Cleanups and version bump.

This commit is contained in:
Aaron Giles 2010-04-08 06:14:23 +00:00
parent 717a11337e
commit 1390af8fa4
32 changed files with 275 additions and 275 deletions

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@ -219,7 +219,7 @@ INLINE void store_pack_float80(m68ki_cpu_core *m68k, UINT32 ea, int k, floatx80
{
dw2 &= pkmask2[17];
dw3 &= pkmask3[17];
// m68k->fpcr |= (need to set OPERR bit)
// m68k->fpcr |= (need to set OPERR bit)
}
}
@ -604,7 +604,7 @@ static floatx80 READ_EA_FPE(m68ki_cpu_core *m68k, int ea)
case 2: // (d16, PC)
{
UINT32 ea = EA_PCDI_32(m68k);
fpr = load_extended_float80(m68k, ea);
fpr = load_extended_float80(m68k, ea);
}
break;

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@ -118,7 +118,7 @@ READ8_HANDLER( wow_speech_r )
totalword_ptr = totalword;
Phoneme = data & 0x3F;
// Intonation = data >> 6;
// Intonation = data >> 6;
// logerror("Data : %d Speech : %s at intonation %d\n",Phoneme, PhonemeTable[Phoneme],Intonation);

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@ -39,19 +39,19 @@ Thanks to Alex, Mr Mudkips, and Philip Burke for this info.
#include "includes/naomibd.h"
/*
St. Instr. Comment
0x02 PEEK ACC := MEM[OP1]
0x03 POKE MEM[OP1] := OP2
0x04 POKEPCI PCICONF[OP1] := OP2
0x05 PEEKPCI ACC := PCICONF[OP1]
0x06 AND/OR ACC := (ACC & OP1) | OP2
0x07 (prefix) execute the instruction code in OP1 with OP1 := OP2, OP2 := ACC
0x08 BNE IF ACC = OP1 THEN PC := PC + OP2
0x09 BRA PC := PC + OP2
0x10 AND/OR ACC2 (unused/defunct) ACC2 := (ACC2 & OP1) | OP2
0x11 OUTB PORT[OP1] := OP2
0x12 INB ACC := PORT(OP1)
0xEE END
St. Instr. Comment
0x02 PEEK ACC := MEM[OP1]
0x03 POKE MEM[OP1] := OP2
0x04 POKEPCI PCICONF[OP1] := OP2
0x05 PEEKPCI ACC := PCICONF[OP1]
0x06 AND/OR ACC := (ACC & OP1) | OP2
0x07 (prefix) execute the instruction code in OP1 with OP1 := OP2, OP2 := ACC
0x08 BNE IF ACC = OP1 THEN PC := PC + OP2
0x09 BRA PC := PC + OP2
0x10 AND/OR ACC2 (unused/defunct) ACC2 := (ACC2 & OP1) | OP2
0x11 OUTB PORT[OP1] := OP2
0x12 INB ACC := PORT(OP1)
0xEE END
*/
static READ32_HANDLER( chihiro_jamtable )
{

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@ -197,11 +197,11 @@ Stephh's notes (based on the games Z80 code and some tests) for games based on '
when "Coinage" is set to "99 Credits", credits are always set to 99 when pressing COIN1 (code at 0x037d).
- There is an unused coinage routine at 0x0159 with the following settings :
PORT_DIPNAME( 0x06, 0x00, DEF_STR( Coinage ) )
PORT_DIPSETTING( 0x00, "A 2/1 B 99" )
PORT_DIPSETTING( 0x06, "A 1/2 B 1/1" )
PORT_DIPSETTING( 0x04, "A 1/5 B 1/1" )
PORT_DIPSETTING( 0x02, "A 1/7 B 1/1" )
PORT_DIPNAME( 0x06, 0x00, DEF_STR( Coinage ) )
PORT_DIPSETTING( 0x00, "A 2/1 B 99" )
PORT_DIPSETTING( 0x06, "A 1/2 B 1/1" )
PORT_DIPSETTING( 0x04, "A 1/5 B 1/1" )
PORT_DIPSETTING( 0x02, "A 1/7 B 1/1" )
I can't tell at the moment if it's a leftover from another Konami game on similar hardware.
- You can have 3 or 4 lives at start, and you can only continue 4 times (code at 0x0ebf).

