Found a bug? Please report it, but remember to follow the bug reporting guidelines.
Missing a sane feature? Let us know!
But please do NOT request ports to other systems.
Another problem I've noticed that still hasn't been fixed in the last years is that there seems to be some sprite/bg priorities going wrong in the intro scene of this game.
So there's this room with one column on each side, and the characters should appear behind them. Instead, they can be seen in front of them so the game will make these characters disappear suddenly once they were supossed not to be seen anymore.
Pics:
(The shadow should be partially cut by the column on the left)
(The rightmost fruit dude shouldn't be visible at this point)
Info:
---------------------Internal ROM Info----------------------
File: spanky.smc
Name: SPANKY QUEST Company: Natsume
Header: SWC Bank: LoROM
Interleaved: No SRAM: 0 Kb
Type: Normal ROM: 4 Mb
Country: USA Video: NTSC
ROM Speed: 200ns (SlowROM) Revision: 1.0
Checksum: Good 0xC669 CRC32: CA68C5C3
--------------------------Database--------------------------
Name: Spanky's Quest
Country: USA Revision: 1.0
Port 1: Gamepad Port 2: Gamepad
Genre 1: Platform Genre 2: Arcade
Um, I'm not sure what you mean. I tried this on a real SNES with my copier, and the game runs exactly as you describe. I don't think there's anything wrong with ZSNES' behavior.
Last edited by zidanax on Tue Apr 04, 2006 6:12 am, edited 1 time in total.
link.. I was talking about the game the original poster was talking about. I doubt the bug post somewhat..
I wouldn't be surprised of the possible sprite priority bug though.. and the second bug about the guy supposed to be missing.. (could be a timing/execution issue or something)
But then again.. I've never played this on the real console, so I cannot validate such claims.
Hmm so the same bg layer seems to be used for both the background and the colums. I guess the real game must behave like that (although I doubt it was how the game planners wanted it to look).