Viewing Issue Advanced Details
ID Category [?] Severity [?] Reproducibility Date Submitted Last Update
09369 Graphics Minor Always 20 hours ago 14 hours ago
Tester EYM View Status Public Platform MAME (Official Binary)
Assigned To hap Resolution Fixed OS Windows (x64)
Status [?] Resolved Driver
Version 0.284 Fixed in Version 0.285GIT Build x64
Fixed in Git Commit 6eae2ab Github Pull Request #
Summary Regresssion 09369: xmvsf and clones, mshvsf and clones: Sprites hidden behind background layer.
Description In the frame immediately before the screen flashes white, sprites become hidden behind the background. This occurs in various situations, such as when a hyper combo hits or during the battle-start effects.
Steps To Reproduce In mshvsf, this can be observed in the attract‑mode gameplay demo when a hyper combo is used
Additional Information
Github Commit
Flags Regression
Regression Version 0.205
Affected Sets / Systems xmvsf and clones,mshvsf and clones
Attached Files
png file icon 0005.png (26,342 bytes) 20 hours ago Uploaded by EYM
EYM
png file icon 0006.png (20,915 bytes) 20 hours ago Uploaded by EYM
EYM
png file icon 0007.png (903 bytes) 20 hours ago Uploaded by EYM
EYM
png file icon 0008.png (26,772 bytes) 20 hours ago Uploaded by EYM
EYM
Relationships
related to 04954Resolvedhap  mvscu, xmvsf, mshvsf: Sprite priority problem on Final Stage (8) with Onslaught (large transformation) 
Notes
1
User avatar
No.24047
hap
Developer
15 hours ago
Does not happen on PCB:


Ideally we'd want a 60fps pcb video, but since sprites disappear for multiple frames, it should be visible on lower quality videos too.
When I do VIDEO_UPDATE_SCANLINE, the glitch still happens, so these sprite priorities are probably latched only once per frame?