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グラフィック担当者決定未処理2008-01-25 04:082009-02-22 07:58
 
テスターTafoid担当者couriersudソースnintendo/dkong.cpp
バージョン0.116u1発生バージョン0.116修正バージョン
修正コミットプルリク
フラグ再発旧BugIDshootgal0116u1yel
セット shootgal
セット詳細
shootgal - Shooting Gallery
 
概 要色が化けた画面が表示される。
詳 細There are some screens which look fine, others which are offset and overlap and even more that have color issues.

Follow-up by couriersud for prom: I currently can not check whether this did work before 0.116, however from the driver:


ROM_REGION( 0x0600, REGION_PROMS, 0 )
ROM_LOAD( "sg-01-2e", 0x0000, 0x0200, CRC(34fb23ea) SHA1(6bd6de791c9e0a5f9c833c287663e9755e01c573) )
ROM_LOAD( "sg-01-2f", 0x0100, 0x0200, CRC(c29b880a) SHA1(950017a0298f91e41db9865ed8ce388f4095f6cf) )
ROM_LOAD( "sg-01-2n", 0x0200, 0x0200, CRC(e08ed788) SHA1(6982f6bcc70dbf4c75ff538a5df70da11bc89bb4) )

These are 512x4 proms, but only the first 256 nibbles are used. I suspect other changes to be responsible for the fact that the above "hack", i.e. overlaying the proms, does not work in 116uX.
Either there is an issue with the dump or it has been like it in reality and consequently the game needs it own PALETTE_INIT.

I would further suggest to add GAME_IMPERFECT_COLORS until we have schematics to verify or somebody with access to the board sends a hires picture of the proms and surrounding area so that the color coding on the resistors can be decoded.
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