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Diffstat (limited to 'src/mame/machine/seibucop/seibucop.cpp')
-rw-r--r--src/mame/machine/seibucop/seibucop.cpp8
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"))
{