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imagetek_i4100.cpp: initialized a couple of variables
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@ -59,7 +59,7 @@
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8 to 64 (independently for width and height) with an 8 pixel
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granularity. The "tile" address is a multiple of 8x8 pixels.
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Each sprite can be shrinked to ~1/4 or enlarged to ~32x following
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Each sprite can be shrunk to ~1/4 or enlarged to ~32x following
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an exponential curve of sizes (with one zoom value for both width
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and height)
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@ -295,7 +295,7 @@ imagetek_i4300_device::imagetek_i4300_device(const machine_config &mconfig, cons
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//-------------------------------------------------
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// device_add_mconfig - device-specific machine
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// configuration addiitons
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// configuration additions
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//-------------------------------------------------
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void imagetek_i4100_device::device_add_mconfig(machine_config &config)
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@ -331,6 +331,10 @@ void imagetek_i4100_device::expand_gfx1()
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void imagetek_i4100_device::device_start()
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{
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m_inited_hack = false;
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m_screen_blank = false;
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m_screen_flip = false;
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save_item(NAME(m_rombank));
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save_item(NAME(m_crtc_unlock));
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save_item(NAME(m_sprite_count));
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@ -395,7 +399,7 @@ void imagetek_i4100_device::vram_2_w(offs_t offset, uint16_t data, uint16_t mem_
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/* Some game uses almost only the blitter to write to the tilemaps.
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The CPU can only access a "window" of 512x256 pixels in the upper
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left corner of the big tilemap */
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// TODO: Puzzlet, Sankokushi & Lady Killer contradicts with aformentioned description (more like RMW?)
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// TODO: Puzzlet, Sankokushi & Lady Killer contradicts with aforementioned description (more like RMW?)
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static inline offs_t RMW_OFFS(offs_t offset)
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{
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