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Diffstat (limited to 'src/mame/video/ninjaw.c')
-rw-r--r--src/mame/video/ninjaw.c28
1 files changed, 14 insertions, 14 deletions
diff --git a/src/mame/video/ninjaw.c b/src/mame/video/ninjaw.c
index 043fad65887..33bb876ec1c 100644
--- a/src/mame/video/ninjaw.c
+++ b/src/mame/video/ninjaw.c
@@ -82,19 +82,19 @@ static void draw_sprites(running_machine *machine, mame_bitmap *bitmap,const rec
data = spriteram16[offs+1];
y = (data - 0) & 0x1ff;
- /*
- The purpose of the bit at data&0x8 (below) is unknown, but it is set
- on Darius explosions, some enemy missiles and at least 1 boss.
- It is most likely another priority bit but as there are no obvious
- visual problems it will need checked against the original pcb.
-
- There is a report this bit is set when the player intersects
- the tank sprite in Ninja Warriors however I was unable to repro
- this or find any use of this bit in that game.
-
- Bit&0x8000 is set on some sprites in later levels of Darius
- but is again unknown, and there is no obvious visual problem.
- */
+ /*
+ The purpose of the bit at data&0x8 (below) is unknown, but it is set
+ on Darius explosions, some enemy missiles and at least 1 boss.
+ It is most likely another priority bit but as there are no obvious
+ visual problems it will need checked against the original pcb.
+
+ There is a report this bit is set when the player intersects
+ the tank sprite in Ninja Warriors however I was unable to repro
+ this or find any use of this bit in that game.
+
+ Bit&0x8000 is set on some sprites in later levels of Darius
+ but is again unknown, and there is no obvious visual problem.
+ */
data = spriteram16[offs+3];
flipx = (data & 0x1);
flipy = (data & 0x2) >> 1;
@@ -103,7 +103,7 @@ static void draw_sprites(running_machine *machine, mame_bitmap *bitmap,const rec
if (priority != primask) continue;
color = (data & 0x7f00) >> 8;
/* data&0x8000 - unknown */
-
+
#ifdef MAME_DEBUG
if (data & 0x80f0) unknown |= (data &0x80f0);
#endif