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https://github.com/holub/mame
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@ -178,7 +178,7 @@ class cybertnk_state : public driver_device
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{
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public:
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cybertnk_state(const machine_config &mconfig, device_type type, const char *tag)
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: driver_device(mconfig, type, tag) ,
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: driver_device(mconfig, type, tag),
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m_spr_ram(*this, "spr_ram"),
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m_tilemap0_vram(*this, "tilemap0_vram"),
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m_tilemap1_vram(*this, "tilemap1_vram"),
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@ -186,7 +186,8 @@ public:
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m_tilemap0scroll(*this, "tilemap1_scroll"),
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m_tilemap1scroll(*this, "tilemap1_scroll"),
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m_tilemap2scroll(*this, "tilemap2_scroll"),
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m_roadram(*this, "roadram"){ }
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m_roadram(*this, "roadram")
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{ }
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tilemap_t *m_tilemap0_tilemap;
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tilemap_t *m_tilemap1_tilemap;
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@ -330,8 +331,9 @@ static void draw_sprites(screen_device &screen, bitmap_ind16 &bitmap, const rect
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Z = zoom * = alt zoom? (ok for roadside, but 00 for player tank etc?)
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C = colour
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E = sprite enabled
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+word offset
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CCCC CCCC #### @ooo 0x0 # bits are often set too? @ is set at the very end of spriteram
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CCCC CCCC #### Eooo 0x0 # bits are often set too?
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oooo oooo oooo oooo 0x1
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---- ---- ---y yyyy 0x2
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---- ---- ---- ---- 0x3 (always has a value here, gets set to FFFF on some cleared sprites?)
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@ -422,16 +424,11 @@ static void draw_sprites(screen_device &screen, bitmap_ind16 &bitmap, const rect
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if (dot != 0)
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{
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//dot|= col_bank<<4;
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int xx = (x+xz)+screen_shift;
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if ((xx>=minx) && (xx<=maxx))
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{
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//if (dot != 0xe)
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dest[xx] = paldata[col_bank << 4 | dot];
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}
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//CYBERTNK_DRAWPIXEL
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}
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xf+=zoom;
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if(xf >= 0x100)
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@ -464,10 +461,6 @@ static void draw_sprites(screen_device &screen, bitmap_ind16 &bitmap, const rect
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}
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}
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}
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// if (state->m_spr_ram[0xff0/2] == 0x0008)
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// memset(state->m_spr_ram, 0x00, 0xff0);
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}
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@ -566,7 +559,7 @@ READ8_MEMBER( cybertnk_state::cybertnk_io_rdy_r )
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READ8_MEMBER( cybertnk_state::cybertnk_mux_r )
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{
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const char *const innames[] = { "TRAVERSE", "ELEVATE", "ACCEL", "HANDLE" };
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return ioport(innames[(m_mux_data & 0x60) >> 5])->read();;
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return ioport(innames[(m_mux_data & 0x60) >> 5])->read();
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}
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/* Amusingly the data written here is pretty weird, it seems suited for an unused protection device (attract = coin count, in-game = return status of some inputs) */
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