downtown: fix compile warning

This commit is contained in:
hap 2023-06-07 09:18:01 +02:00
parent c4cf7ab4ab
commit 0ee0631c9e
3 changed files with 13 additions and 38 deletions

View File

@ -392,9 +392,9 @@ protected:
std::unique_ptr<u8[]> m_downtown_protection; std::unique_ptr<u8[]> m_downtown_protection;
u16 ipl1_ack_r(); u16 ipl1_ack_r();
void ipl1_ack_w(u16 data); void ipl1_ack_w(u16 data = 0);
u16 ipl2_ack_r(); u16 ipl2_ack_r();
void ipl2_ack_w(u16 data); void ipl2_ack_w(u16 data = 0);
void seta_coin_lockout_w(u8 data); void seta_coin_lockout_w(u8 data);
X1_001_SPRITE_GFXBANK_CB_MEMBER(setac_gfxbank_callback); X1_001_SPRITE_GFXBANK_CB_MEMBER(setac_gfxbank_callback);
@ -526,10 +526,8 @@ void downtown_state::vram_layer0_vctrl_raster_trampoline_w(offs_t offset, u16 da
/*************************************************************************** /***************************************************************************
Palette Init Functions Palette Init Functions
***************************************************************************/ ***************************************************************************/
@ -577,10 +575,8 @@ void usclssic_state::usclssic_set_pens()
/*************************************************************************** /***************************************************************************
Screen Drawing Screen Drawing
***************************************************************************/ ***************************************************************************/
u32 downtown_state::screen_update(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect) u32 downtown_state::screen_update(screen_device &screen, bitmap_ind16 &bitmap, const rectangle &cliprect)
@ -622,10 +618,8 @@ u32 usclssic_state::screen_update_usclssic(screen_device &screen, bitmap_ind16 &
/*************************************************************************** /***************************************************************************
Common Routines Common Routines
***************************************************************************/ ***************************************************************************/
/* /*
@ -702,7 +696,6 @@ void downtown_state::seta_coin_lockout_w(u8 data)
/*************************************************************************** /***************************************************************************
Main CPU Main CPU
***************************************************************************/ ***************************************************************************/
@ -711,7 +704,7 @@ void downtown_state::seta_coin_lockout_w(u8 data)
u16 downtown_state::ipl1_ack_r() u16 downtown_state::ipl1_ack_r()
{ {
if (!machine().side_effects_disabled()) if (!machine().side_effects_disabled())
m_maincpu->set_input_line(2, CLEAR_LINE); ipl1_ack_w();
return 0; return 0;
} }
@ -723,7 +716,7 @@ void downtown_state::ipl1_ack_w(u16 data)
u16 downtown_state::ipl2_ack_r() u16 downtown_state::ipl2_ack_r()
{ {
if (!machine().side_effects_disabled()) if (!machine().side_effects_disabled())
m_maincpu->set_input_line(4, CLEAR_LINE); ipl2_ack_w();
return 0; return 0;
} }
@ -910,10 +903,8 @@ void usclssic_state::usclssic_map(address_map &map)
/*************************************************************************** /***************************************************************************
Sub / Sound CPU Sub / Sound CPU
***************************************************************************/ ***************************************************************************/
void downtown_state::sub_bankswitch_w(u8 data) void downtown_state::sub_bankswitch_w(u8 data)
@ -1672,7 +1663,6 @@ INPUT_PORTS_END
/*************************************************************************** /***************************************************************************
Graphics Layouts Graphics Layouts
Sprites and layers use 16x16 tile, made of four 8x8 tiles. They can be 4 Sprites and layers use 16x16 tile, made of four 8x8 tiles. They can be 4

