Viewing Issue Advanced Details
ID Category [?] Severity [?] Reproducibility Date Submitted Last Update
09369 Graphics Minor Always 1 day ago 20 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) 1 day ago Uploaded by EYM
EYM
png file icon 0006.png (20,915 bytes) 1 day ago Uploaded by EYM
EYM
png file icon 0007.png (903 bytes) 1 day ago Uploaded by EYM
EYM
png file icon 0008.png (26,772 bytes) 1 day 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
21 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?