| カテゴリ | 重要度 | ステータス | 解決状況 | 登録日時 | 最終更新 |
|---|---|---|---|---|---|
グラフィック | 中 | 解決済み | 修正済み | 2008-01-19 03:26 | 2008-01-19 22:33 |
| テスター | Tafoid | 担当者 |   | 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 | 0.116u3 |
| 修正コミット | プルリク | ||||
| フラグ | 再発 | 旧BugID | dkongcocktail0116u1yel | ||
| セット | dkong.c | ||||
| セット詳細 | |||||
| 概 要 | 画面のずれと、カクテル表示の不具合。 | ||||
| 詳 細 | There are a number of games that either have screen offsets (as in dkong + clones), or outright misplacement when 2nd player is shown in cocktail mode. Sets I noticed were issues: dkong + clones dkongjr + clones dkong3 + clones herodk, herodku spclforc, spcfrcii hunchbkb drakton | ||||
| 再現手順 | |||||
| 追加情報 | Follow-up by couriersud:The issues will vanish once all drivers will be updated to using the new VIDEO_RAW interface. This does assume that all games in dkong.c have identical clocks or end up after dividing at the the base clock. Dkong has a base clock of 61.44 MHZ while radarscp has 73.728. Dkong is devided by 5, radarscp by 6 and both have 12.288 as their base frequency. If anybody has information for the other games, please let me know. | ||||
| 添付ファイル | |||||