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authorGravatarGravatar Michaël Banaan Ananas <happppp@users.noreply.github.com>2014-01-08 21:11:57 +0000
committerGravatarGravatar Michaël Banaan Ananas <happppp@users.noreply.github.com>2014-01-08 21:11:57 +0000
commit57cfc0b411f297da13f2a22213f1f0cc8c6eba3d (patch)
tree2ebc53e0cfbb97f23f3f7b766b581ff9ecf745c3 /src
parentc9af961cb3427754aa6e8af52afeb5108d5517da (diff)
small workaround for airco22b garbage sprite
Diffstat (limited to 'src')
-rw-r--r--src/mame/video/namcos22.c8
1 files changed, 6 insertions, 2 deletions
diff --git a/src/mame/video/namcos22.c b/src/mame/video/namcos22.c
index 8115a6aa3c5..dfa7d89fafb 100644
--- a/src/mame/video/namcos22.c
+++ b/src/mame/video/namcos22.c
@@ -6,8 +6,8 @@
* - emulate slave dsp!
* - 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 old poly.h
- * - tokyowar tanks are not shootable, same for timecris helicopter, there's still a very small hitbox but almost impossible to hit
- * (is this related to dsp? or cpu?)
+ * - tokyowar tanks are not shootable, same for timecris helicopter, there's still a very small hitbox but almost impossible to hit.
+ * airco22b may have a similar problem. (is this related to dsp? or cpu?)
* - 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
@@ -1623,6 +1623,10 @@ void namcos22_state::draw_sprites(bitmap_rgb32 &bitmap, const rectangle &cliprec
int base = m_spriteram[0] & 0xffff; // alpinesa/alpinr2b
int num_sprites = ((m_spriteram[1] >> 16) - base) + 1;
+
+ // airco22b doesn't use spriteset #1
+ if (m_gametype == NAMCOS22_AIR_COMBAT22)
+ num_sprites = 0;
if (sprites_on && num_sprites > 0 && num_sprites < 0x400)
{