カテゴリ | 重要度 | ステータス | 解決状況 | 登録日時 | 最終更新 |
---|---|---|---|---|---|
![]() | 低 | 解決済み | 修正済み | 2008-06-29 23:56 | 2008-08-11 13:23 |
テスター | ejm973 | 担当者 |   | ソース | pacman/jrpacman.cpp |
バージョン | 0.125u8 | 発生バージョン | 0.90u4 | 修正バージョン | 0.126u3 |
修正コミット | プルリク | ||||
フラグ | 実機・資料検証済み | ||||
セット | mspacman | ||||
セット詳細 |
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概 要 | 敵がトンネルを通過する時のスローダウンが本来の場所以外でも続く。 | ||||
詳 細 | Beginning with I believe the Apple board (level 5) there should be no more slowdowns for the ghosts in the tunnels. However, there is a slight slowdown persisting - that drops the ghosts back 1 ghost width with each pass through the tunnels. I have an original Ms. Pac arcade game and confirm that the tunnel slowdowns are not supposed to be persisting. This has a couple rather significant effects: It interferes with a player's ability to group the ghosts, and it makes it easier for a player to escape the ghosts than would otherwise be possible under arcade gameplay. Please see the following YouTube video showing how the gameplay should behave versus how it is behaving. This vid uses different versions than 125u8, however I have just this morning tested and confirmed that the bug persists with this latest version of MAME (125u8). Note: MAME090b does NOT have this bug/anomaly, but later versions of MAME do. Here's the video: | ||||
再現手順 | See link to video above, which shows the bug versus normal gameplay. To reproduce this example, start up mspacman, activate the rack advance via dip switches to level 10, and experiment with the tunnels as shown in the video. | ||||
追加情報 | |||||
添付ファイル |