diff options
Diffstat (limited to 'src/mame/video/namcos22.cpp')
-rw-r--r-- | src/mame/video/namcos22.cpp | 50 |
1 files changed, 8 insertions, 42 deletions
diff --git a/src/mame/video/namcos22.cpp b/src/mame/video/namcos22.cpp index 2023f4fdd3c..c5ee7fb449f 100644 --- a/src/mame/video/namcos22.cpp +++ b/src/mame/video/namcos22.cpp @@ -1,41 +1,10 @@ // license:BSD-3-Clause // copyright-holders:Phil Stroffolino, hap, R. Belmont -/** - * video hardware for Namco System22 - * - * TODO: - * - texture u/v mapping is often 1 pixel off, resulting in many glitch lines/gaps between textures. The glitch may be in MAME core: - * it used to be much worse with the legacy_poly_manager - * - find out how/where vics num_sprites is determined exactly, currently a workaround is needed for airco22b and dirtdash - * - improve ss22 fogging: - * + scene changes too rapidly sometimes, eg. dirtdash snow level finish (see attract), or aquajet going down the waterfall - * + 100% fog if you start dirtdash at the hill level - * - improve ss22 lighting, eg. mountains in alpinr2b selection screen - * - improve ss22 spot: the bugs hint toward an extra bg layer bank? - * + dirtdash spotlight is opaque for a short time when exiting the jungle level - * + dirtdash speedometer has wrong colors when in the jungle level - * + dirtdash record time message creates a 'gap' in the spotlight when entering the jungle level - * - polygon layer stays visible sometimes when it shouldn't: - * + cybrcomm/victlapw namco logo screen after attract demo - * + airco22b title logo after attract demo - * + aquajet namco logo/game over after ending - * - window clipping is wrong in acedrvrw, victlapw (see rear-view mirrors), and alpinr2b character selection screen - * - ridgerac waving flag title screen is missing, just an empty beach scenery instead - * - global offset is wrong in non-super22 servicemode video test, and above that, it flickers in acedrvrw, victlapw - * - dirtdash polys are broken at the start section of the mountain level, maybe bad rom? - * - propcycl scoreboard sprite part should fade out in attract mode and just before game over, fader or fog related? - * - ridgerac fogging isn't applied to the upper/side part of the sky (best seen when driving down a hill), it's fine in ridgera2 - * czram contents is rather odd here and partly cleared (probably the cause?): - * $0000-$0d7f - gradual increase from $00-$7c - * $0d80-$0fff - $73, huh, why lower? - * $1000-$19ff - $00, huh!? (it's specifically cleared, memsetting czram at boot does not fix the issue) - * $1a00-$0dff - $77 - * $1e00-$1fff - $78 - * - * - lots of smaller issues - * - * - *******************************/ +/* + + Namco System22 + System Super22 video hardware emulation + +*/ #include "emu.h" #include "includes/namcos22.h" @@ -58,9 +27,6 @@ void namcos22_renderer::reset() } - -/*********************************************************************************************/ - // poly scanline callbacks void namcos22_renderer::renderscanline_uvi_full(int32_t scanline, const extent_t &extent, const namcos22_object_data &extra, int threadid) { @@ -1822,7 +1788,7 @@ WRITE32_MEMBER(namcos22_state::namcos22_tilemapattr_w) { /* 0.hiword R/W x offset - 0.loword R/W y offset, bit 9 for interlacing?(cybrcomm, tokyowar) + 0.loword R/W y offset 1.hiword R/W ??? always 0x006e? 1.loword ? unused? 2.hiword R/W posirq scanline? - not hooked up yet @@ -1831,7 +1797,7 @@ WRITE32_MEMBER(namcos22_state::namcos22_tilemapattr_w) 3.loword R ??? */ COMBINE_DATA(&m_tilemapattr[offset]); -// popmessage("%08x\n%08x\n%08x\n%08x\n",m_tilemapattr[0],m_tilemapattr[1],m_tilemapattr[2],m_tilemapattr[3]); + //popmessage("%08x\n%08x\n%08x\n%08x\n",m_tilemapattr[0],m_tilemapattr[1],m_tilemapattr[2],m_tilemapattr[3]); } @@ -2473,7 +2439,7 @@ void namcos22_state::init_tables() } } - // following setup is Namco System 22 specific + // following setup is System22 specific switch (m_gametype) { case NAMCOS22_RIDGE_RACER: |