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@ -2568,11 +2568,11 @@ static INPUT_PORTS_START( anteater )
PORT_DIPNAME( 0x02, 0x00, DEF_STR( Demo_Sounds ) )
PORT_DIPSETTING( 0x02, DEF_STR( Off ) )
PORT_DIPSETTING( 0x00, DEF_STR( On ) )
// PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_4WAY PORT_COCKTAIL
// PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_4WAY PORT_COCKTAIL
// PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_4WAY PORT_COCKTAIL
// PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_4WAY PORT_COCKTAIL
// PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_COCKTAIL
// PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_JOYSTICK_UP ) PORT_4WAY PORT_COCKTAIL
// PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN ) PORT_4WAY PORT_COCKTAIL
// PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT ) PORT_4WAY PORT_COCKTAIL
// PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT ) PORT_4WAY PORT_COCKTAIL
// PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_BUTTON1 ) PORT_COCKTAIL
PORT_BIT( 0x7c, IP_ACTIVE_LOW, IPT_UNUSED ) /* see notes */
PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_UNUSED )
@ -2583,9 +2583,9 @@ static INPUT_PORTS_START( anteater )
PORT_DIPSETTING( 0x00, "A 1/2 B 2/1" )
PORT_DIPSETTING( 0x04, "A 1/3 B 3/1" )
PORT_DIPSETTING( 0x06, "A 1/4 B 4/1" )
// PORT_DIPNAME( 0x08, 0x08, DEF_STR( Cabinet ) )
// PORT_DIPSETTING( 0x08, DEF_STR( Upright ) )
// PORT_DIPSETTING( 0x00, DEF_STR( Cocktail ) )
// PORT_DIPNAME( 0x08, 0x08, DEF_STR( Cabinet ) )
// PORT_DIPSETTING( 0x08, DEF_STR( Upright ) )
// PORT_DIPSETTING( 0x00, DEF_STR( Cocktail ) )
PORT_DIPUNUSED( 0x08, IP_ACTIVE_LOW ) /* see notes */
PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_START2 )
PORT_BIT( 0xb0, IP_ACTIVE_LOW, IPT_UNUSED )
@ -2628,9 +2628,9 @@ static INPUT_PORTS_START( calipso )
PORT_DIPSETTING( 0x00, "A 1/2 B 2/1" )
PORT_DIPSETTING( 0x04, "A 1/3 B 3/1" )
PORT_DIPSETTING( 0x06, "A 1/4 B 4/1" )
// PORT_DIPNAME( 0x08, 0x08, DEF_STR( Cabinet ) )
// PORT_DIPSETTING( 0x08, DEF_STR( Upright ) )
// PORT_DIPSETTING( 0x00, DEF_STR( Cocktail ) )
// PORT_DIPNAME( 0x08, 0x08, DEF_STR( Cabinet ) )
// PORT_DIPSETTING( 0x08, DEF_STR( Upright ) )
// PORT_DIPSETTING( 0x00, DEF_STR( Cocktail ) )
PORT_DIPUNUSED( 0x08, IP_ACTIVE_LOW ) /* see notes */
PORT_BIT( 0xf0, IP_ACTIVE_LOW, IPT_UNUSED )

