.283 | Fixed in Version | 0.284 | Build | x64 |
| Fixed in Git Commit | c727a62 | Github Pull Request # | |||
| Summary | 09327: terraf and clones: Sprites may disappear during attract mode. | ||||
| Description | This is an easy phenomenon to spot in the Japanese version. | ||||
| Steps To Reproduce | |||||
| Additional Information | |||||
| Github Commit | |||||
| Flags | |||||
| Regression Version | |||||
| Affected Sets / Systems | terraf and clones | ||||
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Attached Files
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Relationships
| There are no relationship linked to this issue. |
Notes
7
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No.23897
motomachi16 Tester
Dec 13, 2025, 20:14
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Maybe the sprite RAM size is different. The following changes will allow it to display correctly: armedf.cpp void armedf_state::terraf_common_map(address_map &map) { common_map(map); map(0x060000, 0x0605ff).ram().share("spriteram"); // fix map(0x060400, 0x063fff).ram(); } |
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No.23898
motomachi16 Tester
Dec 13, 2025, 20:19
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By the way, if you make a similar modification to Kozure Ookami, one player will be lost when time runs out. Please be sure to check it out. |
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No.23900
hap Developer
Dec 13, 2025, 21:09
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Other than increasing 2nd ram() start offset, fix is ok! "By the way, if you make a similar modification to Kozure Ookami, one player will be lost when time runs out." I don't understand what you mean. kozure_map is: map(0x060000, 0x060fff).ram().share("spriteram"); map(0x061000, 0x063fff).ram(); |
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No.23901
hap Developer
Dec 13, 2025, 21:11
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I can also see player sprites disappear in terraf (parent set) attract mode lava stage, so I changed terrafj => terraf and clones |
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No.23902
motomachi16 Tester
Dec 13, 2025, 21:57
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sorry. When I assumed that this was the design of the board and made corrections, the overtime function also worked as a byproduct. map(0x060000, 0x0605ff).ram().share("spriteram"); // Kozure Ookami timer over bug fixed, need verify map(0x060600, 0x063fff).ram(); //fix |
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No.23903
hap Developer
Dec 14, 2025, 00:45
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Yes it's likely all games on this hardware have size 0x600 spriteram instead of 0x1000, we'd need to test all games then. Changing the spriteram size can't have any effect on this time over bug. To the emulated software, there's RAM at 60000-63fff, no matter where the limit of spriteram sits. I don't see anywhere else where m_spriteram is written to, and there's no sprite collision flags or anything like that. Besides, it looks like MAME hacks around it already in init_kozure? /* patch "time over" bug, see notes on top. */ ROM[0x1016c/2] = 0x4e71; |
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No.23904
motomachi16 Tester
Dec 14, 2025, 08:35
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I see, that was my misunderstanding. |