diff options
Diffstat (limited to 'src/mame/drivers/2mindril.c')
-rw-r--r-- | src/mame/drivers/2mindril.c | 54 |
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) |