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@ -555,8 +555,8 @@ static READ32_HANDLER( hng64_sysregs_r )
mame_system_time systime;
mame_get_base_datetime(space->machine, &systime);
// if((offset*4) != 0x1084)
// printf("HNG64 port read (PC=%08x) 0x%08x\n", cpu_get_pc(space->cpu),offset*4);
// if((offset*4) != 0x1084)
// printf("HNG64 port read (PC=%08x) 0x%08x\n", cpu_get_pc(space->cpu),offset*4);
switch(offset*4)
{
@ -587,9 +587,9 @@ static READ32_HANDLER( hng64_sysregs_r )
case 0x217c: return 0; //RTC status?
}
// printf("%08x\n",offset*4);
// printf("%08x\n",offset*4);
// return mame_rand(space->machine)&0xffffffff;
// return mame_rand(space->machine)&0xffffffff;
return hng64_sysregs[offset];
}
@ -598,7 +598,7 @@ static INT32 hng_dma_start,hng_dma_dst,hng_dma_len;
static void hng64_do_dma(const address_space *space)
{
// printf("Performing DMA Start %08x Len %08x Dst %08x\n",hng_dma_start, hng_dma_len, hng_dma_dst);
// printf("Performing DMA Start %08x Len %08x Dst %08x\n",hng_dma_start, hng_dma_len, hng_dma_dst);
while (hng_dma_len>=0)
{
@ -628,8 +628,8 @@ static WRITE32_HANDLER( hng64_sysregs_w )
{
COMBINE_DATA (&hng64_sysregs[offset]);
// if(((offset*4) & 0x1200) == 0x1200)
// printf("HNG64 writing to SYSTEM Registers 0x%08x == 0x%08x. (PC=%08x)\n", offset*4, hng64_sysregs[offset], cpu_get_pc(space->cpu));
// if(((offset*4) & 0x1200) == 0x1200)
// printf("HNG64 writing to SYSTEM Registers 0x%08x == 0x%08x. (PC=%08x)\n", offset*4, hng64_sysregs[offset], cpu_get_pc(space->cpu));
switch(offset*4)
{
@ -888,7 +888,7 @@ static READ32_HANDLER( dl_r )
// Some kind of buffering of the display lists, or 'render current buffer' write?
static WRITE32_HANDLER( dl_control_w )
{
// printf("\n"); // Debug - ajg
// printf("\n"); // Debug - ajg
// TODO: put this back in.
/*
if (activeBuffer==0 || activeBuffer==1)
@ -899,7 +899,7 @@ static WRITE32_HANDLER( dl_control_w )
activeBuffer = 0;
if (data & 2)
activeBuffer = 1;
*/
*/
}
#ifdef UNUSED_FUNCTION
@ -943,7 +943,7 @@ static WRITE32_HANDLER( tcram_w )
static READ32_HANDLER( tcram_r )
{
// printf("Q1 R : %.8x %.8x\n", offset, hng64_tcram[offset]);
// printf("Q1 R : %.8x %.8x\n", offset, hng64_tcram[offset]);
if(offset == 0x12)
return input_port_read(space->machine, "VBLANK");

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@ -829,8 +829,8 @@ static READ32_HANDLER( sound020_r )
case 0x203960: rv = 0; break;
case 0x2039f2: rv = 0x0100ff00; break;
//default:
// if(cur_pc != 0x20358a && cur_pc != 0x2038aa && cur_pc != 0x2038d4)
// printf("Read 68k @ %x (PC=%x)\n", reg, cur_pc);
// if(cur_pc != 0x20358a && cur_pc != 0x2038aa && cur_pc != 0x2038d4)
// printf("Read 68k @ %x (PC=%x)\n", reg, cur_pc);
}
}
break;

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@ -66,9 +66,9 @@ static WRITE8_HANDLER( output_w )
printf("%02x\n",data);
/* if((data & 0xc) == 0xc)
memory_set_bankptr(space->machine, "bank1", &ROM[0x10000]);
else*/
/* if((data & 0xc) == 0xc)
memory_set_bankptr(space->machine, "bank1", &ROM[0x10000]);
else*/
if(data & 8)
memory_set_bankptr(space->machine, "bank1", &ROM[0x08000]);
else

