Matching index of all two pattern table and color table are damaged on the routine of movements.
Here a variant of BB Dragon Index Test that shows the same range (ID 0-15) on all two 'dragon-left' and 'dragon-right'. You can compare the green index versus the white to understand better.
I had never noticed these bugs!
The thing that has always bothered me is the "empty bubbles"
In the coin-op (and in the majority of the home conversions) the bubbles are filled in green
No chances to fill the bubble in MSX2? ^_^
I had never noticed these bugs!
The thing that has always bothered me is the "empty bubbles"
In the coin-op (and in the majority of the home conversions) the bubbles are filled in green
No chances to fill the bubble in MSX2? ^_^
They are not so bad but it's better the original for me.
(z) and other types of bubbles could be filled with the same criterion.
Also would be less annoying without all this black background.
However, gdx can altready use this example to make a variant of the IPS patch.
If you guys are busy "upgrading" the game anyway, wouldn't it be possible to use the SCC for music so it sounds more like the arcade and use the PSG for the sounds effects?
If you guys are busy "upgrading" the game anyway, wouldn't it be possible to use the SCC for music so it sounds more like the arcade and use the PSG for the sounds effects?
I think it's better to fix bugs before new deployments.
I very much appreciate your work, but for me it is hard to take seriously the discussion about wrong pixels while the subject is "Bobble Bubble enhanced" I anyway like your project and I wish you all the good luck! Keep up the good work!
For me: Game faster + bugs fixed => game enhanced
No, I was referring more to the "Bobble Bubble"-part
I mean... You managed to find a wrong pixel in a toe, but you didn't manage to find out what was the name of the game, what an irony, LOL.
I had never noticed these bugs!
The thing that has always bothered me is the "empty bubbles"
In the coin-op (and in the majority of the home conversions) the bubbles are filled in green
No chances to fill the bubble in MSX2? ^_^
They are not so bad but it's better the original for me.
(z) and other types of bubbles could be filled with the same criterion.
Also would be less annoying without all this black background.
However, gdx can altready use this example to make a variant of the IPS patch.
mmm....ok better empty :)
KdL, look at this test:
I ran Bubble Bobble with BlueMSX and save the game state when the buggy sprite was displayed. I recovered the contents of the VRAM from state save file to make two binary files. Luckily, the sprites are at the same address as in Basic. So I wrote the following program:
10 SCREEN5,2:COLOR,,0 20 SETPAGE1,1 30 BLOAD"BUB-P0.SC5",S 40 COLOR=(7,7,7,7):COLOR=(5,1,5,1) 50 'A$=INPUT$(1) 60 SETPAGE0,0 70 BLOAD"BUB-P1.SC5",S 80 COPY(0,0)-(255,211),1TO(0,0),0 90 'A$=INPUT$(1) 100 X=28:Y=184 110 PUTSPRITE0,(X,Y),,31 120 PUTSPRITE1,STEP(0,0),,32 130 PUTSPRITE2,(100,102),15,S 140 IF STICK(0)=3 THEN X=X+1 150 IF STICK(0)=7 THEN X=X-1 160 IF STICK(0)=1 THEN S=S+1:BEEP:IF S=64 THEN S=63 170 IF STICK(0)=5 THEN S=S-1:BEEP:IF S=-1 THEN S=0 180 IF STRIG(0) THEN END 190 GOTO 110
Download: Bub-test.zip
The dragon is displayed by sprites 0 and 1 in game. Used patterns are 31 and 32. Other sprites do not contain animation patterns. So animation is generated by patterns copies VRAM to VRAM. I think that at one time it copies the bad partern but I do not know if the problem occurs during the copy ROM to VRAM or VRAM to VRAM. Pattern table and color table are not damaged.
PS: You can add a REM before PUTSPRITE of the line 130 to better distinguish sprites.