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Viewing Issue Advanced Details
ID | Category [?] | Severity [?] | Reproducibility | Date Submitted | Last Update |
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00957 | Graphics | Minor | Have not tried | Feb 7, 2008, 17:47 | Oct 4, 2019, 19:29 |
Tester | Smitdogg | View Status | Public | Platform | |
Assigned To | Resolution | Open | OS | ||
Status [?] | Confirmed | Driver | |||
Version | 0.58 | Fixed in Version | Build | ||
Fixed in Git Commit | Github Pull Request # | ||||
Summary | 00957: pandoras: [possible] Graphic glitch. | ||||
Description |
On the first level, about half the pixels in the column near the bottom-left corner appear to be out of place (fig.1) and there are a couple of brown pixels on the ledge beside that column that should be on the horse statue's head on the other side of the screen. When you've played thru it to around level 6 or beyond, lose all your men, and start a new game, the pixels appear to be correct, the column appears correctly; most of the pixels on the entire screen have shifted (fig.2). However, there are usually some stuck pixels (see the second linked screenshot, near the left bottom corner there is a brown line that didn't disappear). This usually gets stuck during stage transitions, when the pixels shift off the screen, and correct themselves (disappear) a few levels later. |
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Steps To Reproduce | |||||
Additional Information | |||||
Github Commit | |||||
Flags | Possible | ||||
Regression Version | 0.37b1 | ||||
Affected Sets / Systems | pandoras | ||||
Attached Files
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fig1.png (3,485 bytes) Feb 14, 2008, 17:45
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fig2.png (3,539 bytes) Feb 14, 2008, 17:45
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pandoras.diff (472 bytes) Feb 14, 2012, 02:53 Uploaded by M.A.S.H. [Show Content] [Hide Content]diff -Nru src-old/mame/video/pandoras.c src/mame/video/pandoras.c --- src-old/mame/video/pandoras.c 2012-01-17 01:25:06.000000000 +0100 +++ src/mame/video/pandoras.c 2012-02-14 03:37:34.000000000 +0100 @@ -163,7 +163,7 @@ for (offs = 0; offs < 0x100; offs += 4) { int sx = sr[offs + 1]; - int sy = 240 - sr[offs]; + int sy = 241 - sr[offs]; int color = sr[offs + 3] & 0x0f; int nflipx = sr[offs + 3] & 0x40; int nflipy = sr[offs + 3] & 0x80; | |||||
Compare-0.36 - 0.37b1.png (31,401 bytes) Feb 14, 2012, 02:53 Uploaded by M.A.S.H.
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Relationships
There are no relationship linked to this issue. |
Notes
5
No.02526
robiza Developer
Sep 21, 2008, 19:22
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all the sprites, at the boot, have a wrong offset |
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No.08195
M.A.S.H. Senior Tester
Feb 14, 2012, 02:53
edited on: Feb 14, 2012, 02:55 |
With DOSBox i found the regression version (0.37b1) for this bug. The game became flipscreen support in this version and the draw_sprites routine was changed (see Compare-0.36 - 0.37b1.png). It was simple to fixed this (see pandoras.diff) and i have send it to submit@mamedev.org |
No.08208
robiza Developer
Feb 17, 2012, 05:01
edited on: Feb 17, 2012, 05:31 |
it's wrong in this way you fix the problem only the first time you play (if you finish the first level) the scroll value ($1a00) when you boot ($00) isn't the scroll value after you finish the first level ($ff) i think it's a original bug of the game interrupt routine: 8e0a lda $641d 8e0d sta $1a00 at the boot $641d is $00: 80a3 ldd #$0000 80a6 ldx #$6000 80a9 std ,x++ 80ab cmpx #$67ff 80ae bls $80a9 when you finish the first level the screen scroll; at the end of the scroll $641d is $ff 9400 ldd #$ff01 9403 sta $1a00 9406 sta $641d 9499 ldd #$ff00 949c sta $641d 949f sta $1a00 |
No.08282
Tafoid Administrator
Feb 27, 2012, 17:20
edited on: Feb 27, 2012, 17:20 |
Based on developer comments, patch is rejected until proof of original behavior is noted. |
No.17024
MetalGod Senior Tester
Oct 4, 2019, 19:29
edited on: Oct 4, 2019, 19:37 |
The bug is not seen here. PCB from a collector: Yeah, this is attract-mode, but in MAME the bug is also seen during attract mode of level 1 |