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author Vas Crabb <vas@vastheman.com>2018-08-26 13:50:14 +1000
committer Vas Crabb <vas@vastheman.com>2018-08-26 13:50:14 +1000
commite1ffc337ffb21282afc61269959815674f35cbd8 (patch)
treebed0e13ef5961b431b5a4d92472385b5ef0029ff /src/mame/video
parentb0ae30ee16c472f9c75ed1c6822cc3d79229f124 (diff)
srcclean and manual fixup (nw)
Diffstat (limited to 'src/mame/video')
-rw-r--r--src/mame/video/deco_zoomspr.cpp2
-rw-r--r--src/mame/video/hng64_3d.hxx38
-rw-r--r--src/mame/video/hng64_sprite.hxx2
-rw-r--r--src/mame/video/opwolf.cpp2
-rw-r--r--src/mame/video/powervr2.cpp2
5 files changed, 23 insertions, 23 deletions
diff --git a/src/mame/video/deco_zoomspr.cpp b/src/mame/video/deco_zoomspr.cpp
index 8502fb4ebde..3413231f01d 100644
--- a/src/mame/video/deco_zoomspr.cpp
+++ b/src/mame/video/deco_zoomspr.cpp
@@ -240,7 +240,7 @@ void deco_zoomspr_device::dragngun_draw_sprites( bitmap_rgb32 &bitmap, const rec
0x00000020 - ? Used for background at 'frog' boss and title screen dragon.
0x00000040 - ? priority?
0x00000080 - Alpha blending enable
- 0x40000000 - Additive/Subtractable blend? (dragngun)
+ 0x40000000 - Additive/Subtractable blend? (dragngun)
Word 7 :
diff --git a/src/mame/video/hng64_3d.hxx b/src/mame/video/hng64_3d.hxx
index 218c54b5abc..810c1e21586 100644
--- a/src/mame/video/hng64_3d.hxx
+++ b/src/mame/video/hng64_3d.hxx
@@ -19,15 +19,15 @@ hng64_poly_renderer::hng64_poly_renderer(hng64_state& state)
/* Hardware calls these '3d buffers'
- They're only read during the startup check, never written
+ They're only read during the startup check, never written
- They're definitely mirrored in the startup test, according to ElSemi
+ They're definitely mirrored in the startup test, according to ElSemi
- The games run in interlace mode, so buffer resolution can be half the effective screen height
+ The games run in interlace mode, so buffer resolution can be half the effective screen height
- 30100000-3011ffff is framebuffer A0 (512x256 8-bit?) (pal data?)
- 30120000-3013ffff is framebuffer A1 (512x256 8-bit?) (pal data?)
- 30140000-3015ffff is ZBuffer A (512x256 8-bit?)
+ 30100000-3011ffff is framebuffer A0 (512x256 8-bit?) (pal data?)
+ 30120000-3013ffff is framebuffer A1 (512x256 8-bit?) (pal data?)
+ 30140000-3015ffff is ZBuffer A (512x256 8-bit?)
*/
READ32_MEMBER(hng64_state::hng64_fbram1_r)
@@ -93,16 +93,16 @@ WRITE32_MEMBER(hng64_state::dl_control_w)
/* m_activeDisplayList is not currently connected to anything, it seems unlikely there are different banks.
games typically write up to 8 lots of 0x200 data, writing bit 0 between them
- bit 0 (0x01) process DMA from 3d FIFO to framebuffer?
- bit 1 (0x02) written before first set of dl data each frame on some games, but not on SS?
+ bit 0 (0x01) process DMA from 3d FIFO to framebuffer?
+ bit 1 (0x02) written before first set of dl data each frame on some games, but not on SS?
bit 2 (0x04) reset buffer count (startup only)
*/
/*
if (data & 0x01)
- m_activeDisplayList = 0;
+ m_activeDisplayList = 0;
else if (data & 0x02)
- m_activeDisplayList = 1;
+ m_activeDisplayList = 1;
*/
/*
@@ -110,7 +110,7 @@ WRITE32_MEMBER(hng64_state::dl_control_w)
if(data & 2) // swap buffers
{
- clear3d();
+ clear3d();
}
*/
}
@@ -118,7 +118,7 @@ WRITE32_MEMBER(hng64_state::dl_control_w)
READ32_MEMBER(hng64_state::dl_vreg_r)
{
/* tested with possible masked bits 0xf003 (often masking 0xf000 or 0x0003)
-
+
various wait loops on bit 0x02 (bit 1) after sending 3d commands
tests failing on other bits can cause display list writes to be skipped
@@ -927,7 +927,7 @@ void hng64_state::hng64_command3d(const uint16_t* packet)
switch (packet[0])
{
- case 0x0000: // NOP?
+ case 0x0000: // NOP?
