timblepaw / vba-rerecording

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Sprite priority glitch in Links Awakening DX #87

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
What steps will reproduce the problem?
1. open attached save state or battery file (battery requires navigating the 
dungeon)
2. charge up spin attack while facing left or right
3. strafe either side of the statue

What is the expected output?
Pink tile should not appear on top of the statue.

What do you see instead?
see attached png

What version of the product are you using? On what operating system?
23.6 on windows 7

Please provide any additional information below.
save state requires the 1.2 (Rev.B) EUSA rom with md5 matching 
7351daa3c0a91d8f6fe2fbcca6182478

Battery save works with the 1.0 and 1.1(Rev.A) roms as well

Original issue reported on code.google.com by danialho...@gmail.com on 10 May 2013 at 6:02

Attachments:

GoogleCodeExporter commented 9 years ago
This goes back a long way, 1.72 and vba trunk are affected as well as 
everything forked from it.

might not be possible to fix or it could be an issue on hardware.

Original comment by danialho...@gmail.com on 10 May 2013 at 6:38

GoogleCodeExporter commented 9 years ago
Not present in No$GMB, so its an emulation bug.

Original comment by danialho...@gmail.com on 11 May 2013 at 9:24

GoogleCodeExporter commented 9 years ago
Hmm, this one doesn't seem to be easy. It was reported way long ago. The only 
other emulator than No$GMB AFAIK at the moment that doesn't have the statue 
sprite partially erased is KiGB. However, I wonder what the correct outcome 
should be as I don't have any working hardware at the moment....

Original comment by aquan...@gmail.com on 14 May 2013 at 1:53

GoogleCodeExporter commented 9 years ago
We had another similar issue reported for the big Ghost in the graveyard, but i 
was unable to reproduce it in either vba-m or vba-rr.

I Just tested in TGB Dual, it is not affected and souce code is available.

Original comment by danialho...@gmail.com on 14 May 2013 at 2:22

Attachments:

GoogleCodeExporter commented 9 years ago
Do you have any idea what´s causing it?
I am wondering if it has something to do with how GBA works with GB/GBC games.
As i think GBA works a bit differently, but it doesn´t emulate it i think.

But maybe the problem is caused by GBA hardware, and not the original GBC 
hardware?
Is that possible, as i am just speculating here.

Original comment by 24levit...@gmail.com on 14 May 2013 at 1:09

GoogleCodeExporter commented 9 years ago
selecting GBC in the emulator type will imply only GBC capabilities are 
emulated.

besides, the only thing GBC games actually take advantage of unless otherwise 
written with GBA in mind is the fixed apu timing(afaik).

Original comment by danialho...@gmail.com on 14 May 2013 at 1:18

GoogleCodeExporter commented 9 years ago
Okay, i thought it was always emulating as a GBA.
But well, then the Defect shouldn´t be there.

Really hope it get´s solved somehow.
At least it´s a very easy way to reproduce it, which will hopefully help.

Original comment by 24levit...@gmail.com on 14 May 2013 at 1:20

GoogleCodeExporter commented 9 years ago
Can close this, it is actually accurate emulation.

the GBC sprite/line limit is reached in this case

NoGMB and TGB hack around it by not putting a limit on them.

Original comment by danialho...@gmail.com on 9 Sep 2013 at 12:51