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 | 認証済み | 未処理 | 2011-02-15 12:22 | 2011-02-23 06:11 |
テスター | jpittman | 担当者 |   | ソース | pacman/jrpacman.cpp |
バージョン | 0.141u2 | 発生バージョン | 修正バージョン | ||
修正コミット | プルリク | ||||
フラグ | |||||
セット | mspacman | ||||
セット詳細 |
![]() | ||||
概 要 | 実機では5面以降のトンネルでゴーストの速度低下に違いが出る。MAMEでは速度低下が一切ない。 | ||||
詳 細 | Grouped ghost/monster movement through the tunnels is not 100% faithful to the arcade. When leading a tightly-grouped set of monsters (i.e., Inky, Pinky and Blinky right on top of each other) through tunnels on an arcade machine, you will notice that going through the tunnel will shift the monsters' relative positions to one another slightly. A few times through the tunnel can produce quite a difference. In MAME, however, the ghosts retain the exact same position in reference to the other ghosts in the tunnels regardless of how many times you go back and forth. Here is a YouTube video demonstrating this "tunnel jump" (or "ghost creep") on an arcade machine: Note how the tight grouping slowly gets spread out over several trips through the tunnels. This discrepancy between MAME and an actual arcade machine has been verified by many elite Ms. Pac-Man players on the TG and CAG forums and is seperate from the "tunnel slowdown persisting when it shouldn't" issue that has already been addressed and resolved by the MAMEdev team. This would be a good TG thread to check out that specifically talks about this issue in detail: http://forums.twingalaxies.com/viewtopic.php?f=30&t=24928&start=0 | ||||
再現手順 | |||||
追加情報 | |||||
添付ファイル | ![]() |