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Diffstat (limited to 'src/mame/video/namcos22.c')
-rw-r--r-- | src/mame/video/namcos22.c | 8 |
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) { |