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Viewing Issue Advanced Details
ID | Category [?] | Severity [?] | Reproducibility | Date Submitted | Last Update |
---|---|---|---|---|---|
02092 | Graphics | Minor | Always | Aug 6, 2008, 12:10 | Nov 21, 2008, 16:54 |
Tester | Kold666 | View Status | Public | Platform | MAME (Official Binary) |
Assigned To | robiza | Resolution | Fixed | OS | Windows XP/Vista 32-bit |
Status [?] | Resolved | Driver | |||
Version | 0.126u3 | Fixed in Version | 0.128u4 | Build | Normal |
Fixed in Git Commit | Github Pull Request # | ||||
Summary | 02092: spinlbrk and clones: Priorities issues | ||||
Description | The man with the guns should should stay behind the sand | ||||
Steps To Reproduce | |||||
Additional Information | |||||
Github Commit | |||||
Flags | Verified with Original | ||||
Regression Version | |||||
Affected Sets / Systems | spinlbrk and clones | ||||
Attached Files
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0000.png (18,912 bytes) Aug 6, 2008, 12:10
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Relationships
There are no relationship linked to this issue. |
Notes
8
No.01974
Haze Senior Tester
Aug 6, 2008, 12:33
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sprites seem to be being drawn in multiple passes in the driver.. I imagine this is the root of the issues as taking such an approach breaks sprite-sprite priority. |
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No.01976
Kold666 Developer
Aug 6, 2008, 14:38
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I remember Reip had some headaches to implement correct priorities in turboforce which use same custom chips |
No.01977
Reip Developer
Aug 6, 2008, 15:20
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I never liked how priorities were fixed and it seems it wasn't 100% right |
No.01978
Reip Developer
Aug 6, 2008, 15:27
edited on: Aug 6, 2008, 15:27 |
Anyway the sand is in the 2nd tilemap, it isn't a sprite. So maybe sprite-sprite priorities are right. |
No.01982
Haze Senior Tester
Aug 6, 2008, 16:02
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multi-pass sprite rendering on real hardware is somewhat rare (it wouldn't really be efficient to implement in hardware) although in this case it sounds like it's the sprite-tilemap priority that's wrong too, I wasn't in a position to run MAME and check with the previous note. |
No.02773
robiza Developer
Oct 11, 2008, 17:26
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in the source there're these infos pspikes/turbofrc/aerofgtb write to two addresses which look like control registers for a video generator. Maybe they control the display size/position. aerofgt is different, it writes to consecutive memory addresses and the values it writes don't seem to be related to these ones. 00 01 02 03 04 05 08 09 0a 0b 0c 0d ------------------------------------ pspikes 352x240? 57 63 69 71 1f 00 77 79 7b 7f 1f 00 karatblz 352x240 57 63 69 71 1f 00 77 79 7b 7f 1f 00 turbofrc 352x240 57 63 69 71 1f 00 77 79 7b 7f 1f 00 spinlbrk 352x240 57 68 6f 75 ff 01 77 78 7b 7f ff 00 spinlbrk is very different compared with other games i think some bits handle sprite priorities and sprite-tile priorities if you compare spinlbrk with turbofrc you can see sprites are in reversed order and sprite-tile priorities are inverted a fix is very easy but maybe we can make some test in a real pcb! kold, have you got a pcb? (turbofrc or spinlbrk) |
No.03069
Tafoid Administrator
Nov 21, 2008, 06:29
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If this fixed for 0.128u4 or already fixed? |
No.03072
Fujix Administrator
Nov 21, 2008, 16:54
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The fix has been submitted, will be included in the next release. |