カテゴリ | 重要度 | ステータス | 解決状況 | 登録日時 | 最終更新 |
---|---|---|---|---|---|
ゲームプレイ | 低 | 解決済み | 修正済み | 2024-03-22 22:53 | 2024-03-31 03:41 |
テスター | dink | 担当者 | hap | ソース | capcom/lwings.cpp |
バージョン | 0.263 | 発生バージョン | 修正バージョン | 0.265 | |
修正コミット | 914b1d9 | プルリク | |||
フラグ | |||||
セット | avengers, buraiken | ||||
セット詳細 |
avengers - 必殺!無頼拳 / Avengers (US版, revision C)
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概 要 | MCUの同期問題について。 | ||||
詳 細 | Hi Haze & AJR, I hooked up the mcu in fbn in similar fashion to MAME, and got a different effect when the game starts: With dips set to normal, the first set of enemies that come out circle around the player, basically avoiding the player at any cost if they havn't moved yet. I spent a few days debugging and thinking the problem was with my impl, but, it's not. The problem is, MAME is actually missing a good latch write which tells the MCU to go after the inverse of the player's coordinates (meaning: don't touch the player) at the game start. Of course, if you put the difficulty to hard, they will go right for the player 1 @ start, but @ normal, you'll see the enemies do their very best to avoid the player. Here's the proof: load up avengers, open debugger and watch the error log. As the game starts and the enemies come on-screen, you'll see the previous latches should be FF on a missed latch, except for 1: B6. Basically, the mcu "not sending a command" is FF and "an actual command" is !FF. | ||||
再現手順 | |||||
追加情報 | |||||
添付ファイル | avengers.png (2024-03-22 22:53) |