diff --git a/src/mame/drivers/taito_x.cpp b/src/mame/drivers/taito_x.cpp index fd0fe48339b..b2ed469d0af 100644 --- a/src/mame/drivers/taito_x.cpp +++ b/src/mame/drivers/taito_x.cpp @@ -921,6 +921,8 @@ void taitox_state::gigandes(machine_config &config) MCFG_MACHINE_START_OVERRIDE(taitox_state,taitox) SETA001_SPRITE(config, m_seta001, 16000000, m_palette, gfx_taito_x); + m_seta001->set_fg_yoffsets(-0xa, 0xe); + m_seta001->set_bg_yoffsets(0x1, -0x1); /* video hardware */ screen_device &screen(SCREEN(config, "screen", SCREEN_TYPE_RASTER)); diff --git a/src/mame/video/seta001.cpp b/src/mame/video/seta001.cpp index 583020c9389..9e463c121cb 100644 --- a/src/mame/video/seta001.cpp +++ b/src/mame/video/seta001.cpp @@ -32,6 +32,14 @@ This should implement device_video_interface, since it generates the vertical and horizontal blanking and sync signals from a master clock. + + understand sprite limits / how sprite 0 sometimes must be skipped, maybe + layers being enabled counts against limits? maybe some chip revisions skip + the first sprite? see note in device_start + + understand why we need offset kludges for some games, they can even differ + from layer to layer + */ #include "emu.h"