From 2c817fc2b85c00081d6cd20a46a6a16a057e28ed Mon Sep 17 00:00:00 2001 From: Angelo Salese Date: Sat, 8 Feb 2020 15:36:00 +0100 Subject: QA stuff for gekisou (nw) --- src/mame/drivers/equites.cpp | 14 ++++++++++---- 1 file changed, 10 insertions(+), 4 deletions(-) diff --git a/src/mame/drivers/equites.cpp b/src/mame/drivers/equites.cpp index a6f634c9f35..a510802602e 100644 --- a/src/mame/drivers/equites.cpp +++ b/src/mame/drivers/equites.cpp @@ -105,9 +105,13 @@ Notes: - similarly, splndrbt hardware only appears to be capable of displaying 24 sprites. This time, they are consecutive in RAM. -- gekisou doesn't have dip switches, but battery backed RAM. To enter the Settings - menu, press F1. The settings menu is VERY spartan, with no indication of what the - settings do. +- gekisou doesn't have dip-switches but battery backed RAM. + By pressing service button (F2) at any time after POST operator can access to + a simple config menu with no setting OSD indication about what they do but just a + laconic number for each, basically mimicking an actual dip bank. + END arrows indicates where to exit and return back to title screen, basically + giving the operator to either read or rewrite all the settings. + Defaults are all ON. Settings: 1 2 3 4 5 6 7 8 COIN 1 1 Coin / 1 Play ON ON @@ -151,7 +155,9 @@ TODO: - gekisou: there is a small glitch during the text intro at the beginning of player 2 game in cocktail mode: a white line spills out from the text box as characters in the last line are written. This might well be a bug in the original. - + Update: background is actually misaligned one line, cfr. the blue buildings + that are near the status bar (missing on the other side). + - splndrbt, hvoltage: the interpretation of the scaling PROMs might be wrong. The sprite x scaling is not used at all because I couldn't figure it out. Sprite y scaling is slightly wrong and leaves gaps in tall objects. -- cgit v1.2.3