Thanks for the info, I didn't know TecToy re-released the Mega Drive. I just watched a couple of videos on You Tube.robson.santana wrote:A similar problem occurs in the Brazilian Mega Drive Tec Toy (2017). This is related to line renderer (accurate renderer, raster effect), probably the same problem as your previous post.
Yes, the 'Sonic 3D Blast' problem is a core issue, but I think the partially visible black band rendering issue in 'Fantastic Dizzy' and 'Test Drive II' are a separate issue from the graphics issue in 'Sonic 3D Blast'. I'll explain why. The black band problem is unique to your PSP compiles of v1.91 and v1.92. The Arm versions and other Mips versions don't have this bug. Also, if you test the Retroarch core of PicoDrive v1.91 on the PSP you will see this issue is not present. See pic below of 'Fantastic Dizzy' running in PSP Retroarch PicoDrive v1.91 with no black band issue:robson.santana wrote:This is the problem of the core of the picodrive and not of the port.
Retroarch (picodrive 1.91 core)
The 'Sonic 3D Blast' problem is something else, and has been present since the changes Notaz made for the v1.50 release (like the missing car sprites in 'Test Drive II'). It is present in all versions of PicoDrive (Arm and Mips (although I haven't tested the new v1.92 release on my Pandora yet)). If you test this game in v1.40b, you will see it works fine as long as you enable 'Accurate Sprites' (see pics below). It seems the 'Accurate Sprites' mode of v1.40b is missing in v1.50 and beyond. So yes, you are correct in that it is a core problem in PicoDrive, and has been present a long time. But that black band rendering issue in 'Fantastic Dizzy', 'Test Drive II' and possibly Sub-Terrania is surely something else, as I have shown above 'Fantastic Dizzy' running fine on PSP in Retroarch PicoDrive v1.91 core.
'Sonic 3D Blast' in PSP PicoDrive v1.40b with 'Accurate Sprites' enabled.