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Viewing Issue Advanced Details
ID | Category [?] | Severity [?] | Reproducibility | Date Submitted | Last Update |
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06081 | Graphics | Minor | Always | Nov 16, 2015, 22:55 | Nov 23, 2015, 22:15 |
Tester | Tourniquet | View Status | Public | Platform | MAME (Self-compiled) |
Assigned To | Haze | Resolution | Fixed | OS | Other |
Status [?] | Resolved | Driver | |||
Version | 0.167 | Fixed in Version | 0.168 | Build | Debug |
Fixed in Git Commit | Github Pull Request # | ||||
Summary | 06081: nost, nostj, nostk: Gfx glitches in Nostradamus | ||||
Description |
Comparing a play-through of MAME versus a couple of videos from NicoVideo from a PCB, the following differences are noted: Stage1-5 - http://www.nicovideo.jp/watch/sm25880097 Stage6-Credits - http://www.nicovideo.jp/watch/sm25880430 * Stage 6 boss - when he appears he should flash, and then appear from a point outwards. In MAME it currently flashes and then appears in his entirety. Some kind of missing masking/transparency effect. See 1:19 in the second vid. * Stage 7 - giant shadow on right looks like it should flicker like smaller sprites? MAME is constant. Perhaps missing enable bit. * Stage 9 - arms missing off of final boss (priority issue). * Fade during credits to Nostradamus portrait at 15:24 in second vid should fade completely to white, and then to the portrait Mame briefly shows some rubbish it shouldn't. Perhaps a missing enable bit again. Also, it looks like there is genuine sprite-lag/desync versus the backgrounds - noticable in the earlier stages with fixed ground enemies. MAME is perfectly in sync... |
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Steps To Reproduce | |||||
Additional Information | |||||
Github Commit | |||||
Flags | Verified with Original, Noted in Source | ||||
Regression Version | |||||
Affected Sets / Systems | nost, nostj, nostk | ||||
Attached Files
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Relationships
There are no relationship linked to this issue. |
Notes
5
No.12200
Haze Senior Tester
Nov 23, 2015, 11:09
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* Stage 6 boss - when he appears he should flash, and then appear from a point outwards. In MAME it currently flashes and then appears in his entirety. Some kind of missing masking/transparency effect. See 1:19 in the second vid. * Stage 9 - arms missing off of final boss (priority issue). * Fade during credits to Nostradamus portrait at 15:24 in second vid should fade completely to white, and then to the portrait the above have been fixed * Stage 7 - giant shadow on right looks like it should flicker like smaller sprites? MAME is constant. Perhaps missing enable bit. probably hasn't (haven't checked, but i haven't played with any enable bits) |
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No.12201
Haze Senior Tester
Nov 23, 2015, 17:39
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the large shadow is a tilemap, not a sprite, so yeah, need to find the tilemap enable. |
No.12202
Haze Senior Tester
Nov 23, 2015, 17:55
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should all be fixed |
No.12203
Tourniquet Developer
Nov 23, 2015, 22:02
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Confirmed fixes. The final issue about the fade before the portrait persists, but that's relatively minor. |
No.12204
Haze Senior Tester
Nov 23, 2015, 22:15
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I've changed the bg pen to 0x3f0 which seems to improve things there and in the intro |