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Gfx issue flying dragons #8
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Oh, I see it. Thanks for reporting this 👀 |
I also have a video of this glitch and comments in the MiSTer Forum. Only seems to happen on rounds 1 to 3, with it being most prominent on round 1. |
Video Link in case you didn't get to the FPGA forum thread. I noticed another place the 'sprite sync' issue also shows up is when you are traversing up/down tunnels where the blue guys send out their tongues to hit you. They shift up and down as you go up/down the rope. (i.e. rounds 5 and 9) Knowing the game back to front in terms of gameplay, I think once these issues are resolved the game would play the same as my arcade PCB. |
@nullobject any chance that this can be fixed soon? I think lot of Rygar fans will really appreciate this. I appreciate that there is a rygar core at all, but a stable core will be appreciated even more ;-) |
@nullobject yes would be great if this sprite sync issue could be fixed then the core would be perfect. :) I also have a COMPLETE playthrough if that helps to look at any part of the game. From the start to 3:30 min you can see the dragons and 'death' head sprites are out of sync. Thats it! Thanks again for any updates. |
In first stage the flying 'dragons' get split quite often.
Check especially between 5-8 sec. in attached video shot.
Using the latest Tecmo_20200810.rbf core.
Rygar_glitch.mp4
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