/* Appears to be a NOP (or 'end of list for this frame, ignore everything after' doesn't stop stray 3d objects in game for xrally/roadedge
although does stop a partial hng64 logo being displayed assuming that's meant to be kept onscreen by some other means without valid data) */
break;
@@ -1029,11 +1029,11 @@ void hng64_state::clear3d()
*
* | Bits | Use
* | |
- * -------+ 7654-3210-+----------------
+ * -------+ 7654-3210-+----------------
* 0 | ---- --xy | x = Reads in Fatal Fury WA, if on then there isn't a 3d refresh (busy flag?). y = set at POST/service modes, almost likely fb disable
* 1 | ---- ---- |
* 2 | ccc- b--- | c = framebuffer color base, 0x311800 in Fatal Fury WA, 0x313800 in Buriki One (or not?) b = don't clear buffer
- * 3 | ---- ---- |
+ * 3 | ---- ---- |
*/
READ8_MEMBER(hng64_state::hng64_fbcontrol_r)
@@ -1046,12 +1046,12 @@ WRITE8_MEMBER(hng64_state::hng64_fbcontrol_w)
{
/* roadedge does the following to turn off the framebuffer clear (leave trails) and then turn it back on when selecting a car
- ':maincpu' (8001EDE0): hng64_fbcontrol_w (002) 10 (disable frame buffer clear)
- ':maincpu' (8001FE4C): hng64_fbcontrol_w (002) 38 (normal)
+ ':maincpu' (8001EDE0): hng64_fbcontrol_w (002) 10 (disable frame buffer clear)
+ ':maincpu' (8001FE4C): hng64_fbcontrol_w (002) 38 (normal)
during the Hyper Neogeo 64 logo it has a value of
':maincpu' (8005AA44): hng64_fbcontrol_w (002) 18
-
+
sams64 does
':maincpu' (800C13C4): hng64_fbcontrol_r (002) (ANDs with 0x07, ORs with 0x18)
':maincpu' (800C13D0): hng64_fbcontrol_w (002) 18
@@ -1090,7 +1090,7 @@ WRITE8_MEMBER(hng64_state::hng64_fbunkbyte_w)
}
else
{
- logerror("%s: hng64_unkbyte_w (%03x - unexpected) %02x \n", machine().describe_context(), offset, data);
+ logerror("%s: hng64_unkbyte_w (%03x - unexpected) %02x \n", machine().describe_context(), offset, data);
}
}
diff --git a/src/mame/video/hng64_sprite.hxx b/src/mame/video/hng64_sprite.hxx
index f58478c61c5..9093b4a7f2a 100644
--- a/src/mame/video/hng64_sprite.hxx
+++ b/src/mame/video/hng64_sprite.hxx
@@ -92,7 +92,7 @@ void hng64_state::draw_sprites(screen_device &screen, bitmap_rgb32 &bitmap, cons
zoomx = (source[1]&0x0000ffff)>>0;
int filtervalue = 0x000;
-
+
// This flips between ingame and other screens for roadedge, where the sprites which are filtered definitely needs to change and the game explicitly swaps the values in the sprite list at the same time.
// m_spriteregs[2] could also play a part as it also flips between 0x00000000 and 0x000fffff at the same time
// Samsho games also set the upper 3 bits which could be related, samsho games still have some unwanted sprites (but also use the other 'sprite clear' mechanism)
diff --git a/src/mame/video/opwolf.cpp b/src/mame/video/opwolf.cpp
index c53e7779dcc..ad0f039bad5 100644
--- a/src/mame/video/opwolf.cpp
+++ b/src/mame/video/opwolf.cpp
@@ -52,7 +52,7 @@ uint32_t opwolf_state::screen_update_opwolf(screen_device &screen, bitmap_ind16
screen.priority().fill(0, cliprect);
// Sprite/tilemap priority is hardwired by the PAL16L8 at location 19
-
+
m_pc080sn->tilemap_draw(screen, bitmap, cliprect, layer[0], TILEMAP_DRAW_OPAQUE, 1);
m_pc080sn->tilemap_draw(screen, bitmap, cliprect, layer[1], 0, 2);
diff --git a/src/mame/video/powervr2.cpp b/src/mame/video/powervr2.cpp
index 942a02a820d..beb8e3f6857 100644
--- a/src/mame/video/powervr2.cpp
+++ b/src/mame/video/powervr2.cpp
@@ -2783,7 +2783,7 @@ void powervr2_device::render_tri(bitmap_rgb32 &bitmap, texinfo *ti, const vert *
}
}
} else {
- render_tri_sorted<&powervr2_device::sample_nontextured>(bitmap, ti, v+i0, v+i1, v+i2);
+ render_tri_sorted<&powervr2_device::sample_nontextured>(bitmap, ti, v+i0, v+i1, v+i2);
}
}