diff options
Diffstat (limited to 'src/mame/machine/seibucop/seibucop.cpp')
-rw-r--r-- | src/mame/machine/seibucop/seibucop.cpp | 8 |
1 files changed, 8 insertions, 0 deletions
diff --git a/src/mame/machine/seibucop/seibucop.cpp b/src/mame/machine/seibucop/seibucop.cpp index 28c1a2c8d2f..4a14df89e37 100644 --- a/src/mame/machine/seibucop/seibucop.cpp +++ b/src/mame/machine/seibucop/seibucop.cpp @@ -45,6 +45,10 @@ - (fixed) level 3+ boss movements looks wrong; - stage 3 "homing" missiles doesn't seem to like our 6200 hookup here, except it's NOT 6200!? - (fixed) barrels seen in later levels seems to fail an axis aligned bounding box, not unlike Legionnaire. + Godzilla + - few elements doesn't collide properly (i.e. Super X missiles, Tokyo's tower in stage 1), + Z axis check makes no sense whatsoever. + Kludged to work in per-game driver_init. SD Gundam - stage 3 mid-boss still has the sprite garbage bug; - stage 4: has sprite stuck on bottom-left of screen; @@ -530,6 +534,10 @@ int raiden2cop_device::find_trigger_match(uint16_t triggerval, uint16_t mask) if (triggerval == 0xa180 || triggerval == 0xa980 || triggerval == 0xb100 || triggerval == 0xb900) /* collisions */ otherlog = 0; + + // TODO: disable Z axis in driver code. + if (triggerval == 0xb000 || triggerval == 0xb800) + otherlog = 0; } else if (!strcmp(machine().system().name, "grainbow")) { |