View File

@ -138,6 +138,7 @@ OSC: 16.0000MHz
Chips: X1-001A, X1-002A, X1-004, X1-006, X1-007, X1-010, X1-011, X1-012 Chips: X1-001A, X1-002A, X1-004, X1-006, X1-007, X1-010, X1-011, X1-012
***************************************************************************/ ***************************************************************************/
/*************************************************************************** /***************************************************************************
Wit's Wit's
@ -168,6 +169,7 @@ Custom chips: X1-001A X1-002A
X1-010 X1-010
***************************************************************************/ ***************************************************************************/
/*************************************************************************** /***************************************************************************
Thunder & Lightning Thunder & Lightning
@ -196,7 +198,6 @@ Custom: X1-001A X1-002A
***************************************************************************/ ***************************************************************************/
/*************************************************************************** /***************************************************************************
Athena no Hatena? Athena no Hatena?
@ -231,6 +232,7 @@ This set is coming from an original Blandia PCB ref : P0-078A
As usually, it use a lot of customs allumer chips ! As usually, it use a lot of customs allumer chips !
***************************************************************************/ ***************************************************************************/
/*************************************************************************** /***************************************************************************
Blandia (prototype) Blandia (prototype)
@ -279,9 +281,6 @@ Lithium battery x1
***************************************************************************/ ***************************************************************************/
/*************************************************************************** /***************************************************************************
Daioh Daioh
@ -305,7 +304,6 @@ FG-001-007
***************************************************************************/ ***************************************************************************/
/*************************************************************************** /***************************************************************************
Eight Forces Eight Forces
@ -382,7 +380,6 @@ Custom chips: X1-001A X1-002A
***************************************************************************/ ***************************************************************************/
/*************************************************************************** /***************************************************************************
GundHara GundHara
@ -463,7 +460,6 @@ CONN1 = 8 pin header for gun connection
***************************************************************************/ ***************************************************************************/
/*************************************************************************** /***************************************************************************
J.J. Squawkers J.J. Squawkers
@ -728,7 +724,6 @@ Custom chips: X1-001A X1-002A
***************************************************************************/ ***************************************************************************/
/*************************************************************************** /***************************************************************************
Quiz Koko-logy 2 Quiz Koko-logy 2
@ -757,7 +752,6 @@ Custom chips: X1-001A X1-002A
***************************************************************************/ ***************************************************************************/
/*************************************************************************** /***************************************************************************
Rezon (Japan) Rezon (Japan)
@ -774,7 +768,6 @@ Other : Allumer
***************************************************************************/ ***************************************************************************/
/*************************************************************************** /***************************************************************************
SD Gundam Neo Battling SD Gundam Neo Battling
@ -817,7 +810,6 @@ Notes:
***************************************************************************/ ***************************************************************************/
/*************************************************************************** /***************************************************************************
Sokonuke Taisen Game (Japan) Sokonuke Taisen Game (Japan)
@ -830,7 +822,6 @@ OSC: 16MHz
***************************************************************************/ ***************************************************************************/
/*************************************************************************** /***************************************************************************
Strike Gunner Strike Gunner
@ -959,8 +950,6 @@ Other : Allumer
***************************************************************************/ ***************************************************************************/
/*************************************************************************** /***************************************************************************
Zing Zing Zip Zing Zing Zip
@ -1216,10 +1205,8 @@ Note: on screen copyright is (c)1998 Coinmaster.
/*************************************************************************** /***************************************************************************
Common Routines Common Routines
***************************************************************************/ ***************************************************************************/
/* /*
@ -1261,7 +1248,6 @@ void seta_state::screen_vblank_seta_buffer_sprites(int state)
/*************************************************************************** /***************************************************************************
Main CPU Main CPU
(for debugging it is useful to be able to peek at some memory regions that (for debugging it is useful to be able to peek at some memory regions that
@ -1276,7 +1262,7 @@ void seta_state::screen_vblank_seta_buffer_sprites(int state)
u16 seta_state::ipl0_ack_r() u16 seta_state::ipl0_ack_r()
{ {
if (!machine().side_effects_disabled()) if (!machine().side_effects_disabled())
m_maincpu->set_input_line(1, CLEAR_LINE); ipl0_ack_w();
return 0; return 0;
} }
@ -1288,7 +1274,7 @@ void seta_state::ipl0_ack_w(u16 data)
u16 seta_state::ipl1_ack_r() u16 seta_state::ipl1_ack_r()
{ {
if (!machine().side_effects_disabled()) if (!machine().side_effects_disabled())
m_maincpu->set_input_line(2, CLEAR_LINE); ipl1_ack_w();
return 0; return 0;
} }
@ -1300,7 +1286,7 @@ void seta_state::ipl1_ack_w(u16 data)
u16 seta_state::ipl2_ack_r() u16 seta_state::ipl2_ack_r()
{ {
if (!machine().side_effects_disabled()) if (!machine().side_effects_disabled())
m_maincpu->set_input_line(4, CLEAR_LINE); ipl2_ack_w();
return 0; return 0;
} }
@ -6224,7 +6210,6 @@ INPUT_PORTS_END
/*************************************************************************** /***************************************************************************
Graphics Layouts Graphics Layouts
Sprites and layers use 16x16 tile, made of four 8x8 tiles. They can be 4 Sprites and layers use 16x16 tile, made of four 8x8 tiles. They can be 4

View File

@ -145,11 +145,11 @@ protected:
void screen_vblank_seta_buffer_sprites(int state); void screen_vblank_seta_buffer_sprites(int state);
u16 ipl0_ack_r(); u16 ipl0_ack_r();
void ipl0_ack_w(u16 data); void ipl0_ack_w(u16 data = 0);
u16 ipl1_ack_r(); u16 ipl1_ack_r();
void ipl1_ack_w(u16 data); void ipl1_ack_w(u16 data = 0);
u16 ipl2_ack_r(); u16 ipl2_ack_r();
void ipl2_ack_w(u16 data); void ipl2_ack_w(u16 data = 0);
TIMER_DEVICE_CALLBACK_MEMBER(seta_interrupt_1_and_2); TIMER_DEVICE_CALLBACK_MEMBER(seta_interrupt_1_and_2);
TIMER_DEVICE_CALLBACK_MEMBER(seta_interrupt_2_and_4); TIMER_DEVICE_CALLBACK_MEMBER(seta_interrupt_2_and_4);