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-rw-r--r--src/mame/video/namcos22.cpp50
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: