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https://github.com/holub/mame
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josvolly improvments:
* Identify cabinet type DIP switch * Run the MCUs faster to get it back to same state as with simulation * Remove now-unnecessary MCU simulation (nw) I still don't want to drop the NOT_WORKING flag as the game's clearly still not quite right, but it's as playable as it was previously now, but using original MCU code for CPU comms. The clocks are still guesses, just better guesses.
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@ -719,9 +719,9 @@ static INPUT_PORTS_START( josvolly )
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PORT_DIPNAME( 0x01, 0x01, "982C" ) PORT_DIPLOCATION("DIPSW2:8")
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PORT_DIPSETTING( 0x01, "0" )
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PORT_DIPSETTING( 0x00, "1" )
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PORT_DIPNAME( 0x02, 0x02, "9831" ) PORT_DIPLOCATION("DIPSW2:7")
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PORT_DIPSETTING( 0x02, "0" )
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PORT_DIPSETTING( 0x00, "1" )
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PORT_DIPNAME( 0x02, 0x02, DEF_STR( Cabinet ) ) PORT_DIPLOCATION("DIPSW2:7")
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PORT_DIPSETTING( 0x02, DEF_STR( Upright ) )
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PORT_DIPSETTING( 0x00, DEF_STR( Cocktail ) )
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PORT_DIPNAME( 0x0c, 0x0c, DEF_STR( Coin_A ) ) PORT_DIPLOCATION("DIPSW2:6,5")
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PORT_DIPSETTING( 0x00, DEF_STR( 5C_1C ) )
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PORT_DIPSETTING( 0x08, DEF_STR( 4C_1C ) )
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@ -177,7 +177,7 @@ PALETTE_INIT_MEMBER(gsword_state, gsword)
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PALETTE_INIT_MEMBER(josvolly_state, josvolly)
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{
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u8 const *color_prom = memregion("proms")->base();
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u8 const *const color_prom = memregion("proms")->base();
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// create a lookup table for the palette
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for (unsigned i = 0; i < 0x100; i++)
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@ -188,17 +188,11 @@ PALETTE_INIT_MEMBER(josvolly_state, josvolly)
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palette.set_indirect_color(i, rgb_t(r, g, b));
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// characters */
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// characters
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palette.set_pen_indirect(i, i);
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}
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/* color_prom now points to the beginning of the lookup table */
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color_prom += 0x300;
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/* sprites */
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for (unsigned i = 0; i < 0x100; i++)
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{
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uint8_t ctabentry = (BITSWAP8(color_prom[i],7,6,5,4,0,1,2,3) & 0x0f) | 0x80;
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// sprites
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u8 const ctabentry = bitswap(color_prom[i + 0x300], 0, 1, 2, 3) | 0x80;
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palette.set_pen_indirect(i + 0x100, ctabentry);
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}
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}
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