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Diffstat (limited to 'src/mame/video/gamate.cpp')
-rw-r--r--src/mame/video/gamate.cpp62
1 files changed, 31 insertions, 31 deletions
diff --git a/src/mame/video/gamate.cpp b/src/mame/video/gamate.cpp
index 90b224f4034..02d82ab6b98 100644
--- a/src/mame/video/gamate.cpp
+++ b/src/mame/video/gamate.cpp
@@ -2,26 +2,26 @@
// copyright-holders:David Haywood, Peter Wilhelmsen, Kevtris
/*
- Notes:
+ Notes:
- Some games are glitchy, most of these glitches are verified to happen on hardware
- for example
+ Some games are glitchy, most of these glitches are verified to happen on hardware
+ for example
- Badly flipped sprites in Tornado and Insect War
- Heavy flickering sprites in many games
+ Badly flipped sprites in Tornado and Insect War
+ Heavy flickering sprites in many games
- Most of these issues are difficult to notice on real hardware due to the poor
- quality display.
+ Most of these issues are difficult to notice on real hardware due to the poor
+ quality display.
- Thanks to Kevtris for the documentation on which this implementation is based
- (some comments taken directly from this)
- http://blog.kevtris.org/blogfiles/Gamate%20Inside.txt
+ Thanks to Kevtris for the documentation on which this implementation is based
+ (some comments taken directly from this)
+ http://blog.kevtris.org/blogfiles/Gamate%20Inside.txt
- ToDo:
+ ToDo:
- Emulate vram pull / LCD refresh timings more accurately.
- Interrupt should maybe be in here, not in drivers/gamate.cpp?
- Verify both Window modes act the same as hardware.
+ Emulate vram pull / LCD refresh timings more accurately.
+ Interrupt should maybe be in here, not in drivers/gamate.cpp?
+ Verify both Window modes act the same as hardware.
*/
#include "emu.h"
@@ -125,7 +125,7 @@ WRITE8_MEMBER(gamate_video_device::xpos_w)
/*
BxxX XXXX
B: Bitplane. 0 = lower (bitplane 0), 1 = upper (bitplane 1)
- X: 5 lower bits of the 13 bit VRAM address.
+ X: 5 lower bits of the 13 bit VRAM address.
*/
m_bitplaneselect = (data & 0x80) >> 7;
set_vram_addr_lower_5bits(data & 0x1f);
@@ -135,7 +135,7 @@ WRITE8_MEMBER(gamate_video_device::ypos_w)
{
/*
YYYY YYYY
- Y: 8 upper bits of 13 bit VRAM address.
+ Y: 8 upper bits of 13 bit VRAM address.
*/
set_vram_addr_upper_8bits(data);
}
@@ -170,13 +170,13 @@ void gamate_video_device::get_real_x_and_y(int &ret_x, int &ret_y, int scanline)
{
/* the Gamate video has 2 'Window' modes,
Mode 1 is enabled with an actual register
- Mode 2 is enabled automatically based on the yscroll value
-
+ Mode 2 is enabled automatically based on the yscroll value
+
both modes seem designed to allow for a non-scrolling status bar at
the top of the display.
*/
- if (m_scrolly < 0xc8)
+ if (m_scrolly < 0xc8)
{
ret_y = scanline + m_scrolly;
@@ -199,8 +199,8 @@ void gamate_video_device::get_real_x_and_y(int &ret_x, int &ret_y, int scanline)
ret_x = m_scrollx;
/*
- Using Yscroll values of C8-CF, D8-DF, E8-EF, and F8-FF will result in the same
- effect as if a Yscroll value of 00h were used.
+ Using Yscroll values of C8-CF, D8-DF, E8-EF, and F8-FF will result in the same
+ effect as if a Yscroll value of 00h were used.
*/
if (m_scrolly & 0x08) // values of C8-CF, D8-DF, E8-EF, and F8-FF
{
@@ -210,13 +210,13 @@ void gamate_video_device::get_real_x_and_y(int &ret_x, int &ret_y, int scanline)
else
{
/*
- Values D0-D7, E0-E7, and F0-F7 all produce a bit more useful effect. The upper
- 1-8 scanlines will be pulled from rows F8-FFh in VRAM (i.e. 1F00h = row F8h).
+ Values D0-D7, E0-E7, and F0-F7 all produce a bit more useful effect. The upper
+ 1-8 scanlines will be pulled from rows F8-FFh in VRAM (i.e. 1F00h = row F8h).
- If F0 is selected, then the upper 8 rows will be the last 8 rows in VRAM-
- 1F00-1FFFh area. If F1 is selected, the upper 8 rows will be the last 7 rows
- in VRAM and so on. This special window area DOES NOT SCROLL with X making it
- useful for status bars. I don't think any games actually used it, though.
+ If F0 is selected, then the upper 8 rows will be the last 8 rows in VRAM-
+ 1F00-1FFFh area. If F1 is selected, the upper 8 rows will be the last 7 rows
+ in VRAM and so on. This special window area DOES NOT SCROLL with X making it
+ useful for status bars. I don't think any games actually used it, though.
*/
int fixedscanlines = m_scrolly & 0x7;
@@ -232,7 +232,7 @@ void gamate_video_device::get_real_x_and_y(int &ret_x, int &ret_y, int scanline)
ret_y = scanline;// +m_scrolly;
//if (ret_y >= 0xc8)
- // ret_y -= 0xc8;
+ // ret_y -= 0xc8;
}
}
@@ -299,9 +299,9 @@ PALETTE_INIT_MEMBER(gamate_video_device, gamate)
}
/*
- Of the 150 scanlines emitted, all contain pixel data pulled from RAM. There are
- exactly 72900 clocks per frame, so at the nominal 4.433MHz rate, this means the
- frame rate is 60.8093Hz.
+ Of the 150 scanlines emitted, all contain pixel data pulled from RAM. There are
+ exactly 72900 clocks per frame, so at the nominal 4.433MHz rate, this means the
+ frame rate is 60.8093Hz.
*/
MACHINE_CONFIG_MEMBER( gamate_video_device::device_add_mconfig )