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Viewing Issue Advanced Details
ID | Category [?] | Severity [?] | Reproducibility | Date Submitted | Last Update |
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08247 | Graphics | Minor | Always | Mar 10, 2022, 03:27 | Mar 13, 2022, 22:47 |
Tester | Kale | View Status | Public | Platform | MAME (Official Binary) |
Assigned To | Resolution | Open | OS | Windows 10/11 (64-bit) | |
Status [?] | Confirmed | Driver | |||
Version | 0.241 | Fixed in Version | Build | 64-bit | |
Fixed in Git Commit | Github Pull Request # | ||||
Summary | 08247: gogomile: [possible] Misaligned tilemap GFXs | ||||
Description |
Tilemaps in Fuuki's Susume! Mile Smile are a bit offsetted. This is particularly noticeable in stage 9, where the underlying cards in tilemap 2 should be fully covered by tilemap 3. |
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Steps To Reproduce | Get to stage 9 (cheat available for skipping a level), save state provided. | ||||
Additional Information | |||||
Github Commit | |||||
Flags | Possible | ||||
Regression Version | |||||
Affected Sets / Systems | gogomile | ||||
Attached Files
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0002.png (15,181 bytes) Mar 10, 2022, 03:27 Uploaded by Kale
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stage9.zip (13,016 bytes) Mar 10, 2022, 03:28 Uploaded by Kale MAME 0.238 save state
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gogo0000.png (14,992 bytes) Mar 10, 2022, 20:08 Uploaded by Tafoid MAME 0.61 snapshot of offset
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Relationships
There are no relationship linked to this issue. |
Notes
3
No.19887
Tafoid Administrator
Mar 10, 2022, 20:07
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All testing I've done at various points support the assumption that this may be a possible bug and likely is this way on the original PCB. I tried all the way back to MAME 0.61 (made in 2002, not long after its inclusion into MAME) and the same offset is observed there as well. Short of original PCB play (which I'm still looking for) we may never know if this is a legit issue or BTANB. |
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No.19889
Haze Senior Tester
Mar 11, 2022, 14:35
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vertical scroll offset issues are generally uncommon, as they're more difficult to explain in terms of hardware that said they're not unheard of, and if the driver is just assuming scroll values are to be taken at face value then yes, it will always have been this way. I guess a good test would be to see if any other scenes change either here, or in the other FG2/3 games if this is modified. If other games break when this is fixed, it's more likely BTNAB |
No.19894
Kale Developer
Mar 13, 2022, 22:47
edited on: Mar 13, 2022, 22:58 |
It has this:const u16 scrolly_offs = m_vregs[0xc / 2] - (flip_screen() ? 0x103 : 0x1f3); const u16 scrollx_offs = m_vregs[0xe / 2] - (flip_screen() ? 0x2a7 : 0x3f6); const u16 layer0_scrolly = m_vregs[0x0 / 2] + scrolly_offs; const u16 layer0_scrollx = m_vregs[0x2 / 2] + scrollx_offs; const u16 layer1_scrolly = m_vregs[0x4 / 2] + scrolly_offs; const u16 layer1_scrollx = m_vregs[0x6 / 2] + scrollx_offs; const u16 layer2_scrolly = m_vregs[0x8 / 2]; const u16 layer2_scrollx = m_vregs[0xa / 2]; m_tilemap[0]->set_scrollx(0, layer0_scrollx); m_tilemap[0]->set_scrolly(0, layer0_scrolly); m_tilemap[1]->set_scrollx(0, layer1_scrollx); m_tilemap[1]->set_scrolly(0, layer1_scrolly); m_tilemap[2]->set_scrollx(0, layer2_scrollx + 0x10); m_tilemap[2]->set_scrolly(0, layer2_scrolly /*+ 0x02*/);Per-layer DX, DY origins aren't all that uncommon, mid-90s Seibu games does it too. Also pbancho (the only other fuukifg2.cpp game) |