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author Vas Crabb <vas@vastheman.com>2021-07-25 12:26:43 +1000
committer Vas Crabb <vas@vastheman.com>2021-07-25 12:26:43 +1000
commit7a5cb358284a6d36dc073a1f084213618b761804 (patch)
treef4de11832caaf0aafb4e3abd61d45176f108a107 /src/mame/drivers/namcos2.cpp
parent0db5743353f25c16fa7c4bc383fbb783b1ed78f3 (diff)
srcclean for 0.234 branch
Diffstat (limited to 'src/mame/drivers/namcos2.cpp')
-rw-r--r--src/mame/drivers/namcos2.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/mame/drivers/namcos2.cpp b/src/mame/drivers/namcos2.cpp
index c8092a43b7e..c396afd6ca7 100644
--- a/src/mame/drivers/namcos2.cpp
+++ b/src/mame/drivers/namcos2.cpp
@@ -21,9 +21,9 @@ Final Lap Notes:
To change an option, move gear shift from low to high without touching the gas pedal
TODO:
- - Verify below still occur
+ - Verify below still occur
- General
+ General
- sprite/tilemap orthogonality needed
Final Lap & Final Lap 2:
@@ -49,9 +49,9 @@ TODO:
Metal Hawk
- ROZ wraparound isn't implemented (see large battleship in 2nd stage)
- Burning Force (+ maybe others)
- - POSIRQ is off-by-one, but adjusting it makes other cases worse
- (because some layers are line-buffered and some aren't, and we need proper scroll/data latch times for each layer type?)
+ Burning Force (+ maybe others)
+ - POSIRQ is off-by-one, but adjusting it makes other cases worse
+ (because some layers are line-buffered and some aren't, and we need proper scroll/data latch times for each layer type?)
The Namco System II board is a 5 ( only 4 are emulated ) CPU system. The
complete system consists of two boards: CPU + GRAPHICS. It contains a large