A&A palette bug
A&A palette bug
In Amulets & Armor (any version) the brighter colors of the palette get malformed into being even brighter and oversaturated as if it were posterized to a lower bpp. There's occasional blips of intact frames during screen changes where the palette is intact. The game's built-in gamma correction (Alt-F10) and fading routines also affects these new malformed colors.
Seems to happen on anything with VGA. Occurs on interpreter too.
Seems to happen on anything with VGA. Occurs on interpreter too.
Re: A&A palette bug
Is this how it looks to you?
Rather than oversaturated, it looks as if it was EGA, but of course a game from 1996 it doesn't even support that card
DOSbox vs PCem latest commit
Rather than oversaturated, it looks as if it was EGA, but of course a game from 1996 it doesn't even support that card
DOSbox vs PCem latest commit
Re: A&A palette bug
Looks to me like the palette indexes might be off by 1 - look at the red blocky cursor under "Character Name".
Re: A&A palette bug
The big question would be: why only happens in this game?Battler wrote:Looks to me like the palette indexes might be off by 1 - look at the red blocky cursor under "Character Name".
Re: A&A palette bug
I remember that on the MAME forum, someone once wrote a (S)VGA sequencer test, that on real hardware, would under some conditions, sequence the colors off by one. I tested it in PCem, and it didn't do that. If this game sets up the sequencer mode that way, it could explain why this happens.
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Re: A&A palette bug
Fixed in rev 831.
Re: A&A palette bug
leilei: you owe me one for resurrecting this thread
Re: A&A palette bug
Hello all, I just joined the forum today to post about the subsequent issue, and it may, by coincidence, be related to the one discussed here. In both Weltenschmiede text adventures "Die Kathedrale" and "Hexuma", the palette looks corrupt. This does not at all depend on the choice of main board, CPU speed, video bus speed, or video card. Here it is shown for a more modern configuration but also happens on an old IBM AT with VGA adapter.
Re: A&A palette bug
Did you test PCem with the latest commit? or stock version 12?StefanDD wrote:Hello all, I just joined the forum today to post about the subsequent issue, and it may, by coincidence, be related to the one discussed here. In both Weltenschmiede text adventures "Die Kathedrale" and "Hexuma", the palette looks corrupt. This does not at all depend on the choice of main board, CPU speed, video bus speed, or video card. Here it is shown for a more modern configuration but also happens on an old IBM AT with VGA adapter.
VGA palette bug.png
Re: A&A palette bug
I have unfortunately not set up a build system for the Windows version, so I am just using the v12 stock from February.omarsis81 wrote:Did you test PCem with the latest commit? or stock version 12?
Re: A&A palette bug
Because the bu from A&A was fixed, but of course was much after February. I test the game with the latest commit if the recent fix also applies to these gamesStefanDD wrote:I have unfortunately not set up a build system for the Windows version, so I am just using the v12 stock from February.omarsis81 wrote:Did you test PCem with the latest commit? or stock version 12?
Re: A&A palette bug
I'd appreciate that!omarsis81 wrote:Because the bu from A&A was fixed, but of course was much after February. I test the game with the latest commit if the recent fix also applies to these games
Re: A&A palette bug
FTR this is incorrect and wrongly interpreted from two different frames of palette ramp cycling.Battler wrote:Looks to me like the palette indexes might be off by 1 - look at the red blocky cursor under "Character Name".
Re: A&A palette bug
I confirm Hexuma works fine with the latest commit
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Re: A&A palette bug
Fantastic - Thanks for testing this!