flyinghead

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I can confirm this is a z-fighting issue, likely due to a loss of precision in the depth buffer with this GPU. It happens for many transparent polygons that are...

The original arcade game uses a 3-state lever as gear selector, which stays in position unlike gamepad buttons. So yes, this is known and working as designed. ![image](https://user-images.githubusercontent.com/16261910/163145814-e99a038c-aa00-40ad-99dc-aabfa12bb9e4.png)

Which platform are you running these tests on? `textureDrawer` is to render to a texture and `screenDrawer` is to render to the screen. Not many games use render to texture...

`Drawer::SortTriangles` is probably the only CPU-intensive function in the list. It's sorting each triangle individually according to its depth so it will require more CPU cycles for complex game scenes....

When pausing the game (Menu button) you can eject the disk: ![image](https://user-images.githubusercontent.com/16261910/162581000-afc2bb8f-77be-4907-b128-75a12e77edee.png) After resuming and pausing again you have the possibility to insert the same or a different disk.

Building on Windows isn’t currently supported. You’ll have to build on Linux or some changes are required (resolve symbolic links, exclude breakpad, etc)

After Burner makes heavy use of the dreamcast MMU and virtual memory, which isn't emulated properly for performance reasons.

I can confirm the issue but I haven't found the cause of the problem.

Yes, I pretty much came to the same conclusion: I can't find what isn't correctly emulated and any change would impact other games or other graphic elements.

This looks like an issue with palettes handled on the gpu side. No idea why standalone would act differently from the LR core but it's not the first time it...