This is how ZSNES renders the screen: link. And SNES9x's screen: link. The damage chars and enemies are sprites.Nightcrawler wrote:Chou Mahou Tairiku Wozz
Sprite Priority problem most likely.
ZSNESW 10/19 WIP
This bug has been in ZSNES as long as I can remember. (Apparently it has been around for 4 years or longer.)
In battles, the cursor appears behind the enemy as well as the damage inflicted. On the real SNES, this is supposed to appear on top of the enemy.
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---------------------Internal ROM Info---------------------- File: Chou Mahou Tairiku Wozz (J).SMC Name: ┴«│╧╬│└▓╪╕WOZZ Company: Bullet-Proof Software Header: Exists (type?) Bank: LoROM Interleaved: No SRAM: 64 Kb Type: Normal + Batt ROM: 24 Mb Country: Japan Video: NTSC ROM Speed: 120ns (FastROM) Version: 1.0 Checksum: Good 0x515D CRC32: B3258F38 --------------------------Database-------------------------- Name: Chou Mahou Tairiku Wozz Country: Japan Version: 1.0 Port 1: Gamepad Port 2: Gamepad Genre 1: RPG Genre 2: Turn Based
A known bug... (bugzilla link), but the following info might've not be known so far.
Damage sprites: index of ca. 100, priority 2
Enemy sprites: much lower indices (eg. 20..30), priority 3
The higher priority of the enemy sprites should not matter, since the damage sprites have a lower index (due to FirstSprite) and override this priority (see anomie's register document).
Btw, in SNES9x savestates "FirstSprite" is set to a value different than zero (eg. 82). ZSNES seems to have this variable ("objhipr") always set to zero in savestates, probably during gameplay as well. This could also be part of the problem.