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@ -7,9 +7,9 @@
TODO:
- is there a third coin input?
- Is sfj confirmed to have a 68705?, sfua has an i8751 and the actual
gamecode is closer to sfua than the other sets. The protection
appears to be the same on both.
- Is sfj confirmed to have a 68705?, sfua has an i8751 and the actual
gamecode is closer to sfua than the other sets. The protection
appears to be the same on both.
***************************************************************************/
@ -206,7 +206,7 @@ static ADDRESS_MAP_START( sf_map, ADDRESS_SPACE_PROGRAM, 16 )
AM_RANGE(0xc00018, 0xc00019) AM_WRITE(sf_bg_scroll_w)
AM_RANGE(0xc0001a, 0xc0001b) AM_WRITE(sf_gfxctrl_w)
AM_RANGE(0xc0001c, 0xc0001d) AM_WRITE(soundcmd_w)
// AM_RANGE(0xc0001e, 0xc0001f) AM_WRITE(protection_w)
// AM_RANGE(0xc0001e, 0xc0001f) AM_WRITE(protection_w)
AM_RANGE(0xff8000, 0xffdfff) AM_RAM
AM_RANGE(0xffe000, 0xffffff) AM_RAM AM_BASE_MEMBER(sf_state, objectram)
ADDRESS_MAP_END
@ -228,7 +228,7 @@ static ADDRESS_MAP_START( sfus_map, ADDRESS_SPACE_PROGRAM, 16 )
AM_RANGE(0xc00018, 0xc00019) AM_WRITE(sf_bg_scroll_w)
AM_RANGE(0xc0001a, 0xc0001b) AM_WRITE(sf_gfxctrl_w)
AM_RANGE(0xc0001c, 0xc0001d) AM_WRITE(soundcmd_w)
// AM_RANGE(0xc0001e, 0xc0001f) AM_WRITE(protection_w)
// AM_RANGE(0xc0001e, 0xc0001f) AM_WRITE(protection_w)
AM_RANGE(0xff8000, 0xffdfff) AM_RAM
AM_RANGE(0xffe000, 0xffffff) AM_RAM AM_BASE_MEMBER(sf_state, objectram)
ADDRESS_MAP_END
@ -1210,10 +1210,10 @@ ROM_START( sfp )
ROM_LOAD( "mchr.2h", 0x0e0000, 0x020000, CRC(cc6bf05c) SHA1(4e83dd55c88d5b539ab1dcae5bfd16195bcd2565) )
/* these graphic roms seem mismatched with this version of the prototype, they don't contain the graphics needed
for the bonus round, or have complete tile sets graphic set for 2 of the characters which are used by the prototype
(all of Joe is missing, many of Mike's poses are missing) If you use the original ROMs instead the graphics are
correct, so the prototype is clearly already referencing the final tile arrangement for them. The glitches
therefore are not emulation bugs, if the PCB contained the same mismatched ROMs it would exhibit the same glitches. */
for the bonus round, or have complete tile sets graphic set for 2 of the characters which are used by the prototype
(all of Joe is missing, many of Mike's poses are missing) If you use the original ROMs instead the graphics are
correct, so the prototype is clearly already referencing the final tile arrangement for them. The glitches
therefore are not emulation bugs, if the PCB contained the same mismatched ROMs it would exhibit the same glitches. */
ROM_REGION( 0x1c0000, "gfx3", ROMREGION_ERASE00 )
/* Sprites planes 1-2 */
ROM_LOAD( "b1m.bin", 0x000000, 0x010000, CRC(64758232) SHA1(20d21677b791a7f96afed54b286ee92adb80456d) )

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@ -156,8 +156,8 @@ static READ8_HANDLER( sdpoker_rng_r )
static WRITE8_HANDLER( wdog8000_w )
{
/* Kind of state watchdog alternating 0x00 & 0x01 writes.
Used when exit the test mode (writes 2 consecutive 0's).
Seems to be intended to reset some external device.
Used when exit the test mode (writes 2 consecutive 0's).
Seems to be intended to reset some external device.
Watchdog: 01
Watchdog: 00
@ -186,7 +186,7 @@ static WRITE8_HANDLER( wdog8000_w )
}
wdog = data;
// logerror("Watchdog: %02X\n", data);
// logerror("Watchdog: %02X\n", data);
}
@ -195,7 +195,7 @@ static WRITE8_HANDLER( debug8004_w )
/* Writes 0x00 each time the machine is initialized */
logerror("debug8004: %02X\n", data);
// popmessage("written : %02X", data);
// popmessage("written : %02X", data);
}
static WRITE8_HANDLER( debug7c00_w )
@ -405,12 +405,12 @@ GFXDECODE_END
static WRITE8_DEVICE_HANDLER( ay8910_outputa_w )
{
// popmessage("ay8910_outputa_w %02x",data);
// popmessage("ay8910_outputa_w %02x",data);
}
static WRITE8_DEVICE_HANDLER( ay8910_outputb_w )
{
// popmessage("ay8910_outputb_w %02x",data);
// popmessage("ay8910_outputb_w %02x",data);
}

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@ -141,7 +141,7 @@ WRITE16_HANDLER( lemmings_pixel_1_w )
lemmings_state *state = (lemmings_state *)space->machine->driver_data;
int sx, sy, src, /*old,*/ tile;
// old = state->pixel_1_data[offset];
// old = state->pixel_1_data[offset];
COMBINE_DATA(&state->pixel_1_data[offset]);
src = state->pixel_1_data[offset];
// if (old == src)

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@ -424,7 +424,7 @@ void Processor::SetMulInputRGB(UINT8 **input_r, UINT8 **input_g, UINT8 **input_b
case 11: *input_r = &m_shade_color.i.a; *input_g = &m_shade_color.i.a; *input_b = &m_shade_color.i.a; break;
case 12: *input_r = &m_env_color.i.a; *input_g = &m_env_color.i.a; *input_b = &m_env_color.i.a; break;
case 13: *input_r = &m_lod_frac; *input_g = &m_lod_frac; *input_b = &m_lod_frac; break;
case 14: *input_r = &m_prim_lod_frac; *input_g = &m_prim_lod_frac; *input_b = &m_prim_lod_frac; break;
case 14: *input_r = &m_prim_lod_frac; *input_g = &m_prim_lod_frac; *input_b = &m_prim_lod_frac; break;
case 15: *input_r = (UINT8*)&m_k5; *input_g = (UINT8*)&m_k5; *input_b = (UINT8*)&m_k5; break;
case 16: case 17: case 18: case 19: case 20: case 21: case 22: case 23:
case 24: case 25: case 26: case 27: case 28: case 29: case 30: case 31:
@ -1984,10 +1984,10 @@ void N64::RDP::Processor::CmdLoadBlock(UINT32 w1, UINT32 w2)
switch (m_misc_state.m_ti_size) // slindwords Neededby Vigilante 8
{
case PIXEL_SIZE_4BIT: ti_width2 >>= 1; slindwords >>= 3; width >>= 1; break;
case PIXEL_SIZE_8BIT: slindwords >>= 2; break;
case PIXEL_SIZE_4BIT: ti_width2 >>= 1; slindwords >>= 3; width >>= 1; break;
case PIXEL_SIZE_8BIT: slindwords >>= 2; break;
case PIXEL_SIZE_16BIT: ti_width2 <<= 1; slindwords >>= 1; width <<= 1; break;
case PIXEL_SIZE_32BIT: ti_width2 <<= 2; width <<= 2; break;
case PIXEL_SIZE_32BIT: ti_width2 <<= 2; width <<= 2; break;
}
if ((tb + (width >> 2)) > 0x400)

