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author angelosa <angelosa@users.noreply.github.com>2015-07-01 12:06:27 +0200
committer angelosa <angelosa@users.noreply.github.com>2015-07-01 12:06:27 +0200
commit597374a994d42dbe93283c9d73d15c9f3df63fa1 (patch)
treea6a48d6fa7532b906dcb84aa691b9d4b20a3ac29
parente6298552371a636a8b587ef33e71f98f0f791ea9 (diff)
TODO self-service.
-rw-r--r--src/mame/drivers/taitoair.c42
1 files changed, 4 insertions, 38 deletions
diff --git a/src/mame/drivers/taitoair.c b/src/mame/drivers/taitoair.c
index dd41dc18b30..55a61decafe 100644
--- a/src/mame/drivers/taitoair.c
+++ b/src/mame/drivers/taitoair.c
@@ -121,7 +121,6 @@ Stephh's notes (based on the game M68000 code and some tests) :
TODO (TC0080VCO issues shared with TaitoH driver)
----
- - Need to implement BG1 : sprite priority. Currently not clear how this works.
- Fix sprite coordinates.
- Improve zoom y coordinate.
@@ -147,9 +146,6 @@ controlling the sit-in-cabinet (deluxe mechanized version only).
The interface is similar to that used by Midnight Landing
and though undumped, the motor CPU program may be identical.
-[Offer dip-selectable kludge of the analogue stick inputs so that
-keyboard play is possible?]
-
Unknown control bits remain in the 0x140000 write.
@@ -169,8 +165,6 @@ emulation is complete.
Topland
-------
-Sprite/tile priority bad.
-
After demo game in attract, palette seems too dark for a while.
Palette corruption has occurred with areas not restored after a fade.
Don't know why. (Perhaps 68000 relies on feedback from co-processor
@@ -188,45 +182,17 @@ discarded. But the cpu waits for a bit to be zero... some
sort of frame flag or some "ready" message from the 3d h/w
perhaps? The two writes seem to take only two values.
-
-Ainferno
---------
-
-Sprite/tile priority bad.
-
-More unmapped 320C25 reads and writes. This could be some sort of
-I/O device?? The MCU program is longer than the Topland one.
-
-cpu #2 (PC=000000C3): unmapped memory word write to 00006808 = 00FD & FFFF
-cpu #2 (PC=000000C8): unmapped memory word write to 00006810 = FF38 & FFFF
-cpu #2 (PC=000005A0): unmapped memory word write to 00006836 = 804E & FFFF
-cpu #2 (PC=000005B2): unmapped memory word write to 00006830 = FFFF & FFFF
-cpu #2 (PC=000005B5): unmapped memory word write to 00006832 = FFFE & FFFF
-cpu #2 (PC=000005B8): unmapped memory word write to 00006834 = FBCA & FFFF
-cpu #2 (PC=000005B9): unmapped memory word read from 00006836 & FFFF
-cpu #2 (PC=000005CC): unmapped memory word write to 00006830 = FFFF & FFFF
-cpu #2 (PC=000005CF): unmapped memory word write to 00006832 = FFFE & FFFF
-cpu #2 (PC=000005D2): unmapped memory word write to 00006834 = FBCA & FFFF
-cpu #2 (PC=000005D3): unmapped memory word read from 00006836 & FFFF
-cpu #2 (PC=000005E6): unmapped memory word write to 00006830 = FFFF & FFFF
-cpu #2 (PC=000005E9): unmapped memory word write to 00006832 = FFFE & FFFF
-cpu #2 (PC=000005EC): unmapped memory word write to 00006834 = FC8F & FFFF
-cpu #2 (PC=000005ED): unmapped memory word read from 00006836 & FFFF
-cpu #2 (PC=00000600): unmapped memory word write to 00006830 = FFFF & FFFF
-cpu #2 (PC=00000603): unmapped memory word write to 00006832 = FFFE & FFFF
-cpu #2 (PC=00000606): unmapped memory word write to 00006834 = FC8F & FFFF
-cpu #2 (PC=00000607): unmapped memory word read from 00006836 & FFFF
-cpu #2 (PC=00000609): unmapped memory word read from 00006838 & FFFF
-cpu #2 (PC=0000060E): unmapped memory word read from 0000683A & FFFF
-
****************************************************************************/
/*!
- @todo - Framebuffer DMA requires palette switch to be selected dynamically, see at first stage Course Select in Top Landing;
+ @todo - Framebuffer DMA requires palette switch to be selected dynamically, see at first stage Course Select in Top Landing.
+ My gut feeling is that 3d poly fill operation actually copies to internal buffer then a DMA op actually do the buffer-to-screen copy, including gradiation ROZ too;
- Air Inferno: missing landing monitor camera (blackened);
- Air Inferno: missing 3d HUD graphics;
- Air Inferno: Expert course has wrong 3d geometry;
+ - Air Inferno: Almost surely crashing during replay has missing smoke effect, looks quit odd atm.
- Top Landing: Night stages might have wrong priority for stars-above-sea;
- Input limiters / analog thresholds for both games;
+ - Special thanks to syq for being a cunt.
*/
#include "emu.h"