FF3 Bug

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Locke4382
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Post by Locke4382 »

anomie wrote:
Locke4382 wrote:or something I can do to fix it?
Yes, implement Range/Time Over for zsnes. :D
???
o_O
orwannon
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Post by orwannon »

3l17 wrote:There is or better there was such a version, made by a guy named PhoenixDown several years ago, but it was never finished (I know it, 'cause I've played it)
I see... Well, if it had been finished, I guess I would have known about it.
anomie
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Post by anomie »

Locke4382 wrote:
anomie wrote:
Locke4382 wrote:or something I can do to fix it?
Yes, implement Range/Time Over for zsnes. :D
???
The SNES can only display 32 sprites on any one scanline (range), and only 34 sprite-tiles (time). So if the game sticks 35 sprites on one line, only the first 32 will actually be displayed, the other 3 will not be drawn. And if the game puts 20 16x16 sprites on one line (that's 40 sprite-tiles), only the last 34 will actually be displayed, the other 6 will not be drawn.

FF3 sets up a bunch of garbage 32x32 sprites just under the edge of the menus, at lowest priority and after all other sprites except the cursor. On the real SNES, Time Over therefore makes all other sprites be hidden on those scanlines to give the "going behind the menus" effect.
pagefault
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Post by pagefault »

Just an update that the transparency bug has been fixed and the fix has been put in CVS.
Deathlike2
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Post by Deathlike2 »

Awesome pagefault.. now if you could fix the FF2 bug that I've mentioned in another thread... that would be great ;)

I'll update that post ASAP.
stale
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Post by stale »

is the mario kart transparency also fixed?
pagefault
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Post by pagefault »

stale wrote:is the mario kart transparency also fixed?
No idea, I haven't looked.
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