fix note (nw)

This commit is contained in:
David Haywood 2014-06-21 19:50:55 +00:00
parent c72ea5c752
commit 11a4fd5a2d

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@ -4,7 +4,7 @@
/* probably 186 + 187 custom chips, although there is a 145 too? */
// helicopter in lockload is only half drawn? (3rd attract demo)
// how are we meant to mix these with the tilemaps, parts must go above / behind parts of a single 8bpp tilemap in lockload, could be more priority masking sprites we're missing / not drawing tho?
// how are we meant to mix these with the tilemaps, parts must go above / behind parts of tilemap '4/7' in lockload, could be more priority masking sprites we're missing / not drawing tho?
// dragongun also does a masking trick on the dragon during the attract intro, it should not be visible but rather cause the fire to be invisible in the shape of the dragon (see note / hack in code to enable this effect)
// dragongun 'waterfall' prior to one of the bosses also needs correct priority