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Diffstat (limited to 'src/mame/drivers/2mindril.c')
-rw-r--r--src/mame/drivers/2mindril.c54
1 files changed, 27 insertions, 27 deletions
diff --git a/src/mame/drivers/2mindril.c b/src/mame/drivers/2mindril.c
index 6f929afcda7..605acaee421 100644
--- a/src/mame/drivers/2mindril.c
+++ b/src/mame/drivers/2mindril.c
@@ -43,15 +43,15 @@ class _2mindril_state : public taito_f3_state
public:
_2mindril_state(const machine_config &mconfig, device_type type, const char *tag)
: taito_f3_state(mconfig, type, tag),
- m_iodata(*this, "iodata") { }
+ m_iodata(*this, "iodata") { }
/* memory pointers */
required_shared_ptr<UINT16> m_iodata;
/* input-related */
UINT16 m_defender_sensor;
- UINT16 m_shutter_sensor;
- UINT16 irq_reg;
+ UINT16 m_shutter_sensor;
+ UINT16 irq_reg;
/* devices */
cpu_device *m_maincpu;
@@ -77,7 +77,7 @@ READ16_MEMBER(_2mindril_state::drill_io_r)
// if (offset * 2 == 0x4)
/*popmessage("PC=%08x %04x %04x %04x %04x %04x %04x %04x %04x", space.device().safe_pc(), m_iodata[0/2], m_iodata[2/2], m_iodata[4/2], m_iodata[6/2],
- m_iodata[8/2], m_iodata[0xa/2], m_iodata[0xc/2], m_iodata[0xe/2]);*/
+ m_iodata[8/2], m_iodata[0xa/2], m_iodata[0xc/2], m_iodata[0xe/2]);*/
switch(offset)
{
@@ -185,11 +185,11 @@ WRITE16_MEMBER(_2mindril_state::drill_irq_w)
{
/*
- (note: could rather be irq mask)
- ---- ---- ---x ---- irq lv 5 ack, 0->1 latch
- ---- ---- ---- x--- irq lv 4 ack, 0->1 latch
- ---- ---- -??- -??? connected to the other levels?
- */
+ (note: could rather be irq mask)
+ ---- ---- ---x ---- irq lv 5 ack, 0->1 latch
+ ---- ---- ---- x--- irq lv 4 ack, 0->1 latch
+ ---- ---- -??- -??? connected to the other levels?
+ */
if(((irq_reg & 8) == 0) && data & 8)
machine().device("maincpu")->execute().set_input_line(4, CLEAR_LINE);
@@ -345,7 +345,7 @@ static const gfx_layout charlayout =
256,
4,
{ 0,1,2,3 },
- { 20, 16, 28, 24, 4, 0, 12, 8 },
+ { 20, 16, 28, 24, 4, 0, 12, 8 },
{ 0*32, 1*32, 2*32, 3*32, 4*32, 5*32, 6*32, 7*32 },
32*8
};
@@ -356,7 +356,7 @@ static const gfx_layout pivotlayout =
2048,
4,
{ 0,1,2,3 },
- { 20, 16, 28, 24, 4, 0, 12, 8 },
+ { 20, 16, 28, 24, 4, 0, 12, 8 },
{ 0*32, 1*32, 2*32, 3*32, 4*32, 5*32, 6*32, 7*32 },
32*8
};
@@ -365,7 +365,7 @@ static const gfx_layout spriteram_layout =
{
16,16,
RGN_FRAC(1,2),
- 6, /* Palettes have 4 bpp indexes despite up to 6 bpp data */
+ 6, /* Palettes have 4 bpp indexes despite up to 6 bpp data */
{ RGN_FRAC(1,2)+0, RGN_FRAC(1,2)+1, 0, 1, 2, 3 },
{
4, 0, 12, 8,
@@ -374,29 +374,29 @@ static const gfx_layout spriteram_layout =
48+4, 48+0, 48+12, 48+8 },
{ 0*64, 1*64, 2*64, 3*64, 4*64, 5*64, 6*64, 7*64,
8*64, 9*64, 10*64, 11*64, 12*64, 13*64, 14*64, 15*64 },
- 128*8 /* every sprite takes 128 consecutive bytes */
+ 128*8 /* every sprite takes 128 consecutive bytes */
};
static const gfx_layout tile_layout =
{
16,16,
RGN_FRAC(1,2),
- 6, /* Palettes have 4 bpp indexes despite up to 6 bpp data */
+ 6, /* Palettes have 4 bpp indexes despite up to 6 bpp data */
{ RGN_FRAC(1,2)+2, RGN_FRAC(1,2)+3, 0, 1, 2, 3 },
{
4, 0, 16+4, 16+0,
- 8+4, 8+0, 24+4, 24+0,
+ 8+4, 8+0, 24+4, 24+0,
32+4, 32+0, 48+4, 48+0,
- 40+4, 40+0, 56+4, 56+0,
+ 40+4, 40+0, 56+4, 56+0,
},
{ 0*64, 1*64, 2*64, 3*64, 4*64, 5*64, 6*64, 7*64,
8*64, 9*64, 10*64, 11*64, 12*64, 13*64, 14*64, 15*64 },
- 128*8 /* every sprite takes 128 consecutive bytes */
+ 128*8 /* every sprite takes 128 consecutive bytes */
};
static GFXDECODE_START( 2mindril )
GFXDECODE_ENTRY( NULL, 0x000000, charlayout, 0x0000, 0x0400>>4 ) /* Dynamically modified */
- GFXDECODE_ENTRY( "gfx2", 0x000000, tile_layout, 0x0000, 0x2000>>4 ) /* Tiles area */
+ GFXDECODE_ENTRY( "gfx2", 0x000000, tile_layout, 0x0000, 0x2000>>4 ) /* Tiles area */
GFXDECODE_ENTRY( "gfx1", 0x000000, spriteram_layout, 0x1000, 0x1000>>4 ) /* Sprites area */
GFXDECODE_ENTRY( NULL, 0x000000, pivotlayout, 0x0000, 0x400>>4 ) /* Dynamically modified */
GFXDECODE_END
@@ -505,17 +505,17 @@ void _2mindril_state::tile_decode()
/* Setup ROM formats:
- Some games will only use 4 or 5 bpp sprites, and some only use 4 bpp tiles,
- I don't believe this is software or prom controlled but simply the unused data lines
- are tied low on the game board if unused. This is backed up by the fact the palette
- indices are always related to 4 bpp data, even in 6 bpp games.
+ Some games will only use 4 or 5 bpp sprites, and some only use 4 bpp tiles,
+ I don't believe this is software or prom controlled but simply the unused data lines
+ are tied low on the game board if unused. This is backed up by the fact the palette
+ indices are always related to 4 bpp data, even in 6 bpp games.
- Most (all?) games with 5bpp tiles have the sixth bit set. Also, in Arabian Magic
- sprites 1200-120f contain 6bpp data which is probably bogus.
- VIDEO_START( f3 ) clears the fifth and sixth bit of the decoded graphics according
- to the bit depth specified in f3_config_table.
+ Most (all?) games with 5bpp tiles have the sixth bit set. Also, in Arabian Magic
+ sprites 1200-120f contain 6bpp data which is probably bogus.
+ VIDEO_START( f3 ) clears the fifth and sixth bit of the decoded graphics according
+ to the bit depth specified in f3_config_table.
- */
+ */
offset = size/2;
for (i = size/2+size/4; i<size; i+=2)