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ID Category [?] Severity [?] Reproducibility Date Submitted Last Update
09385 Graphics Minor Always Feb 8, 2026, 15:06 Feb 19, 2026, 00:49
Tester Adrian Tepez View Status Public Platform MAME (Self-compiled)
Assigned To hap Resolution Fixed OS Linux (64-bit)
Status [?] Resolved Driver
Version 0.285 Fixed in Version 0.286 Build x64
Fixed in Git Commit 9299956 Github Pull Request #
Summary 09385: tmnt2: Foreground graphics in Sewer Surfin' don't appear
Description On arcade hardware there are some green foreground elements (pipes?) that appear in stage 3, but do not in emulation.
Steps To Reproduce Play through stage 3.
Additional Information
Github Commit
Flags
Regression Version
Affected Sets / Systems tmnt2
Attached Files
png file icon Foreground.png (815,903 bytes) Feb 8, 2026, 15:08 Uploaded by Adrian Tepez
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Notes
4
User avatar
No.24113
hap
Developer
Feb 8, 2026, 20:30
It's a sprite, something's not right with sprite protection handling.
In tmnt2.cpp tmnt2_prot_w, if you change "if (!ylock)" to "if (!ylock&&0)", it'll show up.
User avatar
No.24114
Adrian Tepez
Tester
Feb 9, 2026, 00:15
Thanks, that does indeed restore the graphics! However it seems to also cause certain graphical effects elsewhere to bug out. Defeating Cement Man causes gaps to appear in his sprite as he shrinks. This also happens to the Shredder sprite during the Krang fight at the end of stage 8, both when it enlarges and when it shrinks after defeating Krang. I double-checked to make sure it doesn't happen unless I change that line of code and confirmed that the sprite scaling is normal without the change.

If I notice any other problems I'll follow up.
User avatar
No.24115
Adrian Tepez
Tester
Feb 9, 2026, 01:06
Ok, there are others that break as well.

-Splinter's sprite gets obliterated
-Enemy explosion sprites get cut off entirely at the top
-Tokka and Rahzar also have the same gaps in their sprites after defeat
-After defeating Shredder, April's face is squished vertically
-Baxter and Metalhead's silhouettes are squished vertically

That's what I've noticed so far.
User avatar
No.24116
hap
Developer
Feb 9, 2026, 09:55
The &&0 wasn't a suggested bugfix ;D
It just means that ylock is probably where something's not right. More specifically this: ylock = xlock = (f2 & 0x0020 && (!xzoom || xzoom == 0x100));