From ab28690b71e0da9ae48d099d01f389b70f729b12 Mon Sep 17 00:00:00 2001 From: Angelo Salese Date: Sat, 29 Sep 2018 10:42:07 +0200 Subject: Update TODO note (nw) --- src/mame/video/k007121.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/src/mame/video/k007121.cpp b/src/mame/video/k007121.cpp index 5b6df6d3348..7714f54d60f 100644 --- a/src/mame/video/k007121.cpp +++ b/src/mame/video/k007121.cpp @@ -46,7 +46,7 @@ control registers 000: scroll x (low 8 bits) 001: -------x scroll x (high bit) ------x- enable rowscroll? (combatsc) - -----x-- unknown (flak attack) + -----x-- unknown (flak attack) ----x--- this probably selects an alternate screen layout used in combat school where tilemap #2 is overlayed on front and doesn't scroll. The 32 lines of the front layer can be individually turned on or @@ -217,7 +217,7 @@ void k007121_device::sprites_draw( bitmap_ind16 &bitmap, const rectangle &clipre int i, num, inc; - /* TODO: sprite limit is supposed to be per-line! (check MT #00185) */ + // TODO: sprite limit is supposed to be per-line! (check MT #00185) num = 0x40; //num = (k007121->ctrlram[0x03] & 0x40) ? 0x80 : 0x40; /* WRONG!!! (needed by combatsc) */ @@ -254,7 +254,7 @@ void k007121_device::sprites_draw( bitmap_ind16 &bitmap, const rectangle &clipre /* Flak Attack doesn't use a lookup PROM, it maps the color code directly */ /* to a palette entry */ - // TODO: is + // TODO: check if it's true or callback-ize this one and remove the per-game hack. if (is_flakatck) transparent_mask = 1 << 0; else -- cgit v1.2.3