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@ -347,12 +347,12 @@ class Processor
~Processor() { }
void Dasm(char *buffer);
void Dasm(char *buffer);
void ProcessList();
UINT32 ReadData(UINT32 address);
void ProcessList();
UINT32 ReadData(UINT32 address);
void InitInternalState()
void InitInternalState()
{
if(m_machine)
{
@ -449,12 +449,12 @@ class Processor
void SetPrimLODFrac(UINT8 prim_lod_frac) { m_prim_lod_frac = prim_lod_frac; }
// Color Combiner
void SetSubAInputRGB(UINT8 **input_r, UINT8 **input_g, UINT8 **input_b, int code);
void SetSubBInputRGB(UINT8 **input_r, UINT8 **input_g, UINT8 **input_b, int code);
void SetMulInputRGB(UINT8 **input_r, UINT8 **input_g, UINT8 **input_b, int code);
void SetAddInputRGB(UINT8 **input_r, UINT8 **input_g, UINT8 **input_b, int code);
void SetSubInputAlpha(UINT8 **input, int code);
void SetMulInputAlpha(UINT8 **input, int code);
void SetSubAInputRGB(UINT8 **input_r, UINT8 **input_g, UINT8 **input_b, int code);
void SetSubBInputRGB(UINT8 **input_r, UINT8 **input_g, UINT8 **input_b, int code);
void SetMulInputRGB(UINT8 **input_r, UINT8 **input_g, UINT8 **input_b, int code);
void SetAddInputRGB(UINT8 **input_r, UINT8 **input_g, UINT8 **input_b, int code);
void SetSubInputAlpha(UINT8 **input, int code);
void SetMulInputAlpha(UINT8 **input, int code);
// Texture memory
UINT8* GetTMEM() { return m_tmem; }
@ -480,13 +480,13 @@ class Processor
INT32* GetK5() { return &m_k5; }
// Blender-related (move into RDP::Blender)
void SetBlenderInput(int cycle, int which, UINT8 **input_r, UINT8 **input_g, UINT8 **input_b, UINT8 **input_a, int a, int b);
void SetBlenderInput(int cycle, int which, UINT8 **input_r, UINT8 **input_g, UINT8 **input_b, UINT8 **input_a, int a, int b);
// Render-related (move into eventual drawing-related classes?)
Rectangle* GetScissor() { return &m_scissor; }
void TCDiv(INT32 ss, INT32 st, INT32 sw, INT32* sss, INT32* sst);
void TCDiv(INT32 ss, INT32 st, INT32 sw, INT32* sss, INT32* sst);
UINT32 GetLog2(UINT32 lod_clamp);
void RenderSpans(int start, int end, int tilenum, bool shade, bool texture, bool zbuffer, bool flip);
void RenderSpans(int start, int end, int tilenum, bool shade, bool texture, bool zbuffer, bool flip);
UINT8* GetHiddenBits() { return m_hidden_bits; }
void GetAlphaCvg(UINT8 *comb_alpha);
const UINT8* GetBayerMatrix() const { return s_bayer_matrix; }
@ -496,16 +496,16 @@ class Processor
UINT32 GetFillColor32() const { return m_fill_color; }
void ZStore(UINT16* zb, UINT8* zhb, UINT32 z, UINT32 deltaz);
UINT32 DecompressZ(UINT16 *zb);
UINT16 DecompressDZ(UINT16* zb, UINT8* zhb);
INT32 NormalizeDZPix(INT32 sum);
UINT32 DecompressZ(UINT16 *zb);
UINT16 DecompressDZ(UINT16* zb, UINT8* zhb);
INT32 NormalizeDZPix(INT32 sum);
bool ZCompare(void* fb, UINT8* hb, UINT16* zb, UINT8* zhb, UINT32 sz, UINT16 dzpix);
// Fullscreen update-related
void VideoUpdate(bitmap_t *bitmap);
// Commands
void CmdInvalid(UINT32 w1, UINT32 w2);
void CmdInvalid(UINT32 w1, UINT32 w2);
void CmdNoOp(UINT32 w1, UINT32 w2);
void CmdTriangle(UINT32 w1, UINT32 w2);
void CmdTriangleZ(UINT32 w1, UINT32 w2);
@ -515,37 +515,37 @@ class Processor
void CmdTriangleSZ(UINT32 w1, UINT32 w2);
void CmdTriangleST(UINT32 w1, UINT32 w2);
void CmdTriangleSTZ(UINT32 w1, UINT32 w2);
void CmdTexRect(UINT32 w1, UINT32 w2);
void CmdTexRectFlip(UINT32 w1, UINT32 w2);
void CmdSyncLoad(UINT32 w1, UINT32 w2);
void CmdSyncPipe(UINT32 w1, UINT32 w2);
void CmdSyncTile(UINT32 w1, UINT32 w2);
void CmdSyncFull(UINT32 w1, UINT32 w2);
void CmdSetKeyGB(UINT32 w1, UINT32 w2);
void CmdSetKeyR(UINT32 w1, UINT32 w2);
void CmdSetFillColor32(UINT32 w1, UINT32 w2);
void CmdSetConvert(UINT32 w1, UINT32 w2);
void CmdSetScissor(UINT32 w1, UINT32 w2);
void CmdSetPrimDepth(UINT32 w1, UINT32 w2);
void CmdSetOtherModes(UINT32 w1, UINT32 w2);
void CmdTexRect(UINT32 w1, UINT32 w2);
void CmdTexRectFlip(UINT32 w1, UINT32 w2);
void CmdSyncLoad(UINT32 w1, UINT32 w2);
void CmdSyncPipe(UINT32 w1, UINT32 w2);
void CmdSyncTile(UINT32 w1, UINT32 w2);
void CmdSyncFull(UINT32 w1, UINT32 w2);
void CmdSetKeyGB(UINT32 w1, UINT32 w2);
void CmdSetKeyR(UINT32 w1, UINT32 w2);
void CmdSetFillColor32(UINT32 w1, UINT32 w2);
void CmdSetConvert(UINT32 w1, UINT32 w2);
void CmdSetScissor(UINT32 w1, UINT32 w2);
void CmdSetPrimDepth(UINT32 w1, UINT32 w2);
void CmdSetOtherModes(UINT32 w1, UINT32 w2);
void CmdLoadTLUT(UINT32 w1, UINT32 w2);
void CmdSetTileSize(UINT32 w1, UINT32 w2);
void CmdLoadBlock(UINT32 w1, UINT32 w2);
void CmdLoadTile(UINT32 w1, UINT32 w2);
void CmdLoadBlock(UINT32 w1, UINT32 w2);
void CmdLoadTile(UINT32 w1, UINT32 w2);
void CmdFillRect(UINT32 w1, UINT32 w2);
void CmdSetTile(UINT32 w1, UINT32 w2);
void CmdSetFogColor(UINT32 w1, UINT32 w2);
void CmdSetBlendColor(UINT32 w1, UINT32 w2);
void CmdSetPrimColor(UINT32 w1, UINT32 w2);
void CmdSetEnvColor(UINT32 w1, UINT32 w2);
void CmdSetCombine(UINT32 w1, UINT32 w2);
void CmdSetTextureImage(UINT32 w1, UINT32 w2);
void CmdSetMaskImage(UINT32 w1, UINT32 w2);
void CmdSetColorImage(UINT32 w1, UINT32 w2);
void CmdSetTile(UINT32 w1, UINT32 w2);
void CmdSetFogColor(UINT32 w1, UINT32 w2);
void CmdSetBlendColor(UINT32 w1, UINT32 w2);
void CmdSetPrimColor(UINT32 w1, UINT32 w2);
void CmdSetEnvColor(UINT32 w1, UINT32 w2);
void CmdSetCombine(UINT32 w1, UINT32 w2);
void CmdSetTextureImage(UINT32 w1, UINT32 w2);
void CmdSetMaskImage(UINT32 w1, UINT32 w2);
void CmdSetColorImage(UINT32 w1, UINT32 w2);
void Triangle(bool shade, bool texture, bool zbuffer);
UINT32 AddRightCvg(UINT32 x, UINT32 k);
UINT32 AddLeftCvg(UINT32 x, UINT32 k);
UINT32 AddRightCvg(UINT32 x, UINT32 k);
UINT32 AddLeftCvg(UINT32 x, UINT32 k);
UINT32* GetCommandData() { return m_cmd_data; }
@ -554,15 +554,15 @@ class Processor
Framebuffer m_framebuffer;
TexturePipe m_tex_pipe;
OtherModes m_other_modes;
OtherModes m_other_modes;
MiscState m_misc_state;
ColorInputs m_color_inputs;
CombineModes m_combine;
Color m_pixel_color;
Color m_inv_pixel_color;
Color m_blended_pixel_color;
Color m_memory_color;
Color m_pixel_color;
Color m_inv_pixel_color;
Color m_blended_pixel_color;
Color m_memory_color;
Color m_blend_color;
Color m_prim_color;
@ -577,14 +577,14 @@ class Processor
UINT8 m_lod_frac;
UINT8 m_prim_lod_frac;
Color m_one_color;
Color m_zero_color;
Color m_one_color;
Color m_zero_color;
UINT32 m_fill_color;
UINT16 m_cc_lut1[(1<<24)];
UINT8 m_cc_lut2[(1<<24)];
UINT32 m_rgb16_to_rgb32_lut[(1 << 16)];
UINT16 m_cc_lut1[(1<<24)];
UINT8 m_cc_lut2[(1<<24)];
UINT32 m_rgb16_to_rgb32_lut[(1 << 16)];
UINT32 m_ia8_to_rgb32_lut[(1 << 16)];
UINT32 m_cmd_data[0x1000];

