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T
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Not certain when/why this is occurring, but MAME 0.177 -- and rebuilt latest to 0.178 (mame0174-3247-g48774d6) -- shows a pixel or two rendered during gameplay.

Sometimes it's leftover near the last explosion(s), but sometimes you can see the rogue pixels appear anywhere in the city-silos-land areas. One time, the corruption occurred in the missile silo, for which the end of wave bonus counter got caught repeating itself as it accounting for "remaining" missiles and erasing them. That was extremely weird to see occur, not that I minded the screen-wrapping for a 100+ missile count!

I dropped all missile.* files from .mame and tried all three video modes: opengl, bgfx, and soft. All is repeatable.

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So you're saying that the issue exists in MAME 0.177? Can you please pinpoint the last version in which it worked correctly?

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OK, I tried a premade MAME-0.171-fc23 rpm and no rogue pixels after explosions. I was not able to make mame-0174 from source within fc24 compile issues, but mame-0175 did compile cleanly. The issue was present in 0175.

Unchecked are the 3 releases between 0171 (good) - 0175 (bad).

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are all cheat / hi-score plugins turned off?

I played the game for 20 minutes and saw no such issues.

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Which version of missile command are you talking about here?

LN


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I assume arcade, but that's a good call LN.

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I have not been able to duplicate this behavior.

My first guess would be some sort of cheat and/or variant ROM bug. I am interested to see what the cause is.

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Given it's TFA, he might be talking about a VIC-20 port (if there is one?) and forgetting to mention that. Although I'm not sure how you'd get stray pixels on a sprite/tilemap machine.

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@R. Belmont: The arcade version of Missile Command uses just a framebuffer.

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Originally Posted By AJR
@R. Belmont: The arcade version of Missile Command uses just a framebuffer.


And the VIC-20 doesn't. Which was Belmont's whole point of mentioning that TFA might be talking about a VIC-20 port and forgetting to mention it.

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