| カテゴリ | 重要度 | ステータス | 解決状況 | 登録日時 | 最終更新 |
|---|---|---|---|---|---|
画面反転/カクテルモード | 低 | 解決済み | 修正済み | 2008-08-03 16:38 | 2025-01-17 15:38 |
| テスター | Robbbert | 担当者 | hap | ソース | galaxian/galaxian.cpp |
| バージョン | 0.126 | 発生バージョン | 修正バージョン | 0.142 | |
| 修正コミット | プルリク | ||||
| フラグ | |||||
| セット | Some set in galdrvr.c | ||||
| セット詳細 | |||||
| 概 要 | カクテルモードで、プレイヤー2のスプライトクリッピングが正しくない。 | ||||
| 詳 細 | The sprite "rectangle" doesn't turn around when the screen is flipped. This leads to sprites being cut off near the bottom of the screen when player 2 is playing. Quite noticeable with Moon Cresta, and slightly less so with Galaxian. With Moon Cresta, unwanted sprites can sit on top of the scores. Specific examples: froigger, mooncrst, pacmanbl As explained in notes below. | ||||
| 再現手順 | Play 2-player cocktail mode. When player 2 comes on, look carefully at the top and bottom. | ||||
| 追加情報 | This "fix" works, but is it acceptable? in video\galaxian.c in "sprites_draw" function: (old code crossed out) // clip.max_x = MIN(clip.max_x, (galaxian_sprite_clip_end + 1) * GALAXIAN_XSCALE - 1);
if (flipscreen_x)
{
clip.max_x = (256 - galaxian_sprite_clip_start) * GALAXIAN_XSCALE;
clip.min_x = (256 - galaxian_sprite_clip_end - 1) * GALAXIAN_XSCALE + 1;
}
else
{
clip.min_x = galaxian_sprite_clip_start * GALAXIAN_XSCALE;
clip.max_x = (galaxian_sprite_clip_end + 1) * GALAXIAN_XSCALE - 1;
}
| ||||
| 添付ファイル | |||||