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@ -32,20 +32,20 @@ class Blender
MiscState* m_misc_state;
Processor* m_rdp;
bool Blend16Bit(UINT16* fb, UINT8* hb, RDP::Color c1, RDP::Color c2, int dith);
bool Blend16Bit1Cycle(UINT16* fb, UINT8* hb, RDP::Color c, int dith);
bool Blend16Bit2Cycle(UINT16* fb, UINT8* hb, RDP::Color c1, RDP::Color c2, int dith);
bool Blend32Bit(UINT32* fb, RDP::Color c1, RDP::Color c2);
bool Blend32Bit1Cycle(UINT32* fb, RDP::Color c);
bool Blend32Bit2Cycle(UINT32* fb, RDP::Color c1, RDP::Color c2);
bool Blend16Bit(UINT16* fb, UINT8* hb, RDP::Color c1, RDP::Color c2, int dith);
bool Blend16Bit1Cycle(UINT16* fb, UINT8* hb, RDP::Color c, int dith);
bool Blend16Bit2Cycle(UINT16* fb, UINT8* hb, RDP::Color c1, RDP::Color c2, int dith);
bool Blend32Bit(UINT32* fb, RDP::Color c1, RDP::Color c2);
bool Blend32Bit1Cycle(UINT32* fb, RDP::Color c);
bool Blend32Bit2Cycle(UINT32* fb, RDP::Color c1, RDP::Color c2);
bool AlphaCompare(UINT8 alpha);
void BlendEquation0Force(INT32* r, INT32* g, INT32* b, int bsel_special);
void BlendEquation0NoForce(INT32* r, INT32* g, INT32* b, int bsel_special);
void BlendEquation1Force(INT32* r, INT32* g, INT32* b, int bsel_special);
void BlendEquation1NoForce(INT32* r, INT32* g, INT32* b, int bsel_special);
void BlendEquation0Force(INT32* r, INT32* g, INT32* b, int bsel_special);
void BlendEquation0NoForce(INT32* r, INT32* g, INT32* b, int bsel_special);
void BlendEquation1Force(INT32* r, INT32* g, INT32* b, int bsel_special);
void BlendEquation1NoForce(INT32* r, INT32* g, INT32* b, int bsel_special);
void DitherRGB(INT32* r, INT32* g, INT32* b, int dith);
void DitherRGB(INT32* r, INT32* g, INT32* b, int dith);
};
} // namespace RDP

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@ -36,9 +36,9 @@ class Rectangle
UINT16 m_yh; // 10.2 fixed-point
private:
void Draw1Cycle();
void Draw2Cycle();
void DrawFill();
void Draw1Cycle();
void Draw2Cycle();
void DrawFill();
running_machine* m_machine;
Processor* m_rdp;

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@ -8,7 +8,7 @@ namespace N64
namespace RDP
{
#define RELATIVE(x, y) ((((x) >> 3) - (y)) << 3) | (x & 7);
#define RELATIVE(x, y) ((((x) >> 3) - (y)) << 3) | (x & 7);
void TexturePipe::SetMachine(running_machine *machine)
{

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@ -28,24 +28,24 @@ class TexturePipe
}
UINT32 Fetch(INT32 SSS, INT32 SST, Tile* tile);
void CalculateClampDiffs(UINT32 prim_tile);
void CalculateClampDiffs(UINT32 prim_tile);
void SetMachine(running_machine* machine);
private:
void Mask(INT32* S, INT32* T, Tile* tile);
void TexShift(INT32* S, INT32* T, bool* maxs, bool* maxt, Tile *tile);
void Clamp(INT32* S, INT32* T, INT32* SFRAC, INT32* TFRAC, bool maxs, bool maxt, Tile* tile);
void ClampLight(INT32* S, INT32* T, bool maxs, bool maxt, Tile* tile);
void Mask(INT32* S, INT32* T, Tile* tile);
void TexShift(INT32* S, INT32* T, bool* maxs, bool* maxt, Tile *tile);
void Clamp(INT32* S, INT32* T, INT32* SFRAC, INT32* TFRAC, bool maxs, bool maxt, Tile* tile);
void ClampLight(INT32* S, INT32* T, bool maxs, bool maxt, Tile* tile);
running_machine* m_machine;
OtherModes* m_other_modes;
Processor* m_rdp;
TexFetch m_tex_fetch;
INT32 m_maskbits_table[16];
INT32 m_clamp_t_diff[8];
INT32 m_clamp_s_diff[8];
INT32 m_maskbits_table[16];
INT32 m_clamp_t_diff[8];
INT32 m_clamp_s_diff[8];
};
} // namespace RDP

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@ -41,8 +41,8 @@ class TexRectangle
int m_flip;
private:
void DrawDefault();
void DrawCopy();
void DrawDefault();
void DrawCopy();
running_machine* m_machine;
Processor* m_rdp;

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@ -10,4 +10,4 @@
***************************************************************************/
extern const char build_version[];
const char build_version[] = "0.137u1 ("__DATE__")";
const char build_version[] = "0.137u2 ("__DATE__")";